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 >> > >> > >> -- >> >> _______________________________________________ >> 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