Out of curiosity, how much work are we looking at to get mods moved over to
the new SDK. I realise it's a ways off but I presume you can gauge it in
some vague sense. eg. next to none, a whole lot, etc.

Just the idea of a new SDK (and one that's been altered to support different
compilers, etc) fills me with an 'oh great, another way to fall behind the
curve' type feeling ;)

----- Original Message -----
From: "Leon Hartwig" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 21, 2002 8:48 PM
Subject: RE: [hlcoders] Updated SDK for 1109?


> This is a multi-part message in MIME format.
> --
> There won't be an updated SDK for 1109.  There will definitely be one for
> the release after.  There will probably be beta SDK releases between 1109
> and the next release.  I think that about covers it the won't/will/might
> be's. :)
>
> As for compilers, I'm already making the changes so both GCC 2.91.66 and
GCC
> 2.95.2 will build the SDK.  So, you can look forward to that.  As for
other
> compilers (MingW and Borland would be the only other likely candidates),
> that may or may not happen.  It depends on how much time, probably mine
:),
> is available.
>
> I'm not sure if this has already been covered, but the interface change
for
> 1109 is a new func in enginefuncs_t, GetPlayerAuthID().  The only mods
that
> need to worry about this are obviously the ones that want to do anything
> with user IDs (won/steam), and mods that act as a proxy or passthrough for
> the server DLL (like metamod, most bots, etc).  The end of the
enginefuncs_t
> struct will now need to look like this if your mod falls into the above
> categories:
>
> // Forces the client and server to be running with the same version
> of the specified file
> //  ( e.g., a player model ).
> // Calling this has no effect in single player
> void (*pfnForceUnmodified) ( FORCE_TYPE type,
> float *mins, float *maxs, const char *filename );
>
> void (*pfnGetPlayerStats) ( const edict_t
> *pClient, int *ping, int *packet_loss );
>
> void (*pfnAddServerCommand) ( char *cmd_name,
> void (*function) (void) );
>
> // For voice communications, set which clients hear eachother.
> // NOTE: these functions take player entity indices (starting at 1).
> qboolean (*pfnVoice_GetClientListening)(int iReceiver, int
> iSender);
> qboolean (*pfnVoice_SetClientListening)(int iReceiver, int
> iSender, qboolean bListen);
>
> const char *(*pfnGetPlayerAuthId) ( edict_t *e );
> } enginefuncs_t;
>
>
>
> > -----Original Message-----
> > From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
> > Sent: Sunday, April 21, 2002 12:40 PM
> > To: HL coders
> > Subject: [hlcoders] Updated SDK for 1109?
> >
> >
> > Since there were changes to the interface my guess is that there
> > will be an update to the SDK when 1109 got released.
> >
> > I would like to suggest to base future updates of the SDK on the
> > conversions of botman and Will Day which fixed some bugs and
> > brought the SDK up to par. That would make life way easier for
> > those of us who do not use MSVC for their development.
> >
> > So, Valve, any chance to see a SDK which actually compiles on gcc
> > or MingW?
> >
> > Florian.
> > _______________________________________________
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
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>
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