Giter VIP home page Giter VIP logo

cod4x_client_pub's Introduction

CoD4x Client

A CoD4x Server-compatible client.

This client version isn't compatible with CoD4x servers that require client authentication, however, it is compatible with servers that have client authentication disabled (sv_noauth 1).

Modifications of this client may end up in the official release, so merge requests are very welcome.

Build:

Build prerequisites:

Make sure you've got the necessary binaries in the system $PATH environment variable. Click here to learn more.

Building on Windows:

cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=i686-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=i686-w64-mingw32-g++ -G "MinGW Makefiles"
cmake --build build --parallel

Cross-compiling on Linux:

cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=i686-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=i686-w64-mingw32-g++
cmake --build build --parallel

After a successful build, the build artifact is located in build/bin/cod4x_021.dll.

License:

The following conditions apply: https://support.activision.com/license

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

cod4x_client_pub's People

Contributors

caball009 avatar iceninjaman avatar proxict avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cod4x_client_pub's Issues

CoD4x getss bypass

Hello guys,
Currently there are a lot of cheats that are bypassing getss method. Is there a possibility to upgrade this command so it wont be so easy to bypass?

Cheers

Feature request: Better HLSL Support

Hi, I do some HLSL stuff, and it already has so much potential, it'll be so cool to have a few more things like:
(most of these are supported in https://github.com/xoxor4d/iw3xo-dev )

  • Mouse coords shader constant
  • Time variable for main menu (there is no variable for time except gameTime.w which uses microsecond count since server started, thus only works in online/offline servers and not in main, connect and error menus)
  • Custom shader code-constants that are linked to dvars specifically created for that matter (eg. r_hlsl_customvar1 or something) (heard bo1 has support for that)
  • Maybe some GSC support for HLSL
  • Servers running an extended amount of time have messed up shaders, also messed up default texture scrolling

I'm sure whole cod4x community will appreciate such a change, specially server owners and modders.

[Missing Feature] Redirect download on FTP IPV6 Fails

Hello all,
I have discovered that the redirect to ipv6 ftp server fails when testing

Environment information
The server and my client are running on windows on the same machine with the same ipv6 addresses ( GUA addresses).
The FTP server is also running on the same machine . FTP is set with a FTP user with no password required.
Tested on FTP on LAN and internet with both v6 and v4 using clients and ports. Its correct.
All this to say FTP server is setup correctly.

Now when i add a ipv6 address based redirect URL like this :
seta sv_wwwBaseURL "ftp://username:@[ipv6_gua_address]/cod4"

With +set developer 2 and +set developer_script 1

clientDownload: 0 : begining "mods/xxx/mod.ff"
Writing mods/xxx/mod.ff len 283714
Redirecting client 'fruck' to ftp://user:@[ipv6_gua_address]/cod4/mods/xxxn/mod.ff
^2SV_ExecuteReliableMessage() cmd: 5
^2SV_SelectDownloadBlocksX_f a serverdownload is no longer in progress - ignoring this command
^2^2Processed 13 bytes for client fruck
^2SV_ExecuteReliableMessage() cmd: 5
^3Warning: Client 'fruck' reported that the http download of 'mods/xxx/mod.ff' failed, falling back to a server download
^2SV_SendClientGameState() for fruck
^2Going from CS_CONNECTED to CS_PRIMED for fruck
^2Sending 38731 bytes in gamestate to client: 0
^2^2Processed 5 bytes for client fruck

The redirect fails. My hunch is that the client is perhaps missing the feature for redirecting using ipv6 addresses?
If u pinpoint the somewhat exact code i may be able to push a request my self

Loading assets outside .ff

Would be nice to load assets outside .ff like CoD2 (they load assets from .iwd), The .ff file is limited, or maybe add the possibility to load multiple .ff in the mod folder

Status about the site and infrastructure is unreachable

As you all know the site cod4x.me is down and not reachable. It isn't the case I have given up onto the project. Just the domain is expired on the domain registrar. Normally I would just renew the domain. However it isn't going to work as usual. The domain registrar has added 2-factor authentication for sign in, asking for a code he sends in an email. However the email account (powered by Google) can not be accessed by me anymore although I have all the informations like username and password. Basically Google says I hack the account and they don't let me in. Also the deny account recovery by saying they don't have ever got enough information to do any account recovery.
So at this point I can only wait in hope it does maybe get accessible again for me. Only Google knows if I can access it maybe again at a later time. Losing the domain entirely would have terrible consequences as the whole update system does reley onto it.

Enforce an higher "r_xassetnum" value

Some mods use a ton of materials, this cause issue because when running some maps, the clients will crash.

Ideally the clients should have an higher r_xassetnum value.

This works on a server:

r_xassetnum "material=2560 xmodel=2048 xanim=3200 image=3000"

MAX_LOCAL_CLIENTS undeclared

afe7c8f

../src/ui_main.c:2131:28: error: 'MAX_LOCAL_CLIENTS' undeclared (first use in this function); did you mean 'MAX_CLIENTS'?

Was #define MAX_LOCAL_CLIENTS 1 and gcc.exe -c %FLAGS% "../src/bg_shared.c" missed in the codebase? Unable to compile development without this changes.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.