toneddu2000 wrote:[NOWBACKONTOPIC]What do you think about create a password-locked control mechanism in quakec? That would be impossible, useless, slowAsHell right? right? right?[/NOWBACKONTOPIC]
Impossible ? Not really.
Slow as hell ? It depends. You can always resort to custom builtins for the hot spots in your code.
Useless ? Of course. By the same reasons everyone else already exposed.
I remember some security expert saying many time ago that the ammount of money/time/effort you need to invest in security varies accordingly the value of what you are trying to protect. What is the ammount of money represented by the artwork assets involved in your money ? US$100 ? US$1k ? More ? Less ?
For example, an experienced engine coder could hack the FTE engine to add a cryptographic layer to the file system using an external key retrieved online from a master server, using SSL (so MITM schemes are not worthless to consider). Certainly safe enough to protect a reasonable investment in artwork (let's say, tens of thousands of dollars), but let's consider the costs:
a) you certainly will need to pay this skilled programmer;
b) you will need to pay for an always online, redundant master server at least for the foreseable life time of your game;
c) you will need to pay for a SSL certificate;
d) your game will have a always online requirement, even if it's single player (yeah, this worked very well for Diablo III and SimCity).
Remember, you are an indie developer. Be pragmatic. You are not swimming in money.
The implicit cost of these artwork assets imposed by your arstist are UNREASONABLE.
Your stuff can be ripped and used ? Of course.
How to prevent it ? You can't really. No one can actually.
I remember John Romero commenting how they were lucky to arrange agreements with pirates and getting like 5 bucks per otherwise unlicensed CDs containing full versions of Wolf3D/Doom plus community maps and mods, because it was impossible to sue chinese/russian pirates.
And those were the id guys, loved by every gamer back then.
Heck, I pirated Doom and Quake myself (I was a student without money back then). Nowadays I am proud to own all my games, Doom and Quake included (thanks Steam).
The best approach I ever saw so far was to shame the pirates. Make your game so good and cheap to buy that (most) people will feel bad for robbing you.
It's not 100% efficient, but you'd be surprised how effective it can be. Most people is willing to pay for a good game.
TL;DR: Stop spending effort in a fruitless battle against piracy. You're alone making a game, your time and money are already very limited, use it wisely to MAKE THE GOD DAMNED GAME.