Quote:
Originally Posted by pro4never
There's actually a number of c++ server sources. If that's your main interest, try looking up some of bone's releases.
Aside from all the lovely bot checks and client protection, preserver sources will probably still be the best reference when working on a clientless. They contain so much more information on packet structures, game sequences and handling then any other public reference out there.
Now that I think back, I'm positive I remember seeing you here ages ago so a big welcome back from me too!
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Haha, I had altered my previous post a little to explain a little more, see before I can actually start my real project I have to first structure the packets I'll be using. So that will be my main objective right now. I can't just jump into deep after 3 years, haha.
I'll hook right after decryption, this used to be possible so I guess it should still be. That way I can read the packets and create new notes on their structures. then once I'm done with that I'll do exactly as you said.
And thanks for the tip about bone's releases, I had no clue there were C++ servers going around. I never have been much a fan of private servers to be honest, so I'm not surprised!
Edit: And thanks for the warm welcome, it's good to be back! And I recall your name as well!
Another edit: How I hate that they fixed the running Conquer directly. Can't even Olly properly, have to get something done about that first.. Sigh.. Haha.
That was easy enough, however my Olly complains that address 000000000 is not readable =\
Works fine outside of olly though.. weird, am I missing a debugger check or something?
Edit number 3: Ignore me being an idiot, got Conquer working fine in Olly now, just had to search a little deeper and stop assuming the first thing I see is the correct one, even though it worked fine outside Olly it wasn't a proper patch.
I jinxed it.. It worked fine.. till just now lol.
Edit number 4: Jesus finally, it was my Olly for some reason, works fine now thank god...