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 Post subject: HaX 1.0 by JoZuF - CEH Sequel (Outdated)
PostPosted: Sun Apr 28, 2013 8:49 pm 
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NEW VERSION: hax-1-1-t665.html

Hi,
could be buggy since I didn't spent too much time testing. Was bored of development so I thought I stop and release it. Hf.

Download:
http://www.file-upload.net/download-7528563/hax_1.0_by_jozuf.zip.html


Main features:
- Most of the things from CEH but better FPS
- Personal Kill Tracker
- UT/Quake Announcer Sounds
- Moveable Interface
- Backmirror

Image




Code:
Readme:
HaX 1.0 by JoZuF - jk2ffa.freeforums.org

Installation:
1. Overwrite your jk2mp.exe with the one form HaX.
2. Put the hax1.0.pk3 into your gamedata/base folder.
3. Make sure you don't use any other pk3s with qvms which overwrite the hax qvms.

Features:
1. See screenshot.

Usage:
1. Pretty everything you need, is to bind the +hax_opmode command to a key.
   E.g. /bind b +hax_opmode
2. Hold it and you can set up the hax.

Notes:
1. If Drain/Lightning doesn't show up through wall with wallhack, find all modified .efx files in your .pk3's and try to remove them.
2. Reseting kill tracker = click on the purple/lila button

Props to Nerevar, I used some code of him from CEH.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
OF SUCH DAMAGE.



Edit Kaiser:
Sounds (there are even more sounds like headshot) here are only a few listed:

Code:
ut:
x payback - kill an enemy who killed you 3 times in a row before
x retribution - kill an enemy who killed you 5 times in a row before
x vengeance - kill an enemy who killed you 7 times in a row before

eradication - kill an enemy with -|E|- in name *lol* 3 times in a row
x extermination - 3 monster kills

x headhunter - kill the same enemy 5 times in a row without killing an other enemy between the kills
mutualdestruction - killed the same enemy as often as he killed you
x termination - terminate a spree of another player


x excellent - kill an enemy with having 80+ hp and 50+ shield
x impressive - dont get lower than 75 hp 2 kills in a row
x unreal - dont get lower than 75 hp 3 kills in a row


holyshit - 5 guys killed at once from anyone

quake:
accuracy - hit with 5 swings in a row
x humiliation - kill the same enemy 10 times in a row without getting killed by him
x perfect - kill an enemy with 100+ hp 100+ shield


Notice: If you use QEFFECTS (maximum graphics mod) and HaX 1.0, QEFFECTS will be disabled if you enable the backmirror and vice versa.

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Apr 28, 2013 10:06 pm 
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Testing now. Btw. I so need fov increaser :X

Edit: Fov increasing is enabled =D

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Apr 28, 2013 10:07 pm 
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GRET but the mirror makes shiit lag


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Apr 28, 2013 10:39 pm 
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back mirror seems bad for gameplay. what was the idea behind that?


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Mon Apr 29, 2013 1:15 am 
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Hey guys, one question. Evil features like seeing HP and countdown for item appearing suck for our beloved gameplay, right?
A true jk2er would not want that. 8-) Mirror.. is like... it sucks actually too but I experienced you don't look for that at all. I'm saying that because SOME OTHER people - no names are mentioned - think contrary!

btw. q3effects gets switched off if you activate the mirror

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Tue Apr 30, 2013 1:00 pm 
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is there no way for a server to implement these features? i'm not interested in all the other stuff, only the sounds. and good job.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Wed May 01, 2013 11:01 am 
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omg so great!


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Wed May 01, 2013 4:23 pm 
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I so love it, I wished this years ago to be realised. It works great! YOU'RE MY FUCKN IDOL BROZUF!!! ;_; :ugeek: :geek: :geek: :geek: :D

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Wed May 01, 2013 6:41 pm 
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Is there a way to Install the sounds only?
I dont want hacks, I just need those sounds.

Thanks!

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 02, 2013 5:54 am 
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Why would you ask that since you can disable everything?

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 02, 2013 3:44 pm 
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Kaiser wrote:
Why would you ask that since you can disable everything?

because we don't want it.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 02, 2013 5:07 pm 
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Yeah, like if we want to use the sounds on a NT server.
This hack doesnt run on NT servers, right? :?

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 02, 2013 6:39 pm 
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Nothing will work on NT because it blocks every modification that includes .dll and .qvm mods. 8-) Every mod is dll or qvm based actually. Ofc you can be a hackzor like Jozuf and bypass it maybe. But you would corrupt NT and Reality might fix it ;)

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 02, 2013 8:12 pm 
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what kaiser said

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Fri May 03, 2013 9:10 am 
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bughero wrote:
what kaiser said

is there no way to get a server to run this sound-mod? if i understand correctly: if i install these sounds and the killingspree thing i will be the only one hearing & seeing the sounds & sprees? if that is the case it defeats the purpose of the mod(imo, ofc) because you would want others to hear & see your sprees.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Fri May 03, 2013 12:14 pm 
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That would be cool ofc but if everyone has the mod everyone can hear it already. So if you do a killing spree others will hear it. And you know, some ppl don't like it maybe so clientside is better anyways. There are some sounds however which are only for you, I didn't play too much now to figure it out. Maybe it would be cool to hear every announcer sound global.. but then again with 15 ppl doing constantly kills, you get crazy over it :D

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Fri May 03, 2013 9:33 pm 
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I found a bug when I do /hax_minimize I crash with this error : Bad cgame system trap : 305
after that I did /vm_cgame 0
/vm_game 0
and it still crash :D but the rest is great ! nice job


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sat May 04, 2013 4:39 pm 
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YoshY wrote:
I found a bug when I do /hax_minimize I crash with this error : Bad cgame system trap : 305
after that I did /vm_cgame 0
/vm_game 0
and it still crash :D but the rest is great ! nice job


Do you use the exe from the package?
Also do you play under Windows? I'm not sure if it works with wine or similiars.
Make sure that you don't have the CEH files (.dll) installed or that you use any other qvm/dll mods.
The vm_cgame config should make no difference, but put it to 2 since it's a qvm.


maiden wrote:
is there no way to get a server to run this sound-mod? if i understand correctly: if i install these sounds and the killingspree thing i will be the only one hearing & seeing the sounds & sprees? if that is the case it defeats the purpose of the mod(imo, ofc) because you would want others to hear & see your sprees.

Surely someone could build a serverside mod. You have to download the soundfiles ofc (maybe via the server).
I'm not sure if it would need a clientside mod too.
Either way I like the clientside approach, where you can have the sounds on any server you play.
As Kaiser mentioned, you get some events from other clients such as Killing Sprees etc. and when other clients use the mod, they will get your events too and hear the sound.
I also know this version has some bugs like the sound order and the corresponding text which is shown. Maybe I will update it when I got time.

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sat May 04, 2013 10:05 pm 
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what is the sourcecode for the backmirror?


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun May 05, 2013 10:21 pm 
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maiden wrote:
is there no way for a server to implement these features? i'm not interested in all the other stuff, only the sounds. and good job.

Nope. This would require a clientside no matter which way I think of it :)


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Mon May 13, 2013 6:27 pm 
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how can i remove this ?

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 30, 2013 1:45 pm 
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when i press those 4 colors my game crashed now i cant join any server or create any help?

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu May 30, 2013 2:08 pm 
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srsly?

If you want to delete the mod just delete the .pk3.
If you want to reset a cvar, type in console or autoexec.cfg: /reset hax_red
Also just delete all other wallhacks and qvm mods if you want to use this.
Make sure u use the exe from hax.

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu Jun 06, 2013 3:58 am 
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Protip: if you don't want that annoying "H4X 1.0 by JoZuF" spamming you everytime you join a game/from spec, then just use phanto's no-cd exe with this pk3.

I don't know if any other exes work but phantos did for me.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu Jun 06, 2013 2:05 pm 
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Protip: If you use another exe game u can't use some features and game will probably crash.

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Mon Jun 10, 2013 6:19 am 
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[quote="bughero"]Protip: If you use another exe game u can't use some features and game will probably crash.


Played with it for some weeks now, not a single crash. No hatin' though, it's a sweet *** WH. Credz

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Wed Jun 12, 2013 2:16 pm 
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I am wondering, does anyone actually use the movable interface feature?

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Thu Jun 13, 2013 6:35 pm 
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bughero wrote:
I am wondering, does anyone actually use the movable interface feature?


I used it once, it's a nice feature :>

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Aug 11, 2013 2:08 pm 
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i use cg_hudfiles 1, the one with the numbers. is there any way to make the shield and force to stop blinking vigorously? if i glance at the shield or force with wrong timing i might not even see how much shield/force i've left. i couldn't find the option in the menu to remove the blinking effect.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sat Aug 17, 2013 11:34 pm 
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hey guys i have problem. when i install the hax, i want to open up jk2 via the proccessfix shortcut: jk2_102a_fix(processfix).exe. but when i open it via this, it comes with error "unoriginal jk2mp.exe" or something like that. what do?
when i just open jk2mp.exe and join game it crashes


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Aug 18, 2013 5:23 am 
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You don't have to use the hax jk2mp.exe, just use the old one. I even use the old one so I can do cg_thirdpersonrange with cvarhacks coz cg_fov didn't work with hax.

for-jk2-1-02-t17.html

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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Aug 18, 2013 12:44 pm 
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ok, ty. but how do i use the hax without replacing jk2mp.exe? The pk3 is in base folder, but its not showing up.


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 Post subject: Re: HaX 1.0 by JoZuF - CEH Sequel
PostPosted: Sun Aug 18, 2013 2:57 pm 
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le01l wrote:
how do i use the hax without replacing jk2mp.exe?

Didn't I just say you can replace it? Just keep the pk3 in base ofc :D

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