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UScript Protector

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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Age
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Joined: Sat Dec 29, 2007 5:25 pm

UScript Protector

Post by Age »

Where can i get some application that protects unreal scripts (for mods) against hacking, viewing, copying and/or something else?
Last edited by Age on Fri Feb 01, 2008 7:13 pm, edited 1 time in total.
fxsr789

Re: UScript Protector

Post by fxsr789 »

Wth? Half the time you try to de-compile hidden scripts you get scrambled code. What do you need to prevent the decompile process alltogether? Just put some garbage characters replacing the script and see what happens, I know Zombie did that in JcoopZ. (Last time I opened that in UnrealEd it loaded this window then the entire editor silently crashed)

- Fenix
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Zombie
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Re: UScript Protector

Post by Zombie »

Just put some garbage characters replacing the script and see what happens, I know Zombie did that in JcoopZ. (Last time I opened that in UnrealEd it loaded this window then the entire editor silently crashed)
The latest JCoopZ public release packages load just fine in UnrealEd for me. :-? Were you using UnrealEd2? There is enough left of the class source textbuffers to subclass and compile add-ons that implement minor changes or new [url=http://www.unrealdestination.com/clients/hyper/phpBB2/viewtopic.php?t=860#5185]supported custom playerpawn[/url].


-Zombie
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Age
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Re: UScript Protector

Post by Age »

Wth? Half the time you try to de-compile hidden scripts you get scrambled code. What do you need to prevent the decompile process alltogether? Just put some garbage characters replacing the script and see what happens, I know Zombie did that in JcoopZ. (Last time I opened that in UnrealEd it loaded this window then the entire editor silently crashed)

- Fenix
Garbage characters like.. ? And do i need to put them in all classes? How many?
I like it more if i can use protected classes in maps (no ued crashing).
Is there any application that can easily protect scripts?
Last edited by Age on Sat Feb 02, 2008 6:53 am, edited 1 time in total.
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JD
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Re: UScript Protector <- Fuck that!

Post by JD »

Where can i get some application that protects unreal scripts (for mods) against hacking, viewing, copying and/or something else?
Don't expect many people to play your mods if you pull that crap.  Epic designed the code and maps to be open and editable for a reason.

Last edited by JD on Sat Feb 02, 2008 8:06 am, edited 1 time in total.
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Age
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Re: UScript Protector <- Fuck that!

Post by Age »

Where can i get some application that protects unreal scripts (for mods) against hacking, viewing, copying and/or something else?
Don't expect many people to play your mods if you pull that crap. Epic designed the code and maps to be open and editable for a reason.
Forget about copying, just that people can't get script.
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Raven
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Re: UScript Protector

Post by Raven »

I'm 100% against stripping code from the source (of course when it comes to anti cheats, it's good to strip source :P). I'm always keeping my code open to the public (like mp3player). This way everyone can look at what I've done and extend it, fix it, etc. And if someone will use it without giving a credit... personally I don't give a shit about that :P.

EDIT:

Take a look at my ParticleEmitter code. At the beginning I was using emitter created by USU Team. Because it wasn't efficient enough (and lacks some functions we needed) I've started to extend it. Now from original code nothing left. I gave them credits (on wiki). IMHO anyone can use any part of code, as long as he'll give credits to original author.
Last edited by Raven on Sun Feb 03, 2008 10:13 am, edited 1 time in total.
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Age
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Re: UScript Protector

Post by Age »

I want real answers. Is anywhere any application that can easily strip and protect uscript?
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Raven
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Re: UScript Protector

Post by Raven »

Yes, search on wiki and/or BU forums. But even if you delete all textbuffer from .u, it can be easy decompiled. Here should be some info about it: http://wiki.beyondunreal.com/wiki/Trystan/Code_Protection
Last edited by Raven on Sun Feb 03, 2008 5:46 pm, edited 1 time in total.
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JD
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Re: UScript Protector

Post by JD »

I want real answers.
It's quite ironic that you want other people to share with you, and yet you don't want to share with them.

Pcube

Re: UScript Protector

Post by Pcube »

I echo JD's sentiments.
Jâçkrâßßit

Re: UScript Protector

Post by Jâçkrâßßit »

who cares if he wants to "protect" his code from the public :-?

Throw the script in a blender and then throw it into the microwave for all I care. Some people share source, some don't. It's "their" option, not ours.
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JD
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Re: UScript Protector

Post by JD »

Some people share source, some don't.  It's "their" option, not ours.
In the case of the Unreal engine, it was Epic's decision that Unrealscript source be available in the compiled packages.  Taking steps to try to circumvent that spits in the face of that decision.
Last edited by JD on Tue Feb 05, 2008 2:06 am, edited 1 time in total.
Jâçkrâßßit

Re: UScript Protector

Post by Jâçkrâßßit »

yeah, but Epic also made UT3 and threw away the source for 225f.
Last edited by Jâçkrâßßit on Tue Feb 05, 2008 3:07 am, edited 1 time in total.
fxsr789

Re: UScript Protector

Post by fxsr789 »

who cares if he wants to "protect" his code from the public :-?

Throw the script in a blender and then throw it into the microwave for all I care. Some people share source, some don't. It's "their" option, not ours.

I personally HATE you Jackrabbit, you and your dammed childish remarks about what other people do, oh to what the hell do I care anyways? You're all just humans... And I'm nothing more than a violent destructive creature that deserves to die, and be forever thrown to the dark depths of the void, never to be remembered ever again... Hahaha!

Besides, as long as code can be decompiled, someone with a smart mind will beable to piece it together into the actual code itself. Why the hell bother hiding UScript source. You're better off making your mod in pure C++.

The only time I would ever remove the contents of the "TextBuffer" is to reduce file size, (by a small margin of course) my friend sometimes does that to, and I think Winged Unicorn did it to for MCoop2, right? And he was generous enough to release the source code of that mod to. I'm sure everyone misses him, I wonder if he'd return some day.


- Fenix
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Smartball
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Re: UScript Protector

Post by Smartball »

The only time I would ever remove the contents of the "TextBuffer" is to reduce file size, (by a small margin of course)
Removing the text buffer normally reduces my file sizes by over 50%.


I only started obfuscating source code for my mods when I noticed it began to get plagiarized hardcore. I have no problem teaching people things or sharing code, but I don't see why someone else deserves credit for something I invested my own time in. Even now I explain things (or show source) to anyone who asks - I just don't leave it wide open for the taking anymore.

In a way I do regret obfuscating EDM's code because it prevented people from creating their own mutators for it. If another EDM ever comes to light, I'd most likely make half of it open source and half closed source for this reason.
Of all the things I've lost, I miss my mind the most.
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Age
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Re: UScript Protector

Post by Age »

Somewhere an application that protect .u files against de-compiling?
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Raven
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Joined: Fri Jun 10, 2005 5:10 am

Re: UScript Protector

Post by Raven »

Maybe it can be set up while compiling .u file, otherwise I think it's not possible to change it. Try to ask (or search) on BU. I remember there was topic about it.
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TCP_Wolf
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Re: UScript Protector

Post by TCP_Wolf »

The only time I would ever remove the contents of the "TextBuffer" is to reduce file size, (by a small margin of course)
Removing the text buffer normally reduces my file sizes by over 50%.


I only started obfuscating source code for my mods when I noticed it began to get plagiarized hardcore. I have no problem teaching people things or sharing code, but I don't see why someone else deserves credit for something I invested my own time in. Even now I explain things (or show source) to anyone who asks - I just don't leave it wide open for the taking anymore.

In a way I do regret obfuscating EDM's code because it prevented people from creating their own mutators for it. If another EDM ever comes to light, I'd most likely make half of it open source and half closed source for this reason.
ditto
-=]HONESTY PAYS[=-
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[]KAOS[]Casey
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Re: UScript Protector

Post by []KAOS[]Casey »

I leave my mods source in because i'm just lazy, if anyone ever actually tries to run my mod without the huge amount of mutators and setup with undocumented functions.. good luck :)

I once stripped the code to reduce filesize though. Then i just seperated alot of the textures/sounds/etc out of the .u
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スマイル・ドラゴン
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Re: UScript Protector

Post by スマイル・ドラゴン »

lol "undocumented functions" half of them are "replication features" right? Lol...

I think the only good reason to obfuscate code is to prevent people from exploiting bugs. That and to reduce possible file size. And to keep secrets away from prying eyes.
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil

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