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 unmodified server first. Why should the non new players suffer complete conformity for the new players the majority of whom won't become regular players anyway? Is seniority dead?
These mini mods suffer from natural selection: if a mod sucks, people leave the server, and admins remove the mod or shutdown their crappy empty server. If it doesn't suck, then people play on the server, and all is well, unless you don't want to see your players enjoying the game. If people blame your mod for what a mutator does, then tell them it was the mutator. Egads. If a mini mod is liked [like the high damage example] by everybody, then yes it should be implimented by the mod team. However, if a mod is big enough to have such a mini mod base as, say, natural selection, or any of the other large mods [nameless..], then it's pretty much guaranteed that the mod team won't listen to anything the community says, or, even worse, only listen to fanboys that have a horribly retarded vision for the good game. Thanks, Fluyra [names edited to protect the guilty]! .ctx's are already useless - I don't see how people think it's protection :P When code is running on a computer that people have admin / root access to, _nothing_ is unmodifyable. Encrypt and hardcode what you like, it's just adding needless and useless complexity for you. Oh, and who needs a mod's source when you have a debugger :) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

