minchiano wrote:R1CH wrote:So I still see very few AQ2 servers using this at all. Come on, give me some reasons

.
Main reason in my opinion is lazy, inactive server admins.
I concur. That's why I made uberSERVER so that lazy admins could just install one big map pack and everyone who connects would be able to auto-download the maps from the server (which in turn gets maps distributed more and allows players without the maps to continue playing on the server thus increasing popularity).
But good god, you're lucky if you can find a server with an MOTD that has actual contact information. If it does, more often than not it's outdated. And some servers are just forgotten *nix boxes running some old-ass AQ2 version in the closet of some workplace, long-abandoned and running on cron jobs.
Also, there are Mac OS X clients and servers. Not just Linux. Though, technically, you'd also have to add client exceptions for people playing basic Q2 on SGI Irix, Solaris, BeOS, and even classic Mac OS as well. Yes, those people still exist though not in great numbers.
Anyway, a good effort. I couldn't really support it myself for some of the reasons outlined, i.e. no support for *nix or OS X, the social aspect of "well you must be a cheater if you're not using this client", and administration--how many servers do you need to "register" with to be excepted, how will that screw you up for 'pick-up' games when you want to randomly pop in a server, how do you 'prove' you're on an excepted OS and actually PLAY on that OS?
I think it's nice for league games on controlled servers though you still have the issue of cross-platform compatibility.
Back in the day we considered moving Reaction Quake 3 over to Enemy Territory or Return to Castle Wolfenstein. The main reason we didn't was there was no Mac support at the time and most importantly, if there WAS Mac support, there were no QVMs (quake virtual machine, platform-independent way of making mods) available. We could still compile directly into game libraries but, again, there were no Mac project files for compiling into a Mac-compatible game library. In fact, for RtCW the ability to have mods for the Mac platform was completely broken as in NEVER IMPLEMENTED. The hell is up with that? I think later on support might have been added in a patch but it took a crap-ton of effort to get the parties involved to 1) admit there was an issue and 2) support it in a patch.
So yeah, for some people, crossplatform compatibility is a big deal.