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Messages - gzxaaa

#1
Starcraft II Beta / Re: Starcraft II Crack
July 20, 2010, 01:20:22 AM
To darkrei9n, obliviron and other cracking pros:
The chinese cracking group made some progress on this and I'm going to translate what they currently get:

1. They also find authentication key and decription key is the same and get to the screen for manaully entering the authentication code. So everything still boils down to getting the salsa20 decription key.

2. What they found is that the mpqe file heads are NOT corrupted, and you can get plain text from them. With the plain text known, one can do a XOR with cipher text to get the Hash table.  With a second round of sorting on Hash table you can get decription key. They compare the mpqe file with the beta non-encrypted) ones. For example, the first row in beta mpq is 01 00 03 00. And in retail mpqe it's 01 00 05 00. If you do a XOR of 03 and 05 and use the result to XOR the other mpqe and you get the same result. This shows the key is valid. So we actually know the plain text. However, the second row of mpqe file is messed up so there's 8 bits out of 64 bits plain text missing.

3. Now the project is: Attack sala20 cryptography with complete knowledge of ciphertext and about 90% plain text.  Is there any algorithm optimized for computing that?

We hope the pros here can help us and share the knowledge and skills. I don't know much about the terminology in cryptography so the translation may be a little hard to understand. But you pros should be able to get it!
#2
AI Scripts / Re: Humanik V1.0.0
April 13, 2010, 10:00:31 AM
To the author of Humanik AI:

Please test your AI against Strategy AI Protoss & Terran 0.31 (NOT 0.13!). The zerg strategy AI is much weaker than protoss and terran (almost 100% lose if you do ZVP or ZVT). Protoss is strongest for Strategy AI 0.31.

Strategy is probably still the best at Macro (esp economy). Your AI expands too late, and 30 workers per base has almost no better income than 25 workers per base used in Strategy AI.
#3
Thanks for pointing out errors. Already updated to Patch 6.

BTW, Baneling's explode damage against units will get reduced by armor, but the explode damage against structure ignores armor (tested)
#5
Just updated with the original Excel file attached. Hope still useful to you guys.
#6
Quote from: mariomaniac33 on March 21, 2010, 04:23:51 AM
Quote from: gzxaaa on March 20, 2010, 04:46:56 PM
The launcher is now unstable with latest patch. It often crashes when the game almost finishes loading. See attached Error Reporter. It seems the launcher will make SC2.exe overflow the memory.

Also if you're playing 1v2 or 1v3, even if you wipe out one AI's all buildings it won't show "Player X was defeated" and that AI can still control its units, which is wrong since alliance control is not checked.

Both these problems are not within the original Starlauncher 0.41. Please fix them in 1.35 version.

No offense, but everything is working flawlessly here with latest update.  :)   Most of the problems that you and the other users are describing are environment related. Check your cache and make sure that you have the latest cache files installed. If not, you may experience random errors. Also, remove any mods that you may have installed (including AI mods) as these can also be the cause of problems.

By the way, you won't get the "Player X was defeated" message until you beat the entire team. Instead, you'll get the "Player X no longer has any forces" message. This is the way it's supposed to be. Don't trust Starlauncher 0.41 cause that thing had numerous bugs due to concept flaws based upon implemenation.

Hopefully you can get it working. Best of luck...  ;)


Maybe E.T. can add a feature to download the latest cache files in his app? We don't want to spam him with too many ideas though...  :-\

You're wrong on the "Player X was defeated" thing. If you played Starcraft 1 before you should know that once a player's buildings get wiped out, all units will become neutral and not controllable. All other launchers (including Starcrack launcher) with team settings work this way.
#7
The launcher is now unstable with latest patch. It often crashes when the game almost finishes loading. See attached Error Reporter. It seems the launcher will make SC2.exe overflow the memory.

Also if you're playing 1v2 or 1v3, even if you wipe out one AI's all buildings it won't show "Player X was defeated" and that AI can still control its units, which is wrong since alliance control is not checked.

Both these problems are not within the original Starlauncher 0.41. Please fix them in 1.35 version.
#8
Quote from: SFJake on March 16, 2010, 04:47:55 PM
There are options to Resource sharing and Alliance control.

Thats great, but ... how do you use them? I searched all over the screen as much as all over the internet. I have NO idea how to do any of that in game.

Anyone?

Resource sharing makes you able to build things  even though you don't have enough resource as the allied AIs resource will be spent for you. Alliance control make you have complete control of the ally, exactly as controlling yourself.
#9
E.T.:

The replay always Desync immediately after loading b/c the launcher cannnot read the correct team settings from the replay. It seems you let the user to manually change team settings for the replay but the interface is bugged. (See attached screenshot, slot 2 disappeared but was originally set to team 1 when playing, slot 4 somehow has no options for setting teams). But this should be easy to fix.

While watching replay right after playing works 100% perfectly, once you exit the game to desktop, re-launching with same settings and watching the previous replay will always come to Desync error after 1-2min as mentioned by others. It seems some hidden settings (team or AI or else) in the memory can't be reproduced after re-launch. This is probably very hard to fix.

Snce the cracked game GUI already allows us to watch replay, I would suggest to remove the replay function before it's completely fixed.
#10
Nice improvements. Well done!

However, the replay Desync problem still exists. If you play a game and watch the replay right afterward, no problem. But if you play another game with different team/race setting, then the memory gets changed and the previous replay always desyncs. The way to fix this is everytime loading a replay, the program should read the team/race settings from the replay (maybe hard) and modify them in the memory ahead. This should solve the Desync problem.

Some Minor concerns:
Try not compress the exe and dll with UPX, some Antivirus softwares will detect them as Malware/Trojan since they're packed executables. And why not add the complete set of icons (from 16X16 to 128X128) by simply using the one from Starcraft II.exe? Anyway your launcher is <1MB and who cares about the additional few hundred KB?

#11
Thanks. But the attached 1.32 version is exactly the same as 1.31 version. Please upload again.

BTW, I'm using XP so don't know if you fixed the Vista/7 cache path problem, it's in "%UserProfile%\AppData\Local\Blizzard Entertainment\...", different from XP ("%UserProfile%\Local Settings\Application Data\Blizzard Entertainment\..."). Maps placed outside the cache folder will disable replay.

P.S. I played a couple 2v2 games with allied control enabled and watched the replay. Haven't noticed the enemy computers controlling each other's units. Don't think the AI script is smart enough to invole that lol.
#12
Great. This is now the BEST launcher on the earth. Some easy but useful improvements are:

1. Enable the allied control. I know you already put a checkbox in the program but you hide it. I tested it and it works great with no problem. It's really fun to control the allied AI's army and build units/structures.

2. It's known that the AI mod (TriggerLibs\*.galaxy) currently loaded needs to match the AI used for the replay to prevent Desync. So make it possible for us to choose corresponding AI version when loading a specific replay.

3.  Put version info and copyright info to the title together and make GUI looks better. And rename SC2Ext.dll to SC2Launcher.dll to prevent confusion as official SC2 file.
#13
Quote from: MadSheep on March 11, 2010, 12:21:30 PM
The AI not working...
I extracted TriggerLibs from base file, the program recognise that but no AI in the game!

as for the fps box


Same Problem here. The AI mod is recognized by the launcher but in the game no Starcrack AI is loaded and it's just the Bizzard VERY EASY AI. Please fix it!

A few other suggestions:

1. All the slots are default to user, better make slot 2-N default to computer as the original StarLauncher does.

2. Default Map path is better directed to the launcher's path, not "My Documents", or make the launcher able to save the last used path to registry.

3. Those not able to watch replay must be using Vista/7. The Blizzard Cache path is different from XP so the launcher need to adapt to the OS.
#14
SC2 Tools / Re: Starlauncher v0.3 source code
March 08, 2010, 12:25:59 PM
Quote from: Gamewiz on March 08, 2010, 10:23:14 AM
Quote from: lurenjia on March 08, 2010, 10:13:58 AM
Quote from: gzxaaa on March 08, 2010, 01:57:41 AM
This is great and you're so modest. Hope the source code will help the community here get even better launcher. There's still no one other than you that achieved the team setting. Although the allied AIs are not behaving correctly, I'm sure there's a way to fix that.
Hey, dude. Could you please not overstate the contribution of this Starlauncher?


I agree... gzxaaa yes, it's a great little launcher with new features we were all waiting for, but it's not like this guy cured cancer.

How I overstate the contribution of this Starlauncher? I might be a little too excited but I was talking all about FACTs. I have no other motivation than to encourage the author in getting better work in the future. But it seems some people simply envy the talented instead of doing anything useful. >:(
#15
SC2 Tools / Re: Starlauncher v0.3 source code
March 08, 2010, 01:57:41 AM
This is great and you're so modest. Hope the source code will help the community here get even better launcher. There's still no one other than you that achieved the team setting. Although the allied AIs are not behaving correctly, I'm sure there's a way to fix that.