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Protecting the Plugin Author Name


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MaximusBrood
Veteran Member
Join Date: Sep 2005
Location: The Netherlands
Old 01-29-2007 , 11:30   Re: Protecting the Plugin Author Name
Reply With Quote #11

Quote:
Originally Posted by dutchmeat View Post
well you're right, but would someone take that much effort to rename a mod ?
You make yourself look like an idiot by saying this.
I don't really know, it is for you to decide.

---

schnitzelmaker: MD5 won't help in any way.
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dutchmeat
Senior Member
Join Date: Sep 2006
Old 01-29-2007 , 11:54   Re: Protecting the Plugin Author Name
Reply With Quote #12

Not really, the most people wouldn't go further then hexing the dll, but disassamble it and searching for a num that they haven't heard of, is too much work.
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Zenith77
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Join Date: Aug 2005
Old 01-29-2007 , 15:01   Re: Protecting the Plugin Author Name
Reply With Quote #13

Wow. I was about to talk to BAIL about this concept. But it actually queries the forums MySQL database for the author's username (or nick if there was an option added), to make sure the plugin hasn't been changed nor can players with the wrong STEAM_ID even use their names in game.
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Quote:
Originally Posted by phorelyph View Post
your retatred
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sawce
The null pointer exception error and virtual machine bug
Join Date: Oct 2004
Old 01-29-2007 , 16:27   Re: Protecting the Plugin Author Name
Reply With Quote #14

... who cares?

oh this is for ... rtcw? o_O
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Last edited by sawce the snail; 01-29-2007 at 16:30.
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cybermind
Senior Member
Join Date: Oct 2004
Old 01-29-2007 , 16:31   Re: Protecting the Plugin Author Name
Reply With Quote #15

Quote:
Originally Posted by dutchmeat View Post
There is no way you can disamble the gamedll of a q3 game in a proper way.
Sure there is. You can disassemble any .dll or .so and with enough knowledge you could find out (via debugging) where the check takes place. I personally have made a disassembler for .qvms, and while not as feature-rich as a usual disassembler, it does the job.

Quote:
Originally Posted by Zenith77 View Post
Wow. I was about to talk to BAIL about this concept. But it actually queries the forums MySQL database for the author's username (or nick if there was an option added), to make sure the plugin hasn't been changed nor can players with the wrong STEAM_ID even use their names in game.
You could still change it if you know what you're doing. Assuming you were using strcmp to check the strings for equality, the code would comapre the result of strcmp with 0. If the values are both 0, then the strings are equal. If it's not, they are not equal. All you would need to do is change the op that does the comparison to check if they're not equal (i.e. if strcmp returned -1 or 1). I don't know the AMX opcode set off hand, but it is doable.

Last edited by cybermind; 01-29-2007 at 16:35.
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dutchmeat
Senior Member
Join Date: Sep 2006
Old 01-30-2007 , 04:58   Re: Protecting the Plugin Author Name
Reply With Quote #16

Hi cybermind, i remember you from QMM,
but you have made q3 mods before, and you also know when adding one character too many, it will crash(when hexing a dll).
And like i said, i don't think people will take that much effort to completely dissamble a mod just to change it's name. But it's just too easy now, that's why i had figure out how to make a simple check.

As far as AMXX plugins, isn't there a way to fetch the name from the internet, by using a plugin ID?
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Alvaro
Member
Join Date: Aug 2010
Location: Other dimension
Old 02-26-2011 , 16:09   Re: Protecting the Plugin Author Name
Reply With Quote #17

hey brothers how i can do a rtcw script, its for a weapon i need to edit the weapons script, i need to change the 5 bullets that have the snooper rifle for 10 bullets. can any body help me please.
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