Well, once you've calm down, this could very well be a great suggestion.

However, lately I have had the experience that if I uninstalled my Source 
Mod, as a test, Steam detected it without being restarted. Seems like there 
already is some support.

But yes indeed, a menu option "Search for Source Mods..." could be useful, 
and in theory, easy to implement.


And when you complain it requires to much effort to restart Steam, no. It 
doesn't.

- Jonas

----- Original Message ----- 
From: "Nick" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Sunday, October 05, 2008 7:31 PM
Subject: Re: [hlcoders] Source Mods in SDK?


> RESTARTING IS FOR LOSERS. THERE NEEDS TO BE A 3rd party api to force
> steam to re register all mods.
>
> like steam.exe --redomods
>
> On Sat, Oct 4, 2008 at 10:29 PM, Marshall <[EMAIL PROTECTED]> wrote:
>> Restarting steam is ftw
>>
>> --------------------------------------------------
>> From: "Jake" <[EMAIL PROTECTED]>
>> Sent: Saturday, October 04, 2008 8:12 PM
>> To: "Discussion of Half-Life Programming" 
>> <[email protected]>
>> Subject: Re: [hlcoders] Source Mods in SDK?
>>
>>> The new source mods via Steam aren't automatically added to the list D:
>>>
>>> -Jake
>>>
>>> Tobias Kammersgaard wrote:
>>>> Exactly what isn't setup like Valve games? I know there might be
>>>> something, but I really can't think of anything.
>>>>
>>>> (Guess the missing animation models?)
>>>>
>>>> /ScarT
>>>>
>>>> On 05/10/2008, Jake <[EMAIL PROTECTED]> wrote:
>>>>
>>>>> I know it's really not that hard to setup them, but I was wondering 
>>>>> why
>>>>>  aren't they automatically setup like the regular valve games? Or are
>>>>> you
>>>>>  folks working on it?
>>>>>
>>>>>  -Jake
>>>>>
>>>>>  _______________________________________________
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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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