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Messages - Pride

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181
Armed Assault 2 / Re: upgrade 1.54 maybe a trick
« on: August 27, 2010, 11:43:31 am »
Darky's in it's current form will NOT work on 1.54, but it's not because of TCMalloc.

Take a look at the bloody changelog, it's quite obvious.

Code: [Select]
[72787]  New: Mods contents hashes are compared instead of mods lists when equal mods are required on server.

182
Armed Assault 2 / Re: How to play arma 2 in window mode
« on: August 25, 2010, 12:19:53 pm »
That's the point of -window deez.

183
Armed Assault 2 / Re: Cheat Engine.
« on: August 22, 2010, 07:29:15 pm »
I'm not sure if you could even keep the pointers that a pointer scan would put out for it. The best that I can think of is to narrow down a memory range to search for (ie. Where the script engine stores it's variables) and scan that block to find current value and the pointer for that session.

As for this Fury fellow, stop trying to rack up posts with summaries...

184
Armed Assault 2 / Re: Darky BattleEye Bypass
« on: August 20, 2010, 07:19:20 pm »
It's not that hard to figure out how this hack works, if you have taken a look at Battleye.

There are so many other ways to hide from it as well. And you couldn't possibly stop me from searching game memory CE style, (hehe, undetected read/write to the entire system undetected.)

Edit: And I wrote undetected twice. Wowzers.

185
Mount and Blade / Re: [RELEASE] Mount and blade money hack
« on: August 19, 2010, 05:57:11 pm »
All I know is that it writes 0x89 to 4ACFF6.

Whatever's there is either code related to money or a pointer.

186
Armed Assault 2 / Re: Darky BattleEye Bypass
« on: August 19, 2010, 05:40:52 pm »
Did a quick test, seems to work for the process hiding at least. (Haven't tested dll hiding, although the fact that it's hiding itself probably proves that it works there too?)

Ps. Feel free to rage up other BE protected games with this too?

187
Armed Assault 2 / Re: Darky BattleEye Bypass
« on: August 19, 2010, 07:16:37 am »
Nice.

Using the same hooking technique as last time? (Or better yet for the dlls, unlink them!)

Hopefully you remembered to account for that dll that you released, which hooks stuff too... (I commented out your hooks and compiled it to use with my own little bypass, so I'm good on that front.)

188
Armed Assault 2 / Re: ARMA 2 SIg BYpass
« on: August 17, 2010, 08:20:14 pm »
+1 for Still Alive Teddybears Remix. :p

189
Armed Assault 2 / Re: [TESTERS REQUIRED] ARMA 2 OA SIGNATURE BYPASS
« on: August 17, 2010, 05:00:36 pm »
I sure wouldn't mind testing that. I need to drop a couple planes on someone anyway. (C-130 at 1000 alt, facing downwards, racing towards its target)

190
Hey, can anyone unpack Themida? When I open up ollydbg and try to open the .exe it gives me the attatched debugger error... Im using phantom addon for it aswell..

Themida is one of the hardest targets you could ever look for unpacking. I wouldn't even attempt it with my knowledge (very little.).

I've got a couple snippets of the code that I've managed to get using IDA, it's nothing spectacular. Does what it says on the tin.

191
Armed Assault 2 / Re: One question
« on: August 16, 2010, 09:20:44 am »
Battleye receives instructions as to where to scan from the instance of Battleye running on the server, which in turn I think it receives instructions from the master server (arma2oa1.battleye.com)

There was this really good piece on Battleye's network protocol floating around, but I can't find it now.

Had a nice comparison between commercial implementations of it in comparison to source used in Warsow.

And something about it sending it's data in the same bloody socket as game traffic.

192
You know that people can see the names of the loaded signatures in a server browser, right?

193
Armed Assault 2 / Re: how to use debuger in loki
« on: August 15, 2010, 03:18:20 pm »
LSD messes up your vision, and the debugger won't work unless you have the actual debugger pbo present and loaded.

194
Armed Assault 2 / Re: Atomic bomb...
« on: August 12, 2010, 07:59:17 pm »
http://community.bistudio.com/wiki/setLeader

so...

Code: [Select]
player setLeader player
Might work. (The 1st param might need to be a handle to the team?)

As for 'join', I think you could just add that into the unit init param in createUnit, or pass the group to it like you're supposed to.

195
To the guy who posted the code-caves link, you'd need the source to use that.

As for the claim that it detects the injection location...

Wouldn't that mean that winject injects it to the same place every time, and you'd be able to get around it by using that old stealth injector? (I hated the winject sounds anyway.)

It don't matter either way as a new version will be coming out with either a signature change, or a BE bypass.

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