Cybersecurity professional with an interest/background in networking. Beginning to delve into binary exploitation and reverse engineering.

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Joined 2 years ago
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Cake day: March 27th, 2024

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  • No sorry, not trying to be sarcastic at all! You started responding to some of the things op said, then in the comment I replied to pulled back and reinforced the fact that you weren’t playing that game with them. I was expecting the conversation to get more heated, with longer and longer circular replies saying the same shit back and forth from both of yall, and was pleasantly surprised to see you hard stop entertaining that bullshit.





  • This type of petty interpersonal drama between users on the local instance and users on remote instances is exactly why I stopped using my sh.itjust.works account. I have no idea what prompted this, and I don’t care to read the post in its entirety to find out, but a response like this reads as extremely childish and distinctly not the type of post or discourse I want to surround myself with on my local instance.

    I don’t want to advocate for censoring anyone, but crypt, try to lock it the fuck up.







  • Yeah I wish we could go back to a model like that, the way PC gaming used to be. The sticking point would be battle pass progression, as mush as I hate it and an FPS is pretty much doa without it, although Hell Let Loose allows for rank progression while playing on clan-rented servers so it should work in theory.


  • The types of cheats that anti cheat in kernel space are trying to detect don’t view the video feed as such. They hook the process directly to read the memory, and the chest developer has reverse engineered the game binary to find out what variables correspond to things like opposing players, then using that information they draw stuff like wall hacks on the screen.

    But yeah I guess an fps developer could move to a GeForce now type of model to eliminate cheats like that, but then no one would play that fps because of the input lag issues.



  • This cleared up my confusion, thanks!

    I’m familiar with reveng from a malware and security testing point of view, using tools like IDA, Binja, Ghidra, etc., so I was aware that decompilers are taking the compiled assembly instructions, then recreating Intermediate Language and pseudo-C stuff without debugging info or original function names and stuff, but I was missing the key point of game assets not being distributable.






  • I have a 6 bay, so yeah that might be a little limiting. I have all my personal stuff backed up to an encrypted cloud mount, the bulk of my storage space is pirated media I could download again, and I have the Synology using SHR so I just plug in a bigger drive, expand the array, then plug in another bigger drive and repeat. Because of duplication sectors you might not benefit as much from that method with just 4 bays. Or if you have enough stuff you can’t feasible push to up to the cloud to give piece of mind during rebuilding I guess.