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Thread: Dump list of item ID's with OpenGL

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    Default Dump list of item ID's with OpenGL

    Would it be possible with OpenGL to dump a list of all item ids? And if so would they be the same as the reflection ID's? Like tomato = 1982

    Just curious
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    I'm not sure, but you can get item ID's from the runescape site on the grand exchange. They were the same as reflection id's when I lasted scripted for reflection bots, though it might be different now. I can actually see how I could extract every item id matched with a name, if it would be useful I would do it for you.

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    The problem with that is it only has Item that can be traded on the GE. Other Items suck as the Charms and quest Items can't.

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    Quote Originally Posted by cahker View Post
    I'm not sure, but you can get item ID's from the runescape site on the grand exchange. They were the same as reflection id's when I lasted scripted for reflection bots, though it might be different now. I can actually see how I could extract every item id matched with a name, if it would be useful I would do it for you.
    OGL ones are different.

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    You could generate a checksum of the item image, and use that as an ID. You cannot connect the items with OGL to their actual (reflection) ID though.

    I'm currently working on this with my TRiBot OGL hook.

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    TribotOGL hook sounds like sexy stuff, talk to me about dis shiz?
    When will that be working? Going to be publicly released and stuff?

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    Quote Originally Posted by YoHoJo View Post
    TribotOGL hook sounds like sexy stuff, talk to me about dis shiz?
    When will that be working? Going to be publicly released and stuff?
    So far, I've made it able to identify screen models, and get colours of pixels. I wrote some code to somewhat identify inventory items, but its not fully functional yet, since I only had a few hours to work on it. I'm going to be working on it a lot during Christmas break (starting tomorrow) though, so I should get a lot done. I'm not planning on releasing my work, but I'll probably make posts about how to do stuff.

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    Is it called tribot because you're TRileZ!?
    Was this ever released before? I've heard of a tribot bot before was that also you?
    So not releasing it as in not releasing the souce?
    Gonna have a website for it And let users use it? Or not releasing it at all?

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    Quote Originally Posted by YoHoJo View Post
    Is it called tribot because you're TRileZ!?
    Was this ever released before? I've heard of a tribot bot before was that also you?
    So not releasing it as in not releasing the souce?
    Gonna have a website for it And let users use it? Or not releasing it at all?
    Was an RS OGL bot ever released? Nope, all I have as a reference is Silentwolf's interception source.

    Before the bot nuke, TRiBot (developed by me) was a fully functional - public - reflection bot, but I'm now making it an OGL + colour bot.

    I will be releasing this at http://tribot.org once I'm able to get a beta going, but I won't be releasing the source.

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    Nice! That sounds awesome, and I totally agree with you not releasing the source.
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    I'd keep it contained to a small # of people and authed.
    You might create another reflection era! Exciting though!!!

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    Not to totally derail this thread, but how do you propose Jagex isn't going to easily detect your ogl hook? Would it not be easy for them to see what modules you have injected into the game and then kick you out if you're using anything that's accessing "private" information? Or change the offsets every update?


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    Quote Originally Posted by Harry View Post
    Not to totally derail this thread, but how do you propose Jagex isn't going to easily detect your ogl hook? Would it not be easy for them to see what modules you have injected into the game and then kick you out if you're using anything that's accessing "private" information? Or change the offsets every update?

    I'm not gunna say I'm a pro at OpenGL hooking.. But I've done it before.. The way it works is that you redirect the functions your hooking, into a memory location.. Then you MUST re-write the bytes back or else you get detected.

    So.. lets say you read a value of 5 into memory..

    you must then write that value back.. There's different ways to hook really. Depends what your trying to do.. I know nothing of the RS client :S But for counterstrike and stuff I can hook that.
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    Quote Originally Posted by ggzz View Post
    I'm not gunna say I'm a pro at OpenGL hooking.. But I've done it before.. The way it works is that you redirect the functions your hooking, into a memory location.. Then you MUST re-write the bytes back or else you get detected.

    So.. lets say you read a value of 5 into memory..

    you must then write that value back.. There's different ways to hook really. Depends what your trying to do.. I know nothing of the RS client :S But for counterstrike and stuff I can hook that.
    I've only done d3d hooking on source engine, no ogl though. Both are able to be detected no matter what you do, only VAC scans for signatures and uses delayed ban methods. They can't just block every module (like PB tries to do), but with RS being on Java there shouldn't be many 3rd party modules loaded unless the user has a very broken PC, am I right? And they still could change the offsets (or whatever ogl calls them) every 6 hour update if they don't want to bother with detecting stuff?
    Last edited by Harry; 12-23-2011 at 05:15 AM.


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    Quote Originally Posted by Harry View Post
    I've only done d3d hooking on source engine, no ogl though. Both are able to be detected no matter what you do, only VAC scans for signatures and uses delayed ban methods. They can't just block every module (like PB tries to do), but with RS being on Java there shouldn't be many 3rd party modules loaded unless the user has a very broken PC, am I right? And they still could change the offsets (or whatever ogl calls them) every 6 hour update if they don't want to bother with detecting stuff?

    Yah your absolutely right that they can detect it no matter what.. Well as far as I know anyway.. They can change whatever they want.. the thing with OpenGL is that they'd actually have to change their models and objects.. which is quite a tedious job for game developers.. thats quite a lot of work to do just because someone smart hooked their client. They can prob just do what vac does..

    Every time I've ever hooked, I've gotten my steam account banned except one time which I don't know why :S The reason I said you'd have a harder time being detected by writing back is because jagex can easily read back the data and check to see what's different or what not.. It's kinda why I'm scared to test Silent Wolf's plugin because of the Overlay thing.. He even said it's detectable but not at the time in which he wrote it.

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    Quote Originally Posted by Harry View Post
    Not to totally derail this thread, but how do you propose Jagex isn't going to easily detect your ogl hook? Would it not be easy for them to see what modules you have injected into the game and then kick you out if you're using anything that's accessing "private" information? Or change the offsets every update?
    I've been looking around and this method is said to hide the DLL (works with VAC). http://www.openrce.org/blog/view/844/How_to_hide_dll

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    Quote Originally Posted by TRiLeZ View Post
    I've been looking around and this method is said to hide the DLL (works with VAC). http://www.openrce.org/blog/view/844/How_to_hide_dll
    I am pretty sure that method is detected by "VAC3". Not that Jagex would have the time/care to make such an anticheat.

    Though how do you plan to handle the offsets (or whatever they are called in OGL)? Jagex could change those every update, just like how I assume they do with Reflection (mixing along with their other methods). Some simple seds throughout the code automatically every automatic update they force.

    Keep me posted on any updates, seems interesting


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    Quote Originally Posted by Harry View Post
    I am pretty sure that method is detected by "VAC3". Not that Jagex would have the time/care to make such an anticheat.

    Though how do you plan to handle the offsets (or whatever they are called in OGL)? Jagex could change those every update, just like how I assume they do with Reflection (mixing along with their other methods). Some simple seds throughout the code automatically every automatic update they force.

    Keep me posted on any updates, seems interesting
    What kind of offsets? The only thing I can think of that Jagex can do is change the models / textures, or slightly change what OpenGL methods are called, but doing those things wouldn't have much of an affect.

    I'll resume my work after my dentist appointment.

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    Quote Originally Posted by TRiLeZ View Post
    What kind of offsets? The only thing I can think of that Jagex can do is change the models / textures, or slightly change what OpenGL methods are called, but doing those things wouldn't have much of an affect.

    I'll resume my work after my dentist appointment.
    If you could write up some initial tutorials that would be awesome!
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    Quote Originally Posted by TRiLeZ View Post
    What kind of offsets? The only thing I can think of that Jagex can do is change the models / textures, or slightly change what OpenGL methods are called, but doing those things wouldn't have much of an affect.

    I'll resume my work after my dentist appointment.
    As I said, I don't know much about ogl. In d3d there are offsets that you need to find and "hook" onto, to do certain stuff. Does ogl not have something that?


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    Quote Originally Posted by Harry View Post
    As I said, I don't know much about ogl. In d3d there are offsets that you need to find and "hook" onto, to do certain stuff. Does ogl not have something that?
    Yes it indeed has offsets.. but I don't think you need to hook those. Just hook the functions that get called.. I guess for Finding NPC's you'd actually have to hook an offset. Then again they can just hook the models and thats all thats needed as offsets can change any time jagex wants and that would be hell for botters to re-compile a plugin every update for new offsets.

    See Here: http://www.opengl.org/sdk/docs/mangl...herOffsets.xml
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    Here's my progress with identifying inventory items:


    It generates constant IDs, and is based on shape detection since the colours of items shift. Therefor, items with the same shape will have the same ID.

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    Would that not mean that two players looking the exact same with the same clothes n skin colour and what not would have the same ID?

    P.S. Those ID's are HUGE!!! Lol..
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    Quote Originally Posted by ggzz View Post
    Would that not mean that two players looking the exact same with the same clothes n skin colour and what not would have the same ID?

    P.S. Those ID's are HUGE!!! Lol..
    It's only inventory items which may have the same ID. All screen objects have different IDs since I use checksums on the image data of screen objects.

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    Sum the colors of the IDs and add that as an "extra" ID next to the original ID separated by a : or something? or have the average R value of the colors after the : or whatever

    multiple solutions to the common ID problem

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