I'm very much with you on that Alfred. I will quickly leave any server with crazy stuff on it. And don't worry I know who to blame :^)
Server side stuff can be sort of intersting in a good way though - it is in a way a chance for people to "mod a mod". For example someone made smoke grenades for DoD. There was some debate whether they were appropriate, but they were an interesting example of emergent behaviour as it were. Who knows, maybe if they had become hugely popular, someone might have taken notice and used the idea? Quoting Alfred Reynolds <[EMAIL PROTECTED]>: > 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

