Is possible to hack the readfile.dll?
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i’m on FF’s side. i had clients who cried to be terrible cheaters and who would bring me on the edges of my skills ingame and most of them did not even know how to install a flmod file to their mods direction. of course, for the game to be playable you will need some dll that decrypts it but only a few of the very cheaters know, that there are possibilities to use the dll to decrypt files. another few of that few would know how even to manage that. as you say, the majority anyways wants simply to play, there should not be too much problems or changes on the server-client personal relation or policy. question is, if those few cheaters you would like to stop datastorming are reason enough to create a changed or even redone encryption matrix.
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Honestly, I can’t tell you how many players I’ve asked for a trade route, or some RP info (duh), and all I got was “you do have Companion/Datastorm, don’t you?”. Seriously, I’m sick of it. I remember when SWAT OP blocked those two (one of the best features of CF imo lol), I’d like to see the same blocking feature in other mods.
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I’ve already got ways to block them and you can be sure I’ll use them as much as I can.
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w0dk4 wrote:
Sorry, but I dont think you are on the right track here. There will always be ways to decrypt the game files simply because the game needs them unencrypted eventually.
Also, exploration isnt everyones favourite gameplay. Sure, in Multiplayer this can really cause issues, when your mod is not balanced in the right way. But thats mainly a flaw in the mod design then.Also Im kinda sceptical about any moves to encrypt mods. It kinda reminds me of the music/games industry with their failing copy-protection methods.
w0dk4, This not about balance. I want to know if there is possible to make Freelancer Native Support encrypted files.
You know, BINI is one of encryption, so if we know how Freelancer read bini file, we can make new library to replace the old one, and use the library to decrypt mod files just like BINI. -
Huor wrote:
If you realize it by an extra dll or whatever you need the file client side. And with that you offer possibilities for all those tool writers to use those libraries as well. Eventually to muche effort for something that would last a few month eventually a year. Imo.@Huor, So, we need the library to be a Open-Source software to make any modder can have their own library if they want.
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NeXoSE i mean that if you have a open source than the deeper sence of making your mod more secure is futile. If you have it open source than the tool writer could use it simply to adapt their tools. Any further encryption would not result in the way you want to have it. Even if you decide to make in not open source then you need ways to additionally decrypt those files that were encrypted before to prevent tools to rip off the stuff. And that would also mean a few clever tool writers could use it to decrypt the files and finally the result would be the same.
So do it privately among the modders in your admin and owner forum or use the ways they are already existing - but i would find the time wasted to find new ways that will maybe last a year until they are no longer secret.
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Huor wrote:
NeXoSE i mean that if you have a open source than the deeper sence of making your mod more secure is futile. If you have it open source than the tool writer could use it simply to adapt their tools. Any further encryption would not result in the way you want to have it. Even if you decide to make in not open source then you need ways to additionally decrypt those files that were encrypted before to prevent tools to rip off the stuff. And that would also mean a few clever tool writers could use it to decrypt the files and finally the result would be the same.Firstly, Increase The Difficulty Of Read File Directly is good way to prevent player cheat, not very reliable but simplely and useful. I don’t believe Tool Writers will write tools for every mod’s file library.
I post this topic because my file (bini encoded with header bits hack) still can be decode automaticly by some tools. So i need a new way to solve this problem.
If player have those scan tools, make a decide to add more fun stuff is hard. Then you release a new mod, player will scan it, and they will know all things like where is the new wreckage? what in the new base? how to friendly with NPC etc worse?
So that is not just because lazy, if player can read all content of mod, Mod will get bored. And Bored Is Suffering for a small mod, why player go to your server and play with few guys? Goto large server like Discovery and Hamburg City (or maybe other RP server, but i don’t like RP) is much better, At the least there not lack of peoples who can PvP or chat with you.
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NeXoSE wrote:
Huor wrote:
NeXoSE i mean that if you have a open source than the deeper sence of making your mod more secure is futile. If you have it open source than the tool writer could use it simply to adapt their tools. Any further encryption would not result in the way you want to have it. Even if you decide to make in not open source then you need ways to additionally decrypt those files that were encrypted before to prevent tools to rip off the stuff. And that would also mean a few clever tool writers could use it to decrypt the files and finally the result would be the same.Firstly, Increase The Difficulty Of Read File Directly is good way to prevent player cheat, not very reliable but simplely and useful. I don’t believe Tool Writers will write tools for every mod’s file library.
I post this topic because my file (bini encoded with header bits hack) still can be decode automaticly by some tools. So i need a new way to solve this problem.
If player have those scan tools, make a decide to add more fun stuff is hard. Then you release a new mod, player will scan it, and they will know all things like where is the new wreckage? what in the new base? how to friendly with NPC etc worse?
So that is not just because lazy, if player can read all content of mod, Mod will get bored. And Bored Is Suffering for a small mod, why player go to your server and play with few guys? Goto large server like Discovery and Hamburg City (or maybe other RP server, but i don’t like RP) is much better, At the least there not lack of peoples who can PvP or chat with you.
What about if those players will no longer play your mod once they find out they can no longer scan your mod, thus have to explore everything but they dont want to do that simply because they are casual players and dont have that much time…?
Just saying, players who enjoy exploration do not use the mentioned tools. Working against your playerbase is always kinda risky. -
w0dk4 wrote:
What about if those players will no longer play your mod once they find out they can no longer scan your mod, thus have to explore everything but they dont want to do that simply because they are casual players and dont have that much time…?
Just saying, players who enjoy exploration do not use the mentioned tools. Working against your playerbase is always kinda risky.w0dk4, I just want make someone notice the necessity of game file encryption. And as you see, some people need this even you don’t support it. You cannot fully negate the necessity of file encryption right?
As mod, modders will solve other problems like make secrets easily be found or add more secrets. You don’t need care about it.
But it’s better than age of scan tool right?
At least, we will no longer to care about if player change theirs file for cheat on server etc.
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And as you see, some people need this even you don’t support it. You cannot fully negate the necessity of file encryption right?
Sure, if you need to hide things encryption is a possiblity.
Im just commenting on why you need to hide things in the first place.
Its also a way to implement anticheat measures, true.
But personally, I dont think we should go down that route, due to the reasons mentioned before. -
w0dk4 wrote:
And as you see, some people need this even you don’t support it. You cannot fully negate the necessity of file encryption right?
Sure, if you need to hide things encryption is a possiblity.
Im just commenting on why you need to hide things in the first place.
Its also a way to implement anticheat measures, true.
But personally, I dont think we should go down that route, due to the reasons mentioned before.w0dk4, i must say the server side client cheat is not stable, so we need file encryption too.
If you confident of server side anit-cheat, you can disable the client side anitcheat and test yourself on Hamburg City. exp: Change your steering torque setting or refire setting(within the limit of anitcheat setting) etc, will you server kick you everytime you cheat?
I tested many server side anit-cheat software, but in fact all of it cannot fullly prevent cheaters.
Now you might say “Will, but we also have client side anitcheat”. Yes, it’s true. But how do you know your client side will not be by-pass? You should that is possible to make client side anitcheat not reliable. So we need client side file be encrypted to get more safe.
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@w0d: Sometimes you don’t want players who don’t work on things to get the best stuff. Exploration is fun, but it’s a lot more compelling if it gives you an edge, if there’s a reason for you to go around and explore stuff. If anyone with a tool and five minutes can find them (and with wrecks, deny you the ability to find them), it kinda makes it all moot and frustrating.