RE: Software authentication (was RE: Gibson (was Crack Office XP) )

From: Kayne Ian (Softlab) (Ian.Kayneat_private)
Date: Fri Jun 15 2001 - 00:45:05 PDT

  • Next message: J Edgar Hoover: "Re: Software authentication (was RE: Gibson (was Crack Office XP))"

    Comments inline:
     
    <snip>
    > I've noticed that
    > > HL runs just fine without authenticating over a LAN-- no 
    > central server
    > > needed there.  This technique might keep you off the WON, 
    > but not the net.
    
    When you load HL into server mode, it automatically registers itself with
    the WON network. Thats why the LAN game and Server mode are different -
    you'll notice that when you select server mode for your copy of HL, then get
    someone else to retrieve the entire WON server listing from within HL, your
    server shows up - you have no options about "publishing" to the network, or
    running a LAN server over the net for eg.
    
    > I think it's due to the current underground culture. As the 
    > traditional 
    > crackers went pro (many of the people who cracked games now 
    > work in the games 
    > industry), the new breed didn't understand how to do the more complex 
    > cracking (reverse engineering the copy protection). Instead, 
    > they focused on 
    > generating serial numbers.
    
    I'd say this is not as rife as you would think. Granted, there are far more
    newbies to the cracking scene who just generate serial numbers, but there
    are still the very talented crackers around.
    
    > > listings coming off the WON. My guess is that folks join 
    > the game through
    > > direct connection anyway,  so it really would be fairly trivial.
    
    The only problem is, the HL server you connect to proxies your
    authentication to the WON network. So, short of hacking the executable to
    either a. prevent WON authentication (which presumably would require the
    same hack in any of the clients connecting to the server) or b. provide fake
    information (which is arbitrary anyway, if it was possible to do this you
    wouldn't have to hack the server in the first place), you're still going to
    have the problem of authenticating.
    
    > The cracking scene died with the demo scene though... it was 
    > more about fame 
    > than piracy, Unfortuneatly, people started ignoring the 
    > skilled ones and just 
    > got the software. The incentive for inventive cracks is no 
    > longer there, so 
    > all that remains are the people who just do the piracy...
    
    I'm fairly surprised to see a remark like that! I'd say the demo scene is
    far from dead. It certainly doesn't have the health it did back in the early
    '90s, but the talented groups and crackers are still around and doing their
    business. The demo & warez scene really crossed back in the late 80's/early
    90's, when people like Fairlight were not only cracking the games, but were
    releasing quality intros with their cracks - thats when you knew the scene
    was alive, because you saw demo releases outside of parties. Anyway,
    probably not the place to get into a "The scene is dead, long live the
    scene!" argument ;)
     
    > Alas, most of the copy protection for games these days uses 
    > third party 
    > software. The traditional rivalry between the developers and 
    > the crackers is 
    > no longer there, so the developers don't have the input from 
    > the crackers.
    
    That's not entirely true. I can cite the example of a recent game (the name
    of which I won't mention for privacy reasons) that scored extremely high in
    the game "charts". The protection was written by an employee of the company,
    who was also a scener. There was a fair bit of rivalry going on between this
    scener who wrote the protection, and the real, original scene crackers. The
    bet was along the lines of how many hours/days it would take to break the
    protection. In the end, I think the figure was less than a day. The old
    rivalry (and fun!) is still there, it's just in the cut-throat world of
    games publishers, there is no time or inclination to follow the old
    practices. You would be amazed at just how many sceners also work for games
    publishers. Off the top of my head, I can think of sceners who have
    published games for psx, pc, amiga, gameboy, gameboy advance, ps2, n64...
     
    Anyway, this has got my brain going, so I think I'll sit with a packet
    sniffer & a copy of HL this weekend, see what I can find out....
    
    Ian Kayne
    Technical Specialist - IT Solutions
    Softlab Ltd - A BMW Company
    
    
    ******************************************************************** 
    This email and any files transmitted with it are confidential and 
    intended solely for the use of the individual or entity to whom 
    they are addressed. 
    
    If you are not the intended recipient or the person responsible for 
    delivering to the intended recipient, be advised that you have received 
    this email in error and that any use of the information contained within 
    this email or attachments is strictly prohibited. 
    
    Internet communications are not secure and Softlab does not accept 
    any legal responsibility for the content of this message. Any opinions 
    expressed in the email are those of the individual and not necessarily 
    those of the Company. 
    
    If you have received this email in error, or if you are concerned with 
    the content of this email please notify the IT helpdesk by telephone 
    on +44 (0)121 788 5480. 
    
    ********************************************************************
    



    This archive was generated by hypermail 2b30 : Fri Jun 15 2001 - 13:48:56 PDT