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  1. 06-02-2005
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Forum: F.E.A.R

F.E.A.R (1 and 2) Engine Specific Code

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Code Fear 2: Engine Drawing

    The engine itself, doesn't seem to use it. You need to create your font with the characters you will use: bool bInitFont; CTextureString* StringFont; void InitFont () { if ( !bInitFont ) { CFontInfo font = CFontInfo("Terminal",8); StringFont =...

    Started by x22, 02-24-2009 10:01 AM
    • Replies: 10
    • Views: 1,169
    07-31-2009 07:35 AM Go to last post
  3. Sticky Thread Sticky: [FEAR]Simple Aimbot

    A simple Aimbot based Vectore scanning (:cheerful: ) I suppose you have already hooked all necessary things... /* All the works for scann the target is already coded (thank's sierra :)) so.. recover the target locked on your Croshair */ HOBJECT hTarget =...

    Started by Nick99, 04-07-2007 05:30 AM
    aimbot, fearsimple
    • Replies: 2
    • Views: 1,389
    06-05-2009 11:09 AM Go to last post
  4. Sticky Thread Sticky: Code [FEAR2] Get current weapon

    Probably not the best way but it works typedef bool (__stdcall *tChangeWeapon)(void * _this, int a2, int a3, int a4, bool a5, bool a6); tChangeWeapon oChangeWeapon; bool __stdcall xChangeWeapon(void * _this, int a2, int a3, int a4, bool a5, bool a6) { int iCurWeapon = *(DWORD...

    Started by Chod, 05-10-2009 01:53 PM
    1 Staff Post(s)
    • Replies: 3
    • Views: 457
    05-12-2009 08:23 PM Go to last post
  5. Sticky Thread Sticky: Info F.E.A.R 2: Some interesting functions

    Found some very intertesting functions that i'm going to have a play about with, i'm not going to release how I logged them but it should be fairly obvious to anybody who can use a debugger... Building command list... cmd_name: PerformanceGroupLevel func_ptr: 0xdc82f80 cmd_name:...

    Started by Chod, 04-01-2009 02:49 PM
    • Replies: 0
    • Views: 354
    04-01-2009 02:49 PM Go to last post
  6. Sticky Thread Sticky: Code F.E.A.R 2: Database Hijack

    This will allow you to control a load of F.E.A.R's internal variables, including recoil, speed, fall damage and other crap. float __stdcall Hooked_FEARDatabase( unsigned char * unknown, const char * param_name, int code, int stack ) { float flRet = Orig_FEARDatabase( unknown,...

    Started by Chod, 03-30-2009 12:38 PM
    • Replies: 4
    • Views: 417
    03-31-2009 01:42 PM Go to last post
  7. Sticky Thread Sticky: Code F.E.A.R 2: No-Recoil/No-Spread

    I don't know what effect this will have in multiplayer as I can't afford to pay for the game yet. I only have the demo too so offsets are likely to be different. Anyway, here is perfect recoil and spread in 1 patch, you thought they might have learnt after F.E.A.R 1 :P void PatchRecoil( void )...

    Started by Chod, 02-18-2009 08:38 PM
    10 Staff Post(s)
    • Replies: 14
    • Views: 954
    03-29-2009 07:52 PM Go to last post
  8. Sticky Thread Sticky: F.E.A.R Sound ESP

    Nice little sound esp for F.E.A.R First off the function we will need to hook is called PlayDBSoundFromPos The location for this is (base + 0x13dc10). You will need to make a typedef for the function like so: typedef HLTSOUND (__stdcall *PlayDBSoundFromPos_T)( const LTVector &vPos,...

    Started by Chod, 05-12-2007 09:01 AM
    2 Pages
    1 2
    3 Staff Post(s)
    • Replies: 17
    • Views: 1,812
    08-05-2008 03:50 PM Go to last post
  9. Sticky Thread Sticky: [FEAR] ~2 years old shit.

    just a base aimbot/esp/engine stuff taker :tired: without static offsets.. like someone likes to use ( |= ~respect ) for each.. :cross_eye

    Started by mattdog, 11-03-2007 08:11 PM
    • Replies: 2
    • Views: 1,135
    11-07-2007 05:01 AM Go to last post
  10.   Normal Threads  

  1. Question Question

    I have always wondered, why is it that there are no hacks for FEAR Combat v.1.7, but there is for earlier versions, and for v.1.8? What's so different? Is it impossible?

    Started by Xen0z, 06-18-2010 01:40 PM
    • Replies: 10
    • Views: 226
    4 Weeks Ago 12:59 AM Go to last post
  2. Release Retsims Fear Superhack...

    For those that already know fear is a shit game and noone plays it anymore Attached is possibly the second best hack for fear in the world after Icecolds private one. the list of things is too long to name but some things are Laser guns Tank guns spawn anything change server settings

    Started by Retsimx, 04-17-2010 06:03 PM
    • Replies: 8
    • Views: 440
    06-09-2010 07:07 PM Go to last post
  3. Question Question How to run Fear Hacks?

    Can you teach me how to run these hacks?. I donīt know how to run them. Could anybody help me? Thanks

    Started by antonz, 05-15-2010 02:49 AM
    fear hacks
    • Replies: 0
    • Views: 76
    05-15-2010 02:49 AM Go to last post
  4. Question Finding Yaw + Pitch

    I've been at this for a couple days, and I have run into a dead end. Is there any pointers anyone could give about finding the yaw and pitch? I am able to do it with cheat engine, but this particular game has an anti cheat. I've looked at the FEAR SDK and reversing the player manger proves to be...

    Started by imjapanesa, 01-12-2010 01:53 AM
    • Replies: 5
    • Views: 493
    04-20-2010 04:17 PM Go to last post
  5. Question Patternscan - Crash - Address not existing?

    Hello. As the Address for NoRecoil isn't static for me, i have to Patternscan it. DWORD pNoRecoil = Memory::dwFindPattern(0x0100000, 0x0170000 , (PBYTE)"\x81\xEC\x8C\x00\x00\x00\x53\x8B\xD9", "xxx???xxx"); But the Patternscan seems to Crash the Game ! I think it's because the scanned memory...

    Started by !nso, 02-24-2010 03:46 AM
    • Replies: 2
    • Views: 198
    02-24-2010 06:36 AM Go to last post
  6. Question Engine Chams

    Does anyone know of a method to work with FEAR that allows me to modify the textures of HOBJECTS in game?

    Started by imjapanesa, 01-25-2010 04:13 AM
    chams, engine
    • Replies: 0
    • Views: 243
    01-25-2010 04:13 AM Go to last post
  7. Release F.E.A.R 2: Mini Hack

    Features: speedhack - Customized speed settings fastrecover - Quick recovery speed from sprinting nodrain - Don't drain energy when sprinting recoil - Completely remove weapon spread and recoil inventory - Weapon inventory hack allows more bullets than normal longrange - Allows you to...

    Started by Chod, 04-07-2009 12:46 PM
    2 Pages
    1 2
    • Replies: 18
    • Views: 1,520
    01-12-2010 10:37 PM Go to last post
  8. Question aimbot for fear 2 and or fear 1 multi player

    ok as ive been reading some as i saw the mini hack.. is there a way to get a hack with aimbot esp and chams and extras for fear and fear 2 multi player

    Started by soad1609, 08-01-2009 02:55 AM
    • Replies: 1
    • Views: 498
    08-01-2009 03:56 AM Go to last post
  9. Question Finding ILTRender and then hooking it

    I dissassembled Fear2.EXE and found a text string called ILTRenderer . So heres the assembly: loc_6652EC: push offset dword_6EB9E0 push offset aIltrenderer_de ; "ILTRenderer.Default" mov ecx, offset unk_6EB9E4 call sub_407E0B push offset sub_669FDB ; void (*)(void) call ...

    Started by nerd312, 04-12-2009 07:36 AM
    finding, hooking, iltrender
    • Replies: 3
    • Views: 516
    07-10-2009 08:46 AM Go to last post
  10. [FEAR]Fire

    Add this after ur rotation in ur aimbot to make it autofire when locked..... g_pClientShell->GetPlayerMgr()->GetClientWeaponMgr()->GetCurrentClientWeapon()->Fire(); This will only fire ur weapon and although seems like u have infinite ammo U DO NOT after ur clips are empty u will...

    Started by K@N@VEL, 08-21-2007 02:35 PM
    fearfire
    • Replies: 3
    • Views: 714
    06-06-2009 04:40 AM Go to last post
  11. DirectX VTable Hook Using the Games Device Pointer

    DirectX VTable Hook that I made for FEAR using the device pointer that the game stores in memory. Went ahead and hooked a few as an example. A benefit to this would be that you can hook at any time. In other words, no time critical hooks. Currently undetected by PB #include <Windows.h>...

    Started by Strife, 08-31-2007 08:59 PM
    device, directx, games, hook, pointer, vtable
    • Replies: 5
    • Views: 2,673
    09-21-2007 07:41 AM Go to last post
  12. [FEAR] Remove Weapon Sway

    Just a simple patch to get rid of that weapon sway when moving. /* 025FEAA9 33FF XOR EDI,EDI 025FEAAB 3BC7 CMP EAX,EDI 025FEAAD 0F84 73040000 JE GamB4D.025FEF26 ;change to Unconditional jmp 025FEAB3 8B0D DC497402 MOV ECX,DWORD PTR DS: reference:...

    Started by Strife, 09-04-2007 01:53 PM
    • Replies: 1
    • Views: 488
    09-04-2007 05:21 PM Go to last post
  13. [FEAR]Teleport

    He is a simple code to teleport from player to player...This was made using the Fear 1.08 SDK ... void MyFearClass::vTeleport( void ) { if( !g_pInterfaceMgr->IsInGame() ) return; CSpecialFXList* pFxList = g_pClientShell->GetSFXMgr()->GetFXList( SFX_CHARACTER_ID );

    Started by K@N@VEL, 08-21-2007 02:57 AM
    2 Pages
    1 2
    1 Staff Post(s) fearteleport
    • Replies: 19
    • Views: 1,392
    08-28-2007 04:48 PM Go to last post
  14. [FEAR] Skeleton ESP

    A little visual treat, makes up for not having a wallhack! Plus it looks really cool. First, some bone defintitions - to make things easier #define HEAD 0 #define NECK 1 #define UTORSO 2 #define TORSO 3 #define LSHOULDER 4 #define LARMU 5

    Started by Chod, 06-15-2007 02:10 PM
    • Replies: 0
    • Views: 900
    06-15-2007 02:10 PM Go to last post
  15. [FEAR] Pickup pickups from around the map

    GetFXList(SFX_PICKUPITEM_ID) holds all the Pickups(Ammo/weapons/etc) so how do we make use of it? Like this: CSpecialFXList* pList = g_pClientShell->GetSFXMgr()->GetFXList(SFX_PICKUPITEM_ID); int nNumPickups = pList->GetSize(); for (int i = 0; i < nNumPickups; i++) { if ((*pList))

    Started by kynox, 05-22-2007 09:13 PM
    2 Staff Post(s)
    • Replies: 3
    • Views: 1,128
    05-23-2007 07:16 AM Go to last post
  16. [FEAR] Bone Aimbot

    Bone based Aimbot example: uint32 nodes = 0; HMODELNODE hNode; LTTransform lTrans; g_pILTClient->GetModelLT()->GetNumNodes(pChar->GetServerObj(),nodes); g_pILTClient->GetModelLT()->GetRootNode(pChar->GetServerObj(),hNode); for(int j=0; j <nodes;j++){ if( LT_OK ==...

    Started by Hazzard, 04-30-2007 12:52 PM
    • Replies: 1
    • Views: 937
    04-30-2007 01:09 PM Go to last post
  17. [FEAR] Infinate Ammo

    lolz void PatchAmmo() { bool * bInfinateAmmo = (bool*)(g_pBaseClient + 0x1a44f4); *bInfinateAmmo = true; }

    Started by Chod, 04-19-2007 03:55 PM
    2 Pages
    1 2
    2 Staff Post(s)
    • Replies: 21
    • Views: 1,375
    04-21-2007 01:40 PM Go to last post
  18. [FEAR] Anti gravity!

    g_pClientShell->GetPlayerMgr()->GetMoveMgr()->SetGravity( whatevervalue ); It's that easy...

    Started by Chod, 04-18-2007 06:43 PM
    • Replies: 13
    • Views: 914
    04-21-2007 05:52 AM Go to last post
  19. [FEAR] Little ESP

    here a little Name ESP for F.E.A.R /* Get the list of connected players */ CSpecialFXList* pList = g_pClientShell->GetSFXMgr()->GetFXList(SFX_CHARACTER_ID); /* get Num of players */ int nNumChars = pList->GetSize();

    Started by Nick99, 03-08-2007 11:25 AM
    1 Staff Post(s)
    • Replies: 2
    • Views: 949
    03-26-2007 02:32 PM Go to last post
  20. FEAR - Hijack the database

    TYPE_GetProcAddress Orig_GetProcAddress = NULL; typedef FARPROC (WINAPI * TYPE_GetProcAddress) (HMODULE hModule,LPCSTR lpProcName); Orig_GetProcAddress = (TYPE_GetProcAddress)DetourFunction( (BYTE*)GetProcAddress( GetModuleHandle( "Kernel32.dll" ), "GetProcAddress" ),...

    Started by s0beit, 12-01-2006 02:20 AM
    • Replies: 9
    • Views: 934
    02-22-2007 11:18 AM Go to last post
  21. FEAR Get current anim state

    int GetAnimState( ) { uint32 dwPlayerFlags = g_pPlayer->GetPlayerFlags( ); bool bCrouch = !!(dwPlayerFlags & BC_CFLG_DUCK); bool bMoving = !!( dwPlayerFlags & BC_CFLG_MOVING ); bool bRun = bMoving && !!(dwPlayerFlags & BC_CFLG_RUN); bool bWater = g_pPlayer->IsUnderwater( ); //maybe use...

    Started by s0beit, 11-28-2006 09:49 AM
    1 Staff Post(s)
    • Replies: 8
    • Views: 587
    02-11-2007 05:18 AM Go to last post
  22. F.E.A.R. Key Hook

    //declares typedef bool (WINAPI * TYPE_CInterfaceMgr_OnKeyDown) (int key, int rep); TYPE_CInterfaceMgr_OnKeyDown Orig_CInterfaceMgr_OnKeyDown = NULL; //someplace DWORD dwOnKeyDown = ( ( dwGameDll ) + 0x84930 ); Orig_CInterfaceMgr_OnKeyDown = (TYPE_CInterfaceMgr_OnKeyDown)...

    Started by s0beit, 11-30-2006 08:39 AM
    • Replies: 1
    • Views: 480
    12-04-2006 07:58 AM Go to last post
  23. F.E.A.R. Is Player Dead???

    Use this to get the character from an ID CCharacterFX *GetCharacterFromID(uint32 ID) { CCharacterFX* pCharacterFX = NULL; int cCharacterFX = g_pGCShell->GetSFXMgr()->GetFXList(SFX_CHARACTER_ID)->GetSize(); for ( int iCharacterFX = 0 ; iCharacterFX < cCharacterFX ;...

    Started by drewpaul86, 11-30-2006 03:17 AM
    • Replies: 0
    • Views: 456
    11-30-2006 03:17 AM Go to last post
  24. Getting started with F.E.A.R.

    I've been working on this lately, so I thought I might just post these two "hints" as code snippets. It's for grabbing the Baseaddress of the GameClient.dll dynamically, as its being extracted to the Temp directory: void HookThread() { char* GameClient =...

    Started by h1web, 09-04-2006 10:57 AM
    1 Staff Post(s)
    • Replies: 8
    • Views: 1,413
    11-26-2006 05:41 PM Go to last post

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