Yea.
You think Its a nice day, then BANG, you died. And the whole day its ruined.
This universe its odd, 42 its not even power of two. Rats know why.
British_Bomber wrote:
*looks at book collection above computer*
I knew it rang a bell, but I wasn't aware he had died. Botman, I
appologized for t
In every modified server I've been on (too many to count) it's the
server that's rightfully been blamed for the modifications to the mod
and not the mod or mod authors themselves. There's no way to stop
admins from changing pretty much anything about your mod's server and,
as stated, it's not an op
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
> In every modified server I've been on (too many to count) it's the
> server that's rightfully been blamed for the modifications to the mod
> and not the mod or mod authors themselves. There's no way to stop
> admins from changing prett
Lance Vorgin wrote:
[...]
There will
always be classic servers as well, so why would you not want to give
people the opportunity to improve your mod?
Maybe If you ask a artist type of guy, the response will be NO. Its that,
so not changes allowed. But If you ask the type of guy play with sources,
ry Studios - Infiltration
[EMAIL PROTECTED] http://www.sentrystudios.net
http://infiltration.sentrystudios.net
- Original Message -
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 10, 2005 6:32 PM
Subject: Re: [hlcoders] R
IL PROTECTED]>
To:
Sent: Thursday, February 10, 2005 6:32 PM
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon
damages?
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
In every modified server I've been on (too many to count) it's the
server t
ing nice additions is most times ok, but changing basics is
> > not.
> >
> > So, imo, hard code whatever you want to hard code and leave stuff editable
> > only if you want them to change it.
> >
> > --
> > Norbert Bogenrieder aka Beppo Lead Programmer and Projec
Every weapon in every MOD should be insta-gib. :P
Where is Holy Wars: Source?
(don't you people EVER trim posts when you reply?)
Jeffrey "botman" Broome
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Negative Jeffery, gattling gun insta gib!
:P
On Thu, 10 Feb 2005 17:31:31 -0600, jeff broome <[EMAIL PROTECTED]> wrote:
> Every weapon in every MOD should be insta-gib. :P
>
> Where is Holy Wars: Source?
>
> (don't you people EVER trim posts when you reply?)
>
> Jeffrey "botman" Broome
>
> _
Me? I dont acctually see anything added on to my replys.
Good point, are they working on holy wars source?
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Sigh. Gmail has spoiled a generation. :(
Jeffrey "botman" Broome
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Yeah guys you're making my PINE lag :P
The new players argument is the only one that's really made me think
here - but perhaps, should your enjoy success and the inevitable
modifications it brings, you should tell new players [in a document
called the Manual!] to look for a 'classic' or otherwise
It seems so far that some ppl believe that just because someone can change
something means we shouldn't even try to stop them. This is really dumb, no
matter what you do there will always be some way to subvert any protection
system but that doesn't mean someone will succeed in doing so. It's true
I might not hard code it (to prevent attracting people i'd rather not
mess with my MOD's dlls) but i will probably put in a check in code to
display a message if the script files' values differ from the hardcoded
values.
After all, i don't really care if they want a special uber-cool SMG to
kill yo
> If people blame your mod for what a mutator does, then tell them it
> was the mutator. Egads.
This is, of course, extremely easy to do since new players always tell
developers why they won't give a mod another chance... ;)
I'm all for customization as long as players know it's a customized serv
I pretty much fully agree with you Karl.
I'm speak under the assumption that, like most of the servers I seem
to remember, the words "OMG THIS SERVER IS RUNNING XMOD" are plastered
all over a joining player's screen.
As far as I know there's no way to look for servers running specific
plugins, bu
Personally I will be removing the damage/cycle time values and
anything else that greatly effects the characteristics of the weapon
once I have found the values I want.
This is simply a matter of preference, leave it open for editing if
you wish. To remove the guns dependance on a script you simpl
> I'm speak
I sure wish I could edit my replies.
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Imperio, slap in a few checks to verify they are the values you want,
and if they aren't then give some obscure error, blame DirectX and
crash the game... Thus you have your weapons doing the damage you
want, and if anyone complains you can blame it on Microsoft, problem
solved :D
___
humm... blame it on Microsoft... You know it may just work. I mean everyone
blames Microsoft anyways right?
From: British_Bomber <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" o
If you do that I'll.. err.. someone will just send unmodified values
to the client and use modified values to calculate damage. And if you
move damage calculation to the client, then I'll laugh really really
hard.
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"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 d
entry Studios - Infiltration
[EMAIL PROTECTED] http://www.sentrystudios.net
http://infiltration.sentrystudios.net
- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To:
Sent: Saturday, February 12, 2005 6:14 AM
Subje
Beppo wrote:
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
On Sun, 13 Feb 2005 12:13:51 +0100, Beppo <[EMAIL PROTECTED]> wrote:
> 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
> the
Who ever wants to control the game will control it. lol If the
authors dont want something to happen they can stop it, if the plug in
writters dont want it stopped, they will find a way around it. If the
modders dont like what the plugin writters make then they will find a
way to stop it. And so
It shuoldn't be a war.
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Jeez, all this over whether to use scripts or hard code to decide
weapon characteristics! It is a matter of preference, there is no need
to try and convince others that yours is best. It would be like me
saying my programming style 'pwns' yours and that your a 'stupid n00b'
for using a different on
Now, in all fairness I did offer him an option, and none of what
anyone here has said really relates to who's prefference is right.
Merely options that modders have open to them for what goes on with
how their game is played.
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On Mon, 14 Feb 2005 15:45:02 +1000, Draco <[EMAIL PROTECTED]> wrote:
> Jeez, all this over whether to use scripts or hard code to decide
> weapon characteristics! It is a matter of preference, there is no need
> to try and convince others that yours is best. It would be like me
> saying my programm
t: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
On Mon, 14 Feb 2005 15:45:02 +1000, Draco <[EMAIL PROTECTED]> wrote:
Jeez, all this over whether to use scripts or hard code to decide
weapon characteristics! It is a matter of preference, there is no need
to try a
Beppo wrote:
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to do
so.
Not necessarily. See the recent Techmo vs. ninjahacker.net lawsuit...
http://games.slashdot.org/games/05/02/10/0347222.shtml?tid=211
#x27;t think that would go too far in court.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Monday, February 14, 2005 2:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting
] "Safe way" of setting weapon
damages?
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to
do so.
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Didn't Valve distribute plug in capabilities with the SDK? So if you
are trying to say that plug in authors aren't allowed to create their
plug ins, then why are mod authors allowed to mod for the Source
engine? I can see why you would want to put safe guards on what you
think should not be chang
ruary 14, 2005 8:40 PM
Subject: RE: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
You might want to read up on copyright law. It protects the intellectual
property, in this case your code. This means they can not steal or reuse
your code. Copyright law does NOT prevent s
http://infiltration.sentrystudios.net
- Original Message -
From: "British_Bomber" <[EMAIL PROTECTED]>
To:
Sent: Monday, February 14, 2005 9:40 PM
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
Didn't Valve distribute pl
Beppo wrote:
But if a mod states in its licensee agreement that you are not allowed to
change it in any way (agree to perform no after market modifications in
termy to be allowed to use it) then the whole thing will be copyrighted.
Either install it by agreeing or do not install it... your choice.
>From Beppo:
> In terms of inherited classes this means that any direct copy of my codes
> that is then changed or an inherited class with changed behaviour is
> actually reusing my codes too. So this falls under the intellectual
> property copyright law.
Do you have a case citation to back that u
Sorry Lance and Jeffery, attributed this quote to the wrong person in my
last reply, should have been Jeffery:
> You do realize that by saying this you're just BEGGING people to make all
> kinds of crazy plugins to screw up the gameplay in your MOD, right? :)
Karl
On Tue, 15 Feb 2005 03:10:40 +0100, Beppo <[EMAIL PROTECTED]> wrote:
> If someone changes a value within my codes or writes codes that change the
> behaviour of my codes then he is actually reusing it.
Neg. I'm not redistributing your [already freely available] work, nor
am I calling it my own. Sor
list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon
damages?
If someone changes a value within my codes or writes codes that change
the
behaviour of my codes then he is actually reusing it.
In terms of inherited classes this means that any direct cop
-
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, February 15, 2005 7:45 AM
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
On Tue, 15 Feb 2005 03:10:40 +0100, Beppo <[EMAIL PROTECTED]> wrote:
If someone changes a value wi
British_Bomber wrote:
I'm sure there was a point in there somewhere, but this is just going
to turn into flames.
hummm...
Remeber that modding its something coders do for fun.
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I'm sure there was a point in there somewhere, but this is just going
to turn into flames.
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On Tue, 15 Feb 2005 19:41:24 +0100, Beppo <[EMAIL PROTECTED]> wrote:
> The only thing I don't get about you Lance is the fact that you seem to be
> very aggressive in the way you stand your words.
> Just one thing... why?
I believe that if a game is good at its core but flawed or lacking in
some wa
ot;Lance Vorgin" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, February 16, 2005 2:57 AM
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
On Tue, 15 Feb 2005 19:41:24 +0100, Beppo <[EMAIL PROTECTED]> wrote:
The only thing I don't get about you Lance
I apologize for any aggressive talk - I just figure everybody talks
this way :/ I honestly want only the best for any creation of any
modder, but, to paraphrase a recent relevant argument, if the mod
author has the attitude of "its my mod and I won't fix the bugs so go
die", then it's in the hands
British_Bomber wrote:
> I'm sure there was a point in there somewhere, but this is just going
> to turn into flames.
>
lol, you missed it, it was about 15 posts ago :D
--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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