|
Post by syncsta on Feb 19, 2014 13:44:41 GMT
Hey, how can I secure my map against decompiling?
|
|
|
Post by Zeph on Feb 20, 2014 13:41:47 GMT
You can't. But you can make it harder by: Add a key "no_decomp" with value "1" to any entity (turn off smart edit) Use a texture called "tools/locked" inside the map. It doesn't exist, so you may have to create it. Add this prefab to your map: protector.zipAll of these can be gotten around, but your decompiler needs to be quite aggressive. If that's the case, nothing would stop them anyway.
|
|
|
Post by syncsta on Feb 20, 2014 13:49:03 GMT
I made that earlier, but bspr decompiled it though :/ There must be a way, because when i tried to decompile one map with same tool and it says
[error] BspSource: Decompiling error, caused by java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at info.ata4.bspsrc.modules.VmfMeta.<init>(VmfMeta.java:58) at info.ata4.bspsrc.modules.BspDecompiler.<init>(BspDecompiler.java:55) at info.ata4.bspsrc.BspSource.decompile(BspSource.java:143) at info.ata4.bspsrc.BspSource.run(BspSource.java:67) at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:361)
and VMF file is 0kb
|
|
|
Post by Zeph on Feb 20, 2014 22:18:04 GMT
Thats the software crashing, might not be due to any protection. Not sure.
|
|