TKC-Community

Hacking and Art => Armed Assault 3 => Armed Assault => Topic started by: Looter on November 10, 2007, 02:07:40 am

Title: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: Looter on November 10, 2007, 02:07:40 am
We'll as most of you can already guess, I started the topic here to ask if there are any Keygens or hacks out there for the new arma_server.exe which bans the Razor 1911 thats on the torrent sites, or do I have an outdated Razor 1911 keygen?

Basically what im talking about is when any of the servers running the new exes have someone with a Keygen'd key they respond with a kick in the ass and a message "INVALID key *random shit here sometimes*"

Any ideas/suggestions ? I know some of you must be playing with cracked games on the new servers out there. Thanks in advance.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 10, 2007, 03:15:02 am
As far as I am aware it generates ID's of 6 numbers and upwards...just plug away untill you get a list of keys you want to use and add them to a list for the ID changer.
The server .exe is NOT checking your key for if it was people would set up servers just to rip off keys.

Nobody else I know has run into this problem and -everyone- uses the keygen.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: M. O. on November 10, 2007, 03:28:51 am
It gives 10 digit ids quite often. Some servers don't allow these. However servers don't check IDs any longer, they check key hashes.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 10, 2007, 03:39:59 am
It gives 10 digit ids quite often. Some servers don't allow these. However servers don't check IDs any longer, they check key hashes.

That is the same thing as checking a key then.
Time to set up a server on the weekend!
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: M. O. on November 10, 2007, 03:52:53 am
Yea, one could say so.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: Looter on November 10, 2007, 04:52:04 am
Alright, Thanks for the replys guys. Could anyone hook me up with a key or what to look for in the Razor1911 keygen? 6 Digit keys only? Im not even quite sure what you mean, Everytime I join a server on the new binaries I get INVALID key and kicked out, Only on the new server binaries though, the default 1.08 ones work fine for me.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: Looter on November 10, 2007, 09:16:08 am
Stupid question but, How can you tell how many 'Digits' and 'ID' is, You must not be talking about a key because it has many characters, or do you just mean the numbers in the key? Because if your speaking about characters then my keys are about 20+ 'Digits' long :D, Just clarify a bit for a Yank please.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: M. O. on November 10, 2007, 02:24:17 pm
You'll see your ID in the player screen.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: holla mcgee on November 11, 2007, 01:02:35 am
It gives 10 digit ids quite often. Some servers don't allow these. However servers don't check IDs any longer, they check key hashes.
Hmm, is this true? But a server ban will still go after the ID right?
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 01:44:44 am
has anybody found a way to check your id faster than

1. generate key and change using the keychanger tool
2. load up arma
3. view profile info to see id number/length
4. close arma because it was 10 digits
5. go back to step 1

is there a more efficient way to do this than the steps i provided above? lately i have just given up and just used 10 digit ids all the time.

also, i once did this for about 30 minutes until i got a 9 digit id, and once the hash check came out publicly all the servers started calling my key invalid. so just having a 9 digit id doesnt protect you against the hash check that many servers are now instituting.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: M. O. on November 11, 2007, 02:17:20 am
Yes, we did a few tests (not ready yet though) that seem to show that the key hash is controlled. Probably the ID is generated on the server.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 02:37:13 am
has anybody found a way to check your id faster than

1. generate key and change using the keychanger tool
2. load up arma
3. view profile info to see id number/length
4. close arma because it was 10 digits
5. go back to step 1

is there a more efficient way to do this than the steps i provided above? lately i have just given up and just used 10 digit ids all the time.

also, i once did this for about 30 minutes until i got a 9 digit id, and once the hash check came out publicly all the servers started calling my key invalid. so just having a 9 digit id doesnt protect you against the hash check that many servers are now instituting.

Open and reverse the keygen and ID changer...now take any ID# on a server and reverse it to it's valid key.
Those who already have the reversed program do not intend to make it a public tool but you have everything needed to do so on your own.

Around Xmas time you may see a few avid anti-cheaters become banned suddenly.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: Looter on November 11, 2007, 03:07:30 am
We'll, until you guys cook up a public solution I went out and bought the game to save me the hassle for the future and now. Now I can get back to my SahraniVille RP :D.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: holla mcgee on November 11, 2007, 03:13:39 am
Yes, we did a few tests (not ready yet though) that seem to show that the key hash is controlled. Probably the ID is generated on the server.
Ok, thats news for me. As far as I know all authentication is done client side, which makes it so easy to bypass signatures, changing ID's etc. I should look into this more carefully I realise! :icon_thumbsup
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 04:07:55 am
Quote
easy to bypass signatures, changing ID's etc.
Yes it is.
The same method is used for signatures.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 04:37:56 am
Open and reverse the keygen and ID changer...now take any ID# on a server and reverse it to it's valid key.
Those who already have the reversed program do not intend to make it a public tool but you have everything needed to do so on your own.

Around Xmas time you may see a few avid anti-cheaters become banned suddenly.

it's unfortunate that those without programming abilities do not have this avenue available to them. before posting up above, i went out and googled/checked BIS wiki for information on userid and could not find it. i suppose i will have to wait until christmas time or easter or an appropriate celebration for the public reversal program to be released. thanks for all your work making these releases available to no-talent noobs like me. :-)
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: holla mcgee on November 11, 2007, 04:50:35 am
Quote
easy to bypass signatures, changing ID's etc.
Yes it is.
The same method is used for signatures.
+same goes for bypassing the checkfiles command

yes i know that very well thank you. mostly because i do it daily! all hail me! :wink2

theres other fun things you can do in that area too!
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 05:05:42 am
Quote
i suppose i will have to wait until christmas time or easter or an appropriate celebration for the public reversal program to be released.
I doubt that -specific tools- will be made public by the TKC ArmA team but all that is needed is already public for those that can code.
That of course will not effect anyone who decides to make a specific tool public outside of the TKC ArmA Dev group.
The Xmas thing (if it is decided to happen) will be directed at those who have worked to "bother" TKC.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 05:08:22 am
Quote
easy to bypass signatures, changing ID's etc.
Yes it is.
The same method is used for signatures.
+same goes for bypassing the checkfiles command

yes i know that very well thank you. mostly because i do it daily! all hail me! :wink2

theres other fun things you can do in that area too!

Quote
+same goes for bypassing the checkfiles
Easy as pie.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 05:36:47 am
Is there a direction that you can point me towards? I may be lacking in programming but if there is a way I can calculate or do it by pencil that would be fine. I cannot figure or find a way to convert and ID into a hash or vice versa. If it involves looking through the Arma files for the method, that is above my level. If I knew the method to hash and how to know which key to use to hash it, I might be able to find some free tools on the web and turn an id into a hash that way. Is this best left untold, or do you have any suggestions? I accept PMs, too. :)

I'm really not looking for a 'free handout'. I've searched and searched on these topics in probably all of the appropriate places, but I am coming up blank and a cursory look through some of the Arma folder files and profile folders turns up nothing. Obviously just looking at my purchased key hash in the registry doesn't show me anything, it's a hash and any hash will look like any other. Thanks for the tools that you have provided us, anyway. I'm really enjoying the impact bullets one today. I also recommended SCP to somebody who was already using the Arma MH v4 on a Berzerk server earlier today, so I think he came down here and grabbed that, too. :)
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: Easy_tiger on November 11, 2007, 05:45:02 am
Is there a direction that you can point me towards? I may be lacking in programming but if there is a way I can calculate or do it by pencil that would be fine. I cannot figure or find a way to convert and ID into a hash or vice versa. If it involves looking through the Arma files for the method, that is above my level. If I knew the method to hash and how to know which key to use to hash it, I might be able to find some free tools on the web and turn an id into a hash that way. Is this best left untold, or do you have any suggestions? I accept PMs, too. :)


search Wikipedia for hashes / encryption it will give you some very good information to start with
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 05:50:42 am
search Wikipedia for hashes / encryption it will give you some very good information to start with

Thanks! I was able to get a lot of proper terminology from that page, and now I'm exploring some options. My deadend is knowing which hash function is used by Arma. I'm googling around right now, and we'll see if I can figure it out on my own. :)

UPDATE: I found a Hash Calculator for twelve common hash functions, and I can't find any way to get 1) key, 2) Registry Hash, and 3) Userid to correspond with each other, no matter the combination. I have also been searching for information on Arma's hashing exactly, but I can't find any information online about it. I'm going to peruse some of the Arma folder files for more info, but I'm a little pessimistic about what those results are going to be.

UPDATE2: Any hash function information is likely held in one of the EXEs, which is a little above my ability level. I'm going to see if there are any EXE deconstruction programs out there, but I think most EXEs are encrypted to prevent people from doing this easily. At this point, I'm nearing the end of what I'm able to do and I'll take any hints public or private that people want to give... thanks for your tips. :)

UPDATE3: Looks like Update2 is not possible, or if it is I am flabbergasted to figure out how. Several sites have said that it is not possible to decompile an EXE to edit or get at the source code. And any hashes I receive from my hash calculator are 32 digits at the minimum (with the exception of Adler32 and CRC32), but my registry hash is only 30 digits long. This is like one of those really, really hard puzzles that feel like they are impossible to solve. :)
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 06:36:02 am
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 06:53:24 am
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
I've been poking around with a HexEditor, and I can't find anything interesting. The only programming class I took was in Visual Basic, and I simply don't have the knowledge necessary to do this myself. At this point I've done my best, and I'll have to leave it to you guys now. :)

If I could at least figure out how to go from a registry hash to a playerid I would be able to streamline my "player id length checking" process so that I wouldn't have to load up the game everytime.

If anybody wants to help me, here is a random key that generates a 10-digit playerid so you have some numbers to work with:

reghash: f750078dcc18cc05009fa204227944
playerid: 3966621559
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 11, 2007, 07:13:55 am
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: FFLaguna on November 11, 2007, 07:25:04 am
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
It must be so frustrating to deal with noobs like me on a day to day basis here.  :icon_biggrin2
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: strykir on November 11, 2007, 01:34:47 pm
The Xmas thing (if it is decided to happen) will be directed at those who have worked to "bother" TKC.
Just wondering, does that include me? Or do I need to try harder? :icon_rolleyes2
Since anyone can change their ID, what's the point? You'll just make people go through the trouble of changing their ID. The guys that are actually doing something to stop your cheats can do the same things as you and will just have to get a new ID.
And you don't even know who most of them are, so you can't do anything to them :icon_razz2

Or do you have other plans? :icon_magician
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: M. O. on November 11, 2007, 02:33:47 pm
Pure numbers won't help much as it would require a supercomputer and a mathematics department. But it's possible to disassemble the code and view it and follow it from a to z and then try to reverse it (could be a problem if it's a hash but still possible). However, that's the last solution one should try.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: MOHAMMED on November 14, 2007, 01:53:17 am
that's the last solution one should try.

it won't be me! :icon_o_o
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: [TKC]Sexo on November 14, 2007, 02:49:02 am
Pure numbers won't help much as it would require a supercomputer and a mathematics department. But it's possible to disassemble the code and view it and follow it from a to z and then try to reverse it (could be a problem if it's a hash but still possible). However, that's the last solution one should try.

:) call to arms! set your bot networks ready to go ;)
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: MeowMeowMeowMeow on November 18, 2007, 08:15:52 am
So how come my key doesn't get reverse engineered in other games?  Is it because other games don't openly show a "unique" ID generated from your key to the public?

I've adminned a few games in the past, and generally unique identifiers are only shown on the admin console.  Is it just a mistake by the Arma devs to show someone's Arma ID to everyone on the server?  Infact, you even have to *give it out* if you want to be added to a squad.xml
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 24, 2007, 05:08:15 am
Well any game that uses GS for a connection/browser provides all needed information...just that everything is in not the open,and thankfully the tools needed are not in the general public hands!

1) Any server can be -removed- from the GS browser list and will not show up until the server is rebooted.
(VERY unlawful!)

2)Games players that connect to a -poison- server can keep client keys "in use" until they close the server thus preventing such a user from connecting to other servers (key in use error).
This is as easy as not allowing the server to report back to the Master Key Server that the client has left.

2b) Saving the connection call to a .text file allows blocking saved users at a later date.
(may be unlawful)

Then you have the FAKE PLAYER.
Basically you can load fake players to any server...in just about any game...and fill it up so others can't join.

ArmA is subject ALL of the above...none of which are "game cheats" and any "how to" posts or files on this forum will get deleted along with the user account that submits them in public.
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: ZOldDude on November 24, 2007, 05:30:08 am
edited the above post...alot!
Title: Re: ArmA 1.08 - New arma_server.exe INVALID KEY
Post by: [TKC]Wesker on December 26, 2007, 01:31:09 pm
Infact, you even have to *give it out* if you want to be added to a squad.xml

That's true. Looking at the XML's helped me get the ID's of a few ArmA forum shit heads.  :icon_laugh