View Full Version : Gir489's Wallhack v2.7.5
gir489
8th December 2007, 21:54
Most of the vmts/vtfs are from coolrider64n's hack, and that dude that posted his fix.
I fixed it up a little, by removing some of the comments, and changed some of the textures around.
Only the player models work on sv_pure 1, and everything else works on sv_pure 0.
Still working on my sv_pure 0 client enforcer. :\
*Brighter colored party hart for seeing spys on partymod servers.
*Rockets are now bright green, and you can see the rocket trail.
*Health and ammo is yellow and can be see through the wall.
*Friendly Spy's mask can be seen through the wall.
*Removed useless wallhacked textures, such as circle.
That's about it. I tested it on a DX9 card. I don't know about the DX8 varied textures, and I think they cause black/pink checkered effect on some of the models.
**Credits**
coolrider64n For making the mathack.2
VALVe For enabling the ignorez function in the VMT.
**ChangeLog**
V1.00
Initial Release
v2.0
Added weapons showing through walls.
Added colored weapons, and what could be teamcolored weapons. //To use the colored weapons, go to Models->ColoredModels and open the folder you wish to use. Copy the contents to Materials/Models.
Added crit.vmt
Fixed gibs not being colored and not having the nofog function.
v2.0.1
Made pyro's flamethrower appear to be more solid when colored.
Made medic's needlegun appear to be more solid when colored.
v2.5
Added navyblue and bloodred for the team-colored weapons.
Fixed the orange texture showing up black.
v2.5.1
Fixed teleporter not showing up as colored and through the wall.
Removed some useless vmts from buildables/teleporter.
v2.6
Reduced some FPS loss issues with the player models using redundent textures.
Added option to color syringes.
Added class-based items support.
Colored models and ClassItems is now in folder Materials->WeaponOptions.
Replaced navyblue and blooodred with pink and turquoise.
v2.6.1
Fixed hvyweapon materials not being migrated to the new system of materials.
v2.7
Fixed shotgun showing up invisible, and checkered.
Fixed knife showing up invisible, and checkered.
Fixed grenadelauncher showing up invisible, and checkered.
Fixed stickybomb_launcher not being walled.
Added option to color pipebombs.
Added option to color stickybombs.
v2.7.5
Reduced material redudency for buildables.
Fixed intel showing up as colored, but looking like it was the orignal pattern of color.
Fixed intel color jitter.
Fixed red teleporter arrow.
Fixed some console error spam.
v2.7.5.1
Fixed sentry range drawing a sphere, instead of the indicated range.
v2.7.5.5
Added heavy achievement materials.
v3.0
Added world weapons hack to add team coloring to default weapons. WeaponsOptions->ColoredWeapons->DefaultColoredWeapons.
Fixed pistol not showing up as wallhacked due to a typo in the folder naming.
Fixed rocket showing up translucent, instead of solid.
v3.1
Removed w_minigun.mdl, as it was useless and consuming too much FPS.
Added Effects->achieved.vmt removal. (I couldn't find out where the shooting stars are)
Removed double ignorez/nofog on red intel.
Fixed WeaponOptions->ColoredWeapons->DefaultColoredWeapons->materials having the wrong root directory.
Added a less redundant way to remove the sniperscope.
Holz
8th December 2007, 22:00
Approved & uploaded to MPCDownloads (http://www.mpcdownloads.com/):
[MPC Cheat Database (www.mpcdownloads.com)] -> [Team Fortress 2 (http://www.mpcdownloads.com/forums/downloads/98-TF2-cheats-hacks/)] -> [Gir489's Wallhack (http://www.mpcdownloads.com/forums/downloads/TF2/Gir489's-Wallhack/7123.html)]
Screenshots are always nice to see, by the way.
gir489
8th December 2007, 22:20
Approved & uploaded to MPCDownloads (http://www.mpcdownloads.com/):
[MPC Cheat Database (www.mpcdownloads.com)] -> [Team Fortress 2 (http://www.mpcdownloads.com/forums/downloads/98-TF2-cheats-hacks/)] -> [Gir489's Wallhack (http://www.mpcdownloads.com/forums/downloads/TF2/Gir489's-Wallhack/7123.html)]
Screenshots are always nice to see, by the way.
I'm in a pub with sv_pure 0 right now.
Working on some jucy screens.
EDIT: OK, I didn't get anyone to fire a rocket, but I did get some screenshots of the fixes I did for the players. They're easier to tell who's who on longer distances.
Pics were taken on ctf_blitz
NewItemWallhack (http://img2.freeimagehosting.net/uploads/aaced4a5be.jpg)
Headshotkill1 (http://img2.freeimagehosting.net/uploads/416e1a56e4.jpg)
BLUWalls1 (http://img2.freeimagehosting.net/uploads/812d45ab3f.jpg)
BLUWalls2 (http://img2.freeimagehosting.net/uploads/95c4c89dcf.jpg)
BLUWallhackPlusHeadshotKill1 (http://img2.freeimagehosting.net/uploads/cfa10d0fef.jpg)
BLUWallhackPlusHeadshotKill2 (http://img2.freeimagehosting.net/image.php?da57075afc.jpg)
BLUandREDLongDistance1 (http://img2.freeimagehosting.net/uploads/a83cecee7d.jpg)
EDIT2: Pics from ctf_well_classic_b1 Includes pictures of the rocket hack.
Well1 (http://img2.freeimagehosting.net/uploads/7aa21f18db.jpg)
Well2 (http://img2.freeimagehosting.net/uploads/06d2536f5e.jpg)
Well3 (http://img2.freeimagehosting.net/uploads/f681f98a34.jpg)
Well4 (http://img2.freeimagehosting.net/uploads/5d74442aa7.jpg)
Well5 (http://img2.freeimagehosting.net/uploads/a1845b61e4.jpg)
Well6 (http://img2.freeimagehosting.net/uploads/8e4f0f8a1f.jpg)
RocketFar (http://img2.freeimagehosting.net/image.php?b251cabcd2.jpg)
RocketClose (http://img2.freeimagehosting.net/uploads/1fb2d74786.jpg)
The link to the download page doesn't work.
Zodak101
9th December 2007, 14:30
Thanks, using rocket trail now :D
GirinoX
10th December 2007, 15:18
dont work for me
x3
10th December 2007, 17:29
not bad, i really need to finish mine off that acts as playerglow.
hrhr
11th December 2007, 03:32
Good job, thanks!
amm667
13th December 2007, 04:40
Im very noob lol but is this legal??
Holz
13th December 2007, 04:57
Yes, it's completely legal and safe to use.
unkn0wn415
13th December 2007, 05:07
quick question, does this wallhack spot spy???
hiimchris
13th December 2007, 05:31
No, but on party servers it makes spies easier to see because of the party hat. So no, you still have to do spy checks like everyone else. Sorry.
gir489
16th December 2007, 22:54
quick question, does this wallhack spot spy???
I'm currently toying with this new material I found.
If I get it right, I can tell it to show cloaked spys without having to edit anything in the DX settings of the VMT.
It basically tells the engine when there's the spy model around, it'll cause it to do a strobe-lighting effect. (Even if they're disguised, it'll look for class #8, and do a strobe-light effect. Will even work on sv_pure 1 servers.
Although I think they just used the engine to do 255 alpha on the model.
In which case, we'd need to edit the engine, and I don't feel like using IDA to find the offsets for hooking the engine. -_-
gir489
17th December 2007, 05:08
Yeah, the material was a deadend.
It only works on a local server. So much good that does us.
Due to the popular demand, and apprently everyone plays on a sv_pure 0 servers, I've added world weapons to show through the wall, and an option to have them colored.
I've also added CRITICAL HIT!!! to show through the wall, removed a bunch of textures, and whatnot.
EDIT:
v2.0.1
Made pyro's flamthrower appear to be more solid when colored.
Made medic's needlegun appear to be more solid when colored.
gir489
17th December 2007, 20:27
v2.5
Added navyblue and bloodred for the team-colored weapons.
Fixed the orange texture showing up black.
EDIT:
v2.5.1
Fixed teleporter not showing up as colored and through the wall.
Removed some useless vmts from buildables/teleporter.
Holz
19th December 2007, 00:29
v2.5.1 (FINAL) approved & uploaded to MPCDownloads (http://www.mpcdownloads.com/):
[MPC Cheat Database (www.mpcdownloads.com)] -> [Team Fortress 2 (http://www.mpcdownloads.com/forums/downloads/98-TF2-cheats-hacks/)] -> [Gir489's Wallhack v2.5.1 (FINAL) (http://www.mpcdownloads.com/forums/downloads/TF2/Gir489's-Wallhack-v2.5.1-(FINAL)/7140.html)]
makafelly
19th December 2007, 01:19
so on sv_pure 1 servers.. the wallhacked models still work?
if so that's amazing.
Glassjaw
19th December 2007, 09:14
sv_pure 2 will force original materials.
Royal
26th December 2007, 02:10
Great job!
persotf2
28th December 2007, 22:58
On certain server with sv_pure the wh does not walk that to make?
thanks
gir489
29th December 2007, 05:49
On certain server with sv_pure the wh does not walk that to make?
thanks
I understud everything up to sv_pure.
belink
29th December 2007, 18:47
I understud everything up to sv_pure.
http://developer.valvesoftware.com/wiki/Sv_pure
w00tness
29th December 2007, 23:39
nicely done on the hacks sir hats off to you
fishy80
30th December 2007, 03:41
http://developer.valvesoftware.com/wiki/Sv_pure
he meant he understood what he was saying untill sv_pure... if you read his post it makes no sense...
belink
30th December 2007, 03:56
he meant he understood what he was saying untill sv_pure... if you read his post it makes no sense...
Yes, he understood everything until sv_pure. Which means he doesnt know what sv_pure does.
Which I just explained in that link.
fishy80
30th December 2007, 23:14
Yes, he understood everything until sv_pure. Which means he doesnt know what sv_pure does.
Which I just explained in that link.
if you read the OP he knows what SV_pure is, and is working on an enforcer for it...
meaning he didn't understand that kids extremely poorly worded post... not to mention sv_pure was also briefly explained in previous posts... or at least what it does...
gir489
31st December 2007, 03:56
I'm having trouble hooking the cvar interface.
I'll wait until the SDK is out. Then we can do some damage with engine hooks.
belink
31st December 2007, 04:39
I'm having trouble hooking the cvar interface.
I'll wait until the SDK is out. Then we can do some damage with engine hooks.
The SDK is out. ;x
gir489
2nd January 2008, 21:24
The SDK is out. ;x
For mapfags.
Nobody gives a shit about those artfags.
HEHEOMFG A NEW SGD AND MOAR TEXTURES *CREAM*
I need the engine offsets, and I don't feel like looking for them in IDA.
vulkan
7th January 2008, 21:22
if i just use the player and buildable models will they show thru the walls?? or are they just purely colored models without wallhack
thanks
fishy80
8th January 2008, 00:38
is there any way to add glow to players/sentries? like a blue glow on the ground around blue and red for red? bigger for sentry's? and maybe on the sticky's?
Sr.TV
8th January 2008, 18:19
Where i put this materials? Itīs not working. I put in the only materials folder that i found on my TF2.
Holz
8th January 2008, 19:41
Well, the contained materials folder has to be put in \team fortress 2\tf\.
boykevin
14th January 2008, 19:51
thanks :D i need this
i wont get banend right?
Holz
14th January 2008, 20:26
Right, custom textures and materials are completely legal and are not going to get you banned.
Requisition
20th January 2008, 12:07
Interesting, comments on this file over at MPCdownload having people saying it's detected and they got banned for it. But it's this 100% undetectable?
EDIT: Is their a way to turn this hack "on/off" or a way to remove the hack and still have the official textures?
Holz
20th January 2008, 13:13
Interesting, comments on this file over at MPCdownload having people saying it's detected and they got banned for it. But it's this 100% undetectable?
It's legal and is not gonna get your account banned.
EDIT: Is their a way to turn this hack "on/off" or a way to remove the hack and still have the official textures?
You cannot toggle between default and "wallhacked" walls.
If you want to remove it completely (or for a gaming session) then simply rename the materials folder (to materials_hax) or whatever and restart the game.
ihavemany
21st January 2008, 00:31
i cant find that folder u mentioned earlier holz
hiimchris
21st January 2008, 02:11
You don't even have a materials folder? That means you have virtually nothing installed in Team Fortress 2, including the material hack. So what are you posting for?
Holz
21st January 2008, 02:13
What?
Install: Put the contained materials folder into \team fortress 2\tf\.
Delete: Remove the materials folder which you can find in \team fortress 2\tf\.
MrDramaBoi
21st January 2008, 04:57
Why is it when I switch servers, the scope hax disappears? It turns back to a circle and I hate having to restart the game every server.:confused:
gir489
28th January 2008, 00:01
Why is it when I switch servers, the scope hax disappears? It turns back to a circle and I hate having to restart the game every server.:confused:
That has to do with sv_pure.
Some servers have sv_pure 1, which only allow player models to be shown through the wall.
Most of the people have engine-level hacks now, and these wallhacks are (semi) useless.
rahlzel
20th February 2008, 10:17
I'm noticing on a few servers ( sv_pure 1 I believe) that when I'm an engineer and I select my sentry gun, but before I lay it down, I can't see the sentry's range indication that shows the maximum firing radius of the gun - the giant red circle around you. Instead, the circle zooms in so that my entire screen turns red, like I've just put on a pair of red-tinted glasses.
Is this something I'm doing wrong, or the server is controlling (and thus unfixable), or a bug in the hack?
Other than that, badass job, mate. This is the best of the mat hacks.
gir489
22nd February 2008, 01:28
I'm noticing on a few servers ( sv_pure 1 I believe) that when I'm an engineer and I select my sentry gun, but before I lay it down, I can't see the sentry's range indication that shows the maximum firing radius of the gun - the giant red circle around you. Instead, the circle zooms in so that my entire screen turns red, like I've just put on a pair of red-tinted glasses.
Is this something I'm doing wrong, or the server is controlling (and thus unfixable), or a bug in the hack?
Other than that, badass job, mate. This is the best of the mat hacks.
If it's happening on sv_pure 1, then that means it's a problem with your rendering style. It sounds like, I forgot the name, it was an entity that would do reflection. I think env_worldmap, or something. It sounds like when you're taking it out, it's using that as your worldmap reflection tinting, and it makes it red.
Are you on DX8 or DX9?
baughiw
23rd February 2008, 03:57
i keep getting same error when trying to extract files to team fortress 2\tf i get this error from WinRar:
no files to extract,
the system cannot find the specified files also that that dont exist please email me or post back if u find a solution at <removed> thanks
belink
23rd February 2008, 04:14
I edited your post to remove your email address. Try re-downloading the attachment and trying again.
baughiw
23rd February 2008, 05:54
so all i have to do for full setup is put the metreals foler in the teamfortress/tf folder and play the game right?
rahlzel
23rd February 2008, 07:09
If it's happening on sv_pure 1, then that means it's a problem with your rendering style. It sounds like, I forgot the name, it was an entity that would do reflection. I think env_worldmap, or something. It sounds like when you're taking it out, it's using that as your worldmap reflection tinting, and it makes it red.
Are you on DX8 or DX9?
DX9. Is that entity something I can safely remove to prevent the problem?
I'm curious that no one else has reported this, which means it must be on my end, so I'll try a few troubleshooting ideas floating around in my head. Namely, a reinstall of the mat hack. I also use the "sniper scope removed" hack, too, along with yours. Are the two hacks pissing eachother off?
Fr0sTbY7eX
23rd February 2008, 08:21
No, They work perfectly fine together. It's gotta be something else.
Holz
23rd February 2008, 10:10
so all i have to do for full setup is put the metreals foler in the teamfortress/tf folder and play the game right?
That's correct - except for the folder being called \tf2\ instead of \tf\.
Phantom0071
24th February 2008, 19:36
I have heard that this is detected , is it true?
sko
24th February 2008, 20:12
I have heard that this is detected , is it true?
No, and it will never be.
Phantom0071
24th February 2008, 20:38
You 100% sure? Cuz if you take a look at the download site ( http://www.mpcdownloads.com/forums/downloads/TF2/Gir489's-Wallhack-v2.5.1-(FINAL)/7140.html )
Then some people have been busted. And i don't wanto get VAC banned.
Holz
24th February 2008, 21:06
sko is right.
Phantom0071
24th February 2008, 21:42
Ok thanks SKO and Holz.
rahlzel
26th February 2008, 03:39
I played with my problem some more. It only happens in sv_pure 0 servers. sv_pure 1 servers are fine (with the exception of not being able to see sentries and health/ammo).
Here's a screenshot of what I see on an sv_pure 0 server:
http://img106.imageshack.us/img106/2945/cphorusb30000dz1.jpg
This giant blue screen should be the range indication of the sentry gun to show me how far it will target enemy players from where I deploy it.
This is after a fresh reinstall of your hack. Any idea what's causing this?
hiimchris
26th February 2008, 03:53
I get this too, it's not that big of a deal, it isn't like the blue screen stays on for the rest of the game, but if you really wanna make some hoopla about it...
Speeders
28th February 2008, 14:05
I get this too, it's not that big of a deal, it isn't like the blue screen stays on for the rest of the game, but if you really wanna make some hoopla about it...
Lulz; Works just fine for me as usual.
Sr.TV
28th February 2008, 20:11
There some servers that donīt work at all, and a little others that work. Why is that?
Holz
28th February 2008, 22:15
The ones having pure mode enabled won't let you use these custom materials (and textures).
http://developer.valvesoftware.com/wiki/Pure_Servers
Sr.TV
29th February 2008, 05:45
Now i understand, Thanks Holz
Naidisbo
17th March 2008, 01:07
Not to bump an old thread but what code did you put in the vmt file to make them show through the walls?
TheChrist
17th March 2008, 09:45
Not to bump an old thread but what code did you put in the vmt file to make them show through the walls?
$ignorez 1
Crikers
24th March 2008, 01:39
Hmm. Does this hack (or any similar wallhacks, for that matter) work on a server running sv_pure 2? 98% of the servers I'm currently capable of playing on appear to be running that mode, as no wallhacks seem to work on them...
Or is it physically impossible to use wallhacks on an sv_pure 2 enabled server?
*edit* Ok, just been reading through some other threads. That ****ing sucks.
Mat Hacks are so much fun :(
sLaYeR-eS-Me
24th March 2008, 01:55
if you have a memory bypass you can use them
Crikers
25th March 2008, 04:29
I haven't been at this very long... So please forgive me. But is a memory bypass VAC detectable (ie; something you have to constantly keep and eye on, unlike these mat hacks)? Also, in this case, what IS a memory bypass :P
TheChrist
25th March 2008, 09:52
I haven't been at this very long... So please forgive me. But is a memory bypass VAC detectable (ie; something you have to constantly keep an eye on, unlike these mat hacks)? Also, in this case, what IS a memory bypass :P
the only one publicly released is CoconuTF2, but it is detected and I would not reccomend using it. You can't exactly "Keep an eye on it".
A memory hack is a hack where you can change server settings.
Eg. server is set to "sv_cheats 0", you can use the memory hack and change it to "sv_cheats 1" and then do things like "noclip" and "mat_wireframe 1".
gir489
11th April 2008, 20:10
Eg. server is set to "sv_cheats 0", you can use the memory hack and change it to "sv_cheats 1" and then do things like "noclip" and "mat_wireframe 1".
Noclip, impulse 101, and ent_* have to go through the server first. If it doesn't return back with anything, then the server just ignores it.
You can do mat_* shit, and thirdperson. That's all it's good for.
tf2_cheater
12th April 2008, 12:18
but i thought valve fixed coconutf2 so it doesnt work at all even if its detectable ?
gir489
18th April 2008, 20:40
but i thought valve fixed coconutf2 so it doesnt work at all even if its detectable ?
coco was using the beta TF2 engine when he made that cheat, which was EP1 engine, at the time.
So, after the 1st update, it didn't work anymore.
monopoly171
23rd April 2008, 17:50
Don't use this anymore I got banned for using it, and I bought the game only 4 days ago :'( Now I can't play anymore.
CampStaff
23rd April 2008, 18:52
Don't use this anymore I got banned for using it, and I bought the game only 4 days ago :'( Now I can't play anymore.
Banned for using models eh? Sir, I don't think you know what you are talking about. You used some other cheat that injected into the HL2 process.
gir489
1st July 2008, 20:56
As per numerious reports of the wallhack not working due to some recent updates, I'm working on the wallhack to fix some of the broken models.
This is due to the new file system they started using for the leveling system, and that I was too lazy to update it when I was making 2.5.1.
I'm also adding the new weapons right now.
Should be done by the end of the day.
EDIT: Finished sooner than I thought.
Expect this wallhack to be in Kalvin's hack, as I just finished doing the C++ code for it. It should hard-color the models through the engine, instead of the material system, reducing FPS loss seriously, and shouldn't be effected by sv_pure.
alias fixmat "sv_cheats 1; mat_reloadallmaterials;retry"
EDIT: I'm aware of the heavy's head not working. I always had that problem, but if it works for you, then it works for you, if not, I'll release a fix when I get back from work.
Gripen2
1st July 2008, 23:58
As per numerious reports of the wallhack not working due to some recent updates, I'm working on the wallhack to fix some of the broken models.
This is due to the new file system they started using for the leveling system, and that I was too lazy to update it when I was making 2.5.1.
I'm also adding the new weapons right now.
Should be done by the end of the day.
EDIT: Finished sooner than I thought.
Expect this wallhack to be in Kalvin's hack, as I just finished doing the C++ code for it. It should hard-color the models through the engine, instead of the material system, reducing FPS loss seriously, and shouldn't be effected by sv_pure.
alias fixmat "sv_cheats 1; mat_reloadallmaterials;retry"
EDIT: I'm aware of the heavy's head not working. I always had that problem, but if it works for you, then it works for you, if not, I'll release a fix when I get back from work.
Where can i get more info about this hack? :bunny:
th3_st1ck
2nd July 2008, 01:23
1st page of this thread :P
gir489
2nd July 2008, 08:59
The hack should be out soon, whenever Kalvin finishes VAC2 crap, and finally actually adds my code.
I fixed the heavy. Reuploading.
1st page of this thread :P
I think he's talking about Kalvin's hack.
Gripen2
2nd July 2008, 12:07
The hack should be out soon, whenever Kalvin finishes VAC2 crap, and finally actually adds my code.
I fixed the heavy. Reuploading.
I think he's talking about Kalvin's hack.
What does the hack include?:crazy::crazy:
gir489
5th July 2008, 00:21
v2.7
Fixed shotgun showing up invisible, and checkered.
Fixed knife showing up invisible, and checkered.
Fixed grenadelauncher showing up invisible, and checkered.
Fixed stickybomb_launcher not being walled.
Added option to color pipebombs.
Added option to color stickybombs.
gir489
5th July 2008, 10:11
v2.7.5
Reduced material redudency for buildables.
Fixed intel showing up as colored, but looking like it was the orignal pattern of color.
Fixed intel color jitter.
Fixed red teleporter arrow.
Fixed some console error spam.
That should be the last update for a while, until they release some more c_items.
MrDramaBoi
6th July 2008, 12:23
Does 2.7.5 fix the bug when you put a sentry up it's supposed to show how far it can shoot, but the range is like right in front of you?
gir489
7th July 2008, 09:35
Does 2.7.5 fix the bug when you put a sentry up it's supposed to show how far it can shoot, but the range is like right in front of you?
I found a material in Sentry1 called blueprint_build and blueprint_model. I didn't see a reason why it was $ignorez'd, so I removed it in 2.7.5.
That might have been the problem. I rarely play engineer now, since I got critshit from kalvin's hack, so I play the solider now.
I'll take a look now, to see if that fixed it or not. I'll post back with snaps.
EDIT: I think what he's referring to is this: http://img382.imageshack.us/my.php?image=sentryexplainedka7.png?
The white lines, highlighted in red are the sentry's immediate range, which takes approx <1 second to lock onto a target. The side ranges take 1-2 seconds to lock on. The back range takes 3-4 seconds. It all depends on the level of the sentry, height of the person, and how close they are. I think back in the beta, the blue section was for how wide the sentry could go, then they upped the ranging of the sentry to 360° of turn, to balance out the engineer. The white lines show the sentry's range for which it has no delay to shoot.
I hoped that helped you understand how it works now.
BTW: The sphere's range is the sentry's "range" of how far it can shoot. I think when you level up the sentry, the range increases.
EDIT2: I see what you ment. I'm fixing it now.
2.7.5.1 will include the fix, which I'm releasing now.
It was sentry_pulse, which was aparently the range drawing mech. I thought it was the little firing thing that the sentry makes when it... Fires.
http://img66.imageshack.us/my.php?image=fixedwc1.png
EDIT3:
v2.7.5.1
Fixed sentry range drawing a sphere, instead of the indicated range.
MrDramaBoi
8th July 2008, 07:44
Thanks for the update :bunny:
EDIT: Ah, spoke too soon. Still have the problem. Do I have to delete something?
gir489
8th July 2008, 09:06
Thanks for the update :bunny:
EDIT: Ah, spoke too soon. Still have the problem. Do I have to delete something?
Delete your materials folder, save what you need.
Then do a fresh install. That should fix it.
Artanis111
8th July 2008, 11:56
Haa finally :) No more sphere. I'll try it.
gir489
11th July 2008, 07:31
Nobody told me of it before, and I really didn't care enough as engineer to build a sentry, and if I did, I just threw one up to be a blocker for spys.
Trax91
11th July 2008, 08:47
Is there any chance that you can use normal sprites instead of the solid color sprites? And also a way to detect disguised spies?
gir489
12th July 2008, 05:57
The cloacked spy is an engine effect.
The issue still exists in sv_pure 0 servers but it doesn't really matter. Just "memorize" the distance of the sentry.
Delete your materials folder, save what you need.
Then do a fresh install. That should fix it.
gir489
12th July 2008, 07:34
It works for me.
Post pics proving it.
boykevin
12th July 2008, 22:21
works for me
bitter you might be playing servers that use sv_pure
PX-338
22nd July 2008, 07:38
Hmm. Is there any way to get the models to show through -everything-? The metal "blinds" on the battlements on 2fort seems to be impervious to ignorez, among other things (can't see models on the floor above you on the first floor of 2fort, for instance).
Maybe there's an ignorey? :P
psyche500
22nd July 2008, 11:50
Hmm. Is there any way to get the models to show through -everything-? The metal "blinds" on the battlements on 2fort seems to be impervious to ignorez, among other things (can't see models on the floor above you on the first floor of 2fort, for instance).
Maybe there's an ignorey? :P
Only way I know to do that is turn them into wireframe, been done with CS:S and it worked.Unfortunatly, hasn't been done for tf2 yet >.<
gir489
22nd July 2008, 14:04
OK, let me break it down to you like this.
If you can't see it, they can't see you.
The engine only draws what you need to see, for multiple reasons, and the one major reason is to save FPS.
When the engine does a trace line to the entity, it decides weather or not to draw that model based on some serious algorithm..
There's a command to set the trace line to draw through anything, but you'll get 1FPS. I tried it.
Just remember this, if you can't see them, they can't see you. (Except for spys)
Only way I know to do that is turn them into wireframe, been done with CS:S and it worked.Unfortunatly, hasn't been done for tf2 yet >.<
I think it's $material dev/wireframe.
PX-338
22nd July 2008, 21:52
OK, let me break it down to you like this.
If you can't see it, they can't see you.
The engine only draws what you need to see, for multiple reasons, and the one major reason is to save FPS.
When the engine does a trace line to the entity, it decides weather or not to draw that model based on some serious algorithm..
There's a command to set the trace line to draw through anything, but you'll get 1FPS. I tried it.
Just remember this, if you can't see them, they can't see you. (Except for spys)
Ahhh. Alrighty, thanks for clearing that up. It just sort of irked/confused me that the wallhacked models would show up through most walls, but wouldn't show up through others (or become completely invisible when in front of a particular piece of scenery).
I think it's $material dev/wireframe.
I'm assuming this is another portion of code which can be slipped into vmts? Might warrant some experimentation if psyche's assumption is correct.
psyche500
23rd July 2008, 00:11
Well...If I know it can be done b y slipping code in somewhere, I'll be happy to do it and release it.
PX-338
23rd July 2008, 04:49
Hm. Well Gir, what exactly is the command for the trace line stuff? I know you said it horribly rapes framerates, but I'd like to fiddle around with it anyways.
th3_st1ck
27th July 2008, 17:04
some people are insisting this is detected:
http://www.gghacks.com/forums/team-fortress-2-hacks-exploits/684-detected-gir418s-wallhack-v2-5-1-final.html
But its a material hack, so that is impossible...correct?
psyche500
27th July 2008, 17:39
some people are insisting this is detected:
http://www.gghacks.com/forums/team-fortress-2-hacks-exploits/684-detected-gir418s-wallhack-v2-5-1-final.html
But its a material hack, so that is impossible...correct?
If you'd get banned for this so would people with custom weapon skins be banned for example...
And personally I don't think VALVe is that stupid. Answer is no, this is UNDETECTED.
People that claim material edits are detected just shows how ignorant they are...
th3_st1ck
28th July 2008, 06:13
If you'd get banned for this so would people with custom weapon skins be banned for example...
And personally I don't think VALVe is that stupid. Answer is no, this is UNDETECTED.
People that claim material edits are detected just shows how ignorant they are...
Thats what I thought, just wanted to make sure I didn't miss something xD
PX-338
28th July 2008, 07:25
The only way this thing is being claimed as being "detected" is because people who are using it are using it blatantly, and when the server admin bans them for wallhacking they think 'ZOMG VAC DETECTED IT'.
makafelly
1st August 2008, 19:17
can anyone else confirm this still working after last update. I even installed again, and i have no color models on ay server i go to.
PX-338
1st August 2008, 22:22
The servers you go to might have recently enabled sv_pure 2.
gir489
16th August 2008, 04:45
They're just whiny ******s who claim that so little nublets won't use the hack who are afraid of a VAC ban.
Mat hacks can't be detected since they don't modify the game as far as the engine is concerned.
THEY CAN BE STOPPED, but they can't be detected.
Also, he spelled my name wrong. It's 489 not 418.
The servers you go to might have recently enabled sv_pure 2.
We found a way to remove that.
Problem: VAC2 ban coming your way if you do it. We're working on a solution.
PX-338
20th August 2008, 21:51
Hey Gir, just a quick question.
Is there anyway I can get the heads to "glow" brighter?
gir489
21st August 2008, 08:03
Hey Gir, just a quick question.
Is there anyway I can get the heads to "glow" brighter?
Increase rimlighting and phong.
EDIT: Or remove rimlighting and phong from the body.
v2.7.5.5
Added heavy achievement materials.
SYNCHRONEYEZ
23rd August 2008, 15:56
Actually I think they say its detected because of the consistency check or something. ._.
CampStaff
23rd August 2008, 20:05
Actually I think they say its detected because of the consistency check or something. ._.
Read the thread. They said it was detected because I accidently marked it as detected when VAC client module updated, when in fact, I failed to recheck the TF2 section for Mathacks. It has since been fixed.
It is undetected.
SYNCHRONEYEZ
24th August 2008, 01:35
really? well thats a relief :D
ALthough I logged in to a server using girs and I got banned immediately. xD
Probably cos I was pissing people off on their HL2DM network, lol.
gir489
30th August 2008, 02:30
sv_consistency. It's easily bypassable since it's a simple client CRC check that is dependant on the variable.
sv_pure is code based and would require some serious mem hacking to get rid of instead of hooking the CVAR interface.
It would say like "demoman_head does not match up to server" or something. I've gotten that once.
cdewsxzaqq
1st September 2008, 06:05
Hey gir I'm not sure if anyone else has told you about this bug (?) yet or not, but you can't see the ripple from Spy cloaks when using your materials.
psyche500
1st September 2008, 11:06
Hey gir I'm not sure if anyone else has told you about this bug (?) yet or not, but you can't see the ripple from Spy cloaks when using your materials.
Not a bug actually, think he removed it or it's cos of the mat colour...something like that. Used to know that but I kinda forgot it now, meh. But anyway, not a bug.
gir489
8th September 2008, 08:24
I removed the ripple effect, because I prolonged the spy cloaking by 20%.
You can see the dust cloud, and what not. But the mathack disables the cloaking effect on the spy until he's set for 0 Alpha which is set on the model through the engine.
"$cloakPassEnabled" "0"
"$cloakColorTint" "0 1 0"
You can put it back in, if you want.
"VertexLitGeneric"
{
"$basetexture" "models\player\red_body"
"$bumpmap" "models/player/spy/spy_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$ignorez" "1"
"$nofog" "1"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
"$halflambert" "0"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
"$cloakPassEnabled" "1"
"Proxies"
{
"spy_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
}
}
It just looks super retarded and doesn't help when trying to kill him before he cloaks.
psyche500
9th September 2008, 13:25
I removed the ripple effect, because I prolonged the spy cloaking by 20%.
You can see the dust cloud, and what not. But the mathack disables the cloaking effect on the spy until he's set for 0 Alpha which is set on the model through the engine.
"$cloakPassEnabled" "0"
"$cloakColorTint" "0 1 0"
You can put it back in, if you want.
"VertexLitGeneric"
{
"$basetexture" "models\player\red_body"
"$bumpmap" "models/player/spy/spy_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$ignorez" "1"
"$nofog" "1"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
"$halflambert" "0"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
"$cloakPassEnabled" "1"
"Proxies"
{
"spy_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
}
}
It just looks super retarded and doesn't help when trying to kill him before he cloaks.
Actually it helps me out :o might be just me but I shoot a lot of em around the corner
gir489
13th September 2008, 08:29
ESP > Wallhack. Don't you forget it.
I can see the mother****ers while they're cloaked, and shoot them in the head. It's tons of fun!
psyche500
14th September 2008, 05:22
Yeh but I'm kind of a chicken when it comes to hacking games I paid for, I do not like rebuying ...
Not that I can't afford it, I just don't like it and tbh an injection is always a risk.
skuboszczak
17th September 2008, 13:25
how to use it and where unpack it?
gir489
18th September 2008, 07:46
Goes in C:\Program Files\STEAM\steamapps\skuboszczak\team fortress 2\tf
gir489
24th September 2008, 08:31
Since there is now a reliable sv_pure disabler by knacker, I have decided to convert all the W_ models into team colored ones by hacking the .mdl file.
Pics will be shown soon, followed by a release.
EDIT: Pics as promised, and the release should be soon.
http://img211.imageshack.us/my.php?image=ctf2fort0027ti2.jpg
http://img211.imageshack.us/my.php?image=ctf2fort0028qw5.jpg
EDIT: It seems since valve is a bunch of lazy ****s, the minigun can't have teamcolored textures applied, since the Natasha texture takes over what was supposed to be the BLU color slot.
EDIT: v3.0
Added world weapons hack to add team coloring to default weapons. WeaponsOptions->ColoredWeapons->DefaultColoredWeapons.
Fixed pistol not showing up as wallhacked due to a typo in the folder naming.
Fixed rocket showing up translucent, instead of solid.
For now, the heavy's minigun is green like the rocket.
Here's the source for all the QC's and stuff. http://rapidshare.com/files/148270391/Source.rar.html
belink
26th September 2008, 03:42
Approved, MPCD'd. (http://www.mpcdownloads.com/forums/downloads.php?do=file&id=7526)
Fr0sTbY7eX
26th September 2008, 05:49
Very cool, thanks a bunch ;)
gir489
26th September 2008, 08:05
It has come to my attention that due to the terrible decompiler that is available, it didn't decompile the new LoD models correctly, causing massive FPS loss on all the models that use the LoD system intensively. The two major users are the heavy and sniper rifle. Well, seeing as how I didn't mess with the heavy, that only leaves us with the sniper rifle left.
Until someone writes a better model decompiler, It's going to lag terribly for the sniper. Sorry.
timetohack
26th September 2008, 22:51
I uses it and played sniper, theres no lag...
gir489
27th September 2008, 06:22
The model is rotated wrong, because of the terrible decompiler.
If someone knows of a better one, please let me know, so I can redo all the models, and recompile them the right way. I don't feel like rotating and reboning them all by hand.
EDIT: I think I found out what was causing the serious lag. I left the heavy's minigun in there. Delete it. It boosted my FPS back up. The minigun, the rocketlauncher, and the sniperrifle are broken ATM. They cause too much FPS loss.
skuboszczak
2nd October 2008, 18:14
hey guys i need nice crit hack do you know something?
belink
2nd October 2008, 18:38
No, there is no public crit hack.
gir489
10th October 2008, 05:08
v3.1
Removed w_minigun.mdl, as it was useless and consuming too much FPS.
Added Effects->achieved.vmt removal. (I couldn't find out where the shooting stars are)
Removed double ignorez/nofog on red intel.
Fixed WeaponOptions->ColoredWeapons->DefaultColoredWeapons->materials having the wrong root directory.
Added a less redundant way to remove the sniperscope.
I left the rocketlauncher and the sniperrifle in, because some people proclaim that it does not drain FPS. It's still in there. w_minigun was just plain out useless.
Shootingstars and the firework effects are star001.vmt and sc_softglow.vmt.
"UnlitGeneric"
{
"$basetexture" "dev\null"
"$no_draw" "1"
}
Dark_Raker
1st November 2008, 03:41
uh, when I place the materials in the folder and reload them, i get about 20-30 lines of red text saying "blah blah...unable to initialize!"
gir489
2nd November 2008, 03:02
That's from how I'm using $ignorez on the invuln textures. They use an animated sequence that requires filters, and $ignorez tends to screw with them. Just ignore it, or type clear in console if it annoys you that much.
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