Luigi Auriemma

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 Post subject:
PostPosted: 02 Jan 2008 21:51 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
hey luigi, i want to change the annoying "anti name flood" in Jedi Academy to 1 second between instead of 5, do you know what byte(s) to change to do that?
Code:
client->pers.netnameTime = level.time + 5000;

to....
Code:
client->pers.netnameTime = level.time + 1000;


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 Post subject:
PostPosted: 04 Jan 2008 15:54 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
blarg


Last edited by evan1715 on 21 Jan 2008 17:45, edited 1 time in total.

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 Post subject:
PostPosted: 04 Jan 2008 19:57 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
do you mean something which watches in the jk2ded process's memory?
anyway at the moment I'm no longer interested in game related projects


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 Post subject:
PostPosted: 04 Jan 2008 22:07 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
blarg


Last edited by evan1715 on 21 Jan 2008 17:45, edited 1 time in total.

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 Post subject: qvmkanker
PostPosted: 11 Jan 2008 17:58 

Joined: 16 Oct 2007 18:47
Posts: 23
hey evan1715, take another look @ [url]http://www.nixcoders.org/forum/index.php?showtopic=740&st=0&#entry8852[/url]
Last post..maybe this one helps you


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 Post subject:
PostPosted: 11 Jan 2008 22:12 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
no that's just the syscalls.. i need the full assembly/reverse engineering of my 3 files, not just syscalls.


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 Post subject:
PostPosted: 12 Jan 2008 00:49 

Joined: 06 Jan 2008 07:38
Posts: 1
uhmmm, that's for Soldiers of Fortunes, not jk2... unless sof2 is ran by Q3 engine??? I never played sof2... only jk2


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 Post subject:
PostPosted: 12 Jan 2008 02:15 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
sof2 is run on the quake 3 engine, of course. qvmkanker is supposed to disassemble all qvm files on any game but it fails.


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 Post subject:
PostPosted: 15 Jan 2008 14:29 

Joined: 16 Oct 2007 18:47
Posts: 23
[quote="evan1715"]sof2 is run on the quake 3 engine, of course. qvmkanker is supposed to disassemble all qvm files on any game but it fails.[/quote]
not really it was originally created for UrbanTerror only


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 Post subject:
PostPosted: 16 Jan 2008 01:17 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
then why call it "qvm" instead of "UTqvmkanker"


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 Post subject:
PostPosted: 26 Jan 2008 21:12 

Joined: 26 Jan 2008 21:10
Posts: 1
Hey guys,

Anyone have the jk2 1.03 source code to hand? if you do, please could you mail it to me at mazman3000@hotmail.com

I would really appreciate the help


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 Post subject:
PostPosted: 27 Jan 2008 04:51 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
do u mean this 1? http://jediknight3.filefront.com/file/J ... Tools;2888

or are u talking about only for the real JK2 1.03 version?
if ur asking for JK2 1.03's version, only I have that (it's modified from the link above to fit 1.03)


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 Post subject:
PostPosted: 12 Feb 2008 01:30 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
ok yeah, Luigi, we've discussed this... but i still need some help :)

kai, basically i need anti msgboom still for jk2 1.02 :D
-in the jk2ded, add
Code:
if(strlen(text) > 900) {
   return;
}
but it could be added where you've attempted to do the fix before, where the error is, may be that'll work? y'know just drop the whole error thing and put in that... i'm just really desprite for a fix on either platform, linux or windows... so what do you think? :)


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 Post subject:
PostPosted: 12 Feb 2008 14:39 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
I have really no other ideas about that issue, I have closed with the Q3 engine


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 Post subject:
PostPosted: 12 Feb 2008 21:46 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
aluigi wrote:
I have really no other ideas about that issue
i didnt ask any ideas from u i just asked if it was possible to input that code into where your other fix was (where the error is)

you've closed q3engine? that was like your most productive one! u closed the whole half life engine and quake... what is there now?


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 Post subject:
PostPosted: 12 Feb 2008 23:13 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
evan1715 wrote:
i didnt ask any ideas from u i just asked if it was possible to input that code into where your other fix was (where the error is)

the code you posted is something like the one I made for the experimental patch I posted here, you do a return while I placed a zero at that position.
I don't know if it works but theorically the position is correct, check if the function is void or you need to return a number or a pointer.

Quote:
you've closed q3engine? that was like your most productive one! u closed the whole half life engine and quake... what is there now?

it's normal to change 8-)
I will continue to test games naturally but with a much lower priority than the past.


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 Post subject:
PostPosted: 13 Feb 2008 22:18 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
aluigi wrote:
check if the function is void or you need to return a number or a pointer.
what do u mean? :P
aluigi wrote:
I will continue to test games naturally but with a much lower priority than the past.
eh... oks


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 Post subject:
PostPosted: 15 Feb 2008 14:23 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
check if the function you want to modify is a "int function(...)" or a "char *function(...)" and so on for returning the correct value


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 Post subject:
PostPosted: 25 Jul 2008 17:07 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
ok since the quake 3 engine is now "Free" under the GPL....
do u think it is possible to like "recode" the jk2Ded and patch the msgboom problem ourselves?

hey Noobie, did u ever like make it work for the jk2mpgame.qvm's ?


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 Post subject:
PostPosted: 26 Jul 2008 15:26 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
nice question but sincerely I don't know the answer because not all the games based on the quake 3 engine are compatible.
for example, both Q3 and JK2 use vm files (CoD instead uses dlls) but is possible that some opcodes are differents


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 Post subject:
PostPosted: 27 Jul 2008 21:58 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
ah true...

im trying to make a batch file so whenever i open jk3/jk2 it opens my minimizer, wall hack and the jamp/jk2mp.exe....
Code:
@echo off
rem Jedi Academy Minimizer
cd C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Extra
start JK3Minimizer
rem Wall Hack
cd C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Extra
start ULDR.exe
rem jamp.exe
cd C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData
start jamp.exe
exit

right well, is there like a "wait" command i can use in between the jamp.exe and the other ones... some times it loads all at the same time and u have to open ur wallhack before u open ur game, so sometimes the wallhack wont work ....... so i want to put like wait 2 seconds for it to start up before the jamp.exe...
so is there? :P


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 Post subject:
PostPosted: 28 Jul 2008 11:17 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
I don't remember default Windows commands to do that so you can use sleepy:

http://aluigi.org/mytoolz.htm

Example:
sleepy 2s


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 25 Aug 2008 21:53 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
seems to work.

Quote:
discussions about C, assembly, perl and python

do u actually know all those?


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 25 Aug 2008 22:23 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
only C and assembly, the other two were a suggestion of a friend of mine who wanted to partecipate in discussions about these 2 languages


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 26 Aug 2008 20:27 

Joined: 16 Oct 2007 18:47
Posts: 23
I killed luigi A. last week and unfortunately he is not able to post here anymore :(


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 26 Aug 2008 20:43 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
Noobie wrote:
I killed luigi A. last week and unfortunately he is not able to post here anymore :(


uh, what?


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 26 Aug 2008 23:35 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
ah ah ah Noobie how much time :)


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 06 Sep 2008 17:18 

Joined: 05 Oct 2007 01:20
Posts: 402
Location: Florida
well i tried looking at ur about page... http://aluigi.altervista.org/about.htm
but... couldn't find what disassembler u used :P
so what do u use for .dll's? i have 1 for .exe's but i need 1 for .dll... u got 1 for me? XD


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 Post subject: Re: Q3: JK2: Source code help
PostPosted: 06 Sep 2008 18:03 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
I use the most lame, old and bugged disassembler of the world, a certain w32dasm
mainly for 2 reasons: it's fast and I do all the work with the debugger so I don't care much about the disassembler.
In case you want to try this lame disassembler try the following:

http://aluigi.org/misc/w32dasm.zip


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