Diablo II Menu
 Diablo 2 News
 Contact
 Links
 Premium Diablo 2
 Scamming sites
 Link to Us
 Advertise on NewD2Event
 Firefox Browser

  Diablo 2 Topsites

Sponsors

Diablo 2 Download
 1.12a Hacks/Cheats/Bots
 FREE CD Keys
 Bots
 Hacks
 Utilities
 Diablo II Demo
 Diablo I Demo
 D2Movies
 Wallpapers

Single Player
 Editors
 Items
 Saved Games
 Mods

Methods
 Diablo II Methods
 Diablo 2 Auradin Glitch
 Forgotten Sands Exploit
 Act5 In classic
 How To Level Up
 Glitch Rush Guide
 God Mode Method
 Level 1-80 in 2 hours
 Teh Dupe 1.11b
 Dupe method 1.11b
 Merc Aura Stack Glitch
 Eth Armor Upgrade Bug
 PK in Town

MMBot
 About MMBot
 Download MMBot
 MMBot History

D2HackIt
 D2HackIt
 D2HackIt Modules
 D2HackIt Bots

RedVex and Plugins
 RedVex
 RedVex FAQ
 Adblock Plugin
 Flash Plugin
 Leader Plugin
 Macro Plugin
 MephStone Plugin
 NetStuff Plugin
 Tppk Plugin
 Magnet Plugin
 Chicken Plugin
 Keychain Plugin
 ZCommand Plugin
 TownTele Plugin
 HotPlug Plugin
 FastMod Plugin
 GameName Plugin
 Hide offline friends Plugin
 Forgotten Sands Exploit
 PreCast Plugin
 Crapstuff Plugin
 RedEye Plugin
 ChickY Plugin
 Mindigo Plugin
 FastTp Plugin
 EZBaal Plugin
 Origami Plugin
 autoHPK Plugin
 FollowBot Plugin
 OSTPPK Plugin

BlueVex and Plugins
The .NET Version of RedVex
 BlueVex
 MagicSpoof
 rPlugins
 BVSniffer
 BluePickit
 HelloWorld
 Adblock
 RuneInfo
 GoldSpoof
 Bind

botNET
 botNET
 beta v0.5.0.x
 botNET Bots
 botNET MultiKilla
 botNET Utilities
 botNET Libraries
 botNET Applications

Screenshots
 1.08 Items
 Duped Items
 Hacked-Bugged Items
 Perfect Items
 Crafted Items

Patches
 Download
 v1.11b
 v1.11
 v1.10
 v1.09D PC

Diablo 2 Info
 ALL

Fun
 Soj
 MH
 Ban
 Cube buffer dupe
 Diablo2 RIP
 Noob

Diablo 2 Items
 The Basics
 Items
 Basic Item Info
 Potions
 Rings & Amulets
 Weapons & Armors
 Socketed Items
 Gems
 Jewels
 Runes
 Rune Words
 Magic Items
 Prefixes & Suffixes
 Rare Items
 Crafted Items
 Set Items
 Unique Items
 Charms
 The Horadric Cube

Diablo 2 Quests
 Quest Index
 Quest Basic
 Quest Rewards
 Act I Quests
 Act II Quests
 Act III Quests
 Act IV Quests
 Act V Quests
 The Secret Cow Level

Diablo 2 Maps
 Act 1
 Act 2
 Act 3
 Act 4
 Act 5

Diablo 2 NPCS
 NPCs Index
 Act 1
 Act 2
 Act 3
 Act 4
 Act 5

Shrines and Wells
 Shrines and Wells

Diablo 2 Calculators
 Damage
 Speed
 Others
 More calculators

Diablo 2 Character Guides
 Faster Block Rate
 Faster Cast Rate
 Faster Hit Recovery
 Diablo 2 Hunters
 Amazon [7]
 Assassin [10]
 Barbarian [10]
 Druid [6]
 Necromancer [9]
 Paladin [20]
 Sorceress [13]

Links
 D2event Network
 Diablo and Hellfire




Content


EvilCheese's dupe

I *highly* recomend to read this. Who knows, maybe you will learn something. You need the server crash module and msd to this dupe. I do *not* have an clienless bot to assist with this, you will have to try this manualy.

Good luck and I am more then certain you will lose at least one account.

Anything posted below is not from me but rather quoted from Evilcheese.


Magichound wrote:
I advice you all not to dupe.

This is going to be bannable.

Trust me on this one. Don't say we didn't warn you. If EvilCheese is correct, and this method can't be patched easily Blizzard will do the next best thing, and ban accounts/cd-keys tied to this. It is also considered as a DoS attack when you do this to the servers.

- Magichound


--------------------------------------------------------


Okay... so you all read the above warning, and you STILL want to dupe? You're probably an idiot... but feel free to carry on if all sense of reason has abandoned you.

You want to dupe in a way that Blizzard couldnt possibly patch if they had all the time and resources in the world?

Well I'm not going to be as active in the D2 community in the coming months (family commitments and so forth) so here's a simple and easy way to do it as a parting gift.

What you will need:

1) 8 chars, call them C1-C8 for the time being. (More chars create more certainty)
2) A method for creating server-lag (this is optional, but timing is more imperative if this is not provided)
3) A method for causing a game-server crash.

First a little background:

When a character leaves a game, the game server saves all characters present in that game. This cannot and does not happen concurrently (all at once) ... it happens sequentially.

Assume for the sake of argument that there are 8 players in a game, and player 3 leaves... the game will first save player 3 (the leaving player) and will then save players 1 - 8 (1, 2, 4, 5, 6, 7, 8) in order.

This method revolves around the idea of causing the game server to crash part-way through this save cycle, and thusly causing some of the characters in the game to save, and others to not save.

For best results, the method should be carried out as follows:

1) Players C1 - C7 all join a game in order, C7 should be holding the items to dupe and C2 - C6 should all have inventory + stash + cube full of 1x1 items. (this is to cause the processing overhead for saving each character to be maximised)

2) C8 joins a game on the same server.

3) C7 drops the items to be duped.

4) C1 picks them up.

5) The server-lag method is used to eat server-side processor cycles. Enough lag to crash the server or desynch it is NOT required at this point in time, just enough lag to cause a near-desynch and substantial action-delay.

6) C8 stands ready to perform the server crash on a pre-established automated trigger.

7) C1 leaves the game and C8 IMMEDIATELY performs the server crash. This should be done using a trigger, or even better using a clientless bot to send the relevant packets immediately C1 sends the game-leave packet.

Tada... if the server was lagged enough, and C2 - C6 have inventories sufficiently full of 1x1 junk, you have now duped. C1 will save and C7 will roll back.

Server-side observed symptoms of the use of this dupe method and derivative methods are a period of unusual lag, followed by a sudden server crash.

Most accidental rollback dupes happen via a process similar to this, and this method has been used by some fairly large item suppliers for some time now. It's pretty much unpatchable without a total reworking of several key elements of the game architecture... which isn't going to happen.

I'll leave the lag method and game crashing methods up to individual tastes ( I know several members of this forum have one or the other, if not both ) so that this doesnt cause mass havoc on bnet.

Have fun and be careful. This method constitutes a criminal action and could potentially be prosecuted as such. :)


WeeD wrote:
Very interesting :roll:
Quote:
C8 IMMEDIATELY performs the server crash. This should be done using a trigger, or even better using a clientless bot to send the relevant packets immediately

Can u explain how to perform server crash or server lag?


To cause server-crash:

Perform an action which provides incorrect parameters or correct parameters in an incorrect or unexpected way to either a packet-handler or a core code-function. :)

To cause server-lag:

Perform either a single action or multiple small actions which cause processor-time on the target machine to be used in a way which is detrimental to the performance of the game process on that machine.

Hope that helps.


PiratSS wrote:
looks like a modification to the lag dupe. Lots of work, But the return is good.


Totally different principal... both methods involve creating server lag at some point, but that's where the similarities end.

The return is excellent.

Once you have dupe-mules established (with x number of each rune + gems to transmute to higher) and you have a clientless bot capable of creating and coordinating multiple dupe games to a single server-IP, you can essentially turn each D2 server into the equivalent of an automated item-factory... producing large numbers of runes in a single run.

Achieving this level of coordination is extremely difficult however, and this kind of mass exploitation will probably remain in the realms of the large-scale suppliers who can afford to commission the coding of a bespoke system to handle it.


dark_teferi wrote:
How do you figure out the save order of a game?

Is it alphabetical?
Is it the first one to join---Last one to join?


Logically you'd have to assume that the list of players was stored either as an array or a linked/indexed list of some kind.

The most efficient way to carry out a save operation on the contents of that list would be to walk it from one end to the other and dump out the contents in the order they are encountered.

The most logical order to add them is the order in which the server becomes aware of them. Obviously they can be deleted from anywhere inside the list and so if people enter/leave mutiple times things can get complicated... but you wont/shouldnt need to go there.

That should answer your question, I think.


DeltaDreamer wrote:
To patch this easily, why couldn't they just code it to save characters randomly instead of in a sequence?

They made item and entities ids random instead of a sequence.

Is this just a 'theory' Evilcheese?

Because they might have already implemented this fix when they made item and entities ids random instead of a sequence.


Although entity IDs are now random... the order in which their data structures are stored server-side, and thus their order in the linked lists is still in spawn-order.

If that were not the case, the server would need to pre-allocate enough room to hold all possible entities that could ever spawn... which is somewhat impractical.

The way in which the client sees entities and the way in which the server deals with them internally are 2 totally different things. Changing the observed IDs is a matter of adding 2 or 3 lines of code to the existing entity-spawn function.... whereas placing them in a truly random order would be the work of several months and involve the development of an extremely (and needlessly) complex list management class.


Darawk wrote:
This is not something that is very hard to patch, seeing as they are now aware of this and will patch all of the bugs that crash their servers(and they will find out 99% of them very very quickly).

Myself, teferi, ling, tgif, and greg tested this on east. We tried it twice, with no sucess. I coded a module to crash the server upon reception of a 5c packet for player 1. I don't know if by the time you receive such a packet you have already saved though. If that is the case, then you will need to use some form of IPC(InterProcess Communication) to pull this dupe off, and crash the server before it even notifies the players in the game that someone has left.

This dupe is obviously theoretically sound, but I don't know how computationally feasible it is to actually catch the server in the middle of the save process. I mean, they're probably using some form of database software on seperate servers from the game servers. So, they simply send out a packet to the dbase servers telling it what they want saved, thus not wasting time on write operations to files. It seems like this could be another wp dupe...but who knows?


If you arent slowing the server down considerably (to nearly the point of crashing), then you're going to need almost instantaneous timing the likes of which can only be achieved, as you say, via some form of IPC or by running the whole process as a single application. (single clientless bot)

That this works is not in doubt, and while I dont have access to an automated system capable of carrying this out, I know someone who does... and since I was involved closely with its creation, I have a very good idea of its functionality.

As I said... I've told you how in the broadest sense possible, this is not a silver-platter dupe, nor is it one that is going to be carried out in five minutes by someone who just picked up hackit... or even someone experienced in the use of the tools for that matter.

This is a serious method that has made serious money for a large number of very serious people, and requires an appropriately serious amount of effort and coordination to achieve.

There's not a huge deal more I can say on this subject.




Diablo 2 Newsletter
Questions, ideas, problems, wishes?
Be informed whenever something new comes up
(or any important problems are fixed.).
You can unsubscribe from this newsletter at any time.
No comments yet
*Name:
Email:
Notify me about new comments on this page
Hide my email
*Text:
 

If you can't read the word, click here

Verification code:
Powered by Scriptsmill Comments Script
Diablo