OldSchoolHack

Register / Login English

User Search: KN4CK3R

Search-Information
KN4CK3R
Threads
Thread Forum Last Post Posts Views
icon

Go to first new post Facebook & Google Plus Posted on: Wed 9. Nov 2011, 12:15

KN4CK3R

preview Preview

Go To Post

Seit gestern gibt es Only registered and activated users can see links. und nicht nur Only registered and activated users can see links..

http://www.google.com/+1/button/images/icon.png

Wenn ihr also einen Google+ Account habt, dann followed doch OldSchoolHack.

Hier der Link zur Google+ Fanseite:
https://plus.google.com/108595726226353968233

Ich hoffe, dass ich in nächster Zeit etwas aktiv dort sein kann.

https://www.oldschoolhack.me/img/like_osh_h.png

Wer stattdessen bei Facebook ist, kann sicher der Only registered and activated users can see links. anschließen:
https://www.facebook.com/OldSchoolHack

greetz KN4CK3R
OldSchoolHack-News

Sat 12. Nov 2011, 02:11

by Theodorlei Go to last post
3 897
icon

Go to first new post Facebook & Google Plus Posted on: Wed 9. Nov 2011, 12:15

KN4CK3R

preview Preview

Go To Post

nich übertreiben mit der mehrarbeit

greetz KN4CK3R
OldSchoolHack-News

Sat 12. Nov 2011, 02:11

by Theodorlei Go to last post
3 897
icon

Go to first new post STEAM Forum hacked Posted on: Fri 11. Nov 2011, 18:28

KN4CK3R

preview Preview

Go To Post

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.
Laberecke

Fri 11. Nov 2011, 23:30

by Frisch Go to last post
3 381
icon

Go to first new post [Release] OldSchoolHack BP HL2DM RC16 Posted on: Fri 11. Nov 2011, 22:29

KN4CK3R

preview Preview

Go To Post

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
Halflife2 Deathmatch

Fri 11. Nov 2011, 22:29

by KN4CK3R Go to last post
0 2060
icon

Go to first new post [Release] OldSchoolHack BP DoDS RC61 Posted on: Fri 11. Nov 2011, 22:28

KN4CK3R

preview Preview

Go To Post

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
Day of Defeat

Fri 11. Nov 2011, 22:28

by KN4CK3R Go to last post
0 1541
icon

Go to first new post [Release] OldSchoolHack BP TF2 RC32 Posted on: Fri 11. Nov 2011, 22:26

KN4CK3R

preview Preview

Go To Post

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
Team Fortress 2

Fri 11. Nov 2011, 22:26

by KN4CK3R Go to last post
0 1854
icon

Go to first new post [Release] GenericBypas for SourceEngine Posted on: Thu 10. Nov 2011, 23:14

KN4CK3R

preview Preview

Go To Post

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
Counter-Strike: Source

Thu 10. Nov 2011, 23:14

by KN4CK3R Go to last post
0 1627
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

Freude am Reversen

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

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:
  1. typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
  2.  
  3. CreateInterfaceFn CaptureFactory(char *FactoryModuleName)
  4. {
  5. CreateInterfaceFn ret = NULL;
  6.  
  7. while(!ret)
  8. {
  9. HMODULE FactoryModule = GetModuleHandleA(FactoryModuleName);
  10.  
  11. if(FactoryModule)
  12. ret = reinterpret_cast<CreateInterfaceFn>(GetProcAddress(FactoryModule,"CreateInterface"));
  13.  
  14. Sleep(10);
  15. }
  16.  
  17. return ret;
  18. }
  19.  
  20. void *CaptureInterface(CreateInterfaceFn Fn, char *InterfaceName)
  21. {
  22. unsigned long *ret = NULL;
  23.  
  24. while(!ret)
  25. {
  26. ret = reinterpret_cast<unsigned long*>(Fn(InterfaceName,NULL));
  27. Sleep(10);
  28. }
  29.  
  30. return ret;
  31. }
  32.  
  33. DWORD cEntList = *(DWORD*)CaptureInterface(CaptureFactory("client.dll"),"VClientEntityList003");
  34. DWORD cEngine = *(DWORD*)CaptureInterface(CaptureFactory("engine.dll"),"VEngineClient013");
  35.  
  36. int GetLocalPlayer()
  37. {
  38. int ret = 0;
  39. _asm
  40. {
  41. MOV ECX, DWORD PTR DS:[cEngine]
  42. MOV EAX, DWORD PTR DS:[ECX]
  43. CALL DWORD PTR DS:[EAX+0x30]
  44. MOV ret, EAX
  45. }
  46. return ret;
  47. }
  48.  
  49. CBaseEntity *GetEntityByIndex(int index)
  50. {
  51. CBaseEntity *ret = null;
  52. _asm
  53. {
  54. MOV ECX, DWORD PTR DS:[cEntList]
  55. MOV EAX, DWORD PTR DS:[ECX]
  56. PUSH index
  57. CALL DWORD PTR DS:[EAX+0xC]
  58. MOV ret, EAX
  59. }
  60. if(ret == null)
  61. return null;
  62. _asm
  63. {
  64. MOV EDX, DWORD PTR DS:[ret]
  65. MOV ECX, EAX
  66. CALL DWORD PTR DS:[EDX+0x1C]
  67. MOV ret, EAX
  68. }
  69. return ret;
  70. }
  71.  
  72. CBaseEntity *GetLocalEntity()
  73. {
  74. return GetEntityByIndex(GetLocalPlayer());
  75. }
  76.  
  77. int GetMaxEntities()
  78. {
  79. int ret = 0;
  80. _asm
  81. {
  82. MOV ECX, DWORD PTR DS:[cEntList]
  83. MOV EAX, DWORD PTR DS:[ECX+0x24]
  84. MOV ret, EAX
  85. }
  86. return ret;
  87. }

Wer will, darf gern was beisteuern. Visiblechecks und so fehlen zB noch.

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

Update:

CPP Code:
  1. const char *GetBaseEntityClassName(CBaseEntity *entity)
  2. {
  3. DWORD add = ((DWORD)entity)+0x8;
  4. const char *ret;
  5. _asm
  6. {
  7. MOV ESI, entity
  8. LEA EDI, DWORD PTR DS:[ESI+0x8]
  9. MOV EAX, DWORD PTR DS:[EDI]
  10. MOV ECX, EDI
  11. CALL DWORD PTR DS:[EAX+0x8]
  12. MOV EAX, DWORD PTR DS:[EAX+0x8]
  13. MOV ret, EAX
  14. }
  15. return ret;
  16. }
  17.  
  18. bool GetPlayerInfo(int index, player_info_t *pInfo)
  19. {
  20. bool ret = false;
  21. _asm
  22. {
  23. MOV ECX, DWORD PTR DS:[cEngine]
  24. MOV EAX, DWORD PTR DS:[ECX]
  25. PUSH pInfo
  26. PUSH index
  27. CALL DWORD PTR DS:[EAX+0x20]
  28. MOV ret, AL
  29. }
  30. return ret;
  31. }
  32.  
  33. bool GetBaseEntityIsDormant(CBaseEntity *entity)
  34. {
  35. bool ret = false;
  36. _asm
  37. {
  38. MOV ECX, entity
  39. LEA EAX, DWORD PTR DS:[ECX+0x8]
  40. MOV EAX, DWORD PTR DS:[EAX]
  41. CALL DWORD PTR DS:[EAX+0x20]
  42. MOV ret, AL
  43. }
  44. return ret;
  45. }

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

und das nächste Update:

CPP Code:
  1. Vector GetBaseEntityEyePosition(CBaseEntity *entity)
  2. {
  3. Vector *eye = (Vector*)((DWORD)entity+0xE0);
  4. return *GetBaseEntityOrigin(entity)+*eye;
  5. }
  6.  
  7. float *GetWorldToScreenMatrix()
  8. {
  9. float *ret;
  10. _asm
  11. {
  12. MOV ECX, cEngine
  13. MOV EAX, DWORD PTR DS:[ECX]
  14. CALL DWORD PTR DS[EAX+0x90]
  15. MOV ret, EAX
  16. }
  17. return ret;
  18. }
  19.  
  20. bool GetVisible(Vector &start, Vector &end)
  21. {
  22. trace_t tr;
  23. Ray_t ray;
  24. ray.Init(start,end);
  25. __asm
  26. {
  27. MOV ECX, cEngineTrace
  28. MOV EAX, DWORD PTR DS:[ECX]
  29. LEA EDX, tr
  30. PUSH EDX
  31. PUSH 0
  32. //PUSH 0x4602400B
  33. PUSH 0x4600400B
  34. LEA EDX, ray
  35. PUSH EDX
  36. CALL DWORD PTR DS:[EAX+0x10]
  37. }
  38. return (tr.fraction > 0.97f);
  39. }

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

Update für GetBaseEntityOrigin, die alte Version hatte nen Bug:

CPP Code:
  1. Vector *GetBaseEntityOrigin(CBaseEntity *entity)
  2. {
  3. Vector *ret;
  4. _asm
  5. {
  6. MOV ECX, entity
  7. MOV EAX, DWORD PTR DS:[ECX]
  8. CALL DWORD PTR DS:[EAX+0x24]
  9. MOV ret, EAX
  10. }
  11. return ret;
  12. }
  13.  
  14. Vector *GetBaseEntityViewAngle(CBaseEntity *entity)
  15. {
  16. Vector *ret;
  17. _asm
  18. {
  19. MOV ECX, entity
  20. MOV EAX, DWORD PTR DS:[ECX]
  21. CALL DWORD PTR DS:[EAX+0x28]
  22. MOV ret, EAX
  23. }
  24. return ret;
  25. }

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

weitergehts

CPP Code:
  1. int GetBaseEntityIndex(CBaseEntity *entity) //k
  2. {
  3. return *(int*)((DWORD)entity+IndexOffset);
  4. }
  5.  
  6. char GetBaseEntityLifeState(CBaseEntity *entity) //k
  7. {
  8. return *(char*)((DWORD)entity+LifeStateOffset);
  9. }
  10.  
  11. int GetBaseEntityHealth(CBaseEntity *entity) //k
  12. {
  13. return *(int*)((DWORD)entity+HealthOffset);
  14. }
  15.  
  16. int GetBaseEntityFlags(CBaseEntity *entity) //k
  17. {
  18. return *(int*)((DWORD)entity+FlagsOffset);
  19. }
  20.  
  21. int GetBaseEntityTeamNum(CBaseEntity *entity) //k
  22. {
  23. return *(int*)((DWORD)entity+TeamNumOffset);
  24. }
  25.  
  26. bool IsConnected()
  27. {
  28. bool ret = false;
  29. _asm
  30. {
  31. MOV ECX, DWORD PTR DS:[cEngine]
  32. MOV EAX, DWORD PTR DS:[ECX]
  33. CALL DWORD PTR DS:[EAX+0x6C]
  34. MOV ret, AL
  35. }
  36. return ret;
  37. }

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

und hier noch was schönes. Die RadarPLayer Klasse:

CPP Code:
  1. class cRadarPlayer
  2. {
  3. public:
  4. int valid;
  5. char unknown0[12];
  6. char name[32];
  7. int team;
  8. int health;
  9. Vector origin;
  10. Vector viewangles;
  11. };
  12.  
  13. cRadarPlayer *GetRadarPlayerByIndex(int index)
  14. {
  15. cRadarPlayer *ret = null;
  16. _asm
  17. {
  18. MOV ECX, DWORD PTR DS:[cRadarPlayerArray]
  19. MOV EAX, index
  20. LEA EAX, DWORD PTR DS:[EAX+EAX*0x4]
  21. SHL EAX, 6
  22. LEA EAX, DWORD PTR DS:[EAX+ECX+0x28]
  23. MOV ret, EAX
  24. }
  25. return ret;
  26. }

Wie man allerdings an die cRadarPlayerArray Adresse kommt, lass ich euch selbst herausfinden, die Aktion hat mich grad 2 Stunden gekostet.

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

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
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

whatever, 123 is the offset

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post NonSDK Project Posted on: Fri 13. Aug 2010, 22:18

KN4CK3R

preview Preview

Go To Post

just have a look in OllyDbg.
There is something like this:

ASM Code:
  1. mov eax, classPoint //like engine class
  2. call [eax + 0x123] //0x123 is your needed functionpointer

greetz KN4CK3R
Counter-Strike: Source

Thu 10. Nov 2011, 17:18

by KN4CK3R Go to last post
13 3037
icon

Go to first new post Rank Hack Posted on: Thu 3. Nov 2011, 22:56

smokee

preview Preview

Go To Post

es gibt viele Battlefields...falls du das 3er meinst, dafür kenne ich nichts

greetz KN4CK3R
Battlefield 3

Thu 10. Nov 2011, 16:07

by Woookie Go to last post
7 1217
icon

Go to first new post The GAG Quartet - le Internet Medley Posted on: Wed 9. Nov 2011, 23:51

KN4CK3R

preview Preview

Go To Post



das geilste was ich in letzter Zeit gesehen habe

greetz KN4CK3R
Fun

Thu 10. Nov 2011, 15:15

by SilverFire Go to last post
1 377
icon

Go to first new post [Release] ThunderLabs D3D Posted on: Thu 10. Nov 2011, 10:11

KN4CK3R

preview Preview

Go To Post

hat schöne VIP Funktionen (mein favo. ist INVISIBLE und STW! )
Only registered and activated users can see links.

Download ThunderLabs D3D
Warrock

Thu 10. Nov 2011, 10:11

by KN4CK3R Go to last post
0 598