The point I have been trying to make is that if you integrate code/models/etc into a map, I do not know how it will be affected if an update goes out to the servers etc.
Ok, so you don't know. But it seems you are throwing alot of speculation out there that there will be lots of issues. I'm not saying you are using scare tactics, but alot of suspicions that are scaring mappers, mod developers, and server admins. You had completely ignored my previous post "File conflicts" unless the statement,
It is never as easy as people think...and most often, those that think they know all the facts, dont.
was an acknowledgment without a reply. I don't have all of the facts, but have dealt with unreal engine for a while. Since you like simple concepts here is one:
I make a new tank mod and call the file tiger2version1.u (with all of the associated file types having the same file name). I "integrate" it into my new map called RO-TigerHill_beta1.rom . I later create an update to my tank mod called tiger2version2.u . If a server tries to load the map without the mod, it won't work. If the server loads version 2 of the mod and tries to load the map, it won't work. Only when the server loads the version 1, because of the filename attached to the map, it will run on the server. You are trying to make this a very complicated issue. Its not.
Short of TWI absorbing all content and distributing it via Steam, there is no way to make sure every mapper and server admin runs the most current file package, regardless of what it is. Some people decide they like beta1 better than beta2 of a map and never upgrade etc. You can't mandate that they do upgrade and plenty of folks are just too lazy so you live with it. Steam distribution is the best way to manage consistant content, but that is a whole other ball of legal hurdles and such that is a rather big pain in the a$$ in my opinion.
I beg to differ. If a server can't run a map because it is missing a version of a package, they will either get it, or not run the map. This is cut and dry. This is the best way for a mapper to have consistent content, integrating mods with versions numbers and not relying on Steam with all filenames the same. In the above example, I might not want my map to have the next version of the mod for whatever reason. I wouldn't want steam to update it automatically without consent and checking balance.
Why limit your upgrade path or risk corrupting your own work with future progress?
This would be eliminated with different filenames. If a mapper wants to upgrade with a new version, it should be his choice. This is just more speculation.
You guys should consider a couple things. First, the AB mutator is not the 'end all' mod. Some will like it, some not, that doesn't mean it is what the entire community should embrace and least of all TWI.
If anyone knows what is technically best for the game, it would be the guys who created it
These two statements are polar opposites of each other. I guess you have "answer differently
" again.
My biggest issue is that you are not talking about "any" mods, according to your last reply, but AB. You have thrown out your opinion that it will break as many things as it fixes, and the TWI should be the least to embrace it without giving one reason why. I'm am absolutely sure if TWI looks at it, likes it, wants to integrate it, they will make all neccessary adjustments to make the integration stable. To imply otherwise would be considering TWI incompetent. Throwing out insults about a mod without one valid reason seems to bring the words "some childish sense of entitlement" to mind.
Reservoir Dog
PS Most of us in the business community know what a release form is.