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Fuck this Brain

Discussion on Fuck this Brain within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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**** this Brain

Anyone help me for that ****


it's use by CheatEngine (its can make the game read the Dragonball other item)
it's like make npc read the dragonball to Normalboot and make soc and other things like Steed and Cup and Crop thats **** i hope someone help for that
sorry for my bad english
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Old 09/24/2012, 22:22   #2
 
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Not possible.

Editing this client side is very simple. You can make your own client think you have a million CPs and full +12 but it does absolutely nothing for you.

Server controls (and validates) everything. If you use cheat engine or a proxy to claim that an item is a dragonball, the server is going to check and it will refuse to use the item (and a smart server would record it and possibly ban you)
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Old 09/24/2012, 22:33   #3
 
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rofl.. first 2 socket db ever.
ah.. remember the times when ce was used to fake gold? hahaha
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Old 09/24/2012, 23:16   #4
 
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Quote:
Originally Posted by pro4never View Post
Not possible.

Editing this client side is very simple. You can make your own client think you have a million CPs and full +12 but it does absolutely nothing for you.

Server controls (and validates) everything. If you use cheat engine or a proxy to claim that an item is a dragonball, the server is going to check and it will refuse to use the item (and a smart server would record it and possibly ban you)
this happened at Conqueronline i try use it at Real Co and i got banned but for Pvp what i can do it's just Change id of the item to other id with cheatengine and i can make Video for how this happened with CheatEngine and i'm Already Crypt my Conquer.exe with Enigma
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Old 09/25/2012, 01:04   #5
 
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Your server must have one hell of some exploits.
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Old 09/25/2012, 11:35   #6
 
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this can do at all pvp lol not only me
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Old 09/25/2012, 12:39   #7
 
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yes because you never thought of writing your own base and adding check to them
lemme try to think about it with some logic
does the client even bother sending to the server saying "someone trying to socket an item" ? yes indeed it does so the server send back saying "take the dragonballs" (visual take off inventory) then server does take them from database and updated the socketed item , right ?

so lets assume what i said was right or close to what really happen
so your problem is when someone try to put an item at the socketing npc the client do a check if this item is valid item to be socketed , if it's not it doesn't agree to put it inside else it put it and send this request/packet to the server , then server check if you got dbs and take them and update the item , right ?

the exploit is : they change the item id at the pointer or what fucking ever , right ?

so what you should be doing is adding a check at the server at this npc to make sure it's valid item else you ban/disconnect/botjail this mothafuckers , right ?

so simply when you get the packet of this npc trying to socket handle it by disconnect and ban
or to make it easier for you , add a check beside the dbs amount check saying the following

if itemtype is crop , steed , gourd , garment
user disconnect
user ban
else proceed to check how many dbs/stardrills he got if sucess update the item in the system

and don't worry about other players who will try to socket a non valid item because the client already do a check but if they fake it with the cheat engine then they worth trying the ban hammer

this was my logic and i believe it's close enough or actually what happens and what you should be doing

but if you want the truth ? what you should be doing is shutting down your mother fucking server and go to learn and write your own source and make sure it's free to exploits or atleast got none of the well knowen exploits

please any expert confirm if what i said was right or wrong cuz im curious to know if i was right or close enough

-----
edit : WDF

i can't find where it handle this at the source you are using , all i found in dialogs is when you send packet clicking the npc it update the client to open the socketing window you are on , so yeah try to get packets to actually understand what's going on and see how the server handle them and edit/add to it or even handle them on your own , will try this when i wake up

umm i like that subject so im working right now

well here is the packet of requesting the dialog and what the server reply with (opening dialog)

and here comes the important part
when i add the item it doesn't send a packet for server about the item information
but the good part is
once u click socket button it server does send this


that doesn't really make sense for me as how the fuck the server knew that you want updated this item and how it take the dbs if the client didn't send to it , prolly i blocked some packets from packet logging but atleast i can go now to search for packet 1008 at server and figure out what's going on

well yup i was blocking 1009 1033 , lemme try again now
yeah 1009 was the deal over here


now lemme have a look at the source
client send 1009 packet , ill search the entire solution for it while looking to the packet structure at korvacs packet structure


the packet structure pretty the same since 5295 till 5500

well again what was the packet length ? 144 ?
oh i didn't find it with a check on the length but there is a check also on the type inside the packet , oh you didn't look at the packet structure , did you ?

well doesn't really matter because you must do it now to understand what's going on up here




oh really big code , well you MUST understand it fully because using item is on of the most important packets out there but ummm i don't damn have energy to explain them on by one so lets hit straight to the point

Code:
at
                                case ItemUsage.SocketerMan:
at
                                                if (client.Inventory.TryGetItem(It, out Rem))
                                                {
                                                    if (Rem.ID == 1088000 && Count == 12)
                                                        Type = 1;
                                                    if (Rem.ID == 1088000 && Count == 1)
                                                        Type = 2;
                                                    if (Rem.ID == 1088000 && Count == 5)
                                                        Type = 3;
                                                    if (Rem.ID == 1200005 && Count == 1)
                                                        Type = 4;
                                                    if (Rem.ID == 1200006 && Count == 7)
                                                        Type = 5;
                                                    client.Inventory.Remove(Rem, Game.Enums.ItemUse.Remove);
                                                }
this is actually check if you socketing with 12 dbs or 1 db or 5 or 1 tough or 7 star drills

to
Code:
                                            switch (Type)
                                            {

                                                case 1:
                                                case 2:
                                                    {
                                                        usage.dwParam = 1;
                                                        Item.Mode = Game.Enums.ItemMode.Update;
                                                        Item.SocketOne = (Game.Enums.Gem)255;
                                                        Item.Send(client);
                                                        Item.Mode = Game.Enums.ItemMode.Default;
                                                        Conquer_Online_Server.Database.ConquerItemTable.UpdateSockets(Item, client);
                                                        break;
                                                    }
what this shit actually do ?
it add one socket to the item in the database and update it on your client
so what actually you need to do ?
add the check i was talking about
how ? (if u did just ask how please kill youself)
well in the next piece of code im using the item id which is FIXED id aka id of dragonball is 1088000 and it's a FIXED id and not the id of item on player (for example and forgive my bad english , andrew got orange and andrew got it in his pocket lets call it 1 , poula got orange and got it in his ass lets call it 2 , so poula and andrew both for oranges but in different places with different ids)

so back to the subject
we will change it to
Code:
                                                case 1:
                                                case 2:
                                                    {
                                                        if (Item.ID == cropid || Item.ID == steedid || Item.ID == gourd.id || Item.ID == garmentid)
                                                        {
                                                            client.Account.State = Database.AccountTable.AccountState.Banned;
                                                            break;
                                                        }
                                                        else
                                                        {
                                                            usage.dwParam = 1;
                                                            Item.Mode = Game.Enums.ItemMode.Update;
                                                            Item.SocketOne = (Game.Enums.Gem)255;
                                                            Item.Send(client);
                                                            Item.Mode = Game.Enums.ItemMode.Default;
                                                            Conquer_Online_Server.Database.ConquerItemTable.UpdateSockets(Item, client);
                                                            break;
                                                        }
                                                    }
steeds ids is not the same , so do gourds and stuff
so to avoid do || for 10 lines put them in a nice list and do a foreach loop
i did not use spoilers and code surrounding this last part cuz i so badly want to sleep as much as you want to watch porn
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Old 09/25/2012, 13:54   #8
 
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@go for it : well you are right but you forgot smthing which is Too Important that all False cases are rejected by client (you dont need to handle false cases from server) and what i mean by that is when he open the socket interface using sent data packet 10010 .. it automaticaly disable the invalid item from being used and there is alawys Server Checker of DB ..

here just simple way :-
Code:
if (client.Inventory.ContainsUID(Enums.ItemID.DragonBall)) { client.HasDragonBall = true; }
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Old 09/25/2012, 13:58   #9
 
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NO at this version he is talking about 5500ish public source there is no check for the dbs in the inventory , the check happens when you try to socket
if there is no enough dbs in the socketing windows it does not loop in types and doesn't allow you to socket it
but incase you got the dbs and everything it just socket ANY ITEM and it doesn't even check it out , lemme fix the post and read it to figure out what i mean
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Old 09/25/2012, 14:28   #10
 
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oh my bad i missunderstood what the OP Wanted to say ..
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Old 09/25/2012, 22:05   #11
 
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thanks bro very much for your help i ask you if you can help me for Speedhack with CheatEngine too the socket problem is fixed now
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Old 09/25/2012, 23:14   #12
 
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Quote:
client.Account.State = Database.AccountTable.AccountState.Banned;
Changing the Account state alone will not work as its not considered again.

You need to kick them too, so;
Code:
client.Account.State = Database.AccountTable.AccountState.Banned;
client.Disconnect(false);
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Old 09/26/2012, 01:38   #13
 
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Quote:
Originally Posted by _DreadNought_ View Post
Changing the Account state alone will not work as its not considered again.

You need to kick them too, so;
Code:
client.Account.State = Database.AccountTable.AccountState.Banned;
client.Disconnect(false);
yup but my main point wasn't the banning my main point is not to loop and make the socket , thanks for pointing this out

Quote:
thanks bro very much for your help i ask you if you can help me for Speedhack with CheatEngine too the socket problem is fixed now
pro4never did mention how not to let people use speedhack on your server before , if i remember correctly it's something like that
on receiving packet 10010 (jump packet)
well before i go deep in it , this is the packet structure of 10010 (wrapper base , kinda messy but i commented it out , i was kinda trying to add time frame for jumps not to jump too fast but it DOES NOT disconnect me which to why they can use speedhack)


now you got an idea what the packet contain ?
so yeah what should we search for and do a check on it is the uint at offset 20 if it's equal to 137 it means that user trying to jump
so what kind of check we should do ?
simply
it will be something like the following

if user not on xp skill
if user last jump time + some milliseconds < now.time
user.disconnect
else proceed jump
else proceed jump

this is the basic idea , but it won't really work well as people sometimes jump without cool down time which will disconnect them which isn't a good thing

so a decent anti speed hack server side should be an average of 5-10 jumps
aka save every user time taken to jump 5 times and if this time is lower than time should be taken without speedhack (put stopwatch on and start jumping 5 times in row real fast to get the lowest people will do without speedhack and without cyclone)

so yeah that's how i think of it and what i remember from others words , the first one will work properly if you did add a real good milliseconds cool down which does not disconnect non speeders and disconnect speeders when they go faster than the value
the second will work real good but it need more effort

but anyway if i was you i wasn't to implement a speed hack check as tq itself does not really care about it , i should care about proxies , bots and exploits , btw i think the second way will eat ram simply cuz it will save maybe (if there is 300 online it will save 300 variable of time and reset them every 5 jumps and a 300 counter counting to 5 and resting once they reach 5) so that means so damn memory will be used
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