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Lot's of us will appreciate it.

Thank you Mike!

L. Duke


On 9/28/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Yes, I'll make all of the updated headers needed for building server
> plugins available when I get back to the office on Tuesday.
>
> -Mike
>
>
> ----- Original Message -----
> From: [EMAIL PROTECTED] <
> [EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com <hlcoders@list.valvesoftware.com>
> Sent: Fri Sep 28 10:18:35 2007
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Just a gentle reminder-- any chance, Valve, that we can get the definition
> for the VEngineCvar004?
>
> Again congrats on TF2-- I've been playing way too much of it when I should
> be coding.
> -Mattie
>
> On 9/18/07, Mattie Casper <[EMAIL PROTECTED]> wrote:
> >
> > 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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> > >
> > >
> >
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