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Telekinesis 1.0
Posted: Sun Mar 27, 2011 11:41 pm
by Samuco
(Yeah yeah It's spelt wrong throughout the application...)
Download:
http://www.mediafire.com/?pfmfc9iev71hqy7
Instructions:
Note: I am not releasing the source code (the uncompiled .py file) due to code and memory offsets in the past being ripped from me and uncredited.
I also didn't do a final test before releasing this. It should work, but let me know if you have any problems.
CTF and Slayer only.
Re: Telekinesis 1.0
Posted: Mon Mar 28, 2011 12:07 am
by Nuthead_
Awesome. We now have Magic cars!

Re: Telekinesis 1.0
Posted: Mon Mar 28, 2011 8:12 am
by Vegerot
Wait? Are those actually the vehicles names? If they are, can you please tell us what is what.
And, does this mod work on different kinds of Slayer and CTF? Like Team Slayer or Assault (which is weird, because after Halo 2, Assault is with a bomb. But in CE it's CTF)?
Re: Telekinesis 1.0
Posted: Tue Mar 29, 2011 1:57 pm
by zapconquest
It's awesome what you're doing with memory modding. I was just gona say you might want to put all that text into a readme file or something rather than on the main window of the application. Also eventually we need to figure out a better structure than simply creating a bunch of different apps to carry out our memory mods. Maybe some sort of ultra app which can load memory mod plugins.
Re: Telekinesis 1.0
Posted: Fri Apr 01, 2011 10:51 am
by zapconquest
Double post for the sake of bump, occasionally the vehicles spawn back on top of me without summoning them.
Re: Telekinesis 1.0
Posted: Sun Apr 03, 2011 8:13 am
by Ponzu
its not working on my computer lol
i have snowleopard 10.6.6
Re: Telekinesis 1.0
Posted: Sun Apr 03, 2011 12:49 pm
by Samuco
So do I

Computer specs?
Re: Telekinesis 1.0
Posted: Sun Apr 03, 2011 2:21 pm
by Dead Site
Ponzu wrote:its not working on my computer lol
i have snowleopard 10.6.6
Even though Sam has 10.6.6, get 10.6.7 broski.
Re: Telekinesis 1.0
Posted: Sun Apr 03, 2011 3:11 pm
by nil
Really cool concept. I was playing around it for a bit. Kind of buggy though, I had the app crash a couple of times - there's a ton of no NSAutoreleasePool set up leak messages printed out in standard output. Even when the program crashed, the vehicle I had linked was still linked. Magic hackery.
Not showing the source to the python file is your choice I guess. Technically, that's fine, but I think the source of the app needs to be released if anyone requests it (if there were any changes), but you don't need to release the source of the python file(s) you wrote, since only the binary has GPL'ed code attached to it.
@zapconquest: There's advantages and disadvantages to both approaches. Right now, it's in a way, such that you can create a trainer for any game, and the trainer will look like it's made by whoever made it (with an about window, get info strings, you can even supply your own application icon, etc). You can also customize a specific trainer how you want (like, add a button for example) if you're knowledgeable enough - like Samuco does with some of his memory mods. In good practice, "read me's" should be supplemental and seldom necessary.
Re: Telekinesis 1.0
Posted: Tue Apr 05, 2011 3:21 pm
by Samuco_
nil wrote:Really cool concept. I was playing around it for a bit. Kind of buggy though, I had the app crash a couple of times - there's a ton of no NSAutoreleasePool set up leak messages printed out in standard output. Even when the program crashed, the vehicle I had linked was still linked. Magic hackery.
Heh, I know

The whole mod is a complete hack.
nil wrote:
Not showing the source to the python file is your choice I guess. Technically, that's fine, but I think the source of the app needs to be released if anyone requests it (if there were any changes), but you don't need to release the source of the python file(s) you wrote, since only the binary has GPL'ed code attached to it.
I can't remember modifying the binary (except the UI). Most of the code is in the python scripts (specifically Halo.py)
Re: Telekinesis 1.0
Posted: Thu Apr 14, 2011 6:56 pm
by Sparky
Can you do this with spawned bipeds, too? It would be awesome to have a doppleganger! Hahaha.
Re: Telekinesis 1.0
Posted: Sun Apr 17, 2011 1:51 pm
by Samuco_
Sparky wrote:Can you do this with spawned bipeds, too? It would be awesome to have a doppleganger! Hahaha.
Yes.