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;
So presumably one could take into account some mod side 'version' constant
to do some degree of versioning? Have you tried that by chance?
On Fri, Apr 18, 2008 at 1:33 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
I've just been leafing through the OB header files for Steam, and it's
started
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++)
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:
--
[
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
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
/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
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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:
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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
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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
:
It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning?
CS isn't free...
On Nov 21, 2007 5:57 PM, Slash [EMAIL
by
VALVe a long time ago.
// Adam Maras (memzero)
Kori wrote:
It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning
--
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Jeremy, by their lack of response it's obvious that Valve's not going to do
this. You have options:
- Include the version number in the game description string. It's not a
tragedy if you do this.
- Change the name of the game directory, such
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the mod i'm working on currently is still in the alpha stages and we have
yet to deal with this issue yet so excuse me if this idea is stupid or
incorrect in a way.
it is a bit hackish but what if you were to create a locked cvar on the
client (
: Re: [hlcoders] Proper mod versioning?
--
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the mod i'm working on currently is still in the alpha stages and we have
yet to deal with this issue yet so excuse me if this idea is stupid or
incorrect in a way.
it is a bit hackish but what if you were
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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
, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning?
CS isn't free...
On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:
Ha! Valve hasn't made money off of mods? Have you lost your marbles?
http://www.steampowered.com/v/index.php?area=stats
See that Counter-Strike
ago.
// Adam Maras (memzero)
Kori wrote:
It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning?
CS isn't free...
On Nov 21, 2007 5:57 PM
Indeed, that example falls in to the category of new version interpretations,
or client/server havoc from differing incompatible code bases. I think we (and
all the other modders out there) are in violent agreement on this one.
It's just a question at this point as to what Valve's planning to
Since when did Valve ever make money off free mods? I really see no
reason for Valve to help mods that could and probably do compete
against Valve products?
On Nov 21, 2007 12:04 PM, [EMAIL PROTECTED] wrote:
Indeed, that example falls in to the category of new version interpretations,
or
Now before people get upset. Valve helps mods a great deal, but
clearly it isn't their top priority, nor should it be.
On Nov 21, 2007 5:35 PM, Nick [EMAIL PROTECTED] wrote:
Since when did Valve ever make money off free mods? I really see no
reason for Valve to help mods that could and probably
Ha! Valve hasn't made money off of mods? Have you lost your marbles?
http://www.steampowered.com/v/index.php?area=stats
See that Counter-Strike thing there at the top? That's a mod. Not
only did it bring in great revenue by itself once Valve adopted it,
but it also made Steam a legitimate and
CS isn't free...
On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:
Ha! Valve hasn't made money off of mods? Have you lost your marbles?
http://www.steampowered.com/v/index.php?area=stats
See that Counter-Strike thing there at the top? That's a mod. Not
only did it bring in great
It was along time ago.
- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, November 21, 2007 7:14 PM
Subject: Re: [hlcoders] Proper mod versioning?
CS isn't free...
On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:
Ha! Valve
Subject: Re: [hlcoders] Proper mod versioning?
CS isn't free...
On Nov 21, 2007 5:57 PM, Slash [EMAIL PROTECTED] wrote:
Ha! Valve hasn't made money off of mods? Have you lost your marbles?
http://www.steampowered.com/v/index.php?area=stats
See that Counter-Strike thing there at the top? That's
Your example is a bit misleading as to what would be needed. You shouldn't
include version numbers in the description of the mod. You can always just add
an sv_version cvar if you want a stringified representation of the version.
The version that the srcds.exe/HL2.exe closed-source side of
It was a simple example, but it illustrates the trivial nature of what
it needs, which is simply a way for the engine to ask the mod for a
version number. Same thing as your example. It doesn't mean it
corresponds to the public release version number, just breaking
changes would need to change
For what it's worth the last few times I asked this, the answer was basically
no.
At 2007/11/15 10:39 AM, Jeremy wrote:
Is there a way to do proper mod versioning?
Disconnect: Server uses different class tables. isn't a very useful
error message when clients try to join wrong version servers.
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents
in the server, if I'm correct. Perhaps you could put the version in that
data field so that people can look specifically for servers of their
version.
// Adam Maras (memzero)
[EMAIL PROTECTED] wrote:
For what it's worth
Well, you can always put the version number in the name of the server, which
may be what he's doing?
Really though what you want, per previous discussions, is a way to alert users
to the existence of a new version when they try to connect and fail. And
ideally a way to seamlessly perform the
Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's version match
3. If they don't, disconnect with a custom message?
Could all this occur before class table checking, like right on
Or in the dll init function check for new version then display a message box
saying there is a new version out.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe
class table checking stuff occurs before any user-controlled mod code is run.
So you have no control over that process or that message.
At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote:
Well pardon my lack of
check for new version then display a message box
saying there is a new version out.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?
Well pardon my
out.
- Original Message -
From: Adam Maras (memzero) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?
Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version
]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 17, 2007 1:34 PM
Subject: Re: [hlcoders] Proper mod versioning?
Well pardon my lack of knowledge on the situation, but couldn't you:
1. Set a version constant in the code
2. Check to see if the server and connecting client's
--
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On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:
It's a bit hard to believe something so trivial as client-server
versioning
... trivial?
I don't know where you got that idea.
--
Jorge Vino Rodriguez
--
Jorge Rodriguez wrote:
--
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On 11/17/07, Jeremy [EMAIL PROTECTED] wrote:
It's a bit hard to believe something so trivial as client-server
versioning
... trivial?
I don't know where you got that idea.
It could be trivial if
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