DetectedTitanium - Hack Loader

Posts 16–30 of 45 · Page 2 of 3
Quote Originally Posted by Lovroman View Post

Or you could install Windows using BootCamp, that would be the simplest solution.
I did what you said (had a Windows Disc from back when I had a Windows), got too carried away(used JackeD), and got VAC banned lol.

So I bought the game again. I'm going to play it clean for now but I have this one question... What makes some hacks VAC detected and some not?

In this case, this is an injector, but if I made my own simple ESP hack for this would it get detected?

Also, I have heard about hack called ----- that I won't link because it might be against the rules.

Apparently it has tons of features that are in JackeD, but it says it is "VAC Secured". How is this possible? Does this hack not affect any game files? How is this done?

It is paid though so I guess you get what you pay for.
Quote Originally Posted by Capt_84 View Post
What makes some hacks VAC detected and some not?
Roughly 15k of downloads on MPGH and --(plus, even more on other forums) vs eventually a few hundreds of downloads of that payhack.
When VAC "notices" that more and more people are getting banned because "something" wrote to the same location in game's memory, it will start detecting hacks earlier then usual which isn't a case with payhacks because they usually get updated frequently.
Quote Originally Posted by Capt_84 View Post
In this case, this is an injector, but if I made my own simple ESP hack for this would it get detected?
It depends on a few factors, which method you'd use to make it, how much would you use it, would you release it to public, etc.

Quote Originally Posted by Capt_84 View Post
Also, I have heard about hack called ----- that I won't link because it might be against the rules.

Apparently it has tons of features that are in JackeD, but it says it is "VAC Secured". How is this possible? Does this hack not affect any game files? How is this done?

It is paid though so I guess you get what you pay for.
Payhacks are usually made to be secure as much as possible and they usually aren't used as much as pub hacks are, so they don't get detected that so fast.
And as I said, they release updated more frequently then creators of pub hacks do.
After all, hacks can't be fully VAC secured, they can get detected earlier or later.
Let me illustrate it on an example(Quake3 functions, usually used in CoD series to make hacks as CoDs are Quake3 engine based):
When you make an internal hack, you usually hook one of game's functions to use it to execute your hacks code(it will execute right after/in the same time as the function executes).

In CoD series, people usually use the CG_Draw2D function to make aimbots, a lot of hackers like it, so guess what's VAC'es opinion about it...
Code:
static void CG_Draw2D( void ) {
#ifdef MISSIONPACK
if (cgs.orderPending && cg.time > cgs.orderTime) {
CG_CheckOrderPending();
}
#endif
// if we are taking a levelshot for the menu, don't draw anything
if ( cg.levelShot ) {
return;
}

if ( cg_draw2D.integer == 0 ) {
return;
}

if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
CG_DrawIntermission();
return;
}

/*
if (cg.cameraMode) {
return;
}
*/
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
CG_DrawSpectator();
CG_DrawCrosshair();
CG_DrawCrosshairNames();
} else {
// don't draw any status if dead or the scoreboard is being explicitly shown
if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {

#ifdef MISSIONPACK
if ( cg_drawStatus.integer ) {
Menu_PaintAll();
CG_DrawTimedMenus();
}
#else
CG_DrawStatusBar();
#endif
      
CG_DrawAmmoWarning();

#ifdef MISSIONPACK
CG_DrawProxWarning();
#endif
CG_DrawCrosshair();
CG_DrawCrosshairNames();
CG_DrawWeaponSelect();

#ifndef MISSIONPACK
CG_DrawHoldableItem();
#else
//CG_DrawPersistantPowerup();
#endif
CG_DrawReward();
}
    
if ( cgs.gametype >= GT_TEAM ) {
#ifndef MISSIONPACK
CG_DrawTeamInfo();
#endif
}
}

CG_DrawVote();
CG_DrawTeamVote();

CG_DrawLagometer();

#ifdef MISSIONPACK
if (!cg_paused.integer) {
CG_DrawUpperRight();
}
#else
CG_DrawUpperRight();
#endif

#ifndef MISSIONPACK
CG_DrawLowerRight();
CG_DrawLowerLeft();
#endif

if ( !CG_DrawFollow() ) {
CG_DrawWarmup();
}

// don't draw center string if scoreboard is up
cg.scoreBoardShowing = CG_DrawScoreboard();
if ( !cg.scoreBoardShowing) {
CG_DrawCenterString();
}
}
To make their hacks more secured, pay-hackers, usually choose some other function which VAC doesn't know(yet) that it's being used to make hacks, so their hacks keep being UD longer, as only one-two-three hacks use the function, so VAC "doesn't really care" about it.
Let say that they use CG_DrawAmmoWarning(I picked it because it's an other function from theCG_Draw class which contains all functions that are being executed only once per frame, so they are adequate to make aimbots(aimbots start spinning if you use a function which doesn't get executed only once per frame, CG_uiShowList, for example).
Code:
static void CG_DrawAmmoWarning( void ) {
const char	*s;
int	w;

if ( cg_drawAmmoWarning.integer == 0 ) {
return;
}

if ( !cg.lowAmmoWarning ) {
return;
}

if ( cg.lowAmmoWarning == 2 ) {
s = "OUT OF AMMO";
} else {
s = "LOW AMMO WARNING";
}
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString(320 - w / 2, 64, s, 1.0F);
}
And yea, they can use other hooking methods(Detouring/Mid Function Hooking/Vectored Exception Handling/...) which aren't detected(Detoruing, AFAIK, is).

I hope you can understand me, my English gets "derpy" when I write longer posts, .

If you have any other question, feel free to shoot!
Every time i open the Titanium.exe i click select mods click on the mod i want then i i click save then i load up rust then minimize it then click inject Titanium anothing seems to happen it just closes its self PLEASE HELP
Quote Originally Posted by RWG1994 View Post
Every time i open the Titanium.exe i click select mods click on the mod i want then i i click save then i load up rust then minimize it then click inject Titanium anothing seems to happen it just closes its self PLEASE HELP
What closes itself ? Titanium or Rust?
Which mod are you trying to use?
Did you start it as admin?
Quote Originally Posted by Lovroman View Post


-snip
Wow, this response was very impressive. You go into so much detail, you deserve a cookie mister. And btw your English is great to.

Anyways, I see what you mean by "using some other function which VAC doesn't know yet". This makes a lot of sense now. Although how do you know what functions are checked by VAC and which are not?

Let's take Titanium for example. If I'm correct (based on the example) coding a hack for this requires that you have a method hooked at

Code:
private void onGUI(){

}
(You could use the others but let's use this as an example)

Let's say VAC has detected this method and if you modify anything in here it will auto-ban you.

If what your saying is correct that means that you have to find a new method to put all your hacks in, right? Something that preferably gets called frequently, like onGUI().

This raises my same question I stated earlier, how do you know what methods VAC has secured and what it hasn't? I'm guessing you'd need to look at previous hacks which have been detected and rule out those methods, right?

Thanks for responding, I am really trying to make a hack that will not get me VAC banned again. :P
Quote Originally Posted by Capt_84 View Post

Thanks for responding, I am really trying to make a hack that will not get me VAC banned again. :P
Good luck. :]

Well, I'm not really cretain if VAC scans in Rust same as it does in other games, but that's, most likely, what it does.

What is interesting, for example, if you wanted to make a hack which would use engine's function, you'd have to do this to be able to use a function(this is just an example how it can be done, there's a few other ways, too),
Code:
typedef int ( * tDrawEngineText ) ( char* Text, int NumOfChars, void* Font, float X, float Y, float scaleX, float scaleY, float unk1, float* Color, int unk2 );
tDrawEngineText DrawEngineText_ = ( tDrawEngineText ) 0x520D50;
And add an other, slightly longer function, but it doesn't matter now.

While with Titanium, you can simply do this(notice
Code:
using UnityEngine;
in the upper left corner):
Code:
 GUI.Label(Rect (10, 10, 10, 10),":o" );
Which means that you can use engine's functions directly, without finding any addresses and that stuff like you would have to do in CoD series..This raises a question, can you use engine's function wherever you want or strictly where they are normally used(GUI related stuff is, obviously, used in onGui).

If you can use them wherever you want, then it's time to read this https://docs.unity3d.com/Documentati...Behaviour.htmlⓘ :P

But again, there's a problem, only a few functions from this list(according to my past Unity experience) gets executed every frame. So you'd have to extend your search to the whole list of Unity's functions.

What caught my eyes, are https://docs.unity3d.com/Documentati...ndOfFrame.htmlⓘ and https://docs.unity3d.com/Documentati...ce/Camera.htmlⓘ
I'm assuming that they get called every frame, so one of these would be a good option(if you can render GUI in them).
Quote Originally Posted by Lovroman View Post


Well, I'm not really cretain if VAC scans in Rust same as it does in other games, but that's, most likely, what it does.

What is interesting, for example, if you wanted to make a hack which would use engine's function, you'd have to do this to be able to use a function(this is just an example how it can be done, there's a few other ways, too),
Code:
typedef int ( * tDrawEngineText ) ( char* Text, int NumOfChars, void* Font, float X, float Y, float scaleX, float scaleY, float unk1, float* Color, int unk2 );
tDrawEngineText DrawEngineText_ = ( tDrawEngineText ) 0x520D50;
And add an other, slightly longer function, but it doesn't matter now.

While with Titanium, you can simply do this(notice
Code:
using UnityEngine;
in the upper left corner):
Code:
 GUI.Label(Rect (10, 10, 10, 10),":o" );
Which means that you can use engine's functions directly, without finding any addresses and that stuff like you would have to do in CoD series..This raises a question, can you use engine's function wherever you want or strictly where they are normally used(GUI related stuff is, obviously, used in onGui).

If you can use them wherever you want, then it's time to read this https://docs.unity3d.com/Documentati...Behaviour.html.
So you're saying with Titanium I can hook to any function I choose as long as I include "using UnityEngine"?

(Of course you would also have to add it as a reference)
Quote Originally Posted by Capt_84 View Post
So you're saying with Titanium I can hook to any function I choose as long as I include "using UnityEngine"?

(Of course you would also have to add it as a reference)
I guess so, as you have access to all of them(if I'm not wrong).
Quote Originally Posted by Lovroman View Post


I guess so, as you have access to all of them(if I'm not wrong).
Well I guess I'll try it out for myself. Thanks for all the help!
The crashing problems
I aswell am one of the people who when injecting either the autogather/blueprint or dizzy's client i get a game crash i have tried disabling DEP and have had no luck, any suggestions?.
IS there any other mods that use this?
All it gives me is a attachment file what do I go from there?
Quote Originally Posted by asidyy View Post
All it gives me is a attachment file what do I go from there?
If it's a .php file, use an other browser.
Detected?
So I see that it says detected, but, so is it safe to use, or is it not?

Thanks
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