Yes. Players have the ability to prevent anything from loading in the MOTD
panel besides plain text. Players don't have the ability to block servers
from opening the panel in the first place, but neither do players have the
ability to get around "fun" commands such as drug, slay, freeze, etc.

The way it *should* work is that if a server does bad things that create a
bad experience, then clients will disconnect and find another server. The
fact that this isn't happening convinces me that it's a very vocal minority
that supports the removal or limitation of the MOTD panel.

Dr. McKay

On Saturday, March 30, 2013, IBIS Customer Service wrote:

> I thought players already had cl_disablehtmlmotd hence the existance of:
> https://forums.alliedmods.net/showthread.php?p=1603281
>
>
> On Sat, Mar 30, 2013 at 5:56 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> That be a small price to pay considering the other possibility in losing
> HTML MOTD entirely. Having to convert your website to just plain HTML so it
> works in the ingame browse would be nothing in comparison. And if you truly
> need full access you could convince valve to whitelist your website.
>
> I was just suggesting that as a quick alternative. But it likely won't be
> needed based on what Asher wrote earlier today about it being simply an
> idea and not a valve's plan to remove the MOTD.
>
>
> On Sat, Mar 30, 2013 at 5:48 PM, Paul <ubyu....@gmail.com> wrote:
>
> Although an interesting idea, some community based websites (not Steam
> community, I mean actual server community) may use at least JavaScript,
> e.g. jQuery for a fancy design, or perhaps even to identify statistics of
> the players connecting to the server (I use Google Analytics). If Valve
> must do something, then it should be something that won't be a detriment to
> the existing ideas out there that utilise the MOTD, such as the in-game
> radio plugins. Valve could just simply block plugin access to the MOTD if
> the webpage currently loaded in the MOTD is recognised as a Pinion
> advertisement.
>
>
> On 30 March 2013 20:18, 1nsane <1nsane...@gmail.com> wrote:
>
> Valve and Pinion have always been in contact, and IIRC they even opened an
> office in the same state as valve.
>
> I'm sure they could come up with some solution that can't be abused if
> there's a need.
>
> Such as better client integration for Pinion to prevent abuse.
> For example whitelisitng URLs on the client and only allowing
> javascript/flash to run on them.
>
> This way legitimate websites that need these could get approved by valve.
> Well just an idea.
>
>
>
>
>
> On Sat, Mar 30, 2013 at 4:11 PM, Asher Baker <asher...@gmail.com> wrote:
>
> The except posted was from a very long conversation discussing IDEAS
> not PLANS, and was intended specifically in relation to the plugin
> thread it was posted in. There was really no reason for it to explode
> this much, but I do hope the immediate backlash will avoid any changes
> at all - I think the current system is fine and that it's Quickplay
> that's flawed not the MOTD. My apologies to DF for how people have
> twisted this out of all proportion.
>
> On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk <mreeu...@yahoo.com>
> wrote:
> >
> > Asherkin would not put words into DF's mouth, thats for sure.
> >
> > One can question ofc if its really going to be removed, but with the
> > game-changing properties of the pinion plugin, its easy to see that Valve
> > isn't liking it:
> > - 30 seconds added before able to start with the game. (after connecting
> > etc)
> > - With map restarts (and therefore round re-start) Uber build up at
> start of
> > round is impossible, with 30 seconds missing of the round start time of 1
> > minute, they cannot build up the uber charge when the ad gets shown. Same
> > goes for Engy to build up his equipment. Essentially killing any way for
> > those classes to be ready for a defense and offense. Thats quite
> > game-changing imo.
> > - loads of players complaining about it.
> >
> >
> > As I said in another reply, a way for players to block MOTD based on the
> > connected server (using their ID's or IP's?) would alleviate some. And
> as I
> > see complaints bout this in the Quickplay, disable this feature per
> default
> > when using Quickplay servers might be som
>
>

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