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| | #1 |
| Registered User | Building a packet editor Hello flyff community, as some of you know im currently developing a packet editor for flyff, since this should run on all Windows systems I need some help from you. --- Removed --- KumaT //EDIT I did not get any help, so i wont provide any help. The Pe is going to be private. But still I'll provide some tuts when i got solutions for the last problems, for those willing to learn. Last edited by kumaT; 07-04-2008 at 12:07 AM. |
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| | #2 |
| Registered User | Re: Building a packet editor What's the point in building a packet editor for FlyFF? You can do nothing with editing packets anymore except teleporting etc. It's completely pointless. |
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| | #3 |
| Trial Super Moderator ![]() | Re: Building a packet editor There are actually various packet editors out on the net. One of the most well known one is "WPE Pro". The problem with those packet editors is that the methods they use to inject data to the stream are detected. GameGuard even detects FPROX which I wrote for jFlyFF v5 and it's just a flyff proxy written in mIRC Script. Logging the data is no problem, Wireshark and Ethereal aren't detected by GameGuard. The problem you'll run into is finding a way to inject data into the opened stream without being caught by gameguard. Good luck. |
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| | #4 |
| Registered User | Re: Building a packet editor I'm not sure how accurate this is, but I heard they made it so gameguard checks incoming packets every 5 or so seconds so it's basically impossible to re send packets anyway. Maybe my first post was a bit pessimistic, however there is now only a certain extent of possibilities with packet editing. I, myself don't have enough knowledge to get round injecting data into the opened stream. Then again I have no intention of trying. EvilKing, as you have experience doing this kind of thing (I guess from your creation of FPROX) would you have any idea how much work it would take to get round this problem of resending packets? |
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| | #5 |
| Registered User | Re: Building a packet editor Well as you can imagine i need the DLLs to test if the aproach im taking is running on different sytems or if i have to do some changes. Yes coming arround gg is a bit tricky, normal api-hooking does not help after the last gg patch. Since my resources to test on different systems is limited and its to early to do some release im asking for the DLLs. On the FPROX, if you did the same as I did with my first approach, then it my be related with the fact, that you change the server ip adresses in the incoming packet. An external manipulation would need to directly intercept the tcp comunication. Since raw sockets on windows don't allow sending you would need to get into Ndis driver progaming and i want to avoid this hasel and stick to injection for now. |
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| | #6 |
| Registered User | Re: Building a packet editor VERY SIMPLE RUN YOUR AUTOMATION WHICH KILLS THE GAME GUARD THEN ATTACH ANY EXISTING PACKET EDITOR IN "NEZU.EXE" EVEN DETECTED ONE WILL DO "THE GAME GUARD IS KILLED BY THE GAME GUARD KILLER" THERE IS NO NEED TO MAKE A NEW PACKET EDITOR SIMPLE.... DONT MAKE SIMPLE PROBLEM INTO COMPLICATED ONE....................sIMPLE bRAIN wORKS.................... |
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| | #7 |
| Registered User | Re: Building a packet editor Ill do this fast: 1. Automaton was fixed in dflyff this week on maintanace, meaning it will be fixed on eflyff soon. 2. Normal Packeteditor will not work, since most of them are not capable of asyncronus IO. 3. You can't send packets generated by you (theoretically you can but this is a pain in the a**) or change existing packets. 4. its not about using hacks its about skills |
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