"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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