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War Rock Cheat Programming Discussion

Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.

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Old 11/27/2013, 17:23   #361
 
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Quote:
Also sind die Packets, die der Sever sendet, unverschlüsselt.
yop ^^
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Old 11/27/2013, 17:33   #362



 
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http://d.pr/i/mDFq+ - Wie warrock ist das denn?
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Old 11/27/2013, 18:06   #363


 
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Quote:
Originally Posted by Chowniiqhtz™ View Post
New XOR
Code:
Client -> Server 62
Server -> Client 0
Quote:
Originally Posted by NikM View Post
Also sind die Packets, die der Sever sendet, unverschlüsselt.
scheint so
Na ja.
Die Verschlüsselung ist auch so nicht schwer herauszufinden.

Quote:
Originally Posted by Peter File View Post
- Wie warrock ist das denn?
as i posted
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Old 11/27/2013, 18:48   #364
 
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Quote:
Originally Posted by Chowniiqhtz™ View Post
scheint so
Na ja.
Die Verschlüsselung ist auch so nicht schwer herauszufinden.



as i posted
Punkto verschlüsselung:
Die packets werden bekannt via XOR "verschlüsselt". Die Packets enden mit einem Linefeed (char 0x0A). Also letztes byte vom Packet xor 0x0A -> XOR Key.
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Old 11/27/2013, 22:49   #365
 
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Quote:
Originally Posted by Mostey View Post
Long time ago I was really interested in gamehacking and stuff where I'm now planning to fully take action after my current project.

So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)

1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?

2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)

3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?

4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.


Please answer these questions only if you got some sort of experience or knowledge, I don't want these answered incorrectly.

P.S: I could add a translation if needed, just wrote this in English since obviously not everyone is able to write and/or understand German.
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.
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Old 11/27/2013, 23:41   #366
 
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#address that determines in what channel you are
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Old 11/28/2013, 08:59   #367
 
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Hi guys i need adresses anyone have?
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Old 11/28/2013, 09:39   #368



 
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Quote:
Originally Posted by Mostey View Post
Long time ago I was really interested in gamehacking and stuff where I'm now planning to fully take action after my current project.

So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)

1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?

2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)

3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?

4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.


Please answer these questions only if you got some sort of experience or knowledge, I don't want these answered incorrectly.

P.S: I could add a translation if needed, just wrote this in English since obviously not everyone is able to write and/or understand German.
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont:rawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
4. I don't get the point of the question, sorry
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Old 11/28/2013, 10:04   #369
 
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Quote:
Originally Posted by Cyno™ View Post
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont:rawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
4. I don't get the point of the question, sorry

Cyno is totaly right!! good guide
for mostly game bypass isnt't required ^^ if they are good's coder they can hook in undetected way and make cheats fud
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Old 11/28/2013, 13:18   #370


 
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Quote:
Originally Posted by legit999555 View Post
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.
Heard some good stuff about him and red his posts, the point is that I asked these questions in public to get some other guys helped at the same time.

Quote:
Originally Posted by Cyno™ View Post
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont:rawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
4. I don't get the point of the question, sorry
First of all, thanks for answering my questions, I really appreciate your help.

The fourth question was about addresses, how they are scanned, you know? I know about scanning some values with CE to get the pointer which accesses that pointer and so on but I heard about some pattern scans that are used here. I'm just questioning why people prefer this pattern scans if they could perform some address-offset actions anyway?

For detecting keys state are you using the message loop, right? Guess these architecture is highly used with the help of the win32api.

About the third point: If I got this correctly, you can't actually draw your menu to the same scene(picture) without hooking this specific function?

I will take a look at hans' D3D menu class to get into it when I find some time for it.

Quote:
Originally Posted by LetMedafuq View Post
Cyno is totaly right!! good guide
for mostly game bypass isnt't required ^^ if they are good's coder they can hook in undetected way and make cheats fud
I'm interested in the technique, how this done and stuff and not only the statement that some guys are able too hook it FUD.
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Old 11/28/2013, 16:14   #371
 
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Splitting up for context.

Quote:
Originally Posted by Mostey View Post
So I got some questions regarding this, hopefully you can provide me some answers here since I'm not very familar with the architecture of a hack (+ bypass)
The obligatory part: Cheat. It's called "cheat", not "hack".

Quote:
Originally Posted by Mostey View Post
1. Bypassing is a must in most online games, red about the techniques to detect hacks but how can that be prevented? Sending "false" packets to fake the protection?
When interacting with Hackshield, do only ever read, but never write. Be careful when fiddling with the virtual memory protection and write locking when necessary. Avoid having to write to read-only memory where possible. If Hackshield finds you, force quit with quick_exit to cancel the ban.

Quote:
Originally Posted by Mostey View Post
2. When it comes to design (not codedesign), what are people using most to realize D3D Menus where you can select your options? Got some basics of DirectDraw but actually I have no clue how to implement such an menu because I was drawing some circles and triangles and did try to understand how it works. (which I hopefully did)
Use D3D9 libraries and avoid using D3DX9 where possible. Use low-level libraries with custom vertices and DrawPrimitive instead of DrawPrimitiveUP (which is easy to use, but incredibly slow).
You may render to the IDirect3DDevice9 instance anywhere between a call to IDirect3DDevice9::BeginScene and IDirect3DDevice9::EndScene from the same thread these functions are called from.
This means you will have to hook at least one function from the game which is a definite risk as Hackshield may scan these parts of memory. The safest thing to do is to either just stay away from any function in IDirect3DDevice9 and find another function called inbetween BeginScene and EndScene or to modify the virtual method table of the instance of IDirect3DDevice9.

Quote:
Originally Posted by Mostey View Post
3. Hooking, why is it that important? I know what hooking is but why do people hook functions? Do they add some personal stuff in there or what's the point here?
Just read about the risks of multithreading. One write-access to a memory location is enough to let any other access to the same location fail with an Access Violation Exception. This may be caught by a Structured (or Vectored) Exception Handler, but that is both a pain to implement and incredibly slow.
The other thing is to modify system interaction. Many people here hook stuff like WinSock2 send, recv, sendto and recvfrom to change certain packet. I also use SetWindowLongPtr with GWLP_WNDPROC to hook the window input procedure.

Quote:
Originally Posted by Mostey View Post
4. Assuming that pattern scans are needed here, wanted to know when pattern scans are needed and when the regular address scan is enough.
There is no such thing like "address scans", but "pattern scans" do exist. Scanning for a memory pattern just means that you look for parts of memory in a specified area that did not change over the last updates and thus do not need to manually find the address again. It's not necessary, but definitely helpful for updating the cheat.

Quote:
Originally Posted by Peter File View Post
- Wie warrock ist das denn?
Das witzige ist, dass sie es trotzdem noch "verschlüsseln", aber die Funktion mit 0 als Key aufrufen.

Quote:
Originally Posted by legit999555 View Post
The Best is, that you pming Raz9r. He have the most Skills in this Section for sure and can answer any Question correct.
No. Just no. I do not reply to such PMs.

Quote:
Originally Posted by Cyno™ View Post
1. In WarRock you don't need to Bypass Hackshield completely. You just have to make undetected D3D9 Hooks ( for showing your Menu ), use a Undetected Injector and don't modify the .text section and you Cheat will be fully ud.
Some tips along this post:
– Do inject as early as possible and delay Hackshields startup until all your memory modifications in the .code section have been made.
– Never modify the .text section. Don't even bother to try.
– When modifying the .data section, be careful not to raise Access Violations.

Quote:
Originally Posted by Cyno™ View Post
2. Most of the Cheat creators in the WarRock Scene are using the D3D9Menu class of Hans or the LTFX Menu where NEO took part in coding it.
In my option both of them are not really efficient so i did my own Menu class. Its like that You add items( a struct with information like the name of the item and a pointer to a variable which is used for toogleing it on/off )to a Vector/Array
and then you draw them with a D3D Font ( for example ID3DXFont:rawText which is part of the D3D9 SDK ). Then the last step is to check if the Menu keys are currently being pressed and if for example the Upper key is pressed you decrease an iterator to a vector/ the index of a array which shows which item is currently selected. For getting the Basics of such an Menu i recommend you checking out Public cheat Projects.
Correction: ID3DXFont is not a part of the D3D9 SDK, but rather a part of the D3DX9 SDK. Az0rbix released some nice font and render classes using DrawPrimitive instead of DrawPrimitiveUP, you might want to check out on that.

Quote:
Originally Posted by Cyno™ View Post
3. For doing a D3D9 Menu you need to hook into the DirectX functions because you can't draw D3D9 elements within you own thread but only in the Present/Endescene functions.
Corrected that above. The main reason for a hook is that you don't want to lock the main thread of the game while you're drawing. Otherwise any point between BeginScene and EndScene is totally fine.
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Old 11/28/2013, 16:46   #372



 
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Ist es eigentlich Zufall, dass du hier wieder auftauchst, nachdem xxfabbelxx zurückgetreten ist, Mostey?
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Old 11/28/2013, 18:55   #373
 
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Originally Posted by Peter File View Post
Ist es eigentlich Zufall, dass du hier wieder auftauchst, nachdem xxfabbelxx zurückgetreten ist, Mostey?
Ach ja immer diese Verschwörungstheorien
Klein Richi hat sich Namechange geleistet.. Dein Nickname passt doch irgendwie oder?
Richi -> Rich
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Old 11/28/2013, 21:10   #374
 
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#request:

Server address
Port address
xor key for decrypt packets.
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Old 11/28/2013, 21:12   #375


 
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Quote:
Originally Posted by Chowniiqhtz™ View Post
New XOR
Code:
Client -> Server 62
Server -> Client 0
Quote:
Originally Posted by Alliance™ View Post
#request:

Server address
Port address
xor key for decrypt packets.
XOR Key: (posted by me yesterday).

Next time you should look some pages back.
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