10:02 < JulianAssange> what does teeworlds use for ip encryption? 10:02 < JulianAssange> xor? 10:04 <@matricks> erh.. nothing? 10:04 <@matricks> thing that I know off 10:04 <@matricks> *of 10:06 < JulianAssange> i thought it used encryption at some stages 10:06 <@matricks> no 10:06 <@matricks> there is no encryption what so ever 10:07 < JulianAssange> mm.. oh well. btw, what is scripts/nicks.txt? 10:07 <@matricks> JulianAssange: used for testing the master server 10:07 <@matricks> JulianAssange: extracted loads of player names from it to use for fake servers 10:07 < JulianAssange> ah ok 12:06 < heinrich5991> JulianAssange: there's only huffman encryption 12:06 < heinrich5991> fuck 12:06 < heinrich5991> huffman compression 12:06 <@matricks> huffman encryption :D 12:06 <@matricks> best kind of encryption 12:07 < heinrich5991> :) 12:12 <@minus> well, huffman without the LUT isn't too bad 12:12 <@minus> still better than rot13! 12:24 < heinrich5991> minus: what does the LUT table have to do with it? 12:24 < heinrich5991> -table 12:32 <@minus> if you don't have the mapping from huffman codewords to bytes it's a bit hard to figure out what it says 12:34 < heinrich5991> well yea 12:35 <@matricks> minus: no it isn't 12:35 <@matricks> minus: you can quite easily figure that one out 12:36 <@matricks> minus: you can do some analysis because you know kinda what it should be, and with enough data you can use some statistics to figure the whole thing out 12:38 <@matricks> should be fairly simple to reconstruct the huffman tree 12:39 <@minus> if you know what the data should look like, yeah 12:39 <@minus> i didn't say it was safe 12:43 <@matricks> kinda should look like which you know with teeworlds :) 13:08 < JulianAssange> I'm making a xor_encrypt and a xor_decrypt function 13:08 < JulianAssange> it is making me mad :( 13:08 <@matricks> JulianAssange: why? 13:09 < JulianAssange> because i suck at it 13:09 < JulianAssange> but i'm nerly there 13:10 < JulianAssange> i ned to hardcore some encrypted strings into the program, but I can't printf the encrypted strings 13:10 < JulianAssange> (obviously) 13:10 < JulianAssange> so now i'm printing them as decimals and using that 13:10 <@matricks> what pseudo security are you doing? :D 13:12 < JulianAssange> none 13:12 < JulianAssange> i just don't want the strings to show up when running `strings' on them :> 13:12 <@matricks> pseudo security :D 13:12 < JulianAssange> of course 13:12 <@matricks> it's like a ticking timebomb 13:18 < heinrich5991> JulianAssange: make a compiler plugin :) 13:21 < JulianAssange> lolno 13:22 < JulianAssange> i have it all good now, nearly 13:34 < JulianAssange> oh em gee, i got it finally 13:35 < JulianAssange> i printf("%i");'d eacharray piece(name escapes me atm) 13:35 < JulianAssange> and then manually put it into char string[] = {....}; 13:59 <@minus> you could encrypt the segment with the string constants after building and when loading the program decode them 13:59 <@minus> then you can obviously just make a memory dump though 14:00 < JulianAssange> yes memory dumps are fine, it's not real security 14:00 < JulianAssange> i just don't want strings to come up w/ the info 14:00 < JulianAssange> anyone ould just look at the asm of of it too, and see what it does 14:10 < JulianAssange> http://pastebin.com/fHvVTBPx that was the end result 14:10 < JulianAssange> and now it is time to sleep 14:11 < Muttley> anyone here has knowledge of the infection server ? 14:11 < Muttley> i found a git repo but it might be an outdated source https://github.com/Teetime/teeworlds/tree/infection 14:26 < Teetime> Muttley: this is a clone of infection from 0.6 which i made because i played it quite often then and it seems the original source has been lost 14:26 < Muttley> Teetime, 14:26 < Muttley> if have compiled it with bam but i cant seem to connect 14:28 < Teetime> it's based on teeworlds 0.6 so actually you should be able to connect.. sure you used the right branch? 14:28 < Muttley> is this a know error with this source ? 14:28 < Muttley> the master branch 14:29 < Muttley> Teetime, it is starting normaly but when i connect nothing happens i do see a disconnect once i close the connection 14:29 < Teetime> the master-branch is an (unmodified) teeworlds 0.7 so of course you cannot connect with the 0.6 client 14:30 < Teetime> download the infection-branch/-zip and try again 14:30 < Muttley> hmm that figures, ok will try 14:31 < Muttley> Teetime, this one ? https://github.com/Teetime/teeworlds/releases/tag/0.6.0-release 14:31 < Teetime> no 14:31 < Teetime> https://github.com/Teetime/teeworlds/archive/infection.zip 14:34 < Muttley> Teetime, ty, this one has a error building though 14:34 < jxsl13> you gonna update infection to 0.6.3, Teetime ? 14:36 < Muttley> http://tny.cz/ea2f68b2 14:36 < Teetime> yea, I could do it in the next few days 14:37 < jxsl13> thx man :D 14:37 < jxsl13> want to add it so my server hosting environment and well, I woulnt want people to exploit that mod :) 14:38 < Muttley> 0.6 exploitable ? 14:38 < Muttley> jxsl13, 14:38 < jxsl13> sadly there are so many interesting mods which the creators didnt touch for 4 years :/ 14:38 < jxsl13> Muttley teeworlds.com 14:39 < Muttley> ah 14:39 < jxsl13> like catching ._. 14:45 < Muttley> is it easy to rewrite it to 6.3? 14:49 < jxsl13> I think it is most likely only those security fixec, cuz the mods are already for 0.6.0 or 0.6.1 14:49 < jxsl13> fixes* 14:50 < Muttley> ok, so it should take up to much time ;-) 14:50 < Muttley> to bad there is not an active development going for the infection mod 14:51 < jxsl13> teetime said he'd update it in the next few days :O 14:51 < Muttley> yea i know, but is would be great if there where a few developers active on it ;-) 14:52 < jxsl13> I think the mod iteself is already finished 14:53 < Muttley> ok 14:54 < Teetime> Muttley: I will upload a fixed version on github the next days, this is a fixed version for src/game/server/entities/wall.cpp http://pastebin.com/imxepGSf 14:55 < Muttley> src/game/server/entities/wall.cpp:9:18: fatal error: wall.h: No such file or directory 14:55 < Muttley> ty 14:55 < Muttley> almost 14:56 < Teetime> jxsl13: my version of infection is not really finished, i actually never really tested it... it's just a clone i once made because i was bored 14:57 < jxsl13> oh :/ 14:57 < Teetime> are you sure you're at the infection-directory? there must be a wall.h inside 14:58 < Muttley> crap 14:59 < Muttley> bam: done 14:59 < Muttley> cool ty 15:00 < Muttley> is is there an easy way to increase the max allowed players ? 15:00 <@matricks> no 15:00 < Muttley> 2 bad 15:07 <@minus> badly implemented max palyer limit, right matricks? 15:07 < BotoX> damn 15:07 < BotoX> insurgency 15:07 < BotoX> is so nice 15:07 <@minus> no. 15:07 <@minus> i'ma go home now. 15:08 <@matricks> minus: what do you mean badly? 15:08 < Muttley> i see one server that modded the max players so it is done ;-) 15:08 < BotoX> afaik it only sends the closest 16 players to you 15:08 <@minus> matricks: not just a one-constant-change required to alter the lmit 15:08 < jxsl13_> true 15:09 < BotoX> if you want "real" more than 16 players support you have to play with a modded client 15:09 < jxsl13_> ddnet uses it 15:09 <@minus> matricks: do you even know how to program games? 15:09 <@matricks> minus: well, it is, up to a certain degree 15:09 <@matricks> minus: problem is more far streached then just adding more players 15:10 <@minus> network packet sizes? 15:10 <@matricks> minus: no, that is handled 15:10 <@minus> what'd be a problem for example? 15:10 <@matricks> minus: but there is a couple of locations that uses an 32bit ints as masks for clients 15:10 <@matricks> minus: and the gameplay doesn't handle more players, even 16 is a bit of a streach 15:11 <@minus> why is 16 a stretch already? 15:11 <@matricks> gets too messy 15:11 <@minus> oh, gameplay 15:11 <@minus> yes 15:11 <@minus> 128 players on ctf5, go 15:11 <@minus> no, but seriously 15:12 <@minus> i'ma go home now 15:12 <@minus> o/ 15:12 <@matricks> cheers 15:13 < jxsl13_> the more the merrier 15:13 <@matricks> no 15:13 < jxsl13_> :D in certain mods at least 15:14 <@matricks> mods isn't teeworlds... 15:14 < jxsl13_> thats true 15:16 < Muttley> for the infection 32 to 64 is ok 15:17 <@matricks> when making teeworlds, you can't take all mods into account 15:17 <@matricks> you do teeworlds and what the mods do thats up to them 15:18 <@matricks> also... visual c++ freakin' sucks 15:22 <@matricks> that freaking editor/debugger makes me work in slow motion 15:23 < Muttley> i believe u ;-) 22:32 < Muttballs> anyone up for a testrun on my new map ?