"I am sure the .ctx could be decrypted but most people won't go to that extent. For the people who do decrypt them It won't do them no good because they will not be able to encrypt them with a different key..."
Getting the key is not that hard I don't think, I do not know how to do it, but Lance did it like a walk in the park with a really hot girl. Once you get the key and decrypt the file, just slap it in the scripts directory with weapon_name.txt, and the mod will use that, ignoring the CTX file. That could be changed with little effort, but fact remains the CTX files are easily decrypted by someone who knows what they are doing. "The main reason for this is that not many will blame the server admin at all... they will only blame him/her IF they already knew the original version of the mod... The example of new folks playing your mod for the first time rings a lot of bells here..." Proper notifications to clients that the server is modified would solve this. A mod could even put in a mechanic to alert newbie's that the server they are joining is modified. "And now think about your hard work (your mod) edited in a way that you do not want it to be... what a nice first impression can result of this." Not every mod is perfect, some admins and different communities might have different opinions of certain parts of your mod, and giving them the ability to change a few minor things may keep them interested in your mod. Because some mods are really great, but, there is one small thing that could be changed. Are you going to wait months for a patch? Or, go in and modify it yourself. What if the mod maker doesn't share your opinion? You won't even get to see it in action to see if it WOULD work. Not the way to keep players interested. A lot of people know I made modifications to the Natural-Selection mod, some people thought some of my ideas were downright crazy and stupid, and people thought they should NEVER be put in, except for those that were within my community, and those that joined my community because of those modifications. As it turned out, some of those modifications made it into the actual mod, which probably would have not happened if I didn't try it out for myself, and people could see that it was indeed a good idea. Now, normally, in order for something to get put into the mod, a mod maker would want approval of pretty much 75% of the player base or more, this wasn't the case with a lot of my modifications, but some of those that disliked the idea at first, changed their minds once they saw it in action. What if someone has an idea, 2 communities, A that likes it, and B that hates it, both with 5,000 players, you as the mod author, don't like the idea. Why shouldn't A be allowed to at least try the idea? Anyways, Admins can't do anything too major to a mod, especially in Source. The only way I would not allow server admins to modify my mod on their server, is if I decided to make a MMORPG type mod, where player data would be shared across servers. Of course doing this type of thing would require a lot more than just code. My reply does not address just weapon damage, but modifying mods (a mod of a mod... lol) in general. These are just my thoughts, feel free to disagree. - voogru. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

