Author Topic: Day of Defeat: Source (DOD:S) Mathack  (Read 8389 times)

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Offline The Admin

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #30 on: July 14, 2010, 11:48:21 AM »
So, it does work?

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #31 on: July 14, 2010, 11:51:56 AM »
Does what work? Err, posting on shoutbox now I think, much less time consuming if you want to use it.
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Offline The Admin

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #32 on: July 16, 2010, 03:57:15 PM »
Support rifles are purple now.
« Last Edit: July 17, 2010, 08:55:37 PM by That Guy »

Offline Zackinator

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #33 on: July 21, 2010, 03:28:11 PM »
I tryed using the $ignorez models, with the bypasser, and the models would get invisible in the open parts of the map. Any way to change that?

Thanks!

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #34 on: July 21, 2010, 04:03:19 PM »
$ignorez is buggy. If there is a static object behind the hacked model, it will disappear.

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #35 on: July 24, 2010, 02:21:16 AM »
Sorry about getting this back a bit late, if you use translucent for all your textures on the normal materials folder, it does not work on certain materials. In fact, using full translucent has just made the game look exactly as if there is no mathacks at all. Alpha is still better for now :<

Also, how come there is no invisible hands yet? I have mine working so if you want it I can post it..
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Offline The Admin

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #36 on: July 24, 2010, 02:38:31 AM »
Sorry about getting this back a bit late, if you use translucent for all your textures on the normal materials folder, it does not work on certain materials. In fact, using full translucent has just made the game look exactly as if there is no mathacks at all. Alpha is still better for now :<

Also, how come there is no invisible hands yet? I have mine working so if you want it I can post it..
Yeah, I've noticed some problems with some textures not going transparent. I tried alpha and got the same problem. The original textures option doesn't have the extra materials you added because half already had the basetexture set to grid.

I haven't added removed hands because I didn't think it was that important and never got around to it. Go ahead and post it. Add as much as you like.

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #37 on: July 24, 2010, 02:43:17 AM »
Removed hands x sleeves is somewhat helpful I guess, since some reload movements literally blind your entire front.

With alpha, mostly everything is transparent but like you said, there are some really strong areas where you can't see through. They look like decals though, as they only apply to one side. Might be due to alpha/translucent stacking.

For some reason, using white grid on the props make them nearly to completely invisible, leading me to shoot at walls where people are behind and looking stupid x.x So I am now using dark grid for it..

Edit: Here is the nohand stuff, only issue is that punching is invisible now, but since meleeing is like playing the lottery, running into them and just letting loose works too.

Edit 2: Oh right, the alpha texture and hand data is thanks to rahlzel.
« Last Edit: July 24, 2010, 03:05:50 AM by silver259 »
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Offline The Admin

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #38 on: July 24, 2010, 03:09:42 AM »
Removed hands x sleeves is somewhat helpful I guess, since some reload movements literally blind your entire front.

With alpha, mostly everything is transparent but like you said, there are some really strong areas where you can't see through. They look like decals though, as they only apply to one side. Might be due to alpha/translucent stacking.

For some reason, using white grid on the props make them nearly to completely invisible, leading me to shoot at walls where people are behind and looking stupid x.x So I am now using dark grid for it..

Edit: Here is the nohand stuff, only issue is that punching is invisible now, but since meleeing is like playing the lottery, running into them and just letting loose works too.

Edit 2: Oh right, the alpha texture and hand data is thanks to rahlzel.
Added.

Offline SuperNovaAO

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #39 on: July 24, 2010, 04:37:40 AM »
So, $ignorez 1 works here without a bypasser? Because I can make so it doesn't appear in front of a static prop.

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #40 on: July 24, 2010, 04:58:50 AM »
So, $ignorez 1 works here without a bypasser? Because I can make so it doesn't appear in front of a static prop.
$ignorez 1 requires a bypasser in DoD:S.

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #41 on: July 24, 2010, 05:04:14 AM »
There exists maybe 10 servers in all of the DoDS that does not check for consistency though. :3
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #42 on: July 25, 2010, 12:02:37 AM »
Fixed removed skybox.

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #43 on: July 27, 2010, 10:08:11 PM »
Been attempting to add in coloured helmets with 0 success. Is it because helmets are no longer used and the body material goes over everything?
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #44 on: July 27, 2010, 10:41:43 PM »
Been attempting to add in coloured helmets with 0 success. Is it because helmets are no longer used and the body material goes over everything?
That's correct. There is no separate vmt for the heads, so the vtf has to be edited directly.

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #45 on: July 28, 2010, 12:34:16 AM »
Mhm, until I am up to editting a vtf, I am too lazy to go do it :3
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Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #46 on: August 26, 2010, 09:34:35 PM »
Since there are now plugins that consider r_drawdetailedprops as an exploit and fucks up your game if you type r_drawdetailedprops 0 in, just delete the "detail" folder in your dod folder. That will produce the same effect as r_drawdetailedprops 0.
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #47 on: August 26, 2010, 10:14:42 PM »
Update.
Quote
-Version 2.0 8/16/210
-Added Removed Foliage

Changelog was lost when the thread got fucked by SMF last week. If anybody has a copy of it, please post it, or PM it to me.

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #48 on: August 27, 2010, 08:48:38 AM »
Mmm, but now its going to be obvious when you shoot through dem trees.
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #49 on: August 27, 2010, 08:52:16 AM »
That's the point. If I wanted to make a mathack for legit play, I would have.

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #50 on: August 27, 2010, 09:54:00 AM »
Legit hacks are getting harder :< Just sticking to nonlegit ones~
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #51 on: August 27, 2010, 01:18:31 PM »
yeah i hate the latest update... luckly if only seen like 2 servers using the command that forces the r_detail thing... i think i might add the lss thing back, because HaloShadoW already has a workaround cause they failed when they did that update to the beta. Just takes like a few little hex fixes.
I'm soon to be awesome!

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #52 on: August 27, 2010, 07:31:52 PM »
Its from a sourcemod plugin: "[DoD] Exploit Blocker" or something like that. Quite a few servers are putting it in, but that one.. its pretty gay, its like the super anti-everything, it can even kick if you turn off 3d_sky.
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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #53 on: August 27, 2010, 08:07:50 PM »
Its from a sourcemod plugin: "[DoD] Exploit Blocker" or something like that. Quite a few servers are putting it in, but that one.. its pretty gay, its like the super anti-everything, it can even kick if you turn off 3d_sky.
Is that what was kicking me for having irrelevant shit like mp_balanceteams differing from the server?

Offline Crystal

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #54 on: August 28, 2010, 02:36:10 AM »
Is that what was kicking me for having irrelevant shit like mp_balanceteams differing from the server?

Yes, that mod is quite possibly the most anal one ever.
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Offline iTailsFly

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #55 on: September 03, 2010, 03:05:51 PM »
I tried the first one and it works fine for DoD. Thanks. :)
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Offline Wolf in command

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #56 on: September 04, 2010, 10:36:24 PM »
I tried the first one and it works fine for DoD. Thanks. :)
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Offline fpsgamerz

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #57 on: September 13, 2010, 12:00:29 PM »
This works good so far 8)

Offline Bigwoop

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #58 on: October 16, 2010, 10:41:24 PM »
As of 10/16/10 this seems to be patched?

Offline The Admin

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Re: Day of Defeat: Source (DOD:S) Mathack
« Reply #59 on: October 16, 2010, 10:49:46 PM »
The server you were playing on had sv_pure enabled. Find another one.