No he just thought it would be a good idea to bump an inactive thread
because obviously if valve didn't give a crap the first time, maybe
after 6 months they might change their minds.
On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman <[EMAIL PROTECTED]> wrote:
> 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)
> > >> > > --
> > >> > >
> > >> > > _______________________________________________
> > >> > > 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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> > > please visit:
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> > >
> >
> >
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> please visit:
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> >
> >
>
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