custom protected lumps

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Dusk
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custom protected lumps

#1

Post by Dusk » Thu May 29, 2014 12:57 am

Since tracker is gone ka-boom I'm posting this here, there's been a lot of discussion recently about letting wads define additional protect lumps (such as sprites which users should not be able to change).

I think I got this working now. I've introduced a NETINFO lump (I thought about MAPINFO at first but figured this would be more suitable for stuff purely related to networking?) and takes the format of:

Code: Select all

ProtectedLumps
{
    <lump_name> (<mode>)
}
where:
  • lump_name is the name of the lump to protect
  • mode is either:
    • last: the last loaded lump has to match, use for lumps where the replacement overrides the stock one completely (such as sprites, music, etc)
    • all: all lumps loaded with this name have to match, use for lumps where each lump loaded with the name makes a difference (such as sndinfo, mapinfo, etc).
Unfortunately the lump name has to be exact, I would've liked to make it a mask supporting wildcards but the engine doesn't seem to have anything for finding lumps by a mask.

Example (this would go to zandronum.pk3)

Code: Select all

ProtectedLumps
{
	"COLORMAP" (last),
	"PLAYPAL" (last),
	"HTICDEFS" (all),
	"HEXNDEFS" (all),
	"STRFDEFS" (all),
	"DOOMDEFS" (all),
	"GLDEFS" (all),
	"DECORATE" (all),
	"LOADACS" (all),
	"DEHACKED" (all),
	"GAMEMODE" (all)
}
Changesets:
Last edited by Dusk on Thu May 29, 2014 1:02 am, edited 1 time in total.

Catastrophe
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RE: custom protected lumps

#2

Post by Catastrophe » Thu May 29, 2014 1:18 am

Holy shit, so we can finally stop people from editing creeper sprites in GvH, player sprites in hide and seek, etc? Amazing.

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RE: custom protected lumps

#3

Post by Combinebobnt » Thu May 29, 2014 1:30 am

Yes, goodbye sprite changers

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Frits
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RE: custom protected lumps

#4

Post by Frits » Thu May 29, 2014 5:00 pm

What about (creeper) models?

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RE: custom protected lumps

#5

Post by ibm5155 » Thu May 29, 2014 9:40 pm

Catastrophe wrote: Holy shit, so we can finally stop people from editing creeper sprites in GvH, player sprites in hide and seek, etc? Amazing.
=/

nah, I used to do it a long time, but, ..., it was useles since the last gvh I used it had that feg effect that let creeper visible >.>
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RE: custom protected lumps

#6

Post by Slim » Fri May 30, 2014 5:28 am

At least you can't cheat the game now, well, the soft way. Hopefully external hacks can be stopped in the future as well.
Last edited by Slim on Fri May 30, 2014 5:30 am, edited 1 time in total.
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Dusk
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RE: custom protected lumps

#7

Post by Dusk » Fri May 30, 2014 5:58 am

Frits wrote: What about (creeper) models?
Not sure. This is a lump-based mechanism so I guess modeldef could hack around that. This might need some re-thinking.. especially since different sprite naming can also get around this now that I think about it. i.e. if you protect PLAYA1 and PLAYB1, you can still override them with PLAYA1B1.

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RE: custom protected lumps

#8

Post by Dark-Assassin » Fri May 30, 2014 9:30 am

Well, for sprites and other stuff, could force the non autoloaded wad's to load them last if specified.


With the models, it could be individualized to each actor.

Code: Select all

ProtectedLumps {
    ModelDef {
        Actor1
        Actor2
        Actor3
        etc...
    }
}
Last edited by Dark-Assassin on Fri May 30, 2014 9:34 am, edited 1 time in total.

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RE: custom protected lumps

#9

Post by Ijon Tichy » Fri May 30, 2014 12:11 pm

And then there's hi-res sprites.

Really, all this does for sprite changing is make it marginally harder.

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Frits
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RE: custom protected lumps

#10

Post by Frits » Fri May 30, 2014 2:13 pm

One serverside screenshot to ban them all. (Konar6 pls)

Code: Select all

Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible

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RE: custom protected lumps

#11

Post by mr fiat » Fri May 30, 2014 2:37 pm

Ijon Tichy wrote: And then there's hi-res sprites.

Really, all this does for sprite changing is make it marginally harder.
i was thinking this too, this would only lead to pointless headaches since i use high-res doom marine sprites.

albeit it can have its use it just doesnt seem worth the trouble to me.

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RE: custom protected lumps

#12

Post by Empyre » Fri May 30, 2014 3:13 pm

How about letting players with protected lumps in their skins folder play on the server, but having the offending wad automatically not load from the skins folder?
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RE: custom protected lumps

#13

Post by AkumaKing » Fri May 30, 2014 3:43 pm

Question: Does this make it impossible for the wad to be edited and then played online with, or does this prevent other wads from writing over the data?
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RE: custom protected lumps

#14

Post by Dusk » Sun Jun 01, 2014 10:58 am

Hmm, yeah. It's quite clear that this won't solve the problem. Oh well, maybe I can come up with something else in the future.

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