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 Post subject: [RELEASE NEW WALLHACK 2012] JK2FFA CEH - NEW VERSION 1.1
PostPosted: Sun Feb 19, 2012 3:08 am 
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Code:
     _      _____     _____   _   _      __  __
    | | ___|__  /   _|  ___| | | | | __ _\ \/ /
_  | |/ _ \ / / | | | |_    | |_| |/ _` |\  /
| |_| | (_) / /| |_| |  _|   |  _  | (_| |/  \
\___/ \___/____\__,_|_|     |_| |_|\__,_/_/\_\TM

http://jk2ffa.freeforums.org

>> JK2FFA Community Edition Hack v1.1

Instructions:
1. Extract all content to a folder located anywhere on your harddisk.
2. You must use a NO-CD Crack. Use the one which comes with the archive. Copy it in your GameData folder.
3. You must provide your "jk2mp.exe" (the cracked one) and the "EasyInject.exe" with permanent administrator rights, so the hack can be injected.
   2.1 Right click on your "jk2mp.exe" in your Jedi Knight 2 game data folder and select "Properties -> Compatibility -> Run this program as an administrator".
   2.2 Right click on "EasyInject.exe" and select "Properties -> Compatibility -> Run this program as an administrator".
   If you use WinXp choose "Run As Administrator".
4. Start "EasyInject.exe" by double clicking.
   4.1 Select your "jk2mp.exe" as "Executable" and "jk2ffa_ceh_v1_1_by_jozuf.dll" as "DLL to inject".
   4.2 Press the "Load" button. JKII should open and the hack should be injected into the process.
5. Join a server, open the console and type: "/jk2ffa" or "/+jk2ffa".
   Notice that the console commands won't work in the game menu, only if you are ingame.
6. If something doesn't work, there's most likely a problem with the administrator rights. Check bullet point 2 again.
7. If you get an error message, that either "msvcr100.dll" or msvcr100d.dll" is missing. Copy the two files, which comes with this release to your system32 directory.
8. For further information, bug reporting or feature requests check jk2ffa.freeforums.org

Features / Console Cmds:
/jk2ffa_wh 0/1 - wallhack
/jk2ffa_glow 0/1 - players glow
/jk2ffa_time 0/1 - show actual time
/jk2ffa_espname 0/1 - draw names of players
/jk2ffa_espdistance 0/1 - show distance of players
/jk2ffa_espscale 0.-2. - scale font size of esp
/jk2ffa_log 0/1 - save console text to file /GameData/CEH_Log.txt
/jk2ffa_drawBactaPossession   0/1 - draw bacta icon on screen if player is in possession of a bacta canister
/jk2ffa_playSoundOnLowHealth 0/1-99 - play an alarm sound when the players hp falls under the given amount of hp
/+jk2ffa_minimize    - minimize game window to tray (ex. /bind m +jk2ffa_minimize)
/+jk2ffa_tracekey - draws a little icon above a certain player (ex. /bind t +jk2ffa_tracekey; then aim at a player and press t)

New since V1.1:
/jk2ffa_speedMeter   0/1 - displays current horizontal speed in q3 units
/jk2ffa_espweapon   0/1 - shows weapons of enemies drawn as a small symbol underneath them
/jk2ffa_drawPlayerForceTimer 0/1 - draws the remaining time your force powers lasts (only force powers level 3 supported, force symbols don't match timers). force powers supported: rage (red), grip (red), protect (green), absorb (blue), speed (grey)
/+jk2ffa_setww - sets all level textures to a simple white one (buggy)

Known Bugs:
- Sometimes the game must be closed before you are able to join another server again
- Players WH flickering when saber throwing

Other:
- Use GammaChanger.exe resetting your desktop gamma when JKII fucks up your gamma settings [unknown author].

Greetz:
/LoC/
Karparow, Ravn, Nerevar, Krayt, Chris, Kaiser, Shoop, Erim, Sturmi


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.


Download #1:
http://www.file-upload.net/download-4510530/jk2ffa_ceh_v1_1_by_jozuf.zip.html

UPDATE:
Updated version to 1.1 and added some semi useful features. I think in the next version I release the whole thing.
Added NO-CD crack to the archive.

Not really tested, so beware.

Piz


**********************OUTDATED VERSION******************

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 Post subject: Re: [RELEASE] JK2FFA CEH v1.0
PostPosted: Sun Feb 19, 2012 4:45 am 
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Does this work with Phanto's nocd jk2mp.exe? Because it doesn't work for me ;O

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Feb 19, 2012 1:32 pm 
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Kaiser wrote:
Does this work with Phanto's nocd jk2mp.exe? Because it doesn't work for me ;O


It should work. Do you get a DLL not found error? If yes tell me which and I upload them. Although I statically linked it there must be some problems as Nerevar just told me lol. If you use XP try "Run As Administrator".

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Feb 19, 2012 8:18 pm 
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link is broken :/


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Feb 19, 2012 9:35 pm 
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add the "evil" features back, and release only for LoCs, ******.


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Mon Feb 20, 2012 9:21 pm 
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[quote="ErimWins"]add the "evil" features back, and release only for LoCs, ******.


loc = disbanded
we are all children of jk2 forum now.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Feb 21, 2012 10:28 pm 
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[quote="ErimWins"]add the "evil" features back, and release only for LoCs, ******.


ye :D

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Feb 22, 2012 6:45 am 
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It's pretty awesome, I love how I can use sky and the models don't get all fucked up. The trace icon thing is fun too. The only complaint I have is that the text ad thing is kind of annoying :S


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Feb 22, 2012 3:01 pm 
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[quote="ErimWins"]add the "evil" features back, and release only for LoCs, ******.

Yeh, sooner or later...

[quote="Herpaderp"]It's pretty awesome, I love how I can use sky and the models don't get all fucked up. The trace icon thing is fun too. The only complaint I have is that the text ad thing is kind of annoying :S

Glad you like it. The props thing only shows up when u join a game, so I don't think it's annoying. Also more peepz will get the hax if they read it. :P
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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Feb 22, 2012 4:13 pm 
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wont work


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Thu Feb 23, 2012 3:45 am 
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bughero wrote:
Glad you like it. The props thing only shows up when u join a game, so I don't think it's annoying. Also more peepz will get the hax if they read it. :P


Well yeah if that was true. Only thing is, it shows up any time you join spectator. Sometimes twice :s


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat Mar 03, 2012 3:44 pm 
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Wow this wall hack really rocks! thanks jozuf my main man jackie chan

I think kaiser's just really bad at computers and modding LOL


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat Mar 03, 2012 4:25 pm 
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actually I spoke too soon...
worked fine vs bots but on online server I crash out of the server after a minute or two with the message 'CL_ParsePacketEntities: end of message'


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat Mar 03, 2012 6:46 pm 
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killzo wrote:
wont work

Make sure to close all running jk2mp.exe processes before executing the hack. The hack will only inject in the first found jk2mp.exe process.

Stealth wrote:
actually I spoke too soon...
worked fine vs bots but on online server I crash out of the server after a minute or two with the message 'CL_ParsePacketEntities: end of message'


Hmm that's a weird error. Do you use any no-CD-crack? I use phantos crack and it works fine for me. Didn't hear of any1 having this error with the hack so far but I remember having this error when i used a bad crack.
Phantos crack: http://jk2ffa.freeforums.org/for-jk2-1-02-t17.html

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat Mar 03, 2012 8:07 pm 
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Stealth wrote:
actually I spoke too soon...
worked fine vs bots but on online server I crash out of the server after a minute or two with the message 'CL_ParsePacketEntities: end of message'


did u use neres cam mod?
it dosen'T worke together with the hax !!


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat Mar 03, 2012 8:25 pm 
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Nope not using jk2 no crack cd cthing (might use the one which turns your writing a different colour soon) or the cam mod thing

it really sucks because it's fantastically cool gameplay for the minute or two i'm on and then that **** happens

can someone upload a normal (or tell me where I can get one) wall hack until I get this fixed?I don't feel like using erim's and fucking up my x key...


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Mar 04, 2012 5:05 am 
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Try this Nere jk2mp.exe. He said it's not the Phanto crack although it has same size mh.. O_o However, it worked for me by using this one:
http://www.file-upload.net/download-416 ... 3.exe.html

Oh ye, and Stealth read the Readme actually rofl.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Mar 04, 2012 12:02 pm 
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Kaiser wrote:
Try this Nere jk2mp.exe. He said it's not the Phanto crack although it has same size mh.. O_o However, it worked for me by using this one:
http://www.file-upload.net/download-416 ... 3.exe.html

Oh ye, and Stealth read the Readme actually rofl.


I READ THE README U BIG NOOB!
I did get it working (unlike j00!) it just crashed after a minute or two. You think that not using a nocd crack is what's making it not work ?


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Mar 04, 2012 4:45 pm 
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Kaiser wrote:
Try this Nere jk2mp.exe. He said it's not the Phanto crack although it has same size mh.. O_o However, it worked for me by using this one:
http://www.file-upload.net/download-416 ... 3.exe.html

Oh ye, and Stealth read the Readme actually rofl.


Yes. use the crack (the good one).

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Mar 04, 2012 6:56 pm 
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this error actually shouldn't be cast from jozuf's wh or my cammod rofl...

that error mostly occures with bad nocd-cracks


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Mar 14, 2012 2:29 pm 
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Wow it's an awesome hax , thx bughero :!:


Let me upload somes files :

KPT-JK2 Multihack SP2 and N7s JK2 Multihack 0.6 are 2 wallhack with somes strange commands (ballhack don't work, aim work if your opponent is close enoughs ...). Make sure to read the readme !
jkBot202a is a big hack for 1.03 and 1.04 but don't work in 1.02 ... and jkBase-fixed.org is the source code (I think) of jkbot

Maybe this can give you new ideas ? ;)

Link is here --> http://www.file-upload.net/download-418 ... k.zip.html

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Last edited by Killer Bueno on Fri Mar 16, 2012 10:29 am, edited 1 time in total.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Mar 14, 2012 11:38 pm 
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Old wallhacks are out... also what would you imagine under "new ideas"? hp esp sucks...

Maybe that the tracer works on many people and not only one (not sure about that, just having it in my mind), that would be the only thing.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 16, 2012 10:35 am 
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1) What is /jk2ffa_glow :?: I don't see any difference when it's activate.

2) They is a small problem with the hack : people who use mind trick stay visible (like the first version of the anti mind trick mod), even if I use the moddified cgame.qvm file build with Nerevar & Sharp mod builder (normaly, the player who use mind trick must blink).

3) New idea :

/jk2ffa_drawForceFieldPossession 0/1
/jk2ffa_drawSentryPossession 0/1
/jk2ffa_drawSeekerPossession 0/1

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 16, 2012 4:55 pm 
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Killer Bueno wrote:
1) What is /jk2ffa_glow :?: I don't see any difference when it's activate.

2) They is a small problem with the hack : people who use mind trick stay visible (like the first version of the anti mind trick mod), even if I use the moddified cgame.qvm file build with Nerevar & Sharp mod builder (normaly, the player who use mind trick must blink).

3) New idea :

/jk2ffa_drawForceFieldPossession 0/1
/jk2ffa_drawSentryPossession 0/1
/jk2ffa_drawSeekerPossession 0/1

1) It should add a glow shell around players (like force seeing). Does this feature won't work for somebody else?
2) That's because the hack has a built in anti-mind-trick (the players won't blink, they just stay visible).
3) Personally I don't need these 3. Only useful for ctf? It would also overload the screen? Dunno. Anyone else want them?

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 16, 2012 11:45 pm 
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1) works for me


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Mar 18, 2012 12:33 am 
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works :D


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Mon Mar 19, 2012 11:35 am 
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bughero wrote:
1) It should add a glow shell around players (like force seeing). Does this feature won't work for somebody else?


Now I understand ... I think it's because i have the following file in one of my mod :

seeing.shader:

powerups/sightshell

{
}

People are easiest to see with seeing with this file ... I'll try to remove it , thx for the answer ;)

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Mon Mar 19, 2012 5:07 pm 
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Why the hell do you've a mod which removes the force-sightshell?


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Mon Mar 19, 2012 9:34 pm 
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On TFJ Bespin_streets they disabled this shell of the shild when you hit someone, as I remember. It sucks so much because you don't know whether someone has still shild or not :/ Not sure whether this was meant, but I just wanted to mention it lul

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Mar 20, 2012 1:27 am 
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Killer Bueno wrote:
bughero wrote:
1) It should add a glow shell around players (like force seeing). Does this feature won't work for somebody else?


Now I understand ... I think it's because i have the following file in one of my mod :

seeing.shader:

powerups/sightshell

{
}

People are easiest to see with seeing with this file ... I'll try to remove it , thx for the answer ;)

That's true. Since the hack uses the same shader as force seeing for glow shells it won't be drawn if you removed it. But theres also a positive aspect. You can mod all pictures/shaders that the hack uses to your likes (for example the tracer icon).

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Mar 20, 2012 12:17 pm 
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Thx for the clarification. I have a new idea for the hack:

absorb and rage effects stop 20s after the activation if you don't stop it by yourself ... My idea is to draw a timer (decrese for 20s to 0s) under the player who use absorb or rage (info about enemy) and/or on the right side of the screen (info about the player).

For example, this screen show that #Jedi# 's absorb will be desactivate in 15s, and my dark-rage will be desactivate in 20s

Image

So my idea is something like :
/jk2ffa_show_force_timer 0/1/2/3 (0:off, 1:under enemy only, 2:for the player only, 3:both)

What do you think ?

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Mar 20, 2012 3:52 pm 
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That's possible but LAME

only for locs!!!!


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Mar 20, 2012 6:45 pm 
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this is.... rly lame... destroys kinda the gameplay to me and is definitely an evil feature

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Mar 20, 2012 9:12 pm 
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Hm that's a nice idea. I'll look into that :)

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Mar 21, 2012 12:31 am 
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It's a cool idea but a little too cheap I think. Takes all the mindgames out of absorb/rage if you always know when it's going down.
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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Wed Mar 21, 2012 2:05 pm 
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Nerevar wrote:
Why the hell do you've a mod which removes the force-sightshell?


Seeing without modification (wallhack off) :
Image

Seeing after remove effects (wallhack off):
Image

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Thu Mar 22, 2012 2:25 am 
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I looked into the force timers today and implemented it. But the problems with them are:
1. You can't know exactly when your enemy started his force, if he is out of sight (when the server doesn't send his position).
2. I didn't looked too deep into it, but atm I dunno if theres a way to check what force level your opponent has (e.g. Level 2 speed is shorter than lvl 3 speed). So I always presume lvl 3 for now.
3. Certain forces (e.g. absorb) stop if the enemy runs out of force. You can't forecast that.
Atm I only think it's useful for rage, or grip (lulz, but every1 have the feeling anywas).
Force timers for the player is little bit more useful than for the enemy I think, because u know your remaining force.
What ever, dunno if peepz want it/accept it?

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Thu Mar 22, 2012 1:23 pm 
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Plz release timer for player , so we can use rage+dfa in ffa and flee when 5s remaining xD (Or I'll use something like bind x "+force_rage;music y", where y is a 20s music, but that suck xD)

bughero wrote:
3) Personally I don't need these 3. Only useful for ctf? It would also overload the screen? Dunno. Anyone else want them?

Well, on bespin_streets they are sentry, forcefield and seeker, so it's usefull even in ffa :=)

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Thu Mar 22, 2012 2:48 pm 
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K, I think the personal force timers are O.K. for release. Will do it soon.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 23, 2012 2:28 am 
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So wait, I just noticed that this hack totally destroys mind trick. Why do that? What was wrong with mind trick?


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 23, 2012 11:21 am 
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I agree, mind trick was a cool power, I used it when people use rage with force point < 70, so they had to desactivate rage to gain force point and use seeing :lol:

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 23, 2012 2:43 pm 
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The thing is, the esp shows when the player goes invisible. I don't plan to check whether a player uses mindtrick and disable the esp for this timespan. Anyways, everyone uses the anti mind trick mod from N3R3V4R, so pfft.

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Fri Mar 23, 2012 8:51 pm 
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Since anti-mindtrick is out, u can see it cant be reversed. I think that's a pity and I'd go rly mad if I was a light player. Just think of ESP for hp or Force and so on or rage/absorb esp timer for others... The not-release of 1.02 source code had something good ;)

Anyways for the next CEH version it would be cool to have a blinking anti-mindtrick and not one where u can't see the difference. Because you can still fake/pretend then to not see him and then KASCHING BS IN Y FACE. His face when: :shock: :cry:

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue Apr 10, 2012 8:11 am 
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I agree, anti mind trick sucks. Where's the equivalent mod for dark?

Give me all your hax, please. I wanna be a cheating ******* now


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat May 05, 2012 8:58 pm 
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MSVRC100D.dll error :/ when i run the EasyInject it says MSVRC100D.dll is missing.


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sat May 05, 2012 10:13 pm 
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then download it and put it in gamedata

http://www.dll-files.com/dllindex/dll-f ... ?msvcr100d

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue May 29, 2012 12:10 am 
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suggestion for next version: ability to mute players clientside.


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Tue May 29, 2012 11:49 am 
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I did something to mute everyone:

no-chat-sound-and-menu-sound-t62.html

but you can't select a specific player to mute ...

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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Jun 24, 2012 8:40 pm 
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This wallhack doesnt work on NT servers , it would be great if you could manage to advance this wh to work on NT servers , I would appreciate .


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 Post subject: Re: [RELEASE NEW WALLHACK 2012] JK2FFA CEH v1.0
PostPosted: Sun Jun 24, 2012 9:27 pm 
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you can allow jozufs WH on NT servers with some nt_allowxxx command


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