Вопрос Updating supremacy

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I'm bored so ima make a (possibly open sourced) project of updating supremacy/attempting to finish the cheat and improve it so it can compete with current legacy cheats and optimizing it while keeping it feeling as much like supremacy as possible with also trying to keep as much of the original code as possible, to do so I'd first want to know what issues there are with it I remember using it back in the day and it causing weird UI tearing and stuff

Repo link:
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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UI was always fine for me tbh, wouldn't say that needs much fixing, you should first improve the enemy anims since things like jumpfall arent fixed
 
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UI was always fine for me tbh, wouldn't say that needs much fixing, you should first improve the enemy anims since things like jumpfall arent fixed
Alright cool thanks all I've done so far is this
1. updating to be compatible with latest MSVC compier c23
2. folders to organize the source1723127842394.png
3. some retarded ui code e.g arrows for drop downs and multi dropdowns
my code:
c++:
void Dropdown::draw_arrow( Point p, bool up ) {
    // Define the starting point and offsets
    const std::tuple < int, int > start = { p.x + m_w - 11, p.y + m_offset + 9 };

    // Define color
    const Color color = { 152, 152, 152, m_parent->m_alpha };

    // Draw the rectangles
    for ( int i = 0; i < 5; ++i ) {
        // Draw the bottom row of rectangles
        render::rect_filled( std::get<0>( start ) + i, std::get<1>( start ) + ( up ? 2 : 0 ), 1, 1, color );
    }

    for ( int i = 0; i < 3; ++i ) {
        // Draw the middle row of rectangles
        render::rect_filled( std::get<0>( start ) + i + 1, std::get<1>( start ) + 1, 1, 1, color );
    }

    // Draw the top row rectangle
    render::rect_filled( std::get<0>( start ) + 2, std::get<1>( start ) + ( up ? 0 : 2 ), 1, 1, color );
}
supremacy code
c++:
void MultiDropdown::arrow1( Point p ) {
    render::rect_filled( p.x + m_w - 11, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 10, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 8, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 7, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( p.x + m_w - 10, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 8, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
}

void MultiDropdown::arrow2( Point l ) {
    render::rect_filled( l.x + m_w - 11, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 10, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 8, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 7, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( l.x + m_w - 10, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 8, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
}
Alright cool thanks all I've done so far is this
1. updating to be compatible with latest MSVC compier c23
2. folders to organize the source1723127842394.png
3. some retarded ui code e.g arrows for drop downs and multi dropdowns
my code:
c++:
void Dropdown::draw_arrow( Point p, bool up ) {
    // Define the starting point and offsets
    const std::tuple < int, int > start = { p.x + m_w - 11, p.y + m_offset + 9 };

    // Define color
    const Color color = { 152, 152, 152, m_parent->m_alpha };

    // Draw the rectangles
    for ( int i = 0; i < 5; ++i ) {
        // Draw the bottom row of rectangles
        render::rect_filled( std::get<0>( start ) + i, std::get<1>( start ) + ( up ? 2 : 0 ), 1, 1, color );
    }

    for ( int i = 0; i < 3; ++i ) {
        // Draw the middle row of rectangles
        render::rect_filled( std::get<0>( start ) + i + 1, std::get<1>( start ) + 1, 1, 1, color );
    }

    // Draw the top row rectangle
    render::rect_filled( std::get<0>( start ) + 2, std::get<1>( start ) + ( up ? 0 : 2 ), 1, 1, color );
}
supremacy code
c++:
void MultiDropdown::arrow1( Point p ) {
    render::rect_filled( p.x + m_w - 11, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 10, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 8, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 7, p.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( p.x + m_w - 10, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( p.x + m_w - 8, p.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( p.x + m_w - 9, p.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
}

void MultiDropdown::arrow2( Point l ) {
    render::rect_filled( l.x + m_w - 11, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 10, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 8, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 7, l.y + m_offset + 9, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( l.x + m_w - 10, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
    render::rect_filled( l.x + m_w - 8, l.y + m_offset + 9 + 1, 1, 1, { 152, 152, 152, m_parent->m_alpha } );

    render::rect_filled( l.x + m_w - 9, l.y + m_offset + 9 + 2, 1, 1, { 152, 152, 152, m_parent->m_alpha } );
}
 
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I'm bored so ima make a (possibly open sourced) project of updating supremacy/attempting to finish the cheat and improve it so it can compete with current legacy cheats and optimizing it while keeping it feeling as much like supremacy as possible with also trying to keep as much of the original code as possible, to do so I'd first want to know what issues there are with it I remember using it back in the day and it causing weird UI tearing and stuff

Repo link:
Пожалуйста, авторизуйтесь для просмотра ссылки.
1) the way to remove post processing is wrong(hence the wireframe hud)
2) the way to do anims is wrong(the place, the fact it lets the game's anims run, etc..)
3) wrong createmove used(and also missing parts of RunCommand from the game)
4) broken interp on local and enemy + brokens setupbones and bonecache for aimbot etc..
5) bad chams system/wrong place
6) bad history system
7) bad shot system ( .pop_back( ) while a record is in a m_shots will result in a crash / memleak )
8) missing a bunch of players fixes (player hooks are done wrong + are missing alot of fixes)
9) autowall is 100% wrong (look at my thread i already ported game autowall to sup)
 
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1) the way to remove post processing is wrong(hence the wireframe hud)
2) the way to do anims is wrong(the place, the fact it lets the game's anims run, etc..)
3) wrong createmove used(and also missing parts of RunCommand from the game)
4) broken interp on local and enemy + brokens setupbones and bonecache for aimbot etc..
5) bad chams system/wrong place
6) bad history system
7) bad shot system ( .pop_back( ) while a record is in a m_shots will result in a crash / memleak )
8) missing a bunch of players fixes (player hooks are done wrong + are missing alot of fixes)
9) autowall is 100% wrong (look at my thread i already ported game autowall to sup)
Thanks I appreciate it I've already stolen your wall lmao(with credits ofc) did slightly change some things you'll see if you check my most recent push to the GitHub just so pen cross hair is essentially always running and we're always calculating damage which is just so pen cross hair with damage looks better is all I appreciate you already porting the correct source SDK wall already for me homie
 
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Also any QOL changes to the UI interactivity itself let me know what you'd want
colorpicker - 1723214619973.png

keybind system - like in skeet, so you can switch keybind to hold, toggle, always on (also fix bug when you can toggle any keybind when youre typing in console, chat, etc)

anyway gl with your project
 
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У кого крашит то в csgo.cpp поменяйте m_hookable_cl на этот -> m_hookable_cl = reinterpret_cast<DWORD**>((DWORD)m_cl + 0x8);
Logs are fucked up
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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У кого крашит то в csgo.cpp поменяйте m_hookable_cl на этот -> m_hookable_cl = reinterpret_cast<DWORD**>((DWORD)m_cl + 0x8);
Logs are fucked up
Пожалуйста, авторизуйтесь для просмотра ссылки.
Oops logs were left from when I was making changes to the autowall I was half asleep so I forgot to remove it my bad only minor changes apart from awall have been made so far really tbh
 
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Oops logs were left from when I was making changes to the autowall I was half asleep so I forgot to remove it my bad only minor changes apart from awall have been made so far really tbh
also alot of netvars are wrong / dont have the right class(like armorvalue is fucked) / dont use the right (thing like pred data map for surfacefriction)
 
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imho for some QoL changes you can do are :

fix overhead player names when applying fake angles to radar ( g_cl.input->SetLocalViewAngles(m_radar) )
render gloves in thirdperson
add event delay fix
remake fake ping and auto peek
add optimization features such as limiting targets per tick if fps are too low or lower the hitchance seed
improve any animfix related stuff and resolver logic
 
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imho for some QoL changes you can do are :

fix overhead player names when applying fake angles to radar ( g_cl.input->SetLocalViewAngles(m_radar) )
render gloves in thirdperson
add event delay fix
remake fake ping and auto peek
add optimization features such as limiting targets per tick if fps are too low or lower the hitchance seed
improve any animfix related stuff and resolver logic
limiting target per ticks is not QOL it's just a fix for poor aimbot logic
just fix the aimbot logic altogether 👍
and fake ping is not QOL either (neither is gloves in thirdperson, we're asking for useful QoL's here not small fixes YOU want in your supremacy paste)
just because you've been going around asking for a glove fix to everyone even on uc that people should just deliver it to you lol
 
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limiting target per ticks is not QOL it's just a fix for poor aimbot logic
just fix the aimbot logic altogether 👍
and fake ping is not QOL either (neither is gloves in thirdperson, we're asking for useful QoL's here not small fixes YOU want in your supremacy paste)
just because you've been going around asking for a glove fix to everyone even on uc that people should just deliver it to you lol
i havent asked anywhere for a glove fix? :sob: plus i said "imho"

i dont see the reason for you to get so hostile lmfao
 
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imho for some QoL changes you can do are :

fix overhead player names when applying fake angles to radar ( g_cl.input->SetLocalViewAngles(m_radar) )
render gloves in thirdperson
add event delay fix
remake fake ping and auto peek
add optimization features such as limiting targets per tick if fps are too low or lower the hitchance seed
improve any animfix related stuff and resolver logic
Hitchance seeds being low and limiting targets per tick are stuff that's only needed due to shittt aimbot logic and the fact the rage also still runs all points when it can target center which will do more damage(hint hint) also some stuff like event delay is already public you just need to use brain to fix it(hint raxers post) also most frame issues were with awall which should be fixed now
 
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get good get legendware
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implement
Пожалуйста, авторизуйтесь для просмотра ссылки.
, here's how i used it to get from 60 fps to 300 with legendware lmao
btw the most resource heavy thing in the entire source is not awall or aimbot, ITS ACTUALLY SETUP BONES

Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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implement
Пожалуйста, авторизуйтесь для просмотра ссылки.
, here's how i used it to get from 60 fps to 300 with legendware lmao
btw the most resource heavy thing in the entire source is not awall or aimbot, ITS ACTUALLY SETUP BONES

Пожалуйста, авторизуйтесь для просмотра ссылки.
No need for multi threading never used it in my personal cheats and didn't drop any frames tbh appreciate the posting though
 
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