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Plugin Approval Rules Discussion


  
 
 
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-08-2010 , 14:21   Re: How To Get Approved
Reply With Quote #3

Plugins that are approved already don't need to adhere to any of these new guidances (though it would be nice to add them after the fact, it's not required). We will not be unapproving L4D(2) plugins for each new guidance we decide to add.

Quote:
Now lets say they run for example my ghost tank plugin. I change the AI tanks rock throw range. Imagine another plugin changes this aswell? First I store the current value which could be vanilla value. Then I set mine value, the other plugin sees that and change it back to its own.
Feel free to suggest something that would work better when multiple plugins set the same CVAR.

Quote:
These are meant to bring some conversation on the table on why the hell should I do all these things when I do this in my sparetime + of own free will + willing to share these plugins/source for free.
Nobody is forcing anyone to do any of this. People who don't adhere to these approval guidelines won't have their new plugins approved. Since 3/5 of the approval guidelines have snippets that can be copied and pasted, we don't think it requires that much time investment.

However feel free to distribute SourceMod plugins outside of these forums where you are unbound by any approval guidelines. For example EVOL's most popular L4D Hunter Games mod was entirely distributed on http://www.huntergames.org/

Of course keep in mind, you still have to distribute the source code when you are distributing the SMX or you will be in violation of the GPLv3 license.
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