Idea for all the hackers

dremis

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Well, I've noticed when B-net lags you can still explore parts of the map until you hit the black wall. This tells me that more of the map is on my client than I can see at once. Wouldn't it be possible to make a maphack that can reveal this section that is on my machine and have it continually update w/o interfering with the d2 process?

Since most peeps just use MH to find durance lvl 3 ect. It could be a seperate program. It wouldn't need to overlay the game like D2's map does. (Something similar to the old GUI maphack) I don't see how Bliz could detect something like this without scanning ALL of our memory (which is illegal). Also since it does not interfer with the D2 process (only reads our memory and displays the map in a seperate window the warden couldn't possibly detect it.

Alt-tabbing to find out which way to go wouldn't bother me at all.


PS. I know absolutly NOTHING about programing so please don't flame. I'm just trying apply little common sense.


*edit* for spelling.
 

Kilz

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In 1.10 I used hakpack. The default maphack would only show so much. I think it was close to what you are sugesting. Maybe reveling to much is the problem. If I have a large area revield its better than nothing.
 

fattyxp

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What he is suggesting is an idea I came up with while walking the other day, but a little different. Have an external program be the maphack and not have it displayed in game and therefore no patches need to be made. All the map information is in the memory, just figure out how to read it instead of patching the game. Even better would be modifiying a directx driver to allow this hack to draw on top of d2 without d2 knowing. But all we would really need is just a program that can overlay itself over d2 and draw it's own little mini version of the map and where we are.

Although I'm not sure about legality of blizz scanning your entire computer, someone should read the entire EULA and figure out exactly what blizz can and can't do once we click accept.
 

xtimgx

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Amazing idea, and I would love to help. I can't program but I can do graphics, lol.-Timg
 
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dremis said:
Well, I've noticed when B-net lags you can still explore parts of the map until you hit the black wall. This tells me that more of the map is on my client than I can see at once. Wouldn't it be possible to make a maphack that can reveal this section that is on my machine and have it continually update w/o interfering with the d2 process?

Since most peeps just use MH to find durance lvl 3 ect. It could be a seperate program. It wouldn't need to overlay the game like D2's map does. (Something similar to the old GUI maphack) I don't see how Bliz could detect something like this without scanning ALL of our memory (which is illegal). Also since it does not interfer with the D2 process (only reads our memory and displays the map in a seperate window the warden couldn't possibly detect it.

Alt-tabbing to find out which way to go wouldn't bother me at all.


PS. I know absolutly NOTHING about programing so please don't flame. I'm just trying apply little common sense.


*edit* for spelling.
yes, but after the server catches up it will knock u back to your orgiinal position.
 

xtimgx

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I don't think it would. Like said earlier, all we need is a way to read the map that is coming through to client without Blizz knowing. So like a packet reader or something along those lines, then all we need is a program that would run in the background but ONLY reads and never transmits data except for the "overlay" of the map. Even if we had the old maphack in full which read the whole level but only did a overlay instead of pressing tab for the map and etc. Idk, I'm kinda confused but looking forward to this idea big time.-Timg
 

fattyxp

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See, maphacks work by patching d2 to display the entire map in your automap. All we need to do is read the memory where the map is stored, and then represent that graphically.

I know that OpenGL would be easier to do this in, but directx is how most people play the game. Not to mention there are still a few people who don't have OGL support on thier cards (me) once I get my new comp I'll start learning C++ and I'll most likely be able to do this all myself with a little tutoring from people who know how to make maphacks. (currently compiling a hello world program takes about 10 minutes on my comp)

I think we have all gotten so used to having maphacks integrated into the game that we aren't thinking about just having one that we can get away with using. This way we don't need to patch anything in d2 and our process is running outside of d2 memory and therefore unscannable by blizzard. I think our best bet would be to have something that just sits on top of d2 all the time instead of actually mucking with trying to get it to draw in d2, which would in theory make it detectable. Anything that is done TO the game is detectable, like patches or drawing in/on it. Just reading the memory will most likely not be detectable, or if they come up with ways to detect it there are ways we can hide from it etc. I am definatly going to look into this and see what we can do here.
 

dremis

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Exactly fatty. Basically it's a Standalone maphack. it dosen't show shrines or monsters. just the map and entrances to the other areas. It's only real use would be for knowing which direction to tele to get to countess, meph ect...
 

xtimgx

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I love the idea, any way we could possibly get a team together to possibly develop the idea?-Timg
 

StFu]N[DiE

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Wait ... Its a ****ing good idea :D but still did some1 read the EULA see if WARDEN doesnt scan your WHOLE computer... just wondering ... and yeah I agree with timg we should get a team on this standalone hack I don't think you would b banned if it is a program apart diablo 2 and only reading the packets ... then again to start with .. we should identify the packets that Bnet sends in for the clientside map then analyse HOW we could read those packets from another program than put it in overlay or in another window (like another program alt+tabing) but then again i wouldnt mind since WARDEN got our *** pwned evrytime... i wouldnt mind joining the team but than again where to start from?? I Guess Its EULA reading time lolz :p il get back on this later on
 

R1CH

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The maps in D2 are generated by an algorithm. You get a seed value when you enter the game and then feed that into the algorithm to get your map. I've heard that previous attempts at a standalone maphack failed, although I don't know the specifics. It should just be a case of grabbing the seed from D2 memory, reversing the algorithm and implementing it in a standalone app and you've got yourself a maphack.
 

Dragnskull

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R1CH said:
The maps in D2 are generated by an algorithm. You get a seed value when you enter the game and then feed that into the algorithm to get your map. I've heard that previous attempts at a standalone maphack failed, although I don't know the specifics. It should just be a case of grabbing the seed from D2 memory, reversing the algorithm and implementing it in a standalone app and you've got yourself a maphack.

...wow...

he makes it sound simple, yet at the same time im lost like a noob trying to prove his haxoring skills
 

xtimgx

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Well, tonight I'll give the EULA a look over if I can then we can go from there. What programs can we use to figure which packets are being sent. I can imagine these are in HEX? We know that all the map "parts" are stored on the computer in a map folder. Blizzard then sends some type of code, hex or not, and then our PC files break it down and organize the map the way that Blizzard specified for that certain game/server. So our goal would be to figure out what code means which piece of map. I'd say start with Rogue Encampment, there are 4 variations to that I believe? Well, look through the code send right when the game initializes and see. So, maybe, just in theory, 7465A657 would mean the exit to Rogue is at the bottom of the screen. Well, if anyone knows any packet reading programs that can't be detected. Please tell. ;) -Timg
 

StFu]N[DiE

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Man this look so damn hard but at the same time its mayb very easy :D all we need to get is an undetectable packet reader then get to know HOW MANY variation of the map there is (correct me but each map has A LOT of variations) than find out wich packet is sent by Bnet then grab it into a standalone program to get a nice cute MH ... but then again it seems like its a long processing and especially I THINK that they add/change variations quite often... damn ... where to start from ....

-EDIT: Just tho about that ... what if we could identify the damn packets bnet sends but draw the map from it into the standalone program instead of trying to draw each map than add it by yourself ... than again thats mayb wut u guys wanted to do from the beginning but wow then again .. im clueless :doped :confused:
 

fattyxp

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Umm, did anyone bother to read what I said? Packets have NOTHING to do with the map AT ALL. It's all stored in memory. Yes there is a random seed that is passed into an algorithm, but after that it's stored IN MEMORY (which is why maphacks are possible in the first place) All we have to do is figure out where in memory it is stored, read that memory and then figure out what kind of encryption if any they have on that info and then figure out how to represent that graphically in our own program (as in drawing it in real-time, not before hand which would be impossible since the map is NEVER exactly the same, it's randomly generated for each game when you start the game.) It has nothing to do with those .ma# files in your d2 folder, as this is so obvious and easy to **** with that blizzard wouldn't possibly be that stupid. Not to mention that those files sizes aren't nearly large enough for the entire games map.

If we do get a team together we can't have anyone on it who doesn't know what they are doing or is clueless in the matter. Once we get the map information we need to figure out exactly what it is representing, and then figure out how we can decode that and draw it ourselves. This is going to be a long and drawn out process since pretty much only blizzard knows how the map data is stored and what it means. We will be able to have shrines and other map features because those are also stored in the map info. But other features such as item level and different colors and other things that need to be represented in game we won't be able to do. I'm not quite sure if we will be able to do monsters but since that info is also available to a maphack then it is available to us.
 

StFu]N[DiE

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Thx Fatty To make it clearer in my mind ... Well now it seems a bit easier than reading packets :p but first we need to find that memory part where the map is stored than getting it read by a program ... doesnt seems too complicated like that :D Ill get back to u see if my programmation teacher could help us out .. he plays d2 as well and hes been complaining about mh too loll :p
 

sTz

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I just finished reading this thread and came up with an idea... it might even work, if it does = 100% undetactable because you do not inject anything into d2.. We can manage to get the "map"..

but..

the hard part is to make your "stand alone" program follow d2 as you play.

Anyways, people should keep on posting ideas/thoughts/suggestions.. maybe someone can come up with something..
 

_Ace

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fattyxp said:
Umm, did anyone bother to read what I said? Packets have NOTHING to do with the map AT ALL. It's all stored in memory. Yes there is a random seed that is passed into an algorithm, but after that it's stored IN MEMORY (which is why maphacks are possible in the first place) All we have to do is figure out where in memory it is stored, read that memory and then figure out what kind of encryption if any they have on that info and then figure out how to represent that graphically in our own program (as in drawing it in real-time, not before hand which would be impossible since the map is NEVER exactly the same, it's randomly generated for each game when you start the game.) It has nothing to do with those .ma# files in your d2 folder, as this is so obvious and easy to **** with that blizzard wouldn't possibly be that stupid. Not to mention that those files sizes aren't nearly large enough for the entire games map.

If we do get a team together we can't have anyone on it who doesn't know what they are doing or is clueless in the matter. Once we get the map information we need to figure out exactly what it is representing, and then figure out how we can decode that and draw it ourselves. This is going to be a long and drawn out process since pretty much only blizzard knows how the map data is stored and what it means. We will be able to have shrines and other map features because those are also stored in the map info. But other features such as item level and different colors and other things that need to be represented in game we won't be able to do. I'm not quite sure if we will be able to do monsters but since that info is also available to a maphack then it is available to us.
Yay, now I have something to do in my ****ing boring college classes. Thx.
 

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