/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)
> >  >  >> > > --
> >  >  >> > >
> >  >  >> > > _______________________________________________
> >  >  >> > > To unsubscribe, edit your list preferences, or view the list
> >  >  >> archives,
> >  >  >> > > please visit:
> >  >  >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >  >  >> > >
> >  >  >> > >
> >  >  >> >
> >  >  >> >
> >  >  >> > --
> >  >  >> > -omega
> >  >  >> > --
> >  >  >> >
> >  >  >> > _______________________________________________
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> >  >  >> >
> >  >  >> >
> >  >  >> --
> >  >  >>
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> >  >  >>
> >  >  >>
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