[HN Gopher] HelloKitty ransomware rebrands, releases CD Projekt ...
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       HelloKitty ransomware rebrands, releases CD Projekt and Cisco data
        
       Author : sam42
       Score  : 52 points
       Date   : 2024-04-20 18:39 UTC (4 hours ago)
        
 (HTM) web link (www.bleepingcomputer.com)
 (TXT) w3m dump (www.bleepingcomputer.com)
        
       | user_7832 wrote:
       | > As first spotted by VX-Underground, a group of developers have
       | already compiled Witcher 3 from the leaked source code, sharing
       | screenshots and videos of development builds.
       | 
       | > One representative of the group compiling Witcher 3 known as
       | 'sventek' told BleepingComputer that the leaked CD Projekt data
       | is 450 GB uncompressed and contains source code for Witcher 3,
       | Gwent, Cyberpunk, various console SDK (PS4/PS5 XBOX NINTENDO),
       | and some build logs.
       | 
       | > Sventek told BleepingComputer that they were previously able to
       | compile Cyberpunk 2077 from the CD Projekt's leak...
       | 
       | Is 450gb really that big enough? Games are individually often
       | close to a hundred gb, and I'd assume the source code has more
       | things.
        
         | mschuster91 wrote:
         | > Is 450gb really that big enough? Games are individually often
         | close to a hundred gb, and I'd assume the source code has more
         | things.
         | 
         | Raw assets like textures, I'd guess? These often get downscaled
         | and compressed as part of build.
        
           | user_7832 wrote:
           | Thanks, didn't realize this was w/o textures
        
           | bluefirebrand wrote:
           | Apparently a huge part of the average game's download size
           | nowadays is uncompressed audio
        
             | mschuster91 wrote:
             | Uncompressed _audio_? Why the fuck would anyone even want
             | to do that? Even computers 20 years ago could handle Vorbis
             | or if they were fancy enough to buy a decoder MP3 audio.
             | Today 's multicore monsters can easily handle dedicating an
             | entire core to sound effects only.
        
               | Cixelyn wrote:
               | you check in the uncompressed audio, and then fmod, wwise
               | or whatever other middleware you're using will compress
               | to a different format and compression ratios on a per-
               | platform basis during the build process (i.e. vorbis on
               | PC, AT9 on PS4, FADPCM on mobile, etc.)
        
         | iLoveOncall wrote:
         | 450GB is 450 TRILLION characters.
         | 
         | Assets are not part of the source code, so this is huge.
         | 
         | That's almost 20,000 times all of Wikipedia, or 2 whole single
         | page applications using a JavaScript framework!
        
           | user_7832 wrote:
           | > Assets are not part of the source code, so this is huge.
           | 
           | Aah thanks, that helps clarifying it. Yep, without media I
           | could see that that many lines of code would be a lot. But
           | how would they make the game without textures? I guess just
           | ripping them from the published version, or just going "it
           | compiles!" and calling it quits?
        
             | georgemcbay wrote:
             | Assuming the code is complete enough to be compiled, I
             | would guess that it has no problem reading any content
             | assets from the commercial version (even if they are packed
             | into custom packaging files) with the major concern being
             | versioning related (maybe the most recent source code
             | branch references to various assets might not match up
             | exactly with what is on disc for a specific retail build).
             | 
             | But also it isn't that uncommon at game studios for assets
             | to be checked in alongside the code, so I wouldn't be
             | shocked if these source code dumps and the associated sizes
             | being reported also include the assets.
        
           | denotational wrote:
           | > 450GB is 450 TRILLION characters.
           | 
           | 450GB is ~450*10^9 B (~ to handle the fact that it might be
           | GiB), which is _450 billion_ bytes in the short scale (450
           | thousand million /450 milliard in the long scale).
           | 
           | 1B may or may not equal 1 character depending on your
           | encoding, but 1000 characters per byte is unlikely.
        
           | Macha wrote:
           | > Assets are not part of the source code, so this is huge.
           | 
           | Depends how linguistically precise the hackers are being. I
           | could see them calling the contents of a repository the
           | source code, and to my understanding, especially around the
           | time of witcher 3's development, a lot of game dev studios
           | used Perforce specifically because they were checking assets
           | in and Perforce handled that better.
        
         | deaddodo wrote:
         | If you see an application with 1% of 450gb worth of code, run
         | as far as you possibly can.
         | 
         | That's a Lovecraftian horror. Also, it also almost certainly
         | does not exist. The largest codebases would be lucky if they
         | hit a 200MBs-2GB of straight code. And they're far an away the
         | exceptions, not the norm.
        
           | geek_at wrote:
           | They are probably talking about source code and assets, which
           | makes 450gb very realistic
        
           | MarkSweep wrote:
           | > it also almost certainly does not exist
           | 
           | Google has billions of lines of code in one repo. I don't
           | have hard numbers on file sizes, but a billion bytes is a
           | gigabyte. A billion lines taking tens of gigabytes does not
           | seem unreasonable.
           | 
           | https://cacm.acm.org/research/why-google-stores-billions-
           | of-...
           | 
           | > That's a Lovecraftian horror
           | 
           | Perhaps.
        
             | Aloisius wrote:
             | Google's repo contains more than a single application.
        
         | dijit wrote:
         | 450GiB is probably right.
         | 
         | I've worked on a bunch of AAA game projects and the "MAIN"
         | stream is usually somewhat small because people often want to
         | have multiple checkouts on one drive.
        
           | andersa wrote:
           | On the project I'm currently working on, we use filters to
           | disable syncing groups of art assets we don't need, so a
           | checkout for an engineer is usually quite reasonable.
           | Probably also around 400GB though it includes the engine.
           | With all filters disabled I'd end up downloading multiple
           | terabytes of stuff for the main branch.
        
             | dijit wrote:
             | Ah yeah, we keep things like blender/maya models on a
             | separate stream completely.
             | 
             | Usually the main stream can compile the entire game so it
             | has all the required assets, but not _everything_ that is
             | used to make the assets for the game in the first place.
        
       | agilob wrote:
       | Have almost the same thing been leaked before, but now decryption
       | keys are released?
       | 
       | Edit
       | 
       | Found it, previously they released a magnet link called
       | funnytorrent that was over 800gb, but all files are 7z encrypted
       | and no password was available. There are still seeds :O
       | 
       | So I'm guessing the new thing is the new TW3 version CDP
       | confirmed this week they are working on.
       | 
       | Edit 2
       | 
       | The "new magnet" link is the same hash, so no new files in there.
        
       | tester756 wrote:
       | It sucks because their games are really good
        
         | orbital-decay wrote:
         | How much harm can a source leak really do for a game released
         | long ago? Especially for CDPR, owners of GOG.com and big
         | proponents of DRM-free games.
        
           | Mountain_Skies wrote:
           | Probably not much danger that players will end up with
           | pirated copies of the games, especially those with an online
           | component, but having the source code will make finding
           | cheats and security vulnerabilities easier.
        
             | mschuster91 wrote:
             | Don't get why you've been downvoted to grey, you make a
             | very valid point particularly regarding security issues
             | given the recent Apex Legends hack [1].
             | 
             | [1] https://www.tweaktown.com/news/96928/apex-legends-pro-
             | player...
        
             | arandomusername wrote:
             | They're all single player games (except maybe Gwent?).
        
           | DaiPlusPlus wrote:
           | Indirectly: the source-code will include third-party licensed
           | libraries, stuff like audio and video decoding/rendering and
           | other middleware - so they could be sued by the original
           | devs/licensors for not keeping that protected.
        
             | Aloisius wrote:
             | When has this ever happened?
        
       | grzeshru wrote:
       | Can we get a StarCraft or Warcraft 3 leak?
        
         | DaiPlusPlus wrote:
         | I'd love to see the source-code comments over-time as they
         | tweaked the balancing rules in SC... but are these leaks just a
         | snapshot of the file system or does it include the full source-
         | control history?
        
           | boneitis wrote:
           | If you haven't seen it before, you might enjoy Patrick
           | Wyatt's (a lead dev for a time at Blizzard) blog. It is a
           | treasure trove of anecdotes and war stories.
           | 
           | https://www.codeofhonor.com/blog/
        
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       (page generated 2024-04-20 23:00 UTC)