We are more concerned with giving people consistent gameplay rather than
any specific cheat problem. You would be amazed at the number of people
that get confused (i.e email us complaining) when joining a HL1 based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod here...).

- Alfred

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome
Sent: Friday, June 17, 2005 6:01 AM
To: [email protected]
Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing
function?

[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

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