Re: decompile protection
Posted by Anders on
Tue Aug 2nd 2005 at 4:51am
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Hi.
How do i secure my maps from decompileing? i mean so its not possible!
just like TDM_[hometown]
I really wanna know. thanks, in advance
Re: decompile protection
Posted by French Toast on
Tue Aug 2nd 2005 at 4:58am
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I'm not sure this is possible, why are you worried about it anyways?
Re: decompile protection
Posted by rival on
Tue Aug 2nd 2005 at 4:59am
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you would have to encode the .bsp itself so that any decompilers out there cant read it.
Bullet Control: $5000 for a bullet.
"I would blow your f**king head off! ...if I could afford it. I'm gonna get another job, start saving some money... then you a dead man!"
Re: decompile protection
Posted by Anders on
Tue Aug 2nd 2005 at 5:08am
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French Toast - stealers, and code pads
rival - Well, HOW do you do it ?
Anders
Re: decompile protection
Posted by Crono on
Tue Aug 2nd 2005 at 7:52am
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I have an idea: don't worry about it.
No one will get an accurate decompilation.
C/C++ is for CREATING code. You can't decompile with C/C++ ... that just doesn't make sense (unless you use the language to write a program that translates, in which case the C++ portion would be limited).
But all executables and overall any "compiled" file is readable, which isn't decompiled, since it isn't formed back into whatever it was before compilation.
You just have to know how to read it. How do you think people crack game executables so they no longer need the cd? They read the file in an 'binary to assembly' program/translater of some sort (like PE explorer, if you've ever heard of it) and look through the commands for a cd check. The point is: it's very readable, if it wasn't you'd risk the file not being able to be read by whatever it's interfacing with, be it your OS, hardware, a game engine, whatever.
So, to make it so that isn't possible (which is a waste of your time in any case or format) you need to know how the most common program used to decompile works and guard against it while still allowing the engine to read the map without any problems.
Not sure what to do there, but, I really think it's is just a waste of your time.
Also, if your map is so good that people will want to steal it, wouldn't that mean the map, and you, are already popular enough that people will recognize the fake?
Not to mention, if someone does decompile it and steal it, then it'll run like garbage. I can explain that a little more if you like.
Blame it on Microsoft, God does.
Re: decompile protection
Posted by DrGlass on
Tue Aug 2nd 2005 at 7:25pm
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Dont relase it to the public.
If you release your map, or anything for that matter, it will and can be "stolen".
I doubt your map (no offence) will have anything that anyone will
steal, and even if they do it will be someone just checking out how you
managed an effect. If you really dont want people checking out
how you do stuff in your map then your an ass (again no offence) and
anyone can use simple console commands to find out entity info.
Re: decompile protection
Posted by im.thatoneguy on
Tue Aug 2nd 2005 at 10:44pm
Posted
2005-08-02 10:44pm
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I agree with doctor, either:
A) You're well enough known that people will recognize your work being stolen by someone else, and call them on it.
or
B) Nobody cares about your work and you have nothing to protect.
Not to mention, it's always easier to claim credit than to decompile modify and steal.
Re: decompile protection
Posted by French Toast on
Wed Aug 3rd 2005 at 4:29am
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Immitation is the sincerest form of flattery. I guess stealing isn't the same, but you could take it as a compliment...
Re: decompile protection
Posted by DrGlass on
Wed Aug 3rd 2005 at 8:34am
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You have a point slayer. But most MODs that add crap to your level are server side, not the map.