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Official mirror of the THZ Tremulous hacks from thz.googlecode.com

thz's People

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thz's Issues

See Lcannon & Pulse & Grenade & etc through walls


As an alien we don't see Lucifier shots and etc through walls.
lets fix that.

*note* this is tied into the whole idea of the 'glowing grenades'

Code works, I just need to test everything before I commit new revision.

Original issue reported on code.google.com by [email protected] on 6 Mar 2009 at 4:20

aimbot doesnt even work

bound the mouse2 to aimbot, turned the aimbot on, try to aim at aliens,
doesnt even attempt to aim at a given target. jumps randomly and doesnt
work at all


Original issue reported on code.google.com by [email protected] on 29 May 2009 at 1:20

Dont aim at dead people

There is a moment where a player becomes dead but there entity still
exists, This causes us to aim at them when they are close.


Hopefully we only need to add:

    // Dont aim at them if they are dead
    if( cent->currentState.eFlags & EF_DEAD )
        continue;



Will test tonight

Original issue reported on code.google.com by [email protected] on 5 Mar 2009 at 9:04

advanced triggerbot

I'm the one from before who helped out with the triggerbot.  I've not
tested it, but I think the code below may help with making an advanced
triggerbot.  Of course the 128.0f could eventually be replaced with more
precise units for the class being used.

in cg_draw.c 
in function static void CG_ScanForCrosshairEntity( void )
just replace
VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end )
with
if( cg.snap->ps.persistant[ PERS_TEAM ] = PTE_ALIENS);
 {;
 VectorMA( start, 128.0f, cg.refdef.viewaxis[ 0 ], end )};
else;
 {;
 VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end )}; 

There maybe errors in this, but I think it is worth a shot.  (from what I
understand vectorMA makes the vector that checks for elements in front of
the cross hair.  The second number given in the fuction call is the
distance that it checks.)  Obviously the way I'm doing it now will
introduce a bug with the cross hair names not being displayed as aliens.

So why do I help with the triggerbot, but not the aimbot?  Really it is
because I don't like aimbots and I have never really had trouble aligning
my cross hair with the target.  For me the real problem is with the alien
class and timing.

Original issue reported on code.google.com by [email protected] on 31 May 2009 at 9:11

CVar Problems

What steps will reproduce the problem?
1. Would you like to hide the enemy's name?
2. Try to hide it by typing /thz_showhp 0
3. Woops, It does not work.

I think, You should add more cvars like:
- thz_showName
- thz_showHP


Original issue reported on code.google.com by [email protected] on 2 Apr 2009 at 10:26

On screen tutorial for THZ

THZ has a fairly large amount of options to configure. Allot of its users
are very nooby. 

Perhaps I should write some basic instructions that will show up when
tutorial mode is enabled.


Just a thought.

Original issue reported on code.google.com by [email protected] on 24 Mar 2009 at 6:07

Patch usable against vanilla client

Can a patch be made containing just the aimbot code for the client?  I have a 
Tremulous
client that I like ( http://releases.mercenariesguild.net/client/ to be exact), 
and everything
works except for the aimbot with the PK3.  I need the patch so I can use the 
aimbot with
that client.

Original issue reported on code.google.com by [email protected] on 29 Jan 2009 at 8:26

Creep Shows thru walls when wallhack is off

What steps will reproduce the problem?
1. no steps...just open client and connect
2. maybe turn off wallhack if it's on
3.

What is the expected output? What do you see instead?
When wallhack is off, creep won't show either

What version of the product are you using? On what operating system?
latest, windows

Please provide any additional information below.
when wallhack is off, you can still see buildable creep, and it can make
small things like trappers and acid tubes look like granger barbs

Original issue reported on code.google.com by [email protected] on 27 Apr 2009 at 3:56

aimbot inaccuracies

What steps will reproduce the problem?
1. turn on aimbot
2. aim at dretch
3.

What is the expected output? What do you see instead?
should hit dretch solidly, instead it will miss. the aimbot also appears to
lose track of target when the enemy jumps or pounces.

What version of the product are you using? On what operating system?

thz 4.2
Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 23 May 2009 at 3:26

Aimbot code is shared between too many things

Problem Description:
Aimbot doesn't work 98% of the times I make code changes, this is due to
too much crap relying on the same structures, ( esp, radar everything else
). Aimbot needs to be separated cleanly from the dependency of everything else.


Steps to Reproduce:
1. create new qvms from latest source commit
2. try to use aimbot


Actual Results:
probably won't work


Expected Results:
should work all the time akshully.

Original issue reported on code.google.com by [email protected] on 4 Oct 2009 at 3:32

Aimbot Crashes Game

If you are experiencing a crash when trying to use the aimbot please report
so here.

I have not been able to reproduce this error myself.



Please include 

 1. OS
 2. Pk3 version
 3. Client you are using
 4. Any relevant Error Messages


Thanks,
MTLB

Original issue reported on code.google.com by [email protected] on 23 Jan 2009 at 2:28

Cvars and features issues

What steps will reproduce the problem?
1. Start the game
2. turn thz_triggerbot to 1
3. try to use it?

What is the expected output? What do you see instead?
It should shoot for me, but it does nothing

What version of the product are you using? On what operating system?
THZ 4.2 with your vms-1.1.0.pk3 on windows


Original issue reported on code.google.com by [email protected] on 15 Dec 2008 at 4:35

Questions


1. How can i disable that stupid player and their equipments list on right
side of screen? Its annoying

2. How can i disable radar?

Original issue reported on code.google.com by [email protected] on 8 May 2009 at 5:10

Aimbot weapons movements

What steps will reproduce the problem?
1. Use the aimbot
2. The viewfinder snaps the target
3. The weapons still remaning in the previous position, so it doesn't 
shoot at the target correctly

What is the expected output? What do you see instead?
The weapons should shoot correctly.

What version of the product are you using? On what operating system?
I use the only hacked vms.pk3, last version. I try to use the aimbot in 
windows vista and in linux, but doesn't work correctly.


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 11 Jul 2009 at 7:48

Please update the .pk3?

This isn't a bug I don't think, but here's the problem.

I'm using Windows XP.


Running THZ 4.2, with the qvms and hacked client:
- everything works fine (except triggerbot)


Using the Hacked pk3 (THZ-4.2.1), with pretty much every client I could find:
- aimbot isn't working properly, holding down my +aimbot key, it tracks the
enemy, but its inaccurate, it snaps away from the enemy randomly. I'm using
the SAME settings as when I played using the hacked client. Triple checked.

- can't see health bars for buildings through walls (I could when using the
hacked client)


I'm really happy with the triggerbot, but the "broken" aimbot makes me
stick with the hacked client version of THZ.

Also, could you please update the "hacked client version" so the triggerbot
works?


Thankyou!

Original issue reported on code.google.com by [email protected] on 24 Jan 2009 at 9:09

Can't disable wallhack

What steps will reproduce the problem?
1. I try disabling wallhack with /thz_walls 0 - doesn't work
2. I also tried doing /vid_restart but nothing changed.
3. Wallhack can't be disabled!

What is the expected output? What do you see instead?
I want to disable wallhack, but doing /thz_walls 0 seems to disable
wallhack only for some things like eggs (but structures' healthbar is still
visible through walls)

What version of the product are you using? On what operating system?
I'm using the latest qvm update package, on Windows Vista

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 6 Apr 2009 at 6:26

Glowing Grenades

Something I've wanted for a couple of weeks now, The idea was simple enough
but the answer was really hard to draw up.

Couple hours later I've got it working, so this will be in the next svn update.


Original issue reported on code.google.com by [email protected] on 6 Mar 2009 at 3:19

Dont Aim At Dead People

There is a moment where a player becomes dead but there entity still
exists, This causes us to aim at them when they are close.


Hopefully we only need to add:

    // Dont aim at them if they are dead
    if( cent->currentState.eFlags & EF_DEAD )
        continue;



Will test tonight



Original issue reported on code.google.com by [email protected] on 5 Mar 2009 at 9:14

linux problem

PK3/Client version:
4.3 linux

Problem Description:
not working

Steps to Reproduce:
1.unzip archive at .tremulous
2.open tremulous
3.

Actual Results:
how to fix problem

Expected Results:
İfrom turkey

*Please use the labels to specify additional information*

Original issue reported on code.google.com by [email protected] on 25 Mar 2012 at 9:00

How do I compile from source?

I can't find anything how, and if it requires GNU or something tell me
where to get it, cause I downloaded GNU from somewhere after searching
google and I don't know how to use it. And where should I post this, cause
I don't know where

Original issue reported on code.google.com by [email protected] on 2 Oct 2009 at 1:07

Full strategy mod

Have you ever though about making this package into a full mod for
Tremulous? The strategy enhancements to the game would be outstanding if
you could always know full info about your team status and location, it
would transform Trem into a much more powerful strategy game.

Currently, Trem strategy is very limited exactly because the information
available to each player is very limited. Why not change that?

It would be all the stuff the THZ package does already (healthbars, team
location and equipment/class, structure counts, perhaps an overhead map
updated in real time). If you would also make these changes on the server
code to make it work together with the client instead of trying to trick
it, I can easily see a very successful variant of Trem emerging from this.

Regarding cheating ie. also getting enemy information: deal with it any way
you want. One can argue that it brings the game to a new level (think of
chess, you can see all the enemy pieces but it's still a powerful and
interesting game); others may say it makes things too easy (wallhack,
aimbot etc.).

Original issue reported on code.google.com by [email protected] on 8 Apr 2010 at 5:30

Advance Triggerbot

I don't remember who mentioned it but the idea was add distance checking
for alien the alien class into the triggerbot.


After some looking around There is a function 'Distance( )' which returns a
distance between 2 vectors returned from a trace.

So.. what we should add is something like this:

vec_t Distance;

...

Distance = Distance( start, end );

...

if( (Distance > 128.0f) && (team == PTE_ALIENS) )
    // Then dont attack just yet
else
    trap_SendClientCommand("+attack;-attack;");
cg.snap->ps.stats[STAT_PTEAM] = team;

...

Looks good to me, I will work on this modification later tonight and
hopefully it will work, ( if not no big deal ).


Original issue reported on code.google.com by [email protected] on 5 Mar 2009 at 6:52

Highly Visible Grenades

Feature description:

grenades are small and hard too see, make them glow and visible through walls.

Implementation:

I actually have a patch around here somewhere that has been tested already.

Original issue reported on code.google.com by [email protected] on 4 Oct 2009 at 4:00

Move THZ Radar into cg_sanner.c

Currently Things like THZ's Radar, and THZ's Aimbot are checked/preformed
every frame in 'cg_view.c'. This is highly unnecessary, and extremely ugly.
Instead, start by moving the Radar code into its own routine and then call
it from CG_Draw2D.


Original issue reported on code.google.com by [email protected] on 26 Mar 2009 at 1:45

Unused Variables, Unused Functions, and Worthless Functions

1. Unused Variables
I counted 23 variables with the majority being Arrays and/or large structures

2. Unused Functions
There are some functions just sitting around which don't have a single Call

3. Worthless Functions
I don't know what to call these, they apparently used to do something but
any relevant code has been removed so mathematical transformations are done
to on empty variables.


Solution:

By cleaning up the source a bit THZ's memory footprint can greatly be
decreased. 


Target:

thz-4.3.0

Original issue reported on code.google.com by [email protected] on 2 Jan 2009 at 10:23

+zoom & -zoom only work with MD

What steps will reproduce the problem?
1. Get a gun
2. Try to zoom with +zoom

What is the expected output? What do you see instead?
We want all weapons to zoom but due to code constraints only MD does


Undergamer Added a custom +zoom and -zoom but I't doesn't seem to fix the
issue that I can't zoom with say a lasgun.

I want lasgun zoom!!


Original issue reported on code.google.com by [email protected] on 2 Jan 2009 at 6:48

Hard to determine Adv. class aliens with glow on

Advanced Class Aliens Are hard to make apart from Regular class aliens when
they are glowing.

Steps to Reproduce:
1. Join human team
2. Feed aliens to s2 / s3
3. Is it and Adv. Goon or a Regular goon?!

What I want:
An easy way to tell the difference between a regular class alien and a Adv.
alien.



Original issue reported on code.google.com by [email protected] on 24 Mar 2009 at 7:00

Aimbot jittery when activated

When I first activate aimbot, if it can immediately lock onto an enemy, it 
suddenly turns me
facing a different way.  If it can't lock onto an enemy immediately, it works 
fine.  I'm using
the hacked client and qvms.

Original issue reported on code.google.com by [email protected] on 29 Jan 2009 at 10:37

ADD ON FOR THZ

http://networkofdoom.net/~bishop3space/random/trem_patchbot.zip

this is a addon to the current trigger bot volt hud integrated

Put everything where its suppose to go, then type /exec hax

the F key will turn triggerbot on and off
also if f gets unbound somehow just push v and it should rebind

Happy hacking.

Original issue reported on code.google.com by [email protected] on 3 Jan 2010 at 5:13

CG_hackBDrawPlayerHealthBar is it broken???

This function can't possibly work as specified.

lots of weird stuff goes on in it.


I will probably just remove it, doesn't really make sense that we would
call a different kind of esp while aimbotting.

Original issue reported on code.google.com by [email protected] on 10 Jun 2009 at 5:41

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