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Archeage Mod Pack
Discussion on Archeage Mod Pack within the ArcheAge Trading forum part of the MMORPG Trading category.
11/15/2014, 07:15
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#541
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Quote:
Originally Posted by Stealth977
Any way to overcome a CRC check?
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You can spoof CRC. I'll test it when I get home. Still have a CRC spoofer/fixer from my mat hacks days.
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11/15/2014, 10:34
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#542
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Mod doesn't work at all, disconnects on login.
Well, the cvars work but they aren't CRC checked.
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11/15/2014, 10:50
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#543
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Donated and Sent a email, thanks a12s24d55f6
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11/15/2014, 10:53
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#544
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Quote:
Originally Posted by CondemnedOnline
What exactly is your point? I was sharing what was going on with me too so people know its not only them. If you don't like the post don't read it.
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I was about to argue with you, but instead I will apologise, I thought you were responding to my post about uninstalling. I thought it was a backhanded comment aimed at me, and it is apparent to me now that you were not even talking to me. Sorry.
Quote:
Originally Posted by Xi.Cynx
Well, I'm not sure what exactly does and doesn't uninstall. After running the uninstall.bat, I noticed some small things still left in the game(server select and loading screen backgrounds, the little icon in the bottom right corner of the screen, anything else could be unnoticed because it's not an UI change that is apparent. But that's really it and unsure as to why it doesn't work fully. Lol
I always just copy my game_pak and override the modded one.
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This. Exactly this. I have been trying to uninstall so that I can do some recording for a friend, and that symbol remains in the bottom right. and I don't know how to remove it. (I have tried replacing the game_pak with the one I saved on another drive)
Could this game_pak have been edited as well considering it was also inside an archeage folder which was in an archeage folder?
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11/15/2014, 10:59
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#545
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Quote:
Originally Posted by redrath2
This. Exactly this. I have been trying to uninstall so that I can do some recording for a friend, and that symbol remains in the bottom right. and I don't know how to remove it. (I have tried replacing the game_pak with the one I saved on another drive)
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See  (to remove the bottom right patron symbol)
Plox has already stated that anything outside the scriptsbin folder is not checked by the game.
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11/15/2014, 13:07
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#546
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still awaiting response  ...
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11/15/2014, 13:12
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#547
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Quote:
Originally Posted by arthur1265
still awaiting response  ...
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try sending a PM if skype or email havent worked for you. At the moment the mod is mostly down until he finishes a workaround for the new patch. Just have to be patient as its just him working on this. He's pretty good about responding to ppl but he's getting bombarded due to the patch and this is just one of those things where you wont receive instant customer support.
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11/15/2014, 14:10
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#548
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It has nothing to do with a CRC, it is specific file checks within the scriptsbin.
The loginstage skip and some others do not cause any over-time dc while others are checked. It has to do with the file compression true/false an it being checked in the client end ( hackshield isnt the problem ).
I'm trying to match the compression and build but thats like a shot in the dark on some things.
I'll respond to whom I can when I can, worse case I'll just take some time making a client from the ground up since you can sandbox everything with the cryengine sandbox.
It just delays progress, is all, but anything out of x2ui is fine, the options folder is fine, aswell. I do know that hackshield is super sensitive, I've been dc'd even just looking on the forums since it is checking more process title names now.
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11/15/2014, 14:14
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#549
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Quote:
Originally Posted by Ploxasarus
It has nothing to do with a CRC, it is specific file checks within the scriptsbin.
The loginstage skip and some others do not cause any over-time dc while others are checked. It has to do with the file compression true/false an it being checked in the client end ( hackshield isnt the problem ).
I'm trying to match the compression and build but thats like a shot in the dark on some things.
I'll respond to whom I can when I can, worse case I'll just take some time making a client from the ground up since you can sandbox everything with the cryengine sandbox.
It just delays progress, is all, but anything out of x2ui is fine, the options folder is fine, aswell. I do know that hackshield is super sensitive, I've been dc'd even just looking on the forums since it is checking more process title names now.
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Thanks for the update dude. For now I'm good without the x2ui folder, just let us know when it works again  The only thing I even miss is the instant arena queue lol
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11/15/2014, 14:59
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#550
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Quote:
Originally Posted by Ploxasarus
It has nothing to do with a CRC, it is specific file checks within the scriptsbin.
The loginstage skip and some others do not cause any over-time dc while others are checked. It has to do with the file compression true/false an it being checked in the client end ( hackshield isnt the problem ).
I'm trying to match the compression and build but thats like a shot in the dark on some things.
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I dont mean its CRC checking game_pak, what i mean is its CRC checking certain files like auction/common.alb since even a single byte change in it causes disconnect.
As for compression I do not understand what you mean, there is no compression. The ALB files in scriptsbin are COMPILED LUA BYTECODE. Normally you can replace them with uncompiled code like you did and LUA automatically compiles them while loading.
First, I thought they were just checking if the loaded script is compiled or not and flagging hack if its not compiled bytecode. But this isnt the case since even when you replace them with modified compiled lua code it still fails. So they must be CRC checking certain script files in game_pak.
EDIT: I wonder where it keeps the CRCs for the files it checks, probably in "db/compact.sqlite3" but standard viewrs dont display its contents. Can anyone check inside it to see if it has a table with CRCs of certain files it checks?
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11/15/2014, 16:04
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#551
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Quote:
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The ALB files in scriptsbin are COMPILED LUA BYTECODE. Normally you can replace them with uncompiled code like you did and LUA automatically compiles them while loading.
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They are compiled obfuscated lua, which is what I was meaning by the compression. They could also check the file on load against they're own version on the server end which would explain the long downtime an look at the lua package an see its been modified in length, check an notice excessive --'s or else wise.
I updated the pack with what is functional an has not dc'd me overnite, not much but meh, we're working on this ( me an a friend ) an should have something done in time. I can say again though bypassing hackshield, is irrelevant.. I can bypass it and run CE/Olly/IDA an not have a single hiccup, but the internal scanning an where it is, which i think is in the 2xgame.dll, is the problem. Anybody feel like unpacking themida?
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11/15/2014, 16:10
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#552
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Hi Plox, is the current one updated after the new patch?
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11/15/2014, 17:02
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#553
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Quote:
Originally Posted by Ploxasarus
They are compiled obfuscated lua, which is what I was meaning by the compression. They could also check the file on load against they're own version on the server end which would explain the long downtime an look at the lua package an see its been modified in length, check an notice excessive --'s or else wise.
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They are compiled but not obfuscated. They use luac5.1 to compile them but their luac is a modified one using 4 bytes for LUA_NUMBER instead of default 8 BYTES.
I can uncompile change code and recompile them with no problems. The compiled ALB files also have debug information in them like which function is at what line in the original source file etc, which are irrelevant to script's execution. When i change 1 byte in compiled code, like the debug information of a function from lines 8-11 to lines 7-11 which has no effect on script execution and would not cause any errors in lua, they still can detect that the compiled code is changed. So I assume they either compare it with their own version like you said or they have CRC values for each ALB file and client checks the CRC to validate they are not modified.
Its kinda overkill to compare whole file with their own version at server side. So its more likely that they have the CRC values for each ALB file stored somewhere (probably in db/compact.sqlite3) and they check it client side...
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11/15/2014, 17:41
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#554
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Still DCed
Just a heads up. using the new update and still got a DC. after about an hour of game play. Just a user update.
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11/15/2014, 19:55
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#555
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Quote:
Originally Posted by Ploxasarus
They are compiled obfuscated lua, which is what I was meaning by the compression. They could also check the file on load against they're own version on the server end which would explain the long downtime an look at the lua package an see its been modified in length, check an notice excessive --'s or else wise.
I updated the pack with what is functional an has not dc'd me overnite, not much but meh, we're working on this ( me an a friend ) an should have something done in time. I can say again though bypassing hackshield, is irrelevant.. I can bypass it and run CE/Olly/IDA an not have a single hiccup, but the internal scanning an where it is, which i think is in the 2xgame.dll, is the problem. Anybody feel like unpacking themida? 
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Plox if you could please provide update/patch notes on your main post that would be very helpful. Seeing as you now have over 55 pages of comments it gets hard to track down your posts
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