How to Prevent The Decompiling Of JK2 Maps -1 reply

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SniperTheSpy

Slightly cooler than a n00b

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25th February 2008

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#1 9 years ago

I've made a few maps, and I find them being ruined by other people, since they were decompiled. Is there a way to prevent them from doing this?

I found somewhere like in Half Life 2 that you can put no_decomp 1 into the worldspawn entity to prevent it, but I'm not sure if it applies.




Erstok

Anonymous

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17th September 2008

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#2 9 years ago

Test it and find out. But either way people will find ways to decompile files. :clueless:




NAB622

EAT ME!

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8th October 2005

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#3 9 years ago

People will decompile any map, but they lose so much information they will have to spend a long time cleaning it up.




Yzmo

Modding a game > Playing it...

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19th May 2006

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#4 9 years ago

Not really, since most people only entity-only recompile.. that way no info is lost.

And no, i have no idea how you would prevent a recompile, but you could start by doing things like opening the bsp in a hex editor and see if you can change certain bytes that make q3map2 crash when decompiling, but don't affect the map.




HiddenSpy

Unlimited Powaaa!

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7th November 2006

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#5 9 years ago

Noobs don't get experience by decompiling. Those who make the map do. Experience in the end is what counts. Those are the people who get the job based on their knowledge while the others are let go. :D




Yzmo

Modding a game > Playing it...

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19th May 2006

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#6 9 years ago

I learned a lot by decompiling maps when i was a noob... It's also great to earn some rep for knowing all JH / Midgar secrets :D




HiddenSpy

Unlimited Powaaa!

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7th November 2006

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#7 9 years ago

I think that's just bad map making etiquette... Should ask for permission at least...

I'm not letting you join my newly formed as of now, Map Making Etiquette Association MMEA. Sry :bawl:

:cool: