Re: Alternative To Cheat Engine

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Ingelore Clason

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Jul 15, 2024, 7:16:33 PM7/15/24
to ransitenke

To conclude, so that we're clear, one way would to re-nice the processes/process threads(tasks) in Linux/and locating the various memory addresses, and bits used in the interprocess/socket communication using utilities/or debugger(already mentioned). Then another more basic way that would utilize the logic of the 'Cheat-engine,' itself in a non-Windows environment, through installing it with Wine, as Wine runs the application, and manages it in processes/threads within so it is as if the program is being ran in Windows itself. The Wine program is in all Ubuntu-specific distros I have seen, "'apt-get'/'aptitude'" it to install Wine). Additionally, another tool for debugging/tweaking flash-based games/etc... is that of Flashbug(a firebug variant, just as Greasemonkey is used in Mozilla)Good luck & cheers!!

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Alternative To Cheat Engine


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The key is to call the NtQueryInformationThread function. This is not a completely "official" function (possibly undocumented in the past?), but the documentation suggests no alternative for getting the start address of a thread.

Yes, you are. There is literally no law or anything saying you aren't. The only issue would be if you were sharing modded games with other people, since you'd then be committing copyright-violation, but modding games for your own use? That's not copyright-violation. Sharing custom mods or cheats? That's not copyright-violation, either, as long as you're not distributing any of the original files from the game or their contents.

As an example, writing a cheat with Cheat Engine wouldn't be a copyright-violation, because the file you create does not contain any of the original files from the game nor their contents. It will only modify files you already have, and since you're not sharing those modified files publicly, you have done nothing wrong.

I think you're thinking about terms-of-service violations. Those are only relevant to modding and such if the game relies on some online-service. If it doesn't, then there's jack shit they can do about it and there is no law to back them up. There is no copyright-violation or TOS-violation if you're modding/cheating in a game that doesn't rely on an online-service in your private life.

If the game does rely on some online-service then, sure, they do have the right to ban you from their services, but even then, most companies would not even think about doing that for single-player mods or cheats, since they'd immediately get crucified on pretty much every social-media platform -- completely not worth the enormous amount of negative PR. Take e.g. Ubisoft: they added some modding-tools to one of their recent Assassin's Creed - games and someone obviously made cheat-mods for the game. Ubisoft banned those mods, not the player, and they still got a lot of negative flak for it.

That's not the only definition of hacking and you know it, stop being a dick. I also don't condone cheating in multiplayer games and won't help people cheat because "I, person on the internet, promise not to use this cheating software in multiplayer games, only single player" is not even remotely believable enough for me. But someone who "hacks" is "a computer expert who uses their technical knowledge to achieve a goal or overcome an obstacle, within a computerized system by non-standard means." There are kernel hackers and all sorts of other hackers who never gain unauthorized access to data in a system or computer. You nonce, even the official Linux Foundation website has a damn "Kernel Hackers Guide:" -hacking/index.html

and for the person who believes that cheating in single player games should also be banned, you may try and explain where exactly the line should be drawn for wat is allowed and what is not , using gouranga as playername in gta2 allowed (was put there by the devs), using dnclip in dukenukem3d allowed (was also put there by the devs but only for testing purposes, so testers could walk trough walls to certain locations in the game and test those without having to play the level over and over again to get to that spot) where a wall is actually no real thng in games its just the movement vector that gets clipped at that place hence noclipping or dnclip, how about manipulationg packed config files of soccerplayers in fifa so you can max out stats of players , or better yet give them stats of 255 (where max is 100) can one make an aimbot? whatabout a bot that actually aims using the mouse?

The alternative, of course, is to just store everything on the server and make a game server that is a master. Not only is this expensive, requires upkeep, and increases development time... fans are not so impressed from the implementation of popular games like Diablo III. Or here. I should note for an online flash RPG like Adventure Quest this model has actually been working pretty well for them, however.

This misses the point entirely. Games are a form of entertainment. Generally, your player base is playing your game to have fun. If a player uses cheats in your game, there is a reason they are using cheats. It is safe to assume that that we can not guarantee each individual player's definition of fun; if they use cheats, perhaps that is their way of making your game more enjoyable, to them.

It is important to stress that this only works in single player games; if the player tells you they want to use cheats to have more fun in their game, no harm done. As soon as there are multiple players in the game, the exploits of that first player could become an unfair disadvantage to the other players. This is the only real situation where you should not allow cheating.

Its is a futile effort to try and deter cheaters cleint-side in my opinion. Also not really fair, since it is their device and if they want to memory edit stuff happening on their device, why would you hinder them? The customer is king afterall.

While the above code solves some serious issues, it is still crackable. The only information the hacker will need is: the player variables are accessed through a pointer (he could also find out by disassembling your game but it is going to be annoying and hard). Once the hacker has the address to your player variables along with other secret random variables, it is going to be an easy task for him to develop a cheat.

If you want to harden your game against cheaters, the best way is to buy a software solution that does that for you. There are several providers, and you can find quite a few of them by googling for "anti cheat breaks my game".

The professionals are much better at actually preventing cheats than you are, and much better at not breaking your game than you are (and still don't succeed 100%, at either of these). So if you feel there's value in putting such a solution into your game, buy it. Doing your own will be vastly more expensive.

I think to prevent this, create some variables with gibberish names which get updated to the actual value every (n-th) frame. This way, if the cheater tries to seek the address, he will always have multiple options and will (probably) have to be patient to find the real address.

I mean its not that hard. You can keep 99% of the memory edit cheaters (those Game Guardian, Cheat Engine ect at bay by simple multiplying values. Even multiplying by 10 in the memory will keep most of the at bay.

Encrypt the hell out of it! Store important numbers broken up in multiple locations conjoined with other values so that they will constantly change! Use dummy numbers that if altered tells them they are cheaters.

For instance in dirt 3, trainer users can make your car spinout automatically. But if you put up a detector on your end the cheats own detector will detect it and it will close part of the cheat. Not all of it.

The only part of the trainer program that I have seen effected from my meddling is super brakes(perfect braking) and the spinout(car losing control for no reason). I have mostly racing games as you can see. They are all from codemasters and sadly those games do get abused by cheaters quite often.

You can still ban them with things like VAC because Vac detects signatures and certain behaviors and modifications of files that it already knows about. It only bans the account associated with the cheat.

They don't actually stop the cheat though. They can't be bothered with it. They just ban your account. The other thing that I would like to mention has to do with Wolfenstein ET. A very old game. But to me it had the best and harshest security measure of all.

I never got to see how they did it. I did give them the idea on what would actually stop cheaters and suggested to one of the jaymod devolopers to ban by way of guid. What has an easily accesible guid when playing games? Graphics cards. The reason they implemented that is because people would just change ip addresses and you didn't need an account for the game so you could just change your name, your mac address which would also change your ip address.

Scanmem is a simple interactive debugging utility for Linux, used to locate the address of a variable in a running process. This can be used for the analysis or modification of a hostile process on a compromised machine, for reverse engineering, or as a "pokefinder" to cheat at video games.

Cheat Engine (CE) is a proprietary, source available[5] freeware memory scanner/debugger created by Eric Heijnen ("Byte, Darke") for the Windows operating system in 2008.[6] Cheat Engine is mostly used for cheating in computer games and is sometimes modified and recompiled to support new games. It searches for values input by the user with a wide variety of options that allow the user to find and sort through the computer's memory. Cheat Engine can also create standalone trainers that can operate independently of Cheat Engine, often found on user forums or at the request of another user.

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