EOSERV Forum > Lounge > The power of recompiled GFX files
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The power of recompiled GFX files
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Post #172225 The power of recompiled GFX files

This is something that i figured out with the help of Plasmastar awhile ago,


Put this into your EOCLIENT and then run the eo client: http://fallen-evolution.com/gfx001.egf


Next time you download a client don't think it's safe just because your antivirus doesn't say anything.

I've used this method to create a type of "hackshield" on FE to keep away those nasties trying to steal my gfx, and run proxies/eo trainers.

Please post your thoughts below.

---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172226 Re: The power of recompiled GFX files

What is this for, sorry i don't understand, it's just a gfx file from FE.

12 years, 28 weeks ago
Post #172227 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 02:35 am)

What is this for, sorry i don't understand, it's just a gfx file from FE.


Replace the gfx file into an eo client then run it and you will see what i'm talking about.
---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172228 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 02:35 am)

What is this for, sorry i don't understand, it's just a gfx file from FE.


"I've used this method to create a type of "hackshield" on FE to keep away those nasties trying to steal my gfx, and run proxies/eo trainers."
---
...
12 years, 28 weeks ago
Post #172229 Re: The power of recompiled GFX files

kk I'll try.

EDIT: ha ha, when I do it says "Lollz" then starts up client and it looks like FE.... 

12 years, 28 weeks ago
Post #172230 Re: The power of recompiled GFX files

I just thought that people should be aware that things like this are capable with the EO client.

The recompiled gfx file above uses a DLL Loading technique that tricks the EO client into actually running code that was put into the GFX file.

What this means:

Anyone could put viruses, trojans into a gfx file and you would know nothing about it, and gives the possibility to create hackshields to prevent people tampering with your gfx files and running off with them.

For example the code could check if the client that it's being put into is not the one it was designed for then exit itself.

---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172231 Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 02:51 am)

I just thought that people should be aware that things like this are capable with the EO client.

The recompiled gfx file above uses a DLL Loading technique that tricks the EO client into actually running code that was put into the GFX file.

Pretty smart.
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wut
12 years, 28 weeks ago
Post #172232 Re: The power of recompiled GFX files

I am first one to discover/have been using this for awhile (to my knowledge), i'm not going to teach people how to do it, i'm just telling you that the possibility is there.

With this you could even start an external process in memory that would monitor the entire computer for hacks/proxies/debuggers

---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172233 Re: The power of recompiled GFX files

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?

12 years, 28 weeks ago
Post #172234 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


That's an interesting idea, they do have to be there in order for the client to load the data from them, however the directories they are located in do not have to be the same, You could secretly store the pub and map files in a temporary folder on C: drive however that would require client hex editing, or by coding some type of memory injection to change those directories
---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172235 Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 02:58 am)

LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


That's an interesting idea, they do have to be there in order for the client to load the data from them, however the directories they are located in do not have to be the same, You could secretly store the pub and map files in a temporary folder on C: drive however that would require client hex editing, or by coding some type of memory injection to change those directories

I've noticed The AO directory doesnt store map and pub files
12 years, 28 weeks ago
Post #172236 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 03:01 am)

elevations posted: (3rd Dec 2012, 02:58 am)

LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


That's an interesting idea, they do have to be there in order for the client to load the data from them, however the directories they are located in do not have to be the same, You could secretly store the pub and map files in a temporary folder on C: drive however that would require client hex editing, or by coding some type of memory injection to change those directories

I've noticed The AO directory doesnt store map and pub files

It does store them lol? You are talking about Aureus Online? Yes that stores them in map/pub directories like normal eo client?
---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
Post #172238 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


If you like, you can right click the folder and go to the "General" tab look below and you see "Attributes" : Read only and hidden, check mark both check box and click apply then click the first option "Apply for this folder only"
and it will be hidden away, but also can be run from the game.
12 years, 28 weeks ago
Post #172239 Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 03:04 am)

LegendaryG posted: (3rd Dec 2012, 03:01 am)

elevations posted: (3rd Dec 2012, 02:58 am)

LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


That's an interesting idea, they do have to be there in order for the client to load the data from them, however the directories they are located in do not have to be the same, You could secretly store the pub and map files in a temporary folder on C: drive however that would require client hex editing, or by coding some type of memory injection to change those directories

I've noticed The AO directory doesnt store map and pub files

It does store them lol? You are talking about Aureus Online? Yes that stores them in map/pub directories like normal eo client?

Yeah Aureus Online doesn't have the maps and pub files in the client directory, and has some files like "ssexc.blah"
12 years, 28 weeks ago
Post #172250 Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 03:18 am)

elevations posted: (3rd Dec 2012, 03:04 am)

LegendaryG posted: (3rd Dec 2012, 03:01 am)

elevations posted: (3rd Dec 2012, 02:58 am)

LegendaryG posted: (3rd Dec 2012, 02:57 am)

Oh yeah, is there a method of hiding your maps and pub files in the client but it still works and shows  the maps an pub in the game?

basically, do your EOSERV pub and maps have to be on your client also?


That's an interesting idea, they do have to be there in order for the client to load the data from them, however the directories they are located in do not have to be the same, You could secretly store the pub and map files in a temporary folder on C: drive however that would require client hex editing, or by coding some type of memory injection to change those directories

I've noticed The AO directory doesnt store map and pub files

It does store them lol? You are talking about Aureus Online? Yes that stores them in map/pub directories like normal eo client?

Yeah Aureus Online doesn't have the maps and pub files in the client directory, and has some files like "ssexc.blah"

nevermind made a mistake lol
12 years, 28 weeks ago
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EOSERV Forum > Lounge > The power of recompiled GFX files