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Yang Niat Bikin Glasswall dan Chams

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Yang Niat Bikin Glasswall dan Chams

Post by MuSanG-7up- on Mon Aug 16, 2010 11:54 pm

Guide bikin .dll wallhack kaya RCD.. bang RCD ga mau share.. ya gw coba Share

Pertama..
Glass wall apa sih ?
Glasswall bisa juga disebut Tembok Transparan. banyak jenisnya kalo waktu jaman dulu yang paling terkenal tuh XQZ Wallhack sama Assus

Chams apa sih?





Karena kalo pake GlassWall kalo character yang jauh ga terlalu jelas.. makanya pake Chmas biar character yang kita liat cuma 1 warna dan jelas..

Keadua...

tentunya harus punya Tools

Microsoft Visual Basic C++ ( gw pake yang 2008 )
DirectX SDK Summer 2003 atau lebih ( gw pake yang 2004 .. yang satu ini filenya gede banget mo download silahkan
Udah terinstall DirectX 9.0c atau 9.0b ( kalo yang pake 10.0c ga tau work apa engga)

Semuanya ada di www.microsoft.com usaha dikit doonk !

gw kasi cara gampang aja .. NO RIBET

Sebelumnya.. Pic bukan gw yang bikin.. cuma gw translate

1.Buka VB C++ nya.. klik Create Project






2.Klik yang Win32-Win32Project- Isi aja.. pasti ngerti lah
Posted Image
3.Aplication Setting -> pilih DLL
Posted Image

4. terakhir isi Source Code.. nah yang ini banyak bertebaran di Web hack gitu
Contoh source Code by Fatboy88
( note "code" ga usah ikut di masukin ke Projectnya )
code:

<dd>/*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/


#include
#include
#include
#include
#include "log.h"
#include
#include
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
using namespace std;
static DWORD dwBeginScene = 0x6D9D9250;
static DWORD dwEndScene = 0x6d9d93a0;
static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
static DWORD dwSetStreamSource = 0x6d9d6760;
static DWORD dwSetViewport = 0x6d9d5b90 ;


int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;

LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
bool Color = true;
bool Logger = false;
ofstream ofile;
char dlldir[320];
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool xhair = false;
bool WallHack = false;
bool WallHack2 = false;
HANDLE hand1 =NULL;
HANDLE hand2 =NULL;

DWORD bytes;

//Logger
int texarray[1000];
int arraycounter;
int delarray[500];
int dcount;
unsigned int arrc;
int i=0;


D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );


char *GetDirectoryFile(char *filename)
{
static char path[320];
strcpy(path, dlldir);
strcat(path, filename);
return path;
}

void __cdecl add_log (const char *fmt, ...)
{
if(ofile != NULL)
{
if(!fmt) { return; }

va_list va_alist;
char logbuf[256] = {0};

va_start (va_alist, fmt);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
va_end (va_alist);

ofile << logbuf << endl;
}
}

HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
return E_FAIL;

WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<<8)
|(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);

D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;

for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;

(*ppD3Dtex)->UnlockRect(0);

return S_OK;
}


//=================================EndScene_Start=================================================================================//
typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
oEndScene pEndScene;

HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
{
if(Color)
{
GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
Color=false;
}

if(xhair)
{
D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
}

//=============================================UnHooK_Start===================================================//

if((GetAsyncKeyState(VK_F5)&1))
{
int end =NULL;
int dip =NULL;
int svp =NULL;
int sss =NULL;


BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
hand1 = GetCurrentProcess();
DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
end = 0x6d9d93a0;
dip = 0x6d9d73a0;
svp = 0x6d9d5b90;
sss = 0x6d9d6760;

WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
}
//=========================================UnHook_End=========================================================//

if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}
if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}

return pEndScene(pDevice);
}
//====================================EndScene_End============================================================================//




//=================================Dip_Start============================================================================================//
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive;

HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{




if(WallHack)
{
texnum = (nNumVertices*100000)+nPrimitiveCount;
if(m_Stride==40 &&

(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
(texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
(texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
(texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
(texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
(texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)||
(texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)||
(texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)||
(texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)||
(texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)||
(texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&



(nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
(nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm
(nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
(nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
(nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody thanks japennese guy =)
//(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
(nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item
(nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
(nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Orange);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );

pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);

//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}

if(m_Stride==40 && texnum== 21300174)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Green);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Purple);
}


if(nNumVertices == 158 && nPrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}

if (nNumVertices == 171 && nPrimitiveCount == 143)
{

pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}



if(m_Stride==40 &&//face,mask etc...
(texnum==36700612) ||
(texnum==9600172 ) ||
(texnum==14200236) ||
(texnum==37800552) ||
(texnum==28100486) ||
(texnum==35500568) ||
(texnum==2200024 ) ||
(texnum==16200243) ||
(texnum==31900466) ||
(texnum==19300342) ||
(texnum==36200604) ||
(texnum==21300290) ||
(texnum==35700558) ||
(texnum==22100396) ||
(texnum==36100604) ||
(texnum==27100464) ||
(texnum==11400180) ||
(texnum==34900580) ||
(texnum==13200212) ||
(texnum==34700538) ||
(texnum==19500352)&&
(nNumVertices == 448 && nPrimitiveCount == 776))

{
pDevice->SetTexture(0,Blue);
}


{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}

/*Logger
if(m_Stride==40){


while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
bool alrdy=false;
bool inarr=false;

if(texarray[arrc]==texnum)
if(delarray[i]==texarray[arrc])
alrdy=true;
for(int i=0;i
if(delarray[i]==texnum)
inarr=true;
if(texarray[arrc]==texnum || inarr){ //If true, color model differently
LPDIRECT3DTEXTURE8 texCol;
DWORD dwOldZEnable = D3DZB_TRUE;
pDevice->SetTexture(0, NULL);
pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
texCol=Blue;
else
texCol=Red;
pDevice->SetTexture(0, texCol);
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);

}
}
if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
bool inarr=true;
for(int k=0;k
if(delarray[k]==texarray[arrc])
{
inarr=false;//Found selected texture to already exist
delarray[k]=0;//Delete texture
break;//Cancel loop
}
}
if(inarr==true)
{
delarray[dcount]=texarray[arrc];//Add texture
dcount++;
}
}
if(GetAsyncKeyState(VK_F7)&1){
int total=1;
add_log("omfg values?!? {");
for(int x=0;x
if(delarray[x]){
add_log("%i,",delarray[x]); //add_log2==add_log but without endl
total++;
}
add_log("}; %i variables in array",total);
}
bool found = false; //THIS PART CREDITS TO KRYPTEC
for(int y=0; y
{
if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
}
if(!found && arraycounter < 1000)
{
texarray[arraycounter]=texnum;
arraycounter++;
}*/


}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}
//=====================================Dip_End===========================================================================//


//=====================================Sss_Start==========================================================================//
typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
oSetStreamSource pSetStreamSource;

HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
{
if(nStreamNumber==0)
m_Stride = nStride;

return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
}
//====================================Sss_End============================================================================//

//====================================Svp_Start==========================================================================//
typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
oSetViewport pSetViewport;

HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
{
ScreenCenterX = ( float )pViewport->Width / 2;
ScreenCenterY = ( float )pViewport->Height / 2;

return pSetViewport(pDevice,pViewport);
}
//===================================Svp_End=============================================================================//

typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
oBeginScene pBeginScene;

HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
{
if((GetAsyncKeyState(VK_F6)&1))
{
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
}

return pBeginScene(pDevice);
}


BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hModule);

if ( dwReason == DLL_PROCESS_ATTACH )
{

//=========Log==========================//
GetModuleFileName(hModule, dlldir, 512);
for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '') { dlldir[i+1] = 0; break; } }
ofile.open(GetDirectoryFile("log.txt"), ios::app);
//=========Log=========================//

pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);

}
return TRUE;
} </dd>




-
TinggaL copas aja masukin ke Project loe.

7.Hapus dllmain.cpp

8




9





10. Klik Header File .. kasi nama log
11. Isikan code :

<dt>
</dt><dd>#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
#endif </dd>




13. tools > Option > Project and Solution > tambahin deh DirectX Sdknya
14.Posted Image
15



Untuk Source code sebenernya banyak dan bervariasi.. kebanyakan semuanya pake menu kaya MPGH.dll kemaren itu

ada yang nanya :

Pake WH counter-Strike bisa ga sih ke PB ?
Ga bisa kk soalnya beda Source .. Settingan vid CS sama PB beda.. kalo CS OpenGL kan? .. kalo PB D3D9 ngambil dari DirectX.. kalo ga percaya liat aja Folder PB mu
Setting Vid game beda beda ada yang D3D8 sama yang D3D9..

Kok kayanya Ribet banget gan ?
Ini tutor termudah.. kalo kayak bikin WH gini sebenernya masih Newbie kalo dalam Pemprograman.. saya Rekomendasiin baca "Basic for C++" itu basicnya blom PRO.. gampang kok baca dikit juga ngerti.. yang jelas harus ngerti Bhs.Inggris

Semoga membantu !


Untuk Berterima Kasih Cukup Berika Cendols Cendols Cendols

Cridiz : *****g

orang na gk mau nike na terpajang ! wee


Terakhir diubah oleh MuSanG-7up- tanggal Tue Aug 17, 2010 12:19 am, total 1 kali diubah

MuSanG-7up-
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Re: Yang Niat Bikin Glasswall dan Chams

Post by macanpb on Tue Aug 17, 2010 12:12 am

Maaf Gan nih Credit punya ente sendiri???? bingung

macanpb
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Re: Yang Niat Bikin Glasswall dan Chams

Post by ayis on Tue Aug 17, 2010 4:34 am

Ribet bener bahasanya gan.. saya mau tanya dikit gan.. g mana hubungin address PB dengan Editan grafis direct x tadi?? sory g tau apa2.. wee wee

ayis
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Re: Yang Niat Bikin Glasswall dan Chams

Post by odjay on Tue Aug 17, 2010 5:56 am

CADAS....klo bisa seperti ini mah nga perlu macam2 cheat lagi yg penting tembus pandang (transparan, ngeri loh..........bahai-bahai..... dah gitu panjanggggggggggggggg lagi caranya ... mungkin hanya orang2 tertentu ajah kali ya GAN???

odjay
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Re: Yang Niat Bikin Glasswall dan Chams

Post by [SF] natan868 on Tue Aug 17, 2010 9:01 am

imagenya masih ada yg keblog gan... ga kliatan..

_________________


Ngasih batabig siap2!

mending ngasih Cendol

Cendol Ya Gan! Klik (+) Di Pojok atas!

[SF] natan868
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Re: Yang Niat Bikin Glasswall dan Chams

Post by email on Tue Aug 17, 2010 2:28 pm

mantabs gan... 2thumbup

email
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Re: Yang Niat Bikin Glasswall dan Chams

Post by dekur06 on Tue Aug 17, 2010 2:37 pm

wah puyeng nih.... nice share gan....

dekur06
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Re: Yang Niat Bikin Glasswall dan Chams

Post by sreta on Tue Aug 17, 2010 2:53 pm

gan gak pnya smua tuh software diatas
gmna gannnnnnnnnn batabig
batabig batabig batabig
batabig batabig

sreta
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Re: Yang Niat Bikin Glasswall dan Chams

Post by sreta on Tue Aug 17, 2010 2:55 pm

okedah siap beraksi ke jalan yang lurus

sreta
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Re: Yang Niat Bikin Glasswall dan Chams

Post by sreta on Tue Aug 17, 2010 2:59 pm

ribet gan
mending minum dulu
Cendol Cendol Cendol
Cendol Cendol Cendol
Cendol Cendol Cendol

sreta
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Re: Yang Niat Bikin Glasswall dan Chams

Post by adi_oku on Tue Aug 17, 2010 4:27 pm

klo updatean terbaru apa masih bisa jalan cara ini

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Re: Yang Niat Bikin Glasswall dan Chams

Post by MuSanG-7up- on Tue Aug 17, 2010 10:16 pm

Cendol na dumz !!

MuSanG-7up-
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Re: Yang Niat Bikin Glasswall dan Chams

Post by avatar on Wed Aug 18, 2010 1:18 pm

NTUH CREDIT NYA SAPA WOIIIIIIIIIIIIIIIIIIIIIIIIIII

LAIN KALI CANTUMIN CREDIT NYA YA...
BTW THANXS ATAS INFO NYA....

avatar
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Re: Yang Niat Bikin Glasswall dan Chams

Post by petrouxs on Wed Aug 18, 2010 9:53 pm

ga jelas gan.......... pa lagi bagi yg newbie kyq gw.......... tapi nice share...lah Thumbup

nie... minum chendoelnya gan...
CendolCendolCendol
CendoliloveindonesiaCendol
CendolCendolCendol

petrouxs
2nd Lt. Grade 3
2nd Lt. Grade 3

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Re: Yang Niat Bikin Glasswall dan Chams

Post by chrixx on Wed Aug 18, 2010 10:04 pm

kk keren y cheat nya

tp cara nya panjang kali
susah di ingat kk

tp aku beri cendol y.....
Cendols Cendols Cendols Cendols Cendols

:D :D :D :D

chrixx
2nd Lt. Grade 4
2nd Lt. Grade 4

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Re: Yang Niat Bikin Glasswall dan Chams

Post by fm1993 on Thu Aug 19, 2010 11:21 pm

izin nyimak dulu gan...

tapi tenang dh wa kasih Cendol Cendol

fm1993
2nd Lt. Grade 3
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Re: Yang Niat Bikin Glasswall dan Chams

Post by stefanus on Fri Aug 20, 2010 4:48 pm

Nice Share Gan :D

stefanus
Master Sgt. Grade 5
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Re: Yang Niat Bikin Glasswall dan Chams

Post by MuSanG-7up- on Fri Aug 20, 2010 11:02 pm

minum all Cendols

MuSanG-7up-
2nd Lt. Grade 1
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Re: Yang Niat Bikin Glasswall dan Chams

Post by neojoxer on Sun Aug 22, 2010 12:13 am

pusing neh liat yng tdi
gak sampai di otak ane yg kayak begituan
but buat nice share

neojoxer
2nd Lt. Grade 3
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Re: Yang Niat Bikin Glasswall dan Chams

Post by anggita on Sun Aug 22, 2010 1:16 am

hhhhh......
gile bener
jd pusing jg nie otak gan

Bata Bata

Capedes

bingung

anggita
2nd Lt. Grade 4
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Re: Yang Niat Bikin Glasswall dan Chams

Post by [SF] Yacub on Sun Aug 22, 2010 8:01 am

hm..
sory yah om..
numpang mejeng aja...
gk ada kerjaan...
mending...

Absen Pagi aja....

sundul2 thread ah...

up
up
up
up
Sundul gan

sekalian agan2 Klik + di Pojok kanan atas Post ini yah.....


Give Cendol Not batabig

Thx..!!!

:kiss

[SF] Yacub
SF Moderator
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http://www.yacubholic.blogspot.com

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Re: Yang Niat Bikin Glasswall dan Chams

Post by XalphaX on Mon Aug 23, 2010 2:52 pm

pusing ane gan Bingungs Bingungs Bingungs Bingungs

ni bwt buka ntar gann Cendol

XalphaX
2nd Lt. Grade 2
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Re: Yang Niat Bikin Glasswall dan Chams

Post by MuSanG-7up- on Tue Aug 24, 2010 5:35 am

sepp !! Cendol

MuSanG-7up-
2nd Lt. Grade 1
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Re: Yang Niat Bikin Glasswall dan Chams

Post by rendy Lau on Tue Aug 24, 2010 7:15 am

sreta wrote:ribet gan
mending minum dulu
Cendol Cendol Cendol
Cendol Cendol Cendol
Cendol Cendol Cendol
bagi dong cendol'z nya!! buat wa buka puasa tuh gan!!

rendy Lau
2nd Lt. Grade 2
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Re: Yang Niat Bikin Glasswall dan Chams

Post by chrixx on Tue Aug 24, 2010 8:23 am

numpang posting y kk..??? Peace: Peace: Peace: Peace:

chrixx
2nd Lt. Grade 4
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Re: Yang Niat Bikin Glasswall dan Chams

Post by Sponsored content Today at 1:28 am


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