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We may have a problem...


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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 01-01-2014 , 19:34   Re: We may have a problem...
Reply With Quote #11

Extensions can be decompiled also.
Anyways, you've been able to override itemdef index for ages.. Hell you can do it with tf2itms if you want, or there are other ways. It's not that big of a deal. You guys shouldn't worry so much about things.

It would however, be very nice if valve would implement a way for sever ops to allow for the use of custom models/attachables/weapons. Also, vpks would be greatly appreciated. It's hard to mod when you can't make custom content or send it to clients easily, which is the main goal here.

Honestly, who really cares about turning gibuses into howars?
Hell, I'd just like razorbacks and targes to show up when I regenerate them on players in hale.
Probly could just rendermode the and do something to nuke the charge cool-down or something, but creating the item should work too.
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Sreaper
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Old 01-01-2014 , 19:42   Re: We may have a problem...
Reply With Quote #12

https://wiki.alliedmods.net/Finding_...inding_Offsets

It's easy to get information from binaries, that is, compiled extensions, there's even a tutorial on the alliedmodders wiki. Just making an extension out of it isn't enough. You have to be really, really good at hiding things. And even then isn't enough, because people are going to be after what you wrote fairly quickly. I'd say about three days after you choose to give out any compiled code, it will be figured out and all over the place.

Edit 1: This user is asking $150 for it but I don't believe it is worth that much. He is going to sell it to everyone he asks, he already sold it to someone else and promised not to sell it, but he is still trying to sell it to others. Don't buy it, eventually the code will be free, with how many people hes trying to give it to

Edit 2: MasterXykon released it! http://facepunch.com/showthread.php?t=1341335 Say farewell to SetParent everyone!

Last edited by Sreaper; 01-02-2014 at 03:15.
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 01-02-2014 , 04:38   Re: We may have a problem...
Reply With Quote #13

I'd also like to point out that this guy has been using always the same method (double parenting), even the same he used in a plugin he released here some time ago that got trashed (I still have the decompiled source of that I think).
Anyway, he should probably have credited Mecha The Slag for it: http://pastebin.com/629Z21sF
This is only really good for attachables that aren't hats/weapons since they can't be inspected so if I was Valve I wouldn't really bother fixing it.
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404UserNotFound
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Join Date: Dec 2011
Old 01-02-2014 , 04:42   Re: We may have a problem...
Reply With Quote #14

Quote:
Originally Posted by Sreaper View Post
Edit 2: MasterXykon released it! http://facepunch.com/showthread.php?t=1341335 Say farewell to SetParent everyone!
What a dumb-fuck. You think he would've learned after the last time something like this happened.

Quickly, someone figure out how to contact Mediafire and have them remove the file! Tell them it's child porn or evidence of terrorism.

EDIT: Just checked it out...how can a plugin be 27MB? Something don't seem right.....downloading to see what exactly he's uploaded. Ok so it's a bunch of models and materials to be used in the plugin, alongside the source code.

Last edited by 404UserNotFound; 01-02-2014 at 04:46.
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napalm00
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Old 01-02-2014 , 04:46   Re: We may have a problem...
Reply With Quote #15

Quote:
Originally Posted by abrandnewday View Post
Quickly, someone figure out how to contact Mediafire and have them remove the file! Tell them it's child porn or evidence of terrorism.

EDIT: Just checked it out...how can a plugin be 27MB? Something don't seem right.....downloading to see what exactly he's uploaded.
Calm down. All Valve is going to do is fix double parenting on the client (quoting Zephyrus, "No idea why they un-fixed it in the first place"), which will not affect TF2Items.
-2ninja-
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Last edited by napalm00; 01-02-2014 at 04:46. Reason: snip
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UMTeleporter
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Join Date: Feb 2009
Old 01-02-2014 , 05:00   Re: We may have a problem...
Reply With Quote #16

Wasn't the last guy that made something like this public banned from AlliedModders?

This guy (the guy who released it today) knew that Valve would probably break a lot of other people's plugins due to that post.

He has said he didn't care.

Last edited by UMTeleporter; 01-02-2014 at 05:15.
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psychonic

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Join Date: May 2008
Old 01-02-2014 , 10:21   Re: We may have a problem...
Reply With Quote #17

Quote:
Originally Posted by napalm00 View Post
I'd also like to point out that this guy has been using always the same method (double parenting), even the same he used in a plugin he released here some time ago that got trashed (I still have the decompiled source of that I think).
Anyway, he should probably have credited Mecha The Slag for it: http://pastebin.com/629Z21sF
Indeed. This is nothing new at all and has been being used in public plugins for well over a year, maybe two.

http://code.google.com/p/rtdgaming/s...ttachments.inc
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MasterOfTheXP
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Old 01-02-2014 , 10:46   Re: We may have a problem...
Reply With Quote #18

Really? I don't think I've ever seen a public plugin using that...I have known about that link for quite some time, though, and thought that it was uploaded accidentally, or something.
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UMTeleporter
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Join Date: Feb 2009
Old 01-02-2014 , 11:50   Re: We may have a problem...
Reply With Quote #19

Quote:
Originally Posted by psychonic View Post
Indeed. This is nothing new at all and has been being used in public plugins for well over a year, maybe two.

http://code.google.com/p/rtdgaming/s...ttachments.inc


He did base it on that code, but it does function differently.

This is capable of full bonemerges with the player and any model, and visible to all clients.

To my knowledge, that linked env_sprite version can't

Last edited by UMTeleporter; 01-02-2014 at 11:55.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 01-02-2014 , 11:53   Re: We may have a problem...
Reply With Quote #20

Okay.
Let's move along then.
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