Oh yeah i remember hearing about that zip archive fix! I assume that is still on the GG site? I'll have to take a look at that, I wonder if it will be compatible with GNU/Linux and Mac being in zip format.. Thanks. Another way going about this could be client-side script checksums from within the c++ part of the engine.
I can definitely see how this open script issue can be a big turnoff to some but with the server/client architecture it does at least offer some level of security benefits combating that which brings up another small issue about the way T3D is presented, It would seem to me that the stereotype of T3D being geared towards making multiplayer first/3rd person type shooters does have some merit in my opinion despite its multi-genre capabilities, I think that was a bit debated in the past by potential torque users? Its just something I've noted.
I suppose the greatest appeal of torque for me is that these things fit my goals almost perfectly except i have a client/server openworld sandbox rpg in mind like a few already here.