Sort of. I know some assembly code but I don’t even see that when I’m looking at player.dll in a hex editor. Hrmph.d3nd3 wrote:you gotta learn to read assembly code then. And once you label something, give something a name there, you can just refer to the source code. Do you understand what i mean?
Search found 23 matches
- 29 Mar 2018, 16:43
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
- 28 Mar 2018, 21:30
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
Heh, true. Though some documentation on what each things does what would be nice. I can understand the source code just fine, but a lot of stuff in player.dll is jibberish to me.d3nd3 wrote:Yea there is ton of things u can do, just needs time and energy
- 28 Mar 2018, 19:46
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
Well, not if the variable size was an integer, an integer is 4 bytes long and can hold a number as large as 2,147,483,647 if its signed. Integers use 4 bytes to store data, even if they are having numbers less with lots of 00s after. eg 3 would be represented as 00 00 00 03 Ah, I see now. But I gue...
- 28 Mar 2018, 15:55
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
Well I didn't compile anything. Its all reverse engineering using IDA. I search for ways i can modify the executable in its binary/compiled form. Some things are hard coded into the binary, like that max ammo for example, its stored in a table/array, you just need to know its location/address/of...
- 28 Mar 2018, 02:08
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
Here is a modified player.dll with increased Silver Talon Max Ammo Capacity from 90 to 180. Its also required to have the modified menu so that it defaults to 180 ammo. Cool thanks. I’ll be back home soon to test it out, though I’m not exactly sure what the modified menu is. EDIT: So it seems like ...
- 28 Mar 2018, 01:59
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
WARNING: dont put empty file in user/effects/environ it will cause crashes, The deletion from pak method works tho. i think. Yeah I just put it in a .pak file via PakScape, though I dunno if that’ll cause crashes. If it does, I’ll delete it when I’m back at my PC. Though would deleting the file in ...
- 27 Mar 2018, 16:36
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
I believe it will only disable the exhaust from tanks. EDIT: By the way did you notice that the smg's yellow light flash is not visible at 150 fps, but at ~30 fps it is? I'm curious about this one Okay, so this effect only affects the tanks? Good. I'll see if it affects anything else from my playth...
- 27 Mar 2018, 16:09
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Well its workaround solution. There is some issue with too many effects at same time, but this particular effect (the smoke coming out of side of tank/exhaust) is very rapid and consuming. So when the file is not exist it cannot run that effect. How will it affect aesthetics for other areas? Or is ...
- 27 Mar 2018, 15:53
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Gonna be busy for most of today so I’ll let you know how it works tonight when I can get back to my PC.d3nd3 wrote:best solution i have found so far is to remove a file from pak0.pak
Use a pak editor that works on large paks.
Find effects/environ/kf_exhaust01.eft and delete it.
Do you know why this works?
- 24 Mar 2018, 16:13
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
By the way, have you considered using 'cheats 1' Then command : gimme item_weapon_pistol2 It drops a Desert Eagle in front of you. You can bind it to a key, or make a script that drops lots of them. eg. deserteagle.cfg gimme item_weapon_pistol2 gimme item_weapon_pistol2 gimme item_weapon_pistol2 g...
- 23 Mar 2018, 18:52
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Probably when it starts firing and aiming the turret etc. then the network load increases Yeah. In fact, it works perfectly fine until the tank rises up and starts shooting. So how do I decrease network load then? Framerate has helped, but not permanently fixed. EDIT: I did enable some stuff throug...
- 23 Mar 2018, 18:41
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Huh, simply turning on the framerate limiter in Nvidia Profile and setting it to 60FPS seems to work. I had a 75 refresh screen before when the bug happened. I must've not played the game for a while because I upgraded my PC a while ago and it defaulted to a 75Hz refresh rate. Thanks for the solutio...
- 23 Mar 2018, 16:35
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Thats a really valid point, I just watched a few on youtube couldnt' see the bug demonstrated there either. Thats left me wondering that there could be a simple solution to this. Could this be related somehow to some update on Windows 10? Or a driver update? If you see it as do I, then it's clearly...
- 23 Mar 2018, 15:48
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
Ah, thank you.d3nd3 wrote:I could try to implement it for you, since I have this all laid out for other types of mods already. send me an email via if you are interested. I'll pm you my email.
- 23 Mar 2018, 15:24
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Nice observation, i confirmed that it is indeed the turret on top of the tank. There is one very close to spawn but you cant see it, thats why the bug also exists when u first spawn. At the moment i believe its related to too many temporary entities possibly overflowing a network buffer. Strange ...
- 23 Mar 2018, 15:21
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Re: Compiling the source code that comes with the SDK
I once tried the same thing, compiled it but it crashed as soon as I tried to use it. I wouldn't recommend trying that avenue, your only bet would be loading your own dll in to memory and using pointers to memory and perhaps also code interception (aka function detours/hooks) to get the job done. ...
- 23 Mar 2018, 03:18
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3834
Compiling the source code that comes with the SDK
I'm finding myself constantly asking questions here, but I guess now that I've finally found this forum, I've decided to ask about some issues regarding the game as you guys are obviously the most knowledgeable. Anyways, I've decided to download the SDK that comes with the source code, because there...
- 23 Mar 2018, 00:04
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Oversight from the dev's that overloaded the 'sound engine' I guess.... This. It's an issue from the map itself. Nothing we can do about it except destroying most entities in sight. (Remember the issue in egypt2003 with the flames) So what can I do? I never had this problem with the map before. It ...
- 22 Mar 2018, 21:04
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3916
Re: Missing muzzle flash and shot sounds on certain areas
Muzzle flash is missing cuz the fog+smoke around the map is taking up all the 'space' of the gl_effectfill. gl_effectfill in menu's is locked from 100 till 10000 so you already have it on max (that is settable through menu's) You could put it higher manually but if you do and go to menu "F4&qu...
- 22 Mar 2018, 20:12
- Forum: General
- Topic: Bigger HUD?
- Replies: 2
- Views: 1634
Re: Bigger HUD?
Making the ".m32" files bigger probably wouldn't fix this, but I do recall Ctrl saying something like if there are accualy players with 4K+ screens he could make a updated SoFplus version. Keyword here, Could.. I'm on 1080p at the moment, so it's still barely readable. Main issue is the r...