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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>  >> > > please visit:
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>  >> > >
>  >> > >
>  >> >
>  >> >
>  >> > --
>  >> > -omega
>  >> > --
>  >> >
>  >> > _______________________________________________
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>  >> >
>  >> >
>  >> --
>  >>
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>  >>
>  >>
>  > --
>  >
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>
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