Well Valve dodges the issue entirely because Steam enforces client 
updates prior to the client HL2 even being launched.

If there was no client/server mod version identification system 
implemented, then simplified third-party integration with Steam would be 
a solution.

Jeremy wrote:
> -- 
> [ Picked text/plain from multipart/alternative ]
> Haven't been modding long? Because mod versioning has generally been 
> exposed
> to the modders, such as in the Q3 engine. Foxbot didn't need 
> versioning for
> HL1, being server side only so I don't know if HL1 was missing the
> functionality too.
>
>> From the Q3 source
> // check version
> s = CG_ConfigString( CS_GAME_VERSION );
> if ( strcmp( s, GAME_VERSION ) ) {
>       CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
> }
>
> Appreciate the responses, but none of them really address the core issue.
> That being that there doesn't appear to be any exposed versioning 
> support. A
> proper solution shouldn't be that difficult to add. The entire point 
> of this
> question for valve is that they have the ability to add something 
> relatively
> easily and more 'proper' than any of the do it yourself solutions 
> mentioned
> thus far. Notifying them that theres a more recent version doesn't 
> solve our
> problem. As I already mentioned, our clients are generally updated. 
> It's a
> number of the servers who are slow to update. It's a little late to 
> change
> game folders for each version change(and a hack as well). Nowhere do I
> expect valve to provide update notification to clients.
>
> Servers being generally unattended kinda ruin the usefulness of a nag
> message, and I'd question how useful a command line nag message would 
> even
> be on the server side. To me the only real solution is real versioning.
> Clients should not see nor be able to join incompatible servers, period.
> It's common sense. Given that versioning depends very much on the mod, 
> there
> should be a hook for that provided somewhere in the mod, like quake 3 did
> 8-9 years ago. Until then each release of a mod does significant 
> damage to
> itself with user frustrations of not knowing what servers on a long 
> list of
> them is compatible. Frustrated users don't stick with a game long.
>
> A response from Valve would be most useful. How does Valve do it? Maybe
> there's some way that hasn't been mentioned yet.
>
> J
>
> On Dec 10, 2007 5:07 AM, Tobias Kammersgaard 
> <[EMAIL PROTECTED]>
> wrote:
>
>> -- 
>> [ Picked text/plain from multipart/alternative ]
>> Why not make some sort of huge label, element or whatever on the Main 
>> Menu
>> screen that tells you if there's been released a new version (maybe a
>> flashing sign that would annoy the crap out of the users ;D)?
>>
>> Bet you could turn this into something usable :-)
>> http://developer.valvesoftware.com/wiki/Custom_Menu_Screen
>>
>> /ProZak
>>
>>
>> On 10/12/2007, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>> >
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > The thing that gets me:
>> > Mod versioning has been up to the mod author for the past 11-12
>> > years..without problem..
>> > yet now it's all of a sudden an issue..
>> > -Tony
>> >
>> > On Dec 10, 2007 1:13 AM, Stephen Micheals <[EMAIL PROTECTED]>
>> > wrote:
>> >
>> > > --
>> > > [ Picked text/plain from multipart/alternative ]
>> > > yes but the end effect is just about the same. (minus the wasted 
>> time
>> > the
>> > > user spends loading/connecting to the game before the warning is
>> shown)
>> > >
>> > > the idea i posted is just a simple method that should work, other
>> fixes
>> > > can
>> > > be more complex then needed.
>> > >
>> > > a proper version system would be a hell of a lot better.
>> > >
>> > > On Dec 9, 2007 9:51 PM, Mark Chandler < [EMAIL PROTECTED]> wrote:
>> > >
>> > > > Think they are talking about before that function ever gets 
>> called (
>> > i.e
>> > > .
>> > > > in
>> > > > the processes of connecting)
>> > > --
>> > >
>> > > _______________________________________________
>> > > To unsubscribe, edit your list preferences, or view the list 
>> archives,
>> > > please visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >
>> > >
>> >
>> >
>> > --
>> > -omega
>> > --
>> >
>> > _______________________________________________
>> > 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:
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>>
>>
> -- 
>
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