To stop it, you must understand it.
(From what I understand) OSMAP works by isolating the corrput part (making it unopenable) and rewriting the rest of the map into a new file.
So, unless you can find a way to corrupt the WHOLE map, but make it playable, then theres not much you can do...
But, what I'm trying to find out right now, is ifthere is something that OSMAP can't move over, or when you open it, that thing is no longer there. Then you can add that thing into every condition, to make it very tedious to go in and delete that condition.
The ignorance exhibited in many posts regarding the mechanics of protection is astounding.
You can't have "entire parts" of the scenario.chk file corrupt. Basically when the editor was created, the programmers made assumptions that certain values would be entered. Simplified, all a protector does is fill in these entries with values that are not expected by the editor so it causes an error when the file is opened.
Of course there are other things that a protector will do. For instance, PROEdit fills in empty trigger actions with comments referenced to random strings to make it difficult to make sense of the map if you do get it unprotected. Rearranging the sections is also done by many protectors which shouldn't throw too many editors off.
Removing a large amount of section data that is unused and wasting space (compression) is automatically done by protectors as well, and is what really throws the classic editor off (because the original programmers didn't expect it!).
All OSMAP does is look for values that would throw the editor off and change them. At the same time it cleans the sections up by deleting fake ones that some protectors add (doesn't do much), and rearranges them in the default order as written by Staredit. It fills out the compressed sections with additional data to make it similar to how it would have looked originally.
Basically, the only mainstream editors you are going to throw off is going to be Staredit and Starforge. SCMDraft2 is written in a way that it will open anything you throw at it, but detects to see if it is protected or not, and will fail to open it out of respect for protection.
Any protectors that slip by current unprotectors just use additional invalid values that the unprotectors looked over. Or they split the sections into multiple pieces.
Post has been edited 1 time(s), last time on Nov 10 2008, 12:41 pm by MindArchon.
None.