I'm still waiting for someone to make a cool best-selling game and be like
[img]http://dl.dropbox.com/u/313489/vb.jpg[/img]
[QUOTE=thelinx;34047174]LÖVE 0.8.0's ImageData:encode adds support for png, jpg and gif, and fixed the po2 problem.[/QUOTE]
I was aware 0.8 fixes the alpha thing, but not the PO2 thing. That's good news then, I can fix them both up when it shows it's face.
[QUOTE=Overv;34050461]Most likely [url=http://camstudio.org/]CamStudio[/url], it's a free desktop recording program.[/QUOTE]
I used this, because I had problems with that program. It's pretty much the same thing minus those problems.
[url]http://www.nbxsoft.com/screen-recorder.php[/url]
I want to make a game, so I drew up a game concept
[img]http://i.imgur.com/juFJx.jpg[/img]
[QUOTE=cody8295;34052527]Yea, turns out it can be used for more than shitty keyloggers and chat spammers![/QUOTE]
or [url=https://yogscast.com/showthread.php?21223-The-Yogsoft-PC-Software]this shit.[/url]
or shitty "viruses"
"OMG UR HAXXED PREPAER UR ANUS"
[hd]http://www.youtube.com/watch?v=r_W3ThAD-fQ[/hd]
The same concept as with the TF2 Const Crit thing.
What you basically do is loop through all available spread seeds (trace each one) and if one hits the right hitbox, use this seed.
€dit: Oh yeah, this is a recoded demo. All the movement is done by hand. (and you don't see any screen shake or whatever).
[QUOTE=supersnail11;34053463]or [url=https://yogscast.com/showthread.php?21223-The-Yogsoft-PC-Software]this shit.[/url][/QUOTE]
Oh god, that makes me want to cry, it's just a fucking webbrowser.
Anyways, if you'd like to see my .NET portfolio, it's here: [url]http://cody8295.blogspot.com[/url]
[QUOTE=Overv;34050461]Most likely [url=http://camstudio.org/]CamStudio[/url], it's a free desktop recording program.[/QUOTE]
Since this is the programming thread, it would be nice if somebody created a desktop recording program utilizing the webm file format. Multi-platform would be a bonus!
Really simple, useful program.
[QUOTE=C:\;34047983]Uh, do you need some art? :v:[/QUOTE]Noes! I'll do it all myself. :C
[QUOTE=LuaStoned;34053740][hd]http://www.youtube.com/watch?v=r_W3ThAD-fQ[/hd]
The same concept as with the TF2 Const Crit thing.
What you basically do is loop through all available spread seeds (trace each one) and if one hits the right hitbox, use this seed.
€dit: Oh yeah, this is a recoded demo. All the movement is done by hand. (and you don't see any screen shake or whatever).[/QUOTE]
Aren't you afraid of being banned by VAC?
[QUOTE=DrLuke;34054668]Aren't you afraid of being banned by VAC?[/QUOTE]
VAC bans only apply if Valve gets their hands on the DLL or whatever he is using.
If he shows these videos, they might find out he is hacking, but Valve do not manually ban, unless it is a special case.
[QUOTE=DrLuke;34054668]Aren't you afraid of being banned by VAC?[/QUOTE]
With a private(as in not distributed at all) cheat, VAC really won't detect anything. As long as you're not modifying the games memory directly.
Or, you know, test it on a Non-VAC server too.
[QUOTE=TheCloak;34055027]Or, you know, test it on a Non-VAC server too.[/QUOTE]
You still get banned on non-vac servers as well, there's a command that you need to disable VAC fully.
[QUOTE=Shoar;34055103]You still get banned on non-vac servers as well, there's a command that you need to disable VAC fully.[/QUOTE]
Well I've blatantly used detected cheats on CS:S years ago on non-vac servers and I never got banned so unless that command you're talking about was activated on the server, you can't get banned
[QUOTE=synthiac;34055132]
NEWSFLASH: this is basically how every hack works[/QUOTE]
NEWSFLASH: Why don't you go read up on source engine hacking before you say anything? Yes, some hacks may do that, but any half modern anti cheat will detect a direct modification. Detouring a function directly for a hook will not work.
It seems I'm wrong then.
I'm not really good at programming, how do these hacks work? How do you know where in memory these spread seeds are. This is really confusing to me right now. :suicide:
[QUOTE=awfa3;34055444]I'm not really good at programming, how do these hacks work? How do you know where in memory these spread seeds are. This is really confusing to me right now. :suicide:[/QUOTE]
You can use the Source SDK to compile your own binaries and look up the functions with debug information to grab signatures. If you're dealing with virtual functions you can use vtable offsets. I'm sure CUserCmd with seeds directly, and so he's probably detouring something in that class to set the seed.
[QUOTE=amcfaggot;34055539]You can use the Source SDK to compile your own binaries and look up the functions with debug information to grab signatures. If you're dealing with virtual functions you can use vtable offsets. I'm sure CUserCmd with seeds directly, and so he's probably detouring something in that class to set the seed.[/QUOTE]
I think I got everything except, what can you do with function signatures? It's just the name of it right? Does that allow you to change the code inside it?
[QUOTE=awfa3;34055655]I think I got everything except, what can you do with function signatures? It's just the name of it right? Does that allow you to change the code inside it?[/QUOTE]
With the function signature, you can call the function. It's a dynamic way to find the functions address in memory.
[QUOTE=awfa3;34055655]I think I got everything except, what can you do with function signatures? It's just the name of it right? Does that allow you to change the code inside it?[/QUOTE]
With function signatures you can detour things, or call the functions directly.
Way back when I was working on SourceLua, binding functions from Source to Lua (hurr hurr, what a creative name), I did stuff like this:
[img]http://i944.photobucket.com/albums/ad281/andrewmcwatters/Half-Life%202%20Sandbox/ctf_2fort0002.jpg[/img]
[QUOTE=cody8295;34055514]Got bored....
[IMG]http://www.myimg.us/images/01.04.12/22955.gif[/IMG][/QUOTE]
You should switch from your current OpenGL bindings (I'm guessing Tao?) to [url=http://www.opentk.com/]OpenTK[/url], the OpenGL methods are way less redundant (GL.GenTextures instead of Gl.glGenTextures) and parameters aren't just constants in the Gl class, they're enums, so you always know what the accepted values for anything are.
[QUOTE=Nexus435;34055387]NEWSFLASH: Why don't you go read up on source engine hacking before you say anything? Yes, some hacks may do that, but any half modern anti cheat will detect a direct modification. Detouring a function directly for a hook will not work.[/QUOTE]
Last time I checked, VAC doesn't detect vtable hooks.
Spoilers!
[QUOTE=dajoh;34055733]Last time I checked, VAC doesn't detect vtable hooks.[/QUOTE]
I said detouring a function directly. VMT hooks are still undetected.
[QUOTE=robmaister12;34055728]You should switch from your current OpenGL bindings (I'm guessing Tao?) to [url=http://www.opentk.com/]OpenTK[/url], the OpenGL methods are way less redundant (GL.GenTextures instead of Gl.glGenTextures) and parameters aren't just constants in the Gl class, they're enums, so you always know what the accepted values for anything are.[/QUOTE]
Thank you so much for bringing that up, I was wondering why there was 100 constant integers.
[QUOTE=Shotgunz;34055753]Oh my lord.
So I've added a new feature, a third level of "fidelity" for when there are hallways 3+ tiles long. However this has caused some problems as you can see in the screenshots below. Going forward through that "floating third fidelity layer" takes me back to the lower left of the map. Creepy. Oh yeah, and I made the HUD not ugly.
[img]http://i.imgur.com/EdsvG.png[/img]
[img]http://i.imgur.com/iCvWf.png[/img][/QUOTE]
I have no fucking clue what is going on.
All I can see is scribbles.
[QUOTE=Maurice;34055928]I have no fucking clue what is going on.
All I can see is scribbles.[/QUOTE]
thats a feature noob
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