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Originally Posted by
everknown
Hey Maper, For some weird reason when i started using Mercury Trading tool along with Exmap, it randomly crashes Exmap then followed by the game. Is it possible for you to look into this?
I can take a look at it. I'm not familiar with the tool, but if it also hooks any of the packet functions then there may be a conflict there.
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Post Thanks / Like - 2 Thanks
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Member
It's really nice. Thanks. Wish it was more passive like a proxy and not attaching like a debugger. I remember ShowEQ would sniff the network and could even be run on a separate machine. For noobs like me, it'd be great if it showed the exits and labelled them. But I guess that's not easy to do by looking just at packets.
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Originally Posted by
satbuster
It's really nice. Thanks. Wish it was more passive like a proxy and not attaching like a debugger. I remember ShowEQ would sniff the network and could even be run on a separate machine. For noobs like me, it'd be great if it showed the exits and labelled them. But I guess that's not easy to do by looking just at packets.
Thanks for the kind words!
Path of Exile's network traffic is encrypted, so it's much easier to grab the traffic before the encryption is applied (or after it's removed) rather than in transit, in my opinion.
I wish I could show specifically labelled exits but that information doesn't get sent down to the client until you're within a specified range. It's definitely possible to predict where they are based on the level generation, though. I don't know how much work it would be.
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Can’t we just grab the encryption/decryption key from the function?? And see what function they use to encrypt/decrypt their traffic and we also use that??
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Member
It can be done, but to grab the key you need to hook into process through same debugger.
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Isn’t it safer to hook it one time and grab the key rather than continuous hooks and grab the encrypted packets....
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Member
Patrially. Cheat engine hooks into memory just a fraction of time, for example, but enough to be detected. Can't tell if its true, though.
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Member
I imagine if you were clever enough to find the code segment that encrypts and decrypts the payload then you ought to be able to steal that code and embed it in a proxy, no?
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We also needs a key.... encryption key...
In theory...
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Active Member
Hello guys, I'm not into coding stuff etc. I have almost no idea what are you talking about but i want to ask, why you do this? on what purpose? Is it something like resources for new hacks, cheats?
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Originally Posted by
satbuster
I imagine if you were clever enough to find the code segment that encrypts and decrypts the payload then you ought to be able to steal that code and embed it in a proxy, no?

I prefer the current method as it gives access to the game code, which is helpful for things like how the user is interacting with the client (packets are not necessarily sent for this), what is drawn, etc. If you run a proxy, you will have to handle things like reconnect logic and instance transition yourself, and reverse engineer the protocol enough that you fully understand how those things are implemented. It would be a significant undertaking to implement something like a maphack by using a proxy. You would have to implement your own way of drawing it, not to mention the fact that likely only the map type and seed are shared by the server through packets, meaning you would have to implement the game's level generation code to generate what the map looked like.
I think the idea of a proxy-based hack is cool but it is way, way overkill given the current state of the anti-cheat in the game. That said, part of the reason I released information about the packet handlers and an API for them is so that if someone wants to explore a wild idea like that, they can!
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Originally Posted by
maper
I prefer the current method as it gives access to the game code, which is helpful for things like how the user is interacting with the client (packets are not necessarily sent for this), what is drawn, etc. If you run a proxy, you will have to handle things like reconnect logic and instance transition yourself, and reverse engineer the protocol enough that you fully understand how those things are implemented. It would be a significant undertaking to implement something like a maphack by using a proxy. You would have to implement your own way of drawing it, not to mention the fact that likely only the map type and seed are shared by the server through packets, meaning you would have to implement the game's level generation code to generate what the map looked like.
I think the idea of a proxy-based hack is cool but it is way, way overkill given the current state of the anti-cheat in the game. That said, part of the reason I released information about the packet handlers and an API for them is so that if someone wants to explore a wild idea like that, they can!

I wonder how can u create a maphack with current implementation of packet-logger.
I mean modify the packets coming into the system....or what....
Last edited by GameHelper; 01-15-2018 at 03:12 PM.
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Originally Posted by
zaafar
I wonder how can u create a maphack with current implementation of packet-logger.
I mean modify the packets coming into the system....or what....
The current maphack doesn't use packets, the packet logger is just an extra feature added on.
Unless you're just saying hypothetically - in that case, it would probably be possible to use the map seed to figure out how the level is generated and draw that. But that would not be easy.
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Originally Posted by
maper
The current maphack doesn't use packets, the packet logger is just an extra feature added on.
Unless you're just saying hypothetically - in that case, it would probably be possible to use the map seed to figure out how the level is generated and draw that. But that would not be easy.
Yes, hypothetically.
So ur saying map is generated/drawn locally, we only get seed from the server,
In that case I wonder how many layout exists of a single map....and what if he can correlate pre saved layouts with seed values....
Looks like a bunch of maps layout we can save and
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Originally Posted by
zaafar
So ur saying map is generated/drawn locally, we only get seed from the server,
I don't know for sure, to be honest. I haven't looked at level generation in that much detail. It would make sense if this was true, though. I would only expect the client would need the map's random seed as well as maybe a reference to which tileset(s) to use for generation. Things like enemies, bosses, chests, etc will be sent as entity updates as you get close to them so the game client doesn't need to know about them during level generation.