"It's like patching the game without going through all the Blizzshit."
Viral: involving a piece of information that is circulated rapidly and widely from one Internet user to another. Bank: the only way to write non-volatile information into a computer from a SC2Map file. Injector: introduce or feed new information into a device.
If you haven't figured it out yet, this library aims to allow the mapper to inject information (strings to be exact) into every player's computer through viral means. It does require that one person starts this, but that will be you. It will also require that "infected" players continue playing to "infect" other players. For some games, this may not be the solution for you.
Why?
Publishing can be a pain in the ass: large uploads, failing uploads, slow uploads, logging in with the Editor. Sometimes it's just not worth it to increment the version of the game and ruining your patch notes. Much worse, the disappointed players who find out that the changes were a bit tiny.
So?
But you still need to tweak the game... Maybe for new announcements or for balancing; that's right, change movement speed, model path, sound path, damage, bans, or what not. Whatever coding can tweak, you can tweak with VBI.
How does it work?
Without going through all the functions first, simplest way to explain it: a bank will have a VBI string with a date, all the players will have their own bank with its own VBI string, you can compare them and determine what's latest with the date... which ever is the latest VBI string, it will be uploaded to the other players' banks.
Security?
The security is my own nooby encryption/locker system. Why my own? Because I can't download KrpytLib for some reason. Do I trust mine? Kind of. Maybe. I dunno, you tell me! But certainly, the VBI system will need all the protection it can get.
Character Code Locker
"It's shit, but it'll get the job done, right?"
It's an untested locking system that outputs an integer value as the checksum. This checksum is determined by several factors of a string: its characters, their position and their casing. Not particularly proud of this since I know there are more sophisticated encrypting systems in SC2. But then again, like I said, they're not available for download for some reason.
VBI & CCL PROGRESS
Fully featured. Documentation sucks, but I think I provided everything needed to know how to work this.
Feel free to moan for updates or you know, do it yourself. Share it though.
Hey vic, It's better to use the paperclip in the top left of your post to attach it, because right now your link is jacked up (prob needs to be approved by mods, assuming you uploaded it to assets section)
This system is not secure from what I can tell. Anyone could hack your map with changes you did not authorize.
It needs to use asymmetric cryptography to create a signature for the changes. That way you can generate the changes using a private key and all hackers will know is the associated public key to verify the changes (used by your map). Hackers will then not be able to generate unauthorized changes because creating a change requires signing it using your private key which is not in the map (so not available to them).
The problem is, if I use RSA encryption, for example, it would require large numbers which I don't think SC2 can handle. I'm not on my computer though, but I think that would be a problem.
Rollback Post to RevisionRollBack
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
SC2 can handle them, efficiently is the only question. With 342 characters you could have a 2,048 bit signature which would mean all your virally spreading data is secure, even if in plain human readable form even. However 2,048 bit is aimed at serious real life stuff which needs high security as it is a prime target for hackers. You could probably get away with 512 bits or something near that due to how seldom messages would be signed and can change the public key every few versions if nescescary.
Rollback Post to RevisionRollBack
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Hey BurrittoTeeth, I hope this is acceptable now.
Viral Bank Injector
"It's like patching the game without going through all the Blizzshit."
Viral: involving a piece of information that is circulated rapidly and widely from one Internet user to another.
Bank: the only way to write non-volatile information into a computer from a SC2Map file.
Injector: introduce or feed new information into a device.
If you haven't figured it out yet, this library aims to allow the mapper to inject information (strings to be exact) into every player's computer through viral means. It does require that one person starts this, but that will be you. It will also require that "infected" players continue playing to "infect" other players. For some games, this may not be the solution for you.
Why?
Publishing can be a pain in the ass: large uploads, failing uploads, slow uploads, logging in with the Editor. Sometimes it's just not worth it to increment the version of the game and ruining your patch notes. Much worse, the disappointed players who find out that the changes were a bit tiny.
So?
But you still need to tweak the game... Maybe for new announcements or for balancing; that's right, change movement speed, model path, sound path, damage, bans, or what not. Whatever coding can tweak, you can tweak with VBI.
How does it work?
Without going through all the functions first, simplest way to explain it: a bank will have a VBI string with a date, all the players will have their own bank with its own VBI string, you can compare them and determine what's latest with the date... which ever is the latest VBI string, it will be uploaded to the other players' banks.
Security?
The security is my own nooby encryption/locker system. Why my own? Because I can't download KrpytLib for some reason. Do I trust mine? Kind of. Maybe. I dunno, you tell me! But certainly, the VBI system will need all the protection it can get.
Character Code Locker
"It's shit, but it'll get the job done, right?"
It's an untested locking system that outputs an integer value as the checksum. This checksum is determined by several factors of a string: its characters, their position and their casing. Not particularly proud of this since I know there are more sophisticated encrypting systems in SC2. But then again, like I said, they're not available for download for some reason.
VBI & CCL PROGRESS
Fully featured. Documentation sucks, but I think I provided everything needed to know how to work this.
Feel free to moan for updates or you know, do it yourself. Share it though.
DOWNLOAD & SCREENSHOTS
Asset Link
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Hey vic, It's better to use the paperclip in the top left of your post to attach it, because right now your link is jacked up (prob needs to be approved by mods, assuming you uploaded it to assets section)
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Ok.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@willuwontu: Go
Ok.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@willuwontu: Go
Ok.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
This system is not secure from what I can tell. Anyone could hack your map with changes you did not authorize.
It needs to use asymmetric cryptography to create a signature for the changes. That way you can generate the changes using a private key and all hackers will know is the associated public key to verify the changes (used by your map). Hackers will then not be able to generate unauthorized changes because creating a change requires signing it using your private key which is not in the map (so not available to them).
Wikipedia explains the idea...http://en.wikipedia.org/wiki/Digital_signature
@ImperialGood: Go
I get you now.
The problem is, if I use RSA encryption, for example, it would require large numbers which I don't think SC2 can handle. I'm not on my computer though, but I think that would be a problem.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
SC2 can handle them, efficiently is the only question. With 342 characters you could have a 2,048 bit signature which would mean all your virally spreading data is secure, even if in plain human readable form even. However 2,048 bit is aimed at serious real life stuff which needs high security as it is a prime target for hackers. You could probably get away with 512 bits or something near that due to how seldom messages would be signed and can change the public key every few versions if nescescary.