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Zombie_Plan
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PostPosted: Tue Mar 08, 2005 1:17 am
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How do we get the security EOD had? I mean, editors can't get into it. How? I want this!!!

And how about stopping Hex Editting, like BT said he did for advanced?

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PostPosted: Fri Mar 11, 2005 6:43 pm
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I've wondered about this too... it might be helpful to a lot of people.

I don't know, but maybe this question hasn't been answered because to reveal how to do it might also reveal how to undo it, and people would start hacking into EOD (?)
Chris
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PostPosted: Fri Mar 11, 2005 7:37 pm
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If there was only one answer to this question, Pac-man could be opened in Floedit.
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PostPosted: Sat Mar 12, 2005 12:19 pm
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Even if you knew how the encryption works, it shouldn't be that easy to get it decrypted without having the key (if the programm that uses the encryption didn't provide unencrpyted mapfiles in their save games... *cough*).

Basically you just have to encrypt your maps and decrypt them in LoadMap in ID_CA.C when loading them. That's all. If you then didn't provide too many security holes in your encryption and its usage, no one should be able to cheat for a while Wink
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PostPosted: Sat Mar 12, 2005 2:16 pm
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Deathshead wrote:
How do we get the security EOD had? I mean, editors can't get into it. How? I want this!!!

And how about stopping Hex Editting, like BT said he did for advanced?


What do you mean editors can't get into it? I was able to open the VSWAP with XWE! Razz

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PostPosted: Sat Mar 12, 2005 6:21 pm
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wolf3dbreaker wrote:
Deathshead wrote:
How do we get the security EOD had? I mean, editors can't get into it. How? I want this!!!

And how about stopping Hex Editting, like BT said he did for advanced?


What do you mean editors can't get into it? I was able to open the VSWAP with XWE! Razz


As Ripper explained, it is an encrypted "MAP" file. Yes, XWE will allow you into the vswap.. for that matter so should Chaos edit and possibly WDC (although you might have to use Non-EoD maps to use Chaos and WDC... Smile ).

Everyone is speculating and wondering where the encryption came from..... The answer has been hiding in the forums for quite some time... Back in the Features Thread... lol.... And then with Ripper's post, I figured that that would give it away.

Ripper wrote the protection that was used in EoD. And even if he (Ripper) gave you the source code changes (as he did with MCS), unless you had the specific KEY that MCS used to encrypt the maps, it wouldn't make any difference as you must have the same KEY to encrypt/decrypt the map files.

So until MCS releases the specific decrypter/encrypter program that Ripper's code generated using the Key MCS supplied, you will not be able to look at/edit the EoD Mapset.

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Edit: Added for DeathsHead.... What I did for advanced was simple.... Anyone can do it. For that matter, most of it is already there in the code... Look at the "LoadGame" routines.... it's as simple as checking the CRC on the file and if it matches the same CRC as when the file was saved the game continues... If not... Then instead of giving you the message (Cheater), I just told it to remove all weapons and make things much harder..... But I also added the check to make sure that no-one had hex-edited the config file or the new data file for the game.

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PostPosted: Sat Mar 12, 2005 7:18 pm
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Ripper wrote:
If you then didn't provide too many security holes in your encryption and its usage

Like this? http://diehardwolfers.areyep.com/viewtopic.php?t=2516#17

Also, I don't think it would be too hard to direct a graphic in memory (like a wall) to a different location (say, the location of the far uncompressed mapsegs or near tilemap), or change some kind of pointer to go there (some array that you can look at by some means). Never tried any of this, and I'm pretty busy this weekend, but it could be an interesting experiment. Wink
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PostPosted: Tue Mar 15, 2005 5:44 am
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Hey what`s XWE?
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PostPosted: Tue Mar 15, 2005 6:10 am
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Google it! http://www.google.com/search?hl=en&q=XWE

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PostPosted: Sat Mar 19, 2005 1:11 am
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Hey i started thinking about this. Here are a few ideas for security. Not excactly like eod but they may do it the same.
1. Divide the sprites,walls and sound from the vswap and put them in different files. Like that you will have to change the editor to open the vswap(something adam could do)
2. When an editor opens the vgagraph(at least chaos-edit don`t know about wdc) it needs the vgahead and vgadict files. Using the tutorial that ripper wrote on changing the files names you could rename these two files and then chaosedit(and wdc?) would have to change the way they open the vgagrapch to do this.
3. Not sure about this but doesn`t the above work for gamemaps and mapheads files?

Tell me what you think about this.
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