by Sethioz » Thu Apr 26, 2012 11:13 pm
> commview sometimes messes up and shows everything as system (test with other programs, if all of them are system, you know its commview's fault).
> Proxocket will work, there is another file for proxocket. sometimes it is needed to use the other one. also make sure you understood how to use proxocket. There is capture mode and filter/intercept mode. if you know how to switch between them, then i guess you know how to use it.
> WPE pro and Redox not capturing is something new to me, so far i have never had issues with either. they always show me packets. I haven't used redox much, but it did get mess up few times and didn't show packets. so maybe it is something in your OS it doesn't like or something generic. in WPE you have to make sure all fields are checked. 1.1 and 2.0 or whatever they are.
> proxy method is quite good way to go, but i don't think you can send packets like that. hacking the proxy client to send packets into game is not exactly what you want to do. You need intercepting proxy. webscarab is for http, however i haven't tested, it might work with games too. you need intercepting proxy that intercepts packets and allows you to edit them, not an actualy IP based proxy that hides your IP and then hack it. try webscarab or burpsuite, they might work.
> yes commview sends packets directly using your network device and won't send via anything.
> WPE pro and commview packets being different > offtopic. i thought it is obvious, it is because WPE pro doesn't show the information like IP, date, time, port, mac ..etc. It shows only the data inside of the packet. commview shows the full packet that is ready to be sent as it is and does not need any additional information. this is why WPE pro uses "socket id". that contains the information like port and ip and mac..etc, while commview has it all on manual.
> reason why you got kicked to login screen, is most likely because packet was invalid. proxy client hacking doesn't work.
> also game might use challenge response (you need to give exact reply to the server, random packets won't work)
> game might use encryption.
If game uses challenge response or encryption, you need a custom tool. possible, but not many who can write that.
Tool that sits between game and server, emulating both. from server side it would seem that an actual game client is receiving the packets and from game side it seems like actual server is receving packets, while in middle you can edit whatever you want.