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Messages - Pride

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31
Armed Assault 2 / Re: Darky Arma 2 Multi-mod-app 2011
« on: October 09, 2011, 04:28:21 pm »
Fiddle-eth with the scans-eth at 10001590...eth.

Almost laughable.

32
Armed Assault 2 / Re: $100 US dollars to whoever ..
« on: October 08, 2011, 01:56:13 pm »
Did you just call us tools?

-_-

33
Armed Assault 2 / Re: Darky Arma 2 Multi-mod-app 2011
« on: October 07, 2011, 06:42:34 pm »
Well I don't think that the dll had any real protection apart from the Themida packing.

There's probably some static signature in the dll or alteration to game memory that can be detected.

Although Darky could just mess with the dll header, change the size, the hook location... And have it undetected again in 5 minutes. (Well, depending how it's being detected.)

Does BE still use ModuleFirst, ModuleNext and the ToolHelp funcs to iterate through the dlls?

34
Armed Assault 2 / Re: Darky Arma 2 Multi-mod-app 2011
« on: October 07, 2011, 03:00:16 pm »
The app itself may be detected, but the methods that it uses are plenty good for re-use.

35
Armed Assault 2 / Re: Darky Arma 2 Multi-mod-app 2011
« on: October 06, 2011, 08:42:53 pm »
I just hope that you moved to something a bit more modern than purebasic to write this, but from the C-like literals for the input and stuff makes me think that you have already. :)

Nice release.

36
Armed Assault 2 / Re: Darky Arma 2 Multi-mod-app 2011
« on: October 06, 2011, 07:56:39 pm »
Nice, I assume the code execution is you reversing the exe and calling the scripting sub directly?

Was wondering when someone else would try that.

Also lol @ random window title. That should keep stupid BE dev busy.

Perhaps time to reinstall OA...

37
Armed Assault 2 / Re: Arma 2 Retail / Arma 2 Free / Arma 2 Oa Bypass
« on: October 03, 2011, 04:36:21 pm »
Couldn't you just use a small one then pad it to the right size depending if he bothered putting a checksum in?

38
Armed Assault 2 / Re: Arma 2 Mega mod-app 100% undetected
« on: October 03, 2011, 04:34:12 pm »
Yeah, spawn a couple soldiers after that and they'll most likely open up on everyone.

Chopper minigun wielding soldiers outside cop base? You bet.

39
Armed Assault 2 / Re: Arma 2 Mega mod-app 100% undetected
« on: September 23, 2011, 07:51:15 pm »
For that size problem you could just release a patch instead.

Then watch all the noobs ask how to use.

40
Armed Assault 2 / Re: TCG Info
« on: July 08, 2011, 07:09:24 pm »
Maybe they were watching Adam Sandler films while picking the rcon password, and the stupidity of the films made them pick a password equally as stupid?

...it could happen.

I assume the short version is to make it more "copy paste into createvehicle init" friendly?

Fun fact: You can change the high ping kick number via rcon.

41
Isn't that just attaching the CE debugger, seeing what writes to the address, then code caving it to change it from eg. SUB EDX, 1 to ADD EDX, 1?

Well... Don't even need a cave for that since its the same size me thinks.

42
Armed Assault 2 / Re: How to bypass the Kick & session out?
« on: June 21, 2011, 09:43:47 pm »
Game has been patched to cockblock that tool.

Ie. Scriptkiddies (you) can't go download tool and bypass sigs in 20 seconds, but instead have to do it themselves. You don't even have to find a new method, it's just the old method, applied twice.

Don't get it?

Too bad, we ain't explaining it for the 20th time.

43
Armed Assault 2 / Re: Trade? bi2 bypass for some keys :)
« on: June 12, 2011, 09:53:32 pm »
I have to question where you are sourcing them though, as those A2 keys don't verify against GS.

44
Armed Assault 2 / Re: Trade? bi2 bypass for some keys :)
« on: June 11, 2011, 08:18:46 am »
If he's willing to offload keys it means they're probably banhammered on a few servers.

45
Armed Assault 2 / Re: Borrowing Serverside Mission files
« on: June 10, 2011, 09:09:17 pm »
Or they'll take a page from our book and hard crash it with malformed packets.

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