Re: [hlcoders] To Valve: Developer Forewarning

2005-05-22 Thread Kuja
Ray, Danny:

I think it's absolutely wonderful that you're coming down on VALVe 'not
supporting developers' on a list hosted by VALVe with the expressed
purpose of aiding third parties...

Everyone Else:
When you come down off the irony of that, Developer Forewarning is
one of the big issues many people had (and have) with steam. While I
doubt that any major legacy-breaking patches would be released without
any notice, it is concievable that certain games could be broken by
pushing updates down the line.
In these cases, you have to ask yourself: Why did they break
this?. The answer is never Because they hate you and your mod, it's
almost always stability or bloat pruning or whathaveyou. I would not be
against valve prepublishing patches to developers (as they used to do
with the sdks before new versions of half-life), but I don't think there
is the appropriate methods to do so in Steam at the moment.

-Kuja
 Digital Paintball

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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-22 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
At 11:47 PM 5/21/2005, Dagok wrote:
So many people spreading misinformation.

a) Plugin authors were given NO warning, ever, none whatsoever.


Not to use network messaging protocol hacks for a mod they don't have
the source code for ?

The Source SDK codebase is *NOT THE CODEBASE FOR CS:SOURCE*


b) It is documented in cl_dll/menu.cpp and this has been stated multiple
times now.


Nowhere in the Source SDK codebases for either Single Player,
Multiplayer or HL2DM does it say CS:Source uses identical code
to this.

Only a newb coder or a complete moron would make such an assumption.

From another topic.

Sums it up perfectly.

On 5/22/05, Kuja [EMAIL PROTECTED] wrote:

 Ray, Danny:

 I think it's absolutely wonderful that you're coming down on VALVe 'not
 supporting developers' on a list hosted by VALVe with the expressed
 purpose of aiding third parties...

 Everyone Else:
 When you come down off the irony of that, Developer Forewarning is
 one of the big issues many people had (and have) with steam. While I
 doubt that any major legacy-breaking patches would be released without
 any notice, it is concievable that certain games could be broken by
 pushing updates down the line.
 In these cases, you have to ask yourself: Why did they break
 this?. The answer is never Because they hate you and your mod, it's
 almost always stability or bloat pruning or whathaveyou. I would not be
 against valve prepublishing patches to developers (as they used to do
 with the sdks before new versions of half-life), but I don't think there
 is the appropriate methods to do so in Steam at the moment.

 -Kuja
 Digital Paintball

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- Ben Davison
- http://www.shadow-phoenix.com
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RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Alfred Reynolds
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper Sent: Friday, May 20, 2005 9:42 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve: Developer
Forewarning

 Alfred or other Valve representative,

 There are many, many plugin and mod developers displeased at the
 moment because of your recent decision to change CSS menuing behavior
 so drastically.

 I'm not precisely sure why the decision was made to suddenly push
 such a big change (now rolled-back temporarily) on everyone in the
 world, but this has wounded our confidence in the support Valve
 provides to their SDK community.
 Last night, plugin developers were inundated with yells for help as
 plugin menuing systems were obliterated in one fell swoop. Those same
 developers spent frantic hours trying to reverse engineer what caused
 the problem, all the while trying to communicate the issues to their
 own users.

 As far as I can tell, there was absolutely no forewarning. Nothing to
 indicate to the developer community what could be changed to fix the
 problem. In turn, there was no warning developers could provide to
 their users or even early code changes they could make to limit the
 impact. With some sort of notice, it would have been possible to do a
 great deal to help the situation.

 It really comes down to the fact that it's Valve's community of game
 players that suffer when this happens. If 30% of the servers out
 there run popular admin mods and those mods suddenly cease to
 function painfully, people get a much worse impression of steam
 updates. They, as you know, even come whining to you about why you
 broke their favorite 3rd party plugin.

 Now, we certainly aren't asking you to indefinitely support every
 little feature we use, but we absolutely *must* have forewarning
 before things changed in sensitive areas-- especially when things are
 deprecated. Without a heads-up from Valve, the developer community
 relationship is simply going to crumble into name-calling and
 constant bickering. None of us want to go that route, but we're going
 to need better support from Valve in order to avoid it.

 So, I'm asking nicely for the Valve teams to provide us additional
 forewarning before making large changes. Deprecating *anything*
 should be announced well beforehand so that plugin and mod developers
 can act accordingly. The unannounced update we saw last night simply
 cannot continue if you care anything about the developer community.
 Even if you feel something is a hack, you should at least work with
 us a little more rather than letting us fall onto our own swords.

 While I appreciate what you guys have done for the developer
 community, I still think there's more needed or we're all going to
 suffer. Please give us warning before you change things like this.

 Thanks for your time.

 Respectfully yours,
 -Mattie


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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
PWNED!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread David Anderson
A hack is a funny thing to call a user message nicely documented in
cl_dll/menu.cpp.
  ~dvander
Alfred Reynolds wrote:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper Sent: Friday, May 20, 2005 9:42 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve: Developer
Forewarning

Alfred or other Valve representative,
There are many, many plugin and mod developers displeased at the
moment because of your recent decision to change CSS menuing behavior
so drastically.
I'm not precisely sure why the decision was made to suddenly push
such a big change (now rolled-back temporarily) on everyone in the
world, but this has wounded our confidence in the support Valve
provides to their SDK community.
Last night, plugin developers were inundated with yells for help as
plugin menuing systems were obliterated in one fell swoop. Those same
developers spent frantic hours trying to reverse engineer what caused
the problem, all the while trying to communicate the issues to their
own users.
As far as I can tell, there was absolutely no forewarning. Nothing to
indicate to the developer community what could be changed to fix the
problem. In turn, there was no warning developers could provide to
their users or even early code changes they could make to limit the
impact. With some sort of notice, it would have been possible to do a
great deal to help the situation.
It really comes down to the fact that it's Valve's community of game
players that suffer when this happens. If 30% of the servers out
there run popular admin mods and those mods suddenly cease to
function painfully, people get a much worse impression of steam
updates. They, as you know, even come whining to you about why you
broke their favorite 3rd party plugin.
Now, we certainly aren't asking you to indefinitely support every
little feature we use, but we absolutely *must* have forewarning
before things changed in sensitive areas-- especially when things are
deprecated. Without a heads-up from Valve, the developer community
relationship is simply going to crumble into name-calling and
constant bickering. None of us want to go that route, but we're going
to need better support from Valve in order to avoid it.
So, I'm asking nicely for the Valve teams to provide us additional
forewarning before making large changes. Deprecating *anything*
should be announced well beforehand so that plugin and mod developers
can act accordingly. The unannounced update we saw last night simply
cannot continue if you care anything about the developer community.
Even if you feel something is a hack, you should at least work with
us a little more rather than letting us fall onto our own swords.
While I appreciate what you guys have done for the developer
community, I still think there's more needed or we're all going to
suffer. Please give us warning before you change things like this.
Thanks for your time.
Respectfully yours,
-Mattie
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RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Don
 PWNED!  :)

Hardly.

If you manage an API and you make a breaking change that affects a
significant fraction of the users of your API, you have screwed up.  That's
why managing an API is such a difficult job.  Frankly I'm impressed at how
few problems like this we've seen.  In general Valve and Alfred have done a
surprisingly good job of maintaining their API.

But the original poster was absolutely correct.  If Valve is going to make
breaking changes to their API, even if it is to a portion of the API that
Valve considers a hack, then have an obligation either to communicate those
changes to the developer community in advance or to take responsiblility for
breaking a large number of servers.

-Don

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Friday, May 20, 2005 11:07 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] To Valve: Developer Forewarning


Alfred Reynolds wrote:
 3rd party plugins have been using a hack to trigger an unused bit of
 game code. We provide them with another, maintained, user friendlier
 version of menus that work across all mods, they need to start using
 that.

PWNED!  :)

--
Jeffrey botman Broome

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RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Alfred Reynolds
That is part of the leaf code of the mod, not an exported API.  Assuming
that CS:S uses the same code that we ship in the SDK is wrong (because
they won't match). Injecting network messages and assuming the same
implementation in a binary you don't control is not going to work. We
have provided a stable, consistent (across all mods) API for plugins to
message users. We have already added new functionality to this interface
at the request of plugin authors, a quick email discussion with us and I
am sure we can find a middle ground. Also note that plugins already use
the exported API for HL2MP (and other 3rd party mods I suspect).

We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Friday, May 20, 2005 11:19 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] To Valve:
Developer Forewarning

 A hack is a funny thing to call a user message nicely documented in
 cl_dll/menu.cpp.

~dvander

 Alfred Reynolds wrote:
  3rd party plugins have been using a hack to trigger an unused bit of
  game code. We provide them with another, maintained, user friendlier
  version of menus that work across all mods, they need to start using
  that.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
  Casper Sent: Friday, May 20, 2005 9:42 AM To:
  hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve:
  Developer Forewarning
 
 
   Alfred or other Valve representative,
  
   There are many, many plugin and mod developers displeased at the
   moment because of your recent decision to change CSS menuing
   behavior so drastically.
  
   I'm not precisely sure why the decision was made to suddenly push
   such a big change (now rolled-back temporarily) on everyone in
   the world, but this has wounded our confidence in the support
   Valve provides to their SDK community. Last night, plugin
   developers were inundated with yells for help as plugin menuing
   systems were obliterated in one fell swoop. Those same developers
   spent frantic hours trying to reverse engineer what caused the
   problem, all the while trying to communicate the issues to their
   own users.
  
   As far as I can tell, there was absolutely no forewarning.
   Nothing to indicate to the developer community what could be
   changed to fix the problem. In turn, there was no warning
   developers could provide to their users or even early code
   changes they could make to limit the impact. With some sort of
   notice, it would have been possible to do a great deal to help
   the situation.
  
   It really comes down to the fact that it's Valve's community of
   game players that suffer when this happens. If 30% of the servers
   out there run popular admin mods and those mods suddenly cease to
   function painfully, people get a much worse impression of steam
   updates. They, as you know, even come whining to you about why
   you broke their favorite 3rd party plugin.
  
   Now, we certainly aren't asking you to indefinitely support every
   little feature we use, but we absolutely *must* have forewarning
   before things changed in sensitive areas-- especially when things
   are deprecated. Without a heads-up from Valve, the developer
   community relationship is simply going to crumble into
   name-calling and constant bickering. None of us want to go that
   route, but we're going to need better support from Valve in order
   to avoid it.
  
   So, I'm asking nicely for the Valve teams to provide us additional
   forewarning before making large changes. Deprecating *anything*
   should be announced well beforehand so that plugin and mod
   developers can act accordingly. The unannounced update we saw
   last night simply cannot continue if you care anything about the
   developer community.
   Even if you feel something is a hack, you should at least work
   with us a little more rather than letting us fall onto our own
   swords.
  
   While I appreciate what you guys have done for the developer
   community, I still think there's more needed or we're all going to
   suffer. Please give us warning before you change things like this.
  
   Thanks for your time.
  
   Respectfully yours,
   -Mattie
  
  
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   archives, please visit:
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Steve Tilson
Sounds like a nice scenario for a quick mod of cs_office
cs_valve - rescue the VALVe development Team from the nasty plug-in
haxor terrorists!
Happy Friday!
Alfred Reynolds wrote:
snip snip
We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).
- Alfred



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RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Spencer 'voogru' MacDonald
That will almost make me want to play CS:S again.

-Original Message-
From: Steve Tilson [mailto:[EMAIL PROTECTED]
Sent: Friday, May 20, 2005 2:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] To Valve: Developer Forewarning

Sounds like a nice scenario for a quick mod of cs_office

cs_valve - rescue the VALVe development Team from the nasty plug-in
haxor terrorists!

Happy Friday!

Alfred Reynolds wrote:

snip snip
We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).

- Alfred







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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread dackz
The provided menu feature is a whole different kind of unfriendly
though. While the radio dialog may prevent a player from switching
weapons, sending a radio command, or navigating a buy menu, having them
completely pause their game is a lot worse.
I think it'd be better if you made it a combination of the two. Have a
normally unused key that triggers dialogs and have those dialogs appear
in-game and have them easily answered with or without a mouse.
Alfred Reynolds wrote:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
- Alfred
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread David Anderson
 cs_valve - rescue the VALVe development Team from the nasty plug-in
 haxor terrorists!
That made me laugh out loud ;)
 I think it'd be better if you made it a combination of the two
I agree, if Valve could make the built-in more customizeable, it would
be an acceptable replacement.  The whole escape thing needs to go, and
the menu needs to feel more smooth in game (like the ShowMenu ones did).
  ~dvander
Spencer 'voogru' MacDonald wrote:
That will almost make me want to play CS:S again.
-Original Message-
From: Steve Tilson [mailto:[EMAIL PROTECTED]
Sent: Friday, May 20, 2005 2:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] To Valve: Developer Forewarning
Sounds like a nice scenario for a quick mod of cs_office
Happy Friday!
Alfred Reynolds wrote:

snip snip
We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).
- Alfred



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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Mattie Casper
We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).
Alfred, we're not asking for hostages. We're just humbly asking for, at a
minimum, warnings. Ideally, we'd like discussion about the implications, but a
warning is our minimum requirement. Please see the relevant section of my
initial email, I quote here:
 Now, we certainly aren't asking you to indefinitely support every
 little feature we use, but we absolutely *must* have forewarning
 before things change in sensitive areas-- especially when things
 are deprecated.
Keep in mind that we're all very grateful for the work you guys do on the 
SDK.
It's been invaluable. It's just that in order for the community to remain
healthy we're going to have to work together.
Thanks for your time and assistance,
-Mattie

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 2:29 PM
Subject: RE: [hlcoders] To Valve: Developer Forewarning

That is part of the leaf code of the mod, not an exported API.  Assuming
that CS:S uses the same code that we ship in the SDK is wrong (because
they won't match). Injecting network messages and assuming the same
implementation in a binary you don't control is not going to work. We
have provided a stable, consistent (across all mods) API for plugins to
message users. We have already added new functionality to this interface
at the request of plugin authors, a quick email discussion with us and I
am sure we can find a middle ground. Also note that plugins already use
the exported API for HL2MP (and other 3rd party mods I suspect).
We are not going to be held hostage to 3rd party programmers using
triggering out of date and unused game code that isn't part of a
published API (i.e part of an exported interface function).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Friday, May 20, 2005 11:19 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] To Valve:
Developer Forewarning
A hack is a funny thing to call a user message nicely documented in
cl_dll/menu.cpp.
   ~dvander
Alfred Reynolds wrote:
 3rd party plugins have been using a hack to trigger an unused bit of
 game code. We provide them with another, maintained, user friendlier
 version of menus that work across all mods, they need to start using
 that.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper Sent: Friday, May 20, 2005 9:42 AM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve:
 Developer Forewarning


  Alfred or other Valve representative,
 
  There are many, many plugin and mod developers displeased at the
  moment because of your recent decision to change CSS menuing
  behavior so drastically.
 
  I'm not precisely sure why the decision was made to suddenly push
  such a big change (now rolled-back temporarily) on everyone in
  the world, but this has wounded our confidence in the support
  Valve provides to their SDK community. Last night, plugin
  developers were inundated with yells for help as plugin menuing
  systems were obliterated in one fell swoop. Those same developers
  spent frantic hours trying to reverse engineer what caused the
  problem, all the while trying to communicate the issues to their
  own users.
 
  As far as I can tell, there was absolutely no forewarning.
  Nothing to indicate to the developer community what could be
  changed to fix the problem. In turn, there was no warning
  developers could provide to their users or even early code
  changes they could make to limit the impact. With some sort of
  notice, it would have been possible to do a great deal to help
  the situation.
 
  It really comes down to the fact that it's Valve's community of
  game players that suffer when this happens. If 30% of the servers
  out there run popular admin mods and those mods suddenly cease to
  function painfully, people get a much worse impression of steam
  updates. They, as you know, even come whining to you about why
  you broke their favorite 3rd party plugin.
 
  Now, we certainly aren't asking you to indefinitely support every
  little feature we use, but we absolutely *must* have forewarning
  before things changed in sensitive areas-- especially when things
  are deprecated. Without a heads-up from Valve, the developer
  community relationship is simply going to crumble into
  name-calling and constant bickering. None of us want to go that
  route, but we're going to need better support from Valve in order
  to avoid it.
 
  So, I'm asking nicely for the Valve teams to provide us additional
  forewarning before making large changes. Deprecating *anything*
  should be announced well beforehand so that plugin and mod
  developers can act accordingly. The unannounced update

RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Deadman Standing
I think his warning, from day one of the SDK, was do not use interfaces
other than those of the plugin api. How much more of a warning do you need?

The whole, Why didn't you tell me.. wh. Thing is a dead dog. You might
want to focus on the possibility of getting easier to use menus. Save the
Why didn't you tell us stuff for when (if) they change the documented API
without notification.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper
Sent: Friday, May 20, 2005 4:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] To Valve: Developer Forewarning

Alfred, we're not asking for hostages. We're just humbly asking for, at a
minimum, warnings. Ideally, we'd like discussion about the implications, but
a
warning is our minimum requirement. Please see the relevant section of my
initial email, I quote here:



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RE: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Ray
Those menus are horrendous...
you have to first hit escape..then you have to use the mouse to click..
They are very nice to look at..and horrible to use..

At 01:53 PM 05/20/2005, you wrote:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper Sent: Friday, May 20, 2005 9:42 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve: Developer
Forewarning
 Alfred or other Valve representative,

 There are many, many plugin and mod developers displeased at the
 moment because of your recent decision to change CSS menuing behavior
 so drastically.

 I'm not precisely sure why the decision was made to suddenly push
 such a big change (now rolled-back temporarily) on everyone in the
 world, but this has wounded our confidence in the support Valve
 provides to their SDK community.
 Last night, plugin developers were inundated with yells for help as
 plugin menuing systems were obliterated in one fell swoop. Those same
 developers spent frantic hours trying to reverse engineer what caused
 the problem, all the while trying to communicate the issues to their
 own users.

 As far as I can tell, there was absolutely no forewarning. Nothing to
 indicate to the developer community what could be changed to fix the
 problem. In turn, there was no warning developers could provide to
 their users or even early code changes they could make to limit the
 impact. With some sort of notice, it would have been possible to do a
 great deal to help the situation.

 It really comes down to the fact that it's Valve's community of game
 players that suffer when this happens. If 30% of the servers out
 there run popular admin mods and those mods suddenly cease to
 function painfully, people get a much worse impression of steam
 updates. They, as you know, even come whining to you about why you
 broke their favorite 3rd party plugin.

 Now, we certainly aren't asking you to indefinitely support every
 little feature we use, but we absolutely *must* have forewarning
 before things changed in sensitive areas-- especially when things are
 deprecated. Without a heads-up from Valve, the developer community
 relationship is simply going to crumble into name-calling and
 constant bickering. None of us want to go that route, but we're going
 to need better support from Valve in order to avoid it.

 So, I'm asking nicely for the Valve teams to provide us additional
 forewarning before making large changes. Deprecating *anything*
 should be announced well beforehand so that plugin and mod developers
 can act accordingly. The unannounced update we saw last night simply
 cannot continue if you care anything about the developer community.
 Even if you feel something is a hack, you should at least work with
 us a little more rather than letting us fall onto our own swords.

 While I appreciate what you guys have done for the developer
 community, I still think there's more needed or we're all going to
 suffer. Please give us warning before you change things like this.

 Thanks for your time.

 Respectfully yours,
 -Mattie


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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Daniel Jennings
Also very awkward. Obviously the hack menus worked fine, and instead of
deprecating the code, why didn't Valve just leave it in there or even
elaborate it? There was nothing wrong with that, and I doubt it'd have been
any extra work leaving the code in there while rewriting the radio code for
the client side. How does Valve or Alfred expect us to create server plugins
without using hacks when we aren't provided enough to do so.

- Original Message -
From: Ray [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 3:46 PM
Subject: RE: [hlcoders] To Valve: Developer Forewarning


 Those menus are horrendous...
 you have to first hit escape..then you have to use the mouse to click..

 They are very nice to look at..and horrible to use..



 At 01:53 PM 05/20/2005, you wrote:
 3rd party plugins have been using a hack to trigger an unused bit of
 game code. We provide them with another, maintained, user friendlier
 version of menus that work across all mods, they need to start using
 that.
 
 - Alfred
 
 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper Sent: Friday, May 20, 2005 9:42 AM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve: Developer
 Forewarning
 
   Alfred or other Valve representative,
  
   There are many, many plugin and mod developers displeased at the
   moment because of your recent decision to change CSS menuing behavior
   so drastically.
  
   I'm not precisely sure why the decision was made to suddenly push
   such a big change (now rolled-back temporarily) on everyone in the
   world, but this has wounded our confidence in the support Valve
   provides to their SDK community.
   Last night, plugin developers were inundated with yells for help as
   plugin menuing systems were obliterated in one fell swoop. Those same
   developers spent frantic hours trying to reverse engineer what caused
   the problem, all the while trying to communicate the issues to their
   own users.
  
   As far as I can tell, there was absolutely no forewarning. Nothing to
   indicate to the developer community what could be changed to fix the
   problem. In turn, there was no warning developers could provide to
   their users or even early code changes they could make to limit the
   impact. With some sort of notice, it would have been possible to do a
   great deal to help the situation.
  
   It really comes down to the fact that it's Valve's community of game
   players that suffer when this happens. If 30% of the servers out
   there run popular admin mods and those mods suddenly cease to
   function painfully, people get a much worse impression of steam
   updates. They, as you know, even come whining to you about why you
   broke their favorite 3rd party plugin.
  
   Now, we certainly aren't asking you to indefinitely support every
   little feature we use, but we absolutely *must* have forewarning
   before things changed in sensitive areas-- especially when things are
   deprecated. Without a heads-up from Valve, the developer community
   relationship is simply going to crumble into name-calling and
   constant bickering. None of us want to go that route, but we're going
   to need better support from Valve in order to avoid it.
  
   So, I'm asking nicely for the Valve teams to provide us additional
   forewarning before making large changes. Deprecating *anything*
   should be announced well beforehand so that plugin and mod developers
   can act accordingly. The unannounced update we saw last night simply
   cannot continue if you care anything about the developer community.
   Even if you feel something is a hack, you should at least work with
   us a little more rather than letting us fall onto our own swords.
  
   While I appreciate what you guys have done for the developer
   community, I still think there's more needed or we're all going to
   suffer. Please give us warning before you change things like this.
  
   Thanks for your time.
  
   Respectfully yours,
   -Mattie
  
  
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Jeffrey \botman\ Broome
Daniel Jennings wrote:
Also very awkward. Obviously the hack menus worked fine, and instead of
deprecating the code, why didn't Valve just leave it in there or even
elaborate it? There was nothing wrong with that, and I doubt it'd have been
any extra work leaving the code in there while rewriting the radio code for
the client side. How does Valve or Alfred expect us to create server plugins
without using hacks when we aren't provided enough to do so.
I don't think server plugins were ever meant to be used in the way that
they are currently being used.
You are trying to make a Swiss Army Knife out of a potato peeler.
If all you are doing is trying to peel potatoes, then the server plugin
system does what it is supposed to do.  If you are trying to fillet a
fish, saw down a tree, open a bottle of wine, and cut out some paper
snowflakes, you are going beyond the designer's vision of what the tool
was supposed to do.
--
Jeffrey botman Broome
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Daniel Jennings
What are server plugins supposed to do then? I haven't found many practical
uses for server plugins that use no hacks. When Valve created the interface
for the server plugins, what were they expecting us to do with it? They had
seen the millions of HL and CS plugins and essentially CS modifications
(such as Warcraft) and decided to offer a built-in interface. If they knew
what the server plugins were going to be for, what reason would they have
for restricting the functionality of the server plugins so much. I'm not
trying to make a Swiss Army Knife out of a potato peeler.

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 4:13 PM
Subject: Re: [hlcoders] To Valve: Developer Forewarning


 Daniel Jennings wrote:
  Also very awkward. Obviously the hack menus worked fine, and instead
of
  deprecating the code, why didn't Valve just leave it in there or even
  elaborate it? There was nothing wrong with that, and I doubt it'd have
been
  any extra work leaving the code in there while rewriting the radio code
for
  the client side. How does Valve or Alfred expect us to create server
plugins
  without using hacks when we aren't provided enough to do so.

 I don't think server plugins were ever meant to be used in the way that
 they are currently being used.

 You are trying to make a Swiss Army Knife out of a potato peeler.

 If all you are doing is trying to peel potatoes, then the server plugin
 system does what it is supposed to do.  If you are trying to fillet a
 fish, saw down a tree, open a bottle of wine, and cut out some paper
 snowflakes, you are going beyond the designer's vision of what the tool
 was supposed to do.

 --
 Jeffrey botman Broome

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