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Thread: [OGL] interception v0.1

  1. #151
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    plugin

  2. #152
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    Quote Originally Posted by Nadeem View Post
    Just as a heads up, I notice your using an opengl wrapper for for hooking your own calls (which im guessing is a variation of crusader's wrapgen), this is pretty much detectable w/o much effort... Also, im pretty sure you must be aware that jagex is most likely hooking their own ogl functions into the core opengl library. Here are some dll dumps from their 'jaggl.dll' file http://pastebin.com/m544966d6, and after doing some quick dumping of the java process while running runescape in hd, the file is being called accordingly to quite a few ogl calls (i had more proof but friggin closed the tab by accident so retyping all this now..)

    I think it would be relatively safer to rather use MSDN Detours or intercepting the opengl calls similar to a method used here: http://forum.gamedeception.net/showthread.php?t=8819

    I had a bunch more typed up, but yea kinda lost it -_-' ...


    ~NS
    Jagex could detect scar with one line of code, they could also detect SMART with one line. But they don't, presumably because they don't want to intrude. Injecting DLLs requires admin privileges being given to SCAR and doesn't really add any more protection from detection.

  3. #153
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    Just because they could detect scar is open, they have no proof it would be running a script on runescape.

  4. #154
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    How would they detect SCAR, anyway? SMART, I can understand, since it interacts directly with the client. But Java has no way (short of JNI) to detect processes, so what would give SCAR away?

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    Quote Originally Posted by ZaSz View Post
    He meant the pickaxe on the ground i believe?

    Quote Originally Posted by Method View Post
    That pickaxe is on the ground...

    Quote Originally Posted by silentwolf View Post
    blah


    Quote Originally Posted by RAM View Post

    Also, I'll throw this out there...with the new in game map, there is a way to always detect player location...my question is, if so, how would ids relate to this ?..IE, Can we use Interception for location recognition from map ?
    I haven't tested this yet...but, can someone amuse me, and tell me what is returned when the map is viewed with this ?...I really think this is the key to successful area detection.....


  6. #156
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    If you're talking about the world map, I doubt any models are drawn on there.

    edit: However, there is an HD sprite class that might be used for drawing it, but I'm not sure.
    Last edited by Method; 01-26-2010 at 03:02 PM.
    :-)

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    Quote Originally Posted by silentwolf View Post
    plugin
    Is this full sauce ?? I dont see there keypressing part and some other stuffs. How can i compile that into two dll plugins??
    :P

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    Quote Originally Posted by Iroki View Post
    Is this full sauce ?? I dont see there keypressing part and some other stuffs. How can i compile that into two dll plugins??
    There are two archives, Iroki, on two separate posts.

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    Quote Originally Posted by senrath View Post
    There are two archives, Iroki, on two separate posts.
    Oh thanks i haven't noticed that :P Why in two posts?? :P

    EDIT: Silentwolf, do you think that all functions in opengl32.h are needed ??
    Last edited by Iroki; 01-26-2010 at 03:31 PM.
    :P

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    Mapwalking idea, takes a lot of time to do but is possible:
    Each tile has one texture. Load all the texture IDs into an 2D integer array, like [x][y]
    Example: 1 tile north of character is 103, 1 tile east of character is 104, 1 tile north-east of character is 105 and the tile that character is standing on is 106. That makes a 2x2 square, which in a 2d integer array would look like this
    SCAR Code:
    TileIDs[x][y] := 106; // Character tile
    TileIDs[x+1][y] := 104; // 1 to East
    TileIDs[x][y+1] := 103; // 1 to North
    TileIDs[x+1][y+1] := 105; // 1 North-East

    PHP Code:
    |----------------------------|
    |              |             |
    |              |             |
    |   (
    103)      |   (105)     |
    |              |             |
    |--------------|-------------|
    |   
    CHARACTER  |             |
    |     (
    106)    |     (104)   |
    |              |             |
    |----------------------------| 
    Now make a script that gets the IDs of the ground and saves them into an array while you're running around. TileIDs[0][0] would be the tile where the character is standing when the recording begins. Now the character just runs around and some script saves the tile graphic IDs. This would be tricky to write though, since the IDs need to be in the exact same order in the array as they are on the map.

    Now when you have the world recorded in a nice array, you can find locations in it like this:
    "Computer, I am standing in an area where the 100 nearest tiles to me have graphic IDs "12312387123, 1238768176, 4289312...." and so on. Please search this location in your mighty world-array, and tell me my position. Now, if you can find me, you can tell me how far I am from the tile that is surrounded by ground IDs "345876, 92834798..."? How many tiles and to what direction do I need to walk to?"

    If you know you need to walk 10 tiles to North and 16 tiles to East, you can do the math yourself. See how long and wide is 1 tile on MM etc. etc.

    'IDs' is a 5x5 2d integerarray, that has stored the IDs of 25 tiles around the character. Say, IDs[0][0] is the ID character is standing on, [0][1] is the ID 1 tile to North of the character. [x][y].
    'World2DArray' is also a 2D integerarray. It has all world IDs stored in it, in an order similar to which the IDs appear on RS ground.
    The function goes through every tile stored in World2DArray, and sees if it has 25 same IDs in the same order with the 'IDs' array.
    SCAR Code:
    function Find5x5Location(var X, Y: Integer; IDs: T2DIntegerArray): boolean;
    var
      wrdX, wrdY: Integer;
      tmpX, tmpY: Integer;
      incX, incY: Integer;
    begin
      // Lets say IDs is a 5x5 2Darray
      for wrdX := 0 to high(World2DArray) do
        for wrdY := 0 to high(World2DArray[tmpX]) do
          for incX := 0 to 5 do // IDs is always a 5x5
            for incY := 0 to 5 do
              for tmpX := high(IDs) do
                for tmpY := high(IDs[tmpX]) do
                  if (IDs[tmpX + incX][tmpY + incY] <> World2DArray[wrdX + incX][wrdY + incY]) then
                    Exit
                  else
                    if (incX + incY) = 10 then // We have found all 25 tiles matching
                    begin
                      Result := True;
                      X := wrdX;
                      Y := wrdY;
                    end;

    end;
    I know it has a lot of loops, but I don't think that makes the function too slow. It's only checking if integers match, after all. To make it faster, the world could be split into many pieces like this
    SCAR Code:
    World2DArray := GetDraynor;
      World2DArray := GetVarrock;
    You could also check if at least 15 tiles match, etc. etc.
    -------------------------------------
    Does this sound like too big project?
    Last edited by marpis; 01-26-2010 at 05:52 PM.

  11. #161
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    marpis: We could make the world arrays build itself with a world walker-bot *cough*checkmyscript*cough* who walks to places that hasn't yet been "discovered" in the worldtile-array and then the project would be build using a script instead, making the project a lot easier and smaller

  12. #162
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    Quote Originally Posted by Zyt3x View Post
    marpis: We could make the world arrays build itself with a world walker-bot *cough*checkmyscript*cough* who walks to places that hasn't yet been "discovered" in the worldtile-array and then the project would be build using a script instead, making the project a lot easier and smaller
    when recording the script the walker should walk so that every tile in the f2p world got picked. Your script would epicly fail that. In fact it's faster to just run it f2p than to write a script for it, even with reflection.

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    silentwolf, thanks for posting the source. Appreciated.



    The best way to contact me is by email, which you can find on my website: http://wizzup.org
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  14. #164
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    Quote Originally Posted by marpis View Post
    when recording the script the walker should walk so that every tile in the f2p world got picked. Your script would epicly fail that. In fact it's faster to just run it f2p than to write a script for it, even with reflection.
    What do you mean? I have run around the f2p area without failing once. Even in falador where there is a lot of fences/buildings and whatnot

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    Quote Originally Posted by Zyt3x View Post
    What do you mean? I have run around the f2p area without failing once. Even in falador where there is a lot of fences/buildings and whatnot
    Well you'd have to walk around the whole f2p area with 1 run, without stopping. When your script runs around the whole f2p world so that it has seen every tile on the whole world on mainscreen, without pauses, I salute thee.

  16. #166
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    Quote Originally Posted by marpis View Post
    Well you'd have to walk around the whole f2p area with 1 run, without stopping. When your script runs around the whole f2p world so that it has seen every tile on the whole world on mainscreen, without pauses, I salute thee.
    Nonono, you don't get it. use the already made array to find out where you are (or the big map) and start from there, when it has collected information about the tiles around the player, move to another random spot that hasn't yet been collected information about.

    I.E the area where the bot has been collecting information about is the one inside the red boxes, the script now knows that it can walk to any location that is not inside those boxes.


    I guess I suck explaining my thoughs..

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    Or reflection xD

  18. #168
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    When I toggle the overlays, is it natural for Rs to freeze completely, until you stop the script? But after you stop the script, the model numbers show on RS.

    Interesting.

    Edit:

    I'm using max settings except for the CPU. Also yeah, you must have fog on.
    Last edited by kingarabian; 01-27-2010 at 09:56 AM.
    Faith is an oasis in the heart which will never be reached by the caravan of thinking.

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    oh my goodness.. i'll test out.
    Oh Hai Dar

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    So, are people actually interested in this? How much work would it be to get SRL working on HD?

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    Quote Originally Posted by silentwolf View Post
    So, are people actually interested in this? How much work would it be to get SRL working on HD?
    Yes, and it is somewhat hard to tell until it's tried. It could be as easy as a few color changes, or there could be something major that would require a bunch of re-writes.

    If it only consists of a few Color/coord changes then the current SRL include could be made HD compatible by simply adding constants for the pertaining thing's.

    Obviously, Login and Gametab functions would need to be changed though.

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    1. Will Jagex ever upgrade RuneScape’s graphics to be able to see farther out into the distance and to be able to put the camera at different angles like in the floor to see monsters and HP bars better?

    We are always looking to improve the graphical experience while maintaining support for the majority of players out there. Very soon we will be launching an upgrade to our software 3D engine that will provide a few of the graphical improvements in HD to the majority of players still using Standard Detail mode. We are also working on providing support for DirectX, which should improve the graphical experience for a lot of players.
    http://services.runescape.com/m=foru...4,746,60289341
    Oh Hai Dar

  23. #173
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    Quote Originally Posted by silentwolf View Post
    So, are people actually interested in this? How much work would it be to get SRL working on HD?
    Of course! We've been waiting for a revolution for some time. Soon we will have Simba and this wouldnt be to bad.
    Faith is an oasis in the heart which will never be reached by the caravan of thinking.

  24. #174
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    Does HD work in linux? Hooking directx would be just as easy as OGL btw...

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    Quote Originally Posted by silentwolf View Post
    Does HD work in linux? Hooking directx would be just as easy as OGL btw...
    It does, but it's awfully buggy(Screen flashes etc..). Always was for me at least.

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