I do not disagree, only for a little aspect... if you want your mod to be
this or that way and not another and someone changes it to become that
other, then it comes close to hitting the original mod authors right into
their faces. Not all mods out there do wish to fit for every player around
the globe. Some want to attract only a specific type of player and so will
not change their basic rules to allow the 'unwanted' folks to join the party
cause this will most times ruin the gameplay for the others.
Fixing obvious bugs is another thing of course but only if they are really
bugs and not features someone doesn't like.
New additional features should first be presented to the mod authors
themselves. Maybe by even showing them first hand. But the decission to
include them in the next release or 'granting you permission' to release the
modification to players/servers that want to use it is up to them. New
features often ruin the balance within the game or add features that the
original mod authors simply don't want to be integrated. Again, if your
changes are good and in the lines of what the original mod authors want or
plan to do, then there shouldn't be any reason for them to not listen to
you.

And if you then still want to do it, then I would consider you to make your
own mod with your own ideas instead of ripping the work of others.

--
Norbert Bogenrieder aka Beppo     Lead Programmer and Project Lead
[EMAIL PROTECTED]           Sentry Studios - Infiltration
[EMAIL PROTECTED]                  http://www.sentrystudios.net
            http://infiltration.sentrystudios.net



----- Original Message -----
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, February 12, 2005 6:14 AM
Subject: RE: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?


"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.




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