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    1. #1
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      [Release] Direct3D Dual Coloured Chams Per Side - be certain your target is hittable!

      How to Manual Map DLL
      Dual Colour Chams
      (One colour for when behind an object, another colour when view not obstructed)


      A Chuck E WTF Situation!


      DON'T WASTE THOSE ROUNDS!

      SHOOT FLESH NOT STEEL!



      With Chucky's dual cham man finder (oo err), you'll be able to tell if that enemy you are aiming at is not running about behind an obstacle.

      Two day's worth of research and I finally got enough info together to be able to put this together. A lot of head butting off walls was done. Headache, headache, fun though

      It is built on Fleep's Wallhack and Chams hack from the tutorials,specifically:
      Fleep's Wallhack and Chams directx tutorial

      It creates/uses an Occlusion query ( CreateQuery() and D3DQUERYTYPE_OCCLUSION) to work out how many pixels of the object are visible (not obstructed by another object). This value, stored in the DWORD variable numberOfVisiblePixels, can be altered to best reflect how you want the use of the colours to work. At which point it should use the colour for when the object is hidden and when to use the colour when the object is not hidden.

      In the below images you can see that I have used Red and Yellow for the marines/SAS, and Blue and Green for the Spetznas/Opfor.
      Red – marines/SAS that are not behind an object
      Yellow – marines/SAS that are behind an object
      Blue – Spetznas that are not behind an object
      Green - Spetznas/Opfor that are behind an object

      Click image for larger version. 

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      Above you see one soldier in clear view thus coloured red, and the other soldier coloured yellow, because he is hidden behind the crates.
      You can change the colours to whatever you want, just check out the code sections below. Have some fun, figure it out, and learn

      Click image for larger version. 

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      Click image for larger version. 

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      WHAT YOU'LL NEED / THE CODE

      There are 4 sections of code that you'll need to use for this. And 3 files where you'll need to make alterations/addition to the contents.

      In brief:

      1) Hacks.cpp
      - ApplyWallhack () function
      2) Hacks.h
      - Byte arrow of colours (colours for our textures)
      - declaration of texture variables
      3) d3d9dev.cpp
      - BeginScene() function, containing our additional CreateTecture code

      In detail:

      1) HACKS.CPP (The result of my research - built on Fleep's work)

      ApplyWallhack() code – replace the function that is in Hacks.cpp (see Fleep's Wallhack and Chams tutorial - GuidedHacking.com)

      Code:
      /*    // DUAL COLOURED CHAMS (HIDDEN/VISIBLE)
          // ====================================
          This function applies the wallhack and chams to the player models
          - it also will paint the model with a different colour dependent on whether or not the model is behind an obstacle (don't waste that ammo!)
      
      
          SPETZNAS/OPFOR model NOT hidden - BLUE
          SPETZNAS/OPFOR model hidden - GREEN
      
      
          MARINES/SAS model NOT hidden - RED
          MARINES/SAS model hidden - YELLOW
       */
      void Hacks::ApplyWallhack(IDirect3DDevice9 *d3dDevice, D3DPRIMITIVETYPE device, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount)
      {
          // this is used to test for occlusion of the player model/texture - is it hidden ?
          LPDIRECT3DQUERY9 queryOcclusion  = NULL;
          // this will hold the number of pixels of the player model that are visible (not blocked by an obstruction)
          DWORD numberOfVisiblePixels; 
          
          // PROCESS SPZNAS/OPFOR MODEL
          // --------------------------
          if (SPETZNAS_OPFOR) // we are dealing with the Spetznas/Opfor model
          {
              // start the check for occlusion of the current model
              d3dDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &queryOcclusion);
              queryOcclusion->Issue(D3DISSUE_BEGIN);
              {
                  // render the object so that we can see how many pixels are visible (note: the Z Buffer is active)
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
              }
              queryOcclusion->Issue(D3DISSUE_END);
              // Now find out how many pixels of the texture are visible
              // - iterate through the entire object (all of its pixels)
              while(queryOcclusion->GetData( (void*)&numberOfVisiblePixels, sizeof(DWORD), D3DGETDATA_FLUSH) == S_FALSE);
              
              if (numberOfVisiblePixels < 3) // IS THE TEXTURE (of the player model) BEHIND AN OBSTACLE?
              {
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, false); // Disable Z Buffer, so that we can paint the model and see the result
                  d3dDevice->SetTexture(0, textGreen); // set all textures for Spetsnaz and Opfor to green when behind an obstacle
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); // draw the texture
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, true); // re-enable the Z Buffer 
              }
              else // Player model is NOT behind an obstacle
              {
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, false); // Disable Z Buffer, so that we can paint the model and see the result
                  d3dDevice->SetTexture(0, textBlue); // set all textures for Spetsnaz and Opfor to blue when NOT behind an obstacle
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); // draw the texture
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, true); // re-enable the Z Buffer 
              }
          }
          // PROCESS MARINES/SAS MODEL
          // -------------------------
          else if (MARINES_SAS) // we are dealing with the Marines/SAS model
          {
              // start the check for occlusion of the current model
              d3dDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &queryOcclusion);
              queryOcclusion->Issue(D3DISSUE_BEGIN);
              {
                  // render the object so that we can see how many pixels are visible (note: the Z Buffer is active)
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
              }
              queryOcclusion->Issue(D3DISSUE_END);
              // Now find out how many pixels of the texture are visible
              // - iterate through the entire object (all of its pixels)
              while(queryOcclusion->GetData( (void*)&numberOfVisiblePixels, sizeof(DWORD), D3DGETDATA_FLUSH) == S_FALSE );
              
              if (numberOfVisiblePixels < 3) // IS THE PLAYER MODEL BEHIND AN OBSTACLE?
              {
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, false); // Disable Z Buffer, so that we can paint the model and see the result
                  d3dDevice->SetTexture(0, textYellow); // Paint model yellow as it is behind an obstacle
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); // draw the texture
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, true); // re-enable the Z Buffer 
              }
              else // Player model is NOT behind an obstacle
              {
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, false); // Disable Z Buffer, so that we can paint the model and see the result
                  d3dDevice->SetTexture(0, textRed); // Paint model red as it is NOT behind an obstable
                  d3dDevice->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); // draw the texture
                  d3dDevice->SetRenderState(D3DRS_ZENABLE, true); // re-enable the Z Buffer 
              }
          }    
          // Tidy up :-) 
          if( queryOcclusion != NULL )
              queryOcclusion->Release();
      }
      Last edited by Chuck E; 03-06-2013 at 01:22 PM.

    2. Thanks Fleep, j3i8x thanked for this post
    3. #2
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      2) HACKS.H (2 lots of code for this file) NOT MY WORK (creeperdam nicked it for me)

      (i) BYTE array containing the colours for the chams - located at the start of the file

      Code:
      // DEFINITIONS FOR OUR CHAMS
      
      // Colours we can use - Blue, Red, Yellow, Green, Pink, Turquoise, Orangem White, Black
      const BYTE bBlue[60] = //Blue
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
      };
      
      const BYTE bRed[60] = //red
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0xFF, 0x00, 0x00, 0x00 
      };
      
      const BYTE bYellow[60] = //yellow
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00
      };
      
      const BYTE bGreen[60] = //green
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x20, 0xA0, 0x00, 0x00, 0xFF, 0xFF
      };
      
      const BYTE bPink[58] = //pink
      {
         0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x80, 0x00, 0xFF, 0x00
      };
      
      const BYTE bTur[60] = //turquoise
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00
      };
      
      const BYTE bOrange[60] = //orange
      {
         0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x10, 0x80, 0xF0, 0xB0, 0x00, 0x00
      };
      
      const BYTE bWhite[58] = //White
      {
         0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
         0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
         0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
         0xFF, 0xFF, 0xFF, 0x00
      };
      
      const BYTE bBlack[58] = {
          0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 
          0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 
          0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
          0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
      };

      (ii) Declare/add the texture variables - this is in the Hacks class definition of the file.

      Code:
          //our colours For the chams textures    
          //Spetznas and opfor
          LPDIRECT3DTEXTURE9 textRed;
          LPDIRECT3DTEXTURE9 textYellow;
          //Marines and SAS
          LPDIRECT3DTEXTURE9 textBlue;
          LPDIRECT3DTEXTURE9 textGreen;
          
          LPDIRECT3DTEXTURE9 textPink;
          LPDIRECT3DTEXTURE9 textTurquoise;
          LPDIRECT3DTEXTURE9 textOrange;
          LPDIRECT3DTEXTURE9 textWhite;
          LPDIRECT3DTEXTURE9 textBlack;

      3) D3D9DEV.CPP

      The create texture code for the BeginScene() function. Creates the coloured textures that you can use for the chams.

      Code:
      HRESULT APIENTRY hkIDirect3DDevice9::BeginScene() {
          static bool RunOnce = true;
          if(RunOnce)
          {
              RunOnce = false;
              //initialize our colours here
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bRed, sizeof(bRed), &hacks.textRed);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bGreen, sizeof(bGreen), &hacks.textGreen);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bBlue, sizeof(bBlue), &hacks.textBlue);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bWhite, sizeof(bWhite), &hacks.textWhite);
              
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bYellow, sizeof(bYellow), &hacks.textYellow);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bPink, sizeof(bPink), &hacks.textPink);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bTur, sizeof(bTur), &hacks.textTurquoise);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bOrange, sizeof(bOrange), &hacks.textOrange);
              hacks.CreateTexture(m_pD3Ddev,(LPCVOID)&bBlack, sizeof(bBlack), &hacks.textBlack);
      
      
              hacks.InitializeMenuItems();
          }
      
      
          return m_pD3Ddev->BeginScene();
      }

      Sources of information
      Fleep's Wallhack and Cham's tutorial (see above for link).
      MSDN for CreateQuery and Occlusion

      Dedication and thanks:
      Fleep, for an excellent site
      creeperdam,(my little assistant in this exercise) for being my ideas man and sounding board whilst tracking down how to achieve this hack
      Anyone out there on the interweb, who is able to put out useful information we all understand and can make use of.
      (MSDN really needs to follow such people's example, lol)
      Last edited by Chuck E; 03-06-2013 at 07:30 AM.

    4. Thanks Syperus thanked for this post
    5. #3
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      Nice release! A Chuck E WTF Situation. lmao love it. I'mma have to try this out. I haven't tried any d3d hacks yet. Might as well give it a go. Thanks
      Blacks Ops Zombies, BioShock Infinite Array of Bytes
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    6. #4
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      Quote Originally Posted by Syperus View Post
      Nice release! A Chuck E WTF Situation. lmao love it. I'mma have to try this out. I haven't tried any d3d hacks yet. Might as well give it a go. Thanks
      lol thanks

      That took a good long while to find out what needed to be done. Mainly because I did not know what to search for. Then yesterday I came across "occlusion" related to rendering 3D objects on the screen. So put in a few searches containing that word, and finally got what I needed.

      It definitely makes a big difference in-game. You can track the enemy, and fire when you know the bullet won't be stopped by a vehicle or some other impenetrable obstruction.

      Next, or soonish, I'd like to look into Super Bullets They are hilarious to use. Kill people in tanks, on board ships, high up through many levels of a building, or through hills. Sooooo funny.

      I think I should sort out my own look for the menu first, and do some OllyDbg work, ready for the Bots section if we are lucky enough to have one included. If we are, I'll probably devote most of my hack/bot creation/research time to bot creation

    7. #5
      RTFM
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      Quote Originally Posted by Chuck E View Post
      ready for the Bots section if we are lucky enough to have one included. If we are, I'll probably devote most of my hack/bot creation/research time to bot creation
      Yea I'm working on a bot template right now, along with another project. I go back and forth between projects when I get tired or frustrated with one I work on the other for awhile. Helps me keep my sanity. But yea I'll be releasing the bot template once I get it finished.
      Blacks Ops Zombies, BioShock Infinite Array of Bytes
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    8. #6
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      Quote Originally Posted by Syperus View Post
      Yea I'm working on a bot template right now, along with another project. I go back and forth between projects when I get tired or frustrated with one I work on the other for awhile. Helps me keep my sanity. But yea I'll be releasing the bot template once I get it finished.
      I do that too... one moment on one project the next on another. It's usually because I get bored. I get bored quite quickly, but so far, amazingly, that has not happened with this hobby. It looks like I have found my ideal hobby.

      I look forward to seeing that template, and will hopefully, in time, contribute my own. I'm looking forward to making a start on a game engine, with the objective of being able to use it for any game. Plug-n-play type game engine. MMORPG type of game that is.

      Actually, thinking about it, I have more than one thing on the go as far as this hobby is concerned...

      D3D Menu (design my own)
      Super Bullets (not started yet, gonna read up on it some today)
      OllyDbg training
      Payday the Heist game trainer/hack (searching addresses at the moment)
      Aimbot (at the thinking about it stage, lol)
      Crosshair (implement Fleep's but design my own look - partly done)

      I should try and focus on one thing, and get it done. I think the tougher I find something the more likely I'll complete it. I just go into mega focused/stubborn mode, searching and figuring things out, until I have the answer. Which is what happened with the dual coloured chams.

      Anyway, back to it... Gonna finish the crosshair now. Ah, just remembered, I also need to read up on hooking

    9. #7
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      Sounds good. Not sure what language you were planning on developing your game/game system in, but if you do any C# programming I know XNA is a decent system to develop games on. Let me know if you need any books/resources. I have tons of books/tutorials/sources I purchased/acquired on programming, reverse engineering, designing your own games/game engines, and several other topics.
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      Quote Originally Posted by Syperus View Post
      Sounds good. Not sure what language you were planning on developing your game/game system in, but if you do any C# programming I know XNA is a decent system to develop games on. Let me know if you need any books/resources. I have tons of books/tutorials/sources I purchased/acquired on programming, reverse engineering, designing your own games/game engines, and several other topics.
      I guess building a d3d framework from scratch for a simple game will be a "delightful" task for Chucky. From my previous experience with XNA, I didn't really like it. It's all easy and nice to use but ehh not for me. I like to have full control
      [Release] Direct3D Dual Coloured Chams Per Side - be certain your target is hittable!

    11. #9
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      Quote Originally Posted by c5 View Post
      From my previous experience with XNA, I didn't really like it. It's all easy and nice to use but ehh not for me. I like to have full control
      I agree. I too would want full control. XNA is nice though for people first learning about creating games. They learn the concepts behind what goes into creating a game. But if he's building a d3d framework I don't think he'll need XNA.
      Blacks Ops Zombies, BioShock Infinite Array of Bytes
      "People say I'm a bad influence. I say the world's already fucked, I'm just adding to it" -Eminem

    12. #10
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      Oops, sorry, I meant bot engine, not game engine

      Must have not had my wake up coffee when I posted that, or at least not enough, lol

      I'm planning on sticking with C++ from here on in for anything I do, except for web development.

      C# is used a hell of a lot these days. All the Buddy Bots are developed in that language, but I'm gonna stick with C++

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