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1) Updating just scripts becomes a pain.
2) We have a map/includes folder where many shared scripts are referenced in
specific map scripts.
3) Fixes to shared scripts fixes issues across all maps that reference it.
10 maps all embedding their own base_ctf.lua are all left with broken
scripts if we make fixes to shared files, which we are.
4) Blocking a script file extension across all mods is stupid. Gmod is an
exception, not the rule.
If Valve could just add an engine->FilterFileExtension("lua") or something
in place of this hard coded block it would please both sides. Garry can
still block it, us and others can use it as we would expect to be able to.
That would have been the more proper solution from the start.
J
On 10/19/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> i don't understand why you can't just pack them in the bsp for one simple
> reason:
> if you're testing your map, ie: when you're going to be tweaking values in
> the lua scripts, then you can distribute with the file seperate to all
> your
> testers.
> when you're done testing your map, when you want anyone to be able to
> download it from a server, pack everything in the bsp.
>
>
> what exactly is the issue?
>
> On 10/19/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >
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> > [ Picked text/plain from multipart/alternative ]
> > Lua is as safe as you make it, as is any scripting language. It's up to
> > the
> > developer to limit what sort of access it can have to the mod/system.
> Our
> > map scripts aren't dynamically executable, they are server side only. We
> > don't have any such thing as client side lua. However, the server
> sending
> > the maps to the clients leave them with a useless map unless they also
> > have
> > the script. They won't be able to host the map themselves, run around in
> a
> > listen server, etc. Blocking *.lua is a hack. If a mod supports lua and
> > leave the default bindings wide open to open/edit files in arbitrary
> > directories then yes it will be abused. Like I said, it's as safe as you
> > want to make it. I'm not familiar with how it was being abused in garrys
> > mod, and it doesn't really matter to me, because we need to be able to
> > send
> > them in a reasonable fashion(not hacking around it by making up some new
> > extension, using txt files, or packing them in the bsp or something). I
> > would still like an official answer on this please.
> >
> > Jeremy
> >
> > On 10/19/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> > >
> > > Jeremy,
> > > Downloading dynamic execuatble /scriptable files to clients from
> > > servers
> > > is always a big no no since they can be (and will be) abused.
> > >
> > > From the documentation, lua does not appear to be a safe solution.
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: "Jeremy"
> > > To: <[email protected]>
> > > Sent: Friday, October 19, 2007 10:56 AM
> > > Subject: Re: [hlcoders] Adding downloads via downloadables table
> > >
> > >
> > > > I read you the first time, and like I said, that's not a solution
> for
> > > how
> > > > we
> > > > use map scripting. I would like a real solution from Valve. Blocking
> > lua
> > > > files from downloading across all mods because of one mod was a
> pretty
> > > > rash
> > > > decision, and one that should be reversed and left up to each mod to
> > > > filter
> > > > file extensions as desired. engine->DisallowDownload(extension) or
> > > > something
> > > > simple like that. Had this problem been identified before we
> released
> > we
> > > > might have worked around it by using a different extension, ff_lua
> or
> > > > something. But post release, and after there is a number of 3rd
> party
> > > maps
> > > > already in the wild, we need to be able to accommodate lua files.
> > > >
> > > >
> > > > On 10/19/07, Mark Chandler wrote:
> > > >>
> > > >> Add it to the bsp using pakrat
> > > >>
> > > >> On Oct 19, 2007, at 2:10 PM, Jeremy wrote:
> > > >>
> > > >> > We use lua to go along with our maps, and I'm trying to get the
> > > >> > server to
> > > >> > automatically send the lua files to the clients like it already
> > does
> > > >> > the
> > > >> > maps. After messing with it a bit trying to get it to work, I
> tried
> > > >> > a text
> > > >> > file and it worked, so it appears that lua files are filtered/
> > > >> > excluded from
> > > >> > being able to be downloaded. Is there any way to get around this?
> > In
> > > >> > our mod
> > > >> > at least, the map files are incomplete without the lua files, so
> > the
> > > >> > clients
> > > >> > can start their own server with the maps unless they get the lua
> > > >> > files from
> > > >> > somewhere else. Obviously that's not practical when it would be
> > best
> > > >> > if we
> > > >> > could get the engine to send them the lua file as well. There a
> way
> > > >> > to do
> > > >> > this?
> > > >> >
> > > >> > J
> > >
> > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
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