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[WZ Editing] Map.wz useful and important information!

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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Mon Nov 09, 2009 12:45 am

wafflemaster wrote:A hint about creating a new kind of wz vac: tile editing. It will create an effect similar to dEM. That's all I'm willing to say.

thx for the hint Razz
but i think i need a little bit more info for making a complete vac
Can you post some ffactual info about what the tiles exactly do? And wath kind of edits wont a/b.
I got some ideas about it and gonna try it first.

How can i mass edit all tilecoordinates to one place?

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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Wed Nov 11, 2009 6:31 am

Dami wrote:
wafflemaster wrote:A hint about creating a new kind of wz vac: tile editing. It will create an effect similar to dEM. That's all I'm willing to say.

Did you get my pm from the packets ?

Yeah, I got it. Thanks for the help. I still need to update ClassAddy, though.

to the other guy:
And in EMS, tiles authenticate footholds for land-based mob maps. In GMS, tiles authenticate footholds for all maps. Add a giant tile and you should be able to use some vacs. Find out which ones.

You can't mass edit tiles with HaRepacker or any public stuff. Use wzlib and make your own program. Although, I don't see why you would need to mass edit, since that ends up crashing your client sometimes (idk why).

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Wed Nov 11, 2009 6:49 am

wafflemaster wrote:
Dami wrote:
wafflemaster wrote:A hint about creating a new kind of wz vac: tile editing. It will create an effect similar to dEM. That's all I'm willing to say.

Did you get my pm from the packets ?

Yeah, I got it. Thanks for the help. I still need to update ClassAddy, though.

to the other guy:
And in EMS, tiles authenticate footholds for land-based mob maps. In GMS, tiles authenticate footholds for all maps. Add a giant tile and you should be able to use some vacs. Find out which ones.

You can't mass edit tiles with HaRepacker or any public stuff. Use wzlib and make your own program. Although, I don't see why you would need to mass edit, since that ends up crashing your client sometimes (idk why).

Ah, i meant to mess with the tiles, but forgot about it.
That explains why svac is patched on gms.
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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Sat Nov 14, 2009 7:06 am

Dami wrote:
Ah, i meant to mess with the tiles, but forgot about it.
That explains why svac is patched on gms.

Only the basic method was patched. If you do the tile edits, it still works. I haven't bothered to try mapshift for a few patches, but it worked in gMSv69.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Danny1994 on Sat Nov 14, 2009 8:11 am

i often heard from tile-dem, and i heard that it A/Bs.
True ?
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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Thu Nov 19, 2009 11:07 am

Danny1994 wrote:i often heard from tile-dem, and i heard that it A/Bs.
True ?

If you do it wrong, it might. It never dced me, but that's because I triple-check my work.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Thu Nov 19, 2009 5:45 pm

Indeed about the subject.
There is no topics created on playing with tiles, right?
Im so going to give it a try after i start my services on ms again, after new site and my tools and all >.<
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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Fri Nov 20, 2009 6:58 am

Here's some crap that was exchanged between PMs. I already publicized some of it, so here's the rest. The discussion below was about GMS, not ems.

how svac was patched in gms:
Sure. It's really simple actually. The reason Svac got patched was
because Nexon implemented an authentication check on FH 0. Tiles
authenticate FH's. Because any foothold NOT being 0 does NOT have an
authentication check, you can just move a tile under FH 0 so it
authenticates it. It's not that simple though, you need to find the
relation of pixels between the tile and it's original co-ord in
relation to the foothold above it. Then you just take your Svac co-ords
and subtract/add the value you found, and replace the x&y with: the
x is your x1 from your svac co-ords. Then you add/subtract the value
you got from the tile from your y1, and there you have your edited tile
co-ords. It seems simple, but when you're doing it it gets sort of
annoying lol.

possible mob movement check:
No problem at all. I'm not really sure, the mob movement check may be
as simple as another tile check. All standing mobs ALWAYS have tiles
under them, maybe make a huge tile, or even a path of tiles plus a
mapshift so that the server doesn't know anything funny is up.. Heh,
I'll have to try that out tommorow. Thanks for that idea. It really
sort of makes sense, the only mob to not need a tile under them were
flying mobs, and now they do; and a tile fixes that problem right up. I
think we might be onto something Razz

possible counteraction:
t might be that Wizet's standing mob checks only check to see that the
standing mob moves across adjacent tiles (so a mob can't move across
the screen or diagonally in any direction). I think this is that Lord
was ranting about at GGCB before it got taken down by a DMCA request. I
didn't understand what he meant back then, but now, I think I do.


It sort of makes sense, since DupeX vac, mapshifting, etc finally cause
an autoban. I think that around v41, these tile checks were first
implemented. The tile checks were (noticeably) fixed once around v48,
later around v55 and later on at around v66.

Extra code was probably added to the MS client for these tile checks. I
know for sure that some extra code was added around v28-31 when MS
decided to put a check on mob movement in order to prevent DupeX vac. I
think that the best way to start gathering data for these checks is by
comparing memory dumps of the v41 client and an earlier client (one
without such mob movement checks), and looking for large changes
regarding mob movement checks. If these checks could be bypassed once
(wall vac bypass), they can indubitably be bypassed again.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Fri Nov 20, 2009 3:54 pm

wafflemaster wrote:Here's some crap that was exchanged between PMs. I already publicized some of it, so here's the rest. The discussion below was about GMS, not ems.

how svac was patched in gms:
Spoiler:

Sure. It's really simple actually. The reason Svac got patched was
because Nexon implemented an authentication check on FH 0. Tiles
authenticate FH's. Because any foothold NOT being 0 does NOT have an
authentication check, you can just move a tile under FH 0 so it
authenticates it. It's not that simple though, you need to find the
relation of pixels between the tile and it's original co-ord in
relation to the foothold above it. Then you just take your Svac co-ords
and subtract/add the value you found, and replace the x&y with: the
x is your x1 from your svac co-ords. Then you add/subtract the value
you got from the tile from your y1, and there you have your edited tile
co-ords. It seems simple, but when you're doing it it gets sort of
annoying lol.

possible mob movement check:
No problem at all. I'm not really sure, the mob movement check may be
as simple as another tile check. All standing mobs ALWAYS have tiles
under them, maybe make a huge tile, or even a path of tiles plus a
mapshift so that the server doesn't know anything funny is up.. Heh,
I'll have to try that out tommorow. Thanks for that idea. It really
sort of makes sense, the only mob to not need a tile under them were
flying mobs, and now they do; and a tile fixes that problem right up. I
think we might be onto something Razz

possible counteraction:
t might be that Wizet's standing mob checks only check to see that the
standing mob moves across adjacent tiles (so a mob can't move across
the screen or diagonally in any direction). I think this is that Lord
was ranting about at GGCB before it got taken down by a DMCA request. I
didn't understand what he meant back then, but now, I think I do.


It sort of makes sense, since DupeX vac, mapshifting, etc finally cause
an autoban. I think that around v41, these tile checks were first
implemented. The tile checks were (noticeably) fixed once around v48,
later around v55 and later on at around v66.

Extra code was probably added to the MS client for these tile checks. I
know for sure that some extra code was added around v28-31 when MS
decided to put a check on mob movement in order to prevent DupeX vac. I
think that the best way to start gathering data for these checks is by
comparing memory dumps of the v41 client and an earlier client (one
without such mob movement checks), and looking for large changes
regarding mob movement checks. If these checks could be bypassed once
(wall vac bypass), they can indubitably be bypassed again.

If they were exchanged beetween pm's, then who was the source of information ?
It would be nice if you could post rest of the information about this subject which is public, as i havent had time for this kind of modifications before, and i havent been active on ems hacking for more than half year now.
You piece of shits even had map crash script when i was at army, and i fucking missed the info about that Sad

Aah well, if this information is correct, then tile hacks wont be hard to create.
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Re: [WZ Editing] Map.wz useful and important information!

Post by iKaos on Sun Nov 22, 2009 4:39 pm

Whoaw... How long did it take to find all that out?

btw, Thanks!
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Re: [WZ Editing] Map.wz useful and important information!

Post by AutoAssemble on Mon Nov 30, 2009 9:53 pm

Ah, I miss CEF after reading this...
I love the way he always made people have to think by themselves, think outside of the box, to be able to actually achieve anything.
I'm 100% sure everything you need to make this is in this thread.
I remember when I achieved my first Svac and how mad I got at the stupid idiot releasing the whole idea and patchers at GMS.
Good old memories, anyways, this information should never be lost.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Tue Dec 01, 2009 2:14 am

AutoAssemble wrote:Ah, I miss CEF after reading this...
I love the way he always made people have to think by themselves, think outside of the box, to be able to actually achieve anything.
I'm 100% sure everything you need to make this is in this thread.
I remember when I achieved my first Svac and how mad I got at the stupid idiot releasing the whole idea and patchers at GMS.
Good old memories, anyways, this information should never be lost.

Im personally going to make sure, that when we switch on the new site.
Il post even more information, and this all will be always available for everybody visiting the site.
and of course keeping all the tutorials and such posted in here.

Actually some real hackers think that all the information should be free and available for anybody wanting to expand theyr knowledge, thats the reason they hack in corporations and such, and im not really thinking differently, even if i dont spoonfeed tricks and hacks for people anymore.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Sezabi on Tue Dec 01, 2009 2:24 am

SVac works fine on EMS when you put a bigger box (like 300x300 or 500x500), maybe because this way you initialize a tile, maybe not. This is interesting indeed.

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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Tue Dec 01, 2009 7:18 am

Dami wrote:...

Sorry, I forgot to post the other guy's name. It was FesterSays from w8baby.

And if anyone needs the global physics variable pointers:
(v58)
Code:
base: 9A5128
top offset: multiple of 4 or some shit.
bottom offset: 8
Add them as doubles.


Last edited by wafflemaster on Tue Dec 01, 2009 7:22 am; edited 1 time in total

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Tue Dec 01, 2009 7:41 pm

wafflemaster wrote:aw crap, I hit the wrong button.

Shit happens
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Re: [WZ Editing] Map.wz useful and important information!

Post by Danny1994 on Tue Dec 01, 2009 8:56 pm

wafflemaster wrote:
Dami wrote:...

Sorry, I forgot to post the other guy's name. It was FesterSays from w8baby.

And if anyone needs the global physics variable pointers:
(v58)
Code:
base: 9A5128
top offset: multiple of 4 or some shit.
bottom offset: 8
Add them as doubles.
For what is that used for ?
The pointer shows :
Code:
5,38823281944465E-315
o_o Huh ?
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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Tue Dec 01, 2009 10:12 pm

Danny1994 wrote:
wafflemaster wrote:
Dami wrote:...

Sorry, I forgot to post the other guy's name. It was FesterSays from w8baby.

And if anyone needs the global physics variable pointers:
(v58)
Code:
base: 9A5128
top offset: multiple of 4 or some shit.
bottom offset: 8
Add them as doubles.
For what is that used for ?
The pointer shows :
Code:
5,38823281944465E-315
o_o Huh ?

Use double value, and you can use those to set values you read from the wzfiles, as global physics.
You can even make a svac with memediting Wink
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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Wed Dec 02, 2009 3:42 am

Dami wrote:Use double value, and you can use those to set values you read from the wzfiles, as global physics.
You can even make a svac with memediting Wink

Yeah. The only hard part is initializing a new foothold (you'd need to use mem edits + read the foothold pointer, which I sadly can't find). There was a script for this on some chinese forum.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Wed Dec 02, 2009 5:08 pm

wafflemaster wrote:
Dami wrote:Use double value, and you can use those to set values you read from the wzfiles, as global physics.
You can even make a svac with memediting Wink

Yeah. The only hard part is initializing a new foothold (you'd need to use mem edits + read the foothold pointer, which I sadly can't find). There was a script for this on some chinese forum.

Good friend of mine made a online dynamic map changer not long time ago.
It simply loaded whole map into the program from pointers, then you had options what you wanted to change and so, it was rather simple in the end.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Tom on Thu Dec 03, 2009 12:11 am

I wish I had something like that Razz.
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Re: [WZ Editing] Map.wz useful and important information!

Post by AutoAssemble on Thu Dec 03, 2009 2:23 am

wafflemaster wrote:Here's some crap that was exchanged between PMs. I already publicized some of it, so here's the rest. The discussion below was about GMS, not ems.

how svac was patched in gms:
Sure. It's really simple actually. The reason Svac got patched was
because Nexon implemented an authentication check on FH 0. Tiles
authenticate FH's. Because any foothold NOT being 0 does NOT have an
authentication check, you can just move a tile under FH 0 so it
authenticates it. It's not that simple though, you need to find the
relation of pixels between the tile and it's original co-ord in
relation to the foothold above it. Then you just take your Svac co-ords
and subtract/add the value you found, and replace the x&y with: the
x is your x1 from your svac co-ords. Then you add/subtract the value
you got from the tile from your y1, and there you have your edited tile
co-ords. It seems simple, but when you're doing it it gets sort of
annoying lol.

possible mob movement check:
No problem at all. I'm not really sure, the mob movement check may be
as simple as another tile check. All standing mobs ALWAYS have tiles
under them, maybe make a huge tile, or even a path of tiles plus a
mapshift so that the server doesn't know anything funny is up.. Heh,
I'll have to try that out tommorow. Thanks for that idea. It really
sort of makes sense, the only mob to not need a tile under them were
flying mobs, and now they do; and a tile fixes that problem right up. I
think we might be onto something Razz

possible counteraction:
t might be that Wizet's standing mob checks only check to see that the
standing mob moves across adjacent tiles (so a mob can't move across
the screen or diagonally in any direction). I think this is that Lord
was ranting about at GGCB before it got taken down by a DMCA request. I
didn't understand what he meant back then, but now, I think I do.


It sort of makes sense, since DupeX vac, mapshifting, etc finally cause
an autoban. I think that around v41, these tile checks were first
implemented. The tile checks were (noticeably) fixed once around v48,
later around v55 and later on at around v66.

Extra code was probably added to the MS client for these tile checks. I
know for sure that some extra code was added around v28-31 when MS
decided to put a check on mob movement in order to prevent DupeX vac. I
think that the best way to start gathering data for these checks is by
comparing memory dumps of the v41 client and an earlier client (one
without such mob movement checks), and looking for large changes
regarding mob movement checks. If these checks could be bypassed once
(wall vac bypass), they can indubitably be bypassed again.

If all true, then it is indeed some rather useful piece of information.
May I ask for the source?
Even if it only was by PM's, who are these quotes made by?

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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Thu Dec 03, 2009 4:56 am

Dami wrote:
wafflemaster wrote:
Dami wrote:Use double value, and you can use those to set values you read from the wzfiles, as global physics.
You can even make a svac with memediting Wink

Yeah. The only hard part is initializing a new foothold (you'd need to use mem edits + read the foothold pointer, which I sadly can't find). There was a script for this on some chinese forum.

Good friend of mine made a online dynamic map changer not long time ago.
It simply loaded whole map into the program from pointers, then you had options what you wanted to change and so, it was rather simple in the end.

It sounds like koolk's map editor.

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Thu Dec 03, 2009 5:29 am

wafflemaster wrote:
Dami wrote:
wafflemaster wrote:
Dami wrote:Use double value, and you can use those to set values you read from the wzfiles, as global physics.
You can even make a svac with memediting Wink

Yeah. The only hard part is initializing a new foothold (you'd need to use mem edits + read the foothold pointer, which I sadly can't find). There was a script for this on some chinese forum.

Good friend of mine made a online dynamic map changer not long time ago.
It simply loaded whole map into the program from pointers, then you had options what you wanted to change and so, it was rather simple in the end.

It sounds like koolk's map editor.

Yeah im sure it has been made several times by several people.
This was just something he wanted to test, though i cannot remember anyone called koolk, though i havent been active on this stuff since before last xmas, nor i will ever be.
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yeahz...

Post by xapadeiras on Sat Dec 05, 2009 2:38 am

Best vac would be recording log packets of simple botting and sending them all together continuously faking the info and using a made vac. But yeah this looks like a movie thing idea. Razz

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sat Dec 05, 2009 3:33 am

xapadeiras wrote:Best vac would be recording log packets of simple botting and sending them all together continuously faking the info and using a made vac. But yeah this looks like a movie thing idea. Razz

That will ban you.
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Re: [WZ Editing] Map.wz useful and important information!

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