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  1. #1
    Inferno17's Avatar
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    Crash from writing memory?

    Okay I can hook to the game fine, and I get no detection or crash.

    The second I write memory, for example if I write name tags (and it works fine I see red names of enemys) after like 1 minute the game crashes. This only happens when I write asm or memory.

    any help?

  2. #2
    Ch40zz-C0d3r's Avatar
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    Are you using ONLY memcpy?

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  3. #3
    Inferno17's Avatar
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    Should I use virtual protect too?

  4. #4
    Ch40zz-C0d3r's Avatar
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    When you ask me this way... YES!
    You cant write into a protected memory area, you need to unprotect it, then re-protect it

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  5. #5
    Inferno17's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    When you ask me this way... YES!
    You cant write into a protected memory area, you need to unprotect it, then re-protect it

    It still crashes when I use virtual protect. How are people writing to this game?

  6. #6
    J's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    When you ask me this way... YES!
    You cant write into a protected memory area, you need to unprotect it, then re-protect it
    If that segment of memory was write protected, the nametags would not have turned on. Meaning this is not the issue.
    Keep me motivated for my hack development!

  7. #7
    Password77's Avatar
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    Are you sure it happens when you only write memory or asm? Because it might very well be your hook or detours.
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

  8. #8
    HellSpider's Avatar
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    Combat Arms client is kind enough to create a crashlog in the client folder each time Engine.exe crashes. It tells you usually directly what went wrong.

  9. The Following User Says Thank You to HellSpider For This Useful Post:

    Password77 (08-16-2012)

  10. #9
    Password77's Avatar
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    Damn i never knew that haha, i just create my own log to reference what went wrong. Thanks for the heads up .
    Quote Originally Posted by HellSpider View Post
    Combat Arms client is kind enough to create a crashlog in the client folder each time Engine.exe crashes. It tells you usually directly what went wrong.
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

  11. #10
    HellSpider's Avatar
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    Quote Originally Posted by Password77 View Post
    Damn i never knew that haha, i just create my own log to reference what went wrong. Thanks for the heads up .
    As I code my stuff in MASM it's a really nice thing, because the log gives the crash EIP and all register values so I can directly see what matters because the compiled code is the same as my source.

  12. #11
    Password77's Avatar
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    But i guess having own log is nicer when you want to know what exactly crashed you eh
    Quote Originally Posted by HellSpider View Post
    As I code my stuff in MASM it's a really nice thing, because the log gives the crash EIP and all register values so I can directly see what matters because the compiled code is the same as my source.
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

  13. #12
    HellSpider's Avatar
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    Quote Originally Posted by Password77 View Post
    But i guess having own log is nicer when you want to know what exactly crashed you eh
    Well I understand it in other languages (like C++ which the majority here uses) as it can be a bit troublesome to understand what the assembly as location X does, because it's made by the compiler.

    But if I have lets say ERROR_ACCESS_VIOLATION (0xC0000005) and ESI = 0x1234 , EDI = some valid address, and at EIP there is an instruction MOVS BYTE PTR [EDI], BYTE PTR [ESI], I can figure out that ESI value is fucked up somewhere earlier and correct it almost instantly in my source as I'll just check the exact same code snippet in my source.

    However, this kinda things only work if the crash is caused in your DLL. It can be a nuisance if the crash is happening somewhere at a completely random location.

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