Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

The sighted game industry has commercial-grade tamper-proof solutions that only work for C++ which take entire groups of very dedicated hackers months to get through for the purposes of authentication and authorization, that do such evil things as runtime modification of assembly and such, and there are sighted games that haven't had their assets stolen.  But this requires that you have a custom solution specific to your game, plus either a few million dollars or a dedicated team of programmers who's better than the best of the best hackers that might be interested, ready to rewrite all your DRM for the next game as soon as the current one's hacked.  And, as I said, they still get beaten in months.  The draw for sighted gaming and why you hear so much about this is that a few months when you're doing a multi-million dollar title is actually a lot of money.  So, as I have said before, and as I will say now, and as I'm sure I will say again in another two weeks, this battle isn't worth fighting.  I can think of maybe 2 or 3 people on this site who would have a chance of managing to write "unbreakable" drm, unbreakable means unbreakable until one of the few notable blind hackers like tsp gets bored, and if any of those people did it they wouldn't be sharing because if you share your drm solution you're giving everyone instructions on how to hack it and steal.The best scheme I've come up with just raises the bar to "now you have to play through a hacked copy of the game", and it's very very far from the bgt .dat file.  BGT .dat files were broken at least 5 years ago, that ship hasn't just sailed, it's sailed over the edge of the world and into a black hole.

URL: https://forum.audiogames.net/post/566018/#p566018




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

@10-11, no, you can't make something that can't be unpacked, or that can't be decompiled/reverse-engineered. Licenses are worthless in practice; they protect you when it comes to the legal system (if they've even been tested) but they have no other utility function.

URL: https://forum.audiogames.net/post/565982/#p565982




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

Technically, there are non--decompileable things, well you can't decompile them to their normal state(see Python with Cython). But yes, virtually everything can be decompiled, see parts of the Windows kernel around on GitHub, parts of iOS that are closed source, etc etc.

URL: https://forum.audiogames.net/post/565914/#p565914




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Meatbag via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

and I personily think there is *no* way to make something that cant be unpacked, its just a matter of making something that no one is going to cair about unpacking them because it is slitely hard or what ever, but stil, if someone with enough skills want to decript them they could do it

URL: https://forum.audiogames.net/post/565900/#p565900




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

Sorry for doublepost, but you can pull an STW, and try to guard them with a license, but a legal agreement won't stop people. I wish that was how it worked, but it isn't.

URL: https://forum.audiogames.net/post/565897/#p565897




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

Yeah. It's not hard to do. Inside the exe or not. The BGT packfile Algorithm isn't that hard to figure out. Carter's done it, Lucas has done it, it really isn't hard. Here's the thing. You can guard your assets, but only from those who don't know how to get them from your system or simply don't care. If someone smart comes along who wants the sounds, they're getting them. No question about it.

URL: https://forum.audiogames.net/post/565896/#p565896




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

We have this discussion about every 2 weeks.  The thread usually goes "how do I protect assets", "You can't protect assets", "No really how do I protect assets", "you can't, here's why", and then me and a few others continue pointing out good reasons for a while and have to explain (again) that this is a battle between you and the smartest coder playing your game who might want to steal stuff, which just isn't a battle new coders can ever hope to win.I'm being somewhat harsh, yes, but the thing is that having to ask this question means you're by far not the smartest coder playing your game who might want to steal stuff, and that means a somewhat lengthy thread plus (if you don't believe the answers) battling things for a good while, only to have it stolen anyway.@5I'm not saying you want to steal assets. I'm saying that this adds maybe 5 or 10 minutes onto the time it takes someone knowledgeable enough to decrypt BGT .dat files only.

URL: https://forum.audiogames.net/post/565880/#p565880




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

@4, no, I actually agree with Camlorn here. His phraseology was correct in this instance. too many people are focusing on how to prevent asset theft without actually considering the fact that you can't. You just can't (not unless you were to stream the assets from something like AWS S3 or something like that, and even if you did someone would still be able to get at it). It would take me at most 5-6 hours, tops, to extract that DAT file for all to see, and that's if my computer was being particularly cantankerous.

URL: https://forum.audiogames.net/post/565869/#p565869




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : tdani via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

I didn’t ask to steal sounds, I was just interested in the question as I’ve seen one before.@4, thanks your answer.

URL: https://forum.audiogames.net/post/565855/#p565855




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : tunmi13 via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

@3: A better way to have said that is:You can't actually prevent your sounds from being obtained, it just makes it a bit more difficult. Rather than going and dropping a bomb saying, and I quote, a good enough coder, end quote.My answer:To do this, do the following.First include the pack file.#include "packname.extension"In the main function, set the storage path to *. This will ensure the sounds.dat is compiled into the .exe file. Like so.void main(){set_sound_storage("*";Then the decryption key.set_sound_decryption_key("this_is_an_example_you_jerks",true);Hope this helps.

URL: https://forum.audiogames.net/post/565838/#p565838




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

If this is possible, it would take about 10 minutes extra to undo at most using most schemes for doing this, and maybe a couple hours the first time if the scheme is subtle, with all of us knowing how after someone does it for one game.Maybe we need a sticky explaining how you shouldn't try to prevent asset theft until you're a good enough coder that you don't have to ask the question "how do I prevent asset theft?"

URL: https://forum.audiogames.net/post/565830/#p565830




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Re: bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : omer via Audiogames-reflector


  


Re: bgt - sounds.dat on the exe file

it just makes it a little bit more difficult, not totaly prevent it

URL: https://forum.audiogames.net/post/565825/#p565825




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bgt - sounds.dat on the exe file

2020-08-31 Thread AudioGames . net Forum — Developers room : tdani via Audiogames-reflector


  


bgt - sounds.dat on the exe file

Hey everyone!Is it possible to compress the sounds.dat file for storing sounds that I create with BGT into an exe file when I compile the bgt code file? I mind that this might help prevent the sounds from being stolen from the game.

URL: https://forum.audiogames.net/post/565823/#p565823




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