That's a good point

garry


On Thu, Aug 4, 2011 at 12:50 AM, Psy_Commando <psycomma...@gmail.com> wrote:

> yeah, but if its a single player mod.
>
>
> On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman <garrynew...@gmail.com>wrote:
>
>> Not really because the server can make it so that the clients run only the
>> scripts it has authorised..
>>
>> garry
>>
>>
>>
>> On Mon, Aug 1, 2011 at 9:11 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>
>>> Yeah, and if the end-user has tons of poorly coded add-ons, it will end
>>> up affecting the quality of the mod, no ?
>>>
>>>
>>> On Mon, Aug 1, 2011 at 2:28 PM, Stephen Swires <stephen.swi...@gmail.com
>>> > wrote:
>>>
>>>> Gmod is useful for prototyping an idea (as long as that idea doesn't
>>>> involve AI), it does a very good job at it. But it just can't compete with
>>>> the low level access that the Source SDK grants you.
>>>>
>>>>
>>>> On Mon, Aug 1, 2011 at 7:19 PM, Garry Newman <garrynew...@gmail.com>wrote:
>>>>
>>>>> Just putting it out there as another option
>>>>>
>>>>> garry
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki <
>>>>> marek.sierad...@gmail.com> wrote:
>>>>>
>>>>>> On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman <garrynew...@gmail.com>
>>>>>> wrote:
>>>>>> > The solution is simple - code your mod in GMod :D
>>>>>> Why would anyone want to keep Source restrictions AND gmod
>>>>>> restrictions?
>>>>>>
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>>>>>
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>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> - Stephen Swires
>>>>
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>>>>
>>>
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>>
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>
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