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#21. Posted:
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Joined: Jul 27, 201113Year Member
Posts: 731
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uhm can someone tell me which default_mp.xex to use? because i don't know which :/
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#22. Posted:
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Joined: Oct 27, 201014Year Member
Posts: 281
Reputation Power: 17
Status: Offline
Joined: Oct 27, 201014Year Member
Posts: 281
Reputation Power: 17
UPDATE:
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
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#23. Posted:
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Joined: Mar 15, 201410Year Member
Posts: 6
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Joined: Mar 15, 201410Year Member
Posts: 6
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can i get the default_mp.xex please please
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#24. Posted:
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Joined: Nov 19, 201311Year Member
Posts: 6
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do i need the default as its not there in ur download
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#25. Posted:
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Joined: Jul 17, 201212Year Member
Posts: 923
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madmanz83 wrote do i need the default as its not there in ur download
launch via the tu8 default_mp.xex
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#26. Posted:
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Joined: Feb 09, 201410Year Member
Posts: 267
Reputation Power: 14
Status: Offline
Joined: Feb 09, 201410Year Member
Posts: 267
Reputation Power: 14
XeAri wrote UPDATE:
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
Look at the TU8 Code List on se7ensins, so much cool stuff you can create with all the release's on there...
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#27. Posted:
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Joined: Mar 14, 201410Year Member
Posts: 344
Reputation Power: 22
Bitwise wroteXeAri wrote UPDATE:
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
Look at the TU8 Code List on se7ensins, so much cool stuff you can create with all the release's on there...
Man dude I never thought it would take me this long just to get these coordinates :/, luckily terminal and favela are the last maps I have to put teleports on. It'd be nicer if there was a coordinate mapper for TU8, been using TU6's and it's a pain in the a$$ ;( well anyways here's a quick small preview:
[ Register or Signin to view external links. ]
And for those who are going to say I am on TU6, here is some proof I am on TU8:
I am using James' base to call in my shit and test my coordinates:
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Release as soon as I finish my teleports <3
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#28. Posted:
Status: Offline
Joined: Oct 27, 201014Year Member
Posts: 281
Reputation Power: 17
Status: Offline
Joined: Oct 27, 201014Year Member
Posts: 281
Reputation Power: 17
NostaIgia wroteBitwise wroteXeAri wrote UPDATE:
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
Look at the TU8 Code List on se7ensins, so much cool stuff you can create with all the release's on there...
Man dude I never thought it would take me this long just to get these coordinates :/, luckily terminal and favela are the last maps I have to put teleports on. It'd be nicer if there was a coordinate mapper for TU8, been using TU6's and it's a pain in the a$$ ;( well anyways here's a quick small preview:
[ Register or Signin to view external links. ]
And for those who are going to say I am on TU6, here is some proof I am on TU8:
I am using James' base to call in my **** and test my coordinates:
[ Register or Signin to view external links. ]
Release as soon as I finish my teleports <3
idk, why you post your work under my work ...
but anyway, why don't use printf to print the coordinates?
example:
printf("Coordinates: Client %i | X = %f | Y = %f | Z = %f", Client, (float)getPlayerState(Client) + 0x1C, (float)getPlayerState(Client) + 0x20, (float)getPlayerState(Client) + 0x24);
bitwise:
I know there is alot more that should i add, but i have currently no time ...
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#29. Posted:
Status: Offline
Joined: Mar 14, 201410Year Member
Posts: 344
Reputation Power: 22
Status: Offline
Joined: Mar 14, 201410Year Member
Posts: 344
Reputation Power: 22
XeAri wroteNostaIgia wroteBitwise wroteXeAri wrote UPDATE:
+Added a auto-verfication in game settings
+More stability for hosting online ;-)
Look at the TU8 Code List on se7ensins, so much cool stuff you can create with all the release's on there...
Man dude I never thought it would take me this long just to get these coordinates :/, luckily terminal and favela are the last maps I have to put teleports on. It'd be nicer if there was a coordinate mapper for TU8, been using TU6's and it's a pain in the a$$ ;( well anyways here's a quick small preview:
[ Register or Signin to view external links. ]
And for those who are going to say I am on TU6, here is some proof I am on TU8:
I am using James' base to call in my **** and test my coordinates:
[ Register or Signin to view external links. ]
Release as soon as I finish my teleports <3
idk, why you post your work under my work ...
but anyway, why don't use printf to print the coordinates?
example:
printf("Coordinates: Client %i | X = %f | Y = %f | Z = %f", Client, (float)getPlayerState(Client) + 0x1C, (float)getPlayerState(Client) + 0x20, (float)getPlayerState(Client) + 0x24);
bitwise:
I know there is alot more that should i add, but i have currently no time ...
I was talking to bitwise yesterday, that's why I quoted him and I will try that, thanks <3
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#30. Posted:
Status: Offline
Joined: Aug 24, 201212Year Member
Posts: 369
Reputation Power: 26
Status: Offline
Joined: Aug 24, 201212Year Member
Posts: 369
Reputation Power: 26
Some Bugs I ran into:
- Class Modifications freeze xbox.
- Setting Prestige freeze xbox.
- Create Wall does not work.
Things I think you should add:
- Set your gamertag.
- More Public cheater infections
- Freedom to move around on countdown.
- Give Weapons Back Option
- Time Scale Options
- Add your own jump height. (Not Preset)
- Disco Fog Option
Last edited by SPL ; edited 1 time in total
- Class Modifications freeze xbox.
- Setting Prestige freeze xbox.
- Create Wall does not work.
Things I think you should add:
- Set your gamertag.
- More Public cheater infections
- Freedom to move around on countdown.
- Give Weapons Back Option
- Time Scale Options
- Add your own jump height. (Not Preset)
- Disco Fog Option
Last edited by SPL ; edited 1 time in total
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