Protecting .mis files
by Jonathon Schad · in Torque Game Engine · 05/16/2008 (4:13 pm) · 7 replies
Is there anyway to keep people from editing mission files? They don't compile into .dso files like script files and don't seem to be protected. Does anyone know any good resources maybe for this? Thanks.
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#2
.mis files are only loaded on the server.
05/16/2008 (7:30 pm)
You do not need to distribute your .mis files to your players..mis files are only loaded on the server.
#3
05/16/2008 (11:41 pm)
I was also thinking about protecting .mis files. Making them .dso is a good idea.
#4
I think compiling into .dso would be great to protect .mis files. I think compile("stronghold.mis"); would work.
05/17/2008 (8:28 am)
@Peter I want people to be able to play single player offline also along with multiplayer over a server, so that would not work. I think compiling into .dso would be great to protect .mis files. I think compile("stronghold.mis"); would work.
#5
I figured this out, while I was cleaning my TGE version, and put outdated missions in a folder and zipped it. I was surprised I could yet access the files that where in.
05/17/2008 (9:05 am)
An easy way would be be to put your mission files into an encrypted .zip archive and to read the content while providing the password, to decrypt it, or set it with read only rights.I figured this out, while I was cleaning my TGE version, and put outdated missions in a folder and zipped it. I was surprised I could yet access the files that where in.
#6
If you are running dedicated servers, your .mis file will be authoritative and it doesn't matter if your clients change them. If you want your users to play single player, let them modify the .mis files. It can only add to the longevity of your game.
If you are worrying about protecting the IP of your product, the .mis file is about the last thing you should be worried about. Your only goal should be to make a game that is fun to play.
05/17/2008 (9:11 am)
There is no reason to want to encrypt your .mis files.If you are running dedicated servers, your .mis file will be authoritative and it doesn't matter if your clients change them. If you want your users to play single player, let them modify the .mis files. It can only add to the longevity of your game.
If you are worrying about protecting the IP of your product, the .mis file is about the last thing you should be worried about. Your only goal should be to make a game that is fun to play.
#7
You only have to look around at the modding communities i.e. Half life 2 to see how much people enjoy being able to add their own content to games
05/18/2008 (4:42 am)
As Peter said allowing others to modify the .mis files can lead to a great modding community for your game and increase the life span of its play. If you're still after protecting them then you can look at placing your entire scripts, mission files, artwork, etc all in a zip file, TGE already has inbuilt functionality to be able to run your game from that. Remember however this is only going to slow people down and stop only beginners from editing your game, much the same way doom used it's .wad files which are basically just zip files - once you new that it was easy to extract the game files.You only have to look around at the modding communities i.e. Half life 2 to see how much people enjoy being able to add their own content to games
Torque Owner Javier Canon