HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Heavy Locker

03-16-2004, 05:08 AM#286
Invisible_Wall
God.
I wish people would get some of their own damn talent!

I am personally against map locking for the fact that people cannot learn from the good maps... so there are LOTS of shitty maps out there ( :( :( :( )
However!
You must lock your map or people just steal and rip shit!
The smarter or more dedicated ones will know how to open it.. and usually they are also alot better of people... Because they will not steal anything...

So.. for me it is a coin-toss... I just use other lockers for now since HL isn't working for me sadly.
03-16-2004, 07:20 AM#287
PitzerMike
Well, even if you are against locking maps heavy locker is still a great tool because it reduces the map size remarkably.
Also protection is not to blame for the load of shitty maps - shitty mappers are to blame.

BlackDick: are you at all working on a new version? I really hope you are.
03-29-2004, 10:53 PM#288
Vexorian
Whenever you go back to heavylocker editor, I found a problem with script obfuscation, we JASS people are starting to use a function called ExecuteFunc a lot, it is a function that takes a function's name as a string and executes it.

So the functions' name change surely cause problems with this, you should try to avoid changing the name of a function if there is a string with the same name
03-30-2004, 04:05 AM#289
BlacKDicK
Quote:
Originally Posted by Lord Vexorian
Whenever you go back to heavylocker editor, I found a problem with script obfuscation, we JASS people are starting to use a function called ExecuteFunc a lot, it is a function that takes a function's name as a string and executes it.

So the functions' name change surely cause problems with this, you should try to avoid changing the name of a function if there is a string with the same name
On the next version I will use the same obfuscate procedure as ExtProtect is using. Of course this will reduce the protection level, as some obfuscate "tricks" won´t take place anymore. I am trying to make it 100% compatible with ExtProtect, meaning you will be able to "Unprotect" HL/ExtProtect password-protected maps with either. It will also make things more "clear", as those obfuscate levels will fade out and some other minor things will also be removed (I may add them back in the future). For an example, I will remove the protection levels. The user will be able to set a password (meaning the map can be restored with this password) or leave it without password (meaning this map will not be able to be restored). It will work like ExtProtect, but will keep the "compression" procedures we all like. After this I will start working on a open HL C++ library. This will take some time off course, as the MPQ library will have to be rewriten.
03-30-2004, 08:18 AM#290
Invisible_Wall
When you add a password, can't someone just HEX it out? :<
Because it would just be kept in either:
a) Simple TEXT format
b) A Simple Decode Procedure

Also.. with password.. would this make it impossible to even WinMPQ it without a password?
That would be GREAT!!
Since learning to HEX out data is much harder than just learning JASS :P
Just my thoughts..

I love the Lock!
03-30-2004, 08:50 AM#291
BlacKDicK
Quote:
Originally Posted by Invisible_Wall
When you add a password, can't someone just HEX it out? :<
Because it would just be kept in either:
a) Simple TEXT format
b) A Simple Decode Procedure

Also.. with password.. would this make it impossible to even WinMPQ it without a password?
That would be GREAT!!
Since learning to HEX out data is much harder than just learning JASS :P
Just my thoughts..

I love the Lock!
The password is not stored on a password-protected map. There is no way to discover it, unless someone tells you. :D
As for WINMPQ opening the protected map, I can´t do much about it. This is something related to the MPQ structure. Of course I can encrypt the whole MPQ, meaning WINMPQ will not be able to open it, but WAR3 won´t be able to open it either. I need to make the new map still "openable" by WAR3, otherwise this whole thing would be pointless. And since WAR3 will be able to open it, any MPQ tool will also be able to do so. It would be much easier to encrypt the whole map instead of obfuscating the JASS, but the new MPQ would be considered corrupt by WAR3.
04-13-2004, 04:19 PM#292
Oxalic
Ok i'm running Windows Xp, Warcraft 3 The Frozen Throne with patch up to date as of 12:00 am April 13, 2004.

My Problem:
1) I make a map
2) I save the map
3) I Lock the map
4) i copy the map to my Warcraft 3 maps/download directory
5) i log onto bnet
6) i click create game
7) I can't see the protected copy of my game for hosting!!!
04-13-2004, 04:48 PM#293
PitzerMike
@Oxalic: Have you created the map with WE unlimited?

@BlackDick: Just wanted to report some finidings I made:
- Units.doo, .w3c, .w3s and .w3r are safe to remove (only needed by WE, I tested it in game)
- when importing custom AIs made with the AI editor it will import the .ai and the .wai file into the map, only the .ai file is needed for execution, the .wai can be deleted
- Also replacing all WTS-References in the trigger and object data files by the actual strings will save a lot of space on big maps (I made a VB WTS Class and some other classes that can do this easily)

Just thought this would be good additions...

PS: I made a improved J/AI cleaner that will delete blanks before or behind =,+,-,*,(,) and such symbols, for comparison I cleaned blizzard.j with HL and the new one and it saved another 15 kb more than HL :D
04-15-2004, 05:36 AM#294
BlacKDicK
Oxalic, the HL version you´re using is probably getting your map corrupt. I can only say that on a new HL version I will try to get this fixed, altough it may take some time.

PitzerMike, I knew about the Units.doo, .w3c, .w3s and .w3r. Actually I had never tested this on gameplay, that´s why I did not implement their removal. It is also good to known about the WAI. As for the WTS-References I am not sure if this is a good idea. An entry on the WTS takes almost the same space as it takes on the JASS, but it can be referenced more than once on JASS code, object files and others. I´ve also been thinking about moving the strings out of the custom object files (the w3u, w3a...) and placing them on the WTS, altough I am not sure wether this would help or not the file size reduction.Your new J/AI cleaner can also help a bit. Keep in mind that you saved 15kb on blizzard.j but I think that on war3map.j you won´t get that much.

I´ve been working on a new C++ MPQ engine for HL, that´s why I am not currently paying much attention to the other "HL tricks". As soon as I get the mpq engine working, I will move to those another tricks. I really need to get this working, coz WAVEs with a higher Mpq block level are currently getting bad compression rates. Also a new MPQ engine will let me add files with an "adaptative compression procedure" that will always use the best compression achieved. Usually ZLIB compression is the best but in some special cases it is not the best, so the new "adaptative compression procedure" will handle this.

I don´t have much free time to spend with HL and I also need to distribute this time with other things such as girfriend,family,my dog,home stuff... And to make things harder my monitor just broke this week. I am actually writing this msg on my girl´s home while waiting for my monitor repair.
04-15-2004, 08:33 AM#295
PitzerMike
Yes, I guess you're right regarding the WTS references. Sometimes they are used in various places in the script or object files, so moving them into the script might not be a good idea.

I also looked into the SLK file format and was able to make a very good optimization script for slks. This is in the SLK Class I created. I'll keep working on some other classes and I'll share my work with you whenever you like ...

Didn't want to hurry or anything
04-15-2004, 06:07 PM#296
BlacKDicK
Quote:
Originally Posted by PitzerMike
Didn't want to hurry or anything
NP, keep up the good work so we can merge stuff later on. :D
04-22-2004, 08:56 AM#297
MonkY
BlackDick: How's the new version doing ? Any release date ? I am impatient, my map got about 3MBytes... it's waiting for a new HeavyLocker. Btw, i am using 2.6, as 2.8 is ruining my map, don't know why :(
05-04-2004, 10:04 PM#298
Arkidas
Hey Cubasis,I tell you when my rpg is done and I need the save trigger ;) well if you still remember me you know what I mean...dont you? o_O
05-11-2004, 06:44 AM#299
Panto
Has anyone tested the effects of HeavyLock with patch 1.15? I'm going to start working on that today, and I'd like to know if anyone has input.
05-11-2004, 02:16 PM#300
th15
It's more buggy than a colony of lice. If you need sample bugged maps, PM me and i'll shoot you a boxful.

I got it to lock BETA402 patch maps with only variable obfuscation, but nothing seems to work with the full 1.15 patch.

Also, maybe it's just the map i'm working on but it seems to reduce file size less.