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View Full Version : Disabled CVar Cheat Protection!


Shard
12th December 2003, 11:04
Someone told how to do this but not many people would know how so here:
It will disable CVar cheat protection on all CVars in the game

HERE (http://digital-agony.com/upload/images/disabled-cheat-protection.zip)

anigo
12th December 2003, 15:13
nice one man. Finally we can play with 3rd person right?:D. btw really nice find from deus, gj man

EDIT: hmmzz... the 3rd person mode is very cool, but the prob is, when u put 3rd person mode on, ure crosshair will be gone :( and aiming will be much harder, can some1 make a custom crosshair plz??

Shard
12th December 2003, 18:59
Look Around, there are two, one in Infliction and a dot crosshair in 'Dot crosshair and beta wallhack'

me123
12th December 2003, 19:14
could someone please tell me the cmd for 3rd person ?

anigo
12th December 2003, 19:15
/cg_thirdperson 1

me123
12th December 2003, 19:24
tried that didnt work and yes i put the exe in the right place

anigo
12th December 2003, 20:06
hmmzz... maybe u changed it with a hex editor, thats the only cmd i know for 3rd person m8. U must be doing sumthing wrong

me123
12th December 2003, 20:40
i did what it sayed in the readme ,and when i type /cg_thridperson 1 in console it says: unknown cmd

anigo
12th December 2003, 20:44
wtf????... i really dont get that, real strange...

hmmzz.. sorry but i don't think i can help u with this:S, it always works when i type ''/cg_thirdperson 1'' in console, make sure u type it good. U shud take a look in ure cgamex.dll or other dll's, maybe u've changed it.

me123
12th December 2003, 20:48
no i got it,, sry to bug you but i typed it wrong i put it like this /cg_thridperson 1 and not this /cg_thirdperson 1 sry m8

anigo
12th December 2003, 21:43
aaaahhh ok hehehe... np m8. I always want too help ppl zo np about bugging me.. anywayz, have fun with it. all u need now is a crosshair.


EDIT: btw 1 more question, i've got a crosshair now, but when i use sniper in 3rd person mode, u wont see ure scope moving so u always shoot wrong in a long distance, is it able to see the normal scope when in 3rd person?

EDIT: lol, sorry for much edits but i forgot to ask another thing :$, sorry. But anyway, is there a cmd or a other way to put the camera a lil bit higher? cuz ure aiming against ure head a bit and thats irritating, or when ure standing on sumthing, and some1 is on the ground u cant hit him cuz ure body is in the way

me123
12th December 2003, 22:43
im going to try this /cg_cameraverticaldisplacement -18 like in mohaa and see if it helps

Shard
12th December 2003, 22:45
The CVar has changed in CiD.

[EDIT] CoD even lol

me123
12th December 2003, 22:52
yea found out didnt work

anigo
12th December 2003, 23:37
well, whats the command then?

Shard
12th December 2003, 23:44
Try one/both of these:
cg_thirdpersonangle [#]
cg_thirdpersonrange [#]

anigo
13th December 2003, 00:00
i already tried thirdpersonangle, but thats not gonna change anything, cuz that only changes the side of ure body not the vertical height (lol im dutch dont know how to explain some things :$ :P) anywayz, gonna try thirdpersonrange now

hmmzz... :(, they both wont work. thirdpersonrange gives you the ability to adjust how far the camera will be behind you, wont change the heights neither :(, any other ideas?. im gonna look for some myself too

Shard
13th December 2003, 16:25
No, I can't see any other commands that might work

anigo
13th December 2003, 16:58
i can't find anything myself neither :(

|3LOO|)
15th December 2003, 06:21
try 3rd_personverticaldisplacement
try variations with vertical

DoobieJoe
18th December 2003, 02:10
Enjoy.. havent tested them all:

There are CVARS YOU CAN ACCESS WHEN A MAP IS RUNNING

A ai_badPathSpam "0"
A ai_corpseCount "10"
C ai_debugAnimDeltas "0"
C ai_debugCoverEntityNum "-6969"
C ai_debugFindPath "0"
C ai_debugMayMove "0"
C ai_debugThreat "0"
C ai_disableSpawn "0"
ai_nocriticalsections "1"
C ai_noDodge "0"
ai_playerFarAccuracy "0.1"
ai_playerFarDamage "20"
ai_playerFarRange "2000"
ai_playerNearAccuracy "0.5"
ai_playerNearDamage "200"
ai_playerNearRange "800"
C ai_showBadPlaces "0"
A ai_ShowCanshootChecks "0"
C ai_showDodge "0"
A ai_ShowFailedPaths "100"
C ai_showFriendlyChains "0"
C ai_showNearestNode "0"
C ai_showNodes "0"
C ai_showNodesDist "384"
C ai_showPaths "0"
C ai_showVisData "0"
C ai_showVisDataDist "1000"
angles "0"
animscriptent "-1"
arch "winnt"
C bg_debugWeaponAnim "0"
C bg_debugWeaponState "0"
C bg_duck2prone_time "400"
S C bg_fallDamageMaxHeight "480"
S C bg_fallDamageMinHeight "256"
C bg_foliagesnd_fastinterval "500"
C bg_foliagesnd_maxspeed "180"
C bg_foliagesnd_minspeed "40"
C bg_foliagesnd_resetinterval "500"
C bg_foliagesnd_slowinterval "1500"
C bg_ladder_yawcap "100"
A bg_physicsFix "1"
C bg_prone2duck_time "400"
C bg_prone_softyawedge "1"
C bg_prone_yawcap "85"
C bg_viewheight_crouched "40"
C bg_viewheight_prone "11"
C bg_viewheight_standing "60"
camera "off"
A cg_blood "1"
cg_bobAmplitudeDucked "0.015"
cg_bobAmplitudeProne "0.03"
cg_bobamplitudestanding ".008"
cg_bobMax "8"
cg_bobWeaponAmplitude "0.16"
cg_bobWeaponLag "0.25"
cg_bobWeaponMax "10"
cg_bobWeaponRollAmplitude "1.5"
A cg_brass "1"
C cg_centertime "3"
A cg_crosshairalpha "1.0"
A cg_crosshairalphamin "0.7"
A cg_crosshairDynamic "0"
A cg_crosshairNoGun "gfx/reticle/hud@center_ads.tga"
A cg_cursorHints "3"
cg_deadscreen_backdrop "levelshots/deadscreen/defeat_american.tga"
cg_deadscreen_levelname "levelshots/level_name_text/hud@Ste_Mere_Eglise.tga"
C cg_debugevents "0"
C cg_debugHUDDraw "0"
A cg_draw2d "1"
A cg_drawCrosshair "1"
A cg_drawFPS "0"
C cg_drawgun "1"
cg_drawpaused "1"
cg_drawScriptUsage "0"
C cg_drawShader "0"
A cg_drawSnapshot "0"
cg_drawSoundOverlay "0"
A cg_drawStatus "1"
A cg_drawTimer "0"
cg_drawVersion "1"
C cg_dumpAnims "-1"
cg_errordecay "100"
C cg_footsteps "1"
A C cg_fov "80"
A cg_gameBoldMessageWidth "60"
A cg_gameMessageWidth "70"
C cg_gun_move_f "0"
C cg_gun_move_minspeed "0"
C cg_gun_move_r "0"
C cg_gun_move_rate "0"
C cg_gun_move_u "0"
C cg_gun_ofs_f "0"
C cg_gun_ofs_r "0"
C cg_gun_ofs_u "0"
C cg_gun_rot_minspeed "0"
C cg_gun_rot_p "0"
C cg_gun_rot_r "0"
C cg_gun_rot_rate "0"
C cg_gun_rot_y "0"
C cg_gunX "0"
C cg_gunY "0"
C cg_gunZ "0"
A cg_hintFadeTime "100"
A cg_hudAlpha "1.0"
A cg_hudCompassMaxRange "1024"
A cg_hudCompassMinRadius "0.1"
A cg_hudCompassMinRange "64"
A cg_hudCompassSize "1.0"
A cg_hudCompassSpringyPointers "0"
A cg_hudDamageIconHeight "64"
A cg_hudDamageIconOffset "32"
A cg_hudDamageIconTime "2000"
A cg_hudDamageIconWidth "128"
A cg_hudFiles "ui/hud.txt"
A cg_hudObjectiveMaxHeight "60"
A cg_hudObjectiveMaxRange "2048"
A cg_hudObjectiveMinAlpha "1"
A cg_hudObjectiveMinHeight "-68"
A cg_hudObjectiveNumRings "10"
A cg_hudObjectiveRingSize "64"
A cg_hudObjectiveRingTime "10000"
cg_hudStanceFlash_b "0.3"
cg_hudStanceFlash_g "1.0"
cg_hudStanceFlash_r "1.0"
A cg_hudStanceHintPrints "1"
cg_ignore "0"
cg_letterbox "0"
A cg_marks "1"
A cg_nopredict "0"
cg_norender "0"
A cg_railTrailTime "400"
A cg_runpitch "0.002"
A cg_runroll "0.005"
A cg_selectedPlayer "0"
A cg_shadows "0"
C cg_shock_mouse "1"
C cg_shock_mouse_fadeTime "2"
C cg_shock_mouse_maxpitchspeed "90"
C cg_shock_mouse_maxyawspeed "90"
C cg_shock_mouse_sensitivityscale "0.5"
C cg_shock_screenBlendFadeTime "1"
C cg_shock_screenBlendTime "0.4"
C cg_shock_sound "1"
C cg_shock_soundFadeInTime "0.25"
C cg_shock_soundFadeOutTime "2.5"
C cg_shock_soundLoopEndDelay "-3.0"
C cg_shock_soundLoopFadeTime "1.5"
C cg_shock_soundModEndDelay "2"
C cg_shock_soundRoomType "underwater"
C cg_shock_soundWetLevel "0.5"
C cg_shock_viewKickFadeTime "3"
C cg_shock_viewKickPeriod ".75"
C cg_shock_viewKickRadius ".05"
C cg_shock_volume_announcer "1.0"
C cg_shock_volume_auto "0.1"
C cg_shock_volume_body "0.1"
C cg_shock_volume_item "0.1"
C cg_shock_volume_local "1.0"
C cg_shock_volume_menu "1.0"
C cg_shock_volume_music "1.0"
C cg_shock_volume_voice "0.2"
C cg_shock_volume_weapon "0.5"
cg_showmiss "0"
C cg_skybox "1"
cg_stats "0"
A cg_stereoSeparation "0.4"
A cg_subtitleMinTime "1.5"
A cg_subtitles "1"
A cg_subtitleWidth "60"
R cg_switchbackWeapon "0"
C cg_thirdPerson "0"
C cg_thirdPersonAngle "0"
cg_thirdPersonRange "40"
C cg_tracerchance "0.4"
C cg_tracerlength "160"
C cg_tracerspeed "4500"
C cg_tracerwidth "0.8"
cg_victoryscreen_backdrop "levelshots/victoryscreen/victory_american.jpg"
cg_victoryscreen_levelname "levelshots/level_name_text/hud@Ste_Mere_Eglise.tga"
C cg_viewKickMax "90"
C cg_viewKickScale "0.8"
A cg_viewsize "100"
A cg_weaponCycleDelay "0"
R cg_weaponSelect "18"
R cg_weaponSelectTime "250"
chain "0"
cl_anglespeedkey "1.5"
cl_avidemo "0"
cl_conXOffset "0"
cl_debugMove "0"
cl_forceavidemo "0"
A cl_freelook "1"
A cl_goStandJumpTime "0"
AL cl_language "0"
cl_languagesavailable "1"
L cl_languagetranslate "1"
cl_languagewarnings "0"
A cl_maxpackets "30"
A cl_mouseAccel "0"
cl_nodelta "0"
cl_noprint "0"
cl_paused "0"
A cl_pitchspeed "140"
cl_run "1"
R cl_running "1"
cl_serverStatusResendTime "750"
cl_showmouserate "0"
cl_shownet "0"
cl_showSend "0"
cl_showTimeDelta "0"
cl_stance "0"
cl_stanceTemp "0"
cl_testAnimWeight "0"
R cl_viewPitchCompensate "0"
R cl_viewYawCompensate "0"
AL cl_xmodelcheck "0"
A cl_yawspeed "140"
C cm_noCurves "0"
A C cm_playerCurveClip "1"
com_animCheck "0"
C com_cameraMode "0"
C com_dropsim "0"
com_dumpingdxf "0"
com_expectedhunkusage "31600034"
AL com_hunkMegs "80"
A com_introplayed "0"
A com_maxfps "0"
A com_recommendedSet "1"
com_speeds "0"
A com_statmon "0"
con_boldgamemessagetime "8"
A con_debug "0"
con_gamemessagetime "5"
A con_minicon "0"
A con_miniconlines "5"
A con_minicontime "4"
debug "0"
debug_drawcone "off"
debug_protocol ""
debug_stundraw "off"
debug_tankall "off"
debug_tanknone "off"
debug_tankque "off"
debug_tanksamples "off"
C debuggraph "0"
developer "1"
S dmflags "0"
dollycamera ""
fallback "0"
C fixedtime "0"
S fraglimit "20"
I fs_basegame ""
I fs_basepath "C:\Program Files\Call of Duty Single Player Demo"
I fs_cdpath ""
I fs_copyfiles "0"
fs_debug "0"
I fs_game ""
I fs_homepath "C:\Program Files\Call of Duty Single Player Demo"
LC fs_ignoreLozalized "0"
I fs_restrict ""
C fx_count "0"
fx_cull "1"
C fx_debug "0"
C fx_draw "1"
C fx_enable "1"
C fx_freeze "0"
C g_accuracyStanceCrouchMod "0.75"
C g_accuracyStanceProneMod "0.5"
C g_ai "1"
C g_bounds_height_standing "70"
C g_bounds_width "30"
g_changelevel_time "4"
g_connectpaths "0"
C g_debugBullets "0"
g_debugDamage "0"
g_debugMove "0"
g_debugProneCheck "0"
g_debugProneCheckDepthCheck "1"
g_debugShowHit "0"
C g_drawEntBBoxes "0"
C g_dumpAnims "-1"
C g_entinfo "0"
C g_entinfo_maxdist "2048"
C g_entinfo_scale "1"
g_friendlyfireDist "256"
g_friendlyfireUseDist "256"
g_friendlyfireUseTime "500"
S R L g_gameskill "0"
S AL g_gametype "0"
g_gravity "800"
g_ignorePathErrors "0"
R g_internalSaveGame ""
g_knockback "1000"
A g_lastSaveGame "save\autosave\burnville.svg"
g_listEntity "0"
A g_log "games.log"
A g_logSync "0"
S AL g_maxGameClients "0"
g_no_script_spam "0"
R L g_player_maxhealth "1200"
C g_playerTrailTime "500"
g_rankings "0"
R g_reloading "0"
LC g_spawnai "1"
g_speed "190"
AL g_spSkill "2"
AL g_useGear "1"
A g_useholdtime "100"
C g_vehicleDebug "0"
C g_vehicleDrawPath "0"
C g_vehicleTexScrollScale "0"
g_weaponAmmoPools "0"
g_weaponrespawn "5"
R gamedate "Aug 19 2003"
S R gamename "main"
C graphheight "32"
C graphscale "1"
C graphshift "0"
in_debugjoystick "0"
A in_joyBallScale "0.02"
AL in_joystick "0"
A in_midi "0"
A in_midichannel "1"
A in_mididevice "0"
A in_midiport "1"
AL in_mouse "1"
I journal "0"
A joy_threshold "0.15"
lastcamera "on"
A logfile "2"
A m_filter "0"
A m_forward "0.25"
A m_pitch "0.022"
A m_side "0.25"
A m_yaw "0.022"
S R mapname "burnville"
A monkeytoy "0"
AL mss_3d_provider "Miles Fast 2D Positional Audio"
AL mss_bits "16"
A mss_errorOnMissing "1"
AL mss_hunkmegs "32"
AL mss_khz "44"
A mss_musicvolume "1"
L mss_q3fs "1"
C mss_roomtype "0"
AL mss_stereo "1"
A mss_volume "0.8"
C mss_wetlevel "0"
nextcamera "on"
nextdemo ""
nextmap "map_restart"
C outsideMapEnts "0"
pmove_fixed "0"
pmove_msec "8"
L r_allowSoftwareGL "0"
L r_arb_texture_cube_map "1"
L r_arb_texture_env_add "1"
L r_arb_texture_env_combine "1"
L r_arb_texture_env_dot3 "1"
L r_arb_vertex_buffer_object "1"
L r_arb_vertex_program "1"
L r_ati_element_array "1"
L r_ati_fragment_shader "1"
A r_ati_fsaa_samples "1"
AL r_ati_pntriangles "0"
A r_ati_truform_normalmode "QUADRATIC"
A r_ati_truform_pointmode "CUBIC"
A r_ati_truform_tess "1"
L r_ati_vertex_array_object "1"
r_clear "0"
AL r_colorbits "32"
L r_colorMipLevels "0"
r_cullBModels "1"
r_cullXModels "1"
AL r_customaspect "1"
AL r_customheight "1024"
AL r_customwidth "1600"
C r_debugEntLight "0"
r_debugGLErrors "0"
r_debugOptTex "0"
C r_debugSort "0"
AL r_depthbits "0"
AL r_detailtextures "1"
A r_diffuseSunQuality "2"
A r_diffuseSunSteps "3"
L r_displayRefresh "0"
A r_dlightQuality "1"
r_dlightRadius "0.1124278"
r_dlightShift "0.3162278"
C r_drawBModels "1"
C r_drawBuffer "GL_BACK"
C r_drawentities "1"
C r_drawSModels "1"
A r_drawSun "1"
C r_drawworld "1"
C r_drawXModels "1"
A r_dynamiclight "1"
C r_entFullbright "0"
A r_entLightCutoff "0.2"
C r_entMinLight ".15"
r_errorOnConflicts "1"
L r_ext_compiled_vertex_array "1"
L r_ext_draw_range_elements "1"
L r_ext_rescale_normal "1"
A r_ext_texture_filter_anisotropic "0"
A r_fastsky "0"
A r_finish "0"
C r_flareFadeIn ".25"
C r_flareFadeOut "1"
A r_flares "1"
C r_flareSize "96"
C r_fog "1"
LC r_fullbright "0"
AL r_fullscreen "0"
A r_gamma "1.0"
LC r_graymap "0"
C r_highLodDist "-1"
r_ignore "1"
A r_ignoreGLErrors "1"
AL r_ignorehwgamma "0"
A r_inGameVideo "1"
L r_intensity "1"
A r_lastValidRenderer "Radeon 9000 DDR x86/SSE2"
C r_lightmap "0"
C r_lockpvs "0"
A r_lodbias "0"
A r_lodscale "1"
C r_lodViewDist "0"
r_logFile "0"
C r_lowLodDist "0"
L r_maxActiveTextures "0"
A r_maxEntLights "8"
r_maxpolys "4096"
r_maxpolyverts "8192"
L r_maxTextureSize "0"
C r_measureOverdraw "0"
C r_mediumLodDist "0"
AL r_mem_agp "8"
AL r_mem_backend "0.5"
AL r_mem_manual "0"
AL r_mem_video "2"
A r_minEntLightIntensity "0.02"
AL r_mode "4"
C r_nobind "0"
C r_nocull "0"
C r_noportals "0"
C r_norefresh "0"
L r_nv_fence "1"
R r_nv_fog_available "0"
AL r_nv_fog_dist "0"
A r_nv_fogdist_mode "GL_EYE_RADIAL_NV"
L r_nv_register_combiners "2"
L r_nv_texture_shader "1"
L r_nv_vertex_array_range "2"
C r_offsetfactor "-1"
C r_offsetunits "-2"
L r_optimize "1"
L r_optimizeBackend "1"
L r_optimizeSModels "1"
L r_optimizeTextures "2"
L r_optimizeWorld "1"
L r_optimizeXModels "100"
AL r_overBrightBits "1"
AL r_picmip "1"
AL r_picmip2 "2"
A r_portalbevels "0.7"
C r_portalOnly "0"
A r_primitives "0"
r_printShaders "0"
C r_profileDrawElements "0"
A r_railCoreWidth "1"
A r_railSegmentLength "32"
A r_railWidth "16"
r_saveFontData "0"
C r_showCullBModels "0"
C r_showCullSModels "0"
C r_showCullXModels "0"
r_showImages "0"
C r_showLeafLights "0"
C r_shownormals ""
C r_showportals "0"
C r_showsky "0"
C r_showsurfcounts "0"
C r_showtricounts "0"
C r_showtris "0"
AL r_simpleMipMaps "1"
C r_singlecell "0"
LC r_singleShader "0"
C r_skipBackEnd "0"
r_smc_enable "1"
C r_speeds "0"
AL r_stencilbits "8"
r_sunblind_fadein ".9"
r_sunblind_fadeout "3"
r_sunblind_max_angle "5"
r_sunblind_max_darken ".01"
r_sunblind_min_angle "1"
r_sunflare_fadein "1"
r_sunflare_fadeout ".2"
r_sunflare_max_alpha "1"
r_sunflare_max_angle "2"
r_sunflare_max_size "120"
r_sunflare_min_angle "45"
r_sunflare_min_size "0"
r_sunflare_shader "gfx/sun/moon_flare"
r_sunglare_fadein ".1"
r_sunglare_fadeout ".1"
r_sunglare_max_angle "5"
r_sunglare_max_lighten ".005"
r_sunglare_min_angle "30"
r_sunsprite_shader "gfx/sun/moon_full"
r_sunsprite_size "32"
C r_suntest "0"
A r_swapDelay "0"
A r_swapInterval "0"
AL r_texturebits "0"
A r_texturemode "GL_LINEAR_MIPMAP_NEAREST"
r_uiFullScreen "0"
AL r_vbo_interleave "0"
AL r_vbo_manual "0"
AL r_vbo_smc_static_draw "1"
AL r_vbo_stream_draw "1"
L r_vc_compile "0"
L r_vc_makelog "0"
r_vc_showlog "0"
r_verbose "0"
L r_weightMipMaps "0"
C r_xdebug ""
C r_zfar "0"
C r_znear "4"
C r_znear_depthhack "0.1"
rconAddress ""
rconPassword ""
scr_conspeed "3"
A sensitivity "5"
A server1 ""
A server10 ""
A server11 ""
A server12 ""
A server13 ""
A server14 ""
A server15 ""
A server16 ""
A server2 ""
A server3 ""
A server4 ""
A server5 ""
A server6 ""
A server7 ""
A server8 ""
A server9 ""
showdrop "0"
showpackets "0"
start "start"
S sv_allowAnonymous "0"
R sv_cheats "0"
sv_framerate_smoothing "1"
S sv_keywords ""
sv_killserver "0"
S R sv_mapname ""
R sv_pakNames ""
R sv_paks ""
R sv_referencedPakNames "main/pak0"
R sv_referencedPaks "-1122660197 "
R sv_running "1"
R sv_serverid "7153401"
sv_showCommands "0"
R A sys_configSum "34488330"
sys_cpuid "35"
R A sys_cpuMHz "1788.5"
sys_cpustring "Intel Pentium III"
sys_showconsole "1"
R A sys_sysMB "512"
R A sys_vidMB "64"
C timedemo "0"
C timegraph "0"
S timelimit "0"
C timescale "1"
A ui_bigFont "0.4"
A ui_campaign "american"
ui_cmd ""
A ui_currentMap "0"
A ui_currentNetMap "0"
ui_debug "0"
A ui_dedicated "0"
A ui_extraBigFont "0.55"
ui_initialized "0"
A ui_menuFiles "ui/menus.txt"
ui_mousePitch "0"
R ui_multiplayer "0"
A ui_netSource "0"
R ui_newScriptMenu ""
R ui_newScriptMenuIndex "-1"
ui_prevClass "-1"
ui_prevTeam "-1"
ui_prevWeapon "-1"
R ui_savegameName ""
R ui_scriptMenu ""
R ui_scriptMenuAllowResponse "1"
R ui_scriptMenuIndex "-1"
A ui_smallFont "0.25"
ui_victoryquote "@VICTORYQUOTE_IF_THE_OPPOSITION_DISARMS"
R ui_waitingScriptMenu ""
R ui_waitingScriptMenuIndex "-1"
R ui_waitingScriptMenuNoMouse "0"
usedanim ""
username "Family Trees"
S R version "CoD Beta build 4082 Aug 19 2003 16:03:33 win-x86"
A vid_xpos "3"
A vid_ypos "22"
C viewlog "0"
R win_hinstance "4194304"
R win_wndproc "4526560"
614 total cvars
614 cvar indexes


Doobiejoe

333x333
18th December 2003, 07:17
j\w does this mean u can use the cheats that u can use in single player mode like god mode and give all weapons and noclip?

j\w does this mean u can use the cheats that u can use in single player mode like god mode and give all weapons and noclip? liek you the console cheats......if not what cheats does this let you use ??

Shard
18th December 2003, 10:48
No, you can't use godmode, noclip etc.
It only lets you use the cvars DoobieJoe posted above (third person, fov etc.)

Doomknight
21st December 2003, 02:09
thank you so much

No Wonder
24th December 2003, 05:52
Thanks Shard, this hack was great and so simple!

Can you let us in on how you found the correct hex to change? For example I can see that you changed "75" (117 dec) to "EB" (235 dec) at 235456, but how did you decide on that part of the code? And how did you decide on the value that needed to be inserted?

Please help because the code means nothing to me! To work out how this was found out would help me alot. Sorry if this should be in coding.

No Wonder
28th December 2003, 05:34
*bump*

Any chance of this?

Shard
28th December 2003, 13:06
Well, as I stated in the readme, deus was the one who told how to do it but I didn't think many people would know how to do it so I did it and released it, giving credits to him.

I am a noob at ASM but I think there must have been a conditional jump (if cheats are on) and he changed it to a unconditional jump.

I'm probably way off how it was done but meh...

*w00t* 200th post.... again

c00ki3 m0nst3r
28th December 2003, 13:32
in mohaa it was done as simple as hexing certain instances of "cheat" in the no-cd exe to get the cvars to no longer have cheat protection... but then again mohaa is ghetto and a half

]MpC[Evil_Klown
2nd January 2004, 06:49
the link is broke where can I get it?

VoN DuTch™
2nd January 2004, 07:51
http://mpc.ipx10411.ipxserver.de/forum/showthread.php?threadid=29227

File ID: #22 :D