Game Development Community

Torque and passworded zips?

by Very Interactive Person · in Torque Game Engine · 04/30/2005 (3:33 am) · 30 replies

I want our game to use passworded zips instead of regular zips. You know, much like in Director for example you can pack all the assets in .dcr or .cct files, I would like to make packages that "can't" be opened, containing all the assets and scripts.
Currently only regular zip files are supported, so I would like to entend that to support passworded zips and compile a password in the engine.
The programmer helping me out has been trying to add this functionality for the past week, but no succes yet. So.... anyone has any ideas? Usefull links? Anyone coded this before?
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#21
05/07/2005 (5:27 am)
XoClutch's code is in now and the way I see it the only way to crack it is brute force or retrieve the password from the memory (its compiled in the engine). So it isn't 100% secure, but it doesn't get any better i think. I mean, you'll always have to compile a password in the engine, so you won't stop a real hacker. It will keep everyone else out there tough, so its good enough security if the only thing you are trying to do is keep people from messing with your assets etc.
I do think this is better then a passworded zip. It requires 2 passwords, and like Xoclutch said, there are no wizard-style tools out there to try a brute force crack.
btw, we also changed the file extension from .zip to .erp (encrypted resource package), while something like this doesn't stop the avarage computer user its already enough to keep the kiddo's out heheh.
#22
05/07/2005 (5:31 am)
Oh, and if the challenge is a brute force crack, I don't mind spending 20$. Without the engine i don't think anyone will be able to decrypt it.
#23
05/07/2005 (11:02 am)
Fixed URL for Cryptainer:

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7276

If your objective is to make the scripts inaccessible, perhaps some kind of Perl-based obfuscator would be best. TGE script is very Perl-like so an obfuscator designed to strip Perl of comments and indentation and convert all symbols to meaningless short tokens would make it difficult to know what the script was intended to do.

OTOH, anyone remember the obfuscated C++ contest in the back of each issue of the now-defunct C++ Report? That was one of my favorite columns every month.
#24
05/07/2005 (4:15 pm)
That resource, is a bit confusing to get working... Altho i got it compiled, it didn't seem to do what i wanted. I could be wrong though
#25
05/08/2005 (3:50 am)
Quote:If your objective is to make the scripts inaccessible, perhaps some kind of Perl-based obfuscator would be best. TGE script is very Perl-like so an obfuscator designed to strip Perl of comments and indentation and convert all symbols to meaningless short tokens would make it difficult to know what the script was intended to do.
Scripts are compiled into .dso files, so they can't be accessed anyway.
#26
05/08/2005 (3:16 pm)
Note that .dso's aren't currently endian-portable (ie. x86 won't work on Mac). A recent thread has a patch to address this, adding an endian-fixer for floats.
#27
05/08/2005 (6:15 pm)
They should be endian portable for 1.4.
#29
08/10/2005 (9:36 am)
Quote:
They should be endian portable for 1.4.

RC1 or 2?
#30
08/10/2005 (3:47 pm)
Any version that implements an endian safe read/write for F64's. RC2 for sure, not sure that it made it into RC1. The change is trivial if you need it for your own projects; see Ritter's thread on the topic.
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