strcat()
strcmp()
atoi()
char * restoffoo = &foo[sizeofstuffidontwant]

Strings arent that hard... and they certainly arent ugly hacks.

Kids these days.. if every scrap of data doesnt have its own class,
factory and RPC interface, they call it a hack.  ;)

On Thu, 27 Jan 2005 12:43:10 -0500, David Anderson <[EMAIL PROTECTED]> wrote:
> Yes, I understand this - but it was relatively easy in HL1.  Part of the
> problem is that the interface name and version are concatenated as one
> string, which makes it more difficult to request older versions iteratively.
>
> It's not really a problem requesting things from the engine, since that
> is assumed to be okay... it's from the GameDLL where it's a problem.
> And if mod developers and even Valve aren't updating the GameDLL
> interfaces to their own SDK, it makes sense that an updated engine with
> old GameDLL interfaces could also break.  (Although that's not the case
> here, since I don't think Engine uses IPlayerInfo).
>
> All I'm saying is, it would be better to separate the version/name of
> interfaces, and that it would be nice if when Valve did update API, they
> recompiled their own mods (to at least set forth good policy for mod
> developers).  What's the point of releasing public API changes if you're
> only going to half-support them?
>
> But you're right, in the end, the burden is on the Server Plugin author.
>   Which, as I said, rather invalidates the useful-ness of them.  Oh well.
>
>     ~dvander
>
> jeff broome wrote:
> > On Thu, 27 Jan 2005 11:42:22 -0500, David Anderson <[EMAIL PROTECTED]> 
> > wrote:
> >
> >>I don't like bumping threads but this issue is rather important, as if
> >>Valve isn't even going to comply with their own API then server-plugins
> >>are essentially doomed.
> >
> >
> > I'm not sure I fully understand the problem.  Are you attempting to
> > have a single plugin that can support any MOD? (in this case you're
> > saying a single plugin can't support CS:S and HL2DM because it either
> > accesses version 001 or version 002, but not both)
> >
> > My understanding of the Interface version stuff was so that Valve
> > could upgrade the engine interface without breaking old MODs that
> > didn't want to update to the latest SDK (and API).  If this is Valve's
> > intent, then that puts the burden on you, the multi-mod plugin
> > creator, to properly handle the engine interfaces used by each MOD.
> >
> > Valve probably should be able to make CS:S and HL2DM both use the same
> > engine interface versions, but this would require "lock-stepping" the
> > releases so that if CS:S requires a new engine interface, the CS:S
> > upgrade wouldn't be released until the HL2DM team had also done
> > everything necessary to support that engine interface (and
> > vice-versa).  Once you add Day of Defeat:S and TFC:S, the updates
> > become fewer and fewer since each update is waiting on the others.
> >
> > Since Valve has no control over outside MOD teams (Natural
> > Selection:Source and others), you would still have to support whatever
> > version of the engine interfaces those MODs are using.
> >
> > Jeffrey "botman" Broome
> >
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> >
> >
> >
>
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