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Go to first new post [Release] Freelancer Internal Multihack Erstellt am: Mo 12. Dez 2016, 16:43

System

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Kategorie: Other FPS Games
Entwickler: Icew0lf/Spectre99

Beschreibung:
Use in windowmode and inject with Xenos creating a new process.


Feature List:
Gunhacks:
  • Aimbot
  • Rapidfire             (works in SP/rarely on servers)
  • Surround shots
  • Unlimited Energy
  • Unlimited Ammo  (works in SP/unprotected servers)
  • Spinbot             (go in Turret View)
  • Drugmode


Visuals:
  • Fisheye (3 different modes, rename jflp.dll to make it work)   
  • Player ESP
  • Cargo ESP
  • Missile ESP
  • Mine ESP


Teleports:
  • Teleport to Waypoint
  • Noclip        (Fly with arrow keys + Mouse)
  • Bullet Teleport    (works in SP/rarely on servers)
  • Missile Teleport(works in SP/rarely on servers)
  • Mine Teleport    (works in SP/rarely on servers)
  • Mine Rapidfire    (works in SP/rarely on servers)


MISC:
  • Speedhack
  • Tradeline Speedhack
  • Maphack
  • Autopilot
  • 2D Radar
  • Free Camera    (Fly with arrow keys)


Controls:
  • [Insert]                 = Show/Hide the menu
      
  • [HOME/END]                 = Navigate in the menu
      
  • [DEL/PAGE DOWN]      = Enable/disable options


Bugs:

If you run FL in fullscreen and ALT+TAB back in you get a Blackscreen, i suggest using Windowmode.
Fisheye
Lights from the ship are still on the normal position.
You also HAVE to rename jflp.dll in the exe folder if you run Jason's Freelancer Patch before, otherwise it wont work.

Noclip
Planets often seem not to move closer/further when flying with Noclip while the rest of the Universe is.
This is just a visual clientside problem, reconnect with F1 and they are updated and on the correct spot.

2D Radar
The Radar dont rotate. Its kinda useless anyway in a game where you can fly in any direction..so..:rolleyes:

How to use:
You need to Inject on Game-Launch, the menu wont show if you inject in the already running process. I suggest the XENOS Injector in this case.

Requirements:
Freelancer patch 1.1
Visual C++ Redistributable for Visual Studio 2015:
Um Links zu sehen, musst du dich registrieren

Credits:
  • electrolux (answers every of my stupid questions, teaching me, providing much help. Your tutorialvideos are dope!
  • Hans211 (the menubase)
  • KN4CK3R (gave me 2011 some inspiration Freelancer related. He releases awesome stuff)
  • Adoxa (for the maphack:casanova
  • Spock (helped me in the beginning with the speedhack)



Cheers
Icew0lf aka Spectre99

Screenshots:
/hackdata/screenshot/thumb/092239c5f2d34da342b4cdab46ab0e5c.jpg

Download:
Freelancer Multihack - FLJACKED 2.0
Other FPS Games

Do 29. Jun 2017, 17:16

von spectre99 Go to last post
1 3336
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Go to first new post [Help] OSHGUI D3D8 Injection Erstellt am: Sa 3. Dez 2016, 11:13

spectre99

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hey community!

i have a question oshgui related please.
i just compiled the .lib and sample projects and everything works fine, but im struggling to create a basic menu via DLL injection since the sample projects are exe files creating test 3D3 environments. i want to inject in a D3D8 game..


TEXT Code:
  1.  
  2. /*    Direct3D8 Device */
  3. #define NOMINMAX
  4. #include <windows.h>
  5. #include "main.h"
  6. #include "d3d8.h"
  7. #include <OSHGui.hpp>
  8. #include "Input/WindowsMessage.hpp"
  9. #include "Drawing/Direct3D8/Direct3D8Renderer.hpp"
  10.  
  11. #define D3DHOOK_TEXTURES //comment this to disable texture hooking
  12.  
  13. using namespace OSHGui;
  14. using namespace OSHGui::Drawing;
  15.  
  16. FontPtr font;
  17. //Application &app;
  18.  
  19. HRESULT CD3DManager::Initialize()
  20. {
  21.     /*
  22.     initialize Resources such as textures
  23.     (managed and unmanaged [D3DPOOL]),
  24.     vertex buffers, and other D3D rendering resources
  25.     ...
  26.     m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
  27.     */
  28.  
  29.     std::unique_ptr<Direct3D8Renderer> renderer(new Direct3D8Renderer(m_pD3Ddev));
  30.  
  31.     Application::Initialize(std::move(renderer));
  32.  
  33.     auto &app = Application::Instance();
  34.  
  35.     //3. create a font which will be used by the OSHGui
  36.     font = FontManager::LoadFont("Arial", 8.0f, false); //Arial, 8PT, no anti-aliasing
  37.     app.SetDefaultFont(font);
  38.  
  39.     //4. create our form
  40.     auto form = std::make_shared<Form>();
  41.     form->SetText("Test");
  42.  
  43.     //5. set this form as our mainform
  44.     app.Run(form);
  45.  
  46.     //optional: enable the OSHGui drawing
  47.     app.Enable();
  48.  
  49.     //optional: register a Hotkey with which we can toggle the OSHGui drawing
  50.     app.RegisterHotkey(Hotkey(Key::Insert, []
  51.     {
  52.         Application::Instance().Toggle();
  53.     }));
  54.  
  55.     return S_OK;
  56. }
  57.  
  58. HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
  59. {
  60.     auto &renderer = Application::Instance().GetRenderer();
  61.  
  62.     //1. let our renderer begin its work
  63.     renderer.BeginRendering();
  64.  
  65.     //2. render the OSHGui
  66.     Application::Instance().Render();
  67.  
  68.     //3. end the rendering
  69.     renderer.EndRendering();
  70.  
  71.     return m_pD3Ddev->EndScene();
  72. }
  73.  



my DLLMain:


TEXT Code:
  1. bool WINAPI DllMain(HMODULE hDll, DWORD dwReason, PVOID pvReserved)
  2. {
  3.     if(dwReason == DLL_PROCESS_ATTACH)
  4.     {
  5.         DisableThreadLibraryCalls(hDll);
  6.  
  7.         GetModuleFileName(hDll, dlldir, 512);
  8.         for(int i = strlen(dlldir); i > 0; i--) { if(dlldir == '\\') { dlldir[i+1] = 0; break; } }
  9.  
  10.  
  11.         HMODULE hMod = LoadLibrary("d3d8.dll");       
  12.    
  13.         oDirect3DCreate8 = (tDirect3DCreate8)DetourFunc(
  14.             (BYTE*)GetProcAddress(hMod, "Direct3DCreate8"),
  15.             (BYTE*)hkDirect3DCreate8,
  16.             5);
  17.  
  18.         return true;
  19.     }
  20.  
  21.     else if(dwReason == DLL_PROCESS_DETACH)
  22.     {
  23.        
  24.     }
  25.  
  26.     return false;
  27. }
  28.  


i have the oshgui files and the sdk in my includes, the sdk and .lib from osh i compiled in my libraryincludes.
oshgui.lib is also linked as additional dependencys.
also added cpp's/header from \Drawing\Direct3D8 to my project.

it compiles fine but the testwindow from the gui dont show up and the game also dont crash, it just nothing happens.
if you can point me in the right direction i would be glad..thanks.

i tried to solve it with the DLL example code from here but it seems its for an older oshgui version:
[Source] Beispielcode für eine Hack-DLL

best regards
VB, C/C++, Delphi, etc

Sa 3. Dez 2016, 11:13

von spectre99 Go to last post
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Go to first new post [Help] OSH GUI 2. Schritt Erstellt am: Mo 13. Mai 2013, 10:59

Baum.

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ich weiß das das topic sehr alt ist - aber es ist noch immer aktuell.
KN4CK3R wärst du so freundlich die bilder im tutorialthread wieder hochzuladen? ich versuche mich gerade in die OSHgui reinzufuchsen.

danke dir!
VB, C/C++, Delphi, etc

Mo 28. Nov 2016, 23:15

von spectre99 Go to last post
3 956
Downloads
Freelancer Multihack - FLJACKED 2.0

Freelancer Multihack - FLJACKED 2.0

Use in windowmode and inject with Xenos creating a new process. =Kt7SIU9rKtQ Feature List: Gunhacks: Aimbot Rapidfire             (works in SP/rarely on servers) Surround shots Unlimited Energy Unlimited Ammo  (works in SP/unprotected servers) Spinbot             (go in Turret View) Drugmode Visuals:
29. Jun 2017
14:27