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Two concerns about custom games

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  • Two concerns about custom games

    1). Do custom maps have protection against spreading malware? (viruses, trojans) In WC3 there was such problem until Blizzard fixed it in patch 1.24. You can read more about it here: http://www.dota-utilities.com/2009/0...aps-virus.html It would be wise to prevent same things happening to dota 2 custom maps.


    2). Will custom maps have some protection against copying and plagiarizing? Currently you can just open vpk archive from /SteamApps/workshop/content/570/"number of custom map" and get full access to all assets and code. If custom games will remain free it would be just an annoyance, however, if any kind of monetization will be introduced it would become big problem as people would plagiarize maps to get revenue instead of original creators.
    Known Tooltips and UI information Issues List
    Unreleased heroes data:

    Hero Balance Compilation 6.48 onwards
    Items and Other Balance compilation 6.48 onwards
    Dota 1 6.81c Test Map

  • #2
    1. The direct connection with the submitter to the workshop makes this a very unlikely situation (who would want to risk their Steam account/reputation?). WC3 had a very "unofficial" way of obtaining maps/game modes (through third-party sites, usually, unless downloading from the lobby). On the other hand, Dota 2's integration with the Workshop is very much official, and anything malicious can probably be quickly snuffed out (either by the community or by Valve).

    2. I think the current approach is good enough. People are always concerned about other people "stealing" code and such, but it really shouldn't be a problem. People have to learn somehow, and most of the popular game modes already have a public repository for others to see the code, understand it, use it, etc. It should be a community effort, regardless of monitization, and people should be free to see it and utlize it however they want (as long as they're at least respecting and/or crediting the original source and such). Besides, even if code somehow was "protected", there will always be people who will find a way around it. I think the idea here is that the community should work together (as they have been, at r/dota2modding, for example) to work on providing everyone useful resources, such as code snippets, samples, barebone scripts, etc.

    Comment


    • #3
      Originally posted by Toyoka View Post
      1. The direct connection with the submitter to the workshop makes this a very unlikely situation (who would want to risk their Steam account/reputation?).
      People can just create new accounts, then copy paste some popular map (my concern #2), add some malware in to it and then create a lobby with this map. I assume there will be some lobby browser (like WC3) and so that method would be easy to execute and people can get infected.
      Known Tooltips and UI information Issues List
      Unreleased heroes data:

      Hero Balance Compilation 6.48 onwards
      Items and Other Balance compilation 6.48 onwards
      Dota 1 6.81c Test Map

      Comment


      • #4
        Suggestion for dealing with #1: Don't expose the I/O library to vscripts. Right now one can use io.write and io.read in Lua code; seems a bit risky.

        Comment


        • #5
          Originally posted by igo95862 View Post
          People can just create new accounts, then copy paste some popular map (my concern #2), add some malware in to it and then create a lobby with this map. I assume there will be some lobby browser (like WC3) and so that method would be easy to execute and people can get infected.
          Yes, good point. It's something we'll have to be wary of, I guess.

          Comment


          • #6
            For #2, modders can always run their code through an obfuscator (i.e. removing whitespace, making variable names more complex). Also people won't have access to the vmap, as it ships uncompiled in the .vpk. That being said it still sucks that anyone can just slap your scripts on some random map and put it on the workshop. There should be further code protection to prevent that from happening. Personally I believe if someone doesn't want their code exposed, they should be able to hide it.

            Comment


            • #7
              Originally posted by Myll View Post
              For #2, modders can always run their code through an obfuscator (i.e. removing whitespace, making variable names more complex). Also people won't have access to the vmap, as it ships uncompiled in the .vpk. That being said it still sucks that anyone can just slap your scripts on some random map and put it on the workshop. There should be further code protection to prevent that from happening. Personally I believe if someone doesn't want their code exposed, they should be able to hide it.
              I tend to agree, especially if custom games are going to be monetized in any way. Ideally, authors would be able to set a variable that determines whether the code should be encrypted or compiled or something when downloaded by others.

              Comment

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