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Alek

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Everything posted by Alek

  1. Please don't use custom methods as a basis for bug reports. Test against either: MoveMouseEvent or InteractionEvent This will help both MGI and myself find and test specific parts of code.
  2. You are referring to the PayPal Protection Program, previously it only protected tangible goods up until recently. Using the logic of "PayPal does not protect you if selling virtual goods", Valve would be broke from PayPal chargebacks. If you have good accountability to include proof of virtual delivery and acceptance, most of your cases should be in your favor. The recent one I "lost" was due to the buyer claiming I illegally charged his account; his credit card issuer will be performing a fraud check (which will inevitably find in my favor). When the check is over, the money which PayPal took will be returned (according to them at least).
  3. I've been in the active duty Air Force for 4+ years; ask any questions you may have (AFSC, bases, deployments, etc).
  4. Out of the 35 chargebacks, I've won 33 times (as the seller). There is no trick, be honest and give them all your proof.
  5. Chances are they are going to direct you to the PayPal Resolution Center. Have you not been there yet?
  6. EAC will tell the game that it can't do its job, then the game will fail to start. That's why I was asking if anyone knew of another process reader because it seems like the best way without trying to get into too much trouble.
  7. I've been working on a FPS cheat for a game called Rust that works without reading or writing process memory, injecting, etc. (completely color based using shape algorithms). The main driving factor is the spyware included with the game called EAC (Easy Anti-cheat). It pretty much scans your computer for Cheat Engine and Ollydbg; failing to start up if any of those applications are open. If you start the application after the game is up, just more annoying errors. Of course the easiest way to bypass is by using a modified version of Cheat Engine; it's open source so you could just change the process name and handle information. Long story short, anyone know of a process memory reader besides CE/Olly? I'm still going to work on my cheat using only color and shape recognition, just wanted to know in case I decide to make something with more features (requiring a memory reader). Edit: Also sandboxing does not work.
  8. For a first attempt it's pretty good. Pros: -Shape -Bevel Cons: -Lack of colors/contrast (besides the white text) -A little too much glare on the separators
  9. Why is it adding another five when you hop worlds? Why does your solution involve adding an inventory listener; are you aware of the consequences (good and bad) of using one?
  10. When it comes out we'll probably do something for it, just like dialogues.
  11. Thanks to both @DubzieBug and @Khaleesi for reporting bugs found in the experimental/development version; this release makes a quick patch to it. In addition I've started work on Camera Events, there is a lot I need to work on and at this point I'm going to be taking a lot of very drastic and experimental changes to the client. Please test these next couple of updates to ensure I don't break too many things. Download link: Click here You may also download from the Control Panel found on the forum index. Changelog: Version 2.3.77 Release -Patched various destination types left out in .76 -Checked queue status of Camera Events in Interaction Event -Started work on Camera Event --Increased speed of CameraEntityEvent ---Removed excessive checks and calculations -The OSBot Staff
  12. This release probably won't be put on the stable track because there aren't many noticeable changes from an end-user perspective. If this version runs smoothly, I'll be able to move on to cleaning up Camera Events. Download link: Click here You may also use the control panel on the right hand side of the forum index. Changelog: -Removed ArbitraryTaskGroup -Removed Bank container caching -Added MouseDestination getBot() -MouseDestination evaluate() utilizes super bot, empty constructors --Updated 13 destination types -Removed OSBot 1 MouseDestination constructor -MouseMoveEvent converts destinations to PointDestinations --Evaluations are based on PointDestination evaluate() ---Distance from mouse to destination is less than 3 -InteractionEvent converts all destinations to point destinations --Original destinations retained, silently writes to internal destination -Deprecated Map distance(Entity) -Deprecated Map distance(GroundItem) -Deprecated all Map walking methods -Deprecated Map isMultiCombatArea() -The OSBot Staff
  13. Technically we are injecting, but it's about as detectable as reflection. Mirror mode of course removes a bunch of traces which could be used to identify someone as a botter. We use the name "stealth injection" so people don't think we are mindlessly injecting into the game. It's pretty safe, I've been botting on it for about six months with no issues; bare in mind I bot maybe 10 hours a week. Stealth Injection - More detectable, less computer resources Mirror Mode - Less detectable, more computer resources
  14. It's an error connecting to our server. Might want to check your firewall/VPS settings.
  15. You know they flag proxies right?
  16. The price seemed reasonable up until you asked for an admin/customer panel.
  17. Hey no problem, I did speak with MGI today so maybe we can figure out what the disconnect is between mirror and the client in terms of breaking. Hopefully he can pass on some better info.
  18. Breaking has been working for about 4 months, auto-login since 2.3.74. Make sure you are not testing against Mirror Mode, as it may be a mirror related issue.
  19. No bugs? This will be accepted as a stable build in a few hours.
  20. This is an OSBot core update, the changes here affect mirror mode as well.
  21. This update really experiments with some new functionality and attempts to correct some issues concerning evaluations. Although my previous update corrected EntityDestinations because they get transformed into PointDestinations (for visibility purposes), it left others (namely widgets) without a fix. Simply put, we create an "end point" by evaluation of an object's shape (it could be a simple rectangle or the outline of an NPC). When the mouse would move toward that end point, it would immediately return as soon as it hit the shape of the object instead of it reaching the destination. This update aims to patch this behavior by setting a threshold of the mouse distance to the destination instead of evaluating if we are inside the shape itself. This is a Development Build and will not be forced. With that said, I need as much input as possible. Please download this version from the new Control Panel sidebar: Changelog: -Patched InteractionEvent to accept null actions --If actions are null, the event will use the first action found -Improved Settings setRunning(boolean) failsafe -Deleted Chatbox isValid() method -Deprecated toggleRoofs(boolean) until it can be re-written -Deprecated areRoofsEnabled() until it can be re-written -Patched Trade "enter amount" dialogues -Confirmed Random Events are working -Patched MainScreenTileDestination null pointer in InteractionEvent -Improved speed of InteractionEvent --Issue with re-evaluation of points which have moved from EntityDestination conversions -Deprecated World class for internal use only -EXPERIMENTAL: Found a potential conflict between getting a suitable point and evaluation --Evaluation checked to see if mouse was inside a shape disregarding the endPoint (except PointDestination) --MoveMouseEvent checks if distance to endPoint is less than 2 instead of evaluation 14 June 2015 - 2.3.75 has been accepted as a Stable Build. -The OSBot Staff
  22. 2.3.69 is impossible to load, why would you even want it?
  23. Alek

    Sorry OSBot

    It was kind of obvious to be honest, throwaway email, never posted pictures, never talked on Skype. You behaved a lot like who we believed to be a guy as well. At least you came clean, no reason to harp on the issue though.
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