Game Development Community

How to hide source?

by Ivan Mandzhukov · in Technical Issues · 08/08/2007 (7:58 am) · 15 replies

There must be build in packer in TGEA , does someone know how to use it. i want to hide the source.

#1
08/08/2007 (8:35 am)
You do not give away the source code...ever!
When you compile the .exe that is what you are to distibute.
Do not send out the source, because the .exe is compiled from it.
As well, you can remove your script files, and send only the precompiled ones.
#2
08/08/2007 (8:39 am)
I think this is what he means:

www.garagegames.com/mg/forums/result.thread.php?qt=65746
#3
08/16/2007 (2:30 pm)
Surge, the *.exe file need to read somewhere from data. don't you think so? if i delete everything exept the *.exe i delete all the needed stuff.
#4
08/20/2007 (4:27 pm)
There should be a way to batch all scripts with the application.
#5
08/20/2007 (9:43 pm)
There is an easy way, it's called a zip file.

TGE & TGEA can read from a zip file just as easly as a directory structure.

So, compile your script to get the DSO files, then zip them up into a single file. Same goes for images.
#6
08/20/2007 (10:05 pm)
So what about encryption? What's to stop people unzipping your zip? If you password protect it, how do you tell Torque to use a password?
#7
08/21/2007 (5:30 am)
But how to compile scripts for obtain *.dso files? i think it's enough to hide just source but not media data too.
#8
08/21/2007 (6:51 am)
The question was basical how to put data and DSO into a single file. TGE and TGEA supports ZIPped files right out of the box, hence, question was answered.

@ Andy
If you wanted to add a password you implement the following resource Standard Zip Encryption Support. Btw, a simple search of the site could of found this resource.

@Metodi
TGE by default creates DSO files when ran. TGEA does not create by default, you have to go into the code and change a #DEFINE to allow it. Also, whats wrong with putting the media data into a single file either? lots of games do that.
#9
08/21/2007 (7:50 am)
Zip files are the way to go. A password protected zip is going to be one of my main sources of security. There are methods to break zip passwords through brute force or hacks. I'm fairly confident that DSOs are not easily decompiled. Art is one thing I want to protect so I'll likely encrypt them as another step when loading them into memory.
#10
08/21/2007 (8:17 am)
@Nikos
Your correct.

One thing to remember, no matter how many passwords or how much encryption you add to protect your data, there will always be someone who is determined to crack it. The best you can do is to discourage the general hackers from cracking your encryption. Take a look at comercial games, how long does it take for someone to start adding unoffical modding softare? Not long and they had to crack the data first themselfs.
#11
08/22/2007 (1:47 am)
Simon, where i have to put "#DEFINE" statement in the source to enable DSO encryption in TGEA? also what is the exact statement i have to put?
#13
08/24/2007 (9:58 am)
If someone has any clear idea please say it. i read all the stuff for that use and only buggy and unclear methids are suggested. anyway isn't there any packing program whithout messing in the SDK and compiling the engine again?
#14
08/24/2007 (10:08 am)
Since TGEA's default is set to not generate .dso's, no there isn't, not unless you want to give away all the scripts. If you're having trouble with the encryption resources that were posted then post questions about it in the resource. Since you made this thread in the public forums all people can do is point you to resources, other threads, and discuss the high level idea.
#15
08/25/2007 (4:36 am)
But the scripts are not that important anyways? In terms of technical value?