Hah, was that message stuck in your outbox for a few months?
garry
On Sun, Apr 13, 2008 at 1:15 AM, <[EMAIL PROTECTED]> wrote:
> 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)
> >> > > --
> >> > >
> >> > > _______________________________________________
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> >> archives,
> >> > > please visit:
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> >> > >
> >> > >
> >> >
> >> >
> >> > --
> >> > -omega
> >> > --
> >> >
> >> > _______________________________________________
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> >> > please visit:
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> >> >
> >> >
> >> --
> >>
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> >>
> >>
> > --
> >
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> >
>
>
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