Originally posted by leukotic
Alright, just watched the video, good introduction to the basics. Now I know this is just the first of the series, but a couple questions popped up while I was watching.
First is the opportunity of injection. Basically lets say I modified a packet that gives me more health (if that's possible). The only time this will work is if the packet is sent while I am being shot or hurt? Is there any possibility of looping thus packet all the time just so when I was getting hurt or shot it would basically automatically pick up that packet? Cause it seems injecting a packet or packets during a very specific amount of time would be very hard and counter productive (unless I had some kind of macros that was activated by a foot pedal or something).
Next question is the checksum. So basically if I understand right and I edit a packet, the checksum has to match the
previous checksum of that packet exactly? Or does it just have to be a
correct checksum for that packet?
And last but certainly not least (

), the packet IP addresses. Lets say I capture some packets from a previous game. I don't edit them or anything, and the IP addresses match the previous games IP addresses (meaning a different host/server IP). Will these packets still work in other games? Or do the server/host IP addresses have to match up exactly every time?
That's it for now, and I just have to say the part in the video where you were looking for the capture file cracked me up, LOL. I have noticed that Colasoft doesn't see the save file captured in Wiresharks default save format. You have to save it as Microsoft Netmon which is .cap There may be others that work as well, but I have found saving it under this format works well for Colasoft. Not sure why Wiresharks default save format doesn't get picked up by Colasoft, but I have often wondered if this effects the packets at all.
Anywho keep up the vids, and don't be bashful on the details! Sometimes people who are really experienced in something don't realize how the most minuscule information can make or break somebody when trying to figure something out
Oh one last thing, from the video it sounds like you said that wireless is a acceptable form of bridging, can you confirm this? because I don't have two Ethernet adapters on any of my computers. I do however have wireless and wired connections for my laptop which can successful be bridged.
1. yes you can only send the modified one where the one is being sent to the server, you CAN loop the packet BUT that can cause lag, errors and other issues. The best way to properly do it without any manual work would to be write up s program that can use raw sockets to hold the data until the data is received(you would have to specify both, original/modded) then quickly inject your modded value.
2. Just has to match the checksum for the packet, usually they are always the same or else the headers would be giant.
3. IP's should remain the same, if they didn't it wouldn't be a server now would it?(yours might differ when your bridge different devices such as how you have 192.168.2.
X X is the device, it increments when you add a new device to the network)
So for example...
My main pc would be 192.168.2.1 as its the first one registered on my home network
My PSP would be 192.168.2.2 becuase it was the second registered
My PS3 would be 192.168.2.3 because it was next
My laptop would be 192.168.2.4 as its the newest registered
And so on....