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Making a bug finding team...

Discussion in 'RuneScape 3 Cheating' started by king_tom_31, Jun 27, 2011.

  1. king_tom_31

    king_tom_31 Member

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    Making a bug finding team...

    [email protected] <-- add if interested,

    Now have a small team of 4 people that have done previous glitches.
    WE NEED SOMEONE WHO CAN FORCE TELE OR PAFT.

    ^^ They are still possible. Just need to find out how!

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

    Must have at least 2 vouches on Sythe.
    Be prepared to find them, these may lead to millions upon millions of gp made..
    Looking to smuggle items.

    What i know personally,

    1)Stackable interfacing
    2)Semi-stackable interefacing.

    3)Stalling ** One thing people do in staking to play a safe win -.-

    4)Skull Glitch


    What do you get from this? <-- been asked a few times.. Well my main goal is to find bugs resolving around staking arena and smuggling items.. Im pretty sure u know what you'll be able to do after you find some :)
    I dont mind finding any bugs/glitches and if you knwo some, share some with the team.
    ------------------------------------------------------------------------------------------------------------------------------------
    First of all, some knowledge, obtainable from using G.O.O.G.L.E


    6. Area Based Effects vs. Player Based Effects

    Understanding Area and Player effects is another fundamental part of bug abuse. An area effect is an effect that works in a specific area, such as the ability to attack other players. A player effect is an effect that is applied to your account and can be smuggled outside of the area you receive it, such as the ability to keep items upon death in certain mini-games (sometimes that effect is area based, depends on which mini-game).

    Attacking other players has always been an area based effect since 6/6/06. When you enter a PvP area you are given the attack option, a player based effect, but cannot attack others outside of the area even if you smuggle the option as that ability is area based. When JaGeX released POHs, they accidently made the ability to attack inside a POH completely player based, meaning it was possible to smuggle the effect. This was discovered on 6/6/06 in a house party hosted by Cursed You. A player, it&#8217;s unknown who, found out that if you used a scrying orb in the dungeon while PvP mode was on and were kicked out of the house, you&#8217;d keep the ability to attack. The bug was not discovered by Durial321 and was not caused by massive server lag, as many people believe. The ability to attack inside a POH was made area based afterwards and has not been smuggled ever since.

    7. Smuggling Items

    How you're going to go about smuggling an area specific item depends on several different factors. JaGex always seems to use different methods of protecting items from being smuggled out of areas each time they make an update. For example, some items may have special properties that protect them from being kept outside an area, such as disappearing upon logging out or when attempting to use the item. Others have no safeguards at all and anything can be done with them without any risk of them disappearing unexpectedly.

    The act of smuggling an item can be simple or require many complicated bugs. Some very poorly protected quest items can be smuggled by ensuring the quest items are your 3 most valuable items and simply dying in the area (remember that even though quests will normally recognize you teleporting out of the area, JaGex often forgets to program them so they recognize death as well). Other items may be "area based" and recognize that you've left the area no matter how you leave it, even with a forced teleport. The act of an item being removed from your inventory is also a low priority/high priorty action. For example, some items, including area based items, can be temporarily stalled from disappearing by teleporting out of the area and immediately stalling with an interface. Others, being that they disappear on a high priority command, will close the interface and disappear anyways unless you're using a stackable interface. After stalling the item from disappearing, you will normally have to find a way to cancel it from disappearing completely. One common way of doing this is by simply dropping the item (note that the act of dropping is a high-priority command and will close the interface you have up, resulting in the rest of your smuggled items disappearing). Some items may not have a drop option and other techniques must be used to keep them, such as somehow managing to die on the spot while your stall is in effect so that they're forced to drop. And of course, some items will simply disappear upon dropping them no matter what you do.

    Just imagine how difficult this would be if JaGex was smart and used the same measures to protect all area specific items from disappearing. Item smuggling would be impractical, requiring a plethora of forced teleports, stalls, and other explotation techniques to just smuggle a single item. This is the case with some recently released/updated items. However, many of the older area-specific items to this day still have weak safeguards, making them vulnerable to getting smuggled.

    Note that area specific and area based are not the same thing in the context I use them. Area specific just refers to items that you are only meant to have in a specific area. Area based can refer to area based items or area based effects. Area based effects cannot be smuggled, whereas area based items can.

    Lastly, keep in mind that all items can be smuggled, no matter how difficult it may seem. There's always a way, it's just a matter of whether you can figure it out.

    8. Personalized Areas

    Also known as instanced events or generated areas, personalized areas are another significant subject in the world of bug abuse. A personalized area is an area that is deleted from the server when there are no players in it, and will reform when a player tries to enter it. An example of a personalized area (which I will start calling &#8220;PA&#8221;s) is POHs. The servers cannot keep hundreds of thousands of players&#8217; houses loaded at one time, so they are created from scratch when you enter a portal and are deleted when everyone has left the house. PAs are made in a general location in blackness far off the main map. A copy of a POH could be next to a copy of a cutscene from &#8220;While Guthix Sleeps&#8221; as all PAs are loaded near each other.

    If a PA fails to load, you will experience an &#8220;invalid teleport&#8221; (IT). When ITs were first discovered, you would be teleported into the blackness the PA was supposed to load in with a message in your chatbox reading &#8220;Invalid teleport!&#8221;. They seemed to have patched that from occurring; now when an IT occurs you just receive the message in the chatbox without being teleported into blackness.

    All PAs have certain common properties. Leaving or logging out of a PA will result in being teleported to the exact coordinates you loaded the PA from, as the PA will unload and being teleported to the same coordinates would result in an invalid teleport. You can see this by viewing the dranor bank cutscene with the Wise Old Man. Take note of where you are standing when you talk to the bank guard; you will spawn on that same spot when the cutscene is over. Some PAs apply player effects to your character to ensure you&#8217;re teleported to a specific spot instead of the spot you loaded it from. Smuggling that effect can result in a LIFT (log in forced teleport) or LOFT (log out forced teleport). LIFTs are considered more useful then LOFTs as you are teleported upon logging in rather than logging out, giving you time to stall any items or effects from disappearing. You normally cannot see yourself being teleported during a LIFT/LOFT as they occur too quick. Some PAs have exits with properties that spawn you to specific cooridinates rather than the area you loaded the PA from. If JaGeX does not implement this into the exit of a PA, you will by default appear where you loaded it from.

    A couple years ago a discovery by bug abuser Fluid Karma(?) revealed that PAs seem to have more common area based effects than previously though. The first PAFT (Personalized Area Forced Teleport) was discovered: A forced teleport that works only in Personalized Areas. For some reason, certain properties that are meant to be used in a specific PA will work in any PA. There was also another major bug discovered alongside that bug which was not given an official name, but I&#8217;ll give it one right now for the sake of simplicity. It&#8217;s called the RPAT (Random Personalized Area Teleport). This bug allows the bug abuser to be teleported into ANY personalized area loaded by another player. Instead of being teleported into you POH for example, you could be teleported into any random PA such as the Tzhaar Fight Caves. This occurs when a player loads a bugged PA at the same time another player loads a normal PA. If performed correctly, the bugged PA will fail to load and the second PA will load on the cooridinates the bugged PA was supposed to load at. This causes the server to believe both PAs were loaded successfully and results in both players being teleported into the same PA.

    Remember that upon leaving a personalized area, you will normally be placed at the cooridinates you originally loaded it from. Let's say you FT into a personalized area from a minigame that prevents players from equipping weapons. The PA may not have the same restrictions the minigame had, allowing you to equip a weapon of your choice. You can then leave the PA and be placed at the cooridinates you were forced teleported into the PA from, with the weapon still equipped. This is called a double LIFT. Double LIFTs do not have to do anything with LIFTs or LOFTs, though many past double LIFTs did require the use of LIFTs.

    An example of a past double LIFT is the POH CFT used back in 06 (now patched, leaving the POH puts you at the house portal instead of the coordinates you FT&#8217;d from). You could CFT into your POH from, let&#8217;s say Castle Wars, and put on a cape and helmet. You could then leave via the portal and, since you loaded the PA from Castle Wars, you&#8217;d be placed back in the Castle Wars game with your own cape and hood on.

    Also, there is one permanent copy of every personalized area that stays loaded on the map. You are never teleported into the permanent copy unless you find a noclip and stumble upon it while noclipping.

    9. Examples of Past Bugs

    Now that you know the basics, let&#8217;s see how the knowledge you have gained can be used to discover bugs. The following bug was discovered by the Tainted Ones some years ago, and is now patched.

    In around 2006, a powerful CFT was discovered involving the Duel Arena. There were several ways found to do this, one way was stalling yourself from being teleported into a duel by using an interface, as the forced teleport into a duel is a low priority action. One way to get an interface to open immediately after accepting the challenge back then was to have someone use a tele-other spell on you while you had the duel interface open. The tele-other interface would stack on the duel interface, therefore it would immediately open after closing the duel interface and stall you from getting teleported. You would then equip a piece of armor (assuming you agreed to a no armor duel), which would cancel the forced teleport into the arena as the game would see you equipped a piece of armor. You&#8217;d then quickly accept another duel before the 3 second countdown finished (if it finished, the server would see that your friend is alone in the duel arena and kick him out). After you accepted the second duel, you&#8217;d be in a 3-way duel with the player who you canceled being teleported in with and the player who&#8217;s challenge you accepted immediately after the first player was teleported in. Both players could attack you. The player who was teleported into the duel alone before you accepted the second challenge could then leave and do whatever he wished. You would not be teleported out of the duel with him as you were in a duel with the second player as well. When he wished to be forced teleported, you&#8217;d simply leave the duel and he&#8217;d be teleported back to the duel arena lobby, as the game still thought you were his partner. The player who was forced teleported would keep any player effects or minigame items he had with him, such as barricades from Castle Wars.

    Here&#8217;s another bug, this one was widely leaked and patched.

    In 2008, a safety glitch (where you can die anywhere and keep all your items) was discovered with the Tzhaar Fight Caves. To do this you would first go to a certain personalized area in the quest Kennith&#8217;s Concerns and simply commit suicide. When you enter the area, you are given a player effect that LIFTs you back into the personalized area when you log out and in from the area. JaGeX made it so the effect is removed when you teleport out, but forgot to do the same when exiting the area via death. After dying and being teleported to your chosen spawn point (Lumbridge/Falador/Camelot), you could log out and in and be force teleported back to the personalized area. If you teleported while the LIFT was in effect, you&#8217;d lose it as that player effect was designed to disappear upon teleporting. What you would do is smuggle the LIFT effect, run all the way from your spawn point to Port Sarim and take a boat ride to Karamja. From there you&#8217;d get into Tzhaar and enter the Tzhaar Fight Caves. You would then log out and in, where you&#8217;d LIFT into the personalized area from Kennith&#8217;s Concern and keep the Tzhaar Fight Caves player effects. This means that when you died, you would spawn in front of the Tzhaar Fight Caves with all your items as if you died in the minigame. If you teleported you would lose the effect as, just like the LIFT effect, it is designed to disappear upon teleporting.

    Here's an example on how-to smuggle items, using barricades/bandages in Castle Wars as our example.

    Bandages and barricades have always been long sought after by bug abusers, either to sell, abuse, or show off. Back in the Tainted Ones days way back when, Kami discovered that by simply backing out of a castle wars game into the waiting room with explosives in your inventory, you could commit suicide with them and spawn in the lobby with all your Castle War items. Back then none of the items were area based and could be used anywhere you wanted, meaning it was possible to block off areas on the main map with barricades. After the dying-in-the-waiting-room method was patched, forced teleports had to be used to smuggle them. Kami discovered that if you waited for a random event to spawn and teleport you out of CWs by not responding to them, it would act as a forced teleport and you would keep your CWs items. JaGex responded by making CWs items area based, meaning that even a forced teleport could not smuggle them. In early 2008, another method was discovered by Champ7020. By using a LIFT (log in forced teleport) and a what is known as a "log in interface", you could keep the barricades and stall them from disappearing. A log in interface is basically a player effect that can be smuggled from certain areas that causes an interface to show up immediately after logging in. This can be very useful in some cases where you need to log out and in but need to immediately stall whatever item/effect you're trying to keep from disappearing. By LIFTing out of Castle Wars and using a log in interface to stall the items from disappearing, you could cancel them from disappearing by simply dropping each of them one by one then picking them up. The act of dropping is a high priority command which is supposed to close interfaces, so you may be wondering how you could keep all of the smuggled items without the interface closing and having all of them (discluding the one you dropped) disappear. You would do what was called "interface dropping", which is simply opening another interface immediately after dropping an item. At this time, there was no delay between the two interfaces while dropping the items, so you could repeat this with all the items until they were all on the floor (or until you messed up and didn't click on an interface fast enough after dropping one of them, causing the rest of them to disappear). Last time I checked, this wasn't possible anymore, so if you want to keep more than one item, you will need something that will drop them all at once, such as death, or a completely different method of canceling the items from disappearing.

    Here&#8217;s one more bug. This one is the infamous noclip glitch discovered in 2008 by Roboreapper and Champ7020, who told I, Svew, how it was performed. The 3 of us abused it for many months until it was finally patched.

    Recall stackable interfaces (SIs) and how they can stall high priority commands. Not too long after the first SI was discovered by Champ7020 and Roboreapper (it was done by spam clicking the quick chat help menu during a cutscene stall, recall that some stackable interfaces will only stack during cutscene stalls) and after I partnered up with them, another major bug was found. Roboreapper used their SI during a game in the Fishing Trawler, and realized you are teleported about 120 spaces west/east every time the boat floods or empties of water (120 spaces east when tele&#8217;d into the flooded boat, west when teleported back). If you stalled long enough to stack 2 teleports east from the empty boat, you&#8217;d be teleported into the flooded boat and teleported east AGAIN outside of the Fishing Trawler, into the cosmic altar. Areas off the map can be placed very close to each other; E.G. an underwater area from a quest who&#8217;s name I can't recall is less than 50 spaces south of the interior of the god wars dungeon. Anyways, let&#8217;s say you stacked 3 teleports east starting from the empty boat. You&#8217;d be teleported once into the flooded boat, a second time into the cosmic altar, then could teleport out (as the cosmic altar isn&#8217;t teleblocked [the Fishing Trawler&#8217;s teleblock effect is area based]), walk to the spot 120 spaces east of the area you desired to noclip into, and be teleported 120 spaces east into it. For example, if you wanted to get into the giant pillar the bankers at the grand exchange surround, I believe you had to stand a little west of the monastery near Edgeville and be teleported east. You could also stack, for example, 5 teleports east then 3 teleports west. The 5 teleports east would occur first as they&#8217;re executed in the order they were stacked, so you&#8217;d be teleported into the cosmic altar and would be able to teleport onto the main map and start noclipping with your stacked teleports
     
  2. RapierStakes

    RapierStakes Forum Addict
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    Making a bug finding team...

    is this allowed? im not sure if it is but if its allowed i might be interested:p
     
  3. king_tom_31

    king_tom_31 Member

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    Making a bug finding team...

    i wasnt too sure either, but i couldnt find it against the rules here on sythe.
    plus if its ok for people to post their past glitches they have found, why not recruit people to find more :p
     
  4. lady_king

    lady_king Member
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    Making a bug finding team...

    Added on msn.
     
  5. king_tom_31

    king_tom_31 Member

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    Making a bug finding team...

    Ty guys whom ever added me :) i have a few ideas for smuggling but need others with experience to help me.
     
  6. aus aaz

    aus aaz Grand Master
    $50 USD Donor New

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    Making a bug finding team...

    Rules thread: http://sythe.org/showthread.php?t=148431 , topics about bug abusing are not mentioned.

    OT : I will pay handsomely for any glitch that you find in the dual arena that gives an unfair advantage over others :p Drop me a PM if you hack r00nskap3
     
  7. rsprostakeguy

    rsprostakeguy Newcomer

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    Making a bug finding team...

    im interested .
     
  8. C_Town_Hero

    C_Town_Hero Forum Addict

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    Making a bug finding team...

    i like the idea! Pm me, i been around rs since 2007
     
  9. Darkstassassin

    Darkstassassin Success is not permanent, the same is also true of failure.
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    Making a bug finding team...

    I have a bit of experience with rs bugs, but Im nowhere close to a good bug finder.

    You can include me :)
     
  10. isitnice

    isitnice Forum Addict
    Trade With Caution

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    Making a bug finding team...

    I'll come along. Those notes are from bugabuse.net correct? :)
     
  11. wr3ck3d

    wr3ck3d Kill One Man to Save a Thousand.
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    Making a bug finding team...

    Ahhh, If I only knew how to efficiently bug abuse. Awe well, feel free to PM me if you want some help :p
     
  12. king_tom_31

    king_tom_31 Member

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    Making a bug finding team...

    As i said guys, if you wanna join in, add me on MSN.

    So far there's now 4 of us.

    Main goal is to find smuggling glitches currently.
    OFC i dont mind any others :L
     
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