Search found 167 matches
- 04 Apr 2018, 16:23
- Forum: Miscellaneous
- Topic: [Release].os script decompiler v3.1 [LastUpdate:20/12/2023]
- Replies: 28
- Views: 10600
[Release].os script decompiler v3.1 [LastUpdate:20/12/2023]
https://github.com/d3nd3/sof-os-to-ds Command line program that tries to convert .os files back into .ds file form. Could be useful for trying to reverse or edit already existing script files. Now supports Drag and Drop of a folder tree onto the sofos.exe to created a decompiled directory. When it ...
- 29 Mar 2018, 10:03
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
Re: Compiling the source code that comes with the SDK
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?
- 28 Mar 2018, 20:40
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
Re: Compiling the source code that comes with the SDK
Yea there is ton of things u can do, just needs time and energy
- 28 Mar 2018, 19:44
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
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
- 28 Mar 2018, 13:27
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
Re: Compiling the source code that comes with the SDK
Yes and go even further back to the seed of it all, GaLLo's MyHealth.dll which read your health value from memory and stored it into a cvar. And before that haxorcist and wax. If you want to access a program's memory and have rights to modify it, you gotta be loaded into it. (albeit a few exceptions...
- 28 Mar 2018, 10:23
- Forum: Support & Troubleshooting
- Topic: Searching for some RDAM source files
- Replies: 2
- Views: 1292
Re: Searching for some RDAM source files
Make a DesignerScript decompiler
- 28 Mar 2018, 10:19
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
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/offset...
- 28 Mar 2018, 00:16
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
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.
- 27 Mar 2018, 18:50
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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.
- 27 Mar 2018, 16:28
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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
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
- 27 Mar 2018, 16:02
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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.
- 27 Mar 2018, 15:50
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
Re: Missing muzzle flash and shot sounds on certain areas
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. EDIT: An even easier way to achieve the same thing is to place an empty file in your User folder. User/effects/environ/kf_exhaust01.eft ...
- 24 Mar 2018, 09:43
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
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 gim...
- 23 Mar 2018, 18:47
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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, i'll try to find a better solution.
- 23 Mar 2018, 18:22
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
Re: Missing muzzle flash and shot sounds on certain areas
Another way to do it is to run at 60hz fullscreen :
gl_displayrefresh 60
vid_fullscreen 1
And make sure vsync is enabled:
gl_swapinterval 0
gl_swapinterval 1
cl_maxfps has no effect in singleplayer, but vsync does.
gl_displayrefresh 60
vid_fullscreen 1
And make sure vsync is enabled:
gl_swapinterval 0
gl_swapinterval 1
cl_maxfps has no effect in singleplayer, but vsync does.
- 23 Mar 2018, 17:29
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
Re: Missing muzzle flash and shot sounds on certain areas
Okay so i have found the solution. In single player the fps goes bonkers for the server i think, and frame rate is tied with network usage, so the network is only overflowed when fps is above a certain point. read this : https://sof1.megalag.org/wine/#sp_framerate What fps do you like to play at? Us...
- 23 Mar 2018, 16:08
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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.
- 23 Mar 2018, 15:46
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
Re: Compiling the source code that comes with the SDK
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, 14:54
- Forum: Support & Troubleshooting
- Topic: Missing muzzle flash and shot sounds on certain areas
- Replies: 23
- Views: 3947
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 tha...
- 23 Mar 2018, 11:39
- Forum: Support & Troubleshooting
- Topic: Compiling the source code that comes with the SDK
- Replies: 19
- Views: 3843
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. Th...