[3.1.2] Some Changes...Few Static updates... menu

User Tag List

Page 5 of 8 FirstFirst 12345678 LastLast
Results 61 to 75 of 107
  1. #61
    amadmonk's Avatar Active Member
    Reputation
    124
    Join Date
    Apr 2008
    Posts
    772
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Wouldn't they detect speedhacks serverside (based on motion prediction)?

    I don't know anything about WoW's motion code, but that's what I would do.

    [3.1.2] Some Changes...Few Static updates...
  2. #62
    BoogieManTM's Avatar Active Member
    Reputation
    52
    Join Date
    May 2008
    Posts
    193
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by amadmonk View Post
    Wouldn't they detect speedhacks serverside (based on motion prediction)?

    I don't know anything about WoW's motion code, but that's what I would do.
    that's A LOT of checks for a server to be doing all the time. I would hope they at least have something in there, but i doubt they have anything all the time. Just too many packets to be checking all of them, especially when there are so many legit speed modifiers you have to factor in as well.

  3. #63
    namreeb's Avatar Legendary

    Reputation
    658
    Join Date
    Sep 2008
    Posts
    1,023
    Thanks G/R
    7/215
    Trade Feedback
    0 (0%)
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    Curious if I'm doing this right. Can anyone confirm that the new address for Lua_Register is 0x00499990?
    Last edited by namreeb; 05-22-2009 at 04:13 AM.

  4. #64
    SKU's Avatar Contributor
    Reputation
    306
    Join Date
    May 2007
    Posts
    565
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bierstud View Post
    Curious if I'm doing this right. Can anyone confirm that the new address for Lua_Register is 0x00499990?
    Yup, correct.

  5. #65
    RoKFenris's Avatar Member
    Reputation
    16
    Join Date
    Jun 2008
    Posts
    69
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by BoogieManTM View Post
    that's A LOT of checks for a server to be doing all the time. I would hope they at least have something in there, but i doubt they have anything all the time. Just too many packets to be checking all of them, especially when there are so many legit speed modifiers you have to factor in as well.
    It shouldn't be that hard (they just have to be cautious to not use the ban hammer on people hit by legitimate lag spikes), and they just updated the hardware on a whole bunch of servers - maybe one side effect of that update was to have enough spare computing power to enable extra server-side checks.

  6. #66
    Robske's Avatar Contributor
    Reputation
    305
    Join Date
    May 2007
    Posts
    1,062
    Thanks G/R
    3/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by BoogieManTM View Post
    that's A LOT of checks for a server to be doing all the time. I would hope they at least have something in there, but i doubt they have anything all the time. Just too many packets to be checking all of them, especially when there are so many legit speed modifiers you have to factor in as well.
    Truth, I've tried out several private servers with "anti-speedhack code" but as a result, mages DC on blink.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  7. #67
    SKU's Avatar Contributor
    Reputation
    306
    Join Date
    May 2007
    Posts
    565
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RoKFenris View Post
    It shouldn't be that hard (they just have to be cautious to not use the ban hammer on people hit by legitimate lag spikes), and they just updated the hardware on a whole bunch of servers - maybe one side effect of that update was to have enough spare computing power to enable extra server-side checks.
    Wintergrasp.

  8. #68
    garkeinplan's Avatar Member
    Reputation
    7
    Join Date
    Aug 2007
    Posts
    13
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    0x012CBCD4 LastHardwareAction
    0x0046C5E0 InputEvent

    override LastHardwareAction with InputEvent for AntiAFK.

    0x00A45D2C Login_State ( 0x16 for Login Screen, 0x4 for Charselect, 0x5 for Auth failed more not checked. On entering World its 0x16 too )

    0x012A75C0 Game_State ( returns an String with "login" for Login Screen and "charselect" for Charselect Screen. On entering World its "charselect" too )

  9. #69
    numinis's Avatar Member
    Reputation
    1
    Join Date
    Mar 2009
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by garkeinplan View Post
    0x012CBCD4 LastHardwareAction
    0x0046C5E0 InputEvent

    override LastHardwareAction with InputEvent for AntiAFK.

    0x00A45D2C Login_State ( 0x16 for Login Screen, 0x4 for Charselect, 0x5 for Auth failed more not checked. On entering World its 0x16 too )

    0x012A75C0 Game_State ( returns an String with "login" for Login Screen and "charselect" for Charselect Screen. On entering World its "charselect" too )
    thx mate this helped me a lot

  10. #70
    Nesox's Avatar ★ Elder ★
    Reputation
    1280
    Join Date
    Mar 2007
    Posts
    1,238
    Thanks G/R
    0/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by garkeinplan View Post
    0x012CBCD4 LastHardwareAction
    0x012A75C0 Game_State ( returns an String with "login" for Login Screen and "charselect" for Charselect Screen. On entering World its "charselect" too )
    0x012A75C0 that's the last gluescreen used

  11. #71
    namreeb's Avatar Legendary

    Reputation
    658
    Join Date
    Sep 2008
    Posts
    1,023
    Thanks G/R
    7/215
    Trade Feedback
    0 (0%)
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by SKU View Post
    Yup, correct.
    Great! That's encouraging. Another question: has the structure of the client cache db changed? I've repeated my rather primitive attempt to locate 'RegisterBase_ClientDB' only to wind up outside of the .text section of memory, and into a section that is pretty much all zerod.

  12. #72
    ramey's Avatar Member
    Reputation
    45
    Join Date
    Jan 2008
    Posts
    320
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bierstud View Post
    Great! That's encouraging. Another question: has the structure of the client cache db changed? I've repeated my rather primitive attempt to locate 'RegisterBase_ClientDB' only to wind up outside of the .text section of memory, and into a section that is pretty much all zerod.
    Yes, as far as I know it has changed.

  13. #73
    Nesox's Avatar ★ Elder ★
    Reputation
    1280
    Join Date
    Mar 2007
    Posts
    1,238
    Thanks G/R
    0/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

  14. #74
    namreeb's Avatar Legendary

    Reputation
    658
    Join Date
    Sep 2008
    Posts
    1,023
    Thanks G/R
    7/215
    Trade Feedback
    0 (0%)
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Nesox View Post
    Code:
    sCurMgr = [[1139F80h] + 2C34h]
    pDevice = [[0x13C290] + 0x38A8]
    
    DXEndScene   = [[[[0x113C290] + 0x38A8]] + 42 * 4]
    DXBeginScene = [[[[0x113C290] + 0x38A8]] + 41 * 4]
    
    CastSpellByID:0x004C4E90
    ClickToMove:0x005AFA80
    g_ClientConnection:0x01139F80
    g_ClientConnection_offset:0x00002C34
    GetSpellIdByName:0x006FF3D0
    GetTimeStamp:0x0046E580
    InputControl_ClassPointer:0x0113F8E4
    InputControl_SetFlags:0x00691A10
    Lua_ToInteger:0x0091AC7C
    Lua_DoString:0x0049AB60
    Lua_ProtectionCheck:0x006E4500
    SetFacing:0x005AFA10
    UpdateModel:0x005C1C30
    Ill add some more later
    Excellent! +rep for you!
    Last edited by namreeb; 05-22-2009 at 05:18 PM.

  15. #75
    namreeb's Avatar Legendary

    Reputation
    658
    Join Date
    Sep 2008
    Posts
    1,023
    Thanks G/R
    7/215
    Trade Feedback
    0 (0%)
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    PlayerBase was given in this thread as:

    Originally Posted by LegacyAX View Post
    Code:
    PlayerBase   :    0x010BD5F4
    And the offsets for position were given as:

    Originally Posted by lolk2 View Post
    I just tested on a trial account. I am getting banned for modifying one or more of the following playerbase offset addresses:


    X=0x798
    Y=0x79C
    Z=0x7A0
    Movestate=0x7CC
    Question 1: Is the value at the offset for Z supposed to be the actual float value, or a pointer to it?

    Question 2: I tried to answer this myself by writing my function for both cases and comparing to the value I get from the VMT function. Neither works! What am I doing wrong here?

    In the case of the offset containing the actual float value, my code is:

    Code:
    		WOWPOS pos;
    		float z;
    
    		_asm
    		{
    			mov eax, dword ptr ds:[0x010BD5F4 + 0x7A0]
    			mov z, eax
    		}
    
    		GetCurMgr()->GetLocalPlayer()->GetPosition(pos);
    		DBGLOG("z from class: " << std::dec << pos.Z);
    		DBGLOG("z from mem  : " << std::dec << z);
    Case #2, the offset containing a pointer to the Z value:

    Code:
    		WOWPOS pos;
    		float *z;
    
    		_asm
    		{
    			mov eax, dword ptr ds:[0x010BD5F4 + 0x7A0]
    			mov z, eax
    		}
    
    		GetCurMgr()->GetLocalPlayer()->GetPosition(pos);
    		DBGLOG("z from class: " << std::dec << pos.Z);
    		DBGLOG("z from mem  : " << std::dec << *z);
    Yet both give me bogus values. Have I made a mistake somewhere, or are these values possibly incorrect?

Page 5 of 8 FirstFirst 12345678 LastLast

Similar Threads

  1. Replies: 21
    Last Post: 10-03-2008, 12:12 AM
  2. [Release] Some Changes from Tigu :P
    By Tigurius in forum WoW Advanced Model Edits
    Replies: 6
    Last Post: 09-25-2008, 11:31 PM
  3. Replies: 4
    Last Post: 06-26-2008, 02:20 AM
  4. Some change request
    By Farek in forum WoW ME Questions and Requests
    Replies: 6
    Last Post: 10-01-2007, 01:15 AM
  5. Some changes that need to be done offering gold
    By Fisherpwn in forum WoW ME Questions and Requests
    Replies: 7
    Last Post: 07-27-2007, 10:01 PM
All times are GMT -5. The time now is 10:06 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search