CS isn't free...

On Nov 21, 2007 5:57 PM, Slash <[EMAIL PROTECTED]> wrote:
> Ha! Valve hasn't made money off of mods? Have you lost your marbles?
>
> http://www.steampowered.com/v/index.php?area=stats
>
> See that "Counter-Strike" thing there at the top? That's a mod. Not
> only did it bring in great revenue by itself once Valve "adopted" it,
> but it also made Steam a legitimate and popular platform. Valve
> wouldn't be in the position they are right now without HL1 mods and
> millions and million of people playing them. With appropriate
> resources, anyone can make a platform like Steam- The problem is
> getting people to use it. HL1 mods are what got people using Steam.
> People = Money. And now it has tons of games and that is very
> beneficial to Valve. And it's not just CS- There are a ton of mods
> throughout the years that contributed to the success of Valve's online
> presence. Without the strong mod community in HL1, I would fancy a
> guess that Steam would either not exist or would be an irrelevancy.
>
>
> On Nov 21, 2007 6:36 PM, Nick <[EMAIL PROTECTED]> wrote:
> > 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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