Page 1 of 7 123 ... LastLast
Results 1 to 15 of 95
  1. #1
    MrX3N's Avatar
    Join Date
    May 2011
    Gender
    male
    Posts
    6
    Reputation
    10
    Thanks
    4
    My Mood
    Amused

    alterIWnet SVN dump (r114)

    So here it is, the alterIWnet full source code, including the newest version "iw4m2" by the original founder "NTAuthority".

    Don't ask for the reason this is now leaked here. If it really matters to you: There will be a statement on my twitter account "fluxhandled".




    Since the filesize is 122MB, I can't upload it here, maybe there will be a parted version on here tomorrow, meanwhile use this uploaded link:
    https://web244.rb-media-s1.de/getsource.php


    X3N

    If the links go down again, just PM me.
    Last edited by MrX3N; 06-04-2011 at 04:51 PM.

  2. The Following 3 Users Say Thank You to MrX3N For This Useful Post:

    AlternativeMW2 (06-05-2011),Buddha3211 (06-08-2011),Heckes (06-05-2011)

  3. #2
    Malthael's Avatar
    Join Date
    Oct 2010
    Gender
    male
    Location
    ddd
    Posts
    5
    Reputation
    10
    Thanks
    1
    My Mood
    Daring
    no need for virus scan , its clean

  4. The Following User Says Thank You to Malthael For This Useful Post:

    MrX3N (06-04-2011)

  5. #3
    killerdemaster's Avatar
    Join Date
    Nov 2010
    Gender
    male
    Posts
    1
    Reputation
    10
    Thanks
    0
    was waiting on it

  6. #4
    aIW|Convery's Avatar
    Join Date
    Oct 2010
    Gender
    male
    Posts
    2,875
    Reputation
    124
    Thanks
    604
    My Mood
    Cynical
    This is why we can't have nice things..

    @Moto

  7. The Following 2 Users Say Thank You to aIW|Convery For This Useful Post:

    bhavinparmar (06-18-2011),Melodia (06-05-2011)

  8. #5
    dumbass876's Avatar
    Join Date
    Apr 2011
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    so now we will have even better unban possibilities or?

  9. #6
    Moto's Avatar
    Join Date
    Dec 2008
    Gender
    male
    Location
    Bay Area, CA
    Posts
    13,055
    Reputation
    707
    Thanks
    14,559
    My Mood
    Blah
    Last edited by Moto; 06-04-2011 at 04:24 PM.



  10. #7
    Liz's Avatar
    Join Date
    Feb 2009
    Gender
    female
    Location
    179° 56′ 39.4″, +0° 2′ 46.2″, 7,940 ± 420 parsecs
    Posts
    37,181
    Reputation
    5621
    Thanks
    20,746
    My Mood
    Tired
    I love how aIW people come HERE to fight shit out... /care boat has sailed... btw your images are broken...

    Also flaming will not be tolerated...


    BTW, you can seperate the files into rars, and upload here... we prefer it that way... or use media fire, or file serve.. something a bit more common.
    Last edited by Liz; 06-04-2011 at 04:53 PM.

    If anyone claims to be me via any other source outside of MPGH private or visitor messages, IT'S NOT ME!
    They are trying to trick or scam you. Report them immediately and PM me here for verification.
    "Don’t confuse my personality with my attitude. My personality is who I am. My attitude depends on who you are." — Frank Ocean
    Moderator: 5/2009-10/2009 | GMod: 10/2009-10/2010 | Staff Administrator: 10/2010-Present
    I
    do not do requests via PM. Post in the appropriate section.
     
    Stupid/Pointless Private messages = SPAM, SPAM = BAN.

  11. #8
    aIW|ConnorBhoy's Avatar
    Join Date
    Apr 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    2
    My Mood
    Amused
    -sigh-
    We were all saying how it would be a matter of time before this appeared on MPGH, congrats to you, x3n. Thanks.

  12. #9
    MrX3N's Avatar
    Join Date
    May 2011
    Gender
    male
    Posts
    6
    Reputation
    10
    Thanks
    4
    My Mood
    Amused
    Someone thought this should be added

    Code:
    // ==========================================================
    // alterIWnet project
    // 
    // Component: aiw_client
    // Sub-component: steam_api
    // Purpose: singleplayer level loading code (reallocation, 
    //          address changes, other patches, ...)
    //
    // Initial author: NTAuthority
    // Started: 2011-05-25
    // ==========================================================
    
    #include "StdInc.h"
    #include "Hooking.h"
    
    // entity dumping, needs to be split?
    struct MapEnts
    {
    	const char* name;
    	const char* entitystring;
    };
    
    void DumpMapEntities(MapEnts* entities)
    {
    	char filename[255];
    
    	CreateDirectoryA("raw/maps", NULL);
    	CreateDirectoryA("raw/maps/mp", NULL);
    
    	_snprintf(filename, sizeof(filename), "raw/%s.ents", entities->name);
    
    	FILE* file = fopen(filename, "w");
    	if (file)
    	{
    		fwrite(entities->entitystring, 1, strlen(entities->entitystring), file);
    		fclose(file);
    	}
    }
    
    static char mapEntities[512 * 1024];
    
    void LoadMapEntities(MapEnts* entry)
    {
    	char* buffer;
    	char filename[255];
    	_snprintf(filename, sizeof(filename), "%s.ents", entry->name);
    
    	// why the weird casts?
    	if (FS_ReadFile((const char*)(&filename), (void**)&buffer) >= 0)
    	{
    		strcpy(mapEntities, buffer);
    		entry->entitystring = mapEntities;
    	}
    }
    
    // more code
    static DWORD gameWorldSP;
    static DWORD gameWorldMP;
    
    // defined in Load.cpp
    void* ReallocateAssetPool(assetType_t type, unsigned int newSize);
    
    // TODO: load these dynamically
    struct LevelDependency
    {
    	const char* level;
    	const char* dependency;
    };
    
    LevelDependency _dependencies[] = 
    {
    	{ "oilrig", "mp_subbase" },
    	{ 0, 0 }
    };
    
    // called during Com_LoadLevelZone, replaces the DB_LoadXAssets call
    CallHook mapZoneLoadHook;
    DWORD mapZoneLoadHookLoc = 0x42C2AF;
    
    // Com_Sprintf call in Com_GetBspFilename
    CallHook getBSPNameHook;
    DWORD getBSPNameHookLoc = 0x4C5979;
    
    static char levelDependencyName[64];
    static char levelAssetName[64];
    
    bool AssetRestrict_RestrictFromMaps(assetType_t type, const char* name, const char* zone)
    {
    	if (!stricmp(zone, levelDependencyName))
    	{
    		// don't load other maps
    		if (type == ASSET_TYPE_GAME_MAP_MP || type == ASSET_TYPE_COL_MAP_MP || type == ASSET_TYPE_GFX_MAP || type == ASSET_TYPE_MAP_ENTS || type == ASSET_TYPE_COM_MAP || type == ASSET_TYPE_FX_MAP)
    		{
    			return true;
    		}
    
    		// also don't load localize/fx
    		if (type == ASSET_TYPE_LOCALIZE/* || type == ASSET_TYPE_FX*/) // we need to link 'fx' assets as otherwise we
    																      // crash at Mark_FxEffectDefAsset...
    																	  // guess rule #1 needs to be expanded:
    																	  // so rule #2 becomes 'don't touch fastfiles through code
    																	  // if you do not understand the code'.
    																	  // rule #1 still stands: 'don't touch fastfiles'
    		{
    			return true;
    		}
    	}
    
    	if (type == ASSET_TYPE_WEAPON)
    	{
    		if (!stricmp(zone, levelAssetName))
    		{
    			return true;
    		}
    	}
    
    	return false;
    }
    
    void MapZoneLoadHookFunc(XZoneInfo* data, int count, int unknown)
    {
    	XZoneInfo newData[3];
    
    	// flag us as loading level assets so we don't load weapons
    	strcpy(levelAssetName, data[0].name);
    	levelDependencyName[0] = '\0';
    
    	// load the base XAsset
    	DB_LoadXAssets(data, count, unknown);
    	
    	// add level dependencies
    	count = 0;
    
    	for (LevelDependency* dependency = _dependencies; dependency->level; dependency++)
    	{
    		if (!_stricmp(dependency->level, data[0].name))
    		{
    			newData[count].name = dependency->dependency;
    			newData[count].type1 = data[0].type1;
    			newData[count].type2 = data[0].type2;
    
    			count++;
    			break;
    		}
    	}
    
    	// load level dependencies
    	if (count > 0)
    	{
    		strcpy(levelDependencyName, newData[0].name);
    		DB_LoadXAssets(newData, count, unknown);
    	}
    
    	// check for being MP/SP, and change data accordingly
    	if (_strnicmp("mp_", data[0].name, 3))
    	{
    		// SP
    		*(DWORD*)0x4D90B7 = gameWorldSP + 52;		// some game data structure
    	}
    	else
    	{
    		// MP
    		*(DWORD*)0x4D90B7 = gameWorldMP + 4;		// some game data structure
    	}
    }
    
    CallHook ignoreEntityHook;
    DWORD ignoreEntityHookLoc = 0x5FBD6E;
    
    bool IgnoreEntityHookFunc(const char* entity); // TODO: move here from Load
    void ReallocXAssetEntries();
    
    void PatchMW2_SPMaps()
    {
    	// reallocate asset pools
    	ReallocateAssetPool(ASSET_TYPE_IMAGE, 7168);
    	ReallocateAssetPool(ASSET_TYPE_LOADED_SOUND, 2700);
    	ReallocateAssetPool(ASSET_TYPE_FX, 1200);
    	ReallocateAssetPool(ASSET_TYPE_LOCALIZE, 14000);
    	ReallocateAssetPool(ASSET_TYPE_XANIM, 8192);
    	ReallocateAssetPool(ASSET_TYPE_XMODEL, 3072);
    	ReallocateAssetPool(ASSET_TYPE_PHYSPRESET, 128);
    
    	// get and store GameWorld*p data
    	gameWorldSP = (DWORD)ReallocateAssetPool(ASSET_TYPE_GAME_MAP_SP, 1);
    	gameWorldMP = (*(DWORD*)0x4D90B7) - 4;
    
    	// allow loading of IWffu (unsigned) files
    	*(BYTE*)0x4158D9 = 0xEB; // main function
    	*(WORD*)0x4A1D97 = 0x9090; // DB_AuthLoad_InflateInit
    
    	// ignore 'node_' entities
    	//ignoreEntityHook.initialize((PBYTE)ignoreEntityHookLoc);
    	//ignoreEntityHook.installHook((void(*)())IgnoreEntityHookFunc, false);
    
    	// asset zone loading
    	mapZoneLoadHook.initialize((PBYTE)mapZoneLoadHookLoc);
    	mapZoneLoadHook.installHook((void(*)())MapZoneLoadHookFunc, false);
    
    	// BSP name
    	getBSPNameHook.initialize((PBYTE)getBSPNameHookLoc);
    	getBSPNameHook.installHook((void(*)())GetBSPNameHookFunc, false);
    
    	// hunk size (was 300 MiB)
    	*(DWORD*)0x64A029 = 0x1C200000; // 450 MiB
    	*(DWORD*)0x64A057 = 0x1C200000;
    
    	// XAsset entries
    	ReallocXAssetEntries();
    }

  13. #10
    DGgeoff's Avatar
    Join Date
    Jun 2011
    Gender
    male
    Posts
    1
    Reputation
    10
    Thanks
    0
    My Mood
    Amused

    Lol Fail

    Dude, This is useless to most noobs on this site, and for those to whom it may matter, this will be changed soon, im sure of it. Like they said, they are going full time on aIW rather than starting AlterOPS. Inevitably, this will soon be completly worthless.

  14. #11
    master131's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    Melbourne, Australia
    Posts
    8,858
    Reputation
    3438
    Thanks
    101,670
    My Mood
    Breezy
    Just because Flux got scrapped?
    Donate:
    BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9


    Handy Tools/Hacks:
    Extreme Injector v3.7.3
    A powerful and advanced injector in a simple GUI.
    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

    Minion Since: 13th January 2011
    Moderator Since: 6th May 2011
    Global Moderator Since: 29th April 2012
    Super User/Unknown Since: 23rd July 2013
    'Game Hacking' Team Since: 30th July 2013

    --My Art--
    [Roxas - Pixel Art, WIP]
    [Natsu - Drawn]
    [Natsu - Coloured]


    All drawings are coloured using Photoshop.

    --Gifts--
    [Kyle]

  15. The Following 4 Users Say Thank You to master131 For This Useful Post:

    Bealhorm (06-05-2011),EpicPlayer (06-08-2011),Melodia (06-05-2011),Stephen (06-07-2011)

  16. #12
    onemoar's Avatar
    Join Date
    Jun 2010
    Gender
    male
    Location
    sadsa
    Posts
    21
    Reputation
    10
    Thanks
    1
    My Mood
    Aggressive
    something like this has been a long time coming I kept warning them this would happen eventually
    nothing todo now but fan the flames are help/hope it aiw burns its self out completely and permanently then maby their collection of kids will find something constructive todo

  17. #13
    aIW|Convery's Avatar
    Join Date
    Oct 2010
    Gender
    male
    Posts
    2,875
    Reputation
    124
    Thanks
    604
    My Mood
    Cynical
    Quote Originally Posted by onemoar View Post
    something like this has been a long time coming I kept warning them this would happen eventually
    nothing todo now but fan the flames are help/hope it aiw burns its self out completely and permanently then maby their collection of kids will find something constructive todo
    Indeed, burn alterIwnet so they start working on games I like!

  18. #14
    freedompeace's Avatar
    Join Date
    Jul 2010
    Gender
    female
    Posts
    3,033
    Reputation
    340
    Thanks
    2,792
    My Mood
    Sad
    Yay code leaks

    I loved reading the leaked Windows code, hopefully this will be just as fun

    Quote Originally Posted by master131 View Post
    Just because Flux got scrapped?
    You mean, destroyed :L

    Honestly that's the only reason I was actually watching aIW's activities - it seemed like a great idea.



    EDIT: Just downloaded it. The code is actually decent, but anticheatd:

    Code:
    #include <iostream>
    #include <fstream>
    #include <cstdlib>
    #include <cstdint>
    
    #include "Cache.h"
    #include "Log.h"
    #include "Obfuscator.h"
    
    #define VERSION		0.1
    #define LOG_FILE 	"./anticheatd.log"
    #define CODE_FILE 	"./ac.bin"
    
    int main(int argc, char *argv[]) {
    #ifdef DEBUG
    	Log::initialize(LOG_FILE, Log::INFO | Log::WARNING | Log::ERROR | Log::DEBUG);
    #else
    	Log::initialize(LOG_FILE, Log::INFO | Log::WARNING | Log::ERROR);
    #endif
    	Log::append(Log::INFO, "alterIWNet anticheatd v%d starting up", VERSION);
    	
    #ifdef WIN32
    	Log::verbose = true;
    	Log::append(Log.INFO, "INFO: Running in Windows, not daemonizing; redirecting log output to stdout");
    #else
    	if(daemon(1, 0) == -1) {
    		Log::append(Log::ERROR, "FATAL ERROR: Could not daemonize. Error code: %i", errno);
    		std::cout << "FATAL ERROR: Could not daemonize. Check log file for more details." << std::endl;
    		return 1;
    	}
    #endif
    }
    
    bool sendPayload(int sockfd) {
    	uint8_t *acCode;
    	
    	if(!Cache::getCode(acCode)) {
    		std::ifstream code;
    		code.open(CODE_FILE, std::ios::in | std::ios::binary);
    		
    		if(!code.is_open()) {
    			Log::append(Log::ERROR, "FATAL ERROR: Could not open code file");
    			return false;
    		}
    		
    		code.seekg(0, std::ios::end);
    		size_t fileLength = code.tellg();
    		uint8_t *buffer = new uint8_t[fileLength];
    		
    		code.read(buffer, fileLength);
    		code.close();
    		
    		Cache::storeCode(buffer, fileLength);
    		acCode = buffer;
    	}
    	
    	if(!Obfuscator::obfuscatePayload(acCode, fileLength)) {
    		Log::append(Log::ERROR, "FATAL ERROR: Could not obfuscate payload, not sending");
    		return false;
    	}
    	
    	/* do something */
    	
    	delete[] acCode;
    }
    I'm glad I'm not working on aIW =D
    Last edited by freedompeace; 06-04-2011 at 11:54 PM.

  19. #15
    NTAuthority's Avatar
    Join Date
    Jun 2010
    Gender
    male
    Posts
    49
    Reputation
    10
    Thanks
    23
    Quote Originally Posted by freedompeace View Post
    You mean, destroyed :L

    Honestly that's the only reason I was actually watching aIW's activities - it seemed like a great idea.
    Flux was actually a plain copy/paste of earlier ideas of mine.

    EDIT: Just downloaded it. The code is actually decent, but anticheatd:
    Most of the code is crappy, I'd personally never use the C++ standard library.

Page 1 of 7 123 ... LastLast