yop ^^Quote:
Also sind die Packets, die der Sever sendet, unverschlüsselt.
yop ^^Quote:
Also sind die Packets, die der Sever sendet, unverschlüsselt.
Quote:
New XOR
Code:Client -> Server 62 Server -> Client 0
scheint so :D :DQuote:
Also sind die Packets, die der Sever sendet, unverschlüsselt.
as i postedQuote:
[Only registered and activated users can see links. Click Here To Register...] - Wie warrock ist das denn?
Punkto verschlüsselung:Quote:
scheint so :D :D
Na ja.
Die Verschlüsselung ist auch so nicht schwer herauszufinden.
as i posted
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.Quote:
Long time ago I was really interested in gamehacking and stuff where I'm now planning to fully take action after my current project.
So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)
1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?
2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)
3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?
4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.
Please answer these questions only if you got some sort of experience or knowledge, I don't want these answered incorrectly.
P.S: I could add a translation if needed, just wrote this in English since obviously not everyone is able to write and/or understand German.
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.Quote:
Long time ago I was really interested in gamehacking and stuff where I'm now planning to fully take action after my current project.
So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)
1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?
2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)
3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?
4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.
Please answer these questions only if you got some sort of experience or knowledge, I don't want these answered incorrectly.
P.S: I could add a translation if needed, just wrote this in English since obviously not everyone is able to write and/or understand German.
Quote:
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont::DrawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
4. I don't get the point of the question, sorry
Heard some good stuff about him and red his posts, the point is that I asked these questions in public to get some other guys helped at the same time.Quote:
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.
First of all, thanks for answering my questions, I really appreciate your help.Quote:
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont::DrawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
4. I don't get the point of the question, sorry
I'm interested in the technique, how this done and stuff and not only the statement that some guys are able too hook it FUD.Quote:
Cyno is totaly right!! good guide
for mostly game bypass isnt't required ^^ if they are good's coder they can hook in undetected way ;) and make cheats fud ;)
The obligatory part: Cheat. It's called "cheat", not "hack".Quote:
So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)
When interacting with Hackshield, do only ever read, but never write. Be careful when fiddling with the virtual memory protection and write locking when necessary. Avoid having to write to read-only memory where possible. If Hackshield finds you, force quit with quick_exit to cancel the ban.Quote:
1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?
Use D3D9 libraries and avoid using D3DX9 where possible. Use low-level libraries with custom vertices and DrawPrimitive instead of DrawPrimitiveUP (which is easy to use, but incredibly slow).Quote:
2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)
Just read about the risks of multithreading. One write-access to a memory location is enough to let any other access to the same location fail with an Access Violation Exception. This may be caught by a Structured (or Vectored) Exception Handler, but that is both a pain to implement and incredibly slow.Quote:
3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?
There is no such thing like "address scans", but "pattern scans" do exist. Scanning for a memory pattern just means that you look for parts of memory in a specified area that did not change over the last updates and thus do not need to manually find the address again. It's not necessary, but definitely helpful for updating the cheat.Quote:
4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.
Das witzige ist, dass sie es trotzdem noch "verschlüsseln", aber die Funktion mit 0 als Key aufrufen.Quote:
[Only registered and activated users can see links. Click Here To Register...] - Wie warrock ist das denn?
No. Just no. I do not reply to such PMs.Quote:
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.
Some tips along this post:Quote:
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
Correction: ID3DXFont is not a part of the D3D9 SDK, but rather a part of the D3DX9 SDK. Az0rbix released some nice font and render classes using DrawPrimitive instead of DrawPrimitiveUP, you might want to check out on that.Quote:
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont::DrawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
Corrected that above. The main reason for a hook is that you don't want to lock the main thread of the game while you're drawing. Otherwise any point between BeginScene and EndScene is totally fine.Quote:
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
Quote:
New XOR
Code:Client -> Server 62 Server -> Client 0
XOR Key: [Only registered and activated users can see links. Click Here To Register...] (posted by me yesterday).Quote:
#request:
Server address
Port address
xor key for decrypt packets.