hleV Posted March 14, 2014 Share Posted March 14, 2014 Can custom .pk3 files be protected for JA and its mods without modifying the game itself? If so, how? Link to comment
mrwonko Posted March 14, 2014 Share Posted March 14, 2014 Protect how? From reading them? The game has to read them so how would that work? If that's what you want then rest assured that it is completely impossible even with changing the game if you still want them to be of any use. Afraid of thiefs? Link to comment
Solution eezstreet Posted March 14, 2014 Solution Share Posted March 14, 2014 No. JA uses minizip to read PK3 contents. As luck would have it, nearly every archive program in existence (with the exception of WinRAR, I think it uses an emulator for it) uses the same library. If JA can load it, so can archive programs. Link to comment
Raz0r Posted March 14, 2014 Share Posted March 14, 2014 And with the source released under GPLv2, if you were to add it to the engine source, you'd have to release that code, so you may as-well not bother. You're welcome to do it the JKG method, if you plan on only supporting jamp.exe and going through many hours of hell to write it. Link to comment
eezstreet Posted March 15, 2014 Share Posted March 15, 2014 How did JKG do it then?haaaaax Our method was done prior to opensourcing. It's irrelevant now to even try it. But we keep compatibility with old PK3s. I really wouldn't do it unless you have a completely different format in mind. Link to comment
mrwonko Posted March 15, 2014 Share Posted March 15, 2014 Whatever you do, in the end the machine instructions to open the file have to be in the game so it can be reverse engineered. Link to comment
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