Now before people get upset. Valve helps mods a great deal, but
clearly it isn't their top priority, nor should it be.
On Nov 21, 2007 5:35 PM, Nick <[EMAIL PROTECTED]> wrote:
> 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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> >
> >
>
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