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Messages - mesengr

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46
Vietcong 1 & 2 / Crosshairs
« on: October 27, 2007, 01:40:44 am »
I would like to have me a crosshair in the game, even when I am right-click-aiming or when I am using my binoculars. I tried the crosshairs in the Downloads sections, but that one keeps flickering, and also I cannot toggle it on/off. I know VCHook provides a crosshair, but I cannot ALT+Tab out of the game without it crashing.

I was searching in the game code memory for the instruction where the crosshair with the game-HUD is drawn, but I am having a hard time locating it. Does anyone know where this instruction is, or how to find it? Or does anyone know if there is a better way to get a stable, toggle-able crosshair?

47
Vietcong 1 & 2 / Ways to Get Around Hradba #138
« on: October 20, 2007, 09:12:56 am »
Over a year ago, Subsky posted about a few ways to get around Hradba #138:

There are a few ways to bypass HRADBA's memory scanning (eg. kicks for #138); directly patch the memory scanning detection algorithm it uses to aways say 'Status: OK'... or implement some kind of memory hiding element in your own custom built trainer (it's called 'rootkit' technology- read about it briefly here).

I'm currently implementing a user-mode version of a very new memory hiding method called Shadow Walking- which can be read about here.  When done correctly- all trainers, new and old will not be detected.

@Subsky (or anyone else working on this): Just out of curiosity, have you implemented the Shadow Walking yet?

My real question is: how do you find that "Status: OK" part of memory of the detection algorithm? So far, I have discovered that this algorithm is written into memory some time AFTER you join the server. I have not been able to find the instruction that gives the OK. Any hints on how to find it? Am I supposed to patch the Hradba DLL file?

48
General Modding & Programming / Other Games / Freeze Values
« on: October 19, 2007, 10:26:54 pm »
How do trainers (e.g., TSearch, CheatEngine, TMK) freeze/lock values in an address? There seems to be a timer, but no NOP'ng of instructions that write to the address. Does it constantly re-write to that address, or is there more to it?

49
Vietcong 1 & 2 / Re: Pokes for Coop As VC.
« on: October 19, 2007, 09:43:09 pm »
Correct me if I'm wrong, but I believe you also need to freeze offset 0xE865E8 for full effect (e.g., spawn with enemy weapons). The values are 0 for US, 1 for VC.

50
Vietcong 1 & 2 / Re: Coop hack
« on: October 18, 2007, 10:11:36 am »
Read the tutorial Subsky wrote. Follow it step-by-step, in addition to the hints provided by myself (aka ninenine). If I got it out, you can too!  :smile After you've tried and tried and you're still stuck, PM me and I could help you one-on-one.

Quick question to the admins: Am I allowed to share this hack even though technically Subsky created it and I just followed his instructions?

51
Thank you very much for your replies! Thanks for pointing out my error with the relative addressing, as well as for the tip about using registers for absolute jumps. You answered a lot of questions I probably would have asked later on. :icon_biggrin2

Like M.O. said, it is easier to write directly into Cheat Engine. First, CE finds and allocates memory you can use for your Code Cave. (With TSearch, I had to search/guess the available addresses.) Also, as you write directly into CE, the address you are writing to is displayed, so you could refer directly to it in your jmp instructions.

 :?: -- I am still confused about near jumps. I understand that a short jump is -127 to +128 bytes from the current location. Would a near jump also be -127 to +128 bytes from the current location, or would it be an actual address within the same code segment, or something else?

52
Vietcong 1 & 2 / Re: Edited CBF Detected
« on: October 17, 2007, 03:20:02 am »
For anybody else who is trying to do this: The right way to do this is to take all the contents from vietcong_eu_01.cbf\INI\DAT\C77CAC3CBBA3C74.DAT and all the contents from fistalpha_01.cbf\INI\DAT\7CAC3C0C973A7874.DAT and merge them together (e.g., copy & paste into a new text file). This should be saved as 7CAC3C0C973A7874.DAT and packed as a CBF file in the folder-file structure INI\DAT\7CAC3C0C973A7874.DAT. Now you could edit the weapons, and nothing is detected (except for a few things like extreme ammo changes).

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