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[Release - Hack/Exploit] Login To Anyones accounts on Binary servers
Discussion on [Release - Hack/Exploit] Login To Anyones accounts on Binary servers within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
11/22/2012, 18:25
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#31
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Quote:
Originally Posted by Korvacs
L2H is done? We have around 400 players online daily, how exactly is it done?
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Afaik, accounts are supposed to be transferred from the binaries currently running to your new source, am I correct? And you have 400 currently online at once, which means I'm sure a good 25 or 50 is ******** around with this program. Soooo when someone strikes gold, a player isn't just gonna lose his hard-earned gear and start over? You will lose players over this; Luckily you're leaving binaries pretty soon (from what I've heard) so guess l2h doesn't apply
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11/22/2012, 19:32
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#32
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Quote:
Originally Posted by unrrrreaL
Afaik, accounts are supposed to be transferred from the binaries currently running to your new source, am I correct? And you have 400 currently online at once, which means I'm sure a good 25 or 50 is ******** around with this program. Soooo when someone strikes gold, a player isn't just gonna lose his hard-earned gear and start over? You will lose players over this; Luckily you're leaving binaries pretty soon (from what I've heard) so guess l2h doesn't apply
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To stop this from happening is easy though.
Build your own proxy to manage authentication between the server and the client.
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11/22/2012, 21:02
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#33
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I found a way to manage it too. Since IP logs are kept, if someone reports there account has been logged onto, get the IP and permaban? Restore the char and you're good to go. I mean yeah it requires more work, but, there are ways to get around it.
@Bauss
And yeah that would work as well.
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11/22/2012, 21:55
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#34
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Quote:
Originally Posted by Epic-Chaos
If it was a binary server then it wasn't a good server in the first place =P
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Love2Hate is 5065.... i'd hate to see that go
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11/23/2012, 01:02
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#35
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I keep getting failed to connect to server .-.
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11/23/2012, 03:34
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#36
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That happens when a server already had methods to block it before this tool was released. Three servers so far.
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11/23/2012, 05:14
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#37
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Not to help out the bin lovers but I'm curious... why not have the TQClient connect to a server side proxy which validates incoming connections before forwarding them to the actual Login and Game Server?
I mean sure it would add some overhead but lets face it... bins are already a resource hog and have so many holes that you're kinda required to write some sort of system to help with this stuff.
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11/23/2012, 07:29
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#38
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1 server I think may have this already in place.
Others just lack the experience to do so.
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11/23/2012, 09:44
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#39
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yea few servers blocked it, but there method fails.... ill release update later today
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11/23/2012, 11:29
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#40
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Tried it on a server every time I tried it took me to the new character screen or got the error "account blocked" which I'm guessing is the fix for this
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11/23/2012, 13:13
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#41
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Quote:
Originally Posted by SkyTearZz
That happens when a server already had methods to block it before this tool was released. Three servers so far.
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I'm sure that isn't the case because this server doesn't even have a protected exe and I'm sure they have no idea about any kind of protection.
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11/23/2012, 13:21
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#42
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Quote:
Originally Posted by xRa1n
I'm sure that isn't the case because this server doesn't even have a protected exe and I'm sure they have no idea about any kind of protection.
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( ͡° ͜ʖ ͡°)
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11/23/2012, 13:47
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#43
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**** you, jacob, that doesn't help
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11/23/2012, 23:02
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#44
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Protection isn't only client side. There is server side protection as well.
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11/24/2012, 04:03
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#45
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how you do the seed thing someone explain please
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