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Messages - mesengr

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16
Vietcong 1 & 2 / Re: Help,if possible
« on: July 02, 2008, 08:46:05 am »
I've sort of been working on this as well. As far as the playerid assignment: the server tells the client what the next available playerid is (but does not assign it yet). This communication happens when the client connects & loads the map. Then, when the client chooses a team side, the client sends the playerid back to the server, telling it "this is my playerid." This is where the assignment occurs. So it's possible to connect with any playerid that you want.

The anti-kick works if you use a playerid that belongs to the server. e.g., playerid 1 = "Host on DC", 2 = "Server Message", etc. If you use any playerid <= 263, you can't get kicked either. If you clone someone else's playerid, he'll get kicked but you won't. Even auto-kick (teamkill, idle, ping) can't get rid of you. The only problem with this is that you don't receive a lot of the network messages. Players appear to be frozen on your computer, and you can't really play or see what's going on.

That's all I've got so far (thanks to Subsky and Rav3n, and indirect help from MrMedic). I believe MrMedic has actually found a way to play with an anti-kick hack, using the same concept of playerid's. So it's very probably very possible.

17
When will it get "approved" so I could download it? I want it NOW! :icon_biggrin2 And while I'm posting on this thread, thank you again MM.

18
I'm one of the 120. :icon_blush I just downloaded it so I could check it out later. Haven't checked it out yet, but will very soon. Meanwhile, thank you MrM! I have a few games I will try this out on.

19
Great timing, I've been looking for a multi-inject injector. I'll download this as soon as it's approved (hurry up TKC! :) ). Thanks a lot MrMedic! :icon_thumbsup


20
Vietcong 1 & 2 / Re: Zoom / Sniper Aim
« on: June 26, 2008, 06:42:30 pm »
Yes, there is a way! There are actually several ways you could do it. The easiest way is to mess with the cbf files: rav3n's tutorial.

A more "pro" method is to take the zoom value for the gun in your hand (you could find it in the cbf file), search for it in memory (tsearch, cheatengine, etc), set a breakpoint on it, and see which instructions read from it when you right-click your weapon (aim & zoom). If you've never used tsearch or cheat engine, look through the tutorials. You won't get it right away, but if you keep at it, eventually everything will click and make perfect sense.

21
General Modding & Programming / Other Games / nProtect GameGuard
« on: May 27, 2008, 06:53:33 am »
http://eng.nprotect.com/nprotect_gameguard.htm

One person claims this is "the most advanced cheat/hack block detector." I've found one game that uses this protection: Project Torque.  Cool, realistic, free racing game, btw.

Just posted this for those who crave the challenge. I'm still struggling with Hradba, and have not even attempted PunkBuster. But one of these days...

22
Quote
... //(c) mrmedic years ago
... DoShit()
... DWORD PIDDYBOBSKI
... HANDLE PIKLEDEGGS
... BYTE ChangeSHIT[]
... DWORD Howlongisthisshit = sizeof(ChangeSHIT)

hahaha love the descriptiveness -- fun and still actually helpful lol ... thx a lot mrmedic... and thx rav3n for your template as well.  :icon_thumbsup

23
General Modding & Programming / Other Games / SoftIce
« on: April 21, 2008, 10:29:17 pm »
Throughout this forum, Mullah Omar suggests using SoftIce. So I've spent hours trying to get SoftIce to work on my system (XP SP2, nVidia gfx) with no success.

Right now, I use OllyDbg with Cheat Engine and IDA Pro. For the purposes of game hacking, is SoftIce better than these tools in any way? i.e., Am I missing out?

If I were to hack something like PunkBuster, would I still be able to use something like Cheat Engine?

24
thx everyone for answering my first question. MO was right on the money:

Code: [Select]
int prevAccessProtection = 0;        //needed in VirtualProtectEx()
int bytes = 0;                       //used (not necessary) in WriteProcessMemory()

VirtualProtectEx(hand,                   //the handle to the process we want to modify
                 (void*)0x4004e7,        //the address in the process we want to modify
                 18,                     //number of bytes
                 0x40,                   //read-write-execute
                 &prevAccessProtection); //catches the old access protection status

WriteProcessMemory(hand, (void*)0x4004e7, &caveCode, 18, &bytes); //do your poking

Works perfect. :D

25
another related question:

When I use Cheat Engine to "Allocate Memory" to use it for a code cave, it will return a range of memory filled with 00 00... (sometimes 20 20...).
If I use this address in the future for the same process, is it guaranteed to be free memory (i.e., memory I can use for code caving without any complications)?
Maybe something related to dynamic binding/linking/loading/libraries/??...

Also, if anyones know what MrM is talking about (direct dll hack sourcecode for vc2), please hook me up. I'll put it to good use. :)

26
Vietcong 1 & 2 / Re: `m_damage
« on: April 16, 2008, 09:15:59 pm »
interesting, never thought of deleting the whole line... way to think outside the box  :icon_thumbsup

Also, modify the w_b_accur_XXXX values. Otherwise, your shots veer off a little even though your aim is dead on the target, especially with longer distance shots.

27
I'm writing a trainer in C++ (well, modifying a trainer-template).
When I use the function WriteProcessMemory() to write to a certain memory location, the function fails (returns 0, writes 0 bytes).
Namely, I'm trying to write to location 0x4004e7 in vietcong.exe (using it as a cave).
I am able to poke this location with other trainers such as Cheat Engine... so is there some other function to write to this "read-only" location?

28
Vietcong 1 & 2 / Re: `m_damage
« on: April 15, 2008, 08:23:45 pm »
If you change your bullets to Sniper bullets, or Shotgun shells (7 'bullets'), you could have your damage-power. Or you could have each shot go straight to the head -- then any bullet will be a one-shot-one-kill.

29
Vietcong 1 & 2 / Re: Hankeys Weapons List
« on: April 15, 2008, 01:59:40 pm »
thx a lot... helped me out a lot!

30
Vietcong 1 & 2 / Re: Something to work on
« on: April 15, 2008, 11:52:57 am »
Third post in a row...

I've actually seen this hack in action, several times. Based upon what I've seen, my theory is that we have to modify our IP address as well. I've seen hackers come in with pings of 11 ("host ping") and stay as long as they wanted, and then finally crash the server. I searched for my IP (text), and sure enough, Vietcong stores this information. We have to see if it uses it...

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