Monday, 23 March 2015

Weekend Wrap Up #2/Alpha wallhack tool release

Hey all. Welcome to the weekend wrap up #2.


It is time!

While I didn't get as much done as I wanted I'm happy enough with what I have to share the pre-alpha-bug-testy release. It is a bit more complicated than it needs to be so here are the steps required to get it going. (This will be addressed in the next release)

  • Download  the exe and dll here (dropbox dl)
  • Inject the dll into your game (currently only directx9 is supported) using an injector of your choice (I prefer winject)
  • Press delete to bring up all the info (this also loads your cleaned dump files again, useful if you need to quickly add something to favourites)
  • Press insert to start and again to stop logging
  • In the folder where your games .exe is there should now be a folder called dumps
  • Put mdldmpSorter.exe in this folder and run it to start the sorting
  • Choose your filters

99% of the time you will want to type 'y' when asked this(There is also no error checking on this so make sure it's lowercase!). Players, weapons, vehicles, buildings, basically anything 3D uses stride 32. 
Next you will also be asked if you want a min numvert/primcount, Experiment to see what is useful for you. 
Save your file as "test". At the moment it only looks for test.fin when it goes to display the results so don't forget this part!

  • Back ingame hit delete a couple of times to reload the new cleaned dump file
Controls
Use the up and down arrow keys to cycle through the models and the left and right arrows to increment/decrement the current selection by 100.
Press shift+b to save the current model to the favourites list (or click the add button on the UI but make sure you read the known bugs list up ahead)
Press F6 to save your list and F7 to load it.
Home key toggles UI
End key sets the model selection to 0
Alt switches between drawing the models in the FIN list and the models in your Favourites list.
Middle mouse moves the menu to the cursor.

Congratulations you can now create your own wall hacks with no programming experience!

KNOWN BUGS:
The UI only works properly in fullscreen mode for now. This will be fixed in the next update

The next version will be completely redone from the ground up and I'll actually plan it out properly so it uses OOP quite heavily.

I may put up a video on how to use it because it is a bit of a complicated process. God damn I am so tired. I'm going to sleep, happy hacking.

Feel free to leave a comment or email imtalkingdowntown@gmail.com



Sunday, 15 March 2015

Weekend Wrap Up #1

Welcome to the first Weekend Wrap Up!

The aim of this series is to show off whats new on the tools and other projects I have been working on over the last week. This should hopefully keep things more constant so I don't lose interest again. Anyway, enjoy the first edition!

The model logger is sooooo close to being released for a bug test! I could have published it now but it would have all been keyboard driven and very painful to use. Instead I decided to work on a Form class so people could use some basic UI instead of remembering a bunch of hotkeys. I'm trying to make the UI as robust as possible seeing as I'll probably end up using it in my uni course. The form is movable with the mouse by clicking on its header, like your normal windows (though my implementation still needs a lot of work on that, its very fragile haha). Also like your normal windows it has a close button. This one is blue.

The next thing to be implemented is the favourites list. This is going to be a very useful, if not THE most useful feature of the Logger. It will allow you to save a specific list of models picked out from the cleaned files. This basically means you can build your own wall-hack without any programming knowledge! Huzzah! Once that is complete I think it'll be time to ship an alpha!

Here are some more screenshots:

Testing UI

Testing the button clicks, adding to fav list, form move functions etc

Resizing the form on the fly

Feel free to leave a comment or email imtalkingdowntown@gmail.com

Sunday, 8 March 2015

Encrypted External CSS Multihack

Hello again. I just thought I'd show off my old external hack. This hack came about under different circumstances to most.

Most hacks I just make for fun, and really,most of the fun comes from the reversing side rather than the actual coding. I'm not really a fan of cheating online, I think it kinda ruins it. Not just for others but also for yourself, though maybe that's because I enjoy the thrill of winning legitimately (I used to play Day of Defeat: Source competitively, ahhhhh those were the days).

So the story goes like this:
I had a friend staying with me for a while and I thought it would be fun (and somewhat productive) to test my hack on a LAN. After a bit of doodling around and testing all the bits, we decide to play crimsonland. Everything seemed fine. Until the next time I went to log in to steam to find my previously clean account VAC banned! "What the fuuuuuuuuuuck" I remember were the exact words that came out of my mouth. How could it have been vacced? We were playing on a LAN! I had -insecure set in the launch options! Well after about 2 seconds of googling I found a thread that says that VAC3 doesn't care about the -insecure flag and is now much more aggressive with external hacks. The only way to stop it on a LAN is to play with sv_lan 1 (Remember this! very important!). 

Bummer.

So naturally this annoyed me quite a bit. My first thought was to just go after VAC, but my reversing knowledge was just not up to par (and probably still isn't). Instead I thought to write an encryption class which would pick a random key at run-time and encrypt strings, functions, and destroy things that no longer need to be used. This seems to work so I'm thinking that because VAC3 doesn't care about -insecure and I didn't realise, it was probably gathering signatures as I developed the cheat :\. This method seems to pretty effective against signature scans however its still vulnerable to static analysis.

Hopefully by learning from my mistakes, you won't repeat them.

Anyway, enough jib jabbering, here's the video


Feel free to leave a comment or email me at imtalkingdowntown@gmail.com

Wednesday, 4 March 2015

Model Logger Update

I had some time to work on my logger tonight. While it might not look like much has been done, trust me, there has. I finished the first version of the sorter/cleaner and ironed out some bugs in the dumper. The cleaner still has a LOT of work to be done but at least it has basic functionality. Here are some screenshots:

Initial Injection

Dumping

The infamous sorter. Just using "rfgi" for the name seeing as its not really important right now.

Drawing logged models. FIN is just a .fin file (meaning finished/final product)

Stepping through the list to see that it is working

Feel free to leave a comment or email imtalkingdowntown@gmail.com

Tuesday, 17 February 2015

Updating my model logger

If any of you have ever tried making chams you know how much of a pain in the ass it can be to find the model you're after. Incrementing through numverts, strides, and primcounts one at a time wasn't too unbearable when working with lower poly models, such as characters and weapons in CSS, but more modern games can have tens of thousands per model (even when they're far away!). I already wrote a much more convenient logger and posted the source to GuidedHacking, however it was incredibly rushed and VERY poorly optimized.

Well now I am in the process of remaking it but with a bit of a different approach. The plan is to just get it to copy everything that comes through DrawIndexedPrimitive into "chunks". Once a chunck has been loaded up with 250 entries it gets dumped to a folder in the games directory called "dumps". It doesn't bother checking for duplicates just yet because that was one of the major contributors to slowdowns in the previous version.

And...that's about all it does for now, but it looks very clean and organized unlike the last one which was...ugly to say the least.

Hopefully the sorting and rendering will be done and ready to show in the next week :)


Feel free to leave a comment or email imtalkingdowntown@gmail.com

Wednesday, 11 February 2015

Potential return?

So it has been maybe years since my last post and to be honest I kind of forgot about my little blog here...well good news for all those who have been eagerly awaiting my return (0). I feel I am at a level where I can actually start making interesting and relevant posts.

I think my first post back will be about Red Faction Guerrilla and my recent struggle to get the damn thing to actually play thanks to the DRM volition chose to use.

So stay tuned if you are interested in seeing reverse engineering posts as I feel that is the only direction this blog can take.

Sunday, 30 June 2013

CSS external radar hack

Hey guys what's up?
Got another hack here I've been working on.


If you're interested in getting your hands on it (source code is long gone ;( sorry) shoot me a message at imtalkingdowntown@gmail.com