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. > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- > [ winmail.dat of type application/ms-tnef deleted ] > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

