It doesn't break if his game doesn't use the updated engine binaries. He 
can still use whatever snapshot of the engine he based his mod on and 
this is the engine version that everyone gets when they purchase his mod.
For example, a lot of Unreal based games use an outdated version of 
Unreal engine, they don't have to update their code everytime the unreal 
engine gets updated. It would be impractical to constantly modify your 
code everytime the engine changed. That's why mod authors use whatever 
snapshot of the engine they happen to start with and ignore any engine 
updates, which is why you still see a lot of mods using the EP1 engine.

AzuiSleet wrote:
> "he got it for a free with a deal from VALVe." It's not free if he's paying
> half of every sale for the engine access. It seems to be waste to not ship
> his own engine binaries, since it breaks whenever the TF2 guys update the
> engine anyway. He can push the limits for his own mod, instead of having
> Valve change it.
>
> On Sat, Jun 27, 2009 at 3:17 PM, Alexander Hirsch 
> <[email protected]>wrote:
>
>   
>> He didn't pay for it; he got it for free with a deal from VALVe, that they
>> get half of the profit.And yes, I remember Garry stating that he didn't
>> touch the engine, but only modified game-code.
>>
>> He doesn't fail; he just wanted to keep VALVes binaries so that they can
>> look into the crashes at engine-level - they know their code best - and
>> Garry would have to take care of merging the code and shipping the binaries
>> at each update.
>>
>> And just because you don't modify the code doesn't mean you can still learn
>> from it and thus still benefit from it.
>>
>> On Sat, Jun 27, 2009 at 11:09 PM, Nick <[email protected]> wrote:
>>
>>     
>>> You pay for the license and you don't even modify the actual game
>>> engine? And your mod would benefit the most from altered game engine?
>>>
>>> YOU FAIL, BADLY.
>>>
>>> On Sun, Jun 14, 2009 at 9:19 AM, Garry Newman<[email protected]>
>>> wrote:
>>>       
>>>> I wouldn't mind this. But there's a lot of things I wouldn't mind
>>>> increasing, like max edicts, and whatever causes the string table
>>>>         
>>> baseline
>>>       
>>>> overflow.
>>>> Maybe I should bite the bullet and try to ship with my own engine
>>>>         
>>> binaries?
>>>       
>>>> I really don't want to, especially just to increase these variables..
>>>>         
>> but
>>     
>>>> maybe it's the only way.
>>>>
>>>> garry
>>>>
>>>>
>>>> On Sun, Jun 14, 2009 at 9:26 AM, Harry Pidcock <[email protected]>
>>>>         
>>> wrote:
>>>       
>>>>> At the moment the maximum model precache limit in the engine is 1024,
>>>>> whereas with soundprecache we can load up to 8192.
>>>>>
>>>>> If you try to load more than 1024 models into the engine(throughout
>>>>>           
>> the
>>     
>>>>> entire game session) the server will crash.
>>>>>
>>>>> Games like Garry's Mod will crash regularly due to it's sandbox
>>>>>           
>> nature.
>>     
>>>>> 1024
>>>>> models is hardly enough.
>>>>>
>>>>> I suspect this is due to the server and client having statically sized
>>>>> arrays rather than having dynamically expanding CUtlVectors or
>>>>>           
>>> something.
>>>       
>>>>> Please look into this,
>>>>> Haza.
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>>           
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>>>>
>>>>
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