[Release] PacketLogger

04/15/2021 16:54 Limoo#391
Quote:
Originally Posted by MrZai View Post
Is a packetlogger legal for official nos?
It's not, the ban depends a lot on how you use it
04/30/2021 19:39 BladeTiger12#392
Hello folks,

I've added the GitLab link to the full source code on the first page.
Have fun with it :).

GitLab repo: [Only registered and activated users can see links. Click Here To Register...]

Let's wait for Fl0w's PL. I'm excited :).
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05/01/2021 18:28 buraks456#393
Can someone tell which file are you inject?
05/02/2021 13:32 BladeTiger12#394
Quote:
Originally Posted by buraks456 View Post
Can someone tell which file are you inject?
Only PacketLogger.dll.
But you have to unpack everything into NosTale folder.
05/05/2021 15:53 Asuramaru#395
Quote:
Originally Posted by BladeTiger12 View Post
Hello folks,

I've added the GitLab link to the full source code on the first page.
Have fun with it :).

GitLab repo: [Only registered and activated users can see links. Click Here To Register...]

Let's wait for Fl0w's PL. I'm excited :).
[Only registered and activated users can see links. Click Here To Register...]
I've already seen that CNosString class a few times already in some form or another in this forum, however I dont understand why it is needed.

What I've noticed is that if I move the argument directly into edx the client will crash. (Manual Send/Recv)
If I create a local char* variable pointing to the passed argument the client wont crash but the Packet doesnt seem to do anything.
If however the char* came from CNosString.data() everything works fine.

How does the char* passed as an argument differ from the char* returned by the CNosString? Would be nice if you could enlighten me on why it is needed.

The only difference I can see looking at memory is that the the bytes after the null terminator in the CNosString class are filled with "CC", but that isnt the case for the packets sent by the game.
05/05/2021 16:33 FI0w#396
Quote:
Originally Posted by Asuramaru View Post
I've already seen that CNosString class a few times already in some form or another in this forum, however I dont understand why it is needed.

What I've noticed is that if I move the argument directly into edx the client will crash. (Manual Send/Recv)
If I create a local char* variable pointing to the passed argument the client wont crash but the Packet doesnt seem to do anything.
If however the char* came from CNosString.data() everything works fine.

How does the char* passed as an argument differ from the char* returned by the CNosString? Would be nice if you could enlighten me on why it is needed.

The only difference I can see looking at memory is that the the bytes after the null terminator in the CNosString class are filled with "CC", but that isnt the case for the packets sent by the game.
As far as I know, the NosTaleString class is actually just a separate implementation of AnsiString which the client uses because it was written in Delphi. If it is different, someone can always correct me.
05/05/2021 16:59 Apourtartt#397
"NosTale String" is just a BSTR with added method : [Only registered and activated users can see links. Click Here To Register...]
On why it crashes when you're trying to use a char* instead of a BSTR*, it's probably because you're reading out of alocated memory.
05/05/2021 17:00 Hatz~#398
Quote:
Originally Posted by Asuramaru View Post
How does the char* passed as an argument differ from the char* returned by the CNosString? Would be nice if you could enlighten me on why it is needed.
If you take a closer look in memory you'll notice that if you substract 0x04 from the address of the packet (the one that is passed into EDX) you'll see the packet length there.
05/05/2021 18:00 Asuramaru#399
Quote:
Originally Posted by Hatz~ View Post
If you take a closer look in memory you'll notice that if you substract 0x04 from the address of the packet (the one that is passed into EDX) you'll see the packet length there.
Thanks alot.
This reminds me that I had alot of access violations while playing around with the hooked function yesterday. Once I jumped back to the original function there were occasinal execeptions accessing edx +/- offesets (I dont remember those~) unexpected behaviour and straight crashes on certain packets. Which does make sense now if there is a prefix attached with the length of the string.
05/13/2021 09:07 drippiboy#400
WOw :D
05/14/2021 10:52 eliteinco#401
Hi BladeTiger12, quick question, what do "log send" "log recv" checkboxes do exactly? Just log into screen?
05/14/2021 13:34 BladeTiger12#402
Quote:
Originally Posted by eliteinco View Post
Hi BladeTiger12, quick question, what do "log send" "log recv" checkboxes do exactly? Just log into screen?
Yep, disable/enable the logs in the window.
05/16/2021 00:15 majek1234#403
Hello readers
someone have packet logger who is work now?

I have a problem with old packet logger because after inject from cheat engine i am getting a error. I tested on another computer and the problem appears again

Some advice or work packet logger?
05/18/2021 08:26 EsauMontilla#404
:facepalm:It really helps I don't know how they do it I need help to use the bot
My dc is :Zoe22#4332
name all together Zoe22#4332
a good soul help me please TnT
05/18/2021 19:26 SNCKudo#405
Hello, I have been using your packeloggerr, I am creating something to capture the mobs on the map, but when they die they do not disappear because I do not update this information, I wanted to know if anyone knows which package handles the death of X mob.

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