So, i have access to chinese server. And there are a lot of stolen maps from AM and EU servers. My maps Galaxy Vampirism and Probes vs Zealot 2 are locked but they hacked them. They can open locked maps without breaking triggers. I want to know how they do it because chinese server has several cool maps which i think will be popular on AM and EU. I know about this guide http://www.sc2mapster.com/forums/general/general-chat/13581-sot-is-unlocked/. But it's outdated and with this guide we can only open locked map without triggers. They just resets when you make any modifications in code. EDIT: correspondence with the chinese hacker:
Quote:
你:hi do you know english?
i want to know how to steal maps XD
just curious how you do it
to not break triggers
上一条消息14:55
你:also
――――――――――――――――
DangerAngel: My English is not very good.
I just cracked the map cache files.
你:how you can edit triggers
it's not possible
to edit triggers of locked map
上一条消息15:13
DangerAngel: I just add script commands to map
你:what script
DangerAngel: I do not know how to say.
你:XD
DangerAngel: It added a map initialization trigger
ADD
UIShowTextCrawl(PlayerGroupAll(), StringExternal("Param/Value/FF3C1546"), StringExternal("Param/Value/FF3C1547"), 10.0, SoundLink("UI_BnetDropdownClose", -1), SoundLink("EditorDefaultSound", -1));
That's it.
He said that he can't restore GUI of triggers. So he just copy/paste source code. But i had problems with this. May be someone have good example how to save triggers on 100%?
Cached, locked maps contain the galaxy script, but not the trigger GUI xml stuff.
THe guy you spoke to edited the script directly. Some people here are usually only working with the script like JademusSreg and Kueken.
I assume it's possible and not that difficult to put the interesting parts of the mapscript into a custom code section in the trigger list area (= left panel in trigger module).
I think there was even a tool existing that rebuilds GUI triggers from mapscript, but I'm not entirely sure, I've seen it years ago.
TLTR: Locking a map is just for file compression, file protection doesn't exist.
This 'DangerAngel' is a infamous stealer in CN server. He not only steal maps from other regions, but also falsely accuse other CN map makers.
We've reported him several times, but it seems Netease have no right to delete his maps directly.
In the last map CN map making contest, Netease asked me to act as a external technical adviser as well as one of the judges. At that time, this guy used a modified SandStorm as his contest entry, and he claimed that it's his original work. 'Since SandStorm is open souced!' he said.
Of course I kicked out his entry. (Aside from the fact his is not an original work, his map still too poor to meet the awarding quality)
Sine then this guy started to make false countercharges towards all the award-winners of that contest, including the authors of the BarCraft & the Ulrezaj. - 'They must stealed!', 'My map is much better than theirs!'
I think blizzard better to provide a safer map protecting technology. The current one basicly = none encryption.
I had thought to write to netease again to see if they can find someway to deal with this guy's maps. But there are some personnel changes in netease's sc2 team, so perhaps some days later, after I find a new feedback route...
And I have some doubts on the motives of the OP. Why are you want to know that? Are you trying to do the same things as that 'DangerAngel' guy?
If you do some basic reasearch on the 'structure' of SC2 map files, you will automaticly learn the way to reconstruct/modify the locked maps - It actually simple as hell - But even so, I don't think such kind of knowledges should be shared or even be practiced.
We had two official mapping contest since WoL launch, both hold by Netease and Blizz-China. Both ones' subject are to 'create best Arcade games in CN'(it was called 'Custom Map' in the first contest, because the word 'arcade' hadn't be introduce into SC2 at that time)
The total price pool of the 2nd contest is 55,000 RMB(9000 USD), with the first prize 20,000RMB(3200 USD). There are 6 winner in total, including the BarCraft and the Ulrezaj (Perhaps you guys know about these maps, they got global featured)
And I took part in both of them as the only one external technical adviser and one of the judges(Since I kind of like 'the Boss' in CN mapping community, and Netease and Blizz-CN people lack the knowledge about the editor).
Basicly, everytime I would write some quickstart tutorials about the editor for the contest, and help the participants with their technical issues in their maps. After the deadline of the submission, I would work with netease/blizz-CN people to filter out the list of finalists. In the end the list would be submit to Blizzard US. And the Blizzard people would decide the final winners.
I've been posting about this for weeks on the forum about stealing content. How "cracked" map versions appear within hours of being uploaded to EU/US servers. I included it in the feedback I provided to Blizzard as well.
I'm in two minds regarding it though. On one had, fuck you with a cactus for stealing my work.
On the other, nobody really uploads to CN servers so they are kinda forced to take other measures if CN players want to participate in the arcade scene. Despite all the theft, CN servers have 10% of the maps that EU does, and 5% of what US has.
Since "locking" a map merely strips out the editor-read data, "unlocking" a map is roughly simple as substituting editor-read data. The editor doesn't need GUI trigger data, and on Test Map the client will read the previously generated script just fine, so while GUI trigger data is not recoverable and thwarts most non-technical users, it does nothing to stop tinkering from those comfortable with galaxy script.
Best way to reduce cracked maps from popping up is to publish your content to other regions and (where the authentic version has trouble competing with the cracked version) improve the quality of your content. Where cracked maps become popular, and especially when they make non-trivial changes to the gameplay, it's because there's a demand for that experience, and people had little alternative but to make that experience more accessible.
We had two official mapping contest since WoL launch, both hold by Netease and Blizz-China. Both ones' subject are to 'create best Arcade games in CN'(it was called 'Custom Map' in the first contest, because the word 'arcade' hadn't be introduce into SC2 at that time)
The total price pool of the 2nd one is 55,000 RMB(9000 USD), with the first prize 20,000RMB(3200 USD). There are 6 winner in total, including the BarCraft and the Ulrezaj (Perhaps you guys know about these maps, they got global featured)
And I took part in both of them as the only one external technical adviser and the judge(Since I kind of like 'the Boss' in CN mapping community, and Netease and Blizz-CN people lack the knowledge about the editor).
Basicly, everytime I would write some quickstart tutorials about the editor for the contest, and help the participants with their technical issues in their maps. After the deadline of the submission, I would work with netease/blizz-CN people to filter out the list of finalists. In the end the list would be submit to Blizzard US. And the Blizzard people would decide the final winners.
Heya,
Would you mind posting the link to, or writing all 6 winning maps please?
On topic, I'm really curious if using mod dependencies that are only available on b.net would stop hackers from using a map's data assets. When you download a full map, it says "Downloading", but if you're just updating a mod, it says "Streaming". No clue if that is important.
On topic, I'm really curious if using mod dependencies that are only available on b.net would stop hackers from using a map's data assets. When you download a full map, it says "Downloading", but if you're just updating a mod, it says "Streaming". No clue if that is important.
Well, that won't work. The mod would be cached as same as the other maps.
So, i have access to chinese server. And there are a lot of stolen maps from AM and EU servers. My maps Galaxy Vampirism and Probes vs Zealot 2 are locked but they hacked them. They can open locked maps without breaking triggers. I want to know how they do it because chinese server has several cool maps which i think will be popular on AM and EU. I know about this guide http://www.sc2mapster.com/forums/general/general-chat/13581-sot-is-unlocked/. But it's outdated and with this guide we can only open locked map without triggers. They just resets when you make any modifications in code.
EDIT: correspondence with the chinese hacker:
He said that he can't restore GUI of triggers. So he just copy/paste source code. But i had problems with this. May be someone have good example how to save triggers on 100%?
http://www.youtube.com/user/RussianMapster
Woah... Thanks for sharing mate. Interesting how this will play out.
Cached, locked maps contain the galaxy script, but not the trigger GUI xml stuff.
THe guy you spoke to edited the script directly. Some people here are usually only working with the script like JademusSreg and Kueken.
I assume it's possible and not that difficult to put the interesting parts of the mapscript into a custom code section in the trigger list area (= left panel in trigger module).
I think there was even a tool existing that rebuilds GUI triggers from mapscript, but I'm not entirely sure, I've seen it years ago.
TLTR: Locking a map is just for file compression, file protection doesn't exist.
This 'DangerAngel' is a infamous stealer in CN server. He not only steal maps from other regions, but also falsely accuse other CN map makers.
We've reported him several times, but it seems Netease have no right to delete his maps directly.
In the last map CN map making contest, Netease asked me to act as a external technical adviser as well as one of the judges. At that time, this guy used a modified SandStorm as his contest entry, and he claimed that it's his original work. 'Since SandStorm is open souced!' he said.
Of course I kicked out his entry. (Aside from the fact his is not an original work, his map still too poor to meet the awarding quality)
Sine then this guy started to make false countercharges towards all the award-winners of that contest, including the authors of the BarCraft & the Ulrezaj. - 'They must stealed!', 'My map is much better than theirs!'
I think blizzard better to provide a safer map protecting technology. The current one basicly = none encryption.
I had thought to write to netease again to see if they can find someway to deal with this guy's maps. But there are some personnel changes in netease's sc2 team, so perhaps some days later, after I find a new feedback route...
And I have some doubts on the motives of the OP. Why are you want to know that? Are you trying to do the same things as that 'DangerAngel' guy?
If you do some basic reasearch on the 'structure' of SC2 map files, you will automaticly learn the way to reconstruct/modify the locked maps - It actually simple as hell - But even so, I don't think such kind of knowledges should be shared or even be practiced.
Renee what kind of contests you have at the china? prices? competition?
seems like mapping community has a good time in china....
We had two official mapping contest since WoL launch, both hold by Netease and Blizz-China. Both ones' subject are to 'create best Arcade games in CN'(it was called 'Custom Map' in the first contest, because the word 'arcade' hadn't be introduce into SC2 at that time)
The total price pool of the 2nd contest is 55,000 RMB(9000 USD), with the first prize 20,000RMB(3200 USD). There are 6 winner in total, including the BarCraft and the Ulrezaj (Perhaps you guys know about these maps, they got global featured)
And I took part in both of them as the only one external technical adviser and one of the judges(Since I kind of like 'the Boss' in CN mapping community, and Netease and Blizz-CN people lack the knowledge about the editor).
Basicly, everytime I would write some quickstart tutorials about the editor for the contest, and help the participants with their technical issues in their maps. After the deadline of the submission, I would work with netease/blizz-CN people to filter out the list of finalists. In the end the list would be submit to Blizzard US. And the Blizzard people would decide the final winners.
I've been posting about this for weeks on the forum about stealing content. How "cracked" map versions appear within hours of being uploaded to EU/US servers. I included it in the feedback I provided to Blizzard as well.
I'm in two minds regarding it though. On one had, fuck you with a cactus for stealing my work.
On the other, nobody really uploads to CN servers so they are kinda forced to take other measures if CN players want to participate in the arcade scene. Despite all the theft, CN servers have 10% of the maps that EU does, and 5% of what US has.
Since "locking" a map merely strips out the editor-read data, "unlocking" a map is roughly simple as substituting editor-read data. The editor doesn't need GUI trigger data, and on Test Map the client will read the previously generated script just fine, so while GUI trigger data is not recoverable and thwarts most non-technical users, it does nothing to stop tinkering from those comfortable with galaxy script.
Best way to reduce cracked maps from popping up is to publish your content to other regions and (where the authentic version has trouble competing with the cracked version) improve the quality of your content. Where cracked maps become popular, and especially when they make non-trivial changes to the gameplay, it's because there's a demand for that experience, and people had little alternative but to make that experience more accessible.
if your maps have been stolen, report it to blizzard.
Heya,
Would you mind posting the link to, or writing all 6 winning maps please?
Thanks!
On topic, I'm really curious if using mod dependencies that are only available on b.net would stop hackers from using a map's data assets. When you download a full map, it says "Downloading", but if you're just updating a mod, it says "Streaming". No clue if that is important.
starcraft://map/5/23461
starcraft://map/5/17755
starcraft://map/5/23306
starcraft://map/5/23366
starcraft://map/5/23104
starcraft://map/5/15670 starcraft://map/5/17238 starcraft://map/5/22980 (These 3 are actually considered as one entry, because it's a series)
Well, that won't work. The mod would be cached as same as the other maps.
Thank you, much appreciated.
I really miss wc3's map security.