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Posted on: Wed 9. Nov 2011, 12:15
KN4CK3R
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OldSchoolHack-News |
Sat 12. Nov 2011, 02:11
by Theodorlei
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3 |
897 |
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Facebook & Google Plus
Posted on: Wed 9. Nov 2011, 12:15
KN4CK3R
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nich übertreiben mit der mehrarbeit greetz KN4CK3R
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OldSchoolHack-News |
Sat 12. Nov 2011, 02:11
by Theodorlei
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3 |
897 |
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STEAM Forum hacked
Posted on: Fri 11. Nov 2011, 18:28
KN4CK3R
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Ja, ich weiß, dass es schon ein paar Tage her ist, aber der liebe Gabe hat sich zu Wort gemeldet. Wer nicht gesehen hat, was da abging, kann das hier nachholen: Only registered and activated users can see links.(obere Hälfte) Quote Sehr geehrte Steam Nutzer und Steam Forumteilnehmer,
Unsere Steam Foren wurden am Sonntag Abend, dem 6. November 2011, kompromittiert. Wir haben mit den Ermittlungen begonnen und herausgefunden, dass dieser Angriff über unsere Steam Foren hinausging.
Wir haben in Erfahrung gebracht, dass die Eindringlinge zusätzlich zu den Steam Foren auch Zugang zur Steam-Datenbank erhalten haben. Diese Datenbank umfasste Informationen bezüglich Benutzernamen, verschlüsselte Passwörter (hashed and salted), Spieleinkäufe, E-Mail-Adressen, Rechnungsadressen und verschlüsselte Kreditkarteninformationen. Wir haben keine Hinweise darauf, dass verschlüsselte Kreditkartennummern oder persönliche Kennungsinformationen von den Eindringlingen entwendet wurden oder dass die Verschlüsselung von Kreditkartennummern oder Passwörtern geknackt wurde. Wir ermitteln diesbezüglich weiter.
Zu diesem Zeitpunkt liegen uns keine Anzeichen auf Kreditkartenmissbrauch vor. Sie sollten dennoch Ihre Kreditkartenaktivität und Ihre Kontoauszüge genaustens beobachten.
Wir wissen, dass nur wenige Forum-Accounts tatsächlich beeinträchtigt wurden, aber wir werden alle Forumteilnehmer bei der nächsten Anmeldung bitten, ihr Passwort zu ändern. Falls Sie Ihr Steam-Forum Passwort auch auf anderen Benutzerkonten verwendet haben, dann ändern Sie bitte diese Passwörter ebenfalls.
Uns liegen keine Angaben über kompromittierte Steam-Accounts vor, deshalb werden wir keine Änderung der Steam-Account Passwörter forcieren (Forum-Passwörter unterscheiden sich von Steam-Passwörtern). Es wäre dennoch keine schlechte Idee, es dennoch zu ändern, insbesondere falls Sie für Ihren Forum-Account und Steam-Account das gleiche Passwort verwenden.
Wir werden die Foren baldmöglichst wieder öffnen.
Ich bedauere diese Situation zutiefst und entschuldige mich für die Unannehmlichkeiten.
Gabe.
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Laberecke |
Fri 11. Nov 2011, 23:30
by Frisch
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3 |
381 |
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[Release] OldSchoolHack BP HL2DM RC16
Posted on: Fri 11. Nov 2011, 22:29
KN4CK3R
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OldSchoolHack - BP - Half-Life 2 DM - RC16 by KN4CK3R 0. injector and dll must have the SAME name (osh.exe, osh.dll or whatever) 1. start HL2DM 2. start injector 3. read the infos in the HL2DM console 4. play FAQ: Q: How do I open the menu? A: Press Insert / Einfügen. Q: The game often crashes for me. A: Try out the windowmode. Q: Why can't I move the mouse? A: You only can move the GUI mouse if you are ingame. Need more help? https://www.oldschoolhack.me/forum/support/7160,howtouse-osh-bp.html Changes: - Offset Updates Features: - Crosshair - sv_cheats Bypass - sv_consistency Bypass - Modelwireframe - no Particles - Fullbrightmode - no Sky - ESP Box - ESP Name - ESP Healthbar - Radar - Radar Name - Radar Healthbar - Chatspy (read teamsay etc) happy fragging https://www.oldschoolhack.me Only registered and activated users can see links.Download [HL2DM] OldSchoolHack BP HL2DM RC16
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Halflife2 Deathmatch |
Fri 11. Nov 2011, 22:29
by KN4CK3R
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0 |
2060 |
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[Release] OldSchoolHack BP DoDS RC61
Posted on: Fri 11. Nov 2011, 22:28
KN4CK3R
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OldSchoolHack - Day of Defeat:Source - BP - RC61 by KN4CK3R 0. injector and dll must have the SAME name (osh.exe, osh.dll or whatever) 1. start DoD:S and wait while loading 2. start oshbpdods.exe 3. read the infos in the DoDS console 4. play Changes: - updated offsets FAQ: If the game crashes for you, try to use the windowmode. Need more help? https://www.oldschoolhack.me/forum/support/7160,howtouse-osh-bp.html Features: - sv_pure Bypass - sv_pure Bypass (zBlock) - Replicated CVAR Bypass - sv_cheats Bypass / NUM1 - sv_consistency Bypass / NUM2 - Modelwireframe / NUM3 - no Particles / NUM4 - Fullbrightmode / NUM5 - no Sky / NUM6 - no Recoil / NUM7 happy fragging https://www.oldschoolhack.me Only registered and activated users can see links.Only registered and activated users can see links.Download OldSchoolHack BP DoDS RC61
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Day of Defeat |
Fri 11. Nov 2011, 22:28
by KN4CK3R
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0 |
1541 |
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[Release] OldSchoolHack BP TF2 RC32
Posted on: Fri 11. Nov 2011, 22:26
KN4CK3R
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OldSchoolHack - BP - Team Fortress 2 - RC32 by KN4CK3R 0. injector and dll must have the SAME name (osh.exe, osh.dll or whatever) 1. start TF2 2. start injector 3. read the infos in the TF2 console 4. play FAQ: Q: How do I open the menu? A: Press Insert / Einfügen. Q: The game often crashes for me. A: Try out the windowmode. Q: Why can't I move the mouse? A: You only can move the GUI mouse if you are ingame. Need more help? https://www.oldschoolhack.me/forum/support/7160,howtouse-osh-bp.html Changes: -Offset Updates Features: - Crosshair - sv_cheats Bypass - sv_consistency Bypass - Modelwireframe - no Particles - Fullbrightmode - no Sky - ESP Box - ESP Name - ESP Healthbar - Radar - Radar Name - Radar Healthbar - Chatspy (read teamsay etc) happy fragging https://www.oldschoolhack.me Only registered and activated users can see links.Download OldSchoolHack BP TF2 RC32
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Team Fortress 2 |
Fri 11. Nov 2011, 22:26
by KN4CK3R
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0 |
1854 |
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[Release] GenericBypas for SourceEngine
Posted on: Thu 10. Nov 2011, 23:14
KN4CK3R
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Hello, everyone. This is a redux of SuperNovaAO's [Orange Box] Generic Bypasser. The program is written in C# and is entirely dynamic and external, except for the writes. The program was written for the .NET 2.0 framework and requires the .NET 2.0 Framework. This does the exact same thing SuperNovaAO's did, which is just sigscan for the function's address, then write JMP over the JNZ opcode. Nothing more, nothing less. The bypasser has support for: Alien Swarm Bloody Good Time Counter-Strike: Source Day of Defeat: Source Dystopia Garry's Mod Half-Life 2 Deathmatch Insurgency Left 4 Dead Left 4 Dead 2 Team Fortress 2 The Ship Zombie Panic! Source Notes: Enable Achievements is the only function that writes to client.dll. While writing anything to hl2.exe is bad, writing to client.dll is even worse. Pressing F7 will toggle all 5 functions at once. If the user selects something for the game that the game doesn't have, (like $ignorez bypass for L4D) the bypasser will ignore it. VAC STATUS: UNDETECTED as of 09/13/2011 Credits: -SuperNovaAO (Durp) -Syntroniks for helping me with C#. -atom0s for his C# FindPattern class. -cht1 for giving me LinqBridge. Changelog: v1.0: Initial Release v1.1 Added GetModuleBaseSafe to prevent users with the intro playing from crashing the bypasser. Fixed CSS/DODS users having problems with the Enable achievements function. v1.2 Fixed infinite loop condition introduced from GetModuleBaseSafe. Forced hl2.exe to close if there was an error. Fixed incorrect spelling of sv_cheats. v1.3 Added new option "$ignorez blacklist bypass." Shifted hotkeys. v1.4 Changed project name from OBBypasser to Source Bypasser. Changed the no options selected message box to include the game's title instead of the executable's name. Changed the timer intervals from once every 1/10th of a second to once every 1/4th of a second. Changed the method of consistency bypass to be more reliable. Fixed Ignorez signature failure notice saying: "Pure signature failed." Fixed other programs containing "hl2" in the executeable name from triggering the bypasser. Added support for the Left 4 Dead series. Added support for Alien Swarm. Added support for The Ship. Added support for Bloody Good Time. Added support for Zombie Panic! Source. Added support for Insurgency. Added support for Garry's Mod. Added more error checking. v1.41 Fixed Ignorez signature check using Pure's signature address instead of Ignorez's. v1.42 Fixed Alien Swarm sv_cheats bypass. Fixed potential problem in the error handling for sv_cheats and achievements. v1.5 Converted the project to a .NET 2.0 project. (Thank's cht1) Added support for Dystopia. Download GenericBypas for SourceEngine
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Counter-Strike: Source |
Thu 10. Nov 2011, 23:14
by KN4CK3R
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0 |
1627 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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Tagchen, heute habe ich angefangen wieder eine ESP Version meines CSS Hacks zu machen. Da ich nicht das SDK benutzen, muss ich alle Funktionen von Hand nachbauen. Vorteil dadran ist, dass man für kleinere Hacks auf das SDK verzichten kann und dadurch die DLL sehr klein gehalten wird. Hier schonmal mein Anfang: CPP Code: typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode); CreateInterfaceFn CaptureFactory(char *FactoryModuleName) { CreateInterfaceFn ret = NULL; while(!ret) { HMODULE FactoryModule = GetModuleHandleA(FactoryModuleName); if(FactoryModule) ret = reinterpret_cast<CreateInterfaceFn>(GetProcAddress(FactoryModule,"CreateInterface")); Sleep(10); } return ret; } void *CaptureInterface(CreateInterfaceFn Fn, char *InterfaceName) { unsigned long *ret = NULL; while(!ret) { ret = reinterpret_cast<unsigned long*>(Fn(InterfaceName,NULL)); Sleep(10); } return ret; } DWORD cEntList = *(DWORD*)CaptureInterface(CaptureFactory("client.dll"),"VClientEntityList003"); DWORD cEngine = *(DWORD*)CaptureInterface(CaptureFactory("engine.dll"),"VEngineClient013"); int GetLocalPlayer() { int ret = 0; _asm { MOV ECX, DWORD PTR DS:[cEngine] MOV EAX, DWORD PTR DS:[ECX] CALL DWORD PTR DS:[EAX+0x30] MOV ret, EAX } return ret; } CBaseEntity *GetEntityByIndex(int index) { CBaseEntity *ret = null; _asm { MOV ECX, DWORD PTR DS:[cEntList] MOV EAX, DWORD PTR DS:[ECX] PUSH index CALL DWORD PTR DS:[EAX+0xC] MOV ret, EAX } if(ret == null) return null; _asm { MOV EDX, DWORD PTR DS:[ret] MOV ECX, EAX CALL DWORD PTR DS:[EDX+0x1C] MOV ret, EAX } return ret; } CBaseEntity *GetLocalEntity() { return GetEntityByIndex(GetLocalPlayer()); } int GetMaxEntities() { int ret = 0; _asm { MOV ECX, DWORD PTR DS:[cEntList] MOV EAX, DWORD PTR DS:[ECX+0x24] MOV ret, EAX } return ret; }
Wer will, darf gern was beisteuern. Visiblechecks und so fehlen zB noch. greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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Update: CPP Code: const char *GetBaseEntityClassName(CBaseEntity *entity) { DWORD add = ((DWORD)entity)+0x8; const char *ret; _asm { MOV ESI, entity LEA EDI, DWORD PTR DS:[ESI+0x8] MOV EAX, DWORD PTR DS:[EDI] MOV ECX, EDI CALL DWORD PTR DS:[EAX+0x8] MOV EAX, DWORD PTR DS:[EAX+0x8] MOV ret, EAX } return ret; } bool GetPlayerInfo(int index, player_info_t *pInfo) { bool ret = false; _asm { MOV ECX, DWORD PTR DS:[cEngine] MOV EAX, DWORD PTR DS:[ECX] PUSH pInfo PUSH index CALL DWORD PTR DS:[EAX+0x20] MOV ret, AL } return ret; } bool GetBaseEntityIsDormant(CBaseEntity *entity) { bool ret = false; _asm { MOV ECX, entity LEA EAX, DWORD PTR DS:[ECX+0x8] MOV EAX, DWORD PTR DS:[EAX] CALL DWORD PTR DS:[EAX+0x20] MOV ret, AL } return ret; }
greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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und das nächste Update: CPP Code: Vector GetBaseEntityEyePosition(CBaseEntity *entity) { Vector *eye = (Vector*)((DWORD)entity+0xE0); return *GetBaseEntityOrigin(entity)+*eye; } float *GetWorldToScreenMatrix() { float *ret; _asm { MOV ECX, cEngine MOV EAX, DWORD PTR DS:[ECX] CALL DWORD PTR DS[EAX+0x90] MOV ret, EAX } return ret; } bool GetVisible(Vector &start, Vector &end) { trace_t tr; Ray_t ray; ray.Init(start,end); __asm { MOV ECX, cEngineTrace MOV EAX, DWORD PTR DS:[ECX] LEA EDX, tr PUSH EDX PUSH 0 //PUSH 0x4602400B PUSH 0x4600400B LEA EDX, ray PUSH EDX CALL DWORD PTR DS:[EAX+0x10] } return (tr.fraction > 0.97f); }
greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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Update für GetBaseEntityOrigin, die alte Version hatte nen Bug: CPP Code: Vector *GetBaseEntityOrigin(CBaseEntity *entity) { Vector *ret; _asm { MOV ECX, entity MOV EAX, DWORD PTR DS:[ECX] CALL DWORD PTR DS:[EAX+0x24] MOV ret, EAX } return ret; } Vector *GetBaseEntityViewAngle(CBaseEntity *entity) { Vector *ret; _asm { MOV ECX, entity MOV EAX, DWORD PTR DS:[ECX] CALL DWORD PTR DS:[EAX+0x28] MOV ret, EAX } return ret; }
greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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weitergehts CPP Code: int GetBaseEntityIndex(CBaseEntity *entity) //k { return *(int*)((DWORD)entity+IndexOffset); } char GetBaseEntityLifeState(CBaseEntity *entity) //k { return *(char*)((DWORD)entity+LifeStateOffset); } int GetBaseEntityHealth(CBaseEntity *entity) //k { return *(int*)((DWORD)entity+HealthOffset); } int GetBaseEntityFlags(CBaseEntity *entity) //k { return *(int*)((DWORD)entity+FlagsOffset); } int GetBaseEntityTeamNum(CBaseEntity *entity) //k { return *(int*)((DWORD)entity+TeamNumOffset); } bool IsConnected() { bool ret = false; _asm { MOV ECX, DWORD PTR DS:[cEngine] MOV EAX, DWORD PTR DS:[ECX] CALL DWORD PTR DS:[EAX+0x6C] MOV ret, AL } return ret; }
greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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und hier noch was schönes. Die RadarPLayer Klasse: CPP Code: class cRadarPlayer { public: int valid; char unknown0[12]; char name[32]; int team; int health; Vector origin; Vector viewangles; }; cRadarPlayer *GetRadarPlayerByIndex(int index) { cRadarPlayer *ret = null; _asm { MOV ECX, DWORD PTR DS:[cRadarPlayerArray] MOV EAX, index LEA EAX, DWORD PTR DS:[EAX+EAX*0x4] SHL EAX, 6 LEA EAX, DWORD PTR DS:[EAX+ECX+0x28] MOV ret, EAX } return ret; }
Wie man allerdings an die cRadarPlayerArray Adresse kommt, lass ich euch selbst herausfinden, die Aktion hat mich grad 2 Stunden gekostet. greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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danke, aber die Header Dateien kenne ich natürlich, allerdings stehe ich mit den UserMessages im Moment etwas auf Kriegsfuß, da ein DispatchUserMessage Hook irgendwelchen Mist zutage fördert, der nicht stimmen kann. greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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whatever, 123 is the offset greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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NonSDK Project
Posted on: Fri 13. Aug 2010, 22:18
KN4CK3R
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just have a look in OllyDbg. There is something like this: ASM Code: mov eax, classPoint //like engine class call [eax + 0x123] //0x123 is your needed functionpointer
greetz KN4CK3R
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Counter-Strike: Source |
Thu 10. Nov 2011, 17:18
by KN4CK3R
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13 |
3037 |
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Rank Hack
Posted on: Thu 3. Nov 2011, 22:56
smokee
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es gibt viele Battlefields...falls du das 3er meinst, dafür kenne ich nichts greetz KN4CK3R
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Battlefield 3 |
Thu 10. Nov 2011, 16:07
by Woookie
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7 |
1217 |
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The GAG Quartet - le Internet Medley
Posted on: Wed 9. Nov 2011, 23:51
KN4CK3R
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das geilste was ich in letzter Zeit gesehen habe greetz KN4CK3R
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Fun |
Thu 10. Nov 2011, 15:15
by SilverFire
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1 |
377 |
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[Release] ThunderLabs D3D
Posted on: Thu 10. Nov 2011, 10:11
KN4CK3R
Preview
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Warrock |
Thu 10. Nov 2011, 10:11
by KN4CK3R
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0 |
598 |