Announcement

Collapse
No announcement yet.

chat window

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    u mean nq_aim 1; cl_viswalls 1; com_ping -100 cql champs
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • #32
      Originally posted by R00k View Post
      u mean nq_aim 1; cl_viswalls 1; com_ping -100 cql champs
      ^^^ hit it right on the HEAD!...

      Comment


      • #33
        Would be nice .
        My servers for the gamers:
        bigfoot.servequake.com / damage.servequake.com

        port 26000 EuroQuake
        port 26001 EuroQuake Coop


        newyork.quakeone.com
        Offline ATM
        fvf.servequake.com
        flanders.servegame.org / flanders.servequake.com
        Offline ATM
        newdm.servequake.com
        port 26010

        http://bigfoot.servequake.com (EuroQuake)
        sigpic

        Comment


        • #34
          *cough* _ *cough* ugh I think I'm getting a cold.

          Comment


          • #35
            that sounds like a bunch of gibbersh rook.
            Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

            Comment


            • #36
              hehe haha hohoho

              dare me to post source?


              clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.

              get over yourself. monoxide.


              neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
              2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.

              ok lets just search the code for "TMR"
              Code:
                F:\quake_dev\Cheat\cl_input.c(54):kbutton_t	in_visewalls, in_wireframe; //TMR - added these
                F:\quake_dev\Cheat\cl_input.c(57):int			target;  //TMR - for aimbot
                F:\quake_dev\Cheat\cl_input.c(58):int			lasttarget; //TMR - for aimbot
                F:\quake_dev\Cheat\cl_input.c(59):int			bot_visibility; //TMR - for aimbot
                F:\quake_dev\Cheat\cl_input.c(60):cvar_t		bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server
                F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on
                F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off
                F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on
                F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off
                F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on
                F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off
                F:\quake_dev\Cheat\cl_input.c(310):	if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip
                F:\quake_dev\Cheat\cl_input.c(319):	if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip
                F:\quake_dev\Cheat\cl_input.c(375):		cmd->sidemove *= -1; //TMR - x-flip
                F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust
                F:\quake_dev\Cheat\cl_input.c(625):		Con_DPrintf("issued bot ping request\n"); //TMR - debugging
                F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot
                F:\quake_dev\Cheat\cl_input.c(1075):	float fakelag; //TMR - pingbot;
                F:\quake_dev\Cheat\cl_input.c(1091):	//TMR - allow fake pings
                F:\quake_dev\Cheat\cl_input.c(1092):	if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping
                F:\quake_dev\Cheat\cl_input.c(1102):	//TMR - sending data for aimbot
                F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes
                F:\quake_dev\Cheat\cl_input.c(1229)://	Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model
                F:\quake_dev\Cheat\cl_input.c(1230)://	Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model
                F:\quake_dev\Cheat\cl_input.c(1233):	Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag
                F:\quake_dev\Cheat\cl_input.c(1234):	Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag
                F:\quake_dev\Cheat\cl_input.c(1235):	//Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout
                F:\quake_dev\Cheat\cl_input.c(1236):	Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default
                F:\quake_dev\Cheat\cl_input.c(1237):	Cvar_RegisterVariable (&viewaim);  // TMR - change cl.viewmodels for aimbot
                F:\quake_dev\Cheat\cl_input.c(1238):	Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay
                F:\quake_dev\Cheat\cl_input.c(1239):	Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet
                F:\quake_dev\Cheat\cl_input.c(1240):	Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player
                F:\quake_dev\Cheat\cl_input.c(1241):	Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift
                F:\quake_dev\Cheat\cl_input.c(1242):	Cvar_RegisterVariable (&shownames); //TMR - show name changes
                F:\quake_dev\Cheat\cl_input.c(1243):	Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts
                F:\quake_dev\Cheat\cl_input.c(1244):	Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction
                F:\quake_dev\Cheat\cl_input.c(1245):	Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot
                F:\quake_dev\Cheat\cl_input.c(1246):	Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server?
                F:\quake_dev\Cheat\cl_input.c(1247):	Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model
                F:\quake_dev\Cheat\cl_input.c(1248):	Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model
                F:\quake_dev\Cheat\cl_input.c(1249):	Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on
                F:\quake_dev\Cheat\cl_input.c(1250):	Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off
                F:\quake_dev\Cheat\cl_input.c(1251):	Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off
                F:\quake_dev\Cheat\cl_input.c(1252):	Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on
                F:\quake_dev\Cheat\cl_parse.c(117):		attenuation = MSG_ReadByte () * 0.015625;	// TMR - Speed
                F:\quake_dev\Cheat\cl_parse.c(133):	CL_StartTimer (sound_num, pos, ent); //TMR - item timer
                F:\quake_dev\Cheat\cl_parse.c(134):	CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker
                F:\quake_dev\Cheat\cl_parse.c(135):	//Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR
                F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this
                F:\quake_dev\Cheat\cl_parse.c(203):	//TMR - load models so i can find them easily
                F:\quake_dev\Cheat\cl_parse.c(235):	//TMR - load sounds so i can find them easily
                F:\quake_dev\Cheat\cl_parse.c(312):	cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking
                F:\quake_dev\Cheat\cl_parse.c(376):		CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list
                F:\quake_dev\Cheat\cl_parse.c(386):		CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list
                F:\quake_dev\Cheat\cl_parse.c(395):	Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list
                F:\quake_dev\Cheat\cl_parse.c(421)://int	bitcounts[16]; //TMR - code cleanup
                F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam'
                F:\quake_dev\Cheat\cl_parse.c(453):	// TMR - qbism//00-10-15 begin from DP- code cleanup
                F:\quake_dev\Cheat\cl_parse.c(461):	// TMR - qbism//00-10-15 end from DP
                F:\quake_dev\Cheat\cl_parse.c(546):	VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot
                F:\quake_dev\Cheat\cl_parse.c(582):		VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot
                F:\quake_dev\Cheat\cl_parse.c(590):	//TMR - bad place for it, but it works
                F:\quake_dev\Cheat\cl_parse.c(722):			CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown
                F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation
                F:\quake_dev\Cheat\cl_parse.c(960):			//TMR - if not negative
                F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam'
                F:\quake_dev\Cheat\cl_parse.c(990):	int minusping, lastplayer;		 //TMR -added this for bot support
                F:\quake_dev\Cheat\cl_parse.c(991):	char name[MAX_SCOREBOARDNAME];   //TMR - added for ca eyecam
                F:\quake_dev\Cheat\cl_parse.c(992):	static int caeyecam, oldentity; //TMR - added for ca eyecam
                F:\quake_dev\Cheat\cl_parse.c(1002):		if (*s == '-') //TMR - for negative ping
                F:\quake_dev\Cheat\cl_parse.c(1021):					//TMR - gotta handle the READY that gets put in the scoreboard
                F:\quake_dev\Cheat\cl_parse.c(1027):							if (checkping == cl.viewentity-1) //TMR - for bot ping
                F:\quake_dev\Cheat\cl_parse.c(1041):								Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging
                F:\quake_dev\Cheat\cl_parse.c(1051):						if (checkping == cl.viewentity-1) //TMR - for bot ping
                F:\quake_dev\Cheat\cl_parse.c(1065):							Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging
                F:\quake_dev\Cheat\cl_parse.c(1108):		//	cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest
                F:\quake_dev\Cheat\cl_parse.c(1127):				cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses
                F:\quake_dev\Cheat\cl_parse.c(1137):			cl.timer_pause_time = 0; //TMR - to handle pauses
                F:\quake_dev\Cheat\cl_parse.c(1156):	if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena
                F:\quake_dev\Cheat\cl_parse.c(1161):	else if (ca_eyecam.value && caeyecam && *s)	//TMR - for eyecam in clan arena
                F:\quake_dev\Cheat\cl_parse.c(1188):		|| !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena
                F:\quake_dev\Cheat\cl_parse.c(1196):	if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping
                F:\quake_dev\Cheat\cl_parse.c(1199):		cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping
                F:\quake_dev\Cheat\cl_parse.c(1201):		if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping
                F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes
                F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection
                F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping
                F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping
                F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping
                F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping
                F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping
                F:\quake_dev\Cheat\cl_parse.c(1241):	//TMR - this saves the initialization messages for on-the-fly demo recording
                F:\quake_dev\Cheat\cl_parse.c(1254):		//Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging
                F:\quake_dev\Cheat\cl_parse.c(1284):			cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot
                F:\quake_dev\Cheat\cl_parse.c(1287):			//TMR - for bot aim lerping
                F:\quake_dev\Cheat\cl_parse.c(1314):				Con_Printf("Server attempted disconnect\n"); //TMR - no boot
                F:\quake_dev\Cheat\cl_parse.c(1379):			cl.caviewentity = cl.viewentity; //TMR - for ca eyecam
                F:\quake_dev\Cheat\cl_parse.c(1380):			//Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging
                F:\quake_dev\Cheat\cl_parse.c(1405):			//TMR - see who's changing names
                F:\quake_dev\Cheat\cl_parse.c(1410):			//Con_Printf("%s\n", cl.scores[i].name); //TMR
                F:\quake_dev\Cheat\cl_parse.c(1428):			//TMR - for eyecam, if more than 2 on our color and we're up in the rotation				
                F:\quake_dev\Cheat\cl_parse.c(1434):					//Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging
                F:\quake_dev\Cheat\cl_parse.c(1467):						cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses
                F:\quake_dev\Cheat\cl_parse.c(1479):						CL_TimerUnpauseAll(); //TMR - to handle pauses

              'nuff said bye!
              Last edited by R00k; 09-14-2014, 12:19 AM.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • #37
                Oh snap!

                Comment


                • #38
                  Originally posted by monoz View Post
                  that sounds like a bunch of gibbersh rook.
                  Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                  Comment


                  • #39
                    @solecord - I had an idea. In the left side bar it says "chat *new*". What if it said "chat (activeUserCount)" and if aUC is 0 it just says chat (or "talk to yourself" lol)?

                    Also, what if the chat wasn't an entire page but a floating pop-up window instead?
                    Last edited by MadGypsy; 09-14-2014, 07:26 AM.
                    http://www.nextgenquake.com

                    Comment


                    • #40
                      +1 for gypsy's idea of a floating pop-up window for chat instead of being its own page

                      I think it would also be nice if it a bit smaller then it is now. something like this size i think would be perfect imo:


                      could always make it so that the pop-up window can be stretched to make it bigger for those who want a bigger chat-window.
                      but that size would imo be perfect for standard size when the chat popup gets opened
                      .
                      are you curious about what all there is out there in terms of HD content for quake?
                      > then make sure to check out my 'definitive' HD replacement content thread! <
                      everything that is out there for quake and both mission-packs, compiled into one massive thread

                      Comment


                      • #41
                        Or even leave it a page but have a pop out option.
                        http://www.nextgenquake.com

                        Comment


                        • #42
                          Originally posted by R00k View Post
                          hehe haha hohoho

                          dare me to post source?


                          clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.

                          get over yourself. monoxide.


                          neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
                          2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.

                          ok lets just search the code for "TMR"
                          Code:
                            F:\quake_dev\Cheat\cl_input.c(54):kbutton_t	in_visewalls, in_wireframe; //TMR - added these
                            F:\quake_dev\Cheat\cl_input.c(57):int			target;  //TMR - for aimbot
                            F:\quake_dev\Cheat\cl_input.c(58):int			lasttarget; //TMR - for aimbot
                            F:\quake_dev\Cheat\cl_input.c(59):int			bot_visibility; //TMR - for aimbot
                            F:\quake_dev\Cheat\cl_input.c(60):cvar_t		bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server
                            F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on
                            F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off
                            F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on
                            F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off
                            F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on
                            F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off
                            F:\quake_dev\Cheat\cl_input.c(310):	if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip
                            F:\quake_dev\Cheat\cl_input.c(319):	if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip
                            F:\quake_dev\Cheat\cl_input.c(375):		cmd->sidemove *= -1; //TMR - x-flip
                            F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust
                            F:\quake_dev\Cheat\cl_input.c(625):		Con_DPrintf("issued bot ping request\n"); //TMR - debugging
                            F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot
                            F:\quake_dev\Cheat\cl_input.c(1075):	float fakelag; //TMR - pingbot;
                            F:\quake_dev\Cheat\cl_input.c(1091):	//TMR - allow fake pings
                            F:\quake_dev\Cheat\cl_input.c(1092):	if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping
                            F:\quake_dev\Cheat\cl_input.c(1102):	//TMR - sending data for aimbot
                            F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes
                            F:\quake_dev\Cheat\cl_input.c(1229)://	Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model
                            F:\quake_dev\Cheat\cl_input.c(1230)://	Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model
                            F:\quake_dev\Cheat\cl_input.c(1233):	Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag
                            F:\quake_dev\Cheat\cl_input.c(1234):	Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag
                            F:\quake_dev\Cheat\cl_input.c(1235):	//Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout
                            F:\quake_dev\Cheat\cl_input.c(1236):	Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default
                            F:\quake_dev\Cheat\cl_input.c(1237):	Cvar_RegisterVariable (&viewaim);  // TMR - change cl.viewmodels for aimbot
                            F:\quake_dev\Cheat\cl_input.c(1238):	Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay
                            F:\quake_dev\Cheat\cl_input.c(1239):	Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet
                            F:\quake_dev\Cheat\cl_input.c(1240):	Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player
                            F:\quake_dev\Cheat\cl_input.c(1241):	Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift
                            F:\quake_dev\Cheat\cl_input.c(1242):	Cvar_RegisterVariable (&shownames); //TMR - show name changes
                            F:\quake_dev\Cheat\cl_input.c(1243):	Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts
                            F:\quake_dev\Cheat\cl_input.c(1244):	Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction
                            F:\quake_dev\Cheat\cl_input.c(1245):	Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot
                            F:\quake_dev\Cheat\cl_input.c(1246):	Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server?
                            F:\quake_dev\Cheat\cl_input.c(1247):	Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model
                            F:\quake_dev\Cheat\cl_input.c(1248):	Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model
                            F:\quake_dev\Cheat\cl_input.c(1249):	Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on
                            F:\quake_dev\Cheat\cl_input.c(1250):	Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off
                            F:\quake_dev\Cheat\cl_input.c(1251):	Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off
                            F:\quake_dev\Cheat\cl_input.c(1252):	Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on
                            F:\quake_dev\Cheat\cl_parse.c(117):		attenuation = MSG_ReadByte () * 0.015625;	// TMR - Speed
                            F:\quake_dev\Cheat\cl_parse.c(133):	CL_StartTimer (sound_num, pos, ent); //TMR - item timer
                            F:\quake_dev\Cheat\cl_parse.c(134):	CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker
                            F:\quake_dev\Cheat\cl_parse.c(135):	//Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR
                            F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this
                            F:\quake_dev\Cheat\cl_parse.c(203):	//TMR - load models so i can find them easily
                            F:\quake_dev\Cheat\cl_parse.c(235):	//TMR - load sounds so i can find them easily
                            F:\quake_dev\Cheat\cl_parse.c(312):	cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking
                            F:\quake_dev\Cheat\cl_parse.c(376):		CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list
                            F:\quake_dev\Cheat\cl_parse.c(386):		CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list
                            F:\quake_dev\Cheat\cl_parse.c(395):	Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list
                            F:\quake_dev\Cheat\cl_parse.c(421)://int	bitcounts[16]; //TMR - code cleanup
                            F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam'
                            F:\quake_dev\Cheat\cl_parse.c(453):	// TMR - qbism//00-10-15 begin from DP- code cleanup
                            F:\quake_dev\Cheat\cl_parse.c(461):	// TMR - qbism//00-10-15 end from DP
                            F:\quake_dev\Cheat\cl_parse.c(546):	VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot
                            F:\quake_dev\Cheat\cl_parse.c(582):		VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot
                            F:\quake_dev\Cheat\cl_parse.c(590):	//TMR - bad place for it, but it works
                            F:\quake_dev\Cheat\cl_parse.c(722):			CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown
                            F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation
                            F:\quake_dev\Cheat\cl_parse.c(960):			//TMR - if not negative
                            F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam'
                            F:\quake_dev\Cheat\cl_parse.c(990):	int minusping, lastplayer;		 //TMR -added this for bot support
                            F:\quake_dev\Cheat\cl_parse.c(991):	char name[MAX_SCOREBOARDNAME];   //TMR - added for ca eyecam
                            F:\quake_dev\Cheat\cl_parse.c(992):	static int caeyecam, oldentity; //TMR - added for ca eyecam
                            F:\quake_dev\Cheat\cl_parse.c(1002):		if (*s == '-') //TMR - for negative ping
                            F:\quake_dev\Cheat\cl_parse.c(1021):					//TMR - gotta handle the READY that gets put in the scoreboard
                            F:\quake_dev\Cheat\cl_parse.c(1027):							if (checkping == cl.viewentity-1) //TMR - for bot ping
                            F:\quake_dev\Cheat\cl_parse.c(1041):								Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging
                            F:\quake_dev\Cheat\cl_parse.c(1051):						if (checkping == cl.viewentity-1) //TMR - for bot ping
                            F:\quake_dev\Cheat\cl_parse.c(1065):							Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging
                            F:\quake_dev\Cheat\cl_parse.c(1108):		//	cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest
                            F:\quake_dev\Cheat\cl_parse.c(1127):				cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses
                            F:\quake_dev\Cheat\cl_parse.c(1137):			cl.timer_pause_time = 0; //TMR - to handle pauses
                            F:\quake_dev\Cheat\cl_parse.c(1156):	if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena
                            F:\quake_dev\Cheat\cl_parse.c(1161):	else if (ca_eyecam.value && caeyecam && *s)	//TMR - for eyecam in clan arena
                            F:\quake_dev\Cheat\cl_parse.c(1188):		|| !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena
                            F:\quake_dev\Cheat\cl_parse.c(1196):	if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping
                            F:\quake_dev\Cheat\cl_parse.c(1199):		cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping
                            F:\quake_dev\Cheat\cl_parse.c(1201):		if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping
                            F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes
                            F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection
                            F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping
                            F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping
                            F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping
                            F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping
                            F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping
                            F:\quake_dev\Cheat\cl_parse.c(1241):	//TMR - this saves the initialization messages for on-the-fly demo recording
                            F:\quake_dev\Cheat\cl_parse.c(1254):		//Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging
                            F:\quake_dev\Cheat\cl_parse.c(1284):			cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot
                            F:\quake_dev\Cheat\cl_parse.c(1287):			//TMR - for bot aim lerping
                            F:\quake_dev\Cheat\cl_parse.c(1314):				Con_Printf("Server attempted disconnect\n"); //TMR - no boot
                            F:\quake_dev\Cheat\cl_parse.c(1379):			cl.caviewentity = cl.viewentity; //TMR - for ca eyecam
                            F:\quake_dev\Cheat\cl_parse.c(1380):			//Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging
                            F:\quake_dev\Cheat\cl_parse.c(1405):			//TMR - see who's changing names
                            F:\quake_dev\Cheat\cl_parse.c(1410):			//Con_Printf("%s\n", cl.scores[i].name); //TMR
                            F:\quake_dev\Cheat\cl_parse.c(1428):			//TMR - for eyecam, if more than 2 on our color and we're up in the rotation				
                            F:\quake_dev\Cheat\cl_parse.c(1434):					//Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging
                            F:\quake_dev\Cheat\cl_parse.c(1467):						cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses
                            F:\quake_dev\Cheat\cl_parse.c(1479):						CL_TimerUnpauseAll(); //TMR - to handle pauses

                          'nuff said bye!
                          I was absent during this period of the "CQL" or "JOKE LEAGUE" as it was described to me. However you mentioned "2tone" and i do remember him fairly well. I also do remember he connected to "NetDoor" FFA server year's back using "Leofbot?" I believe is the name of it. I caught him talking to someone else about it and they went back to IRC and posted the IP address which was "NetDoor FFA" server. I joined under an alias and they were discussing it on the server and saying things like you can toggle the aim on and off and so forth. Heck if i remember correctly even "jake aka tical" used that same one. However if it was not that one i still know he used one repeatedly and he admitted to it unlike most.

                          Comment


                          • #43
                            r00k is this the reason i seen people connect with "negative" pings??

                            F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot;
                            F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings
                            F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping
                            F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot

                            I use to see player's connect with unreal pings for back in those times and some were even a negative number like -3, -10, -15 and so forth. They would leave and come back and then you would see it go from 20-40 or better..

                            I used a ping bot once along time ago when i joined clan TK, however it was not a cheat to help me in game it was only a cheat to show my ping being different then the original 200 that it was.

                            Comment


                            • #44
                              no in this day, people CAN use maxfps >1000

                              only Darkplaces shows a true ping regardless of the maxfps.

                              maxfps can fubar the ping report.

                              but 1 line of code can fake a true ping....

                              why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//

                              would be better to have accuracy on the scoreboard
                              Last edited by R00k; 09-14-2014, 04:56 PM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                              Comment


                              • #45
                                Originally posted by R00k View Post
                                no in this day, people CAN use maxfps >1000

                                only Darkplaces shows a true ping regardless of the maxfps.

                                maxfps can fubar the ping report.

                                but 1 line of code can fake a true ping....

                                why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//

                                would be better to have accuracy on the scoreboard
                                Ok, what i meant to say is "negative pings in the 90s/early 2000's..."
                                I've never seen a negative ping since i returned in 2011. 0 is the lowest i have seen it.

                                I agree, i think only the client should see their own ping and no one elses ping. That should go for all games.

                                Comment

                                Working...
                                X