Like quake3's sv_pure cvar, when it is on and you have custom content that's not in the pk3 files, you can't connect to it.
The only way I could see that working in hl2 is if you could have a cvar that basically did an engineforceunmodified on EVERY file besides configuration files while it's on, and have it go by md5 or something so if content is replaced it's like sv_pure, instead of having to make the modders forceunmodify specific content. And make it so in order to use a plugin that uses certain functions have it turn the cvar off? I dunno, no idea how this could be implemented, I've never looked at the plugin interface or played with hooks like metamod before (extent of what I did with metamod was add entities for one of my mods. Heh) -----Original Message----- From: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED] Sent: June 17, 2005 1:19 PM To: [email protected] Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing function? It's too bad there isn't some kind of "pure" indicator in the game browser that lets clients know that they are connecting to an unmodified server. With the way Half-Life allows for custom player models and map .res downloads, I guess it would be difficult to determine if a server was "pure" unless you have some checkbox when starting the server that restricted things to "pure" mode (no custom models, sounds, etc.) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.323 / Virus Database: 267.7.6/19 - Release Date: 16/06/2005 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

