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51
Garrys Mod / Re: can't open 32bit?
« Last post by didyoureally on January 07, 2023, 03:51:59 AM »
Sounds like antivirus is removing it.
Turn it off and try again, or add the folders to antivirus exclusions.

Gamehacks will always be detected as a virus (false positive)

Why does my windows defender say that the bigpackets file contains windows32backdoor bladavindi.
Script kiddie back door or am i buggin?
52
7 Days To Die / Re: Looking Good!
« Last post by manito941 on January 06, 2023, 06:00:58 PM »
 >:(
53
Garrys Mod / Re: can't open 32bit?
« Last post by KittoniuM on January 05, 2023, 03:17:50 PM »
Sounds like antivirus is removing it.
Turn it off and try again, or add the folders to antivirus exclusions.

Gamehacks will always be detected as a virus (false positive)
54
Garrys Mod / can't open 32bit?
« Last post by Smokesomekeef on January 05, 2023, 03:16:43 PM »
so then i try to download the 32bit version down to my computer it wont let me. it says its used by a other something?
the 64bit works just fine but i want to use gmod hack and it wont let me.
55
Reversing / Re: Find GetRenderContext in Source Engine for Chams
« Last post by KittoniuM on January 02, 2023, 10:35:39 PM »
For Left 4 Dead and newer games this method may not work

so this is another method, which you can also find clientmode from
this function is void CViewRender::RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw )

56
Reversing / [ Reversing ] Find GetRenderContext in Source Engine for Chams
« Last post by KittoniuM on January 01, 2023, 09:24:22 PM »
In Dx9 hacks you can get advanced DrawIndexedPrimitive chams using the engines CMaterialSystem GetRenderContext method.


in the source code you can find this refrence
Code: [Select]
void CClientVirtualReality::Deactivate()
{

if( !UseVR() )
return;

g_pSourceVR->Deactivate();

g_pMatSystemSurface->ForceScreenSizeOverride(false, 0, 0 );
g_pMaterialSystem->GetRenderContext()->Viewport( 0, 0, m_nNonVRWidth, m_nNonVRHeight );
g_pMatSystemSurface->SetFullscreenViewportAndRenderTarget( 0, 0, m_nNonVRWidth, m_nNonVRHeight, NULL );

    static ConVarRef cl_software_cursor( "cl_software_cursor" );

and this is what it looks like in ida:
(search for the strings  sub_10341DF0("cl_software_cursor"); sub_10341030(Buffer, 0x100u, "mat_setvideomode %i %i %i\n", this[128]);
Code: [Select]
void __thiscall sub_100F7700(_DWORD *this)
{
  int RenderContext; // eax

  if ( dword_1058D9B4 && (*(*dword_1058D9B4 + 36))(dword_1058D9B4) )
  {
    (*(*dword_1058D9B4 + 104))(dword_1058D9B4);
    (*(*g_pMatSystemSurface + 544))(g_pMatSystemSurface, 0, 0, 0);
    RenderContext = (*(*g_pMaterialSystem + 412))(g_pMaterialSystem);
    (*(*RenderContext + 152))(RenderContext, 0, 0, this[128], this[129]);
    (*(*g_pMatSystemSurface + 704))(g_pMatSystemSurface, 0, 0, this[128], this[129], 0);
    if ( (dword_1058F218 & 1) == 0 )
    {
      dword_1058F218 |= 1u;
      sub_10341DF0("cl_software_cursor");


from that we can see our index for render context:

 RenderContext = (*(*g_pMaterialSystem + 412))(g_pMaterialSystem);

412 bytes.. divided by 4 gives us our vtable pointer index (103)





here is a class it returns.. think i found it on UC or UnstucK
Code: [Select]
class CMaterialRenderContext
{
public:
BYTE pad0[0xc];
void** pad1;
uintptr_t RenderEntity;

__forceinline void* GetCurrentEnt()
{
if (RenderEntity == 0)
return nullptr;

return (void*)(RenderEntity - 4);
}
};


and this is how you use it in DIP


Code: [Select]
HRESULT __stdcall MyDrawIndexedPrimitive(IDirect3DDevice9* Device, D3DPRIMITIVETYPE PrimType, int BaseVertexIndex, unsigned int MinIndex, unsigned int NumVertices, unsigned int StartIndex, unsigned int PrimitiveCount)
{
if (!chams)
return OriginalDrawIndexedPrimitive(Device, PrimType, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);


bool FillChanged = false;

static SourceEngine::CMaterialRenderContext* RenderCtx = nullptr;
if (!IsValidPointer(RenderCtx))
{
DbgLog(L"[Dx9 Dip] Trying to find Render Ctx\n");

//TODO: If the vfunc is called, it needs releaseing because its refcounted
RenderCtx = SourceEngine::s_Material->GetRenderContext();
}

if (IsValidPointer(RenderCtx))
{
SourceEngine::CValveEnt* Ent = (SourceEngine::CValveEnt*)RenderCtx->GetCurrentEnt();
57
News / January 2023
« Last post by KittoniuM on January 01, 2023, 03:23:48 AM »
January 2023

In Progress
Gmod Laser Beams and Propkill ESP added
Gmod boogie_bomb t-weapon fix
Gmod Off After kill ignored with ragekey


January 29
FOREWARNED ESP - ADDED



January 27



January 26
DEVOUR - UPDATED
Now using the BigPackets Framework as all the other hacks.

January 25


January 15
Combat Arms Classic - UPDATED

January 15


January 14


January 10
BF2 ESP - UPDATED


January 8
Phasmophobia - UPDATED
Now using the BigPackets Framework as all the other hacks.

January 6
Garry's Mod - UPDATED
- Warnings System!

January 2
Codename CURE - UPDATED
- better zombie names
- chams added



Left 4 Dead 2 - UPDATED

Left 4 Dead 1 - UPDATED
"Spawn" pickups now have a name

HL2DM - UPDATED

January 1
ALL Games - UPDATING
- ability to force 3d box for Pickup, Projectile, Special, Vehciles from their tabs
- added option to disable Master Key Auto-Off
- better colorpicker window


GTA 3 Aimbot - UPDATED
GTAVC Aimbot - UPDATED

Killing Floor 1 - UPDATED
2018 to 2023 BP

Day of Defeat Source - UPDATED
2019 to 2023 BP
- Chams added


Black Mesa Aimbot - UPDATED
2019 to 2023 BP
- Chams added


No More Room In Hell - UPDATED
2019 to 2023 BP

Synergy - UPDATED
2018 to 2023 BP

Gmod ESP - UPDATED
Gmod Lite - UPDATED
Gmod Full - UPDATED
58
Media / Re: GMOD FREE ESP KILL MONTAGE
« Last post by FPSanarchy on December 27, 2022, 01:09:11 PM »

This is a nice vid with good cuts, hope you make more in the future!
+100
59
Media / GMOD FREE ESP KILL MONTAGE
« Last post by McChubbs on December 27, 2022, 07:33:01 AM »
&t=4s
im aware this isnt very good but i wanted to show people that the esp even tho its free is very good and useful
60
Garrys Mod / Re: Visuals and menu flickering
« Last post by planefr on December 27, 2022, 12:08:31 AM »
Yes i see, is here any other servers that have this problem?

I'll buy an alt, keep watch for any news for when this is fixed
So far this is the only server its happened to me on,  I played a similar TTT server with inventory and had no issues.
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