I've just leafing(wtf is leafing) through the old ep1 sdk.. I think
these things might be important too:

                                // FIXME: bah, this is horrendously hacky, add 
a damn back pointer
                                for (n = 0; n < g_sequence.Count(); n++)
                                {

                // reduce deflection the more the eye is off center
                // FIXME: this angles make no damn sense
                eyeDeflect = eyeDeflect * (local.x * local.x);

        {
                // Hrm, we didn't link up to correct type!!!
                Assert( 0 );
                // Delete right away since it's fucked up

I don't know about you, but this is some pretty serious stuff going
on. Looks pretty good tbh :P


On Fri, Apr 18, 2008 at 3:33 PM, Tom Edwards <[EMAIL PROTECTED]> wrote:
> I've just been leafing through the OB header files for Steam, and it's
>  started talking about "modIDs" (steamclientpublic.h ln508 onward). That
>  sounds good to me!
>
>  > #if defined( CHECKSUM_CRC_H )
>  >     CGameID( uint32 nAppID, const char *pchModPath )
>  >     {
>  >         m_ulGameID = 0;
>  >         m_gameID.m_nAppID = nAppID;
>  >         m_gameID.m_nType = k_EGameIDTypeGameMod;
>  >
>  >         char rgchModDir[MAX_PATH];
>  >         Q_FileBase( pchModPath, rgchModDir, sizeof( rgchModDir ) );
>  >         CRC32_t crc32;
>  >         CRC32_Init( &crc32 );
>  >         CRC32_ProcessBuffer( &crc32, rgchModDir, Q_strlen( rgchModDir ) );
>  >         CRC32_Final( &crc32 );
>  >
>  >         // set the high-bit on the mod-id
>  >         // reduces crc32 to 31bits, but lets us use the modID as a
>  > guaranteed unique
>  >         // replacement for appID's
>  >         m_gameID.m_nModID = crc32 | (0x80000000);
>  >     }
>  >
>  >     CGameID( const char *pchExePath, const char *pchAppName )
>  >     {
>  >         m_ulGameID = 0;
>  >         m_gameID.m_nAppID = 0;
>  >         m_gameID.m_nType = k_EGameIDTypeShortcut;
>  >
>  >         CRC32_t crc32;
>  >         CRC32_Init( &crc32 );
>  >         CRC32_ProcessBuffer( &crc32, pchExePath, Q_strlen( pchExePath ) );
>  >         CRC32_ProcessBuffer( &crc32, pchAppName, Q_strlen( pchAppName ) );
>  >         CRC32_Final( &crc32 );
>  >
>  >         // set the high-bit on the mod-id
>  >         // reduces crc32 to 31bits, but lets us use the modID as a
>  > guaranteed unique
>  >         // replacement for appID's
>  >         m_gameID.m_nModID = crc32 | (0x80000000);
>  >     }
>  > #endif
>  >
>  >     void SetAsShortcut()
>  >     {
>  >         m_gameID.m_nAppID = 0;
>  >         m_gameID.m_nType = k_EGameIDTypeShortcut;
>  >     }
>  >
>  >     void SetAsP2PFile()
>  >     {
>  >         m_gameID.m_nAppID = 0;
>  >         m_gameID.m_nType = k_EGameIDTypeP2P;
>
>
> >     }
>
>
>  [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
>  >>>>
>  >>>>
>  >>>>
>  >>> --
>  >>>
>  >>> _______________________________________________
>  >>> To unsubscribe, edit your list preferences, or view the list archives,
>  >>> please visit:
>  >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  >>>
>  >>>
>  >>>
>  >> --
>  >>
>  >> _______________________________________________
>  >> To unsubscribe, edit your list preferences, or view the list archives,
>  >> please visit:
>  >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  >>
>  >>
>  >
>  >
>  > _______________________________________________
>  > 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:
>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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