Decompile Protection Created 12 years ago2011-12-30 17:51:49 UTC by camplo camplo

Created 12 years ago2011-12-30 17:51:49 UTC by camplo camplo

Posted 12 years ago2011-12-30 17:51:49 UTC Post #302265
I know there is more than one way. What are the best ways, Preferably the ways that wont change to much the performance of the map online and /or how I construct the map.
Posted 12 years ago2011-12-30 18:46:33 UTC Post #302266
If there exists such a protection, it would consist of fine tuning your brushes in a way that makes decompilers crap out. Wouldn't know much more than that.

However, if somebody really wants to make a map just like it, decompiling is just one option. They can also rebuild it from scratch. Just like I did here. Not because I couldn't decompile it, only because I didn't know such thing was even possible. Not exactly a time saver, but it can be done.
Posted 12 years ago2011-12-30 19:37:29 UTC Post #302267
To my knowledge a reliable method of protecting decompiling doesn't exist, at least in the HL1 engine. In any case, you can't protect from people looking at your entity setup.
Posted 12 years ago2011-12-30 19:48:02 UTC Post #302268
Can anyone fully answer the question?....Specifically Cs 1.6, since everything Ive found thus far is concerning source...
Posted 12 years ago2011-12-30 20:41:22 UTC Post #302269
I don't think you should worry too much about someone stealing your map. Better use that time by actually making your map better.
Posted 12 years ago2011-12-30 21:25:10 UTC Post #302273
What SpaG said.

There's no 100%-reliable, fool-proof way of making your map impossible to decompile.
The best you can do is probably add in some sort of messy brushwork that would confuse a certain decompiler, but even then, someone with a bit of coding knowledge could still circumvent it, as the unencrypted geometry data is still located in the BSP file.

This page covers the whole thing nicely. It's aimed at Source, but the map format & base principles are shared in both engines, so technically this applies to Goldsource.

To quote the key bits:
Map designers need to know that people will get a hold of your VMF in some version or another, whether it be by your hand or not. Adding protection like this only delays the inevitable. For the most part, those who get a VMF only look, but if you do eventually login to a server that is running your map + sniper tower in the middle, yelling at the person will not help anyone. Just feel confident that your original design will win over some poor guys attempt to create his own map. What does one server running his bad version of your map affect you anyway?

Also, unlike HL1 maps, the Source format stores practically all the information for the map in the BSP. Nothing is interpreted by the engine. Thus, all that someone would need is a $10 copy of DJ Java Decompiler, a bit of free time, and a drive to hack your map and they can take VMEX and edit out all of the protections. The main point being, if you want to create a map that no one else will be able to change, you better do it for another engine because Source might as well be called open Source.
Daubster DaubsterVault Dweller
Posted 12 years ago2011-12-31 04:18:47 UTC Post #302282
I agree 100% with daubster and Spag, If you are worring about someone stealing your stuff you are worried about the wrong thing; you should focus more on building a better map.

If you're really worried about someone stealing your work, then really the only way to protect your ideas are not to map. =/
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-12-31 21:07:28 UTC Post #302310
I get it. I also make music so I understand where you guys are coming from. Thanks for the advice.

camplo
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