Code: CAccount::CAccount ( CAccountManager. pManager, bool bRegistered, const std::string& strName, const std::string& strPassword, const std::string& strIP, int iUserID, const std::string& strSerial ). SetSerial ( strSerial ). But I cant find who creates CAccount, and who ever does will have the function to create the Serial. Tell me if you do, should be easy after that!
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-Edit its in CAccountManager.cpp But I still dont see where its created. So I dont know if the serial is for your computer or for your account.Edit From the wiki looks like its HW based. But it still looks like its created when your account is created. I think I'm looking at the server code, can you link the client? -Edit Thats the client but I dont see any login / account code. The serial is generated in netc.dll which is not opensource because of the RakNet license. The netc.dll has a exported function called 'InitNetInterface' it gives you a CNet class Take a look the the GetSerial function, it should be the 19th function if i remember correctly.
There is just one function call in GetSerial, i would start to hook the function in GetSerial and see if it works. You can use the 'serial' command in the console to get your serial. They may also have already generated the serial in InitNetInterface and use that at handshakes. Should be enough to get you guys started. ExplosivePimple is offline.
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Since few days I'm trying to generate/spoof new MTA serial. What I've already tried: - Hooking WMI(it uses it for retrieving bios serial etc., but hooking doesn't change serial) - Hooking DeviceIoControl (it uses it as well, for retrieving hard drive serial, seems to be called on each connect with the server) didn't work - Hooking GetAdaptersInfo for MAC spoof - didn't work - Hooking internal API function GetSerial (netc.dll) worked, the serial looked changed but when joining the server original serial was used(probably there's one more ) - Reinstalling GTA+MTA and hooking again in the hope it will change. Additional info: the serial is also stored in the registry but it doesn't mean anything as the serial used in hand shakes is in memory. Other possibilities: - SID (generated uniquely on each new windows installation), there's a changer available but I'm afraid to use it and prefer to do it without modifying my system.
Urdu novel kankar by umera ahmed read online. Some people tell their serial changed after upgrading/reinstalling their windows. The serial is stored somewhere on the hard-drive, or just a binary with hardware data. Did you manage to reverse what is used to generate the serial/or where the serial is stored? Netc.dll is injected in both Multi theft auto.exe and gtasa.exe but 90% it's generated in gtasa.exe I'm doing it for purely educational purpose and not intend to hack on servers, as I'm just curious of the method but it's kept as a 'secret' and knowledge only available to MTA staff. They also have the driver FairplayKD.sys but I doubt it's generated there. It is a 'sandbox'. The serial is an MD5 hash most probably (or not 128bits = 16 bytes) but I doubt advapi32.dll functions are used for that.
Quote: Address Size Label - - -.text:100192DB 0010 RIPEMD-128 InitState 32.le.16&.text:100 TEA1DS 32.le.4.text:1003581D 0014 SHA1 / SHA0 / RIPEMD-160 initialization 32.le.20&.text:101 anti-debug: anti-VMWare.21.text:1013B6BA 000C function where is handled the ZipCrypto password 32.le.12&.text:101 classical random incrementer 0x343FD 0x269EC3 32.le.8&.rdata:102 padding used in hashing algorithms (0x80 0. Update: the serial is generated from 'checksum' stored in the registry, it's not even md5(HKEYLOCALMACHINE SOFTWARE WOW6432Node Multi Theft Auto: San Andreas All 1.5 Settings general) value is named 'cachechecksum'. Update: the serial is generated from 'checksum' stored in the registry, it's not even md5(HKEYLOCALMACHINE SOFTWARE WOW6432Node Multi Theft Auto: San Andreas All 1.5 Settings general) value is named 'cachechecksum'. First of all, sorry for my English (google). Allow me to congratulate you for your knowledge and the desire to learn that you have. Yes, apparently it is not an easy task, I spent only a few hours to see what it was about.
And yes, most likely it takes binary data from hardware and there the serial is generated, I think the easiest thing would be to try to change all the serial or 'ids' of the hardware, system and then reinstall everything. If you find the solution please share it privately, so MTA does not look for another solution haha. Mrpijerman is offline.
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Mta San Andreas How To Register
Here's what happened, I play MTA-SA(Multiplayer San Andreas Game) and got banned of an online server. I still want to play on the same server however, so I tried changing my IP - didn't work, I tried re-installing MTA - didn't work, I tried re-installing with my hardware serials spoofed using an app called PB Downforce 0.2 - didn't work yet. Since all that MTA when banning is to store the hardware serial/IP/username - I tried changing all but so far it hasn't work.
And I suspect that the hardware-spoof tool that I'm using maybe it fault for if it is indeed working as it should(and properly), then I should be able to bypass the ban on the server, no? Or is it that MTA stores some other info too to identify the banned person? Is there any other way or tool that you guys know that does hardware-spoofing or can get me around solving this problem? Here's the tool that I used for hardware-spoofing - PB Downforce 0.2 Mod Edit: Link removed, failure to resolve - Hamluis.
Please help and thanks in advance to anyone who does. Edited by hamluis, 26 May 2012 - 02:16 PM. Sorry.this forum does not assist users with such issues.
A website has a right to execute common security matters regarding visitors/members and access to the site. Circumventing such is not within the purview of this forum, IMO.
Excerpt from the forum rules: 'No subject matter will be allowed whose purpose is to defeat existing copyright or security measures. If a user persists and/or the activity is obviously illegal the staff reserves the right to remove such content and/or ban the user. This would also mean encouraging the use or continued use of pirated software is not permitted, and subject to the same consequences.' If you wish, you can communicate regarding this matter.via PM to me. This topic is now closed. For the record: The aforementioned software has is a beta issue that originated over 5 years ago.and has not been improved upon or updated since then. IMO, that would indicate that it doesn't work do what was originally claimed.in a satisfactory manner.
Louis Edited by hamluis, 26 May 2012 - 02:20 PM.
ID Project Category View Status Date Submitted Last Update 0003684 Multi Theft Auto: San Andreas Security public 2008-06-12 -12-02 00:22 Reporter IJs Assigned To ccw Priority low Severity feature Reproducibility N/A Status closed Resolution no change required Product Version Target Version 2.0 Fixed in Version Summary 0003684: Change serial hashing algorithm Description Currently, serials are identified as MD5 hashes which are everything but user-friendly. A different (smaller) hashing algorithm such as 3DES could be used to turn the serials into smaller numbers. Tags No tags attached. The problem is, just making the serials smaller would increase the birthday problem. In my eyes, that doesn't make much sense atm. MD5 is a pretty, lets say, small hash, and even considered outdated since its just a 32 digit hash and prone to collisions and pseudo-collisions.
Mta San Andreas Servers
Up-to-date hashing algorithms would even create a longer serial. Also, I was wondering what serials have to be user-friendly for. The average administrator shouldn't even be able to see that serial, thats a security issue in my eyes. MAC can be changed in few minutes. Be much more effective and more versatile - make more than one serial number, which is based on different data of PC components, and multiple serials, each of which will be MD5 hash of any PC part - HDD, motherboard, processor, video card or something else. Thus, the server owners will not be able to obtain private information about player PC serials. They will know just MD5 hashes of the data.
Each scripter will be free to decide on what serial player should be punished. Having a list of serials, scripter can build a logical system of punishments.
Suppose we know the serial hashes of HDD, motherboard, processor and video card. Create a ban system, which bans all these parameters. But at the entrance of each player, check if any of these serial in the blacklist. If this serial is in the blacklist, compare other player serials with those found in the ban record.
If more than 50% of the player serials match the those stored in the ban record, then it really came banned player. ALTERNATIVE METHOD Glue the overall serial from small hashes of PC components serials. Short hashes may help. Final serial can be of the form: HHHHHHHHMMMMMMMMPPPPPPPPVVVVVVVV, where HHHHHHHH - hash of HDD serial, MMMMMMMM - hash of motherboard serial, and so on. Knowing the hash positions in this general glued serial, you can see exactly what the serial numbers changed by banned player.
On this logic scripter can build its own punishment system. Well the issue description says 'everything but user-friendly.'
But I don't see anybody complaining about them, it's not like we ever have to type a serial out. Changing it would cause unnecessary confusion and work. We'd also need a function to convert old serials into new serials (serials that are stored in databases such as custom ban systems and account protection systems) and would that even be possible? If the old serial is a hash there would be no way of knowing the new serial without the client connecting first so that the new serial could be matched to the old one. A load of work for nothing.
Multi Theft Auto (MTA) is an open-source software project that adds full on-line gaming support to Rockstar North's Grand Theft Auto: San Andreas PC game, in which this functionality is not originally found. It is the first open-source modification that adds a highly customizable network play element to a commercial closed-source single-player PC game. Developed as an experimental piece of software for earlier Grand Theft Auto series, Multi Theft Auto has become an advanced multiplayer platform for gamers and developers. Our software provides on-line gaming for dozens of players running user-generated gameplay content and scripts through a Lua virtual machine, and is freely distributed under the GPLv3 license. A while ago we had for you folks to test. This phase went fine, so we feel that we are now ready to present you with the new stable version of the mod - Multi Theft Auto: San Andreas 1.5.3!, this is an update for our current stable version series - MTA:SA 1.5.
Contrary to this definition, it is rather a huge update which contains mostly smaller changes, but makes up for it with the amount of them. A lot of effort was put by and into cleaning the code and reorganizing the build system, both of which should make it easier for us to maintain MTA:SA's code base and simplify the compilation procedure. However, during the above mentioned RC testing phase we decided to revert some of the code clean-up changes and leave them for a future release due to problems they were causing. We feel it will be better that way as some of these changes simply need more work as they affect a lot of the code base, making it harder to pinpoint other issues that might be discovered.
In the meantime, and had worked on fixing bugs reported by the community. We also had updated several dependencies (third-party components which are used in our mod), including a bunch of utility libraries (such as sqlite, zlib, libpng or libjpeg) and the components. The latter especially is an important change which we had explained further in a and also summarized briefly below. This update will be slightly troublesome for some of our players who are still using Windows XP and Windows Vista (which is, to be honest, a rather small amount). Regular 1.5.3 build will not work for such users, so we had prepared a legacy build just for them. Furthermore, such users need to be prepared that at some point we might drop support for Windows XP and Windows Vista for our future releases.
To learn more about this change and its consequences. Since the build system was reorganized, a lot of smaller changes which were originally made for 1.6 were also introduced in this version (as long as they were not breaking the compatibility), making it actually one of the biggest releases we have ever made (and also sort of a bridge between 1.5 series and the then-upcoming 1.6 release).
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