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Messages - #trinick

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Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 08, 2013, 06:13:56 PM »
Also trinick wtf
I know you're slicksilver but wtf are you doing posting here
Why wouldn't I post here? My names already been said multiple times, may as well join in the conversation.

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Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 08, 2013, 06:12:56 PM »
Really?  So dll injectors used to exploit the engine haven't been around since as of this month?  I'm definitely the dumb one here.
Computermix only completed the wallhack maybe two months ago. Your whole thing with Badspot happened before it was even popularized.

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Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 08, 2013, 06:07:27 PM »
It had to do with the hijacked accounts and the dll injector, actually.
Months ago this hack didn't even exist. You're so dumb.

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Drama / Re: Computermix's new "script" (Blockland hack)
« on: July 08, 2013, 05:59:34 PM »
Also does anyone have slicksilver's IDs?

Yeah, which ones do you want? The one I'm currently using is 43700, but by searching RTB you can find a list of keys which are mostly mine:



5
that is not remotely true.
read here
He didn't say it was formatted the same as all other languages, he said it performs the same function as the others. Whether you're using lua, Python, TorqueScript, C, Ruby, Perl, Java, or whatever other language makes you happy, the for loop exists to iterate through a list.

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No, he meant the ^ operator in torquescript and when I tried it it outputted garbage so I thought it was some kind of encryption
I wasn't even aware Computermix knew Torquescript. Everything he's ever done for Blockland has been written in C++.

7
Computermix was talking about DSO string tables, they're obfuscated using XOR along with the length of the string table as the key. He just misunderstood.

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Off Topic / Re: Get in the car V2
« on: July 02, 2013, 05:13:41 PM »


added myself

9
Modification Help / Re: Spinning projectile animation
« on: June 22, 2013, 02:20:59 PM »
Look at the Rocket Launcher, the projectile spins.

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plant.unhideNode(x)

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Modification Help / Re: How to client-sidedly get a player's position
« on: June 21, 2013, 11:39:00 PM »
I agree with Zeblote. Sending data over a local connection to an external program is 100x more hacky than writing a dll to parse them from memory.

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Suggestions & Requests / Re: Taking up requests
« on: June 21, 2013, 11:37:33 PM »
What Furling is asking for can only be done as a client mod. Parse NewChatHud_AddLine(%message) for kill messages and add an RTB popup by calling whatever the function is.

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Modification Help / Re: How to client-sidedly get a player's position
« on: June 20, 2013, 11:59:25 PM »
I think you're going to have a tough time writing a mumble plugin in torque.

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Modification Help / Re: MY CODE IS NOT WORKING
« on: June 20, 2013, 11:55:52 PM »
ambiguous topic name

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Modification Help / Re: How to client-sidedly get a player's position
« on: June 20, 2013, 06:11:41 AM »
Just dropping in to say there's pretty much no way Badspot could entirely remove our ability to get other players' positions. Even if he patched current torquescript methods which I'm positive he knows how to fix already, playerpointer+0x7A0 is the location of their position in memory. Even if he removed storage of positions in memory, we could hook into every packet received and build a list of positions. That said, there's very few non-abusive uses for clientsidedly parsing player position data. It's clear that most of us know how to get a position clientside, and thus that it's not really a secret, so any pride derived from knowing this is pointless. Hammereditor, sorry but Badspot has voiced his opinion and he doesn't want us doing what you're asking. Everyone else, it doesn't have to be a debate on ethical scripting every time someone wants to know this. Alright then, have a great day Coding Help.

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