Where is the clue with the online keys?
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Derek44




Posts: 3

PostPosted: Wed, 20th Oct 2004 15:49    Post subject: Where is the clue with the online keys?
First of all, I do not request any key or serial in this thread,its just a technical questions.

So, why could there be keygenerators which create keys for lan sessions,
but not for online sessons.
After some thoughts the only possible solution for me could be, that there is an algorithm in the games source code checking if the entered key is valid.
After some reverse engineering it is possible to get that algorithm and program a generator which creates serials, the game installation routine accepts.A lan session is possible, because there is no further check if those keys are valid keys of sold game copies.
But for a online session there is a check(steam,battle.net)which validates the key.
But how could the key be ckecked?
I could only imagine that the keys, printed on the sold copies, are stored and transfered to the online check institution.If more games are sold, more keys are printed.But is there an algorithm the online keys are printed and "legalized"?And couldnt a brute force attack of keys created by a keygen get a working online key.I mean, threre are for example 100000 game copies sold.Even if threre are could be one million different keys created by a keygen, every 10th would hit?
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jazza




Posts: 183
Location: my skin
PostPosted: Wed, 20th Oct 2004 16:00    Post subject:
i think it is like this. an online generator wont work. in bf1942 for example it is that if a key appears 2 times at the same time the key will be labeled as hacked and wont work anymore.
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Derek44




Posts: 3

PostPosted: Wed, 20th Oct 2004 16:07    Post subject:
Hmm,thats hard.
But you could give the key away, and install it on another pc?
I guess there is no such thing like a checksum of your pc components like in Winxp.
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Avenger_




Posts: 658
Location: Norway
PostPosted: Wed, 20th Oct 2004 17:23    Post subject:
I think the alogrithm used for checking the online keys are not the same as used to check local keys, thats why you cannot just copy the algorithm from the EXE and make a Keygen that works online from it.
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VyRuZRuLeZ




Posts: 192

PostPosted: Wed, 20th Oct 2004 20:56    Post subject:
this shit is simple in theory & hard in real life.
gamez work like this.
for the install key - the install has the special algorythm that check to see if yer key is valid. later it registers it to the game .exe
so lan is simple. just the installation key.

online is harder. the first time a NEW key is added its embedded in a server & if a second key appears it just cancels it. programs that make our lifes harder are punkbuster. thi shit enabled on some servers will auth your key iwth the one online.

no big thing here.

the second question - u mean to use the key on a first pc , then uninstall game & install in a NEW pc & if it werkz.
i think here the key is embedded with ip. i dunno really this question but i dont bet it will work , becuz it gets yer ip , to don't let others use the key while youre not online. or sumthing like this.

hope u get it. it is a little hard. a even harder thing are *.exe protections. i wont start that shit too . hope your questions are answered


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Fuur




Posts: 20

PostPosted: Sat, 23rd Oct 2004 10:41    Post subject: Re: Where is the clue with the online keys?
Derek44 wrote:
First of all, I do not request any key or serial in this thread,its just a technical questions.

So, why could there be keygenerators which create keys for lan sessions,
but not for online sessons.
After some thoughts the only possible solution for me could be, that there is an algorithm in the games source code checking if the entered key is valid.
After some reverse engineering it is possible to get that algorithm and program a generator which creates serials, the game installation routine accepts.A lan session is possible, because there is no further check if those keys are valid keys of sold game copies.
But for a online session there is a check(steam,battle.net)which validates the key.
But how could the key be ckecked?
I could only imagine that the keys, printed on the sold copies, are stored and transfered to the online check institution.If more games are sold, more keys are printed.But is there an algorithm the online keys are printed and "legalized"?And couldnt a brute force attack of keys created by a keygen get a working online key.I mean, threre are for example 100000 game copies sold.Even if threre are could be one million different keys created by a keygen, every 10th would hit?


I think thats the way it's done. But I dont think there is an algorithm that creates online keys of all the valid install keys. I think the online keys are randomly choosen. But I might be wrong.

And in the nfo of "Return to Castle Wolfenstein Keygen" they kinda confirm your theory.

Derek44 wrote:
Hmm,thats hard.
But you could give the key away, and install it on another pc?
I guess there is no such thing like a checksum of your pc components like in Winxp.


Yes, you can install and play it on different PCs, but you cannot play online simultaneously.
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Perry Rhodan




Posts: 467

PostPosted: Fri, 29th Oct 2004 11:23    Post subject:
Actually i think most game servers allow two instances of a key at the same time (Half-Life 1 did if i'm not mistaken) simply because, imagine you're playing with a legit key, and you're on a dynamic IP (meaning you get a new IP everytime you connect to the net), now your PC crashes (does happen), you reboot, reconnect , login to the same server you played on before, it may well be the the server is still waiting for a timeout on your "old connection". So then there are actually two different IPs with the same Key playing at the same time. For that reason alone i would think they allow two IPs with one key at the same time.
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Esel_Gesi
VIP Member



Posts: 3802
Location: Chicago
PostPosted: Fri, 29th Oct 2004 17:43    Post subject:
Perry Rhodan wrote:
Actually i think most game servers allow two instances of a key at the same time (Half-Life 1 did if i'm not mistaken) simply because, imagine you're playing with a legit key, and you're on a dynamic IP (meaning you get a new IP everytime you connect to the net), now your PC crashes (does happen), you reboot, reconnect , login to the same server you played on before, it may well be the the server is still waiting for a timeout on your "old connection". So then there are actually two different IPs with the same Key playing at the same time. For that reason alone i would think they allow two IPs with one key at the same time.


thats what i was thinking.


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