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MBosta
01-20-2008, 04:22 AM
Was wondering if it was possible to have a plugin or somesort of code, that will check what IP a map is being used on. For example, if a mapper makes a map for a certain clan, they will input this "code" or plugin, that will check what IP the map is being used on, and if it doesn't match the designated IP's, people can't spawn. Thus, people can't steal your custom made maps.

MBosta
01-20-2008, 04:23 AM
Ugh, for some retarded reason, this posted in the "chat". If someone can move it to request, thank you.

Dr.G
01-20-2008, 11:30 AM
If u modify a standard map ie. u just put it on to the gameserver and and no one will have to DL anything. Try and see this thread Wilson explained it short here http://www.dodplugins.net/forums/showthread.php?t=138

And if u modify a custom map and have DL url i think u can keep it yours if u have the "original" custom map on your webserver, and the modifyed one on the gameserver. Not sure but i belive u can..

diamond-optic
01-20-2008, 10:28 PM
i think hes talking bout completely new maps..

like for example.. say i created a map called dod_avamods and i didnt want any other server to be able to run it.. i think thats what he's aiming for..

the only thing i could think of that might work would be to say leave out entities on the map.. like the spawn points.. then use a plugin to create the spawn points on map startup.. and then if someone doesnt have the plugin they wont have the spawn points..

but its easy as cake to add spawn points to a bsp file.. so i cant really think of a good way to stop other servers from running the map.. because having a plugin check the server IP isnt going to do any good if the other server doesnt run the plugin

MBosta
01-21-2008, 12:04 AM
Yea I see what you're saying D-O. Perhaps not a plugin it self, but maybe a chunk of PAWN code that will do the trick, not sure how familiar you are with it.

|OnEHiTwOnDeR|SoCal
01-21-2008, 02:28 AM
lol pawn is basic language of amxx he is pretty darn familiar with it id say

=|[76AD]|= TatsuSaisei
01-21-2008, 11:36 AM
What Dimaond says is true... in the end there is no perfect way of "protecting" your intellectual property when it comes to a map. If you play it on a server and allow even ONE public person in.. you have technically leaked the map to the world. With that said, Diamond did touch on an obscure method of protecting it... but you would have to build the map knowing that a plugin is needed to run the map. Then, not only do you leave out spawn points (which CAN be dynamically added with a plugin) but you would want "other" stuff set up to be completely "unusable" all lights "switched" off and the only trigger is in the plugin ... capture zones that require 10 people to capture, which can then be "changed" by the plugin to be normal... use func_wall_toggle as opposed to func_wall and set evrything to not show at first, but have the plugin "trigger" the walls to make them appear for "normal" play... I could go on.. but setting up a map to be "private" requiring the use of a plugin would be very time consuming and require ALOT of creativity...

Sorry I couldn't be more help.. and btw.. PAWN IS the language of AMXX

diamond-optic
01-21-2008, 02:21 PM
ya.. i was thinking just removing spawn points would be very easy to fix.. but if you totally like destroyed the entity structure of the map so when someone opens it up theres a ton missing and a bunch of random stuff (that you could say rename/change values with a plugin) might help prevent *some* people from getting it working, but anyone with knowledge and thats determined to get it working easily could.. and the people that would have no problem doing so are probably the ones you dont want to have it the most...

unless you come up with a way to cause the map to crash on boot (that a plugin would be able to correct before crashing) and do it in a way that just looking at the entities in the map would not give you any idea as to what needs to be fixed then theres really no way to stop ppl from using it 100%

Zor
01-21-2008, 07:55 PM
What about taking all the entities from the map, strip every one of them. Then have an entity file somewhere that is loaded by a plugin like amx_stripper. That would work. Using ripent.exe -export you could get all the entity information outa the bsp. Then, using ripent.exe -import with a blank file that map wouldn't have ANY entity information in it. This will crash it on startup. And then using the amx_stripper plugin you could use the exported file, modified to work with amx_stripper, to load all the data upon map load. You may have to leave in classname world or some such. That would do everything you need, however as stated. You cannot do anything about it if you use a map that has to be downloaded...however this will also make maps load quicker. It your real industrious there is a CS plugin at amxmodx that makes the maps from scratch. In other words it will load a numb map, something with f all in it, and then dictate to all clients where the walls are, the spawn points, etc etc. However to make that work with dod you would have to define EVERYTHING! However that is for sure a way to NEVER give up your maps.

Ref:

Stripper2
http://forums.alliedmods.net/showthread.php?t=10713

Dynamic Rooms off Maps
http://forums.alliedmods.net/showthread.php?t=40887

Metamap
http://forums.alliedmods.net/showthread.php?p=3128


Cheers!

noddy
01-22-2008, 12:06 PM
I thought that you could have map with fully functional entities on your gameserver but map with missing entities for your fast downloads. So that all clients download from fast download the map minus entities. Perhaps put flags 20ft up in the air on fast download but correct position on server.

diamond-optic
01-22-2008, 03:37 PM
hmm that might work too

tho there might be some entities it wont work with cause i know theres a lot that it loads off the client version even if you edit the server's copy, so you might run into problems with some of them

sparky99
01-25-2008, 08:52 AM
Just thinking about the whole topic, here is a guy who wants a community that generally shares code and ideas to make him (ie share) code that hides his own.

I'm just saying,,thats all..

Edit: After checking my dod directory I have 2534 bsp maps in it, I hope some are yours ;)

=|[76AD]|= TatsuSaisei
02-05-2008, 09:28 AM
Just thinking about the whole topic, here is a guy who wants a community that generally shares code and ideas to make him (ie share) code that hides his own.

I'm just saying,,thats all..

I see where you are headed... but why can't a guy want a few things kept "secret" ?? Not everything needs to be shared... I know I have made a few "personal" maps that I would never want to see others use publicly, but I know the risks of "showing" my maps online too ... the thing is .. everyone wants there own little uniqueness... some of us with our plugins, some with maps, some simply with style of play... however you want to be "known" we should all respect that...

Some know this is not my first time condoning hiding something, and the next person to comment on it should know you are not the first to tell me how "wrong" I am... but should know that I will not back down simply becuase we can not agree...


and BTW ... 2000+ maps !! I thought I was slick getting close to the 1000 mark and here you are .... ;)

sparky99
02-08-2008, 12:22 AM
An easy way is to created a keyvalue's only your map knows to run and work properly, then add the entity identification code in your own hidden amxx plugin, and use your custom FDG file. You can see how this could be done in the soccerjam.sma posted. But too "hide" the code would mean you have to create it and not share it. You could also easily replace/swap any DoD entity and world brush as well with new code that would seriously take some time to undo. It would not be worth most peoples time. Stripper2 could be used to ensure they arnt included in the BSP file downloaded further frustrating efforts.

Tat I updtaed the map total, I havent finished D/L all yours yet too.

:)

WARDOG
02-09-2008, 05:16 AM
Yes, you can strip the basic entities from the .bsp and put it on the fast downloads, then put the complete version .bsp on the game server.

However, this wouldn't prevent some one with knowledge of how to do this, from taking the entity less .bsp and adding there own, to create a useable map.

There really isn't a way to keep your map from the public without a big hassle trying to prevent it, just add clan adverts on the walls, so people playing it will know the creators.

diamond-optic
02-09-2008, 08:43 PM
just add clan adverts on the walls, so people playing it will know the creators.

replacing those would be easier then re-adding your own entities to the map lol

Ba5ic
02-10-2008, 06:05 AM
just add clan adverts on the walls, so people playing it will know the creators.

I've seen this on D-O's server - is this a fairly easy process in adding an advert to the walls??.

I also would like to get a little more involved in mod'ing the map itself, i.e. for an example, on D-O's server the red room wall on Ava can be taken out with a bazooka or panzershreck.

I do use BSPEdit for adding guns at the spawn area's but as i said i would like to add more things and mod it more.

Any guidance would be appreciated

Thanks

WARDOG
02-10-2008, 08:48 PM
Clan adverts, I'm talking about making your own clan tag texture, and adding it to your custom.wad, place it in hidden places in the map and on some walls, and compile it, not a plugin. Of course this would be your map made in hammer.

The only thing you can do to other peoples map work, without permission, is play with the entities. Decompiling some one elses map work to change other physical structures in his map is frowned on, and considerd theft by the dod mapping community, especially stock. If you are caught, your clan and name will be ridiculed to no end as thieves and could face legal action from the author. It will not make your server popular but the opposite. If you want to change physical structures you should make your own maps.

diamond-optic
02-10-2008, 09:02 PM
Clan adverts, I'm talking about making your own clan tag texture, and adding it to your custom.wad, place it in hidden places in the map and on some walls, and compile it, not a plugin. Of course this would be your map made in hammer.

The only thing you can do to other peoples map work, without permission, is play with the entities. Decompiling some one elses map work to change other things in his map is frowned on, and considerd theft by the dod mapping community. If you are caught, your clan and name will be ridiculed to no end as theives. It will not make your server popular but the opposite. Make your own maps.


only problem with that is changing textures in wad files is even easier the messing with the entities lol

Campbell [82nd AB]
02-12-2008, 09:45 AM
red room wall on Ava can be taken out with a bazooka or panzershreck.


Thanks[/QUOTE]


Well i'll start this off with, this post was actually for me. MBosta (my MSgt) posted it on my behalf. I have found someone to make this plugin.

Hes going to use the basic's of a virus to keep my maps secret. One way of doing this would be, the map would be instantly deleted once the user leaves the server the plugin is on.


As for the red room comment, you build that inside of your map. You make two walls, one the normal wall you are always looking at which would be func_breakable. The one inside of that would be func_wall and would be the blown up wall. So once your wall is blown out all you see is the destroyed wall you stuck inside of the normal one.

Now you can set the func_breakable to a very high strength or to be triggered by zooks only.

Ba5ic
02-12-2008, 11:29 AM
;9147']red room wall on Ava can be taken out with a bazooka or panzershreck.

I have found someone to make this plugin.

Hes going to use the basic's of a virus to keep my maps secret. One way of doing this would be, the map would be instantly deleted once the user leaves the server the plugin is on.


Sounds like an extreme measure bordering on paranoid, but hey whatever floats your boat.

Campbell [82nd AB]
02-12-2008, 02:17 PM
Sounds like an extreme measure bordering on paranoid, but hey whatever floats your boat.

When you are working 30+ hours a week on a map. You wouldnt want someone to come along and steal it, now would you? I am also getting this plugin because i am now selling maps to a few realism units, and i am including this plugin to protect their PAID for map from some nub unit who wants to steal it.

I believe i will be having 4 seperate plugins to go along with the one I will be using for the 502nd. That way it will be SLIGHTY hard for someone who paided for one to also steal another one of my maps. Each plugin will give me the option to config it to the single map and lock it.

WARDOG
02-12-2008, 04:23 PM
replacing those would be easier then re-adding your own entities to the map lol

Worldcraft:

add '-wadinclude custom' to the Parameters box for hlcsg (without the quote marks). Note that '.wad' is not necessary in this line, and that the -wadinclude parameter can be added before or after the '$path\$file' parameter.

So your Parameter box on hlcsg should read: $path\$file -wadinclude custom

When custom textures are used in a user-made map, Half-Life needs to reference the custom textures in order to successfully load the map. These custom textures can either be distributed in a new wad file(s), or embedded into the map (the .bsp file) during the compiling process. Embedding textures into a custom map will increase the size of the bsp file itself, but there are a couple of reasons why an author may want to compile the custom textures into the map:

it saves the author from having to distribute multiple files in order to load the map

the author may wish to protect his/her custom textures from being used in other custom maps without permission.

You can't edit them, if you can't see them. ;)

Dr.G
02-12-2008, 05:23 PM
Well this has become odd. A man want made a plugin here so that he can sell maps to others. Atm i cant see anywere to buy plugins here, but maybe that would be an idea?? And really odd since pbl here is giving away alot of time via the great plugins they make/made. Well ok nevermind...

Well Mr. map salesmen u could make that virus thing blocking u from switching to your desktop or block the copy function on pbls computers while gaming, when u are playing a map it easy to go out and copy paste the bsp file from your dod/maps and make a copy to another place. Another thing i think would be good, would be to let pbl know that they are downloading a file that will erase something from his computer when he leaves again..

diamond-optic
02-14-2008, 02:18 AM
;9147']Hes going to use the basic's of a virus to keep my maps secret. One way of doing this would be, the map would be instantly deleted once the user leaves the server the plugin is on.

i dont see how this could even be slightly possible

{DwP} 325th ABN
02-14-2008, 03:31 AM
anyone who would pay for anything that we all share and make for eachother is crazy. if i had to pay for a map or a plugin that the great plugin masters make i wouldnt have it. that is what makes us so sweet is we help eachother out. come on lets face it why would i want a map i have to pay for when there are 2000 that look like yours.

noddy
02-24-2008, 11:06 PM
slightly off topic but here is a map created by one of our clan members.

http://www.fps-uk.net/modules.php?name=Downloads&d_op=getit&lid=2

feel free to put it on your servers. This is his first attempt at mapping.

this map is for dod 1.3 not source :)

I can't believe that anyone would want to buy a dod map ;)

Gangrel
02-25-2008, 08:38 AM
Worldcraft:

add '-wadinclude custom' to the Parameters box for hlcsg (without the quote marks). Note that '.wad' is not necessary in this line, and that the -wadinclude parameter can be added before or after the '$path\$file' parameter.

So your Parameter box on hlcsg should read: $path\$file -wadinclude custom

When custom textures are used in a user-made map, Half-Life needs to reference the custom textures in order to successfully load the map. These custom textures can either be distributed in a new wad file(s), or embedded into the map (the .bsp file) during the compiling process. Embedding textures into a custom map will increase the size of the bsp file itself, but there are a couple of reasons why an author may want to compile the custom textures into the map:

it saves the author from having to distribute multiple files in order to load the map

the author may wish to protect his/her custom textures from being used in other custom maps without permission.

You can't edit them, if you can't see them. ;)

I actually made the map above that Noddy mentions. And used the above command in hammer to embed my custom decals into the bsp. It works a treat on dod 1.3.

I suppose somebody could decompile the map and remove them but it does make it a little trickier than just having an additional WAD file.

WARDOG
02-26-2008, 02:45 AM
I actually made the map above that Noddy mentions. And used the above command in hammer to embed my custom decals into the bsp. It works a treat on dod 1.3.

I suppose somebody could decompile the map and remove them but it does make it a little trickier than just having an additional WAD file.

Negative, recompiling a decompiled map, will result in a screwed up map. That's the beauty of -wadinclude and embedded textures.

Gangrel
02-26-2008, 07:47 AM
Negative, recompiling a decompiled map, will result in a screwed up map. That's the beauty of -wadinclude and embedded textures.

Nice to know. That makes me even happier I did it now.

sparky99
04-03-2008, 03:02 AM
Textract can give the texture names from their undoing is a lil easier.

=|[76AD]|= TatsuSaisei
05-08-2008, 07:21 PM
;9150']When you are working 30+ hours a week on a map. You wouldnt want someone to come along and steal it, now would you? I am also getting this plugin because i am now selling maps to a few realism units, and i am including this plugin to protect their PAID for map from some nub unit who wants to steal it.

I believe i will be having 4 seperate plugins to go along with the one I will be using for the 502nd. That way it will be SLIGHTY hard for someone who paided for one to also steal another one of my maps. Each plugin will give me the option to config it to the single map and lock it.


I am curious as to how this ended up working out for you ?