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Just to compare notes: I had the same findings this afternoon for (a) and
(b), though I didn't check out the differences in IServerGameDLL005. As for
(b), that vstdlib to vstdlib_s relocation is problematic to manage for
existing plugins. It's all a bit of a mess with so many things relocated.
>From what I can ascertain, any substantial plugin would probably have to
wait for the SDK release or maybe a secondary/temporary/bridge library to
cover for the missing pieces. I hope a clarification on the
deprecation/relocation will come with the SDK update.

In an effort to even get a barebones VSP loaded into the TF2 server, I cut a
dependency on the GetCVarIF() usage in convar.cpp (one of those
relocated/removed exports). After that's done, an empty plugin can load and
get the majority of callbacks/interfaces from the server. Unfortunately,
though, since the VEngineCvar004 interface is used by TF2, the plugin can't
register console commands or variables. I wanted to request that interface
because with it, it should be possible to make a a simplistic (possibly
CRT-dependent) plugin as a proof-of-concept on TF2. As it stands, all I was
able to prototype this afternoon was a poor cousin of a real plugin.

Surely there are many more landmines hidden. If others uncover them, please
share. A lot of us are really excited about TF2 and would like to get
integrated.

Again, Valve reps, if you get a breather, please provide the VEngineCvar004
interface definition to tide us over until the SDK update. It might not be
anywhere near the whole story, but I think it could be worth the time to
copy-and-paste it.

Thanks,
-Mattie

On 9/18/07, David Anderson <[EMAIL PROTECTED]> wrote:
>
> There seems to be more changes than just that; here's my cursory
> analysis from a whole ten minutes of looking:
>
>   a) IServerGameDLL005 is not the same as IServerGameDLL005 from the
> original engine (the last four functions or so are new).  I didn't check
> the other game-provided interfaces.
>
>   b) vstdlib.dll no longer exports a whole slew of functions.  It looks
> like the intention was, a long time ago, to deprecate it and move
> exports to vstdlib_s.dll.  However the current SDK defines the imports
> against vstdlib.dll, so we'll need a new import library [?] or some sort
> of clarification.
>
>   c) It looks like mods are getting compiled with GCC4/MSVC8 now, which
> is great news, but a forewarning to people who grab binary signatures:
> MSVC8 has a tendency to optimize internal function calls down to a
> non-standard calling convention.
>
> Valve said they'd provide the changes "once the fires are put out" or
> something, so those are just musings while we wait semi-patiently.
>
> ---
>    David Anderson
>    http://www.bailopan.net/
>    AlliedModders
>
> Mattie Casper wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Just doing some quick research and it almost looks like we could make
> some
> > semblance of a working server plugin for TF2 if we had access to the
> > definition of VEngineCvar004.
> >
> > Can we get a copy of this, even if it's not official/beta, just for
> > prototyping purposes? Something along the lines of what was posted last
> year
> > for 
> > ISERVERPLUGINCALLBACKS002<http://developer.valvesoftware.com/wiki/Querying_ConVars_from_Server_Plugins
> >would
> > be great, but even something less formal would help immensely.
> >
> > Thanks in advance, and congratulations on getting the TF2 beta out the
> door.
> > Just about everyone I've talked to has agreed that it's impressive.
> >
> > If someone else has had better luck figuring out VEngineCvar004, please
> > don't hesitate to share. ;)
> > -Mattie
> > --
> >
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>
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