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  1. As some may or may not know, in the background of everything else going on, I've been rewriting Tribot from scratch. I know, I know, a lot of you have heard that one before. "Good one, Nullable, now fix script download issues". I get it. I even still use the project codename created in 2017 for the first of many supposed "rewrites". But this is real and the best part is that I am still prioritizing development for what you use right now. So at the very least, no harm done. That being said, I am making a lot of progress and I figured some would like to get some details. Injection? Reflection? What are these things? The current version of Tribot is a Reflection bot, for reference. What is Reflection in terms of botting? Reflection refers to the programming mechanism of the same name. It's where, during runtime of the program, code can examine the contents of itself. Since the game runs in the same process, we can use this mechanism to "examine" the game memory and read data. This is allows us to know where the objects and npcs are and stuff like that. The upside of this is that it doesn't modify game bytecode. The downside is that it can be slow. Tribot uses a lot of intelligent caching, though, making it one of the most efficient reflection bots created for the game. Nowadays, we're one of the only reflection bots out there. And Injection? "Injection" refers to the technique of modifying the game bytecode as it loads it. It "injects" friendly names and interfaces into the game's classes so that it can simply call them directly and receive game data. The upside is that it's fast and direct. The downside is that it modifies bytecode. The problem with modifying bytecode is that it's legally dubious and has the potential to be reflected itself. While there is no indication of any sort of reflection-based anti-bot, and patching it would be possible for injection clients, it's always a possibility. So what is Tribot X? Tribot X won't be using either. It will use Compile-Time Wrappers. Not a very catchy name, admittedly. While developing the basis of the new bot, I realized we could have the best of both worlds for how we interact with the game. This technique is actually really simple. The game is just a jar like any other, and can be programmed against. So we do that! public int getSomeValue() { return client.obfuscated_name * multiplier; } And now when we compile and run this, we get the value. Of course, this has lots of problems. I would need a ton of these to get all the data and I would need to change them every time the game updates. Also, there are various other roadblocks that I won't go into for getting this to actually run. We solve the main problem by generating code and compiling it against new game updates. These generated classes act as wrappers and give us the same functionality as injection without needing to inject anything. As such, they are just as fast and require no game modification. We've already written a complete generator for doing this automatically. More details! Since this is my first post on Tribot X, I'll give some one-liners over some of the other random technical details I may not write full posts about. Tribot X has a lot more flexibility in terms of spoofing, and includes the spoofing of runtime information that could be used in the future for bot detection (even though it isn't currently). Tribot's mouse has been completely swapped out and is astronomically more efficient and less prone to error. The current tribot uses an event queue mechanism while the new one uses a single thread with locking to enforce thread safety. By doing so, we reduce the number of threads and overhead. Every method for manipulating the canvas has been optimized. Faster code, less CPU, less RAM. It supports tabs! But really properly this time with perfect isolation and spoofing. The GUI of Tribot X uses Jetpack Compose. The entire bot is written in Kotlin. For really CPU intensive tasks or to share code with our launcher, we have a way to interop Kotlin and Rust code in the client. The architecture of the bot has been entirely changed. Plugins separate from scripts are now a possibility.
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  2. Hello everyone, I've been talking about this project a lot in the past few months and I'm happy to announce we can start distributing it as a working beta. This new launcher is a big upgrade to our current one. We're still missing a couple features for full parity (sorry, no bulk launcher just yet...), but we have the core features ready to try out. Note: You can have this installed alongside the current launcher. We will keep it functioning for the foreseeable future. Download Windows: Tribot Installer ZIP Open the .zip and run the included exe installer. It will walk you through the installation. You may need to click "More Info" and "Run Anyway" if given the prompt. If windows defender gives you trouble, you can whitelist the installer and then whitelist C:/users/[yourusername]/appdata/Local/Tribot as well. MacOS: Tribot Installer DEB Running the installer will be blocked by newer versions of MacOS. Follow this guide to run: https://www.wikihow.com/Install-Software-from-Unsigned-Developers-on-a-Mac It will be a one-time thing. Linux: Tribot Install AppImage chmod +x the file and then execute it. This app uses AppImage - it will often work first try but if not, the command line will tell you what you need to do to get it working, such as installing a dependency. Features New Account Manager This launcher has it's own account manager that you can add multiple jagex accounts to and run them without needing to login each time. When running clients with this launcher, the client will inherit the launcher's account manager instead of using the old one. There is currently no way to import/export. The new account manager will also keep track of data such as combat level, stats, items, quests, and more to make it easier for you to keep track of which account is which. This will also serve as a basis for bot farm automation features in the future. New Proxy Manager Similar to the old proxy manager, but a little more user friendly. Allows you to associate proxies with Jagex Accounts so that when you launch one, it automatically applies the proxy. Client Management This launcher keeps track of all running clients and can give you details about them. The only functionality it offers right now is the ability to minimize and maximize clients and display what script/account they're running. A lot more to come! Always-Running When you close the window, Tribot stays running in the background (like Discord or Steam). It's highly optimized in this state and uses very little CPU and RAM. By doing this, we'll be able to add features such as bot farm management and better CLI features. Tribot Login Management The launcher keeps track of your Tribot auth, meaning you'll never be logged out unless you do it explicitly. Only clients launched via the new launcher inherit its auth, though. Better Auto Updating and Observability By utilizing standard installation mechanisms, this app auto-updates itself with a lot more stability than the previous launcher. While not quite as smooth as something like discord or chrome, it will no longer leave some users in invalid states and gives us a lot more flexibility on what kinds of updates we can push. We also improved the status of launching clients. You'll be able to see errors instead of the app just crashing. And you'll be able to see download progress. More To Come Bulk Launching Account import/export Proxy import/export Ability to set a proxy when initially logging into a jagex account New CLI Home screen with quick actions, announcements, blog links, newly released scripts, and more Advanced settings Built-in Instance Manager with meaningful names and data
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  3. Works great again! Thanks for everything, I can trust even my max accounts with your bots. And excellent response time as this redesign just happened earlier today and it's already been fixed. My only request is that you make more bots for every skill!
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  4. @cjpcoolguy pushed update now should be live in 5 minutes from now
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  5. Update: OSRS update today changed many things in motherlode mine. I have fixed the issues I was able to detect but still continue to test for any issues. - Fixed bug with hopper that resulted from OSRS update - Fixed bug that resulted from upper level area change after OSRS update I will be updating support for the "super hopper" that lets you deposit in upper level probably later today once I have done some more testing. Let me know if you detect any issues after the update. Could have missed something. As far as I know everything is working properly in the latest version of the script.
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  7. I don't recommend buying this script and I don't understand how this is listed as a 'premium script'. It is probably the worst premium script I've used till now... I don't want to be bashful but there's no reason for anyone to use this script. 1. no colossal pouch support, therefore at 85 rune crafting you are already nerfing your exp rates and efficiency. 2. Lava-runecrafting does not work properly; the script makes fire runes half the time, therefore the fastest rune crafting exp method is not viable with this script. 3. ZMI is slower exp rates then GOTR even without using callosal pouch at GOTR. 4. I have personally not tested blood-runes, so I can't say anything about it but there's probably better scripts if you want to do just blood-runes. It does seem like it can be a good script but honestly in it's current state this script is not worth it.
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