Bypassing Punkbuster

Researching, Proof of Concepts, Hacking, Console Modding and Hacking and more. No game hacking / modding here.
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SageR
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Bypassing Punkbuster

Post by SageR »

So far that I've been able to study it, Punkbuster is a liquid beast by nature, always changing. Therefore taming Punkbuster (PB) will prove to be quite the challenge. Should you accept this challenge: players will be kicked, accounts will be banned, and IPs will be recorded. However the advantages to spoofing the PB monstrosity are great, and glory is bestowed to those that overcome it.

I'm not an experienced coder by any means. I more or less know my way around a memory editor, thanks to
Sethioz's tutorials here on the forum, though my experience with packet editing and filters is shameful by comparison. Punkbuster or some other cheat protection has been there to limit the room for discovery with packet editing. I am not a true cheater, but I am insatiably curious about the inner workings of games.

If anyone has any insight on the guts of
PB, I would love to hear it. Information will breed theories and theories will breed solutions. Sethioz suggests that a filter be placed on Punkbuster so that instead of detecting discrepancies and shutting down the game, it probably would detect it, but NOP instead.

Can it be done? It seems simple enough, but somehow I feel there would be other variables to account for.
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Sethioz
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Re: Bypassing Punkbuster

Post by Sethioz »

i changed the title, spoofing says quite nothing.

i have never done any research on PB, but it sounds easy enough to bypass. i have also seen lot of hackers in PB games.
first thing to check, does it use UDP or TCP packets ?
if its UDP, you could spoof the IP, so its one thing less to worry about.
try some simple packet editing or resending a "clean" packet.

check my knowledge database on how to use the following packet editors
Winsock packet editor
commview

those 2 are good for tampering with packets.
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