No-Cd Patch?

ManBearPig

Diamond Member
Sep 5, 2000
9,173
6
81
I don't think this is illegal because i've seen people talk about it here before, but if it is i will delete the thread. anyway...

are there any no-cd patches for medievil 2 total war 1.01 or the newest neverwinter nights 2 patch?

thanks
 

gorcorps

aka Brandon
Jul 18, 2004
30,739
454
126
I don't think it's bad to talk about it as long as he has the game. Don't know if he does, but we'll assume he does.
 

EarthwormJim

Diamond Member
Oct 15, 2003
3,239
0
76
They violate the terms of agreement.

However gamecopyworld.com is where i usually go when I want a no-cd patch.

Just be careful with some.
 

Stoneburner

Diamond Member
May 29, 2003
3,491
0
76
I dont see why games even require the cd's any more. It doesn't offer any greater piracy protection and its just a pain in the ass for consumers who own more than 2 games.
 

Matthias99

Diamond Member
Oct 7, 2003
8,808
0
0
Originally posted by: Stoneburner
I dont see why games even require the cd's any more. It doesn't offer any greater piracy protection and its just a pain in the ass for consumers who own more than 2 games.

It's somewhat of a deterrent to prevent extremely casual copying. However, the common methods are so easy to bypass now that it's pretty much a joke.

But then people bitch and moan when you have to use something like Steam to validate your installation/key, or pay a monthly fee for a game. It kind of puts developers in a bad spot.
 

Sniper82

Lifer
Feb 6, 2000
16,517
0
76
if gamecopyworld.com doesn't have it, it likely doesn't exist. If it does exist it likely just came out and the site hasn't got it yet.
 

gorcorps

aka Brandon
Jul 18, 2004
30,739
454
126
Originally posted by: Matthias99
Originally posted by: Stoneburner
I dont see why games even require the cd's any more. It doesn't offer any greater piracy protection and its just a pain in the ass for consumers who own more than 2 games.

It's somewhat of a deterrent to prevent extremely casual copying. However, the common methods are so easy to bypass now that it's pretty much a joke.

But then people bitch and moan when you have to use something like Steam to validate your installation/key, or pay a monthly fee for a game. It kind of puts developers in a bad spot.

Steam is one of the better anti pirate systems thus far. It's not full-proof but it's still better than the securom and all that.
 

TheRyuu

Diamond Member
Dec 3, 2005
5,479
14
81
Right here:
http://m0002.gamecopyworld.com/games/pc_medieval_2.shtml

There are 2 v1.1's so if thats not it then I can't help you :p
(i'd take the one from vitality, considering I've never heard of the other one)

Edit:
Neverwinter Nights 2
http://m0002.gamecopyworld.com/games/pc...ts_2.shtml#Neverwinter%20Nights%202%20[MULTI4]%20No-DVD/Fixed%20Image%201

Maxi Image FTW! (get the one from poseden) :)
Mount in Daemon Tools/Alcohol

Use this to hide it:
http://ww2.cdmediaworld.com/hardware/cdrom/cd_utils_8.shtml#Y.A.S.U

It says to physically unhook the stuff, but the newest copy of YASU should mean you don't have to do that anymore.

Edit2:
Disclaimer:
This is all use at your own risk. You shouldn't have a problem though.

I do not support or condone pirating or other illegal activities.
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,000
126
If he owns the game, he can modify it any way he wants.
Not from a legal standpoint. However from a moral standpoint I completely agree with you.

If someone paid their hard earned cash for a game they shouldn't be constantly forced to use the media to play it.
 

BladeVenom

Lifer
Jun 2, 2005
13,365
16
0
Originally posted by: Matthias99

It's somewhat of a deterrent to prevent extremely casual copying. However, the common methods are so easy to bypass now that it's pretty much a joke.

But then people bitch and moan when you have to use something like Steam to validate your installation/key, or pay a monthly fee for a game. It kind of puts developers in a bad spot.

They could just release the game with no copy protection like Galactic Civilizations 2. Or at least have their own no CD patch. Unreal 2004's first patch took out the CD check.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,080
136
Originally posted by: BladeVenom
Originally posted by: Matthias99

It's somewhat of a deterrent to prevent extremely casual copying. However, the common methods are so easy to bypass now that it's pretty much a joke.

But then people bitch and moan when you have to use something like Steam to validate your installation/key, or pay a monthly fee for a game. It kind of puts developers in a bad spot.
They could just release the game with no copy protection like Galactic Civilizations 2. Or at least have their own no CD patch. Unreal 2004's first patch took out the CD check.
I have both games and am very grateful the developers dont have their heads up their butts.

I didnt like Steam at all until I got 8Mb cable. Now it doesnt bug me.
Still dont like the idea of REQUIRING an internet connection to play a game solo, but thats life, and likely the way of the future.

As for the folks touting the "LAW". Its already been upheld in many courts across the US that clicking an 'OK' button is NOT a legally binding contract, no matter how much the software companies want it to be.
You bought the software and the rights to do with it what you want, EXCEPT something that makes you money. That violates the intellectual property. You can't hack and mod Doom3 and then turn around and sell it again.
BUT.....
You can use Photoshop and Premier to make files which can be sold for money and you dont even have to give Adobe any royalties.

EDIT:
I'd also like to make one thing perfectly clear.
On the gamecopyworld home page it says "If you dont own the game, BUY IT!".
Please respect their position and the position of the many people who slave away to make video games.

 

Matthias99

Diamond Member
Oct 7, 2003
8,808
0
0
Originally posted by: BladeVenom
Originally posted by: Matthias99

It's somewhat of a deterrent to prevent extremely casual copying. However, the common methods are so easy to bypass now that it's pretty much a joke.

But then people bitch and moan when you have to use something like Steam to validate your installation/key, or pay a monthly fee for a game. It kind of puts developers in a bad spot.

They could just release the game with no copy protection like Galactic Civilizations 2. Or at least have their own no CD patch. Unreal 2004's first patch took out the CD check.

Unfortunately, big games that get released with no copy protection immediately get pirated. You can argue until you're blue in the face that "they'll still make plenty of money" and "the people who download it probably wouldn't have bought it anyway", but think about how it would feel if you spent multiple years and millions of dollars developing a game (or other creative works) and then watched people steal copies of it. I'm guessing you might want to do something to deter it.

Just in terms of checking that the CD is in the drive -- this is so easy to bypass that I'm not sure it has much value anymore. If you are developing a game that is primarily (or only) played online, validation or "activation" of installations/keys seems to be a far more effective and less annoying method. For a single-player game, you could do things like requiring a one-time activation to ensure the same key isn't being used over and over.

As for the folks touting the "LAW". Its already been upheld in many courts across the US that clicking an 'OK' button is NOT a legally binding contract, no matter how much the software companies want it to be.

Legal opinions on EULAs are mixed. Clauses like "you may not reverse engineer this product" are very questionable, since they are basically unenforcable. Others are less so. Several court cases have revolved around clauses that attempt to prevent you from reselling or transferring software. In general EULAs and "click licenses" are not invalid.

You bought the software and the rights to do with it what you want, EXCEPT something that makes you money. That violates the intellectual property. You can't hack and mod Doom3 and then turn around and sell it again.

The position of some software makers is that you do not "own" the software, but instead are licensing it, and so you have a more limited set of rights. However, this is a very complex legal question that has not really been decided, and discussion of it is probably well beyond the scope of this thread. You do have "fair use" rights either way, but they only go so far.

You *can* (in some cases, at least) do something that makes *you* money -- if it's not a "derivative" product and there is no financial damage to the copyright owner. For instance, you could write a guide book to the game (as long as you didn't actually use any of their creative content, or imply that it is "official") and sell it -- even if there is an "official" guide already on the market. You *cannot* do things that cost the copyright owner money/sales, and in general you cannot redistribute content that you do not own without permission.

Modifying a game to run without a CD for your personal use seems like it should be fair use. Making a modded ISO that can install without a CD key is questionable (and distributing that would certainly be illegal). If a game (or other application) requires you to have multiple licensed copies/keys to use it on a LAN, modifying it to bypass that restriction is probably not OK even if it's only for your personal use.
 

0roo0roo

No Lifer
Sep 21, 2002
64,795
84
91
well isn't there that digital millenium copyright act?

technically we are all criminals:(
 

BladeVenom

Lifer
Jun 2, 2005
13,365
16
0
Unfortunately, big games that get released with no copy protection immediately get pirated.
Big games with copy protection get immediately pirated. So I guess I don't see the point.

Not having having copy protection kept Galactic Civilizations 2 off the pirate sites for the first week after it was released; I didn't see it at any file sharing sites for over a week. Since it had no copy protection to crack, the cracking goups ignored it. Since they're usually the first ones to put something online, it took longer for Galactic Civilizations to get pirated because it had no copy protection.

but think about how it would feel if you spent multiple years and millions of dollars developing a game (or other creative works) and then watched people steal copies of it. I'm guessing you might want to do something to deter it.
Think of how you'd feel if you released a game with copy protection and tens of thousand of paying customers are complaining the game doesn't work for them because of restrictive copy protection.

Some developers feel that screwing paying customers in a futile attempt to inconvenience pirates doesn't really make sense.