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new WPE?
Discussion on new WPE? within the Conquer Online 2 forum part of the MMORPGs category.
05/18/2008, 01:55
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#1
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new WPE?
Well as we all know wpe is getting old and out dated (without updates). So I was thinking of remaking wpe with new features. Before I do I want to gather suggestions so please suggest features you would like to see that aren't listed below.
- Full UDP support
- custom protocol support
- More information on the winsock data. (Connections,disconnects,etc)
- Scripting language (Decrypt packets, [decrpyt, edit, re-encrypt and send], etc)
- hook locations (Switch around where it hooks, so you can get outgoing packets before they are encrypted) (Maybe)
- Saving and reloading packets for future use
And a sexy gui :P. I was going to do basically what wpe pro has now and add onto it.
For a script language I was thinking of using lua, any thoughts on a script language?
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05/18/2008, 02:01
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#2
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can't say i use wpe much nor do i know alot about packets...
possibly make it easy to make it undetectable?
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05/18/2008, 02:55
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#3
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i have downloaded wpe pro 0.9 a long time ago, but i don't quite know how to use it. sigh...
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05/18/2008, 03:00
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#4
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high6@
yea, i have experienced in using wpe for more than 2 years when playing Darkeden
i remember i wanted a function like:
if certain packet received, wpe will send "this"
but as far as i know, wpe is quite useless now
all new games detects wpe or it has encryption
sending packets will only DC u in game, and ban eventually
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05/18/2008, 03:46
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#5
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Quote:
Originally Posted by evanxxxm
high6@
yea, i have experienced in using wpe for more than 2 years when playing Darkeden
i remember i wanted a function like:
if certain packet received, wpe will send "this"
but as far as i know, wpe is quite useless now
all new games detects wpe or it has encryption
sending packets will only DC u in game, and ban eventually
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well that is why I am adding a scripting language. So you can script in a decryption to be run on certain packets. Also I can look into making it undetectable. Shouldn't be too hard :P.
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05/18/2008, 04:04
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#6
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darkeden eh? that brought back so many memories.. Conquer should develop into darkeden. I love the situations where 5vamps trap all human noobs in market.
high6, can you refer me a good site which has the explaination on the usage wpe? i think there are tons of guide made by gaming sites which focuses only on using certain functions to achieve certain cheats in game. They never go into explaining what each and every function is for?
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05/18/2008, 12:27
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#7
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Wouldn't a "wise" use of WPE+an advanced scripting language allow for the compiling of a new BJX?
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05/18/2008, 12:31
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#8
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BJX?
O Also I was thinking about maybe selling rights to the source code.
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05/18/2008, 14:52
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#9
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well that'd be up to you
anyways maybe make it so your scripts are executable in backround (for possible use through other programs)?
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05/18/2008, 15:15
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#10
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Quote:
Originally Posted by UPSman2
well that'd be up to you
anyways maybe make it so your scripts are executable in backround (for possible use through other programs)?
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hmm?
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05/19/2008, 02:43
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#11
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Saving and reloading packets for future use. WPE never had that feature  It only had the save feature, but not the load.
Hiyoal
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05/19/2008, 15:06
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#12
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ok, I'll add that to the list.
So right now it looks like I am going to go with lua. It is a simple language like basic. (plus there is a module for .net :P).
O and for people curios this is going to be done in C#(GUI side)/C++(Dll side).
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05/19/2008, 16:10
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#13
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I'm just wondering whether it's worth the effort. WPE is meant mainly for analysis and has very weak send functionality. I'm sure you can improve on that with a scripting language and such, but are you really going to be able to decrypt packets from Conquer or other games using Lua? One problem is you're not going to know when a packet ends until you'vr decrypted it without decrypting it and read it's size.This brings in complexities with queueing packets until a new recv is completed, keeping track of encryption counters. Lua really isn't the most ideal language for the task (although it can be done).
When you consider how much work is going to be required by the scripter, you'll realise that your app is doing very little - basically hooking winsock functions. The packet decryption and serialization can be done much simpler in languages like C++/C# and it kinda renders the scripting language useless. The DLL back-end would of course be useful to people in this case, but a scripting language apparently makes things more difficult for games like CO.
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05/20/2008, 02:51
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#14
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Quote:
Originally Posted by unknownone
I'm just wondering whether it's worth the effort. WPE is meant mainly for analysis and has very weak send functionality. I'm sure you can improve on that with a scripting language and such, but are you really going to be able to decrypt packets from Conquer or other games using Lua? One problem is you're not going to know when a packet ends until you'vr decrypted it without decrypting it and read it's size.This brings in complexities with queueing packets until a new recv is completed, keeping track of encryption counters. Lua really isn't the most ideal language for the task (although it can be done).
When you consider how much work is going to be required by the scripter, you'll realise that your app is doing very little - basically hooking winsock functions. The packet decryption and serialization can be done much simpler in languages like C++/C# and it kinda renders the scripting language useless. The DLL back-end would of course be useful to people in this case, but a scripting language apparently makes things more difficult for games like CO.
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Well what I think I am going to do is add support for lua/C#/dlls.
lua would be very easy for that if I add a receive callback.
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