[EMAIL PROTECTED] wrote:
I suspect the alternative will consist of a grassroots standardization effort by mod-makers to put out an "unofficial" API for server mods. I, for one, am up for it.
The problem is that if you make something that has to be included in the mod source code, no one will include it (at least not for the most popular mods, many of which are Valve mods). Metamod: Source (www.sourcemm.net) does a good job of getting around some of the limitations, but there are still things that you can't do, even with it. It basically comes down to how much of a "back door" is there in the game and how much junk can you squeeze through that back door? Since the server operator can't be trusted anymore than the client can (and since server-side cheats are more difficult to catch than client-side cheats), from Valve's point of view, it makes sense to make the engine as secure as possible to prevent cheating. This means you may have to sacrifice some "flexibility" (which were really exploits to begin with) to achieve this security. If you want a mod that does a lot of wacky and crazy shit, your best option is to make your own mod that has that. If all you want to do is customize someone else's mod, get used to not being able to do that. ;) -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

