- Mar 3, 2017
- 32
- 13
use UltraISO ? maybe is workHow do you convert the img files in this game to jpg or png?
Windows Standalone: returns a hash from the concatenation of strings taken from Computer System Hardware Classes (You must be registered to see the links):
Win32_BaseBoard::SerialNumber
Win32_BIOS::SerialNumber
Win32_Processor::UniqueId
Win32_DiskDrive::SerialNumber
Win32_OperatingSystem::SerialNumber
It seems that unique machine number is obtained by loginRequest.machineKey = SystemInfo.deviceUniqueIdentifier;From what I can see login info is stored in a login.data file, the problem is that the game encrypt the data with a "SystemInfo.deviceUniqueIdentifier" string, thats unique for each computer.
And the same deviceUniqueIdentifier is used to decrypt the data again.So even if we copy the login.data file, it will not work, unless ofcause we can get the deviceUniqueIdentifier string too ... in that case we could maybe make something work.
I'm starting from this side of the quest.Can somebody crack picture this will be better then crack game i think=)
if (Input.GetKeyUp("d") && (Input.GetKey(KeyCode.LeftShift) & Input.GetKey(KeyCode.LeftControl)))
{
Debug.Log("debug mode");
G.key = G.craftKey(11705, 9259);
public static byte[] craftKey(int seed, int keysize)
{
byte[] array = new byte[keysize];
Random random = new Random(seed);
random.NextBytes(array);
return array;
}
// game
private void imageLoader()
{
string text = global::GUI.load;
int num = 1920;
int num2 = 1080;
global::GUI.load = string.Empty;
if (!text.Contains(".jpg") & !text.Contains(".png"))
{
text += ".img";
}
string path = global::GUI.pathImages + text;
try
{
UnityEngine.Object.DestroyImmediate(global::GUI.txt);
UnityEngine.Object.DestroyImmediate(global::GUI.spr);
global::GUI.txt = new Texture2D(num, num2);
global::GUI.txt.filterMode = FilterMode.Trilinear;
byte[] array = File.ReadAllBytes(path);
byte[] key = G.key;
if (text.Substring(0, 4) != "loc-")
{
key = G.craftKey(array.Length + text.Split(new char[]
{
'.'
})[0].GetHashCode(), array.Length / global::GUI.iter);
}
array = G.code(array, key);
global::GUI.txt.LoadImage(array);
global::GUI.spr = Sprite.Create(global::GUI.txt, new Rect(0f, 0f, (float)num, (float)num2), new Vector2(0f, 0f), 100f);
global::GUI.loadObj.GetComponent<Image>().sprite = global::GUI.spr;
}
catch (Exception ex)
{
Debug.Log(string.Concat(new string[]
{
"ERROR: game.imageLoader: can't find image `",
global::GUI.pathImages,
text,
"`\n",
ex.Message
}));
}
}
useJust found this too :
Code:[/QUOTE] use [URL]http://www.irfanview.com/[/URL] this program for .img files
Arent emo files png?useYou must be registered to see the linksthis program for .img files
P.S. but its open only emo**.img files
Anybody got a good tutorial for doing this? I'm a software engineer so familiar with code but no experience with packet spying etc. stuff. (I only do Java backend shit for work)You should run a spy during the installation/login process and see if and what game data is being fetched off online servers. The original download is likely useless without those files, unless of course no essential game data is downloaded during authentication.
Quote from the dev:
Going through all this trouble, he would be stupid not to make sure the required data is essential.
Once you have all the files, wrap it and send it off to one of the guys willing to have a crack at it (no pun intended) so your private credentials aren't shared.
Are more well versed and computer literate friends are still fighting the good fight.so did we win or lose ??
that would have been so stupidYou must be registered to see the linksoops
sadly doesn't use the standart ispconfig pass of admin admin