I have another fun mad idea:

Write a new SDK from scrach that compile the gamex86.dll that Doom3 need,
and the stuff that need Half-Life2.  Has both engines will support
similar technology ( Doom3 is Quake3 based, and Half-Life 2 is Half-Life
1 base, and Quake3 is Quake1 based and Half-Life1 is Quake 1 based ) can
be theorically posible to write a object system that may abstract the
differences. So the mod may compile for both targets.  Maybe even future
new engines can be added to support even more engines and games. Say...
maybe you can write a "CS-alike" mod and you can compile for game
Half-Life2, but you  may also compile for other game that also use
Half-Life2 engine.

Write once, run anywhere.

Example code:

mod.load( "instant_fun" );
mod.mass = 200;
mod.fun = mod::MAX_FUN;

world.node[client.mynode].Add(mod);


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