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Recognition Newbie cheater
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Joined: 09 Feb 2008 Posts: 15
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Posted: Sat Feb 16, 2008 2:40 pm Post subject: Online game hacking |
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Is it possible that a game using DMA is updating pointers like every second or every few seconds?-If so, then how to beat it??
Can it be that the values for something like health are saved both server- and client-side?
Coz what i did is: I hacked my experience in the game but didnt get a lvl up untill my real xp was enough to get a lvl up(by killing monsters that is...), but then i had that level that my hacked experience value would give me.
But when i restart the game my values a and my level for that matter is reset to the one it would originally be.(eg i cheat to lvl 100 and kill some monsters. but when i restart the game i only have the xp the killed monsterswould give me.)
Another question of me is how to find build time in strategie games - you can also add other techniques to find more difficult things in games(or in whatever )
Thanks Recognition
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Monkeys I post too much
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Joined: 20 Jul 2006 Posts: 2411
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Recognition Newbie cheater
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Joined: 09 Feb 2008 Posts: 15
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Posted: Sat Feb 16, 2008 4:07 pm Post subject: |
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| Monkeys wrote: | The pointers changing every minute will probably be just code shifting, or pointers to pointers.
And if something's stored on the server and you can see it on your client it's always both sides. (duh ;p)
But about the level thing: the changes you saw weren't real, that even occured because all the server did was tell your client "Level up", instead of "Level up to #" and your client thus looked at your experience to know what level it should show
Nice story hé
About the build in time: Not really easy to find, it would mean you'd have to change levels to find it, often causing the adresses to jump thus meaning your previous scan is useless. |
Well then is there a way around that code shifting??
So i guess if i change a value and it gets reset its serversided right?
And what about the thing with the exp and the level: The server sends me a lvl up message and gets the info to which lvl i got from my client however when i restart the game things are normal again, how can that be?i mean i like run around with a lvl 100 char and it gets saved like a lvl 3 char .Is this normal or has this again to do with serversided information saving or sth like that?
-Rec
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Monkeys I post too much
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Joined: 20 Jul 2006 Posts: 2411
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Recognition Newbie cheater
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Joined: 09 Feb 2008 Posts: 15
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Posted: Sun Feb 17, 2008 7:58 am Post subject: |
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| Monkeys wrote: | Well, about the leveling thing, the server always knew you were just 3.
Basicly after gaining the needed experience to level, the server changed your data and set it to "level 3", but only told the client to "level up", so the client checks the data it has (your exp) and concludes "level up" = "level 100", even though you're not really 100.
And code shifting can be solved by finding pointers to pointers aka multi-level pointers.
Highest level pointer I ever had was lvl 6 ^^ |
Okay great, so i can just normally search the base pointer or let ce search it and things should be EZ right?
Btw another thing: You wrote the package sniffer tut didn't you? Would it be possible to use the packages to send the server that i gain exp and he letz me lvl up if i find the right adresses/values?
Thanks for hlp
-Rec
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Monkeys I post too much
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Joined: 20 Jul 2006 Posts: 2411
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Posted: Sun Feb 17, 2008 9:06 am Post subject: |
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EZ?
And yeah, finding pointers to pointers can be done with CE, or manually the same way you search for pointers to adresses.
Indeed I did write the tut, and it COULD be possible, but probably isn't.
Each game uses different ways of sending client/server data. In some games it's possible, in some it isn't.
Just look in the packets the client SENDS if it says anything about the exp.
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