I love the implication here, that they don't have the proper source (or skills left in the company) such that they can remove the DRM which doesn't play nice themselves so they rely on a cracked copy of the game instead. Been quite a bit of news lately about how game companies have failed to keep the original source code for their games. Diablo 2, the Transformers games etc and those from active companies, there's bound to be 1000s of games where the source is lost due to publishers closing down studios.
Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ
⚓ Dedicated to the discussion of digital piracy, including ethical problems and legal advancements.
Rules • Full Version
1. Posts must be related to the discussion of digital piracy
2. Don't request invites, trade, sell, or self-promote
3. Don't request or link to specific pirated titles, including DMs
4. Don't submit low-quality posts, be entitled, or harass others
Loot, Pillage, & Plunder
📜 c/Piracy Wiki (Community Edition):
💰 Please help cover server costs.
Ko-fi | Liberapay |
Logical next step, hacker sues the developer for copyright infringement?
I mean, they didn't even bother to remove the signature!
The crack might not actually be protected by copyright, unless there's substantial new code added.
It's a complete crapshow IMO.
I still have the source code for the simple stuff I developed over 12 years ago, but these organisations don't think it's important to hang on to source code and assets for something they plan to make money from?
Really telling about the attitudes towards software outside of the FOSS space and datahoarder communities, and more importantly how little the management/publishers actually care about the product.
Although to counter that, I'm aware of at least one situation where the opposite has happened. One of my simulation games for example is really buggy and isn't able to receive more updates because the studio behind it voluntarily disbanded, leaving the publisher without access to the source code (I believe the publisher Aerosoft has tried to get a copy of the source to provide further game fixes, but the individuals behind the disbanded studio could not come to an agreement on this)
I've had teams not bother to keep proper history when moving from subversion to git and I've also had a DevOps team entirely wipe the history of a new project just because cloning took a long time (and refused to attempt shallow cloning).
So the idea that a company just lets their code "rot" to the point of not even having it anymore because it's just some legacy thing from over a decade ago is totally unsurprising to me.
Just to pile on. I've seen devs throw out the entire git history when moving between repos for ongoing projects.
Even if they have the source, they may not have all the build tools anymore.
Or they have the build tools but the wizard that set up the build system back in the day no longer works there.
Or they have the build system archived and documented but it doesn't run because some license expired, and the tool vender doesn't sell that version anymore.
In the near future, there will be another possibility - SaaS cloud tools that are impossible to preserve so they are forever lost.
Remember that time a random player DRAMATICALLY decreased load times for GTA online after finding bad code that preloaded TONS of game assets? After like, a decade?
Pepperidge Farm remembers...
I believe it was a CSV file of every item in all of the shops (comma separated values) and it was being read and stored into memory single threaded so it was maxing out a single core on the CPU.
JSON, and it had more to do with how they were checking string lengths. But yeah, the general story is that a random dude fixed massive problems with the text parsing.
Found an article that details it again since it was a fun read at the time. Looks like it was 10MB json file and the method to read the lines used the expensive length function you mentioned. It also had other simple optimizations too.
Pretty funny that because of all their microtransactions being stored in a JSON file being loaded into memory, that ended up making their game more slow and annoying and frustrating to play.
I am super curious if the devs knew about this issue but it just wasn't fixed because it wasn't given priority by management, or if the devs genuinely had no clue about this?
The even weirder and funnier thing is I've worked with larger JSON files day to day at my job with a much smaller scale than Rockstar/GTA, although I guess it depends on how you work with the files and the fact they were checking string lengths for literally every single piece of data etc.
The library used to read the line does the string length check, so my guess, whoever wrote it initially didn't know about it and tested with a small sunset of items without issue; I assume the games items grew in size over the years too. They also released an official patch with it and paid the modder $10k
Edit fixed typo
Are you saying the INSANE GTA Online load time is fixed now?
Back in the old day, I literally just throw my hands up and said "I can't wait for this shit anymore, I don't have all day" then rage quit and delete the game.
Good on R* for fixing the bug and paying the bounty. Nintendo would've given him the middle finger and a cease and desist.
Rockstar also has a pair of middle fingers:
How about Microsoft pirating Windows for you?
It's not really a crack, it's the corporate activation script. But yeah, MS don't care about sales anymore, they're all about stealing your data.
The information the OS collects is not worth more than keeping you in the ecosystem itself. That's the more lucrative reasoning. Can't easily sell other products if they're not in Windows. The information collection is just gravy.
They just want everyone to have Windows at home, so that it keeps being the "normal" OS for corporations. They make so much money... Windows+ CALs, Office, Exchange, Sharepoint, M365, Azure... it's easier to keep paying them, than to change vendors.
Imagine if they distributed one of those that contained a strange bind syscall somewhere with a reverse shell.
Source's source: https://twitter.com/_silent/status/1698345924840296801
The nitter link: https://nitter.net/_silent/status/1698345924840296801
I'll just stick to 🏴☠️ old games with DRM, why should I give a company 🤑 for redistributing a cracker's hard work?
Not the first time, won't be the last.
Or the crack was an in-house job and they are just using the in-house patch to get around it.
It means cracker fixed the issue for the developer, right?
Doesn't even surprise me anymore. Rockstar has gone to shit.
cant even play their legitly purchased SINGLEPLAYER games without internet connection.
I fucking hate rockstar
Wait... WHAT?
Fucking bs
I'm already angry enough that they don't let me spawn certain vehicles in singleplayer but this is too much. Time to get a cracked version and uninstall that Rockstar Launcher crap.
What i'm looking at? What is this from?
When you view or edit a text (.txt) file in a text editor like Notepad, you're most often opening a file in ASCII encoding that uses the ASCII binary values for common letters, numbers and punctuation. The only values allowed in that kind of file are lowercase letters, uppercase letters, numbers and punctuation.
You can also view or edit binary files, like executables (.exe), but you typically need a hex editor. If you tried to open a binary file in a plain text editor it wouldn't know how to handle all the binary values that are not part of the standard ASCII set of letters, numbers and punctuation.
Hex editors show the data in hexadecimal format. They convert the binary data to numbers from 0 to 15 where the numbers 10 to 15 are replaced by the letters A to F. Often to make it clear people are talking about the hex number they add "0x" in front of the number. So, 0 becomes 0x0, 9 becomes 0x9, 15 becomes 0xF, 16 becomes 0x10, and 255 becomes 0xFF. This is an efficient way for people to work with binary data because 16 is 2^4^ or 222*2.
Within binary files, there will still be a lot of sections that are in ASCII. For example, any error messages that have to be printed out for the user to see, like "this program cannot be operated in DOS mode".
Razor 1911 is an infamous cracker group that has been around for decades. They often "sign" the programs they crack by putting "Razor 1911" inside the files, in a way where you can see it if you open it with a hex editor, but so it doesn't affect the program.
So, what this is suggesting is that a program that Rockstar has released on Steam is not something they built themselves, but they're actually distributing a cracked version that was released by Razor 1911.
Hidden text within the app code from the steam folder
So the official files contains a razor 1911 line? This look sus af
In what sense? Incompetence, dodginess, or fake screenshot?
Anyone know what RAZOR 1911
stands for or means, anyways?
It's a group that cracks stuff for 🏴☠️
Within the binary of the file *
Yes, I was trying to keep it to a non-technical ELI5
To be fair, if you don't know what that is at a glance you probably don't know what the binary of a file is either