iconvar.h seems to be missing. >From icvar.h
#include "tier1/iconvar.h" - voogru. -----Original Message----- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Wednesday, October 03, 2007 12:19 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? Mike: I think a definition for CCommand is missing. In reply to the abstraction/metamod comment(s): A general abstraction is probably a waste of time, especially if one engine will be deprecated for another. Such a layer is best done on a plugin-by-plugin basis as needed. In that vein, the engine differences are too severe for us to distribute a single Metamod binary, so we will be distributing separate builds for the two engines. While Metamod's API (as always) remains backwards compatible (and will work no matter which build is chosen), obviously Metamod plugins that require HL2 engine API will still need their own changes anyway. As for child plugins having to make users to download alternate builds, MM:S 1.6.0 ameliorates this somewhat by letting you see which engine version is loaded. Normal server plugins may have a tougher time since Valve hasn't changed the IServerPluginCallbacks version number (as of this writing). You can't do the pretty thing and detect+return a different interface on load. Hopefully that will get changed, along with the version number on ServerGameDLL. ---David Anderson http://www.bailopan.net/ Nick wrote: > metamod? > > On 10/2/07, Tony Paloma <[EMAIL PROTECTED]> wrote: >> Has anybody thought about creating some sort of abstraction to allow us to >> use the same DLL/so for both the older engine and the newer one? I was >> thinking of thinking of taking the adapter approach and creating my own >> classes that would know which version of the interface to use. I'm >> interested in other ideas though. >> >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand >> Sent: Tuesday, October 02, 2007 6:06 PM >> To: hlcoders@list.valvesoftware.com >> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? >> >> Hi All- >> >> I decided that posting the contents of the files on the Wiki was lunacy. >> So I made a new user on our FTP site that you can use to get a zip of >> the headers: >> >> ftp.valvesoftware.com >> user: sourcemod >> password sourcemod >> >> The only file available is PluginHeaders.zip, which contains hopefully >> all of the headers you will need to get a head start on updating your >> plugins. If I've left any important ones please let me know. >> >> -Mike >> >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Ray >> Sent: Tuesday, October 02, 2007 3:10 PM >> To: hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? >> >> any word on this? >> >> >> >> At 03:55 PM 9/28/2007, you 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/Queryi >> ng_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 >>>>>> -- >>>>>> >>>>>> _______________________________________________ >>>>>> 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 >>> >>> -- >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >>> -- >>> No virus found in this incoming message. >>> Checked by AVG Free Edition. >>> Version: 7.5.488 / Virus Database: 269.13.33/1034 - Release Date: >>> 9/27/2007 5:00 PM >> >> >> _______________________________________________ >> 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 >> >> > > _______________________________________________ > 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