diegonese Posted May 29, 2014 Share Posted May 29, 2014 Alright, title says it all.. I am asking if there's anyway to compile .txd, .dff and .col so they cannot be stolen? Link to comment
#RooTs Posted May 29, 2014 Share Posted May 29, 2014 Add in Meta.xml "camera.png" download="false"/> -- txd and dff Link to comment
Moderators IIYAMA Posted May 29, 2014 Moderators Share Posted May 29, 2014 @YOGA.... Nobody can use files which aren't downloaded. Link to comment
Mr_Moose Posted May 29, 2014 Share Posted May 29, 2014 You could delete them after they are loaded, however that would require them to be downloaded every time again. look for file write and file reading functions, there might be a way to write a custom bit encryption which "destroys" the files in a way where only your script can fix them quick and reload them. Link to comment
#RooTs Posted May 29, 2014 Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Link to comment
Karuzo Posted May 29, 2014 Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Seriously? How should someone use files which he didn't downloaded? That's impossible if you don't make an own download system. Link to comment
Mr_Moose Posted May 29, 2014 Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Seriously? How should someone use files which he didn't downloaded? That's impossible if you don't make an own download system. It's a valid configuration but remember, files will be downloaded but not saved on the client, that means every time a player connect they need to download the file again. Setting download to "true" means saving the file on the clients hard drive. Link to comment
-.Paradox.- Posted May 29, 2014 Share Posted May 29, 2014 (edited) "vehicle.txd" cache="false"/> Maybe? file* Sorry. Edited May 29, 2014 by Guest Link to comment
Karuzo Posted May 29, 2014 Share Posted May 29, 2014 Maybe? <script src="vehicle.txd" What. Link to comment
xXMADEXx Posted May 29, 2014 Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Why are you calling people noobs? After all, we all know you can't script anything. My recommendation for this is to just worry about it, because you can't compile the file. The only other way would be to delete the file when the resource is loaded, but then the client would have to download it everytime. Link to comment
-.Paradox.- Posted May 29, 2014 Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Why are you calling people noobs? After all, we all know you can't script anything. My recommendation for this is to just worry about it, because you can't compile the file. The only other way would be to delete the file when the resource is loaded, but then the client would have to download it everytime. I agree with you in that. By the way he can use cache as well.. Link to comment
#RooTs Posted May 29, 2014 Share Posted May 29, 2014 Por que você está chamando as pessoas noobs? Afinal, todos nós sabemos que você não pode script nada. Minha recomendação para isso é só se preocupar com isso, porque você não pode compilar o arquivo. A única outra maneira seria a de excluir o arquivo quando o recurso é carregado, mas, em seguida, o cliente terá de baixá-lo sempre. Okay, okay Link to comment
Moderators IIYAMA Posted May 29, 2014 Moderators Share Posted May 29, 2014 @YOGA....Nobody can use files which aren't downloaded. https://wiki.multitheftauto.com/wiki/Meta.xml study more, my friend NOOB Well my friend, you should study logic. Since your answer is far from the that. xXMADEXx +1 Link to comment
ixjf Posted May 29, 2014 Share Posted May 29, 2014 https://wiki.multitheftauto.com/wiki/Meta.xmlstudy more, my friend NOOB I guess you should perhaps reread the wiki page. The download attribute is not the same as cache - the former tells the server that the file shouldn't be downloaded immediately (as of 1.4, scripts can call downloadFile to download a file with the attribute download set to false), while the latter tells the server to send the data to the client but keep it in memory only, rather than saving it to the client's resource cache, hence the name 'cache'. Long story short, your answer is completely wrong. Even cache won't do it since it's for script files only. Link to comment
Forrest Posted May 29, 2014 Share Posted May 29, 2014 I think an old buddy of mine told me a while back that FFS Gaming have something similar, using fileRead, fileWrite etc to mess up the file type slightly after it's loaded or something? Link to comment
.:HyPeX:. Posted May 29, 2014 Share Posted May 29, 2014 Por que você está chamando as pessoas noobs? Afinal, todos nós sabemos que você não pode script nada. Minha recomendação para isso é só se preocupar com isso, porque você não pode compilar o arquivo. A única outra maneira seria a de excluir o arquivo quando o recurso é carregado, mas, em seguida, o cliente terá de baixá-lo sempre. Okay, okay Seems like your google automatic translation failed. Link to comment
RenanPG Posted May 29, 2014 Share Posted May 29, 2014 As far i know isn't possible compile txds, dffs, etc. And putting "Cache" in false, players will download eveything again. Link to comment
50p Posted May 29, 2014 Share Posted May 29, 2014 You can load files to memory and keep the stored in variables/table. Once the resource gets loaded, load the files to memory and remove them from the file system (fileDelete). That will also make the player download the files again when they join the server. That's fine if the files aren't big (~50kb) and if you don't have too many files. What I mean by load to memory? Simply: engineLoadDFF engineLoadTXD engineLoadCOL When returned to variable they will stay in memory. One more thing you can do to protect your .dff files is to select button "lock DFF" in 3DS Max before exporting the model. This is not the safest way to do it because it's simple to remove the lock in a binary file editors. Link to comment
.:HyPeX:. Posted May 30, 2014 Share Posted May 30, 2014 In resume, there's no way to protectem efficiently and easily rather than downloading them over and over. Link to comment
xXMADEXx Posted May 30, 2014 Share Posted May 30, 2014 I think an old buddy of mine told me a while back that FFS Gaming have something similar, using fileRead, fileWrite etc to mess up the file type slightly after it's loaded or something? As far as I know, this would work, and I see no reason why not. Maybe you can try making custom functions that slightly modify the file, so it is corrupted when the user loads it. When you want to read the file, load a custom function. You can try the code below, but I'm at school right now so I cannot test it. function compileThisFile ( file ) local f = fileRead ( file, fileGetSize ( file ) ) fileWrite ( file, "__"..tostring(f).."__" ) end function decompileScript ( file ) local text = fileRead ( file, fileGetSize ( file ) ) return text:sub ( 3, text:len ( ) - 3 ) end Link to comment
Seddo Posted January 6, 2015 Share Posted January 6, 2015 there is a way to compile txd, dff, col. I have a compiled files frome some server, i have a client side part of script... I dont know which way files was compiled and I cant understand the logic of the script because i havent server-side part, but I know that there is a way Link to comment
Gallardo9944 Posted January 6, 2015 Share Posted January 6, 2015 You can make your files download via the script itself, e.g. triggerLatentClientEvent. This way, you can use teaEncode serverside to encrypt the file, then send it to the client, save it as it is, and use teaDecode when you need to use it in your script. But I think you'll have to create a temporary file which is decoded, so catching and stealing it would still be kinda possible. Link to comment
myonlake Posted January 6, 2015 Share Posted January 6, 2015 You can make your files download via the script itself, e.g. triggerLatentClientEvent. This way, you can use teaEncode serverside to encrypt the file, then send it to the client, save it as it is, and use teaDecode when you need to use it in your script. But I think you'll have to create a temporary file which is decoded, so catching and stealing it would still be kinda possible. Doesn't matter. Client always has the key. Link to comment
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