/Facepalm.
On 13/04/2008, Nick <[EMAIL PROTECTED]> wrote:
>
> 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)
> > > >> > > --
> > > >> > >
> > > >> > > _______________________________________________
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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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> > > >> please visit:
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> > > >>
> > > >>
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> > > >
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> > > >
> > >
> > >
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> > >
> > >
> >
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> >
> >
>
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