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 > > > > > > > > _______________________________________________ > > > > 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 > >
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