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  ATTENTION: Steam Trainer Users
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    Send a message to Caliber
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    Caliber posted on Jul 09, 2013 6:39:26 PM - Report post
     
    quote:
    originally posted by gibbed

    I'm not saying you're wrong, just that it's not what you seem to think it is. GameOverlayRenderer.dll hooks LoadLibraryA in a process so it can monitor when D3D/OGL get loaded (has done this for a long time!), the PB stuff is for compatibility (if PB is loaded, it sets a special flag). SetLastError is so it can restore the error code that the real LoadLibraryA set. This appears to be a genuine crash in GameOverlayRenderer, as I said, because it's passing off an invalid pointer to stricmp.

    I speak as someone who has previously RE'd GameOverlayRenderer to debug a crash due to race condition with nVidia drivers and OpenGameBroadcaster, I don't see anything outwardly strange here.

    [Edited by gibbed, 7/9/2013 6:39:05 PM]

    that same location is used by a zillion multiplayer cheats to bypass punkbuster as well as warden and a couple other dozen anti-cheat programs.

    I speak as someone who creates CHEATS.. I don't do multiplayer cheats, but you can bet I know a lot of people who do, and how they do it..

    if it's ok for steam to mess with my windows system files in memory, then I shouldn't have any problems messing with steam files in memory... is that not logical?



    at any rate, I appreciate your input. perhaps this is just steam api run amok programming error.

    I sure hope so..

    thx,
    Cal

    [Edited by Caliber, 7/9/2013 6:41:18 PM]

    btw, the hook is BEFORE the normal library even gets called.. so I don't think it would be resetting an error that the library hasn't even tried to determine exists.. but I didn't spend 3 hours reversing the entire steam .dll involved. I just decided it's best to set my kernel32.dll in memory back to normal so the users here could keep using their trainers..


    [Edited by Caliber, 7/9/2013 6:49:07 PM]

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    Send a message to DABhand
    PHAT CAT
    DABhand posted on Jul 09, 2013 6:41:02 PM - Report post
     
    @Gibbed - Which is the perfect place to put their little handy work thinking people wouldn't find out.

    They shouldn't be doing it like this anyway.

    [Edited by DABhand, 7/9/2013 6:41:24 PM]
    Oh and Don't forget some tuts on ASM and defeating DMA

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    Send a message to gibbed
    ELITE
    gibbed posted on Jul 09, 2013 6:49:39 PM - Report post
     
    Well, here's my suggestion: I don't know how your trainers are causing CH.dll to get loaded, I assume it's allocating some memory remotely to store the DLL name, then invoking LoadLibraryA (the usual tricks). I would say take a look at how you're freeing that DLL name, perhaps you're somehow ending up freeing the name before you should (and thus the stricmp crash)? The pointer being passed off to stricmp looks valid, though it's not (currently) pointing to valid memory.
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    Send a message to GeneralSJJ
    TIER 7
    GeneralSJJ posted on Jul 09, 2013 6:50:28 PM - Report post
     
    i don't know if any one has said this or tried this but when i turn the steam overlay off from setting and start the game from the folder my trainers work fine tried it on 5 games now so far they work.

    also i'm just throwing this out there as i seen steam updated there game overlay on the 8th and i crash by game overlay.
  • Founder
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    Caliber posted on Jul 09, 2013 6:52:48 PM - Report post
     
    quote:
    originally posted by gibbed

    Well, here's my suggestion: I don't know how your trainers are causing CH.dll to get loaded, I assume it's allocating some memory remotely to store the DLL name, then invoking LoadLibraryA (the usual tricks). I would say take a look at how you're freeing that DLL name, perhaps you're somehow ending up freeing the name before you should (and thus the stricmp crash)? The pointer being passed off to stricmp looks valid, though it's not (currently) pointing to valid memory.

    dude there are dozens of sites (including CoSMOS memsearcher) that are reporting crashing of steam games using their software. it isn't a CH coding problem..

    the same trainer that worked yesterday on the same game .exe today crashes because the gameover.dll that the hook points to updated from the steam platform.. if there is a coding problem, it exists there. otherwise I have to assume this is a new protection feature that steam is trying out...

    best,
    Cal

    Trainer Creator
    www.cheathappens.com
  • Founder
    Send a message to Caliber
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    Caliber posted on Jul 09, 2013 6:57:07 PM - Report post
     
    all this discussion may be for naught...

    steam pushed through another update and it appears that the trainers work without the tool again..

    maybe others can confirm there.

    best,
    Cal
    Trainer Creator
    www.cheathappens.com
  • Tier 7
    Send a message to PWizard
    TIER 7
    PWizard posted on Jul 09, 2013 6:58:03 PM - Report post
     
    @gibbed -- Link

    Same issue with CoSMOS. I assume their application is faulty as well as ours?
    Chris O'Rorke (chris@cheathappens.com)
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    Send a message to Agreed
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    Agreed posted on Jul 09, 2013 6:58:59 PM - Report post
     
    Gibbed's explanation does make sense. I'm going to dial back my feelings on this until we see what's up. They've always had that level of access, but they've never used it for anything more than just the gameover.dll (aka gameoverlay). A bug that borks compatibility temporarily is a lot more ... reasonable, in my opinion, than an intentional anti-cheating stance.

    Consider: they have actual money at stake vis a vis idling for cards. They don't crack down on that in the least.

    Consider: they don't care about achievements, or SAM would get people banned. The one time during the big winter sale in 2011-2012 that they had themed achievements and people cheated them with SAM, all that Valve did was reset the specific achievements. No punishment.

    Consider: the old saw about malice versus stupidity, except substitute "accident" for stupidity here since Steam's kind of a complex program, y'know?
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