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Anyone currently digging into the TruckersMP binaries? I've been poking around core_ets2mp.dll trying to figure out how they flip the bit for non-collision zones. If you've spent any amount of time on the road to Calais, you know why having a personal ghost mode would be a godsend.
The main entry point for this investigation is a specific string found in the DLL:
Analysis of core_ets2mp.dll
When a mod or game prints a status message like this, it's almost always tied to a logic check that determines if your truck should be ghosted. By tracing the Xrefs (cross-references) to this string in IDA, we can find the function responsible for the zone state transition.
The goal is to locate the offset that toggles the collision flag. If the logic is purely client-side for the physics engine, forcing this state could allow for a permanent non-collision bypass. However, TruckersMP is relatively tight with server-side synchronization, so simply flipping a bit might cause desync or catch the eye of an admin if you start phased-driving through a traffic jam in Duisburg.
Keep in mind that client-side physics hacks in a multiplayer environment are always high-risk. If you're going to test this, do it on a secondary account and stay away from high-traffic areas until the logic is confirmed.
Anyone here successfully hooked the zone update functions or found the specific collision struct in the latest build?
The main entry point for this investigation is a specific string found in the DLL:
Code:
You have %s non collisions zone.
Analysis of core_ets2mp.dll
When a mod or game prints a status message like this, it's almost always tied to a logic check that determines if your truck should be ghosted. By tracing the Xrefs (cross-references) to this string in IDA, we can find the function responsible for the zone state transition.
The goal is to locate the offset that toggles the collision flag. If the logic is purely client-side for the physics engine, forcing this state could allow for a permanent non-collision bypass. However, TruckersMP is relatively tight with server-side synchronization, so simply flipping a bit might cause desync or catch the eye of an admin if you start phased-driving through a traffic jam in Duisburg.
- Load the core_ets2mp.dll into IDA Pro.
- Search for the 'non collisions' string in the defined strings table.
- Analyze the subroutines calling it to identify the zone manager logic.
- Identify if the collision state is stored as a simple boolean or a bitmask.
Keep in mind that client-side physics hacks in a multiplayer environment are always high-risk. If you're going to test this, do it on a secondary account and stay away from high-traffic areas until the logic is confirmed.
Anyone here successfully hooked the zone update functions or found the specific collision struct in the latest build?