Since when did Valve ever make money off free mods? I really see no
reason for Valve to help mods that could and probably do compete
against Valve products?
On Nov 21, 2007 12:04 PM, <[EMAIL PROTECTED]> wrote:
> Indeed, that example falls in to the category of new version interpretations,
> or client/server havoc from differing incompatible code bases. I think we
> (and all the other modders out there) are in violent agreement on this one.
>
> It's just a question at this point as to what Valve's planning to do about
> it, since it's really out of the modders hands to have a reasonable solution
> here.
>
>
>
> At 2007/11/20 12:48 PM, Jeremy wrote:
> >It was a simple example, but it illustrates the trivial nature of what
> >it needs, which is simply a way for the engine to ask the mod for a
> >version number. Same thing as your example. It doesn't mean it
> >corresponds to the public release version number, just breaking
> >changes would need to change that, and not just class table changes or
> >user messages. Anything that alters the behavior of a game entities,
> >like our FF 1.1 to 1.11 we tweaked the assault cannon spinup time.
> >While technically not a breaking change in the sense that clients can
> >join 1.1 servers and not get an error, the different values on each
> >side result in awkward behavior, and the newer client would appear to
> >be shooting ineffectively earlier if the server was still using the
> >longer spinup time. It's not just a way to catch table mismatches
> >early, it's a way to keep client and servers in sync, and more
> >importantly, give clients an error message that means something.
> >There's no alternative to doing this but for the engine to ask the
> >mod. It's a bit short sighted that something like that doesn't already
> >exist.
> >
> >J
> >
> >On Nov 20, 2007 9:53 AM, <[EMAIL PROTECTED]> wrote:
> >> Your example is a bit misleading as to what would be needed. You
> >> shouldn't include version numbers in the description of the mod. You can
> >> always just add an sv_version cvar if you want a stringified
> >> representation of the version.
> >>
> >> The version that the srcds.exe/HL2.exe closed-source side of things would
> >> be concerned with would only be incremented when the new version was not
> >> backwards-compatible with the old version. Usually this would occur when
> >> class tables changed. It might also occur if usermessages needed to be
> >> interpreted differently, or perhaps if there were a critical bug of some
> >> sort in a client previous version and you wanted to prevent it from
> >> connecting to a new server and causing havoc. If the
> >> compatibility_version of the server differed from the client, then it
> >> would just pop up a message with a link to the "manual" or "developer_url"
> >> websites as defined in gameinfo.txt.
> >>
> >> ConVar sv_version("sv_version", "v6.1a beta");
> >> void GameRules::GetGameDescription(char*& description, int&
> >> compatibility_version)
> >> {
> >> description = "My Mod";
> >> compatibility_version = 4;
> >> }
> >>
> >>
> >> Another possibility would be to leverage some of the sv_pure functionality
> >> to allow for specification of a list of sha1sums of acceptable
> >> client.dll/server.dll on the client, for a given version of the server.
> >> The only downside there would be that you'd need to inform server hosts to
> >> add a new sha1sum to their server list every time a new client version was
> >> released.
> >>
> >>
> >>
> >>
> >> At 2007/11/17 02:05 PM, Jeffrey \"botman\" Broome wrote:
> >> >Jorge Rodriguez wrote:
> >> >>--
> >> >>[ Picked text/plain from multipart/alternative ]
> >> >>On 11/17/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >> >>>It's a bit hard to believe something so trivial as client->server
> >> >>>versioning
> >> >>
> >> >>
> >> >>... trivial?
> >> >>
> >> >>I don't know where you got that idea.
> >> >
> >> >It could be trivial if GameRules::GetGameDescription() returned a
> >> >version number as well as a string...
> >> >
> >> >GameRules::GetGameDescription(char *Description, int *Version)
> >> >{
> >> > strcpy(Description, "My Mod v.83");
> >> > *Version = 83;
> >> >}
> >> >
> >> >The client would also need some way to return the version number to the
> >> >engine so that it could check this when displaying servers (filtering
> >> >out servers that weren't running the same version as the client).
> >> >
> >> >--
> >> >Jeffrey "botman" Broome
>
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