View Full Version : Independent c++ Unreal Engine SDK For AA 2.1 Alpha 0.3.zip
temp2
29th September 2004, 12:47
Independent c++ Unreal Engine SDK For AA 2.1 Alpha 0.3.zip
This will be an incremental release containing just the contents of the UT\agp_2.1\inc directory. These .h’s have reverse engineered classes fully merged with demangled dll exports. It may be possible to dispense with the UT 432 public headers for certain engine interfacing development though this will require a virgin CoreClasses.h i.e one which has not had conflicting prototypes hand commented out by me.
Full intergration of demangled exports and reverse engineered classes.
Structs are either classes or structs as they should be
Process event call methodology fixed.
If you are already in the Alpha email temp1290@hotmail.com with your development status, any fixes you think need making to 0.2 and telling me the email address you want the 0.3.zip (289K) sent to (I will assume return-to if this is not indicated). Remember no hotmail or gmail accounts accept zip’s. Expected mailout on Saturday morning GMT+10
Let the coding begin!
eRayZor
29th September 2004, 13:42
This kind of coding is senseless since an injection in armops.exe will be caught by MD5 scans
stnrob88
29th September 2004, 14:11
nice btw im wrkin on gettin the 2k4 stuff...could u release an alpha of the 2k4
gil
29th September 2004, 14:19
You're doing great temp2 ;)
I'm waiting for the first engine hack to be released, though it wont be smart before 2.2 .
oscardrew
29th September 2004, 14:24
This in memory i believe, so...
temp2
29th September 2004, 14:43
This kind of coding is senseless since an injection in armops.exe will be caught by MD5 scans
It's your post that is senseless. How the f*ck will an MD5 of the armyops.exe file indicate a stealthy injection into memory? On second thoughs please don't answer that its bound to get me annoyed with your stupidity.
nice btw im wrkin on gettin the 2k4 stuff...could u release an alpha of the 2k4
I nearly hired UT2004 last weekend to get the header generator working on it.
If I manage to figure out how delegate functions and stub returns should be coded in the headers (I have them pretty much figured out I just have to implement) and fix Object Iterator it’s a certainty that I will port it first onto UT2004. Any requests after that? I'm thinking Devestation; because it too was based on 2110 and has plenty of development documentation to correlate to (+ you can pick up a game damned cheap).
I doubt anyone will get much of a functional aimbot working for 2.1 (indeed with so many undetected hacks is it worth it). 2.2 is however another story.... certainly quite a few people are kitted up ...
Basic001
4th October 2004, 06:49
Okay, the only way I have found to contact you temp2 is the hotmail account in this post. I imagine you want it that way but just wanted to give you a heads up on the email I sent.
Shahrad
4th October 2004, 09:28
hey temp2 m8 sup, i have emailed oyu using all my accounts, if you could email me back woul dbe cool cheers
you knwo my NEW msn to add me by should you want to and my non-hotmail/gmail email
hope to recieve it soon, thnks for th Treat and hope to help you work with this and give kl feeedback and stuff
PseudoX
4th October 2004, 12:48
Independent c++ Unreal Engine SDK For AA 2.1 Alpha 0.3.zip
This will be an incremental release containing just the contents of the UT\agp_2.1\inc directory. These .h’s have reverse engineered classes fully merged with demangled dll exports. It may be possible to dispense with the UT 432 public headers for certain engine interfacing development though this will require a virgin CoreClasses.h i.e one which has not had conflicting prototypes hand commented out by me.
Full intergration of demangled exports and reverse engineered classes.
Structs are either classes or structs as they should be
Process event call methodology fixed.
If you are already in the Alpha email temp1290@hotmail.com with your development status, any fixes you think need making to 0.2 and telling me the email address you want the 0.3.zip (289K) sent to (I will assume return-to if this is not indicated). Remember no hotmail or gmail accounts accept zip’s. Expected mailout on Saturday morning GMT+10
Let the coding begin!
YOU ARE CODING AN ENGINE Hack Awww Chit .....
____ MPC Presents : The New God Of CHC Is Proudly Handed To Tempt2 . _____ Good Luck . You are the New Pimp hehehehe
Basic001
7th October 2004, 02:29
Thank you a ton temp2 for sending the SDK, I accidently hit cancle on the read recipt but I wanted you to know I got it. Thank you again!!
temp2
7th October 2004, 06:44
Plenty of people are now getting the SDK. If you have emailed temp1290@hotmail.com and provided an email address that can receive a 2mb .zip file with you should have the SDK. If not it's your problem and I'm not sorting it out.
The score is you email me on temp1290@hotmail.com, you get the SDK sent to you via the return to or the address you specify. I will also provide help as and when on issues related to development based upon the SDK on temp1290@hotmail.com. i.e send me the code or fragment and I will try and work out what is going wrong so that the SDK can be improved.
0.4 is well on the way and this will be another incremental release (i.e. you will need 0.2 as well). I doubt many new features will follow after 0.4 and will look to completing Example.cpp development.
0.4 current additional feature list. I will email out 0.4 probably on Sunday afternoon GMT+10 to those people who have asked for it via temp1290@hotmail.com.
Inhibit demangled definitions when a matching prototype exists for "class FName AGP_ClientForceNewClass;" == "AUTOGENERATE_NAME(ClientForceNewClass)"
Inhibit demangled definitions when a matching prototype exists for "void execSetBloom(struct FFrame &,void * const);" == "DECLARE_FUNCTION(execSetBloom);"
Deal with <>, () and ' with sorting demangled names
Add Class Flags
appMemcpy for structs, class, params...
Classify demangled residua
Comment out non native intrinsic functions
Correlate Fname's
Upgraded UnObjBas.h
First cut of delegate functions
First cut of sorting out returns from stub functions
FStringNoInit -> class FString
In addition a Native Devastation SDK is now available for aimbot development and I hope to obtain a copy of UT2004 for a port this weekend.
stnrob88
8th October 2004, 04:32
temp...i didnt get .3 ive emailed u wat uve asked y havent i gotten em? could u make sure i get .4? stnrob88@netscape.net
Arkan
8th October 2004, 06:23
""""This kind of coding is senseless since an injection in armops.exe will be caught by MD5 scans""""
Um, it would inject it into the memory not the files*** wouldnt change the md5
temp2
8th October 2004, 11:11
temp...i didnt get .3 ive emailed u wat uve asked y havent i gotten em? could u make sure i get .4? stnrob88@netscape.net
No. But you can make sure your email address can accept 2Mb files.
stnrob88
8th October 2004, 14:21
it can...or u no u can send out any .rar file to a gmail account? rusu.2k3.15@gmail.com
temp2
9th October 2004, 03:01
it can...or u no u can send out any .rar file to a gmail account? rusu.2k3.15@gmail.com
I will try .rar's. 0.4 will include an updated example.cpp which now can select the best target on the map... i.e it can iterate through all known Pawns finding their exact location.
Only things missing for a simple aimbot are:
Checking the best target is visable.
SetRotation()
Fire().
PlayerName="Recruit"
PawnRelated
NPC_Ambient SFhospital.NPC_Ambient6 100 (x=3953.203369,y=-2197.379883,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient4 100 (x=4232.177246,y=-2042.663818,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient0 100 (x=4032.951660,y=-2945.915527,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient8 100 (x=3304.788574,y=-3090.445557,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient14 100 (x=2293.108154,y=-1812.653687,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient24 100 (x=3365.710938,y=-2888.858887,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient22 100 (x=3462.366211,y=-2257.518799,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient10 100 (x=2665.623291,y=-2732.248535,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient2 100 (x=3273.994385,y=-1296.072021,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient19 100 (x=4488.318359,y=-2214.454834,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient1 100 (x=4724.856934,y=-1752.678833,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient13 100 (x=3878.840332,y=-1870.363647,z=280.557678)
NPC_Ambient SFhospital.NPC_Ambient3 100 (x=3910.366211,y=-1929.518799,z=278.557678)
NPC_Ambient SFhospital.NPC_Ambient11 100 (x=3872.490723,y=-4515.020996,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient18 100 (x=3679.589600,y=-3936.517334,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient15 100 (x=3947.085693,y=-3913.355469,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient20 100 (x=1799.532349,y=-4642.900879,z=56.557678)
NPC_Ambient SFhospital.NPC_Ambient12 100 (x=2363.085693,y=-4265.355469,z=56.557678)
NPC_Ambient SFhospital.NPC_Ambient16 100 (x=1805.490723,y=-1520.416992,z=22.557678)
NPC_Ambient SFhospital.NPC_Ambient17 100 (x=5646.149902,y=-1252.904907,z=24.557678)
NPC_Ambient SFhospital.NPC_Ambient9 100 (x=3611.311768,y=-757.564209,z=278.557678)
NPC_Ambient SFhospital.NPC_Ambient23 100 (x=3070.458008,y=-2702.379150,z=278.557678)
NPC_Ambient SFhospital.NPC_Ambient21 100 (x=4301.535156,y=-967.857239,z=278.557678)
AGP_Character SFhospital.AGP_Character0 87 (x=1304.435913,y=-1522.878174,z=15.350001)
That's health displayed as well as location...
gil
9th October 2004, 03:05
well, for now i only see requests.
People, i'm waiting for results ;)
temp2 gave you a silver spoon, now start spitting the food :D
stnrob88
9th October 2004, 05:45
well temp...i think i no of a way to hook those...we shall c ive been wrkin w osGB to get 2k4 var headers , which r nearly perfect...im not sure if it will wrk
Shahrad
9th October 2004, 11:01
thats cool both gmail RAR's and the new 0.4, Temp2 , if it does amnage to work, please email one to shahrad25@gmail.com, cheers and alo 0.4 sounds tight, cant wait to get it, although i might need 0.2, not sure though, woul di need 0.2??
temp2
9th October 2004, 15:08
0.4 may have the UT2004 Demo headers included ...
[X-File]
9th October 2004, 17:42
ownage@gazeta.pl
pls give me it!!!
temp2
13th October 2004, 14:24
Independent c++ Unreal Engine SDK For AA 2.1 Alpha 0.4.rar is now out and about (mailed Sunday) and hopefully people are now enjoying it. Example.cpp is much improved...
UT2004 did not make this cut and since it would de-focus me from AA:O support and require different manually modified core headers I don’t feel particularly interested in generating a port.
stnrob88
13th October 2004, 14:32
temp i would...is there anyway u could help me?...get me started
temp2
14th October 2004, 10:31
temp i would...is there anyway u could help me?...get me started
Render it's actually probably quite simple to get the generator working for UT 2004. I'm actually pretty sure what needs to be done it will just be a pain keeping more than one dll up to date and messing around getting Unclass.h, UnObjBas.h, UnClass.h correct. If you have got working a Unclass.h, UnObjBas.h and UnClass.h I'm prepared to compiler against them and see whet the generator produces.
stnrob88
14th October 2004, 14:49
uh...i dont understand wat ur sayin ur sayin maually modify core for 2k4 then the generator will wrk? ...i dont even have a full wrkin gen all i can get atm r the vars for each class...could u help me out? gimme a pointer or 2 :)... and if i did modify those then the plugin loader im wrkin on would also wrk but idk wat needs moddin
temp2
15th October 2004, 06:55
but idk wat needs moddin
Render the basic problem with getting a generator working is manually modifying the 432 Unclass.h, UnObjBas.h and UnClass.h files. If the basic components of those is not correct u r farked and will not get anywhere. My generator itself is now a quite complex bit of code correlating demangled dll function prototypes with the decomposed definitions shared between the native Unreal c++ code and UnrealScript. This has the nice benefit of also self validating vast sections of generator code.
Clearly the offests for variables in Unclass.h, UnObjBas.h and UnClass.h has changed from 432 to 2110. Devastation (another 2110 code drop game) header generation works as is but for UT2004 the generator currently does nothing. This may mean a simple modification has been made to Unclass.h, UnObjBas.h and UnClass.h by Epic (i.e. one variables offset has been changed). But it may also mean there are significant changes... Since I have limited time to devote to hacking I believe it is best spent further improving the generator as is for AA:O and getting the example.cpp working. I'm quite happy to port to UT2004 though if you've got a correct Unclass.h, UnObjBas.h and UnClass.h...
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