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helphack1 How do I cheat? Reputation: 1
Joined: 07 Aug 2011 Posts: 6
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SF I'm a spammer Reputation: 119
Joined: 19 Mar 2007 Posts: 6028
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Posted: Sun Aug 07, 2011 7:41 pm Post subject: |
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What game is it?
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helphack1 How do I cheat? Reputation: 1
Joined: 07 Aug 2011 Posts: 6
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Posted: Sun Aug 07, 2011 7:52 pm Post subject: hi |
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I'm not allowed to tell this forum doesn't support hacking i found a loophole by asking for general knowledge. " maybe i can pm u it how do i do that XD i just joined today.
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atom0s Moderator Reputation: 199
Joined: 25 Jan 2006 Posts: 8518 Location: 127.0.0.1
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Posted: Sun Aug 07, 2011 10:05 pm Post subject: |
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If its server sided protection you wont be able to do anything. (Without doing illegal things.) Sounds more or less so like you are having an issue with position syncing on the server and getting disconnected if your predicted position isn't within a given limit.
This is not something you can bypass if it is synced on the server.
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helphack1 How do I cheat? Reputation: 1
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gaming04 Expert Cheater Reputation: 0
Joined: 06 Dec 2010 Posts: 186
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Posted: Sun Aug 07, 2011 11:27 pm Post subject: Re: hi |
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helphack1 wrote: | Where there's a will there's a way one can nudge a server to do exactly as he wants but indirectly. |
Only to an extent, will your lies take you.
Anyways, if you want to start telling the server lies from the client, you will need to play with packet editing. Memory editing works too, but like I said, your lies only take you so far. Memory editing can only handle on what data you choose to send and receive--which is 10 times harder than packet editing, until you emulate the process.
Anyways, you are asking for server messaging information and that is too far beyond single player games. No need to ask anymore, I say.
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Answer to your question: ...how do i not get the disconnected message ...?
Your packet has mismatching data when being checked at the server-side. I won't tell you how to work around this, though. Handling server messaging belongs to multiplayer gaming, exclusively.
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atom0s Moderator Reputation: 199
Joined: 25 Jan 2006 Posts: 8518 Location: 127.0.0.1
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helphack1 How do I cheat? Reputation: 1
Joined: 07 Aug 2011 Posts: 6
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Posted: Mon Aug 08, 2011 7:09 am Post subject: Re: hi |
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gaming04 wrote: | helphack1 wrote: | Where there's a will there's a way one can nudge a server to do exactly as he wants but indirectly. |
Only to an extent, will your lies take you.
Anyways, if you want to start telling the server lies from the client, you will need to play with packet editing. Memory editing works too, but like I said, your lies only take you so far. Memory editing can only handle on what data you choose to send and receive--which is 10 times harder than packet editing, until you emulate the process.
Anyways, you are asking for server messaging information and that is too far beyond single player games. No need to ask anymore, I say.
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Answer to your question: ...how do i not get the disconnected message ...?
Your packet has mismatching data when being checked at the server-side. I won't tell you how to work around this, though. Handling server messaging belongs to multiplayer gaming, exclusively. |
"only to an extent, will your lies take u"Wow i like that saying for some reason. Anyway hacking a server is illegal controlling whats sent to a server is my opinion cheating but not illegal. Hmm mismatching data u say i believe i can fix that.thx for the indirect answer. Not looking for answers just clues.
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Geri Moderator Reputation: 111
Joined: 05 Feb 2010 Posts: 5636
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Posted: Mon Aug 08, 2011 7:27 am Post subject: |
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In theory of course you can send any packet to the server but it doesn't mean it will accept it. For example you send a packet that you have got 9999999999999999999999999999 gold but it is not possible to gain more than 100 gold at once so the server will not accept a higher value. And then it is screwed. A well configured server will not accept unlikely data, even if you can send it to it and the encryption is ok.
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AhMunRa Grandmaster Cheater Supreme Reputation: 27
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Posted: Mon Aug 08, 2011 9:04 am Post subject: |
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Sending a packet like that to a game server outside the games client could be considered a felony in many countries. That implicitly falls under Computer Fraud and Abuse Act. http://en.wikipedia.org/wiki/Computer_Fraud_and_Abuse_Act
Whether or not they would prosecute if you were found out, I can't say but I highly doubt it.
To touch on what Geri mentions the packet you sent may have been rejected by the server due to the server not expecting it.
Read up on the TCP and UDP protocols.
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SimonSaysHack How do I cheat? Reputation: 0
Joined: 01 Sep 2011 Posts: 2
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XSV GTH Moderator Reputation: 9
Joined: 12 Oct 2005 Posts: 1007 Location: USA
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Posted: Fri Sep 02, 2011 11:31 am Post subject: |
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AhMunRa wrote: | Sending a packet like that to a game server outside the games client could be considered a felony in many countries. That implicitly falls under Computer Fraud and Abuse Act. http://en.wikipedia.org/wiki/Computer_Fraud_and_Abuse_Act
Whether or not they would prosecute if you were found out, I can't say but I highly doubt it.
To touch on what Geri mentions the packet you sent may have been rejected by the server due to the server not expecting it.
Read up on the TCP and UDP protocols. |
Best response here.
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helphack1 How do I cheat? Reputation: 1
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Slugsnack Grandmaster Cheater Supreme Reputation: 71
Joined: 24 Jan 2007 Posts: 1857
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Posted: Sun Sep 04, 2011 5:05 am Post subject: |
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tcp and udp is completely irrelevant. i don't know why the hell anyone would bring that up.
the reason you're getting disconnected is most likely one of 2 reasons:
1) the data you sent is deemed too unlikely by the server (for example if you moved 100000 pixels in one tick, it's an obvious lie). the server may have done some sort of detection for this and disconnected you in return
2) the packet you have sent was not accepted because you did not update the header for timestamp, packet number, etc. so it was deemed invalid.
there has been a lot of BS and misinformation in this thread so far from people not knowing what they're talking about and acting like they do.
it is critical for you to understand how a game works and then that will help you figure out why things aren't working. let me give you a brief overview. in most games, it follows a model that goes something like this:
- we have a server: this server holds the 'world state' of most things about the game. the game is all about changing this 'state' to be favourable to you. from a legitimate point of view, the server allows certain changes by listening to certain packets which instruct it to do certain things. (eg. i won 100 gold, my client sends packet to server telling it this and the server updates the state to reflect that)
- we have n clients: all the clients interact with the server with a predetermined protocol. by protocol i don't mean at the udp/tcp level but from a packet descriptor/content level. the server is only going to accept and act upon packets received that are in a certain format with certain data at expected places
so you have to think how this all works. when your client receives input, (like a key down), it translates that to some sort of game event. if that game event results in a change of world state, it sends a corresponding packet to the server. that packet is most likely not only contains the information necessary to notify the server what has happened but also unique information, like timestamps, etc. when the server receives the packet, it can choose to act upon it, most likely performing some sort of validation first to see if it seems legitimate.
from this, you can probably see there are actually several places you could hook. in fact, it's probably smarter to hook the game events instead and let the client deal with all the timestamping, encryption, etc. that's why most packet editors for games will hook the game 'api' or functions which are wrapping the networking functions. how to find these is generally a case of reverse engineering and you must have a certain competence with the assembly language to do so.
this is all general and only one model which games follow. another common model allows certain information to be stored by a 'master' or 'key-holder' of a game. for example, in FPS games or games which have 'rooms', this is often the case. in this case, that person's computer acts sort of like the server in some senses, holding a lot of the 'room state' information. which is why some hacks require you to be key-holder to perform.
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helphack1 How do I cheat? Reputation: 1
Joined: 07 Aug 2011 Posts: 6
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Posted: Sun Sep 04, 2011 6:55 am Post subject: |
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Slugsnack wrote: | tcp and udp is completely irrelevant. i don't know why the hell anyone would bring that up.
the reason you're getting disconnected is most likely one of 2 reasons:
1) the data you sent is deemed too unlikely by the server (for example if you moved 100000 pixels in one tick, it's an obvious lie). the server may have done some sort of detection for this and disconnected you in return
2) the packet you have sent was not accepted because you did not update the header for timestamp, packet number, etc. so it was deemed invalid.
there has been a lot of BS and misinformation in this thread so far from people not knowing what they're talking about and acting like they do.
it is critical for you to understand how a game works and then that will help you figure out why things aren't working. let me give you a brief overview. in most games, it follows a model that goes something like this:
- we have a server: this server holds the 'world state' of most things about the game. the game is all about changing this 'state' to be favourable to you. from a legitimate point of view, the server allows certain changes by listening to certain packets which instruct it to do certain things. (eg. i won 100 gold, my client sends packet to server telling it this and the server updates the state to reflect that)
- we have n clients: all the clients interact with the server with a predetermined protocol. by protocol i don't mean at the udp/tcp level but from a packet descriptor/content level. the server is only going to accept and act upon packets received that are in a certain format with certain data at expected places
so you have to think how this all works. when your client receives input, (like a key down), it translates that to some sort of game event. if that game event results in a change of world state, it sends a corresponding packet to the server. that packet is most likely not only contains the information necessary to notify the server what has happened but also unique information, like timestamps, etc. when the server receives the packet, it can choose to act upon it, most likely performing some sort of validation first to see if it seems legitimate.
from this, you can probably see there are actually several places you could hook. in fact, it's probably smarter to hook the game events instead and let the client deal with all the timestamping, encryption, etc. that's why most packet editors for games will hook the game 'api' or functions which are wrapping the networking functions. how to find these is generally a case of reverse engineering and you must have a certain competence with the assembly language to do so.
this is all general and only one model which games follow. another common model allows certain information to be stored by a 'master' or 'key-holder' of a game. for example, in FPS games or games which have 'rooms', this is often the case. in this case, that person's computer acts sort of like the server in some senses, holding a lot of the 'room state' information. which is why some hacks require you to be key-holder to perform. |
Thank u.
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