Doesn't the steam.inf file have something to do with versioning?

garry


On Dec 9, 2007 4:30 AM, Jeremy <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry for reviving this, but can I please get some sort of response from
> Valve?
>
> I'd imagine their updates probably never break netcode compatibility and
> such, but is that to say there isn't the infrastructure to support game
> compatibility breaking changes?
>
> For whatever reason, a number of servers for our mod still haven't updated
> to the latest version, clients go through several attempts at joining
> servers, only to error out, before finding one that works. As you can
> imagine it really destroys the player perception of a mod when we can't do
> fundamentally basic things like differentiate versions between one another.
> That includes only showing clients servers compatible with their version,
> and giving meaningful error messages to them if they do somehow try to join
> one.
>
> Valve, please throw something into this discussion. Surely the need is
> obvious.
>
> J
>
>
> On Nov 22, 2007 1:28 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
>
> > Most recent example would be Garry's Mod.
> > Valve gets money, the mod community gets more popular, the sdk
> > improves... everyone is happy. Where is the point of this discussion?
> >
> > Adam Maras (memzero) wrote:
> > > It wasn't on the Source engine a long time ago. It also wasn't owned by
> > > VALVe a long time ago.
> > >
> > > //   Adam Maras (memzero)
> > >
> > > Kori wrote:
> > >> It was along time ago.
> > >> ----- Original Message -----
> > >> From: "Nick" <[EMAIL PROTECTED]>
> > >> To: <[email protected]>
> > >> Sent: Wednesday, November 21, 2007 7:14 PM
> > >> Subject: Re: [hlcoders] Proper mod versioning?
> > >>
> > >>
> > >> 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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> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >>
> > >> _______________________________________________
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> > >> please visit:
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> > >>
> > >
> > > _______________________________________________
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> > > please visit:
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> >
> >
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> > please visit:
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> >
> >
> --
>
>
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