whiel I'm not looking, I can only assume the [BETA] tihng is because he's returning the game name as Garry's Mod [BETA] from GameRules::GetGameDescription()
On Nov 17, 2007 1:48 PM, <[EMAIL PROTECTED]> wrote: > Yes, now that would be possible, but perhaps misleading in some scenarios. > (It would of course require the mod author to maintain some > globally-available server with the latest version, and then write the client > code to do that check.) > > It's a slightly different scenario though than the one originally described, > though. For instance if you had a beta version as mentioned below, you > wouldn't get that message when on beta and connecting to non-beta, or you > would get it erroneously when not on beta, etc. > > > > > At 2007/11/17 12:40 PM, Christopher Harris wrote: > >Or in the dll init function check for new version then display a message box > >saying there is a new version out. > >----- Original Message ----- > >From: "Adam Maras (memzero)" <[EMAIL PROTECTED]> > >To: <[email protected]> > >Sent: Saturday, November 17, 2007 1:34 PM > >Subject: Re: [hlcoders] Proper mod versioning? > > > > > >Well pardon my lack of knowledge on the situation, but couldn't you: > >1. Set a version constant in the code > >2. Check to see if the server and connecting client's version match > >3. If they don't, disconnect with a custom message? > > > >Could all this occur before class table checking, like right on connect? > > > >// Adam Maras (memzero) > > > >[EMAIL PROTECTED] wrote: > >>Well, you can always put the version number in the name of the server, > >>which may be what he's doing? > >> > >>Really though what you want, per previous discussions, is a way to alert > >>users to the existence of a new version when they try to connect and fail. > >>And ideally a way to seamlessly perform the update via Steam. > >> > >>At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: > >> > >>>Garry's Mod beta (somehow) has [BETA] preceding the Game column contents > >>>in the server, if I'm correct. Perhaps you could put the version in that > >>>data field so that people can look specifically for servers of their > >>>version. > >>> > >>>// Adam Maras (memzero) > >>> > >>>[EMAIL PROTECTED] wrote: > >>> > >>>>For what it's worth the last few times I asked this, the answer was > >>>>basically "no". > >>>> > >>>>At 2007/11/15 10:39 AM, Jeremy wrote: > >>>> > >>>> > >>>>>Is there a way to do proper mod versioning? > >>>>> > >>>>>Disconnect: Server uses different class tables. isn't a very useful > >>>>>error message when clients try to join wrong version servers. > >> > >>_______________________________________________ > >>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 > > -- -omega _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

