Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Saturday, August 14, 2010

TyranO's timehack for 1.24e

TyranO's timehack for 1.24e


This is an old hack I had on my computer. I MADE THIS HACK IN 1.22 (SOURCE IS BELOW) Back in the day people thought this would "kill battle.net" (yea right).

Three modes:

F4: Longloads for 4 min 30 seconds (I think max is 5 minutes before you d/c and lose), customizable. Only press ONCE, as soon as loading starts.
F5: Longloads manually until you press F6. Press before or during loading.
F6. Longload is OFF (won't work if you pressed the F4 mode though).

This is pretty useless and simple, but hey, it's a zmap feature.


Quote Originally Posted by undead_warrior View Post
dude Tyrano, i heard rumors that you're the next bendik... I really hope it's ain't so but in these pass few weeks, you're acting more and more like him... WAT THE **** DUDE..??
Quote Originally Posted by hohodyret View Post
But he still missing to credit someone....
Quote Originally Posted by Jolinar View Post
I second that.
This is the kind of shit that makes me want to leave this site for good. I have nobody to credit.

You guys are killing me. This is my hack, I wrote it in 1.22 and I just updated the offset. And no it isn't detected. Who should I give credit to? This is my offset, I found it, wrote the program. How did I get the idea to make it? Some guy on msn told me back in the day to make a hack that pauses loading. I told him it was easy to make and that there were tons of "longload" offsets and methods, made this with hotkeys as it was simpler to use.

Have I ever ripped a hack? I mean, COME ON.

Code:

#include
#include
#include
#include "inireader.h"
#include "colors.cpp"

using namespace std;

DWORD GetPID (char* proc);
void EnableDebugPriv();
DWORD GetDLL (char* DllName, DWORD tPid);

#define write(addr, ...) __write(addr, __VA_ARGS__, -1)
void __write(DWORD addr, ...);

int main(void)
{

EnableDebugPriv();
bool bPressed[4] = {false, false, false, false}; //Whoop, don't trigger multiple times
SetConsoleTitle("TyranO's TimeHack (LongLoad) for 1.24e");
DWORD Address = 0x60A33F;

CIniReader iniReader(".\\config.ini");
int sleep = iniReader.ReadInteger("Settings", "sleep", 270000);

if (GetPID("war3.exe") == 0)
{
cout << "WC3 Not found." << endl << endl; system("Pause"); exit(0); } else { SetColor(9); cout << "||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||"; cout << "|||||||| ||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||"; SetColor(11); cout << "|||||||||||| |||||||| |||||| |||||||||||||||||||||||||||||||||| ||||| |||||||||"; cout << "|||||||||||| |||||||| |||| |||| |||||||| |||||||| |||| |||| ||||||| ||||||||"; SetColor(10); cout << "|||||||||||| ||||||||| ||||| |||| | ||||||| ||| |||| ||||||| ||||||||"; cout << "|||||||||||| ||||||||||| ||||||| |||||| ||| |||||| | ||| |||| ||||||| ||||||||"; SetColor(12); cout << "|||||||||||| ||||||||||| ||||||| ||||| ||||| || || |||| ||||||| ||||||||"; cout << "|||||||||||| ||||||||||| ||||||| |||| ||||||| |||| ||| | ||||| ||||| |||||||||"; SetColor(-1); cout << "|||||||||||| ||||||||||| ||||||| ||| ||||||||| ||| |||| |||||| ||||||||||"; cout << "||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||" << endl; SetColor(-3); cout << "Press F4 to pause loading for "; cout << sleep/1000; cout << " seconds (Automatic). PRESS F4 only ONCE." << endl << "F4 mode cannot be stopped until timer is over. Default is 4 min 30 sec." << endl << endl; cout << "Press F5 to pause loading. " << endl << endl; cout << "Press F6 to stop longload. " << endl << endl; for(;;) { SetColor(-5); if(GetAsyncKeyState(VK_F4) && GetAsyncKeyState(VK_F4) && !bPressed[0]){ bPressed[0] = true; write (Address,0x00); cout << "TimeHack (automatic) is ON. It will be off in "; cout << sleep/1000; cout << " seconds."; Sleep(sleep); write (Address,0x01); cout << "TimeHack is now OFF." << endl << endl; } else if (!GetAsyncKeyState(VK_F4)) bPressed[0] = false; if(GetAsyncKeyState(VK_F5) && GetAsyncKeyState(VK_F5) && !bPressed[1]){ bPressed[1] = true; write (Address,0x00); cout << "TimeHack (manual) is ON."<< endl << endl; } else if (!GetAsyncKeyState(VK_F5)) bPressed[1] = false; if(GetAsyncKeyState(VK_F6) && GetAsyncKeyState(VK_F6) && !bPressed[2]){ bPressed[2] = true; write (Address,0x01); cout << "TimeHack is OFF."<< endl << endl; } else if (!GetAsyncKeyState(VK_F6)) bPressed[2] = false; } } } DWORD GetPID (char* proc) { BOOL working=0; PROCESSENTRY32 lppe= {0}; DWORD targetPid=0; HANDLE hSnapshot=CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS ,0); if (hSnapshot) { lppe.dwSize=sizeof(lppe); working=Process32First(hSnapshot,&lppe); while (working) { if (_stricmp(lppe.szExeFile,proc)==0) { targetPid=lppe.th32ProcessID; break; } working=Process32Next(hSnapshot,&lppe); } } CloseHandle( hSnapshot ); return targetPid; } void EnableDebugPriv() { HANDLE hToken; LUID sedebugnameValue; TOKEN_PRIVILEGES tkp; OpenProcessToken( GetCurrentProcess( ), TOKEN_ADJUST_PRIVILEGES |TOKEN_QUERY, &hToken ); LookupPrivilegeValue( NULL, SE_DEBUG_NAME, &sedebugnameValue ); tkp.PrivilegeCount = 1; tkp.Privileges[0].Luid = sedebugnameValue; tkp.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; AdjustTokenPrivileges( hToken, false, &tkp, sizeof( tkp ), NULL, NULL ); CloseHandle( hToken ); } DWORD GetDLL(char* DllName, DWORD tPid) { HANDLE snapMod; MODULEENTRY32 me32; if (tPid == 0) return 0; snapMod = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, tPid); me32.dwSize = sizeof(MODULEENTRY32); if (Module32First(snapMod, &me32)){ do{ if (strcmp(DllName,me32.szModule) == 0){ CloseHandle(snapMod); return (DWORD) me32.modBaseAddr; } }while(Module32Next(snapMod,&me32)); } CloseHandle(snapMod); return 0; } //Darimus' write function (takes care of base, protection attributes and byte lenght) void __write(DWORD addr, ...) { DWORD GameDLL = GetDLL("Game.dll",GetPID("war3.exe")); HANDLE hProc = OpenProcess(PROCESS_ALL_ACCESS, false, GetPID("war3.exe")); addr += GameDLL; va_list vl; DWORD arg; DWORD prot; unsigned char byte = 0; va_start(vl, addr); arg = va_arg(vl, DWORD); while (arg < 0x100) { byte = arg; VirtualProtectEx((void*)hProc,(void*)addr, 1, PAGE_EXECUTE_READWRITE, &prot); WriteProcessMemory(hProc, (void*)addr, &byte, 1, 0); VirtualProtectEx((void*)hProc,(void*)addr, 1, prot, &prot); arg = va_arg(vl, DWORD); ++addr; } va_end(vl); } 

Mediafire Download link: http://www.mediafire.com/?pg6tulzvidlk4k6

Friday, May 28, 2010

DotA 6.68 Preview Video Coming Soon!

IceFrog in my last blog, which published an update on new developments in the next DotA 6.68. As we know, IceFrog ready to introduce a balanced result, a perfect balance between characters is proposed brings communities in the new version of DotA to help. He also said DOTA 6.68 is a video preview on the witch, highlighting new content and changes we will see 6.68


That is, his words IceFrog:

I'm still 6.68. We will post a video preview in the near future to see new content. There are a few new heroes, so that the time to ensure high quality. It is also the current contents of the balance between work and many other improvements and features.

If there is something that can be seen and subsequent amendments, please let me know.


Yes guys, it affects our IceFrog comprehensive, balanced and of course, new episodes of Heroes (, cosmetics, etc.). Be prepared to experience something new dota 6.68, video preview soon!.

Thursday, October 1, 2009

Garena Hack updated 4.17 Log

THIS IS CHANGELOG ONLY OF THE LATEST GARENAHACK , STOP ASKING FOR A DL LINK


Version : 4.17
Changelog : fixed mh errors you need to execute these 2 commands and reboot your pc to make it work

sc delete RESSET
sc delete cqccyh



Version : 4.14
Changelog : Solved antivirus false alert , fixed superposition in 1.24 , improved efficiency some interface change




Version : 4.13
Changelog : sys file auto released.





Version : 4.12
Changelog : hack supports 64bit pc



Version : 4.10
Changelog : fixed some erros fixed some pc cannot make maphack work



Version : 4.08
Changelog : some error fixes for vista pc please open Garena first, then click Break Protection this version of Garenahack doesnt modify Garena at all, So it will wont get detected and baned



Version : NO VERSION
Changelog : CLOSED for 1-2 days for checking.





Version : 4.07
Changelog : for new updates



Version : 4.06
Changelog : Bug Fixes





Version : 4.05
Changelog : Bug Fixes



Version : 4.04
Changelog :4.04 deleted 1.24a maphack added 1.24b maphack



Version : 4.03
Changelog : Fixed some errors of mega exp you need to stay afk in left4dead room, if u want to be in War3 RPG room, you need to open war3






Version : 4.02
Changelog : Mega EXP (Inner Megaexp) 4.0 added



Version : 4.1
Changelog : some fixes






Version : 4.0
Changelog : 1.22maphack + 1.24maphack






Version : 3.34
Changelog : added 1more thread to mega exp



Version : 3.33
Changelog :fixed lagout function



Version : 3.32
Changelog : 1 added lagout function you can kick the player by sending him the message "lagout", he will be kicked but much like he is lagged out

2 added lag hack you can lag the specific player by sending him the message "lagon", he will receive 500ms mass lag. for stop lagging him with message "lagof"


credits to : Cqccyh for a superb program
credits to : 5566 for reminding on changelog
credits to : 5566 for virustotal scans.



by flar3star from 1st-hacks


Tuesday, September 29, 2009

Interview with IceFrog, Q&A Session #3


IceFrog has recently posted Q&A Session #3 on his blog. This time it is a very interesting Q&A session in which IceFrog explained few things about the gameplay of Dota-Allstars. Read it!



Q: How much longer do you realistically look at DotA as something that you want to put your time into and update?

A: I honestly can't see myself stopping anytime soon; It is the only game I really play so I get a lot of satisfaction out of working on it. I think there are a lot of areas to further improve and build upon.I hope for the game to reach new heights competitively and have a much bigger audience overall. I tend to go out of my way to make sure I don't put myself in situations where I can no longer develop with the freedom and quality needed to take it to that level.


Q: How do you decide what to change? Are you trying to make the game faster or more gank oriented?

A: I don't think of things that way exactly. While that is usually true, it is not accurate to consider it as the root philosophy that drives everything. DotA's primary strength is in its depth and the moment to moment decisions it places in front of the player to make. There are also many non-obvious pitfalls that could seem like good ideas, but actually hurt the game's true depth. My primary goal is focused on improving the quality and depth of the game and not other superficial metrics of success. I want players to always feel there is a lot to improve upon and to encourage situations where a player is rewarded when he is able to make better decisions than his opponent, which is something I think even non-competitive players value. That is the core of what a competitive game should be after all, creating more opportunity for good decision making. There are, of course, many other factors that are considered for all changes, but this is usually the first priority.

Q: What do you think of Starcraft 2 Editor?

A: It looks great, I'm sure there will be lots of interesting games developed for it. By allowing more direct control over the camera and cursor, as well as the other features described, it will spawn new genres, like Warcraft 3 did before it.


Q: Have you decided if you are moving DotA to Starcraft 2 yet?

A: I've been actively exploring several options for some time now. Starcraft 2 might not necessarily have what DotA needs to become a better game. Moving to any new engine presents various challenges that need to be considered:

- Will we be able to reproduce the subtle, but very important, unit spell, attack and movement mechanics properly?
- Will the art style fit DotA? Will there be enough unique and identifiable character models for heroes to use?
- Will it encourage team sponsors or help improve the DotA competitive scene?
- Will it provide features that improve DotA, such as: accessibility, networking capabilities, visual readability, spectator features, interface design, etc.

These are the general issues I've been considering when thinking about what the right thing is for DotA's future.


Q: Why did you remove the combat regeneration from Heart of Tarrasque?

A: It was a very specific choice to completely remove combat regeneration from it rather than just reduce it. While it was a nerf, that wasn't the primary goal. The problem with trying to measure the value of regeneration on Heart is that it makes your success in a fight depend at least partially on how long the fight lasts. The core issue is more about what it promotes rather than it allowing you to survive. It encourages the wrong things and doesn't reward players who make better moment to moment decisions as much as it could. It removes some depth from the game and makes it a little less interesting over all. If the item needs a certain amount of tanking power, it is much more direct to add more hit point bonus to the item instead of doing it via a method that obscures the ability to measure the balance of the item.

This is more about the design philosophy the item should have, rather than its actual numbers or power, since I consider those as solvable problems if you have the right design to start with. In general, I prefer to lean towards creating a situation of long term solvability to issues. Some things might be knowingly imperfect but done in a manner that increases measurability to allow it to settle in a better place in the long run.


Q: How can I help improve the game itself? Are you going to add my suggestion if I send it?

A: The best way is to give feedback; I always appreciate getting suggestions from players. While it isn't practical to expect a specific idea to be used (because of the large number of people with different perspectives), it doesn't mean that they don't get factored in. For me, it isn't always about the specific suggestions as much as what the player is thinking about and how they measure value. Most changes are usually a compilation of many different sets of data and requests over time. I tend to avoid listening to only one type of player. By "type of player" I do not mean competitive or casual at all, I mean the segment of player groups that use different mediums to express their views. There is a very large portion of users that would go unaccounted for if that was the case. Data comes from a variety of different sources, such as: emails, forums posts, replays, joining games with players from different cultures, direct dialog, etc. There are a lot of different types of players and they tend to value things very differently, so it is important for the concept of success or failure not be tunnel visioned to only one medium of opinions.


Q: What will happen with the -switch command?

A: To be honest, I'm not sure yet. It is a tricky issue. On one hand, I want to remove it because in many cases, it causes more problems than it solves, and it creates an uncomfortable situation for players. On the other hand, a lot players find it very useful, and people have just slowly started to get a better understanding of when to use it and not to. I might implement something that freezes the leaver items and gold until the team decides if they want utilize -switch or take the resources, but of course that is only one aspect of the command. While it is an optional game mode now, I do recognize that it will eventually need to be addressed somehow.


Q: Why you are making new heroes with hard and interesting skills when there are many old heroes with trivial stuns and auras?

A: There is a balance that needs to be maintained between adding new content and improving old. Some players (like me) prefer refreshing old heroes, but others grow attached to older heroes and prefer them to not be changed. The important thing to keep in mind when thinking about a remake is trying to make sure that the qualities players enjoyed in that character are maintained for the rehash. That isn't always possible, but it is something that needs to be considered. Furthermore, sometimes there is more value in simplicity, not everything basic always needs replacing. New skills might be interesting, but needless complexity should also be avoided whenever possible. I try to find a middle ground between remakes and new content so all players can be reasonably satisfied in the end.


Q: Which way to send ideas and bug reports is the most preferred and most likely to reach you?

A: I prefer email the most because I can sort and organize stuff better as well as being able to respond more easily.


Q: Have you considered the suggestion to make Invoker's orbs not interrupt movement?

A: I know a lot of people have requested this in the past. This feature was actually implemented in 6.63 before I had to remove it due unresolved technical issues. Warcraft 3 does not provide a straighforward way to do this, so I used a few tricks to achieve it, but it made command registrations unreliable so you would sometimes get incorrect orbs if you clicked too rapidly.


Q: Do you have a schedule for day/week/month, according to which you are working with DotA?

A: Well it has been different over the years, between studying, programming and college research taking up different amounts of time. I generally try to make a new beta map every day to experiment with, so it's usually just a chunk of time each day rather than spaced out. It changes from month to month, though.


Q: Do you have any plans to restore custom "-terrain" commands (snow, etc.) in the near future?)

A: I could spend more time on it in the future if users want it that much, but I recommend trying out some tools that community members have written. They do more direct modding to Warcraft and can allow more changes than normally possible within a map to create a more coheesive theme.


Q: Will there be a new easter egg map soon?

A: What easter eggs? :)

Thanks to everyone that emailed me their questions. If you didn't see yours listed here and would still like me to answer it next time, let me know.

Thursday, September 24, 2009

Dota 6.63b AI 0.212 | Dota Allstars 6.63b AI Map Download | Dota v6.63b AI



Dota
6.63b AI Map v0.212
has been released by BMP, Now you can play AI in the latest Dota map. This version has few bugs & crash fixes but no fun stuff available in this AI map. Hope this map Dota 6.63b AI Map has no bugs/errors in it. Check the download link & read changelogs of Dota Allstars 6.63b AI 0.212.

Dota 6.63b AI 0.212 Changelogs:
====================
-First update to 6.63b
-Fixed an issue that was causing AI bots to learn their abilities out of order
-Fixed another issue that was still causing the game to crash when a player leaves the game early

-Added some additional AI ability functionality (Crystal Nova, Storm Bolt, Mana Burn)

Dota-Allstars v6.63 AI Map Download Links:
DotA_Allstars_v6.63b_AI_0.212.w3x (mirror 1)
DotA_Allstars_v6.63b_AI_0.212.w3x (mirror 2)

Garena Hack 5.7 released



Changelog:
- Mega EXP
- Visual Custom Kick
- Mass Tunnel
- Spam Bot 2.5
- War3tools
- Helper.exe updated to 1.08
- Garena Server Pinger.
More detail see

As you can see, Russian Community's hosting keeps server down.
Then, CjFOR made an announcement for GarenaHack 5.7 named Satisfy the hunger.
Note: this translate is not 100% correct and I shorten it.
(Already confirmed from CjFOR)

------------------------------------------------------------------------------------
For now, GarenaHack 5.7 will sell for $2~3.
Until I, CjFOR gathered $15 to buy a new hosting.
Then only GarenaHack 5.7 will be public free download.

Anyway, here's a preview of GarenaHack 5.7's megaEXP.

Instruction:
1st - Open _helper.exe
2nd - If you see advertisement (click to help earn $$ or close it)

3rd - You will see megaEXP tool now!



------------------------------------------------------------------------------------


- UPDATE -
Already asking for more detail from CjFOR, will update after he reply.

- UPDATE 2 -
CjFOR: this is a future of 5.7 , i not sure about $, it will be free for all.

- UPDATE 3 -
someone said Garena put hidden checking!
I guess this will slow down release of garenahack 5.7?
CjFOR: dont know , coz im now work on 5.7 now . I've some problems , then we all see.

Sunday, September 20, 2009

Official Dota Allstars v6.63 Loading Screen Wallpaper by Kunkka


DotA 6.63 has a really cool loading screen and a lot of people searching for it's Wallpaper version, your wait is over because Kunkka has released HD desktop wallpaper of Dota 6.63 Loading Screen. This resolution of this wallpaper is 1024x768, click the image above to enlarge.

Saturday, September 12, 2009

GarenaHack 5.7 by Russian Community




Russian Community is cracking latest Garena, it will release within 1 or 2 days. (Before weekend)
GarenaHack-er also fixing Garena v3.3 remade.

2 working GarenaHacks COMING SOON... stay tune!


-UPDATE 1-
GarenaHack-er: I know how to make it work. I'm having trouble coding it... Just wait.

-UPDATE 2-
GarenaHack-er: If I can't coded I'll show you how to bypass the GEngine.dll manually to disable the anti-hack system and make all hacks work.

Monday, September 7, 2009

Dota 6.63 - Dota Allstars 6.63 Map Download, Changelogs - News & Updates

Dota 6.63 - Dota Allstars 6.63 Map Download, Changelogs - News & Updates. As we all know that Dota 6.62 has been released after a long time and we have had no changes in it because of Warcraft 1.24b patch issue. The next release will be Dota 6.63 & this release will have some changes/balancing & tweaking if everything goes perfectly with Dota 6.62. Read the updates IceFrog has posted on his blog about the upcoming release of Dota-Allstars 6.63.




Update #3 from IceFrog (6.63 Status Update):

I am still actively working on the next balance patch. The first thing I started on a couple of weeks ago (after we were finally done with 6.62/1.24) was experimenting with a bunch of different item changes (heart, bloodstone, treads,phase boots, pipe and many more). No changes are set in stone yet though, since they all revolve around each other in many ways, so naturally some items will get changes and some won't. There are also lots of different balance tweaks for heroes. I think it is shaping up to be a nice gameplay update overall though.

I may end up releasing Dota 6.63 with a bunch of balance improvements sooner and then follow up with another patch for some more adjustments, depending on how things go during the next week or two.

There will also be a nice surprise for everyone in 6.63


Update #2 from IceFrog (HLC Support):

I've added HLC support to 6.63. This functionality allows leagues that use hosting bots to handle the game mode functions directly.While the feature will still be tested to ensure that there are no unexpected side effects, I wanted to give leagues an early notice about this frequently requested feature.

Update #1 from IceFrog (Dota 6.63 Development Starting):

The 6.62 release seems to be a smooth one so far, no major bugs reported yet.

I am starting 6.63 development now. This patch will be primarily focused on balance improvements.

If there are any changes you'd like to suggest, please feel free. When making recommendations though, try to explain why you think a change would be good and what level of play you refer to.


-
We hope that there will be no bugs with the current Dota release so we can enjoy the upcoming great changes in Dota 6.63 also the 8mb map file size increase (more heroes) ^^

This post is created you to give the latest information updates of the Dota 6.63 map, If you have any Dota 6.63 beta map, changelogs, news or any kind of update. Please share it with us, Also share your thoughts & suggestions for the upcoming Dota-Allstars 6.63 map. Happy waiting!

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