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Program to resume games from replays - Page 15

Forum Index > SC2 General
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boon2537
Profile Blog Joined October 2010
United States905 Posts
April 13 2012 15:58 GMT
#281
Hmm, this could be huge. Let's see how Blizz responds to this
babysimba
Profile Joined November 2010
10466 Posts
April 13 2012 16:02 GMT
#282
This will definitely put pressure on Blizz to come up with the official solution, especially after the GSTL incident. If one guy can do it, why can't the whole Blizz team do it. It's a damn disgrace.
bearhug
Profile Joined September 2010
United States999 Posts
April 13 2012 16:06 GMT
#283
On April 13 2012 14:31 jeeneeus wrote:
Well hasn't SALT been out for a while? Blizzard hasn't done anything regarding using this function.


Blizz has been too busy making money. Their time is so valuable.....
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
April 13 2012 16:07 GMT
#284
On April 13 2012 19:08 Severian wrote:
+ Show Spoiler +

On April 13 2012 18:50 felisconcolori wrote:
Interesting tool, but I think Blizzard would not like it for one reason - the injects. Because it's actually not playing a replay, so much as it's playing a custom game at high speed while replicating all of the actions both players took (using the replay as a script) until it hits a certain point, then it stops and you take over.

Not entirely, and I apologise because this misconception might have stemmed from my description of how it works. The program itself does not inject any actions into the game. Instead, the program simply "forces" SC2 to play the replay, even though it's in a custom game. All of the "at this time in the replay player 1 moved this unit, so now i'm going to move this unit" stuff is handled by SC2 itself through the very same functions that are used when you load up a replay. The only difference is that those functions are being activated inside of a playable game, rather than the replay viewer. So instead of all of those unit movements and actions and such affecting a replay state that you cannot affect in any way, only observe, they affect the current playable game state. In a very real sense it is actually playing a replay, just on a different stage than usual.

On April 13 2012 18:50 felisconcolori wrote:
Great for what the OP created it for. Seriously, badass. But unintended consequence - you can also use it (with modifications, since the OP gave us the source for it) to create a bot which will play the game. Imagine if you could start a game, then let this take over and have an absolutely perfect starting build order/opener. This is the part where blizzard gets unhappy - it's using essentially bannable botting techniques for good. Which means with a little bit of reprogramming, it can be used for evil. I like what it offers, and think it's a great proof of concept - Blizzard has really no excuse for not being able to offer this kind of functionality from within the client over bnet in an approved and secure way. But I think Blizzard will be very skeptical of it, and probably treat it exactly the same as a maphack/bothack because it is using the same techniques.

In an attempt to see if this were possible, I altered the program to move through the replay at normal speed instead of super speed. I then ran it only on one of my clients while both started a custom game. Immediately upon the game loading, both clients hit a Desync window and had to exit. So I'm not sure if it is possible to use this technique to automate one client without the other's permission.

edit: this might have something to do with the program changing the RNG seed. Perhaps if you didn't change it there might not be a desync, but then the automation may not work properly due to variance.


Ahh. Makes more sense now - thanks much. Possibly it's the RNG seed causing problems - wouldn't both clients have the same seed for syncronization, or if the seed is part of the server-side security protocols?
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
stickyhands
Profile Joined May 2011
187 Posts
April 13 2012 16:08 GMT
#285
when i see those kind of features made by users or fans, i just want to say,+ Show Spoiler +
fuck you blizzard, wtf? too busy making ez money with wow?
| (• ◡•)|╯ ╰(❍ᴥ❍ʋ)
Doso
Profile Joined March 2008
Germany769 Posts
April 13 2012 16:12 GMT
#286
Nice tech demo, will probably be flacked as hack pretty soon though.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
April 13 2012 16:19 GMT
#287
I think Blizz implementing this will be contingent on implementing shared replay watching, seems aspects of the code would be shared if they implemented it intelligently.

Heh, it would be pretty fun to resume games played by pros with my friends.
Salvation a la mode and a cup of tea...
SlapMySalami
Profile Joined August 2010
United States1060 Posts
April 13 2012 16:24 GMT
#288
If Blizzard wants to keep it the way it is they should just make some sort of encrypted SC2 with LAN or something of the sort that maybe expires after the tournament or that only has the certain maps in that map pool or something that will limit use for a single tournament.

I am not a rocket scientist don't make fun of me for my lack of information on software/security.
marineking will u huk my bigtt1 ilu
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 13 2012 16:25 GMT
#289
Question about Warden:

So is a player less likely to get flagged by Warden if he uses a hack like this outside of a ladder game? Or is Warden's coverage much more widespread, even covering custom games?
ㅇㅅㅌㅅ
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
Last Edited: 2012-04-13 16:32:55
April 13 2012 16:27 GMT
#290
On April 14 2012 01:25 eviltomahawk wrote:
Question about Warden:

So is a player less likely to get flagged by Warden if he uses a hack like this outside of a ladder game? Or is Warden's coverage much more widespread, even covering custom games?


It's sweeping, as far as I'm aware. In any event, can't be too careful. Blizzard has been notified about this tool but it's still good to be cautious.

Blizzard's past philosophy has been "all third party programs put you at risk" and while they are capable of detecting these programs, they chose only to take action against malevolent programs. For example, things like PenguinPlug which fell 100% under the "third party program" umbrella were known to Blizzard, but because they caused no ill effects, Blizzard did not ban PenguinPlug users. There is no telling if this is still their policy, though.
Moderator
deviator
Profile Joined April 2012
United States23 Posts
April 13 2012 16:29 GMT
#291
I'll probably make one of those free accounts and try this out with a friend.
Arco
Profile Joined September 2009
United States2090 Posts
April 13 2012 16:30 GMT
#292
On April 14 2012 00:16 dudel wrote:
That's really great. The only problem is, as already stated before, if you play on a map with more than two starting positions you both have to get the same positions as in the replay, otherwise everything will be broken. =/

But as a proof of concept it's really great!

So keep reloading the map until you are at the same two starting positions. No problem. Obviously if the players are gonna go to a replay resume instead of a regame, the game has progressed long enough for both players to know their opponent's starting location anyways.
GreEny K
Profile Joined February 2008
Germany7312 Posts
April 13 2012 16:34 GMT
#293
looks pretty cool to me. nice work
Why would you ever choose failure, when success is an option.
ShObiT
Profile Joined September 2011
Dominican Republic39 Posts
April 13 2012 16:37 GMT
#294
I hope blizzard will see this and think about incorporating it in any kind of patch or in the next expansion.
The Status "Quo" Is just an attemp to stop the change and evolutions of the free minded.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 13 2012 16:41 GMT
#295
What if both players disconnect at the same time? Can you still save a replay? Also how are games recorded to bnet if they're resumed and after that finished?
TeMiL
Profile Blog Joined January 2009
Peru545 Posts
April 13 2012 16:44 GMT
#296
you should post this feature on bnet forums.
im sure that and admin will contact you
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 13 2012 16:55 GMT
#297
On April 14 2012 01:44 TeMiL wrote:
you should post this feature on bnet forums.
im sure that and admin will contact you


http://eu.battle.net/sc2/en/forum/topic/3686220146?page=1#0

I did in order to spread the word. However, credit is still given to the author.
Deleted User 255289
Profile Joined March 2012
281 Posts
April 13 2012 16:56 GMT
#298
Wouldn't altering the sc2 memory trigger a de-sync?
Zerg OP | CreansRNub | k-Poop | Zerg OP | Sea lions | \\m//
d9mmdi
Profile Blog Joined April 2011
Germany179 Posts
Last Edited: 2012-04-13 17:00:55
April 13 2012 16:58 GMT
#299
i know somebody who will love this
[image loading]
(first attempt, sure theres many who can do better =D=D)
You gotta step over dead bodies - Momma Plott
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-04-13 17:02:38
April 13 2012 17:00 GMT
#300
On April 14 2012 01:56 superbarnie wrote:
Wouldn't altering the sc2 memory trigger a de-sync?

Haven't looked much into this, but de-syncs are triggered by assets for both players not being equal, I can't imagine this changing any of them. Or if it does, it seems to do it for both of the players equally, so they'll still be in sync with each other. It could cause issues for other people watching the final replay, though. That's just my experienced guess from messing around with in-game assets, so don't quote me on it.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
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