Quote:
Originally Posted by kaisi9x
I've been a legit player until the last ITC post. Still a legit player (somewhat?)... so I've no idea what the hash check is.
But I can tell for certain that I won't need to edit the game memory, whatever that is.
Unless it means Zyntex's bypass won't work with his fps tool.
|
A hash is just the result of some algorithm that calculates a fixed-sized number (CRC32 e.g. is 32-bit) from data.
It does so by taking every byte (usually) in the file/memory sequentially into account and applying some fancy logical conjunction math.
The server has to store the hash after every patch modifying the resources because hash functions are practically non-invertible, means you can't just put the hash into another function and get the initial value.
In the end, in this case, it is just used for a simple integrity check.
---
btw. the driver also uses integrity checks on the code sections to check for mods.
you should be able to change most things in the data sections tho, although some vftables are probably being hashed.
(like that's also why standard d3d9.dll endscene/present vtable hooks are detected)