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Post by rrain on Sept 28, 2011 12:03:56 GMT
Hello,
This will be my first post on this website but I hope to contribute in the future. I am working on a CS:S map right now and was hoping to have the map exclusive to 1 server. It will have branding on it so if another server wanted it they'd have to remove it, by decompiling it. I am aware of the old way of protecting your map from decompiling:
Map>Map Properties>Disallow decompiling?=yes
But it seems apparent you can't do it this way anymore, so I was hoping you could help me out, any ideas?
Thanks -RRain
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Post by Zeph on Sept 28, 2011 12:38:27 GMT
Firstly, there is no 100% secure way to prevent decompile. If someone wants to decompile your map that bad, they will. There are some things you can do to help prevent it. Try the following: - Pick an entity (EG logic auto or player start) or create a new one, turn off smart edit, and add the keyvalue "no_decomp" with value "1".
- Apply a "tools/locked" texture to any brush in your map. This is not a real texture, so may need you to make one. Make sure the face you apply it to is not culled (touches void or is completely covered).
- Add this prefab to your map. Do not rotate, resize or re-texture it.
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Post by rrain on Sept 28, 2011 14:22:04 GMT
Thanks for the help! And yes I'm aware you can hack/get hacked decompilers ect. but this will do me. Ill put it up when I'm done ( a while :L) and give credits!
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Post by Zeph on Sept 28, 2011 15:11:30 GMT
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