[Planetside 2] Teleport & Below Ground Hack menu

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  1. #46
    cdgalexander's Avatar Private
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    Heres what was happening to me; I'd launch your program, run to a secluded spot, hit -, and either I'd go down, nothing and your program still runs saying everything is fine and reports a change in my position despite there not being on, or it throws the error I posted above and closes your program. If it doesn't work or it errors out, I restart it and try again and either it will or wont work. Sometimes it works for 30+ min other times it works for 1 min and I'm stuck in the ground.

    [Planetside 2] Teleport & Below Ground Hack
  2. #47
    Cypher's Avatar Kynox's Sister's Pimp
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    Hmm okay. Sounds like it might just be an issue with the pointer(s) being used. I must admit, I had to hack together the latest update pretty quickly.

    Any volunteers to find a more reliable way to get at the data?

  3. #48
    Sylic's Avatar Banned
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    Originally Posted by Cypher View Post
    Hmm okay. Sounds like it might just be an issue with the pointer(s) being used. I must admit, I had to hack together the latest update pretty quickly.

    Any volunteers to find a more reliable way to get at the data?
    Heya Cypher,

    First off thanks for making this free pew pew hax ofc

    Second off i already posted what i get error wise i'll explain in more detail.

    I start PS2 and login on to my NC char. Then when i'm in the spawning tube i ALT+TAB and put the hack on.
    On rare occasion it worked for like 3 ticks (could get up a small bit) but then the DOS window gives me the error message.
    Most of the time the second i press a key ( + or - ) it give the error right away.
    Language is on EN.

    Error!
    src\memory\memory\detail\protect_region.cpp(25): Throw in function unsigned long __cdecl hadesmem::detail::Protect(const class hadesmem::Process &,const struct _MEMORY_BASIC_INFORMATION &,unsigned long)
    Dynamic exception type: class boost::exception_detail::clone_impl
    std::exception::what: Unknown exception
    [struct hadesmem::TagErrorCodeWinLast *] = 487
    [struct hadesmem::TagErrorString *] = VirtualProtectEx failed.

    Thanks!

  4. #49
    cdgalexander's Avatar Private
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    If I had any idea of how to help I would ;_;

  5. #50
    GliderPro's Avatar Member
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    Originally Posted by Cypher View Post
    Hmm okay. Sounds like it might just be an issue with the pointer(s) being used. I must admit, I had to hack together the latest update pretty quickly.

    Any volunteers to find a more reliable way to get at the data?
    Since the values you are fiddling with are in the PhysX library I was thinking about hooking PxCreateControllerManager and exploiting PxController::move(). The anti-debug crap and RL have made me lose interest in PS2 lately. I may experiment with it some more this weekend though.

    virtual PxU32 PxController::move ( const PxVec3 & disp,
    PxF32 minDist,
    PxF32 elapsedTime,
    const PxControllerFilters & filters,
    const PxObstacleContext * obstacles = NULL
    ) [pure virtual]

    Moves the character using a "collide-and-slide" algorithm.


    Parameters:
    [in] disp Displacement vector
    [in] minDist The minimum travelled distance to consider. If travelled distance is smaller, the character doesn't move. This is used to stop the recursive motion algorithm when remaining distance to travel is small.
    [in] elapsedTime Time elapsed since last call
    [in] filters User-defined filters for this move
    [in] obstacles Potential additional obstacles the CCT should collide with.

    Returns:
    Collision flags, collection of PxControllerFlag

  6. #51
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by GliderPro View Post
    Since the values you are fiddling with are in the PhysX library I was thinking about hooking PxCreateControllerManager and exploiting PxController::move(). The anti-debug crap and RL have made me lose interest in PS2 lately. I may experiment with it some more this weekend though.

    virtual PxU32 PxController::move ( const PxVec3 & disp,
    PxF32 minDist,
    PxF32 elapsedTime,
    const PxControllerFilters & filters,
    const PxObstacleContext * obstacles = NULL
    ) [pure virtual]

    Moves the character using a "collide-and-slide" algorithm.


    Parameters:
    [in] disp Displacement vector
    [in] minDist The minimum travelled distance to consider. If travelled distance is smaller, the character doesn't move. This is used to stop the recursive motion algorithm when remaining distance to travel is small.
    [in] elapsedTime Time elapsed since last call
    [in] filters User-defined filters for this move
    [in] obstacles Potential additional obstacles the CCT should collide with.

    Returns:
    Collision flags, collection of PxControllerFlag
    I was going to hook the PhysX library originally, but I'm pretty sure that there's some .text segment checksums being done and I cbf (I don't play the game anymore, it got boring too fast). I might look into it again once they "fix" the game a bit (up the anti-cheat, improve the perf, make the game feel less 'grindy', etc), but probably not for a little while. I'm focusing on my new job, and my new place still has no internet. Apparently my case has been 'escalated', but I think they just wanted to get rid of me. Moving is awesome. /sigh

  7. #52
    GliderPro's Avatar Member
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    I've been digging into the anti-cheat stuff. You can attach a debugger to PS2 while it is sitting on the character selection screen. When you log in you get a single step exception right as the world finishes loading. Passing this exception to the application crashes it. Swallowing the exception causes a few more exceptions and eventually PS2 hangs.

    Using Da_Teach's anti-anti-debug hack which prevents the ThreadHideFromDebugger from being set causes a slight change in behavior but ultimately PS2 crashes as well. Still scratching my head on this.

  8. #53
    KateGamer's Avatar Private
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    does this planetside 2 hacks work?

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