View Full Version : Network....
Ullman
20th August 2004, 23:36
It appears that all or part of the network protocol for this game is encrypted or compressed. Has anyone looked into how it's done?
I've traced it down to a couple of subroutines, but haven't completely reversed the algorithm for those routines, so I can't really tell if it's what I'm looking for.... Yet ;) I can smell it, though. I'm close.
On another note, it seems that nobody does network based game hacking anymore. I don't understand why not... it's an easy way to pick up player locations, teams, and vectors for an aimbot... such are my plans for JO.
- Ullman
diznirt
21st August 2004, 00:03
It appears that all or part of the network protocol for this game is encrypted or compressed. Has anyone looked into how it's done?
I've traced it down to a couple of subroutines, but haven't completely reversed the algorithm for those routines, so I can't really tell if it's what I'm looking for.... Yet ;) I can smell it, though. I'm close.
On another note, it seems that nobody does network based game hacking anymore. I don't understand why not... it's an easy way to pick up player locations, teams, and vectors for an aimbot... such are my plans for JO.
- Ullman
Hell yeah! Looking forward to it...lemme know if you need a beta-tester ;)
Nopiw
22nd August 2004, 22:48
On another note, it seems that nobody does network based game hacking anymore. I don't understand why not... it's an easy way to pick up player locations, teams, and vectors for an aimbot... such are my plans for JO.
- Ullman
I think PE Hacks R more difficult cause there R not too many tutorials. And the good software is hard to get or expensive. (I liked Iris)
Ullman
23rd August 2004, 21:50
I think PE Hacks R more difficult cause there R not too many tutorials. And the good software is hard to get or expensive. (I liked Iris)
I would agree that they are more difficult, but not because of the lack of tutorials or lack of good inexpensive software. I would say that they are more difficult because when you look at assembly or memory, it has a context... there is a very specific meaning assigned to what you see. The same goes for packets, but the difference is that the packets' context or meaning isn't always as easy to determine. When you look at program code, you have everything you need to know how it works(assuming you know how to program). When looking at the packets, that knowledge of how it works must be learned for each and every game.
As for cheap software, try tcpdump in Linux.... it's pretty powerful. Remember, you don't have to run the packet capturing software on the same system running the game... in fact, it's often easier not to.
Also, packet editing hacks don't necessarily have to run on the same computer as the game either.... it's harder to detect if it isn't run on the same system(assuming the cheat itself isn't something super-obvious like flying). Immagine trying to catch an aimbot that works off of packet editing... everything the aimbot sends to the server(if the aimbot is programmed well) would be formatted exactly the same as any other player would format it... no colored skins or extra process on the gamer's system to look for... no hooks, nothing. Even the player's display could look exactly the same as any other player as long as the aimbot has a reasonably decent targeting algorithm.
They definately are harder to accomplish, but if it's feasible to figure out, the tradeoff of difficulty can be very much worth it. Especially for a game that is PB enabled.
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.