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custom protected lumps

Posted: Thu May 29, 2014 12:57 am
by Dusk
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:

RE: custom protected lumps

Posted: Thu May 29, 2014 1:18 am
by Catastrophe
Holy shit, so we can finally stop people from editing creeper sprites in GvH, player sprites in hide and seek, etc? Amazing.

RE: custom protected lumps

Posted: Thu May 29, 2014 1:30 am
by Combinebobnt
Yes, goodbye sprite changers

RE: custom protected lumps

Posted: Thu May 29, 2014 5:00 pm
by Frits
What about (creeper) models?

RE: custom protected lumps

Posted: Thu May 29, 2014 9:40 pm
by ibm5155
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 >.>

RE: custom protected lumps

Posted: Fri May 30, 2014 5:28 am
by Slim
At least you can't cheat the game now, well, the soft way. Hopefully external hacks can be stopped in the future as well.

RE: custom protected lumps

Posted: Fri May 30, 2014 5:58 am
by Dusk
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.

RE: custom protected lumps

Posted: Fri May 30, 2014 9:30 am
by Dark-Assassin
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...
    }
}

RE: custom protected lumps

Posted: Fri May 30, 2014 12:11 pm
by Ijon Tichy
And then there's hi-res sprites.

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

RE: custom protected lumps

Posted: Fri May 30, 2014 2:13 pm
by Frits
One serverside screenshot to ban them all. (Konar6 pls)

RE: custom protected lumps

Posted: Fri May 30, 2014 2:37 pm
by mr fiat
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.

RE: custom protected lumps

Posted: Fri May 30, 2014 3:13 pm
by Empyre
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?

RE: custom protected lumps

Posted: Fri May 30, 2014 3:43 pm
by AkumaKing
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?

RE: custom protected lumps

Posted: Sun Jun 01, 2014 10:58 am
by Dusk
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.