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Now that I think about, it is actually a good thing that Valve updates break
all these plugins.

Its amazing how much coding gets done when this happens. :)

Nothing beats poking a stick into the mod communities ant nest. :D

It does seem to be a way to breathe fresh air into what appear to be
stagnant projects.

On 8/28/06, [DumB]TeXas <[EMAIL PROTECTED]> wrote:
>
> "Amen" to your example, I do disagree on one thing though;
>
> "just let the third parties know that the change will break their code"
>
> - This would take a lot of resources because valve won't automatically
> know
> that if they change this particular thing, this and that plugin will
> break.
> It would require a lot of debugging with 3rd party plugins to figure out
> and
> this is *not* valves responsibility - however if they just provided the
> information and tools necessary for the 3rd party developers to do this
> job
> them self I think we'd all be happy.
>
> All that would take is a pre-release of the new updates and possibly a
> change-log which I am sure they use in their development anyway. With a
> pre-release, fixes/new versions could be ready the second valve officially
> release their update(s) - server admins would only have to go to the
> various
> plugin websites and grab the new version after doing the update and be up
> and running again quickly.
>
> I'm sure this would cut back on time needed for support and discussions
> like
> this as well - in the end possibly saving you both hassle and money +
> having
> happy customers which doesn't hurt. ;)
>
> I think there have been similar discussions like this going on for ages. I
> noticed the same thing has just started at the linux mail-list as well
> with
> basically the same concept of pre-releasing updates a few days in advance
> being suggested. Maybe its time for valve to take this seriously and look
> into the possibility if this have not been done already?
>
> I'd be very grateful if Alfred or someone could give us some comments on
> this. NOTE: not on the concept of "checking that it works" etc - but on
> the
> possibility of having a pre-release system.
>
> - TeX.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: 27. august 2006 17:17
> To: [email protected]
> Subject: RE: [hlds] Counter-Strike: Source update released
> Importance: Low
>
> Yes, it is true that Valve is under no obligation to notify third party
> plug-in providers about anything they are doing... it may make
> reasonable sense to reasonable people, but nothing is forcing Valve to
> do so.  On the other hand... no company can survive if their customers
> are repeatedly subject to loss of whatever service that company
> provides... be it disruption in product performance or in the supply
> chain.  Valve appears to have the supply chain issued locked-up in that
> you automatically get the updates or (in the case of servers) are forced
> to download the updates or face loosing your listing however; the
> service side of the equation is perceived to be a failure by a fair
> percentage of server admins.  Perhaps this is unfair to Valve, but it is
> the general perception and perception trumps reality every time.
> It is an established fact that without servers there is no game and most
> servers are running mods and plug-ins and these products wouldn't exist
> unless there was a valid measurable need for them.  For Valve to imply
> that the problems caused by their updates (which are not optional, are
> strictly the responsibility of the third party providers, is for Valve
> to turn it's back on it's own installed customer base.  This is never a
> good thing.
> I sometimes wonder why we play this game... what's the point really?
> But then again, why do people bowl or play golf or tennis... these are
> all games that people play for enjoyment... just like we do.  The only
> difference is that we use a computer and they use a ball, or a club, or
> a racket.  So what if every time AMF made an improvement to their
> bowling machines all bowling centers no longer worked... of if they
> improved their tennis rackets all the tennis courts in the world stopped
> working or made a change to their golf clubs all the golf courses closed
> for a week? This would never be tolerated and I doubt that AMF would try
> to blame these problems on the way people were attempting to use their
> products... even if it were true.
> It is absolutely true that the plug-in makers are responsible for
> altering their code to accommodate changes Valve makes... that fact is
> not in question.  Several on this list have made reasonable suggestions
> as to how Valve could easily avoid all the problems for their customers
> by either making the third party providers aware of code changes or
> having a few servers of their own running the third party stuff and
> notify the handful of third party providers if an update will break
> their code.  This appears to be a reasonable approach.  Neither myself
> or anyone's else is suggesting that Valve alter their code to fit third
> parties... just let the third parties know that the change will break
> their code and give them a few days before the update release to fix the
> problem.  I'm certain that the server admins would be extremely grateful
> for that simply act of sanity.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Sent: Sunday, August 27, 2006 9:12 AM
> To: [email protected]
> Subject: Re: [hlds] Counter-Strike: Source update released
>
>
> 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
> >>>
> >>> _______________________________________________
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> >>> archives, please visit:
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> >>>
> >>
> >>
> >> --
> >> Matt Albiniak
> >> [EMAIL PROTECTED]
> >>
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
>
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