English (closed) Map Protection

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11.09.20 05:58:19 pm
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KhalidDotcom
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So, lately I've made a server and a lot of players liked it , so my team decided to work on maps to make the server more entertaining, and they did make a lot of new maps with great ideas, But the problem is that anyone can take our maps and use them in their own servers without asking for a permission, so if you can help I need a script to protect maps from getting stolen or used in other servers
edited 1×, last 12.09.20 01:22:19 am
11.09.20 06:26:06 pm
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MikuAuahDark
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Not sure if my file cs2d MikuAuahDark: Map Protection v1.0 (10) still works with recent CS2D, but try to give it a shot. BACKUP YOUR MAP FIRST!
file cs2d LuaJIT for Dedicated Server (11) JIT POWER! | Know your Lua errors! | Draw stuff at Pixelize Art --xx-- server!
11.09.20 06:27:48 pm
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KhalidDotcom
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@user MikuAuahDark: I did try your script but it gave me a error about tiles and didnt work
11.09.20 06:52:37 pm
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DC
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Each map "protection" can easily be tricked. If you don't want to share the maps then you can't host a server with them.

You should be proud if people like your maps so much that they want to play them on their own servers as well. I don't really see a problem with that.

gl & hf us
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11.09.20 06:57:37 pm
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KhalidDotcom
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@user DC: I think that this is a pretty good answer, But who will steal it will say that he made it and people who didn't see or join my server will say that I'm the one who stole it
11.09.20 07:13:20 pm
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welcome to the internet, I also have some stolen maps.
CS2DBR Community - http://cs2dbr.tk
11.09.20 07:40:41 pm
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Hador
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I guess the alternate answer would be to create a script that places all of the tiles with settile when the map loads, but no guarantees for a playable experience for any decently sized map.

Also, you might be able to build a lag machine with entities that takes a certain sequence of triggers activated by lua to deactivate, but that could just be cut out of the map code if someone really wanted to.
11.09.20 10:27:08 pm
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KhalidDotcom
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@user Hador: ok. but how can i make it
12.09.20 01:12:14 am
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TimeQuesT
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user Hador has written:
I guess the alternate answer would be to create a script that places all of the tiles with settile when the map loads, but no guarantees for a playable experience for any decently sized map.

I thinks there was a script for this uploaded here. Unfortunatelly I do not recall.

user Hador has written:
Also, you might be able to build a lag machine with entities that takes a certain sequence of triggers activated by lua to deactivate, but that could just be cut out of the map code if someone really wanted to.

You can do this wither the weather effect. Though this is easy to remove with automatic means.

To have real map protection you have to find answer to one of these questions:

Is there a part of the map file that is only read by the editor?
(no, the map editor and the game uses the same load function)

Is there a part of the map file that is only read by the server?
(yes, but actually no. See the first qoute).

My opinion: Map protection is evil. It prevents mappers from learning from existing maps. Also you cannot improve maps on/for your own. As I was WC3 mapper I remember people using map protection (second question class) and it was annoying. It prevented me from learning (missunderstood as copying).


Edit: yeah that script is that one user MikuAuahDark posted.
edited 1×, last 12.09.20 01:33:34 am
Muh
12.09.20 01:22:00 am
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KhalidDotcom
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@user TimeQuesT: Ok thanks for the intel
12.09.20 02:39:41 am
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MikuAuahDark
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user KhalidDotcom has written:
@user MikuAuahDark: I did try your script but it gave me a error about tiles and didnt work

Ah, I guess I have to update that script. Maybe I'll make that standalone executable instead.

Honestly, no map protection is perfect. I've seen some map protection mechanism:
• Snow spam in Map Editor
• Info_TeamGate
• cs2d cmd settile

All of them have their advantages and disadvantages
• Snow spam in Map Editor: Cause the game to lag af and eventually makes CS2D think they're compromised and closes itself. The deactivation mechanism is usually done with Trigger_Start or cs2d cmd trigger. The disadvantage is you have to apply/remove the protection manually with 3rd-party scripts/tools.
• Info_TeamGate: Prevents player from spawning as they're killed directly on spawning. Same disadvantages as above.
• cs2d cmd settile: Player only download maps with tile #0 filled. For my script, it only removes tiles which doesn't use/affect(ed by) map blending as those are impossible to set with cs2d cmd settile. The disadvantages is minimap won't work properly.

A dedicated people who really wants your map will always able to build it, like when using cs2d cmd settile method, they can basically join in your server, open another CS2D instance, and recreate your map using the downloaded map as building block.

That's when talking about dedicated people. Using either or all of those methods above should stop kiddies from stealing your map. And as user DC said, the best way to protect your map is not to distribute it to public (this includes making public server with it!).
file cs2d LuaJIT for Dedicated Server (11) JIT POWER! | Know your Lua errors! | Draw stuff at Pixelize Art --xx-- server!
12.09.20 02:47:58 am
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KhalidDotcom
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@user MikuAuahDark: Actually, I saw 1 map that had a great map protection in which it was fully red and hard to see by eye with thunder sounds, but in it's server the map looked normal and it had no thunders
12.09.20 03:32:22 am
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MikuAuahDark
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That looks like variation of Info_TeamGate method using Env_Sprite. But yeah that also work but can be removed by same method as I said before in snow spam map protection.
file cs2d LuaJIT for Dedicated Server (11) JIT POWER! | Know your Lua errors! | Draw stuff at Pixelize Art --xx-- server!
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