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Thread: Making a bot...

  1. #1
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    Default Making a bot...

    Hey guys
    Ok, so I was talking to and friend an thought it would be cool to make a runescape bot.
    Inb4DerBeL0ads!
    1. For the educational ride
    2. Maybe something new?
    I would rather not make the same old Java bot.
    I don't want to make a colour bot, SRL/SIMBA are awesome and I wouldn't want to go against them <3
    I was thinking maybe research OpenGL, Packets?

    If anyone is interested in learning about this, and maybe in the process create a bot with me, I would love anyone to join me

    -Boom

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    About the OpenGL, (I wonder who you talked with), its not as easy as you might think, you need to know how to use OpenGL before you can code the wrapper to intercept the models and interfaces you want to intercept. There is much that needs to be learned and researched before it is even close to usable. Packets are no use, as someone stated that they are encrypted and every time there is an update, the encryption changes (Correct me if I'm wrong, but I read this somewhere).
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    About the OpenGL, (I wonder who you talked with), its not as easy as you might think, you need to know how to use OpenGL before you can code the wrapper to intercept the models and interfaces you want to intercept. There is much that needs to be learned and researched before it is even close to usable. Packets are no use, as someone stated that they are encrypted and every time there is an update, the encryption changes (Correct me if I'm wrong, but I read this somewhere).
    Packets - Hmm, well ok, if that is the case maybe I need to rethink :P
    OpenGL - Yes, I do understand that there is a lot of research needed, as with a lot of this stuff. I am willing to put in that research.

    -Boom

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    Quote Originally Posted by Frement View Post
    Packets are no use, as someone stated that they are encrypted and every time there is an update, the encryption changes (Correct me if I'm wrong, but I read this somewhere).
    No, they're not encrypted. Packet opcodes, however, are encrypted using the ISAAC stream cipher, but that wouldn't be a problem for the bot. The packet opcodes do change every client build, though, and the data within the packets can be reordered or modified as well.
    Last edited by Method; 12-31-2010 at 05:51 PM. Reason: typo
    :-)

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    Quote Originally Posted by Method View Post
    No, they're not encrypted. Packet opcodes, however, are encrypted using the ISAAC stream cipher, but that wouldn't be a problem for the bot. The packet opcodes do change every client build, though, and the data with the packets can be reordered or modified as well.
    So you are saying that it would kind of be like the situation with reflection as of getting hooks? If so, that wouldn't be so bad as there must be a way to grab the packet opcodes.

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    Quote Originally Posted by Dynamite View Post
    So you are saying that it would kind of be like the situation with reflection as of getting hooks? If so, that wouldn't be so bad as there must be a way to grab the packet opcodes.
    It'd be much more tedious to keep it updated, but it'd be doable, yes.
    :-)

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    Everything you do sends a packet, so you would need to make a bot that can exactly replicate the packets for, say, moving a mouse.(I think this true, someone told this is why packet bots are dead)

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    You wouldn't need to use packets to send data, you could just receive data and then process it, and click on the specified coordinates you need to click.

    Quote Originally Posted by Dynamite View Post
    OpenGL - Yes, I do understand that there is a lot of research needed, as with a lot of this stuff. I am willing to put in that research.
    I don't think you truly understand what it takes to do what you want to do.
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    You wouldn't need to use packets to send data, you could just receive data and then process it, and click on the specified coordinates you need to click.



    I don't think you truly understand what it takes to do what you want to do.
    Well care to explain?

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    Quote Originally Posted by Frement View Post
    You wouldn't need to use packets to send data, you could just receive data and then process it, and click on the specified coordinates you need to click.
    But it would be a legit packet bot if it sent packets as well. ^^

    Quote Originally Posted by Frement View Post
    I don't think you truly understand what it takes to do what you want to do.
    However, if you're into cheating in other games (FPS games, for example), OGL would be a good thing to learn. I know that all (I think) bots for Wolfenstein: Enemy Territory (<3 ) are OGL, and they're cool.

    I'm sure it could be used for a lot of other stuff, as well.

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    Well, yes, but making a wallhack in FPS games is 1 line code really:
    Code:
    glDisable(GL_DEPTH_TEST);
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    You wouldn't need to use packets to send data, you could just receive data and then process it, and click on the specified coordinates you need to click.
    But that requires the client to still be loaded and that kinda ruins the point of a packet bot, to be able to run tons of them.

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    Ok, so I have decided to look a lot more into OGL.
    I have read and looked at what SilentWolf did and also what Frement did.
    I am going to read everything I can on C++ / OpenGL.
    So if anyone has any good reads, it would be greatly appreciated.
    I have already come up with some ideas, now I just need to learn the needed stuff
    If anyone would like to work on an OpenGL bot with me, feel free, you only need the basics, as we can learn together.

    -Boom

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    Frement, aimbot <> wallhack. :3

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    Quote Originally Posted by Dynamite View Post
    Ok, so I have decided to look a lot more into OGL.
    I have read and looked at what SilentWolf did and also what Frement did.
    I am going to read everything I can on C++ / OpenGL.
    So if anyone has any good reads, it would be greatly appreciated.
    I have already come up with some ideas, now I just need to learn the needed stuff
    If anyone would like to work on an OpenGL bot with me, feel free, you only need the basics, as we can learn together.

    -Boom
    I read some stuff on www.cprogramming.com a while back about it. Don't remember too much about it, but it's something to start with.

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    Quote Originally Posted by NCDS View Post
    I read some stuff on www.cprogramming.com a while back about it. Don't remember too much about it, but it's something to start with.
    Hey NCDS,
    Thank you very much, I am reading it at the moment, you are right, it is a good starting place

    -Boom

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    donhwload glinterocept and resrheacht the log.ss
    There used to be something meaningful here.

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    Oh, Frement. :3

    Silly drunk people on SRL are great.

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    Quote Originally Posted by i luffs yeww View Post
    But it would be a legit packet bot if it sent packets as well. ^^



    However, if you're into cheating in other games (FPS games, for example), OGL would be a good thing to learn. I know that all (I think) bots for Wolfenstein: Enemy Territory (<3 ) are OGL, and they're cool.

    I'm sure it could be used for a lot of other stuff, as well.
    Don't tell me you're a cheating dick on ET!?
    Verrekte Koekwous

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    Quote Originally Posted by Method View Post
    It'd be much more tedious to keep it updated, but it'd be doable, yes.
    This is 100% hypothetical and my client knowledge is near zero, but can I assume there is one class/part of the code responsible for all the client/server communication? If so, can't we just rip that part out of the client every update and abuse it so it generates packets for us? Just call the functions we want to call etc.
    And I doubt they change the protocol manually every update and just change it automatically. If so, there must be patterns and if there are patterns we should be able to see those.

    If this is 100% nonsense ignore me
    I made a new script, check it out!.

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    Quote Originally Posted by Frement View Post
    donhwload glinterocept and resrheacht the log.ss
    I believe I was trying to say "Download GLIntercept and research the logs.".

    Anyway, its not easy, takes a lot of patience and knowledge in C++ too.
    There used to be something meaningful here.

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    Quote Originally Posted by Markus View Post
    This is 100% hypothetical and my client knowledge is near zero, but can I assume there is one class/part of the code responsible for all the client/server communication? If so, can't we just rip that part out of the client every update and abuse it so it generates packets for us? Just call the functions we want to call etc.
    There is essentially one method that parses packets sent from the server to the client, so you could (and probably would have to) use that to identify the different packets. Not all of the protocol is in there, though (in fact, code to send packets to the server is in numerous places in the client).

    Quote Originally Posted by Markus View Post
    And I doubt they change the protocol manually every update and just change it automatically. If so, there must be patterns and if there are patterns we should be able to see those.
    Yes, it's probably automatically changed. Identifying the methods that read data from the buffer wouldn't be too challenging, either. The challenging part about doing something like this would be automating the updating process entirely, or as much as possible. You'd need quite a bit of knowledge of the game protocol to do so.
    :-)

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