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NeGaTiVe6

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  1. Link fixed, already used all the bandwith lol.
  2. Version 2 is out! VAC PROOF :D EDIT: Link Disappeared? http://savefile.com/filehost/projects.php?pid=122894 Link to Project Readme: -Neg6 Keys: NUMPAD 9 - Open / Close Menu NUMPAD 5 - Activate / Deactivate NUMPAD 8 and 2 - Navigate Menu NUMPAD 4 and 6 - Change speed value Mouse3 - Speed (Each click turns on / off) Creds to: OwnaLoader OGC - Reference Mombatu - Reference Tutorial Creators at Game-Deception MPCForum EliteCoders ...and Anyone I forgot, Sorry Update 6/11 -Added third person -Added 2nd ESP display -Fixed injection (Thanks OwnaLoader) -Aimbot improved greatly -NoFlash / NoSmoke / Lambert
  3. NeGaTiVe6 posted a post in a topic in General Discussion
    I win(?)
  4. Lotsa people like to integrate winamp into their hacks.. and some use the sdk. To me, thats pointless.. its a lot easier using sendmessage. Kinda hard to explain in detail, since its so simple.. so here First declare your hWind which finds winamp HWND hwndWinamp = FindWindow("Winamp v1.x",NULL); What this does is find the winamp window, allowing you to control it. Next, simply add some controlling commands, such as SendMessage(hwndWinamp, WM_COMMAND, 40048, 0); To go to the next track. Heres a few commands that are helpful in winamp: Next Track 40048 Pause / Unpause 40046 Previous Track 40044 Raise volume by 1% 40058 Lower volume by 1% 40059 Incredibly easy to do :) I hope to see winamp controls more often :P
  5. NeGaTiVe6 posted a post in a topic in Computer Discussion
    This tutorial is for ESP and includes Model Detection http://www.ccoders.cproj.com For this tutorial, you will need: MSVC++ 6.0 An OpenGL Wrapper General C++ Knowledge First of all, your going to have to be able to detect the Vertex Distances if you want to use ESP. Vertex distances are what is used to determine which model is which. Basically, heres what your going to have to do for ESP: Globals: Set up a text document to store the vertdistances Seperate Function: Set up a distance calculating function glPushMatrix: Set vertcount to 0 glVertex3f: Calc Distances, Run actual highlighting code So, how are we going to do all this? Well, I have some basic code for the calculating, printing, etc. (Sorry original author, I don't know who you are :( ) //================================================== = // Global Vars FILE *outfile=fopen("output.txt", "w"); GLfloat vTexDist; int vertexCount=0; GLfloat vTexOneX,vTexOneY,vTexOneZ,vTexTwoX,vTexTwoY,vTexT woZ; //================================================== = // Print Function void PrintDist() { outfile<<vTexDist<<endl; } // Distance Calculation Function GLfloat GetDist(GLfloat firstX,GLfloat firstY,GLfloat firstZ,GLfloat secX,GLfloat secY,GLfloat secZ) { return (GLfloat)sqrt((((secX-firstX)*(secX-firstX))+((secY-firstY)*(secY-firstY))+((secZ-firstZ)*(secZ-firstZ)))); } //================================================== = // In glPushMatrix vertexCount=0; //================================================== = // In glVertex3f if(vertexCount==8) { // Note x,y, and z are the values passed to glVertex3f vTexOneX=x; vTexOneY=y; vTexOneZ=z; } if(vertexCount==9) { // Note x,y, and z are the values passed to glVertex3f vTexTwoX=x; vTexTwoY=y; vTexTwoZ=z; } if(vertexCount==10) { // Calculate Distance And Print To File vTexDist=GetDist(vTexOneX,vTexOneY,vTexOneZ,vTexTw oX,vTexTwoY,vTexTwoZ); PrintDist(); } vertexCount++; //================================================== = So, this is pretty scary eh? I'll explain it to you. Globals: These are fairly obvious, what you need to run the program. PrintDist: Simply prints to a file GetDist: Uses the formula sqrt((((secX-firstX)*(secX-firstX))+((secY-firstY)*(secY-firstY))+((secZ-firstZ)*(secZ-firstZ)))) to display the distance. PushMatrix: This will be called every time the game is done drawing something, such as a player model or gun. This lets you reset the vertexcount to 0. Vertex3f: This is called a lot in drawing, so heres when you can do your actual checks. This is what draws the models and guns, so thats how you can draw something such as red coloring overtop. Now is time for some logging. Since you have gotten this far, your gonna have to do the logging on your own. Gotta let you learn something now don't I? To do the logging, simply place OpenGL32.dll into you Counter-Strike or w/e folder, then spectate a bot for a few seconds. If you can, make him switch weapons and stuff, to ensure accurate logging. After your done that, open up outfile.txt. You should see something like: 1.232 5.323 5.432 1.233 4.332 1.231 4.222 (The actual file will be MUCH longer) What these numbers mean, are the VertDistances of each model. Choose the most recurring, in this case 1.232, and you will most likely have your player model. Now, heres the fun part: The actual ESP. This is actually incredibly easy when you have the logging done; Simply write the following code: //NEW GLOBAL! bool highlight=false; //NEW GLVERTEX3f if(vertexCount==8) { // Note x,y, and z are the values passed to glVertex3f vTexOneX=x; vTexOneY=y; vTexOneZ=z; } if(vertexCount==9) { // Note x,y, and z are the values passed to glVertex3f vTexTwoX=x; vTexTwoY=y; vTexTwoZ=z; } if(vertexCount==10) { // Calculate Distance And Print To File vTexDist=GetDist(vTexOneX,vTexOneY,vTexOneZ,vTexTw oX,vTexTwoY,vTexTwoZ); if((vTexDist>2.23f)&&(vTexDist<1.24f)) { highlight=true; } } if(highlight) { glColor3f(1.0f,0.0f,0.0f); } vertexCount++; } [/php] Do this for all 8 models and you have ESP for your hack! GL and Have Fun Coding! A few Verts I've found for CS 1.6 are as folllowed: [php] //CT'S if((vTexDist>3.640f)&&(vTexDist<3.641f)) { highlight=true; } else if((vTexDist>10.781f)&&(vTexDist<10.782f)) { highlight=true; } else if((vTexDist>2.869f)&&(vTexDist<2.870f)) { highlight=true; } else if((vTexDist>0.340f)&&(vTexDist<0.341f)) { highlight=true; } else { highlight=false; } //T'S if((vTexDist>2.0974f)&&(vTexDist<2.0976f)) { thighlight=true; } else if((vTexDist>2.232f)&&(vTexDist<2.235f)) { thighlight=true; } else if((vTexDist>2.328f)&&(vTexDist<2.329f)) { thighlight=true; } else if((vTexDist>3.697f)&&(vTexDist<3.698f)) { thighlight=true; } else { thighlight=false; } (No this is not me copying and pasting a tutorial, I just didn't write the code, since its a lot easier just to use what you found rather then programming it yourself :cool: Apparantly the original author, whoever he is, had this code in a tutorial.)
  6. Well, there are probably a lot of people like me who are trying to get started, but just can't find a good tutorial. Well, to start off your going to need to have an OpenGL wrapper. This basically is like a middle man, best illustrated below: Game - > Calls OpenGL Function -> Calls OpenGL Wrapper -> Calls OpenGL itself The wrapper allows you to make additions to the function called, such as Disabling blending in a wallhack. So, onto making the wallhack. First of all, your going to want to scroll down to the glBegin function. This function is called A LOT. This is what is called before drawing walls, models, guns etc. So, what your going to want to do here is check to see what is being drawn. The paramater sent into glBegin is "mode". This will tell you what is being drawn. Players in COUNTER-STRIKE 1.6 are drawn using the mode GL_TRIANGLES_FAN and GL_TRIANGLE_STRIP. What this means is that if we want to make the walls See-Through, we have to check to make sure this is not being drawn. This code is fairly simple and can be done as follows: if(!(mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN))) So, this means that if Counter-Strike is drawing a wall, do the following. For a simple wallhack, you can just disable DEPTH_TEST. What this means is that it no longer checks to see if the wall is in front of the player. This can be done as follows: glDisable(GL_DEPTH_TEST); Now we are disabling the depth testing and you can see through walls :D For some people, you may have to Enable depth testing if its not a wall, which is done as follows: else glEnable(GL_DEPTH_TEST); Now after doing these, you let your wrapper call the real glBegin and your wallhack is done! Finished code: if(!(mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN)) glDisable(GL_DEPTH_TEST); else glEnable(GL_DEPTH_TEST); //glBegin true method http://www.ccoders.cproj.com
  7. Try your registry.