oofnish@Posted: Wed Oct 20, 2004 3:59 pm :
Hello,

Just thought I'd share an issue my mod team discovered. It seems that when you run a mod, a copy is made of the gamex86.dll file, the doomkey file, and your doom configuration.

The critical issue is the doomkey file, which contains your serial key for Doom3.

Mod authors, likely test their mods before distribution by loading them up in their copy of Doom 3. When this happens, a 'cache' copy of gamex86.dll gets put into the mod directory, as well as the mod author's doomkey file. After testing, a mod author is likely to simply .zip or .rar the mod directory to create his distribution, thus including his own doomkey file in the mix.

Thus I thought it prudent to warn everyone to remember to delete the doomkey file before packaging their mod for distribution. (Also delete the gamex86.dll file in that directory, as its a duplicate of the one in the .pk4 file, and your doom config, as typically, people want to use their own.)



Dante_uk@Posted: Thu Oct 21, 2004 4:20 pm :
I think this thread should be stickied and properly locked to save other people missing it, as this forum grows.



TTK-Bandit@Posted: Thu Oct 21, 2004 5:21 pm :
hmm i think there should only be one sticky with stupid questions and answers ;)
btw simply zipping the mod directory.. :?
I can't agree to this. you should always know what files you need to zip.
its dirty to zip all configs and temporary files you never need ingame.
Have Fun!
Bandit.



oofnish@Posted: Thu Oct 21, 2004 5:27 pm :
I wasn't suggesting that zipping a mod dev folder is something to do, instead, I was warning people who, under normal circumstances, would not expect the game to drop those files in that directory. The only reason _not_ to zip the directory itself is the presence of these files, in fact, and since I was surprised to discover them (particularly the key), I thought others may also be.



rich_is_bored@Posted: Thu Oct 21, 2004 5:35 pm :
Stickied. :)



bad marine ass@Posted: Sat Oct 30, 2004 10:19 am :
Good advice. Aye I nearly uploaded my Enhanced Doom 3 to Fileplanet without knowing I'd included my doomkey inside



Marineofuac@Posted: Sat Nov 18, 2006 12:48 am :
Year posted? 2004.

I think the 1.3 patch corrected that doomkey problem, although it still copys over

gamex86.dll
config.spec
doomconfig.cfg (if its not there)

doomkey is not included no more as of patch 1.3



rich_is_bored@Posted: Sat Nov 18, 2006 5:21 am :
Well at least you read the date.



oofnish@Posted: Wed Oct 20, 2004 4:59 pm :
Hello,

Just thought I'd share an issue my mod team discovered. It seems that when you run a mod, a copy is made of the gamex86.dll file, the doomkey file, and your doom configuration.

The critical issue is the doomkey file, which contains your serial key for Doom3.

Mod authors, likely test their mods before distribution by loading them up in their copy of Doom 3. When this happens, a 'cache' copy of gamex86.dll gets put into the mod directory, as well as the mod author's doomkey file. After testing, a mod author is likely to simply .zip or .rar the mod directory to create his distribution, thus including his own doomkey file in the mix.

Thus I thought it prudent to warn everyone to remember to delete the doomkey file before packaging their mod for distribution. (Also delete the gamex86.dll file in that directory, as its a duplicate of the one in the .pk4 file, and your doom config, as typically, people want to use their own.)



Dante_uk@Posted: Thu Oct 21, 2004 5:20 pm :
I think this thread should be stickied and properly locked to save other people missing it, as this forum grows.



TTK-Bandit@Posted: Thu Oct 21, 2004 6:21 pm :
hmm i think there should only be one sticky with stupid questions and answers ;)
btw simply zipping the mod directory.. :?
I can't agree to this. you should always know what files you need to zip.
its dirty to zip all configs and temporary files you never need ingame.
Have Fun!
Bandit.



oofnish@Posted: Thu Oct 21, 2004 6:27 pm :
I wasn't suggesting that zipping a mod dev folder is something to do, instead, I was warning people who, under normal circumstances, would not expect the game to drop those files in that directory. The only reason _not_ to zip the directory itself is the presence of these files, in fact, and since I was surprised to discover them (particularly the key), I thought others may also be.



rich_is_bored@Posted: Thu Oct 21, 2004 6:35 pm :
Stickied. :)



bad marine ass@Posted: Sat Oct 30, 2004 11:19 am :
Good advice. Aye I nearly uploaded my Enhanced Doom 3 to Fileplanet without knowing I'd included my doomkey inside



Marineofuac@Posted: Sat Nov 18, 2006 1:48 am :
Year posted? 2004.

I think the 1.3 patch corrected that doomkey problem, although it still copys over

gamex86.dll
config.spec
doomconfig.cfg (if its not there)

doomkey is not included no more as of patch 1.3



rich_is_bored@Posted: Sat Nov 18, 2006 6:21 am :
Well at least you read the date.



oofnish@Posted: Wed Oct 20, 2004 4:59 pm :
Hello,

Just thought I'd share an issue my mod team discovered. It seems that when you run a mod, a copy is made of the gamex86.dll file, the doomkey file, and your doom configuration.

The critical issue is the doomkey file, which contains your serial key for Doom3.

Mod authors, likely test their mods before distribution by loading them up in their copy of Doom 3. When this happens, a 'cache' copy of gamex86.dll gets put into the mod directory, as well as the mod author's doomkey file. After testing, a mod author is likely to simply .zip or .rar the mod directory to create his distribution, thus including his own doomkey file in the mix.

Thus I thought it prudent to warn everyone to remember to delete the doomkey file before packaging their mod for distribution. (Also delete the gamex86.dll file in that directory, as its a duplicate of the one in the .pk4 file, and your doom config, as typically, people want to use their own.)



Dante_uk@Posted: Thu Oct 21, 2004 5:20 pm :
I think this thread should be stickied and properly locked to save other people missing it, as this forum grows.



TTK-Bandit@Posted: Thu Oct 21, 2004 6:21 pm :
hmm i think there should only be one sticky with stupid questions and answers ;)
btw simply zipping the mod directory.. :?
I can't agree to this. you should always know what files you need to zip.
its dirty to zip all configs and temporary files you never need ingame.
Have Fun!
Bandit.



oofnish@Posted: Thu Oct 21, 2004 6:27 pm :
I wasn't suggesting that zipping a mod dev folder is something to do, instead, I was warning people who, under normal circumstances, would not expect the game to drop those files in that directory. The only reason _not_ to zip the directory itself is the presence of these files, in fact, and since I was surprised to discover them (particularly the key), I thought others may also be.



rich_is_bored@Posted: Thu Oct 21, 2004 6:35 pm :
Stickied. :)



bad marine ass@Posted: Sat Oct 30, 2004 11:19 am :
Good advice. Aye I nearly uploaded my Enhanced Doom 3 to Fileplanet without knowing I'd included my doomkey inside



Marineofuac@Posted: Sat Nov 18, 2006 1:48 am :
Year posted? 2004.

I think the 1.3 patch corrected that doomkey problem, although it still copys over

gamex86.dll
config.spec
doomconfig.cfg (if its not there)

doomkey is not included no more as of patch 1.3



rich_is_bored@Posted: Sat Nov 18, 2006 6:21 am :
Well at least you read the date.