Cirras

Joined: 11th Mar 2011
Posts: 1221
Re: The power of recompiled GFX files
Conex posted: (3rd Dec 2012, 04:30 am)
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"
Isn't AO just basically a copy of BU lol
Nah, AO has plenty of original content. Hiuru is a great artist. Who doesn't like some healthy competition?
Edit: You already changed your post to something like, lol nvm. Awkward.
---
Want to learn to pixel?
Pixelsource.org
12 years, 28 weeks ago
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Conex

Joined: 3rd Dec 2012
Posts: 180
Re: The power of recompiled GFX files
Cirras posted: (3rd Dec 2012, 04:33 am)
Conex posted: (3rd Dec 2012, 04:30 am)
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"
Isn't AO just basically a copy of BU lol
Nah, AO has plenty of original content. Hiuru is a great artist. Who doesn't like some healthy competition?
Edit: You already changed your post to something like, lol nvm. Awkward.
Well I heard a rumor that one of the BU admins had left BU and took graphics with them recently, but I didn't know the server name so I thought I might of mistaken it.
12 years, 28 weeks ago
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Yukio

Joined: 19th Aug 2012
Posts: 776
Re: The power of recompiled GFX files
Well one of the good things about FE is their graphics are compressed and can't be opened on reshack and you can't rip their graphics off. Anti-graphics stealing. great thing.
But......"With this you could even start an external process in memory that would monitor the entire computer for hacks/proxies/debuggers" Isn't that making the owner inserting some sort of RAT or backdoor to other computers because of their
client having that recompiled gfx files? Cause like you said, owners may even start an "external process" in memory that would "monitor" the entire computer for "hacks/proxies/debuggers"?
Anyways, this will be a good thing though more likely if the owner of the server has a good attitude with a good reputation and will fight those hackers. ---
56616C68616C6C612053746F7279
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 02:56 am)
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
Well, yeah, the only one I blatantly told this to. Or was I going to tell you and you figured it out?... Either way, it's been in one of my projects for a while, and nobody's took notice/cared.
Thought about posting about this myself, but I haven't seen anyone smart enough take to evil deeds. inb4 copy pastas. ---
Wish upon a star!
12 years, 28 weeks ago
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Moonie

Joined: 29th Jun 2011
Posts: 2293
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.
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.
ok i gotta give u props that shit is brilliant. ---
Insomniac:I like how in the lounges forum description sausage says "Bitches go crazy." and that's
exactly what you do!
Pixel artist | Mapping artist | Alternative artist | Heavenly Karma | oldbie | top 50 |
Attention whore | main player |
12 years, 28 weeks ago
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fruity

Joined: 12th Jun 2010
Posts: 569
Re: The power of recompiled GFX files
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file. ---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 04:08 pm)
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file.
I put Sordie's idea to use with my EOGFX project. FE's files are currectly setup to defeat the project's purpose, like Elevations just said.
Elevations snuck in some simple sneaky tricks, but it should be enough to detour lazy/ignorant people from easily dissecting his files. ---
Wish upon a star!
12 years, 28 weeks ago
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Misca

Joined: 10th May 2011
Posts: 2738
Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 04:08 pm)
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file.
Couldn't people just manually take the gfx if they really were that desperate to get them?
I understand that it takes the simplicity of stealing out of it, and I give you credit for doing this but people will always find a way around things like this. ---
Former multi-server mapper.
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
Misca posted: (3rd Dec 2012, 04:26 pm)
elevations posted: (3rd Dec 2012, 04:08 pm)
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file.
Couldn't people just manually take the gfx if they really were that desperate to get them?
I understand that it takes the simplicity of stealing out of it, and I give you credit for doing this but people will always find a way around things like this.
Yes, and the same thing was done to EOR and look how far we got? Not very far.. lots of EOR's gfx still remains hidden in those sexy crypted files. Just sitting there, not being used. ---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
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Yukio

Joined: 19th Aug 2012
Posts: 776
Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 05:04 pm)
Misca posted: (3rd Dec 2012, 04:26 pm)
elevations posted: (3rd Dec 2012, 04:08 pm)
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file.
Couldn't people just manually take the gfx if they really were that desperate to get them?
I understand that it takes the simplicity of stealing out of it, and I give you credit for doing this but people will always find a way around things like this.
Yes, and the same thing was done to EOR and look how far we got? Not very far.. lots of EOR's gfx still remains hidden in those sexy crypted files. Just sitting there, not being used.
That statement agrees to the rumor that EOR was the first best private server of main. ---
56616C68616C6C612053746F7279
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
Yukio posted: (3rd Dec 2012, 05:08 pm)
elevations posted: (3rd Dec 2012, 05:04 pm)
Misca posted: (3rd Dec 2012, 04:26 pm)
elevations posted: (3rd Dec 2012, 04:08 pm)
fruity posted: (3rd Dec 2012, 04:05 pm)
So this stops people using the gfx file in there clients??
Whats to stop people just opening the GFX with reshack and manually taking them?
Compression.
By only allowing the gfx files to be used with the designed client, people can't run simple programs to load the GFX and rip them out like sordie mentioned.
Unless sordie/sausage intends to bypass the code which i might add no one has managed to crack cascade EOR GFX.
I wonder if you could even go so far as to actually creating the bitmaps in memory as they get loaded rather then compiling them into the resource file.
Couldn't people just manually take the gfx if they really were that desperate to get them?
I understand that it takes the simplicity of stealing out of it, and I give you credit for doing this but people will always find a way around things like this.
Yes, and the same thing was done to EOR and look how far we got? Not very far.. lots of EOR's gfx still remains hidden in those sexy crypted files. Just sitting there, not being used.
That statement agrees to the rumor that EOR was the first best private server of main.
Dude, back then EOR was the only private server -slaps you in the face-
And yes it was the best because it was 100% coded by cascade and not some cheap emulated piece of shit EO client.
In EOR the maps load better, the security is better, animation is flawless, less random ass crashes, and so much more features that eo COULD of had. Heck even TFG done better then EO in my opinion, it just didn't get enough of an audience. ---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
How do you compress GFX files? Would like to do the same on my client.
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
LegendaryG posted: (3rd Dec 2012, 10:04 pm)
How do you compress GFX files? Would like to do the same on my client.
Use a EXE compressor/packer here are some examples:
UPX
PECompact
Petite
Mpress
ASPack Click here for more---
https://www.fallen-evolution.com
https://www.fallen-evolution.com/discord
https://eosource.net
12 years, 28 weeks ago
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Re: The power of recompiled GFX files
elevations posted: (3rd Dec 2012, 10:19 pm)
LegendaryG posted: (3rd Dec 2012, 10:04 pm)
How do you compress GFX files? Would like to do the same on my client.
Use a EXE compressor/packer here are some examples:
UPX
PECompact
Petite
Mpress
ASPack
Click here for more
Im using UPX when I use the program, I use compatibility because not working on my win 7 64, what do I do next?
12 years, 28 weeks ago
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