Some of us do not have a choice of using these plugins. People have asked
nicely over and over again that Valve merely communicate with the four or
five main plugin developers before a patch is released so those of us that
have to run these plugins do not have our servers down waiting for a fix.

It is bad enough that you ram these updates (that half the time make it
worse) down people's throats. But you offer no prep, no indication of what
you are changing or breaking. Why don't you see if the popular plugins
break updates before release? How long would it take to test the four or
five common plugins that everyone uses and tell admins what works and what
doesn't so that everyone does not have to scramble to get their servers to
stop crashing?

If it were not for MODs and plugins I would have stopped playing HL years
ago. The people that run servers are your lifeblood, we are not asking a
lot just a little consideration. As someone else said, if the SDK offered
everything that the plugin developers needed I am sure they would use it.
but they don't.

-YMAC

On 8/25/06 1:55 AM, "Alfred Reynolds" <[EMAIL PROTECTED]> wrote:

> The problem is that these plugins are hacking into hard coded offsets in
> the game server, one tiny code change from us and the plugin blows up.
> The solution is for them to use the plugin API we provide which doesn't
> have this problem. If you don't like fragile plugins that crash your
> game server then please don't use them.
>
> - Alfred
>
> Adam Sando wrote:
>> From a good faith perspective, yes they should engage 3rd party
>> developers to ensure adequate testing has taken place. From a project
>> deadline point of view, taking into account the fact most CEO's/Boards
>> of directors are quite tight with timelines, they might not want to
>> have
>> their dev teams engage 3rd party developers to ensure their updates
>> work, as this could be seen as a monumental waste of time.
>>
>> Ethically, it would be nice if valve had a strong relationship with
>> the 3rd party development base out there, however sometimes business
>> takes
>> precedence over pleasure. It's just hard to define how much a part of
>> Valves business, comes from Game Server Administrators, and how much
>> would come from other market avenues.
>>
>> I might not be right, but this is what I would think happens at Valve
>> when they are planning their updates?
>>
>> Regards,
>> Adam
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of [DumB]TeXas
>> Sent: Friday, 25 August 2006 1:57 PM
>> To: [email protected]
>> Subject: RE: [hlds] Counter-Strike: Source update released
>>
>> I don't think you have read what I said though Adam, I haven't said
>> they
>> have any legal obligations and I haven't said that _they_ should make
>> sure things works with their updates.
>>
>> What I suggested was that they do more of an effort to help the
>> developers to debug their own plugins before updates go official - by
>> for an example providing a test environment such as an update they can
>> apply a few days before the release. This way the _developers of the
>> 3rd
>> party plugins_ can do their job and get it working with the new
>> updates.
>> This should only mean extending the time before a new update by a few
>> days which doesn't matter when it comes to cosmetic updates such as
>> this
>> one.
>>
>> If anything, this goes under a moral obligation, to help all the
>> people
>> out there putting time, money and effort into running their games on
>> servers and developing 3rd party plugins that makes their games
>> playable - such as proper admin tools.
>>
>> TeX. :)
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
>> Sent: 25. august 2006 05:38
>> To: [email protected]
>> Subject: RE: [hlds] Counter-Strike: Source update released
>>
>> Just remember Tex, Valve have no legal or moral obligations to provide
>> support or compatibility with any 3rd party plugins not written by
>> Valve. Valve try to make their updates as flawless as possible,
>> however
>> they are not able to make sure that every infinite combination of
>> plugins work together. Not unless you want 1 update per year perhaps?
>> ;)
>>
>> Regards,
>> Adam.
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of [DumB]TeXas
>> Sent: Friday, 25 August 2006 1:03 PM
>> To: [email protected]
>> Subject: RE: [hlds] Counter-Strike: Source update released
>>
>> Some of the metamod plugis appears not to be working - and my little
>> rant there still stands regardless. Not that anyone cares about it. I
>> just don't think I am the only one that is a 'tad' sick of updates
>> breaking everything from a to z - and tbh there could be more effort
>> to
>> prevent it than there is today. Oh well...
>>
>> Server with v1.2 beta and the new gametypes.txt, on a windows 2003
>> server machine seems to work like a charm though. Cheers! :)
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Matt Albiniak
>> Sent: 25. august 2006 04:50
>> To: [email protected]
>> Subject: Re: [hlds] Counter-Strike: Source update released
>>
>> link-
>> please let me know if your server stays up without a crash for more
>> than 2 rounds or 60 minutes. ours isn't, even without mani. :(
>>
>> On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
>>> Just as an addendum to my last post, the slay command *does* work
>>> with
>>
>>> the new gametypes.txt but I have *not* tested everything else. I have
>>> also not experienced the server dying with the player.
>>>
>>> Link
>>>
>>> [DumB]TeXas wrote:
>>>> Well 1.1.0zi does 'work', as in; it will start and everything will
>>>> appear to be working - admin menu works and most admin commands
>>>> (not slay) works
>> from
>>>> what I could see. However, the second a player dies the server dies
>>>> with
>> it.
>>>> So in other words, its not exactly of much use... :P
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>
>>
>> --
>> Matt Albiniak
>> [EMAIL PROTECTED]
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

Reply via email to