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Vaporware DRM - Developer discussion


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This thread is for Mod Author discussion of the Vaporware DRM product. I have included a copy of the product as a spoiler at the bottom of this page, and there is a link in my signature. It is my sincerest hope that this is received in the spirit is intended, as a solution to the question of proper assertion of mod authorship in an uncertain environment.

 

With the addition of the Bonus Module, this technique becomes a general purpose springboard for any and all DRM, licensing, signature, authorship assertion, and attributions that you will ever need to brave the wasteland that is mod authorship. Any holes in this scheme need to be patched quickly, and effectively, and there can be no room for error. People's reputations are on the line and there are people running around weaponizing the mods which we love so much.

 

This has to end now.

 

Please, folks. Find the errors. Fix the holes. Make this your baby, too.

 

 

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I would really like to keep this thread clear for discussion on technical points of Vaporware. If you have complaints or gripes of a non technical nature, then please feel free to share them more publicly on other threads discussing this or other issues.

 

A few examples are forthcoming. The technique has actually been refined at this point to only require the PEX file to exist in the download, and does not at any point require the user to run or even see the terminal script. All that is required is a working DRM PEX file, to keep the key pair separate and safe, and you have your signature and your proof of authorship.

Edited by Jeoshua
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Fatal Flaw in the Logic here:

 

 

Keep the source sacred:
By withholding the source code used to create the PEX Fragment script which this holotape will display, you eliminate the possibility of there being anyone else who could have created this file. This provides you with legal standing to prove, beyond the shadow of a doubt, that you are the party who compiled that file. Do not share this file with anyone, excepting possible members of your modding company. Keep your source code off of the internet at all times, and do not share it with anyone for any reason. I'll state it one more time, just for good measure. I'll even bold it. Don't Share The Source. Don't use anyone else's either. The point is that it's supposed to be yours. To make this work, you have to write it. I'm sorry. I want to provide you with a working module, but by its very nature, you have to write this yourself.

 

--Flaw ?

Download a program like Champolion or Caprica, Turn the Code back into Source code, and now I have the source code too.

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  On 6/11/2016 at 2:51 AM, Karel2015 said:

Fatal Flaw in the Logic here:

 

 

Keep the source sacred:

By withholding the source code used to create the PEX Fragment script which this holotape will display, you eliminate the possibility of there being anyone else who could have created this file. This provides you with legal standing to prove, beyond the shadow of a doubt, that you are the party who compiled that file. Do not share this file with anyone, excepting possible members of your modding company. Keep your source code off of the internet at all times, and do not share it with anyone for any reason. I'll state it one more time, just for good measure. I'll even bold it. Don't Share The Source. Don't use anyone else's either. The point is that it's supposed to be yours. To make this work, you have to write it. I'm sorry. I want to provide you with a working module, but by its very nature, you have to write this yourself.

 

--Flaw ?

Download a program like Champolion or Caprica, Turn the Code back into Source code, and now I have the source code too.

 

 

I don't know much about code, but wouldn't your original copy of the source have a creation date that was older than the person attempting to reverse it, thus showing you are the 'original'?

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I am against this. Mod authors do not need DRM. Games do not need DRM. All this is going to do is lower the quality of mods over time by making more secrets of the trade. What we need is, well thats easy! we need mod hosting sites to act like The Nexus does nad have a zero tolerance for mod theft and have volunteer staff like the moderators here to go over the reports. More locking isnt the answer and is counterproductive.

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  On 6/11/2016 at 8:54 AM, JuJooGuppy said:

 

I don't know much about code, but wouldn't your original copy of the source have a creation date that was older than the person attempting to reverse it, thus showing you are the 'original'?

 

 

Not going to join the debate as to whether or not this is reasonable as per the OP's request, but no. The creation date isn't a valuable metric: it's entirely trivial to modify. The most meaningful metric is going to be through a 3rd party, namely upload dates on modding websites.

 

Also: how would a private/public key pair with the public key in the source be useful unless you encrypt some kind of token in the source with it? Otherwise you just have two keys that don't have a meaningful relation. I don't see how it's supposed to be "bonus points" if you encrypt something with it. It would be a vital part of having this be a meaningful way to determine authorship.

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The only form of DRM that I would support would be a message popup. Really though, it's mostly a waste of time because such things are a simple matter to strip out.

 

Seems to me the best thing you can do is upload your stuff here to the Nexus and use the date/time stamp as a copyright. Bear in mind that your mod isn't visible until you release it.

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  On 6/11/2016 at 2:51 AM, Karel2015 said:

--Flaw ?

Download a program like Champolion or Caprica, Turn the Code back into Source code, and now I have the source code too.

 

Decompilers are possible, but using the provided link to a GPG, with which you can generate a public/private key, eliminates the possibility that anyone can decompile your mod into something that they can use to assert authorship. You have the private half of the key, they will not. It doesn't matter if they decompile it and find your public key. You still have your unimpeachable claim, because only you can say what the private half of the code is.

 

So the public/private key pair, along with multiple uploads to different servers, protects you against the possibility that someone decompiles the script.

 

In fact, you CAN give out the source code to the module, if you want, just so long as you are not including the private half of the key.

 

 

 

  On 6/11/2016 at 5:37 PM, NorthWolf said:

 

How would a private/public key pair with the public key in the source be useful unless you encrypt some kind of token in the source with it? Otherwise you just have two keys that don't have a meaningful relation. I don't see how it's supposed to be "bonus points" if you encrypt something with it. It would be a vital part of having this be a meaningful way to determine authorship.

 

 

It's considered bonus points to use GPG to do the digital signatures with. Using some form of encrypted digital signature is part of the core module. The bonus is just using an external, open source, freeware implementation of a proven technology. Either way, you need a valid digital signature to embed into your file. It's just nice if you stay FOSS about it, that's all.

 

As far as the third party download sites acting as an impartial arbiter as to when the file was initially created, you're right on the money. Dates can be faked on a single PC, but it takes some real doing to fake it on 3 separate download sites plus your computer.

 

 

 

  On 6/11/2016 at 9:56 PM, digitaltrucker said:

The only form of DRM that I would support would be a message popup. Really though, it's mostly a waste of time because such things are a simple matter to strip out.

 

Seems to me the best thing you can do is upload your stuff here to the Nexus and use the date/time stamp as a copyright. Bear in mind that your mod isn't visible until you release it.

 

You can use this technique to display a popup window. Use the public/private key pair, and inject the public half of the key somewhere into the mod.

 

I don't know why people are so concerned with this being stripped off. Truly, it's possible, but that only PROVES that the mod has been illegally distributed. The entire point of this technique is to be able to sign your mods in indelible ink, proving that they are yours. If someone strips off your signature, that does NOT make them theirs, and does NOT absolve them in the slightest.

 

This is not one single tag that can be removed willy nilly. It's a digital signature that cannot be faked, and the file is uploaded to multiple third party sites with that signature embedded. It provides an unimpeachable record that you are the author of the file. Someone taking that signature out and reuploading your file would only damn them further, because it proves that they knew the DRM was in there and intentionally removed it. If you've uploaded the file yourself, and have all the pieces to show where that signature should have been and that it's not there now, you prove beyond the shadow of a doubt that you are the mod author, and that your mod has been stolen.

 

See, here's the thing. Console modding has always been possible. Truly, it has. It was against the terms of service to even talk about it until recently, and the reason for that is that in order to do any modding for console, you needed to hack into your XBox and break quite a few laws. This has bred an attitude amongst console modders where many do not care for the way intellectual property is handled. That's fine, of course, because the difficulty of console modding used to be a barrier against people who didn't know what they were doing.

 

Now, with Bethsoft.net, that barrier is gone. We are left with the same people who don't care about intellectual property, and any old script kiddie can steal mods, upload them, even make minor changes, and they do not require the knowledge of what they are doing anymore.

 

 

By the way: Removing this tag isn't a bannable offense type of thing. It's an illegal, DMCA covered, go to jail type of thing. It's way more serious than just being told not to return to a site, if that's how far the author wants to take it.

 

The DRM can be removed, sure. But only by someone who knows what it is, and how to remove it. That's not easy, if you know how to hide the signatures in your file. A truly capable modder could remove it anyways, but when was the last time an ACTUAL modder capable of ACTUALLY modding stole another person's mod? I mean, it's happened, but it's so rare that worrying about that is pretty ludicrous. The community bands together against that type of person.

 

It's the little morons who CAN'T mod, and steal the mods of others, that this is aimed to stop.

Edited by Jeoshua
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Also, if you guys want to further discuss the technical merits or demerits of the technique, please scan the latest version of the outline from my signature. I'm treating it sort of as a living document, and it has gone through many changes since I initially posted. At this point, the only required thing is an encrypted digital signature (bonus points for using open source), and uploading the file to a trusted third party website such as Bethesda.net, The Nexus, Loverslab, or any other file storage site which keeps your upload date for all to see.

 

Just compile it into a PEX script, and you technically just need to have that PEX script somewhere in your download. It doesn't even need to run. I suppose it doesn't even need to be in the PEX at all, even, just the digital signature should be injected in some way which imposes itself upon the mod in a transparent and unobtrusive way. My personal favorite idea is to flash the public key and an encrypted signature as part of the holotape boot sequence. Most people won't even see it, because it will look like computer gobbledeegook, but someone with access to the CK or xEdit could pull that information out. Heck, they could even use the decompiler, and they would find the public half of the key easily. That's why you should never put the private half anywhere near anything which is going to be compiling that script. Don't even have it in the source code. Don't let the CK or any external PEX compilers even see it, because that way it's mathematically assured that the two halves of the key cannot be in the final file.

Edited by Jeoshua
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