I'm hoping the developers will change their mind on clientside scripting and either follow KP's suggestion of disabling server checks on clientside UnrealScript, or implement support for an open standard scripting language (like Python). That being said, I have a request for change in previous behavior.
In Tribes 2, I can write code, compile into .dso, and distribute in a .vl2 file. Some mod authors support this as a way to "protect" their code from being "stolen" by others. Some scripters are against this because you can't be sure exactly what is going on in the code you're running. I'm a scripter.
My request would be some sort of installation specific "signing" of compiled code. Be it mutators for servers, or (hopefully) clientside UnrealScript. This would be specifically to PREVENT distribution of non-source material. Since the benefit of .dso in T2 is that the code doesn't have to be recompiled each time the game runs, the "signed" compiled UnrealScripts would load just fine w/o recompilation on the same install.
In Tribes 2, I can write code, compile into .dso, and distribute in a .vl2 file. Some mod authors support this as a way to "protect" their code from being "stolen" by others. Some scripters are against this because you can't be sure exactly what is going on in the code you're running. I'm a scripter.
My request would be some sort of installation specific "signing" of compiled code. Be it mutators for servers, or (hopefully) clientside UnrealScript. This would be specifically to PREVENT distribution of non-source material. Since the benefit of .dso in T2 is that the code doesn't have to be recompiled each time the game runs, the "signed" compiled UnrealScripts would load just fine w/o recompilation on the same install.