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C# (Execute Command for x Time)?

 
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ZenX
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PostPosted: Thu Nov 22, 2007 9:31 am    Post subject: C# (Execute Command for x Time)? Reply with quote

Hello, well, im adding "Turbo", to my game.
The only problem is, i need an advanced code, which won't lag my game.

I have a code, but it lags like hell.

If you have an advanced code which can do so without lagging, please post here.

Thanks.

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HomerSexual
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PostPosted: Thu Nov 22, 2007 9:36 am    Post subject: Reply with quote

Make a timer. Set the interval tolike 100 then make another timer with the time of the total boost.

When Timer1 goes off, the player gets a speed boost. When Timer 2 goes off timer1 and timer2 are disabled.

When they boost again enable both.

That should work?

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ZenX
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PostPosted: Thu Nov 22, 2007 9:40 am    Post subject: Reply with quote

blankrider wrote:
Make a timer. Set the interval tolike 100 then make another timer with the time of the total boost.

When Timer1 goes off, the player gets a speed boost. When Timer 2 goes off timer1 and timer2 are disabled.

When they boost again enable both.

That should work?


Yes, but that is like so easy to Exploit:P.
Already did this, and exploited(Inf Nos.).

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HomerSexual
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PostPosted: Thu Nov 22, 2007 10:02 am    Post subject: Reply with quote

store the timer functions in a dll that contains other drive functions. This way the timers aren't stored directly in your .exes memory and in order to recreate the .dll they would have to konw all of the other functions.

or put in checks like

if(timer2 > 18000)
{
MessageBox(hwnd, "Get the fuck out my game bitch", "Noob", MB_OK);
gameCloseFunction();
}

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Flyte
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PostPosted: Thu Nov 22, 2007 10:20 am    Post subject: Reply with quote

blankrider wrote:
store the timer functions in a dll that contains other drive functions. This way the timers aren't stored directly in your .exes memory and in order to recreate the .dll they would have to konw all of the other functions.


I hope you know that dll's get loaded into your processes address space, so they can be viewed just like the normal exe. To defeat this "protection" we wouldn't have to recreate the dll, we would just have to patch it like any other piece of memory.
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HomerSexual
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PostPosted: Thu Nov 22, 2007 10:25 am    Post subject: Reply with quote

oh ok, my bad
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ZenX
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PostPosted: Thu Nov 22, 2007 10:27 am    Post subject: Reply with quote

Flyte wrote:
blankrider wrote:
store the timer functions in a dll that contains other drive functions. This way the timers aren't stored directly in your .exes memory and in order to recreate the .dll they would have to konw all of the other functions.


I hope you know that dll's get loaded into your processes address space, so they can be viewed just like the normal exe. To defeat this "protection" we wouldn't have to recreate the dll, we would just have to patch it like any other piece of memory.


Even with patching there are exploits.
But it is a bit better than using the "Timer>" command.
To bypass the timer command, you just have to find both variables.

That being the "Nos Time" as well as the "Tick>x" command.
and flyte is correct,since the DLL is loaded into the process, it basically becomes apart of it, giving it just as much access as the actual game it's self.

"Nos" != Turbo.

Can't i protect it with a Hash?
That being the .DLL + Game Client.

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Flyte
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PostPosted: Thu Nov 22, 2007 10:33 am    Post subject: Reply with quote

ZenX wrote:
Can't i protect it with a Hash?
That being the .DLL + Game Client.


You could do a CRC check on that part of the dll, or you could create an algorithm to check if all of the values are in a range they should be. But that also would be easy to fix. The problem with single player games like this is that everything they do is stored on the computer, so there really is no way to protect it 100%. Stuff like this is normally done server side for multiplayer games. Heck, the only reason the average coder cannot get rid of Game Guard is because of the fact it sends packets telling the server that it is still up and that they don't have to disconnect the game yet.
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ZenX
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PostPosted: Thu Nov 22, 2007 10:55 am    Post subject: Reply with quote

Flyte wrote:
ZenX wrote:
Can't i protect it with a Hash?
That being the .DLL + Game Client.


You could do a CRC check on that part of the dll, or you could create an algorithm to check if all of the values are in a range they should be. But that also would be easy to fix. The problem with single player games like this is that everything they do is stored on the computer, so there really is no way to protect it 100%. Stuff like this is normally done server side for multiplayer games. Heck, the only reason the average coder cannot get rid of Game Guard is because of the fact it sends packets telling the server that it is still up and that they don't have to disconnect the game yet.


K, thx.

The game will soon be an online game, i just have to configure the server and implement the code (System.NET).

Getting rid of GG is hard, but replacing it with a Fake GG is slightly on the easier side.That is if, the person knows what they are doing.

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rapion124
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PostPosted: Thu Nov 22, 2007 11:14 am    Post subject: Reply with quote

The timer function wouldn't be very wise. Assuming your game has only 1 thread, it would slow down your game if that thread that's supposed to control the game play has to process messages from the timer every few seconds. Best create another thread to use process messages from the timer so it doesn't lag up your game.

The only real way to 'protect' the game is to terminate it if anything is wrong. That would mean it's not really a game because all the actions the player is supposed to take would be predicted by the maker of the game. You can use the stack to store values. Push the value onto the stack and then pop it when you need it. The bad thing about that is you cannot push anything else onto the stack until you pop your game value.
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ZenX
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PostPosted: Thu Nov 22, 2007 2:01 pm    Post subject: Reply with quote

rapion124 wrote:
The timer function wouldn't be very wise. Assuming your game has only 1 thread, it would slow down your game if that thread that's supposed to control the game play has to process messages from the timer every few seconds. Best create another thread to use process messages from the timer so it doesn't lag up your game.

The only real way to 'protect' the game is to terminate it if anything is wrong. That would mean it's not really a game because all the actions the player is supposed to take would be predicted by the maker of the game. You can use the stack to store values. Push the value onto the stack and then pop it when you need it. The bad thing about that is you cannot push anything else onto the stack until you pop your game value.


K, thanks.

Just one question.....Is it a way to Implement GameGuard into a C# based Game?

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samuri25404
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PostPosted: Thu Nov 22, 2007 3:24 pm    Post subject: Reply with quote

GameGuard costs money, doesn't it?

Wouldn't you rather create your own?

I could help, if you'd give me the source already. Wink
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ZenX
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PostPosted: Thu Nov 22, 2007 8:03 pm    Post subject: Reply with quote

samuri25404 wrote:
GameGuard costs money, doesn't it?

Wouldn't you rather create your own?

I could help, if you'd give me the source already. Wink


Well, in the message, about the lunia bypass you said you didnt wan't lol.
Ill upload the source tommorow.

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