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 > > > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

