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 Post subject: Re: CHEAT DETECTING
PostPosted: 08.11.10 
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Godlike
User avatar

Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1113.98
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
lamas-corner/xardas-wallhack-and-autoshoot-on-bomb-t2029.html

There is a demo that shows autoshoot in action.



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 08.11.10 
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Godlike
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Joined: 03.15.10
Posts: 1132
Location: Nijmegen
cheers - wil check it out, and i advice everybody to do so, so u know what you're looking for..
i do not see the autoshoot tbh..

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tiru: i do sounds like an alien



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.21.10 
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Godlike
User avatar

Joined: 08.27.09
Posts: 746
Location: Zagreb, Croatia
-----tdm:  
nick: Zombie
skill: 1153.35
kills: 2521
deaths: 1384
ratio: 1.82
-----bomb:  
nick: Zombie
skill: 799.915
kills: 649
deaths: 361
ratio: 1.79
2 demos of cookie testing mombot. was quite informative... for any questions, suspicions or similar, post :D

and no i dont use any kind of cheat in gaming.


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Image <- got this from JRandomNoob



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.21.10 
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Godlike
User avatar

Joined: 09.28.08
Posts: 2318
Location: Solar System
Yeah sure. I believe you.

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.21.10 
Offline
Godlike
User avatar

Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1113.98
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
Of course, we have faith on Cookie..



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.21.10 
Offline
Godlike
User avatar

Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1113.98
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
..


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.21.10 
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Godlike
User avatar

Joined: 09.28.08
Posts: 2318
Location: Solar System
lol nice pic.

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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
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[dswp]R.Stallman
User avatar

Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
I tried cross_urth the other day. I planned on testing it on a local server with AimMe to see something (it seems to me that people are teleporting in front of me so I wanted to reconfigure my config so I would see at least what I am supposed to see).
Code:
Buffer = /razno/igre/UrbanTerror/ioUrbanTerror.x86_64
Loading sub main
Cross platform Urban Terror Cheat by " All"
mailto: {email censored by Natirips to disallow dishonest cheaters from finding the cheat themselves} &#91;at&#93; bluebottle.com (replace &#91;at&#93; with @)

Executable Path: /razno/igre/UrbanTerror/ioUrbanTerror.x86_64
Pagesize = 4096
Pagemask = 0xFFFFF000
Size of address = 8
 _____________________________________________________

Symbol "Cbuf_ExecuteText" is at 0x438e52 in a file compiled without debugging.
Symbol "Cvar_Register" is at 0x43ff1a in a file compiled without debugging.
Symbol "Cvar_Set" is at 0x4405ba in a file compiled without debugging.
Symbol "Cvar_Update" is at 0x43f65c in a file compiled without debugging.
Symbol "CL_CgameSystemCalls" is at 0x40493a in a file compiled without debugging.
Symbol "Com_Printf" is at 0x43b38c in a file compiled without debugging.
Symbol "CM_BoxTrace" is at 0x437eae in a file compiled without debugging.
Symbol "CM_TransformedBoxTrace" is at 0x437784 in a file compiled without debugging.
Symbol "CM_TempBoxModel" is at 0x424b8a in a file compiled without debugging.
Symbol "CM_InlineModel" is at 0x42511a in a file compiled without debugging.
Symbol "RE_RegisterShader" is at 0x539500 in a file compiled without debugging.
Symbol "Com_Error" is at 0x43cc94 in a file compiled without debugging.
Symbol "AngleDelta" is at 0x4757ec in a file compiled without debugging.
Symbol "RE_RenderScene" is at 0x52d62c in a file compiled without debugging.
Dump of assembler code for function RE_RenderScene:
0x000000000052d62c <RE_RenderScene+0>:  push   %r12
0x000000000052d62e <RE_RenderScene+2>:  push   %rbp
0x000000000052d62f <RE_RenderScene+3>:  mov    %rdi,%rbp
0x000000000052d632 <RE_RenderScene+6>:  push   %rbx
Symbol "Com_MD5File" is at 0x44b210 in a file compiled without debugging.
Dump of assembler code for function Com_MD5File:
0x000000000044b210 <Com_MD5File+0>:     push   %r15
0x000000000044b212 <Com_MD5File+2>:     push   %r14
0x000000000044b214 <Com_MD5File+4>:     push   %r13
0x000000000044b216 <Com_MD5File+6>:     mov    %esi,%r13d
Symbol "VM_Create" is at 0x4832ae in a file compiled without debugging.
Dump of assembler code for function VM_Create:
0x00000000004832ae <VM_Create+0>:       mov    %r12,-0x20(%rsp)
0x00000000004832b3 <VM_Create+5>:       mov    %r13,-0x18(%rsp)
Symbol "VM_CallCompiled" is at 0x54493a in a file compiled without debugging.
Dump of assembler code for function VM_CallCompiled:
0x000000000054493a <VM_CallCompiled+0>: mov    %rbx,-0x30(%rsp)
0x000000000054493f <VM_CallCompiled+5>: mov    %rbp,-0x28(%rsp)
Symbol "VM_Free" is at 0x482a60 in a file compiled without debugging.
Dump of assembler code for function VM_Free:
0x0000000000482a60 <VM_Free+0>: push   %rbx
0x0000000000482a61 <VM_Free+1>: mov    0x60(%rdi),%rax
0x0000000000482a65 <VM_Free+5>: mov    %rdi,%rbx
Symbol "cl" is at 0xe9b040 in a file compiled without debugging.
Symbol "cls" is at 0xdc77e0 in a file compiled without debugging.
Symbol "vmTable" is at 0x107e880 in a file compiled without debugging.
Symbol "R_GetModelByHandle" is at 0x52b8c0 in a file compiled without debugging.

All offsets and detourlengths retrieved. Cheat ready!
ioQ3 1.35urt linux-x86_64 Dec 21 2007
----- FS_Startup -----
Going through search path...

----------------------
15382 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
QKEY found.
Segmentation fault
natirips@nati-lap:/razno/igre/UrbanTerror/cheat$

Notice the frustrating part in the line before the last line.

I even compiled my own urth.so and even had to fix the source code (the author's version of C++ apparently puts "clock" into std:: namespace, but my g++ does not).

Btw, anyone knows what might be a good place to start looking if I wanted to fix my teleportation issue. (it's not typical teleportation caused by network problems, it only happens that some people teleport somewhere near me at first, but later they move smoothly. I.e. someone comes from behind and corner but I spot him/her when he/she is already a few meters away from the wall.)

_________________
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
Offline
posted some :)
User avatar

Joined: 08.05.09
Posts: 368
Location: Zagreb, Croatia
Uhm...that's not teleportation. That's warping, it's something that happens when you have a lot of people on the server that lag. Anti warp tool fails to fix the issue and you see someone "jumping" from one spot to another but the process of moving from point A to point B isn't rendered.
I see it every day on the server, when there's more then 22 people on. It's a glitch in the game.

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Bring the Rayne.



 


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 Post subject: Re: CHEAT DETECTING
PostPosted: 10.22.10 
Offline
[dswp]R.Stallman
User avatar

Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Rayne wrote:
Uhm...that's not teleportation. That's warping, it's something that happens when you have a lot of people on the server that lag. Anti warp tool fails to fix the issue and you see someone "jumping" from one spot to another but the process of moving from point A to point B isn't rendered.
I see it every day on the server, when there's more then 22 people on. It's a glitch in the game.
How come I did not have that problem before my last major config overhaul?

I have only two issues with my current config: the teleport/warp issue and the fact that my game freezes for a short period of time every time a radio sound is played for the first time in that round (and the freeze happens for each of the different radio sounds being played). My problem is apparently in loading process. And I even increased the hunk_megs...

_________________
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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