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Topics - Metario

Pages: [1] 2 3 4 5 6
1
Off Topic / -ignore-
« on: July 18, 2018, 05:28:35 PM »
ignore this testing

2
Off Topic / <img src=https://malw.io/files/vhZjMLJht3u7N.jpg>
« on: July 18, 2018, 05:15:48 PM »
If you see that image, disable all user extensions until this issue is FIXED.

3
Modification Help / final code megadump
« on: June 30, 2018, 11:09:56 AM »
hi. i've had my fun. here's the resources i used/things i created while reverse engineering the game

i will NOT provide ANY support for any projects. the majority are unfinished.

d-so - self explanatory.
PSGFY - adopted from BrokenSynapse
blockland_gs_rewrite - an attempt to rewrite the game scripts in C++ to speed up launch times
BLAC - simulates BLHack's aimbot code on the server side, tries to match up client aim paths to it, and reports it.
blockland-d - a dll base written in dlang
imgui dll - some dll i wrote that takes advantage of imgui for configuration
blbrowser2 subprocess - helper program for blbrowser
blbrowser2 - CEF version of BLBrowser
torque game engine 1.5.1 source code

xoxoxo

4
Off Topic / friendly reminder: week 2 of ap tests
« on: May 13, 2018, 11:03:58 PM »
IMPORTANT: DO NOT DISCUSS THE FRQ QUESTIONS UNLESS YOU WANT THE COLLEGEBOARD TO TRACK YOU DOWN AND NULL YOUR SCORE


gl all, i'm taking biology and human geo

5
Off Topic / holy stuff new pendulum album soon
« on: March 25, 2018, 01:58:28 AM »


it’s all remixes but...
it only took 8 years

6
Modification Help / BLBrowser^2
« on: March 22, 2018, 03:37:09 PM »
what is this
basically bl-browser with cef

wtf do u mean CEF
it uses the chromium embedded framework (basically, it's like embedding chrome), which can allow for
  • 720p+ videos
  • a massive loving screen
  • 60 fps browser stuff
  • you can actually visit any url since it doesnt loving try to download everything
all said and told, cef is around 100 megs to throw in your blockland folder (yes, big, but it's the future).

<- example of it running at 1920x1440

download?
NOTE: THIS RELIES ON THE NEW BLOADER.
USE OF THIS DLL WILL REQUIRE THAT ANY DLLS THAT WERE MADE FOR THE OLD BLOCKLANDLOADER BE REMOVED.


Download
This was just built off of the source that's available from the repo. Any firewall requests are from Chrome, the DLL itself does not import WinSock, any networking libraries, etc.

Drag and drop everything that's in the installme folder into the Blockland folder. Do NOT use the launcher. Run the exe directly.
If you don't know how to install this, don't complain because this pre-release version was not meant for you.

source
https://github.com/hatf0/blbrowser2

7
Off Topic / moving to nc (soon tm), wat do expect?
« on: March 10, 2018, 08:05:15 PM »
so my dad lost his job in the good ol mormon state of utah- and got offered a job in north carolina. we're moving soon enough and i'm wondering what to expect.
we're moving to the raleigh/chapel hill area..

so blfers what should i expect?? hell?? blm?? antifa?? a crumbling public transport infrastructure??

8
Modification Help / blocklandjs
« on: February 19, 2018, 09:06:05 PM »
blocklandjs is back
(after like three rewrites lmfao)
features in this rework:
  • a full tcp stack
  • an event loop that'll use 30% of your cpu if you don't let it sleep every millisecond
  • es6 modules... a feature not even node.js supports natively (you have to enable it through a stupid flag lol)
  • a libuv implementation that'll knock your socks off (asynchronously)
  • the best god damned bridge between torquescript and javascript you've ever seen
  • comes with your own 14 year old asian as your little tech support man
  • it's pretty darn fast
  • asynchronous filesystem operations, binary i/o is supported

"alright i'm convinced, how do i download this?"
get the latest release here
"how can i trust you haven't backdoored this dll"
really you can't but if you don't trust the dlls i put out, i provide the libraries and the project file to compile it yourself, get them here
"where's the documentation"
here
"why can't i use require like node.js"
use this code instead
Code: [Select]
import('ModuleName').then((mod) => {ModuleName = mod;});
"how the hell do i install modules"
throw them in a folder in your addons, and name the entry point or main file index.js
"why don't you provide classes that do everything for me"
because i don't believe in the weed that the node.js developers were smoking when they decided that evalling about 50 modules worth of code upon startup was a good idea, as well as the principal of NIH.
"i found an issue how the hell do i report it"
make a new issue here
"but why"
because torquescript is really slow and i don't like the syntax of it (i haven't used torquescript for like a year)


download: here

example projects i've done so far: sorta functioning http server


9
https://www.ksl.com/?nid=148&sid=46238745
Ayo
He lives ~4 miles away from me
loving help

10
Off Topic / what kind of coffee do you drink/is the best
« on: January 07, 2018, 05:35:43 AM »
^
personally my ass prefers cold black coffee with nothing (no fancy bullstuff here) because I loving Hate Myself

wbu

11
Modification Help / [WIP] Autodetecting BLHack's aimbot.
« on: December 26, 2017, 12:50:17 AM »
I've spent the past few days looking over the source code and checking over a bunch of stupid steps, and I think I've found a way to detect BLHack's aimbot, automatically, from a DLL.
How?
In short, I predict where the aimbot will want to aim at, and compare against the player's ACTUAL aim, and add in a bit of variation to determine if the movement they've just done is humanly possible. Yes, there are false positives, however, I'm hoping that with several community leaders testing this DLL, and reporting feedback, that I'll be able to improve it to make it absolutely fool-proof (within reason...).

If you wish to contribute/get a copy of the DLL/have it demonstrated to you, please PM me, and I'll try to get back to you as soon as possible.
This is just a proof of concept ATM.

No, this doesn’t evaluate any code on the client-side. No, this doesn’t need to be run on a client. This is purely server-sided, and doesn’t interact with the client, merely, reading the data the client sends.


PoC (with BLHack): https://gfycat.com/VigorousDesertedIslandcanary

PoC (keyboard turning, legitimate): https://gfycat.com/MatureChiefEastsiberianlaika

Source: https://github.com/ohninedotseven/BLAC

12
I've been sitting on this code for a while. It's already implemented in blocklandjs- but, what the hell.
Code: [Select]
struct Namespace
{
const char* mName;
const char* mPackage;

Namespace *mParent;
Namespace *mNext;
void *mClassRep;
U32 mRefCountToParent;
struct Entry
{
enum
{
GroupMarker = -3,
OverloadMarker = -2,
InvalidFunctionType = -1,
ScriptFunctionType,
StringCallbackType,
IntCallbackType,
FloatCallbackType,
VoidCallbackType,
BoolCallbackType
};

Namespace *mNamespace;
//char _padding1[4];
Entry *mNext;
const char *mFunctionName;
S32 mType;
S32 mMinArgs;
S32 mMaxArgs;
const char *mUsage;
const char *mPackage;
void *mCode; // CodeBlock *mCode;
U32 mFunctionOffset;
union {
StringCallback mStringCallbackFunc;
IntCallback mIntCallbackFunc;
VoidCallback mVoidCallbackFunc;
FloatCallback mFloatCallbackFunc;
BoolCallback mBoolCallbackFunc;
const char* mGroupName;
} cb;
};
Entry *mEntryList;
Entry **mHashTable;
U32 mHashSize;
U32 mHashSequence;  ///< @note The hash sequence is used by the autodoc console facility
///        as a means of testing reference state.
char * lastUsage;
};

static std::map<const char*, Namespace::Entry*> cache;
static std::map<const char*, Namespace*> nscache;
static Namespace* GlobalNS;

void rewrite__fatal() {
Printf("!!! THIS SHOULD NEVER HAPPEN !!!");
}

Namespace::Entry* fastLookup(const char* ourNamespace, const char* name) {
Namespace* ns;
Namespace::Entry* entry;

if(_stricmp(ourNamespace, "") == 0) { //If the namespace is blank, assume we're looking in the global namespace.
if(GlobalNS == NULL) {
GlobalNS = LookupNamespace(NULL);
}
                ns = GlobalNS;
}
else {
std::map<const char*, Namespace*>::iterator its;
its = nscache.find(ourNamespace);
if(its != nscache.end()) {
ns = its->second;
if(ns == NULL) {
//Somehow it got nullptr'd..
ns = LookupNamespace(ourNamespace);
if(ns == NULL) {
//THIS SHOULD NEVER HAPPEN!
rewrite__fatal();
Printf("Fatal: Found cached NS entry with nullptr, could not find namespace!");
nscache.erase(its);
return nullptr;
}
nscache.erase(its);
nscache.insert(nscache.end(), std::make_pair(ourNamespace, ns));
}
}
else {
ns = LookupNamespace(StringTableEntry(ourNamespace));
if(ns == NULL) {
rewrite__fatal();
Printf("Fatal: fastLookup FAILED (2/2)!");
return nullptr;
}
nscache.insert(nscache.end(), std::make_pair(ourNamespace, ns));
}
}

std::map<const char*, Namespace::Entry*>::iterator it;
it = cache.find(name); //Look into our Namespace::Entry* cache..
if(it != cache.end()) {
entry = it->second;
if(entry == NULL) {
rewrite__fatal();
Printf("Fatal: found nullptr in cache!");
cache.erase(it); //Erase it so we don't encounter it again.
return nullptr;
}
}
else {
entry = Namespace__lookup(ns, StringTableEntry(name));
if(entry == NULL) {
Printf("Could not find function.");
return nullptr;
}
cache.insert(cache.end(), std::make_pair(name, entry)); //Insert it so further calls are optimized.
}

return entry;
}

If you're looking to implement this in the publicly available dllbase, add this to your Torque.h
Code: [Select]
BLFUNC_EXTERN(Namespace *, , LookupNamespace, const char *ns);
BLFUNC_EXTERN(Namespace::Entry *, __thiscall, Namespace__lookup, Namespace *this_, const char *name)
//blfunc_extern, or blfunc.. whichever matches the style of your dll.
and this to your Torque.cpp
Code: [Select]
//in torque_init, or InitTorqueStuff
BLSCAN(LookupNamespace, "\x8B\x44\x24\x04\x85\xC0\x75\x05", "xxxxxxxx");
BLSCAN(Namespace__lookup, "\x53\x56\x8B\xF1\x8B\x46\x24", "xxxxxxx");

This code can definitely be improved- this is just a rough "hacky" version. You want to do fast lookups to avoid the "TorqueScript problem", in which, when looking up namespaces and entries- nothing is cached, forcing the engine to search. This avoids all of this, by caching them in std::map objects. I've attempted to make this as "idiot-proof" as possible, but, if you notice any problems, feel free to point them out. :)

13
Off Topic / i have access to a laser engraver
« on: December 21, 2017, 12:22:54 PM »
..first order of business..
engraving richardbutts into pieces of wood.
v1: v2: v3:
give me pictures to engrave and i'll try to get it done in a little bit

14
Suggestions & Requests / doraemon reskin of throwable cat
« on: December 16, 2017, 09:29:10 PM »
do it please
and you'll get 5$ in ethereum or some other crypto idk
original addon

15
Off Topic / William Osman’s house burned down
« on: December 06, 2017, 08:57:41 PM »

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