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Making inappropriate copying more difficult

Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
10-26-2004 02:55
From: Eggy Lippmann
whining is pretty much an internet standard :|
Double meaning flag!
Korg Stygian
Curmudgeon Extraordinaire
Join date: 3 Jun 2004
Posts: 1,105
10-26-2004 03:01
Kris.. you DID not try to speak the words that HE does... "please delete this thread"???
No.. no.. say it ain't so. I had such high esteem for you before now. Take them back.. please.. take those words BACK!!!!! Back I say! Back Back!

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-26-2004 05:08
From: Lash Xevious
I like this suggestion. But I'd also want Link/Unlink to be separate from Prim type. Since we can still change prim types and scale them even if they're linked.


And I'd want texture/color to be seperate.

Basically, Cory, no permission should ever display the / character. Ever. EVERYTHING should be seperate.

From: Eggy Lippmann
Would you believe they've been talking about Havok 2 since beta? I'm popping a champagne bottle when the last of their ancient promises is fullfilled. You're all invited :)


I think that they're probably aiming for Havok2/3 in the next iteration of their graphics engine too. They're probably just rebuilding from scratch, rather than trying to patch the one we have now.
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
10-26-2004 06:59
Yes I like the seperate options myself also.

Physics are/were being rebuilt from the ground up for havok 2 and probably would be also for 3.

Now! Look over there!

*quickly grabs the wheel and stears this thread back onto topic*

Seperate options please! :D
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Lukas Thetan
Antiubiquitous
Join date: 21 May 2004
Posts: 128
10-26-2004 13:38
/me walks over to the embers of the discussion with a cup of gasoline.

This topic is all about copyright and protection of IP. But just as in the real world, there is a flip side that affects the end user. As a consumer, one of the things that concerns me is privacy. What if someone put the equivalent of an RFID tag in their script? Shouldn't I have the right to know if I am being monitored in some way? There is no regulatory body watching out for my a$$ here is SL, so I want the tools to watch my own. For example, if I attach something, I would like to have the option to have it tell me what functions might be hidden in the scripts even if I cannot see the script itself so that I can determine the relative safety of an item.

Any thoughts?
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Bran Brodie
Registered User
Join date: 5 Jun 2004
Posts: 134
10-26-2004 17:27
From: Cory Linden
1.5.6 is continuing as our primary focus, but


Screw the "but", I can't care about permissions when SL is basically broken. Hey, I thought FIXING the BUGS was the priority! Or was the bug fixing thing all a huge joke by LL.
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
10-26-2004 21:02
Add to scripts:
- not possible to remove from no-mod object


Actually, this applies to any item within a object's inventory.

Azelda
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Briamah Patel
Registered User
Join date: 24 May 2004
Posts: 2
A buyers perspective
11-01-2004 06:38
Another perspective:

As mainly a buyer it is dependent on what the object is you are working with.

My first house as a newbie I built it was a box.

My second house came in 7 pieces totaling over 120 prims. While trying to assemble it
so that the door faced the opposite direction I unlinked it. I would never have
contacted seller whining, hey I unlinked it made a mess of it learned some things
tossed it in the trash. Brought another one identical style from same creator unlinked it again was more careful. Made it look like what I wanted; it was basically a template for me that’s why I bought it. Moved and got rid of it.

My third house was a $1 bungalow LL sells for newbies unlinked it built and added a second floor and an extension on the back. Changed the textures had my partner build
A stair case (not a copy of someone else’s).

My fourth house was built from scratch by my partner who likes to do everything from
scratch anyway.

The thing is I won’t buy some objects that are not modifiable… and often will pay more for
A modifiable object than for something I can not change. Oh and I never resell stuff so
my view is a little different.

Things I will not buy if not modifiable (unless I absolutely loved them):
Houses Furniture Plants Textures
(for the most part pretty easy to make on your own)

Things I may or may not buy if not modifiable:
Clothing (can make these but a little more difficult) won’t spend a fortune on it unless
I love and frankly you can pretty much make your own one of kind fashions.
Here its A matter of loving the designer. Never copy these why bother…but d

Things I buy that are not modifiable:
Animations
Scripts
Some heavily scripted objects (guns, cars, boats etc..)

As for copying also dependent: Two bushes one cheap say 10 Lindens / no copy/ no mod/ no transfer/ another 40 Lindens for a bush that was copy / mod and no transfer.
I bought the copy /mod and no transfer because it meant I could cut down on the
mumber of prims in the bush and make the hedges I wanted for a quarter of the cost.

Don’t really care about transfer or resell…
Jared Zander
Registered User
Join date: 23 May 2004
Posts: 5
A Seller's Perspective.
12-30-2004 14:28
I create heavily scripted aircraft. If it were possible for the textures to be changed, It would be nice without giving full mod. I don't want any scripts being added to them. Nor do I want them delinked. I don't want the scripts viewed, modified or removed. I don't want the textures sounds, and scripts to be copied. Just allow retexturing.

The ability to allow retexturing, and scaling, without giving full mod permissions seems to be the high point in this thread.

It seems to me, that, adding those permissions as separate permissions, would satisfy most builders and Consumers in SL.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
12-31-2004 02:25
From: Jillian Callahan
Hmm...
  1. Modify
    1. Retexture/Recolour or tint
    2. Scale
    3. Link/prim type

  2. Copy
  3. Transfer


I also like the seperation of modify permissions being proposed here. But in terms of GUI and the ensuing number of requests for seperation that may result from the change, why not have the permissions interface merge with the primitive editing interface? Have a checkbox next to everything in the object tab that, when checked, states that the next owner will have the ability to modify and see that value. Ill attach a picture of what I mean.

Also, seeing that the current interface really blows when you want to make a change to many items in bulk, why not include buttons to "check all" in a particular group of permissions boxes.
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
12-31-2004 02:49
Cory,

You know that everything mentioned so far in this thread is merely a stopgap measure?

The number one rule of MMOGs is: never trust anything running on the client.

It's almost certain that objects are stored on the client as a linked list or array, and that each object is a class or structure. It would be pretty trivial for someone to set an object's parameter, for example x scale, to an esoteric value, and use a memory scanner to locate where that parameter is stored. From there it is jeu d'enfant to deduce the storage structure, and hence read the parameters of any object.

Whilst this sounds like a lot of work, only one person ever needs to do it, and build it into a utility that does it for you. Such utilities exist for example for Everquest (http://ethernalquest.com) and Diablo II (MapHack etc).

In the long run, trying to secure objects and textures within the client is like building a sandcastle as the tide comes up.

Off the top of my head, there are five approaches to get round this:
1. ignore the issue, hope it doesnt happen
2. use an OS that provides security against memory scanning
3. adapt the game logic to what is possible, rather than fighting against it
4. degrade the data before sending it to the client
5. something else

Option 1 is a non-option
Option 2 is not currently viable, because both Windows and linux do not offer such protection. In any case, I'm not sure it's even theoretically possible, because it's sufficient to either directly hack the OS, or run the OS in a VM.

Which leaves options 3, 4 and 5:
- adapt the game logic to what is possible, rather than fighting against it
- degrade the data before sending it to the client
- something else

Azelda

[P.S. You could probably secure the client if you owned the client, ie it was something like a dedicated console that you leased out, something like a cable tv decoder]

Edit to say: one way of working around this issue would be to provide a mechanism for registering an object in a central copyright, or similar, system. Then, if another similar object is created, it would be fairly easy to make a semi-automated system to check how similar the two objects are.

Rather than selling the object physically to someone, you would sell a licence to use your object. Well, you could provide the physical object too, but in any case the core of the transaction is the granting of a licence to use your product.

Since the licences are stored on the server, it's easy to secure who has a licence and who hasnt.
Sitting Lightcloud
Registered User
Join date: 13 May 2004
Posts: 109
12-31-2004 13:35
From: someone

Textures
- Don't display full resolution textures in texture preview and/or . . .
- Display textures with transparent SL overlay
- Obfuscate UUIDs to prevent script driven copying


YES!!! Don't understand why you can even open a no mod texture in a mod prim

From: someone

Scripts
- Give creator the option of closed source (c) that means that owner can't see the script text, even if she can remove the script


YES!!! That way we can remove stupid scripts and add our own (which is always better)

From: someone

Notecards
- For notecards used to drive script behavior, allow hidden notecards that the owner can never see the text


NO, don't want anything hidden, a No Mod Notecard should not be able to be viewed or removed anyway.

Just my thoughts, the most important thing is the textures, no reason they should be shown when they are no mod, they should appear as a no mod script, black!
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Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
01-03-2005 02:24
From: someone
Cory Linden

Would these changes make you, as creators, consider making more modify-nocopy assets?
Yes

From: someone
Cory Linden
For the owners, would you purchase modify assets over no-modify assets or does this not really matter to you?

Depends on the item. To a buyer the no mod should be ok for the majority of the time.
Felix Uritsky
Prime Minister of Lupinia
Join date: 15 Dec 2004
Posts: 267
05-22-2005 19:54
From: Eggy Lippmann
Let's take a step back and see through this proposal to the deeper issue that lies beyond.
LL wants people to be able to "tinker".
Well, I contend that LL's view is biased by them being geeks, and that most "normal" people do not want to "tinker", they want to socialize, and have everything handed to them in a silver platter.
And those who do want to "tinker" can find a plethora of free, fully-permissive content to play with. So this is a solution looking for a problem.
FWIW, I too would like to let people TEXTURE my furniture, and maybe SCALE it, but certainly not unlink it, or they would come to me whining that they broke it and therefore it's all my fault and they should get a new copy...


On the other end of the scale, I don't think there's enough objects that are mod-able. If I buy something IRL, I can rip it apart, re-build it, change things, etc. In SL, that ability isn't there with a lot of things (vehicles in particular). If someone breaks something they bought from you because they didn't know how linking works, that's their own fault, and vendors should say "If you unlink this and it breaks, tough luck", much like how it works in the real world. If I buy a DVD player, re-wire it, and something stops working, I can't take it back to the manufacturer and say "I re-soldered the main circuit board and now it doesn't work, fix it under warranty", they'd just laugh at me.

So, in short, I think the existing "no-mod" permissions are too restrictive, and that people who try to mod things and break them should be told up front that they'll get no support in that situation.
Lash Xevious
Gooberly
Join date: 8 May 2004
Posts: 1,348
05-22-2005 22:53
From: Christopher Omega
I also like the seperation of modify permissions being proposed here. But in terms of GUI and the ensuing number of requests for seperation that may result from the change, why not have the permissions interface merge with the primitive editing interface? Have a checkbox next to everything in the object tab that, when checked, states that the next owner will have the ability to modify and see that value. Ill attach a picture of what I mean.

Also, seeing that the current interface really blows when you want to make a change to many items in bulk, why not include buttons to "check all" in a particular group of permissions boxes.


I change my mind. I like this suggestion betterer. :D

From: someone
Textures
- Don't display full resolution textures in texture preview and/or . . .
- Display textures with transparent SL overlay
- Obfuscate UUIDs to prevent script driven copying


Well, I think if the person doesn't own a copy of the texture in their inventory, then they shouldn't see the texture when they go into Build mode. But yes, obfuscate UUIDs too.

And prevent scripts that copy and overwrite the creator's preset permissions. And that take over the creator tag altogether.
Akane Tokugawa
Chi?
Join date: 25 Mar 2005
Posts: 63
05-22-2005 23:02
From: someone
people who try to mod things and break them should be told up front that they'll get no support in that situation.


I think that's perfectly reasonable. It's also reasonable to pay extra for a modifiable version of a product. For some things I'd pay double to get the modifiable version. No I don't mean paying double expecting help from the creator if I break it.

What I'd really like is to be able to buy a version of a product with permission to modify and copy for my own use, but iron-clad no transfer. I mean huge safeguards against duping. Dupers spoil games for everybody else.

The content creators in SL don't earn what their time and talent would be worth in a RL content creation job. The least LL can do is protect their works. Then they won't worry about some cheater messing with that product, maybe changing it to say made by so and so, or maybe messing it up, but reselling it with the original creator's name.

We need built-in checks using information on LL servers to make sure there are no unauthorized copies of anything. Sure that might be more cumbersome to the purchaser, but if creators aren't protected they'll just make things for themselves and their friends, so the would be purchaser loses out too.
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Mahyar Fassbinder
Registered User
Join date: 17 May 2005
Posts: 1
05-23-2005 10:21
You should also add creative commons like permissions, like forced sharing (the copy, modify and transfer bits are always on, which allows gpl like licences to be enforced), no commerical activity(you can only sell items for $0 (the selling function allows for a useful box of stuff extraction)), no derivative works is already implimented, and attribution which adds an enforced history of who created/modified the work. Maybe you can also add to the history a granularity of major and minor edits.
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