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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Map protection?
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Map protection?
Would it be easy to implement some kind of map protection so that you can play a map like usual but can't edit it without the correct password (the password that the map author set, of course
)?
☆
- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Map protection?
Have you tried deleting every brush without rebuilding?
Why would you want to do that anyways?
Why would you want to do that anyways?
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Map protection?
That would be good for preventing people from accidentally causing mismatches for themselves... Yet an UDE-style protection would be better - just set all maps to Read Only.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Map protection?
That's a wonderful idea!Yet an UDE-style protection would be better - just set all maps to Read Only.
☆
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Map protection?
Please don't add this!! Please answer what would be protecting worth? I'm always for opensource scipts/maps. This way anyone can learn how to make better maps/scripts. Lol maps you can edit only knowing a password
? Very bad idea. You should allow everyone to learn from what you've done. That's why I'll always keep everything I made open source.
Besides in MP you can't play with modified maps. This will hold community from developing better maps. Big NO!!
Besides in MP you can't play with modified maps. This will hold community from developing better maps. Big NO!!
Last edited by Raven on Tue Nov 18, 2008 10:59 pm, edited 1 time in total.

- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Map protection?
Idk why did I even post this when I don't want this too. :-?
Please forgive me.
And lock the topic.
Please forgive me.
And lock the topic.
☆
- HeadShot
- OldUnreal Member
- Posts: 228
- Joined: Wed Nov 21, 2007 4:30 pm
Re: Map protection?
I think you should have a way to disallow ripping maps/files from servers, I made maps especially for my clan server and do not wish to share them, if someone rips them and puts them on their server, what do I do? I can ask them, but what if they don't do it? I could always take legal action.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Map protection?
Hm, this would break the open-like architecture of Unreal maps in general. Any closed system would be (or) easily breakable (or) come with things like DRM which is not really want you want (hopefully)
/notsigned on this idea.
/notsigned on this idea.
- §tå£kër 3000
- OldUnreal Member
- Posts: 200
- Joined: Sun Sep 21, 2008 8:08 pm
Re: Map protection?
Lucky for us Raven Epic sees it the same way you do or there would be no custom maps at all.Please don't add this!! Please answer what would be protecting worth? I'm always for opensource scipts/maps. This way anyone can learn how to make better maps/scripts. Lol maps you can edit only knowing a password? Very bad idea. You should allow everyone to learn from what you've done. That's why I'll always keep everything I made open source.
Besides in MP you can't play with modified maps. This will hold community from developing better maps. Big NO!!
Anyway if someone rips off your maps and runs them on a server isn't that paying you a compliment?
That's how I would see it.
This sounds more like server jelousy, who has the most clients to me.
To protect your maps, you would have to hex edit them so they cannot be downloaded, and only given to the clients you trust not to share them. Sounds like a waste of time and talent to me.
Also personally I would never rip off anyone's map's,
I would ask their permission, first .
Last edited by §tå£kër 3000 on Wed Nov 19, 2008 2:21 pm, edited 1 time in total.
§tå£kër 3000 Playing Unreal since 1998 Stalking Unreal since 2008!


- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Map protection?
Oh well I see what is your opinion and don't have anything against it. Even opposite! I think my idea was dumb.
☆
- Pitbull
- Administrator
- Posts: 1225
- Joined: Fri Oct 04, 2002 6:47 pm
- Location: Between Venus and Mars
Re: Map protection?
Most people include a standard readme with their maps. The only thing I ever disagreed with is when someone does not give credit to the original author.
Below is taken from a standard readme.
Copyright / Permissions
-----------------------
User may not use this level in commercial exploitation
for any type of profit. Written permission must be granted by
author to use this level commercially.
User may distribute this level to anyone he/she wishes,
as long as user does not charge any type of fee for the
distribution of this level, and also said user MUST attach this
txt file with level.
----------------------
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Software, Inc. under license. UNREAL and the UNREAL logo are registered
trademarks of Epic Megagames, Inc. All other trademarks and trade names are
properties of their respective owners.
Below is taken from a standard readme.
Copyright / Permissions
-----------------------
User may not use this level in commercial exploitation
for any type of profit. Written permission must be granted by
author to use this level commercially.
User may distribute this level to anyone he/she wishes,
as long as user does not charge any type of fee for the
distribution of this level, and also said user MUST attach this
txt file with level.
----------------------
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Software, Inc. under license. UNREAL and the UNREAL logo are registered
trademarks of Epic Megagames, Inc. All other trademarks and trade names are
properties of their respective owners.
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
- HDD21
- OldUnreal Member
- Posts: 84
- Joined: Wed Aug 27, 2008 1:25 am
Re: Map protection?
There is a way i know, where you can protect a map, and it causes the editor to crash when you load it.
it involves a bit of hex editing. Ive tested it and it works a treat.
It will spit out a GPF when you even attempt to open it, yet it is still playable ingame/hostable. I map for other games on the engine and use this frequently (especially in deus ex where people always try and claim your work). Ive kept my method secret, because people may figure out how to get past it. You can do it in many ways and however you do it determines how strong the protection is.
And they can still be downloaded from the server. And if you want it only in your server, make a mod which has a pw you enter into unreal.ini, and if its incorrect, make it do debug GPF.
(Add its actor to the map of course, and add other sourcecodes of yours to the U file to make it harder to read the passwords with notepad). Strip the source, and i use deus ex mod protector which messes up thee nametable etc to help prevent decompiling.
I did that with my big RPG project in deus ex, (it saved me from a knowen stealer who came to my server and said "Now i have this map to edit and host too
"). Of course that can be bypassed, just an extra layer of security. combined with editing protection, you can lock them well.
Or if you release them and dont want them edited, the hex editing does the job.
PM Me, or add me on MSN @ jm_4_jm@hotmail.co.uk if you want to discuss it with me. I beleve anyone should choose what they want to do with THEIR work. I have this attitude, as in deus ex ive had plenty of my open source stuff ripped off from me and claimed. And for even tighter security, delete the brushes before protecting.
Im all for open source, but when people steal your stuff and take credit for stuff you have worked on for countless hours, i get pissed off. Im not sure how that is in unreal, but in deusex, hosting an unprotected map is like hosting an unsecured server. it will be edited and claimed within a week or so. I may write a tool that does this hex editing protection.
it involves a bit of hex editing. Ive tested it and it works a treat.
It will spit out a GPF when you even attempt to open it, yet it is still playable ingame/hostable. I map for other games on the engine and use this frequently (especially in deus ex where people always try and claim your work). Ive kept my method secret, because people may figure out how to get past it. You can do it in many ways and however you do it determines how strong the protection is.
And they can still be downloaded from the server. And if you want it only in your server, make a mod which has a pw you enter into unreal.ini, and if its incorrect, make it do debug GPF.
(Add its actor to the map of course, and add other sourcecodes of yours to the U file to make it harder to read the passwords with notepad). Strip the source, and i use deus ex mod protector which messes up thee nametable etc to help prevent decompiling.
I did that with my big RPG project in deus ex, (it saved me from a knowen stealer who came to my server and said "Now i have this map to edit and host too
Or if you release them and dont want them edited, the hex editing does the job.
PM Me, or add me on MSN @ jm_4_jm@hotmail.co.uk if you want to discuss it with me. I beleve anyone should choose what they want to do with THEIR work. I have this attitude, as in deus ex ive had plenty of my open source stuff ripped off from me and claimed. And for even tighter security, delete the brushes before protecting.
Im all for open source, but when people steal your stuff and take credit for stuff you have worked on for countless hours, i get pissed off. Im not sure how that is in unreal, but in deusex, hosting an unprotected map is like hosting an unsecured server. it will be edited and claimed within a week or so. I may write a tool that does this hex editing protection.
Last edited by HDD21 on Thu Nov 27, 2008 3:29 pm, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Map protection?
Simple as modifing package flags and enabled "NotForEditor"?
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- HDD21
- OldUnreal Member
- Posts: 84
- Joined: Wed Aug 27, 2008 1:25 am
Re: Map protection?
Its simple when you know where in the file to look. The thing i mess up to do that is always in the same place. And that part of the package (again wont say) is uses in the editor and not ingame





