Star Wars Jedi Knight - Jedi Academy hacks / exploits

get your superiourity here ! be an offline or online GOD of the game. infinite ammo, unlimited nitro, turbo boost, god mode, you name it !
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haco.pk3
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by haco.pk3 »

Ok but you told meh I cant change those "server side " things like saber, ammo, health, shield, sv_'s on the server, so there's nothing left to change. o,O
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

uhm just read the other topics. saber is not server side, at least should not be. also models, speed, shooting speed, attack speed..etc should not be server side.
also server side data can be manipulated (read avp2 hacking topic to see how it was possible there)
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by haco.pk3 »

hmmm... you're right bout the saber. I've seen peeps how use "1 hit kill" pobably modified saber file or someting. Also I know person who just get teh rcon of the server easly. I'd made lil test - I choosed 1 random server and we joined. After few minutes he was ready with the rcon o,O. I think thats probably bypass the sv_allowDownload 0 ( like he changed it to 1 and downloaded the server cfg file, but not sure ) or some kind of glinch or idk its so confusing :S. He even told me he do that only with the console, maybe he exac some kind of file with other scripts attached to it [ as ADS's maybe ] ( if you ever had the BobaFett's Hax Toolkit you will know what ADS I talk bout ), and then he download server.cfg file or idk that's just supposition'n theoryes
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

that rcon matter was discussed on Luigi's forum too, but never confirmed. unless he does this in my server, which i don't have, i won't belive that. i don't say its impossible, but most ppl these days simply use some other method and then claim that they did it. ..however if you chose the server where to enter, then hmmm. maybe there is some bug in the mods they use or maybe the server you selected is vulnerable for older exploits..etc.
its very old game and does not interest me at all, so i dunno much about it.

note that you probably can't change files and join, only way is do it in memory.
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by haco.pk3 »

Sethioz wrote:only way is do it in memory.
hmm...do you have someting in teh forum that I can read bout that way ?
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by haco.pk3 »

Sethioz wrote:LOL no, game does not make a temp file, i mean't maybe there is another file for multiplayer data or its compressed or encrypted in memory, maybe thats the reason why i couldn't find it.
but most likely values are different from single player values (like in most games)
Is that file can be .dll ?
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

as far as i know no game stores data in .dll files. ..actually "command & conquer generals" does. if you want to hack it you need to open generals.dll (or whtever it was) as process, but it does not mean that it stores data in that .dll. it simply runs it as process.

plz read the basics first, do not ask questions that has been explained in the topics which i linked you to already.
i don't have JKA so i dunno where the MP values might be or how exactly MP mode works in there. i already said what i know about JKA based on other games and few of my own tests.
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Zabuza »

Hey Sethioz, do you have a download available for BobaFett's Hax Toolkit?
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

never even heard about such thing
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Zabuza »

Could you explain more on how to do the fly hack please?
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

i can't remember it, but you can read this topic > Killing Floor hacks discussion
scroll down to my 6th post/reply, where i explained how i would search for the 'freefly'. for sure i know that it is possible in jka, but that was at least 5-6 years ago, if it would work online now, no idea.
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Zabuza »

Well i found an address, 00977155 , on dedicated basejka, but it doesnt work so i guess free fly doesnt work with jka :/
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Re: Star Wars Jedi Knight - Jedi Academy exploits

Post by Sethioz »

that address tells me nothing, because it is different in every game, unless its source address (or how to explain it).
i already said that it does work and been confirmed, but it maybe patched. so test it in unpatched jka, in your own non-dedicated first.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

Per Sethioz request I've moved my discussion from Here to this thread. I've read over the thread before and followed some of the suggestions (as mentioned in my original post).

It seems no one was able to find the exact addresses saber range was set? Every time I think I've found the right address and edit the value, it usually ends up being a value for graphics for the saber or how quickly you can swing the saber for certain moves.

I'd like to revive this discussion and try to solve this mystery. Any assistance would be much appreciated!
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

Update: I have found the saberLength property in the saber files (i.e. saber_1.sab). You can manipulate this data in memory. It seems to increase the graphical size of your lightsaber (client side) but also increases the hitbox range. However, when I go onto MP, the addresses change, I have found them and changed the values as well. The lightsaber size increases but it does not increase the range... any ideas?

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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

were you able to increase range (hit range) in SP ?
if yes, do a pointer scan for that address.

btw where can i get the game? there's nothing in torrents ... and i can't find my CD with it either. i wanted to re-install it while ago, but blah.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

I did all the debugging in my own MP server, I figured it would be better to skip SP as the addresses are probably different. Maybe that was a mistake? I'm also not familiar with pointer scanning. I'm using CE - would you recommend Tsearch instead? Either way, I found some sort of range for each saber (or hilt), which appeared to alter the hit range. But as I said, it didn't alter hit range on other MP servers. It did however make saber blades look gigantic :). This leads me to believe the actual hit range is stored somewhere else.

Lost my CDs a long time ago as well... I can PM you a drop box link with the images later today.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

pointer scanning is very good to do, sometimes you can find a general pointer that points to active weapon's address, so you can edit the active weapon and no need to find value for each weapon seperate.
read this article: http://sethioz.com/mediawiki/index.php5 ... ng_Pointer

if there is no way you can find the hit range in MP and you said you hosted your own server, instead of opening game process, open server process and try finding it in there, if you do find it, then its obvious that its server sided.

yes it would be great if you can dropbox it and PM me the link.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

Thanks for the link. I read the article, so basically values don't necessarily exist in the address you find? It will constantly change and that is why you use pointer scanning - to find the address that is actually being read? I'm not sure how to use this as the values I'm changing are two addresses that hold 1 byte each. The range for a single saber is 40. I found the 4 (hex 1byte: 34) and 0 (hex 1 byte: 30). You can change either and it will obviously alter the range. I could just pointer scan the address that holds the first value as the second is not as necessary. Or do I have to group the values somehow?

I noticed that the addresses I found did not exist on the other MP server I tested on, I searched again and found a completely different set of addresses. I wonder if I am just finding one of many dynamic addresses in memory because it didn't seem to have an affect on the hit range once I changed it. It still changed the visual appearance of the saber client side though... maybe I just imagined the hit range increasing on my server but I tested it several times. I was able to hit a frozen npc from farther away than a single saber I did not alter... it just seems weird to me that this value would affect two different aspects of the game (I also checked processes that reference the address, I don't recall seeing anything call it).

Sounds good, I'll PM when I get home later today.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

you pointer scan the address (right click > pointer scan).
i would start with level 2-3 pointer scan with offset of 150000. in most cases it gives good results, obviously you will have tons of pointers there, this is where you reboot your game and re-scan the pointer, either by value (if you know the value) or find the address again and then re-scan the pointer list, its all explained in article how it works.

so in short, address can change as many times as it wants, but pointer always points to that address, so you don't have to search again. you could go with asm script too, but i prefer pointer scanning, all you do is just few clicks, no need to write code injections.

i can't remember this game so well, does it have different weapon ranges? like pistol is more close range than some rifle ? i mean can you visually and physically confirm that? like trying to hit enemy from certain distance with pistol has no effect, but with rifle you can hit them?
if so, try using those 2 weapons as base, increased / decreased.

also keep in mind, that in some games things don't make sense, if range increases in game, then value decreases (i had similar thing in NFS Shift 2, where something increased in game, but value decreased). so in those cases, i do changed / not changed only, make hotkeys for it so you don't have to alt-tab out of game.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

I have not tested physical range recently. From what I remember, any weapon's projectile will move forward indefinitely until it hits an object. I will confirm though. The weapons all have the same range in the jk3 files. Which means the weapon may not hold the range but the projectile itself (and saber would be some connection to the blade length).

I'm starting to think range is not as easy to find as ammo, weapon speed, etc (values held in one of the jk3 files) but somewhere else in memory in game... hopefully not server side. If you get a chance to look let me know.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

well something definetely specifies the range, but it might be something that does not change.
or do you have different lenght sabers there?
also even if you have different lenght sabers, value might be static, that there is 1 address for each weapon and you can't find it by searching, because value never changes. so you would have to find weapon stats, then edit it directly.

yeah i got the game downloaded (you can delete it now), not sure if i have time to install it this week. been busy with Resident Evil Revelations and GRID 2 hacking and i wanted to take a look into Bulletstorm too, but Jedi Academy has been in my list for quite some time actually.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

Single sabers have a length of 40, double bladed have a length of 32 per blade. I'm not sure about dual blade - probably 40 per saber. However, this arbitrary value is just for the graphical length. Not sure what the actual hit range value is.

I attempted to contact a fellow hacker on youtube on this video, he just replied today stating he believes the hit range is server side... :\
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

try server side then, open your server as process and try there, see if you find the range, however i don't know how you gonna filter, i don't think that value ever changes.
but give it a try like you do normally, increased / decreased and make sure to hit at least once before searching, so server registers which saber / weapon you have out.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by tableg »

If it is server side then there isn't much I can do to manipulate it other than on my server.. I've also tried freezing HP. I have done it successfully on my server, tested with a bot. He wasn't able to kill me. But on other MP servers it seems to only affect the HUD display - nothing else.
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Re: Star Wars Jedi Knight - Jedi Academy hacks / exploits

Post by Sethioz »

yes ofcourse, health is always server sided and so is ammo, well there are rare cases, what shocked me, is that AvP2010 (aliens vs predator 2010 / 3) had ammo client sided when it came out, but after i released some hacks in public they patched it. why it was shocking, is that game was released in 2010 with client side ammo lol.
in avp2 there was a possibility to manipulate health, i can't remember exactly, but its on forum. i think it was done via fall damage. there were 2 values.
1. safe distance you can fall from (lets say 500)
2. 100% death distance you can fall from (lets say 2000) - this means that no matter how much health you have, you always die from that distance
trick was to swap them around, making safe distance higher than death distance, so instead of dieing, you gained health when you fell. then you was able to make values really small, so even a small jump gave you loads of health, even tho server controlled your health, it was server that gave you health, because you told server to do so.

This is what i call server manipulation. it's possible to get lot of stuff like that, but its very hard finding something like that.


what i was suggesting, find out if saber range is server side or not.
1. host dedicated server in your pc
2. instead of game.exe open server.exe
3. try finding saber range and change it.

i still haven't installed it, have too many games going on atm.
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