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FRex

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Everything posted by FRex

  1. IF you had an actual malware (and not some weird clean-up-your-pc-now-because-9999-problems-were-found scanner) then it might be real but I doubt it, especially the part about infecting a newly made exe, that's too targeted/advanced (unless you have thousands of customers and someone knows and targeted you to infect them via your program?). This is like those stories of people targeting tax handlers to get all their clients tax details for fraud and such, not like a random malware. But IF you had a real virus you should of course be less skeptical of most AVs than I am here. You should try make sure you're not doing something unusual or that someone might consider strange, like accessing the clipboard, calling some weird WinAPI functions, using libraries many viruses use (like curl maybe? its author Daniel Stenberg once said its used in many proof of concepts and viruses and when he was denied entry to USA once or twice with no reason given he was guessing that might be the reason, I'm not sure if that was cleared up), etc. Or you can try set up on another machine and see if your compiled exe (copy only the textual code you have and no binaries) triggers the AV there too. False positives happen a lot and for really silly things, e.g. some AV consider things like exe stored in a zip, UPX compressed exe, gdb files, debug enabled exes, etc. to be sketchy on their own. 8-10 years ago when I was using VS 2008 or 2010 Avast! would delete or sandbox or (over many seconds) first scan my freshly made Debug exes with reason being 'never seen before file' (although that's true AND better pop up than the idiotic 'generic trojan!!' labels some use). I've also seen a (totally innocent demo of a library) program that accesses the clipboard be flagged 'generic malware' and such. Probably because many viruses steal credentials from the clipboard. But it was a clean exe, and results around it were so silly it's hard to take many of those AV seriously: appending a single random byte to end of an exe (which changes nothing about how it works) made some new AV flag the file (and some of the AV that flagged the original file unflagged it!), putting the exe in a zip made a few of them miss it (it's really hard to trust 'heuristics' of an AV that won't even try to open/scan an ordinary non-bomb zip file or even label the zip as virus free on Virus Total because they didn't even look or something!). I even have an exe of a C program that opens your disks for direct read to get read their NTFS headers and is compiled with a niche compiler (Pelles C) - 0/69 on virus total despite these two facts. Niche compilers are fine, and to access raw disk you need to be ran as administrator and I use read-only access (to not accidentally destroy my NTFS) but still - two very unusual facts + exe that I made so no AV ever seen it before... zero tags (but the exe of a GUI program that touches the clipboard - that's the criminal, 20x 'generic trojan malware'). If I compress my C exe with UPX - instantly 2/69 because 'heuristics' or 'ML' (machine learning?).
  2. Yes. There are file searchers that can search by name thru literally all files (over 500k of them for me) on a disk or few/all disks (I have an OS 256 GB SDD and a 1TB HDD) in a couple of milliseconds like that (I never perceived a delay in one I use). I also use http://www.voidtools.com/support/everything/ I didn't list that one since a file searcher doesn't help with finding out what kind, size and amount of files are in the folder as conveniently as WinDirStat or similar does. WinDirStat is old and also doesn't use NTFS MFT but it's fast enough for me (a minute or two at most) and I prefer it over some tool that has an ad or banner asking me to buy/donate. It's development seems dead but it's FOSS so if needed I could compile or extend it myself even (but it's written in C++ with MFC). Reading raw disk is also very easy via WinAPI but you need admin rights and to seek/read by sector size and have right flags (and know NTFS structure from somewhere): https://support.microsoft.com/en-us/help/100027/info-direct-drive-access-under-win32 This C program prints sizes of all NTFS partitions taken from their NTFS headers: https://gist.github.com/FRex/5ee5d6efd4910ad90b24a84a429dfe9b I've no idea if there is a special purpose API for NTFS MFT in WinAPI or COM. There might be. I googled but couldn't find it. If you ever want to play with NTFS structure then make a 1 GB ram disk, format it as NTFS, copy some files onto it and saving that ramdisk to a file. It will let you open it easier in a hex editor or a normal non-admin ran program. I use Imdisk for my ram disk needs: http://www.ltr-data.se/opencode.html/#ImDisk 7zip also supports opening an NTFS image (and few other FS formats and many archive formats): https://www.7-zip.org/ NTFS MFT also keeps names of deleted files (I'm not sure how long) in MFT so if you ever delete your very_evil_plans.txt you're not in the clear just yet (even when it's gone from trash bin). Yes. That and not hiding extensions are two very useful things to programmers and most people. It's silly they are off by default.
  3. This was a question to Promit about where that chat he mentioned was. Turns out if was a Unity Pro specific channel that isn't public. I'm done chatting about it now and forever really. My opinion of Unity is set (to zero). Apology in one place and passive aggressive "not everyone can be as open as mature as we are" on the other. It turned out they knew what Improbable were doing since they were at Unite 2016 talking about "running thousands of Unity instances int he cloud". Here are things they could have avoided doing: changing the ToS like that; claiming they blocked Improbable's license keys to "protect the integrity and value of our technology and Unity developers" (actual blog post quote); claiming there always was ToS violation even when backpedaling hard and restoring the keys; saying "we won't say the details of their violation out of respect for all sides" while calling Improbable immature withing the same hour. I'm not sure why you are so contrarian. I'm done with this topic and won't reply anymore. All the arguments are on the table. If you think Unity acted well - I think you're wrong but what can I do? If you just like the engine, work for a company using it, work for Unity company itself, use it for your projects - that's fine, the criticism is of CTO, CEO and the corporation. No sane person would blame a random user or employee for something bad Unity did as a corporation. Now I'm unfollowing all Unity related threads since this is all over. Goodbye.
  4. Oh sure, I can buy that, but: It's Unity who used the word as a noun for years now all over the place. Their website does it still: "announcing Unity XXXX.YY", "Download Unity", etc. Even the blogpost announcing these rules does it. It's as if they just had lawyers who never even heard of Unity before copy paste some legalese. It also sends mixed signals yet again: "everyone does it", "Unity does it", "Unity let's people do it", etc. just like with 2.4.
  5. I can't find any discussion of Unity in any #channel. Can you point me to that? Seemingly no one uses the forum to chat about this. This comment also didn't merge with my last one like they usually do and I have no idea why (sorry). Another tough question where Joachim's answer is "IDK ¯\_(ツ)_/¯": https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7g0x7/
  6. I have no stake. I'm genuinely pissed at them for this after all these years of "democratization of gamedev" marketing which I also fell for and recommended them to people. The toxic parts of their community who jump to their defense no matter what don't help one bit. Insults towards developers during email drama was my main reason for deleting my account back then despite Unity handling it mostly okay. This forum is also only 'real' social media-ish account I have so what I said here is 100% of my online ouput about this. I don't have Twitter or Reddit accounts and I use my YT one just to manage subscriptions. Edit: CEO just said "I understand the curiosity, but out of respect for all involved, we won't be getting into more details." to a question about details of the original 'over a year ago' ToS breach. And someone else just pointed out this video about SpatialOS from Unite 2016 on Unity's YT channel where it literally says they are running thousands of Unities in the cloud and had no problem with that: https://www.youtube.com/watch?v=ffWaRbYXxRc Jesus.
  7. It appeared only today and feels like an excuse to keep claiming "Improbable started it" or to justify how their "community" shits at Improbable, Epic, Sweeney, etc. for last 5 days. Even on this forum a Unity employee claimed it's a conspiracy. Even he/they made a passive aggressive comment about Improbable just now: https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7jsgz/ Real rich coming from John Riccitiello: https://www.forbes.com/sites/insertcoin/2013/04/09/ea-voted-worst-company-in-america-again/#435b40597aeb
  8. They got asked about this on Reddit and this is their answer (from Unity_John):
  9. And still no mention of ToS section Improbable broke a year ago. Their trademark guidelines also say not to use 'Unity' as a noun: https://unity3d.com/legal/branding_trademarks But literally everyone does: game developers, YouTube tutorials, Unity's own website, this blog post even does.
  10. Happening today/tomorrow (in 13 hours):
  11. Yes, if xor is fine then that's a great and simple idea actually, just wrap around whatever reading from file function you use to add xoring read buffer with your key to it. Set key to all 0s to disable it when developing the game (so you can use and edit plain files).
  12. PhysFS is just a library for reading archives, it doesn't create them. It doesn't care about file extensions but anyone who looks at your file in a hexeditor or right click open it with 7zip will instantly know if it's zip, 7z, iso, etc. It also only (AFAIK) handles passwords for zips with "Traditional PKWARE Encryption" but you need to put "$your_password" at the end of the path you give to PHYSFS_openRead which is annoying to do and documentation doesn't even mention that. The last version of PhysFS is also badly busted on Windows 10 (fails to initialize and doesn't set any PHYSFS error code) so you need to take code from their Mercurial when building it, not the latest stable release from 2017: http://icculus.org/pipermail/physfs/2018-October/thread.html You could also write own custom file format and code to work with that or implement/use one of: PHYSFS_Archiver, PHYSFS_Io, PHYSFS_mountHandle with encrypted zip storing the actual archive (I'm not sure how well it'll perform), PHYSFS_mountMemory (for small files). But in any case a determined hacker would still find out how you store and/or decrypt it and dig your key out of your exe. Even real commercial DRM gets cracked all the time and extractors or at least format descriptions exist for most any semi-common bundle format. Security through obscurity is most that you can get. Edit: I'd honestly say to just use a zip or 7z with reasonable settings (non-solid archive with reasonable compression level), rename it to hide its extension from total casual observer who doesn't know what a hex editor is and don't worry about it that much. For when you develop your game you can use a loose folder for convenience and only pack it all up for distribution or when making content patches (that's the point of PhysFS).
  13. So, you want to use C# for runtime scripting instead of Lua? Mono has a C# repl called csharp in its distribution (or at last used to years ago) so it is possible. Apparently both Mono and .NET allow you to programmatically access the C# compiler. Do these two links help at all? https://www.mono-project.com/docs/about-mono/languages/csharp/#compiler-service https://support.microsoft.com/en-us/help/304655/how-to-programmatically-compile-code-using-c-compiler
  14. FRex

    Question on which engine should I use

    Don't be afraid to use their forums too, they/we (I'm not a developer myself) are very friendly. That's true and why they dropped '3D' from their name a while back but I do not recommend Unity to anyone for anything due to their ToS and attitude (current SpatialOS drama and July 2018 email drama) regardless of its quality.
  15. Did you take a look at these two pages (second seems specific to Unity Analytics but lol @ "Unity Analytics Data Privacy Plug-in" not supporting Linux)? https://unity3d.com/legal/privacy-policy https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacy.html
  16. Since the GDPR was brought up: they're very diligent with it. Deleting my account took them 80 days. I never user support, forum, asset store, made any games, not even compiled any exes and only ever ran editor for 2-5 hours once to check examples out one day a months ago. They've mentioned GDPR ("Your request has been received and is being reviewed by our GDPR taskforce.") when confirming my request for deleting my account on 6th of August via email. I'm guessing it's because I am an EU citizen and live in the EU. Then on 31st of August I got this: I was doing this in response to the July email drama so the "unusually high volume" part gave me a chuckle (or maybe it was just a complex task to delete an account that never did anything ). I got two more copies of the above email (which I assume to be a mistake) on 26th of October and this email, all within same minute:
  17. Unreal EULA says snippets of up to 30 lines are fine to put on public forums where non-licensees can see them, within a few (reasonable) limits.
  18. @Hodgman Exactly. And Unity is actually more restrictive than GNU in that regard. Let that sink in. Edit: And by that I mean bison, GCC and other tools from GNU that all have an exception (out of pragmatism to not scare people away) to let you make non-GPL or even proprietary software despite GNU project being philosophically very against it.
  19. You should turn on the 'show hidden folders' (and turn off the 'hide known file extensions' one too). There's literally no reason not to and it avoid many silly situations situations like this one. If you ever (by accident) open a directory in VS using the context menu this hidden .vs folder will be made too, even if you instantly quit VS. Git on Windows creates .git folder and marks them as hidden in explorer too. There are also tools that can summarize contents of disk or folder by sizes, file types, etc. for you if you're ever confused what's taking up space on your disk or in some folder. I use WinDirStat because it's FOSS and I'm used to its looks but there are many newer ones that work the same but much faster by reading the NTFS master file table.
  20. FRex

    Question on which engine should I use

    Is an 'engine' or C# a hard requirement? If not then did you ever take a look at SFML? https://www.sfml-dev.org/
  21. FRex

    Havok Physic Engine sold for $75 M

    IIRC Intel made Havok free to use for commercial uses and this had something to do with CPU vs. GPU physics debate or with trying to undermine NVidia's PhysX back in the day. It was big news when this happened. Microsoft has apparently ended this? There's a few FOSS physics engines like Bullet and Newton Game Dynamics. Bullet is kinda more famous of these two since it's in a few AAA games and many others engines and such like Blender, GTA 4 and 5. Newton Game Dynamics is used by Frictional in their own HPL Engine (for Penumbra, SOMA, Amnesia). First Penumbra game caused some hype due to how they used physics for doors, drawers, combat, etc. (it's a horror game so it made sense to let you slowly open the door partly or make you scramble to rummage through drawers). PhysX got open sourced for non-console platforms very recently too (proper BDS license, the 3 clause one, which has huge implication, no backsies or EULAs). I've no idea how hard it is to implement a physics engine personally but it's clearly not that easy and depends on its features like does it have fluids, soft bodies, cloth, etc. anyway. And it doesn't have to be on the GPU necessarily. And we're spoiled for choice these days, there is no reason for someone (who isn't a huge company with a good reason) to write own physics or do it from scratch, there's no catch with a FOSS library. I'm not sure if Square Enix's Crystal Tools engine has its own custom physics and that engine as a whole had very mixed results. Ahh.. It happens sometimes but more often the acquisitions make some sense in other way like Oracle buying Sun or Ksplice or Atlassian buying Trello, IBM buying Red Hat, Red Hat buying JBoss, etc. I can think of tons of ones like these but not of many that are like you said (Intel kind of wasn't IMO for reason I said above). Maybe Facebook buying Occulus or Microsoft buying Mojang would fit these "get something just because it's hot".
  22. The way middle part of 2.4 sounds right now open sourcing the GDK or having others provide SpatialOS-like cloud doesn't help since it's still integrating something into your project that lets you manage deployment. This whole thing is like a pro-FOSS PSA.
  23. @swiftcoder That fits more than live LCD picture frame, yeah. It's still funny to run across such an artifact or that they have it as a ToS point instead of some 'Unity Embedded - X dollars for every 1000 devices'. This comment's second paragraph from the bottom says no to retroactivity: https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/#comment-399879 Section 1.4 in this link says yes (edit: I just noticed the call all sub-ToSes collectively an 'Agreement' and say they can update this 'Agreement' at any time so 1.4 applies to everything) : https://unity3d.com/legal/terms-of-service ¯\_(ツ)_/¯
  24. @Septopus I don't know the details either but they DO have generic C#, C++ and Java SDKs and claim that any engine works with them, they just pre-made few 'GDKs' as they call them to support two popular engines. And yes - they say they use the engine, not provide own physics or anything. I mean - it'd be crazy and inaccurate between your machine and their server if they ran own physics in a different engine and so on. But they only seem to use your exe. If no one ever wanted to run a Unity MMO they'd never execute a single line of Unity Runtime on their clouds. So the way they made it sound it's like if you build a single exe of your game in any language using their SDKs or GDKs, then give it to your players to run normally (which will run no physics, show graphics, etc.) and that connects to SpatialOS cloud running the exe launched in some special way/with other argument where they will cooperate to make seamless worlds, do run physics, do not show graphics, etc. for the players. And their Unity Editor license was to let them maker their Unity GDK? I mean - SpatialOS games keep working so it can't be needed for that since Unity voided them. Edit: I also wonder if Unity would consider it a ToS violation to use S3 or DynamoDB in your game and then host on AWS? Edit 2: I guess it'll all be clear on Monday or Tuesday or so, as Joachim promised a new ToS 2.4 to come soon...
  25. If you're getting that mid 2018 change date from me posting a mid 2018 then you're wrong. I said 'this was that way in mid 2018' because that was snapshot of their ToS I found in Wayback Machine. The date on that snapshot says February 21, 2018 (so still after 'over a year ago we told them in person' date Unity claims but before 'six months ago in writing' one). That anti-cloud 2.4 was there in 2016 already too. I just added 'mid 2018' 2.4 in last thread to show what it looked like before they changed it in December to add these 'no SDK + cloud bundle'. Sorry for that misleading if that was it but it doesn't change much in the he says she says argument they're having. And 2.4 always sounded vague and like it's against almost any-MP. It looks bad they still have Unity on their website too. Zero mention that it's against ToS (which they agree with themselves) or that Unity okay'd it only for (seemingly) ongoing developments in their blog post. It's like they want to pressure Unity into backing off. Maybe they knew Tim Sweeney is a huge pro-openness nerd (after those op eds he had out about UWP or how UE4 gutted itself to get rid of all the too proprietary bits to let everyone have the source code) and that he'd jump in to defend them but that sounds a bit too conspiracy theorist. It's also a bit sad they have this tech where you get an SDK but only they have cloud workers code and you are locked into their cloud but at least they have something unique enough and are upfront on their website about it. But is that what SpatialOS did? To me it sounds like they just give you a lib, you have to build your exe and use that lib in it and then when they execute it on their cloud it does its cloud balancing seamless worlds magic. And they made a convenient Unity 'GDK' to generate C# classes for your game stuff instead of forcing you to use their generic for-all-engines-ever SDKs. It doesn't sound like they let anyone use Unity editor itself (I mean - despite their Editor keys being gone SpatialOS 'works' still and people can develop in it and Unity okay'd that too). Joachim Ante made some comments under their blog post saying that Steam, itchio, etc. is fine but he also says 2.4 doesn't restrict game devs which (IMO) it does with it's "do not use cloud providers we didn't give an official blessing to". This also makes no sense since what would happen is I used SpatialOS's generic for-all-engines SDK in Unity, wrap it myself, upload exe - who is then in the wrong? They never even used Unity. Am I? But I'm the 'game developer' so ??? You do not put a 'yes' in any eula.txt file, or pass an option agreeing with and ToS when running a Unity made game exe (some software does it in CLI only installers since it can't pop up a window to tell you the license).
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