well... non-legit copies joining legit servers
well... non-legit copies joining legit servers
... I've been running a dedicated server and have had multiple people join who haven't bought the game...
wtf... patch comming soon I hope?
wtf... patch comming soon I hope?
Yes... and i've just physically watched as someone joined from a non-legit copy 
Im not sure if its the firewall or what not. On the server I'm forwarding 28004 and 27960 and DNS (for name resolution for the heartbeat). Thats it, nothing else gets in or out.
At the same time, I just watched him join another server too...
I hope someones aware of this on a higher level.. perhaps rgoer could make mention of it?

Im not sure if its the firewall or what not. On the server I'm forwarding 28004 and 27960 and DNS (for name resolution for the heartbeat). Thats it, nothing else gets in or out.
At the same time, I just watched him join another server too...
I hope someones aware of this on a higher level.. perhaps rgoer could make mention of it?
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Again, how do you know?
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I'm avoiding that aspect of it as to not bring up warez talk...
I just thought this was an important topic that needs to be handled and was wondering if anyone else had found a solution.
So yes, i'm watching someone play online just fine about 10 feet away from me when they shouldn't be :-/
Edit:
My only thought was maybe because i own the game, this IP is being marked as 'OK' and hes being allowed on... in which case i dont want his pirated copy associated with my IP or my legit key :-/
I just thought this was an important topic that needs to be handled and was wondering if anyone else had found a solution.
So yes, i'm watching someone play online just fine about 10 feet away from me when they shouldn't be :-/
Edit:
My only thought was maybe because i own the game, this IP is being marked as 'OK' and hes being allowed on... in which case i dont want his pirated copy associated with my IP or my legit key :-/
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Thats not what this thread is about... I'm looking for a solution.
So what i've noticed, is that if two people join with pirated version, and they're using the same cd key provided with the cracked version, PB will detect that and kick both people. So in that respect PB provides somewhat of a solution... but one of them can just rejoin and as long as their the only person with that 'key' they get to stay.
So what i've noticed, is that if two people join with pirated version, and they're using the same cd key provided with the cracked version, PB will detect that and kick both people. So in that respect PB provides somewhat of a solution... but one of them can just rejoin and as long as their the only person with that 'key' they get to stay.
PB_SV_BanGuid [guid] [player_name] [IP_Address] [reason]
Adds a guid directly to PB's permanent ban list; if the player_name or IP_Address are not known, we recommend using "???"
PB_SV_GUIDRelax [0-7]
Defaults to 0; Controls PunkBuster's kicking behavior related to GUIDS; A Value of 1 means PB will not kick for UNKN (Unknown) GUIDs; A Value of 2 means PB will not kick for WRONGIP GUIDs (these are GUIDS which are valid but not from the IP Address the player is connecting from); A Value of 4 means PB will not kick for DUPLICATE GUIDs; These values (1, 2 and 4) can be combined to achieve the desired behavior
I think GUID is related to the cdkey. What you have to do is ban a player by guid, and nobody should be able to connect with that key. Not positive, but that's my guess.
Adds a guid directly to PB's permanent ban list; if the player_name or IP_Address are not known, we recommend using "???"
PB_SV_GUIDRelax [0-7]
Defaults to 0; Controls PunkBuster's kicking behavior related to GUIDS; A Value of 1 means PB will not kick for UNKN (Unknown) GUIDs; A Value of 2 means PB will not kick for WRONGIP GUIDs (these are GUIDS which are valid but not from the IP Address the player is connecting from); A Value of 4 means PB will not kick for DUPLICATE GUIDs; These values (1, 2 and 4) can be combined to achieve the desired behavior
I think GUID is related to the cdkey. What you have to do is ban a player by guid, and nobody should be able to connect with that key. Not positive, but that's my guess.
What about CD-Key Generators? I know they work, but how does your settings, when you check your CD Key check if it correct. It would be a correct CD Key, but that doesn't mean that that perticular CD Key has been sold in the shops or what ever. So my question being, how do they tell the difference from a real cd key, and a real bought cd key?
- Gordon
- Gordon
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That's their choice, we don't need to support or aggresively go after people with "non-legit copies" as a community.
I think if people that first "try out" this product decide that they really like it, they'll eventually buy it to avoid the hassle of staying one step ahead of PB and each patch.
I think if people that first "try out" this product decide that they really like it, they'll eventually buy it to avoid the hassle of staying one step ahead of PB and each patch.
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CD-Key generators create keys which work offline, but will not work online. The reason for this is that the agorithms used to validate CD-Keys in the game are less complex than the ones used by the master server. So when people first get the game, someone reverse engineers it and gets this simple algorithm.Pincus wrote:What about CD-Key Generators? I know they work, but how does your settings, when you check your CD Key check if it correct. It would be a correct CD Key, but that doesn't mean that that perticular CD Key has been sold in the shops or what ever. So my question being, how do they tell the difference from a real cd key, and a real bought cd key?
- Gordon
It's probably public/private key encryption of some form, never really looked into it.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Yeah, so in other words the real online agorithm is a stricter version, with less outcomes... Correct?Foo wrote:CD-Key generators create keys which work offline, but will not work online. The reason for this is that the agorithms used to validate CD-Keys in the game are less complex than the ones used by the master server. So when people first get the game, someone reverse engineers it and gets this simple algorithm.Pincus wrote:What about CD-Key Generators? I know they work, but how does your settings, when you check your CD Key check if it correct. It would be a correct CD Key, but that doesn't mean that that perticular CD Key has been sold in the shops or what ever. So my question being, how do they tell the difference from a real cd key, and a real bought cd key?
- Gordon
It's probably public/private key encryption of some form, never really looked into it.
Acording to Activision CD Key generators are available for illicit download on the internet, but they do not work as advertised. lol... Just shows how stupid they are. They appear to work 100% for Quake 4!
"3. Some common sense about your CD key:
Each CD key is unique - protect it from loss or theft by keeping a copy of it in
a safe place. Without it, you cannot reinstall the game or play online. You
may hear of so-called "CD Key generators" being available for illicit download
on the Internet. They do not work as advertised, and often attempt to steal
legitimate keys off your machine, reveal personal information or install
viruses, worms and/or trojan horses on your machine. Do not download and/or use
them under any circumstances."
All they need is accounts, and it should work fine. No account can have the same CD Key, and they check it in the accounts database each time somebody signs up.
- Gordon
thats very trueMassive Quasars wrote:That's their choice, we don't need to support or aggresively go after people with "non-legit copies" as a community.
I think if people that first "try out" this product decide that they really like it, they'll eventually buy it to avoid the hassle of staying one step ahead of PB and each patch.
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