Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Tom Edwards
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;

Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Jeremy
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

Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Nick
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++)

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread bloodykenny
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: -- [

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Garry Newman
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

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Nick
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

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Tobias Kammersgaard
/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

Re: [hlcoders] Proper mod versioning?

2007-12-10 Thread Tony omega Sergi
-- [ 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

Re: [hlcoders] Proper mod versioning?

2007-12-10 Thread Tobias Kammersgaard
-- [ 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

Re: [hlcoders] Proper mod versioning?

2007-12-10 Thread Jeremy
-- [ 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

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Garry Newman
: 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

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Jed
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

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
-- [ Picked text/plain from multipart/alternative ] 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?

2007-12-09 Thread Mark Chandler
: Re: [hlcoders] Proper mod versioning? -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
-- [ 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

Re: [hlcoders] Proper mod versioning?

2007-12-08 Thread Jeremy
, 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

Re: [hlcoders] Proper mod versioning?

2007-11-22 Thread Julian Moschüring
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread bloodykenny
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Slash
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Nick
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Kori
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

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread Adam Maras (memzero)
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

Re: [hlcoders] Proper mod versioning?

2007-11-20 Thread bloodykenny
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

Re: [hlcoders] Proper mod versioning?

2007-11-20 Thread Jeremy
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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.

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Christopher Harris
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Tony omega Sergi
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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeremy
] 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

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] 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 --

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeffrey botman Broome
Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] 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