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Unc3nZureD

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Unc3nZureD last won the day on May 23

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About Unc3nZureD

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  • Birthday 05/03/1990

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    Unc3nZureD#9313

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  1. It does detect debuggers, injection, it prevents some of the most important hooks. Atm it does not prevent memory read, because that's one of the hardest thing to achieve in user-level, but I've got some beta features under testing which will protect against that. ____ @xxxEroSxxx Also reflecting to the IDA picture. Thanks for trying, obviously attaching to the anticheat at a single moment or running for a very short period time, it's possible to debug. Try to run it longer, like you were into debugging something Also I have to say that it's NOT impossible to debug my anticheat. I'm trying to make hackmakers life harder. @witcher Thank you for the good words. ____ The strongest part of my anticheat is that it's constantly under development and updated as soon as someone tries to release some cheat, so your server is protected against mass hacks. There are always going to be very experienced hackers who can bypass things, as well as it's possible to bypass EAC, BattleEye, Warden and others.
  2. Using this little snippet you will suddenly become immune against m2bob. You don't need anything special, just copy this code anywhere and start it as a thread (code included). Pretty interesting that you don't need any ExitProcess or similar Step 1: Copy this code to UserMain.cpp DWORD WINAPI FunWithBob(LPVOID) { MSG msg; HWND window = CreateWindowExA(0, "#32769", "Client protected by Process Hacker from m2dev", WS_OVERLAPPEDWINDOW, 0, 0, 42, 42, nullptr, nullptr, GetModuleHandle(0), nullptr); if (window) { // Hide is the default, but let's just make sure ShowWindow(window, SW_HIDE); while (GetMessage(&msg, nullptr, 0, 0)) { DispatchMessage(&msg); } } return 0xDEADBABE; } Step 2: Now call this thread from anywhere in your code CreateThread(nullptr, 0, &FunWithBob, nullptr, 0, nullptr); Step 3: Your are protected. Have fun Disclaimer: This is a pretty weak method and - I think - is going to be patched soon, but it's still a funny way and pretty useful while m2bob coder is not fixing it.
  3. Hey guys! I'd like to introduce my anti-cheat system which has been running for some time with a few customers - now I'd like to expand it to different countries as well The codebase is pretty clean, it's regulary tested for performance and stability, so it's guaranteed you won't have issues with the system after integrating it. The most important things to mention: I'm constantly updating the anticheat, so every time a hack updates, I'll take care of it. The monthly price obviously includes every update. I'm also updating my detection methods if cheat authors aren't yet active If someone finds a method to bypass my anticheat, I'll take care of the update. Nothing external website dependecy, it's completely independent from any of my domain. Even licensing works in a way which does NOT require my confirmal, but still very secure. This is why it's a monthly paid service. I'm taking support & update tasks very seriously. [TLDR;] What does HackTrap provide? Protection against all current major cheat providers, obviously including m2bob & lalaker (continously updating detection methods!) SDK to integrate server-client communication between the anticheat and the server, so it's ensured that anticheat MUST be running. Some generic protection against unknown cheats & unwanted hacktools. Forbid launching the game directly without using patcher. Advanced logging in case if any issue happens, so I'm able to investigate any case. Independent from ANY EXTERNAL website. Advanced licensing system, which prevents other servers from stealing your anticheat/license. Completely anonymous telemetry data about your players (OS version, country, most often tried hacks) (GDPR-Wise, NOTHING personal is stored!) Considering to add any customer-requested features What isn't HackTrap trying to be? A world-grade perfect anticheat protection against literally every hacker and more. If you want so, try to buy EAC, HackShield and others. Pricing: Each server is priced individually, if you're interested, please DM me. Price is paid MONTHLY, but you can obviously choose to pay more than a single month, so you have to pay less frequently. If requested, a trial month is available. Why the monthly price? Because as I mentioned - I'm constantly updating the anticheat. As soon as there's any public method which is able to bypass my anticheat, I'll take care of it. So, you're actually paying for the support & updates, which I'm monthly spending on my product. Where to contact me? If you're looking for a price estimation, I'll need you to fill a form first, so I know a few important details. You can find it here: https://forms.gle/FWcsCjXN4moXGceh7 Discord: Unc3nZureD#9313 Or you can just PM me here, on forum. Feel free to ask any question. Thanks for reading!
  4. Haha, thanks for this topic, didn't laugh so much for quite long Finally, someone who knows something about RE * The moment when you're re-thinking your life, why the fuck am I trying to develop self-healing & advanced anticheat-system with advanced syscall emulation & others *
  5. To fix back_inserter error, try to: #include <iterator> For the others I can't say anything, as at the moment I haven't got source at me.
  6. I can't really understand What is "power to reboot"? Could you tell it a bit longer and easier to understand? What is the exact problem? Can you give us screenshot? If I'm understanding right your client ONLY WORKS ON XP. Right? Or it works everywhere, but NOT XP? Which Visual Studio are you using to compile your source?
  7. Not that easy to die! Todays SSDs can even handle ONE PETABYTE (1024 Terbyte!) Data traffic, which is not too small And even if the SSD would die, the server owner had to replace it, not the user
  8. (Just a side note: both nullptr and auto is a C++11 feature ) C++14 mostly IMPROVED the capability of auto. I mean, from now you can use auto as the return value of a function (only if it's obvious). Even there were some improvements with auto & lambda function connection, so now it's easier to use. And not to mention a quite interesting thing: [[deprecated]]. Have a look at it It's quite nice when it comes to a bigger project management, not only a small home-made Another awesome feature of C++14 is that now you can initialize an int (or anything else) in binary format! Just like you create a hex 0xFFAA. now you can make 0b0011100110 But as far as I can see it's enough to have C++11 to compile that code (No offense) Please tell me if I'm wrong (P.s.: It's a really nice, clean & easily readable code!)
  9. Lol, *Facepalm* By the way, I would choose HDD. Why? Because you are safe on storage and metin2 is written to be able to operate even on normal HDD too. SSD would only boost your SQL processing power, which would give you some advantage if you want to both run the server and make manual queries to the log - which is... Not that often used What you most need for a server is CPU power & RAM. And of course sometimes space for backups or logs.
  10. What are your intentions? Usually 16Gb is too small for a windows installation, so I would chose none 64Gb HDD isn't too much, but at least you can put things on it Actually you can either buy an USB3 pendrive, which has the same capacity for less price. Are you sure that they are 16 and 64? Not 160 & 640?
  11. Hi devs! With my friend: @masodikbela we started the releasing & developing of a final & stable all-round anticheat. Yes, it's based on an old project which I started alone, but this time we're writing a much better organized, cleaner and better tested code. It's still in development and I won't release any pre-version as I don't want to release anything unstable. But meanwhile it's under development I'm going to release a series of videos about it's features. Part 1 is done, it's about an interesting new feature: Heartbeats. Click here for the video, or watch it below [1080p]: A few interesting thing about it: Default sending interval is 5sec. If it isn't going to arrive in 1min, the the server bans player for another 1min. If server receives the wrong heartbeat packet, then it's going to instantly disconnect and temp-ban. Key-pairs are NOT pre-defined. They are dynamic and can (and will) change in nearly every second (no, it's not related to the time of the client nor the server). There's only ONE key each time which is acceptable by the server. We're using a special algorithm/formula to generate the numbers on both client & server side. Neither code generation or packet sending generates such amount of load which would a little-bit throttle the CPU. It is going to produce similar SQL logs: Further videos are going to be available in posts right here Press Follow if you'd like to see newer posts too! Ask us if you've got questions, probably any of us are going to answer
  12. With this code you can LIST ALL THE DLLs loaded by the game. (Except some advanced case) https://translate.google.com/
  13. Hi With this, you are going to be able to go trough the loaded DLL list of your process easily without using APIs like EnumProcessModules, or any similar So, first you will need these stuffs, just paste it: #include <Windows.h> #include <iostream> // Optional for printing typedef struct _UNICODE_STRING { USHORT Length; USHORT MaximumLength; PWSTR Buffer; } UNICODE_STRING, *PUNICODE_STRING; typedef struct LDR_DATA_ENTRY { LIST_ENTRY InMemoryOrderModuleList; PVOID BaseAddress; PVOID EntryPoint; ULONG SizeOfImage; UNICODE_STRING FullDllName; UNICODE_STRING BaseDllName; ULONG Flags; SHORT LoadCount; SHORT TlsIndex; LIST_ENTRY HashTableEntry; ULONG TimeDateStamp; } LDR_DATA_ENTRY, *PLDR_DATA_ENTRY; __declspec(naked) PLDR_DATA_ENTRY GetLdrDataEntry() { __asm { mov eax, fs:[0x30] mov eax, [eax + 0x0C] mov eax, [eax + 0x1C] retn } } Now you've got everything to perform a loop thru' the modules! Note that this ONLY works with x86. On x64 it's a littlebit different. If you need x64 code, PM me. void LoopModules() { PLDR_DATA_ENTRY cursor = GetLdrDataEntry(); // Get the address of LDR_DATA_ENTRY while (cursor->BaseAddress) // while until the list ends { cursor = (PLDR_DATA_ENTRY)cursor->InMemoryOrderModuleList.Flink; // current bookmark printf("Name: [%S] \n>\t Address: [0x%p]\n>\t Entrypoint: [0x%p]\n", cursor->BaseDllName.Buffer, cursor->BaseAddress, cursor->EntryPoint); // Now you know every information of the module. } } Result: This is this simplest tutorial I could make, so this way you can easily detect modules even if WinAPI is hooked. There's at least one more method to find injected modules, but this one is the easiest and least complex. Good luck
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