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Resource modification detect
Discussion on Resource modification detect within the S4 League forum part of the Shooter category.
07/03/2016, 01:57
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#1
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Resource modification detect
I have question:
How about resourcetool? Is there any way to bypass this detect?
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07/03/2016, 06:42
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#2
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For sure, yes. It can be bypassed from the memory. But it don't think it will be public for now.
People seem to be use old clients for that and old clients may not work if the devs change stuff and make the packets incompatible for that client in future.
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07/03/2016, 12:52
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#3
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Quote:
Originally Posted by SilverEmerald
For sure, yes. It can be bypassed from the memory. But it don't think it will be public for now.
People seem to be use old clients for that and old clients may not work if the devs change stuff and make the packets incompatible for that client in future.
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i don't think you can bypass it via memory because the old clients are disconnecting aswel so my guess is that it is serversided
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07/03/2016, 13:24
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#4
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Quote:
Originally Posted by .FTF-LuckyNekox
i don't think you can bypass it via memory because the old clients are disconnecting aswel so my guess is that it is serversided
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They wouldn't need to update the client if it was server-sided.
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07/03/2016, 19:12
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#5
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Quote:
Originally Posted by SilverEmerald
They wouldn't need to update the client if it was server-sided.
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well i tried using the client from mokkos quick fix and im still getting disconnected the same way as with the new client
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07/03/2016, 19:28
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#6
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Quote:
Originally Posted by .FTF-LuckyNekox
well i tried using the client from mokkos quick fix and im still getting disconnected the same way as with the new client
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The modification check was already on the client since 2 patches. It just wasn't activated.
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07/03/2016, 19:31
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#7
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Quote:
Originally Posted by [Beatrice]
The modification check was already on the client since 2 patches. It just wasn't activated.
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wasn't mokkos quick fix 3-4 patches before? i have no idea not watching out for such things.
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07/03/2016, 19:56
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#8
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I highly doubt it is server sided, or ever will be.
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07/03/2016, 21:59
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#9
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Stupid or srsly just unknown? Yes it is serversided but for fck says it can be bypassed easily in the "Memory". Its just a hash that the client send to the server. Just send the original hash with modded res and everything is fine.
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07/04/2016, 01:43
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#10
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Quote:
Originally Posted by Decrypted
Stupid or srsly just unknown? Yes it is serversided but for fck says it can be bypassed easily in the "Memory". Its just a hash that the client send to the server. Just send the original hash with modded res and everything is fine.
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KRS4 has the same security checks like 2 months ago and it can be bypassed from either memory or the way you've just mentioned. But the system works kinda differently in KR, it dcs you on somewhere else. I dunno how they did implement it into EU client.
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07/04/2016, 21:34
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#11
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Quote:
Originally Posted by SilverEmerald
KRS4 has the same security checks like 2 months ago and it can be bypassed from either memory or the way you've just mentioned. But the system works kinda differently in KR, it dcs you on somewhere else. I dunno how they did implement it into EU client. 
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copy & paste with half of the code from KR?
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07/05/2016, 05:42
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#12
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Quote:
Originally Posted by .FTF-LuckyNekox
copy & paste with half of the code from KR? 
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There are no half code for it. You can wait someone to find 'n release a bypass for it or replace & use the old client below. Also i'm not sure if the function is same as EU's one since i only use it for KR.
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07/05/2016, 09:30
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#13
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Quote:
Originally Posted by SilverEmerald
There are no half code for it. You can wait someone to find 'n release a bypass for it or replace & use the old client below. Also i'm not sure if the function is same as EU's one since i only use it for KR.

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well the half code thing was meant as a joke but i'll try it thanks
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07/06/2016, 13:00
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#14
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i will try to using it
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