I was planning on expanding the list to cover all activities (the rest
being sorted by game then NPC), so whatever happens it needs to stay on
an activity related page, Activities_list or something. No problems
otherwise.
Robin Walker wrote:
There's lots of names for this kind of method of
*plays the violin*
I think you missed the out cry by a few weeks there, people are moving
on with it and trying work around the restrictions
--
Draco
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Lol it seems like they are pushing the SDK for Mods and TC's more than
plugins :D Maybe that's the way to go?
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To work around the restrictions is not the way I want to go. As you can see
with cheating death, after every update CD isnt working and needs to be
fixed a couple of times - this is wasteless time...
I only want to know for sure, if we cant expect more than we have yet or
not. Because there is a
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And have a player base of 5 people.
I think you misinterpreted what he meant by cleaning the code.
On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:
To work around the restrictions is not the way I want to go. As you can
see
with cheating
Ronny Schedel wrote:
I only want to know for sure, if we cant expect more than we have yet or
not. Because there is a second more reliable option: make a clone of Valves
commercial games under a different name and support server mods. Sure, there
would be much to do, but this option is much
If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
second time, the grafic stuff is already there and can be used, there is
only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods
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Ooooh a challenge.
I'll see you in 2 months.
On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:
If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
I can imagine Valve would too... in court :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: 06 July 2005 15:46
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Valve: need a clear statement
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I'm not sure everyone's clear on what's being suggested here.
Botman (as did I) seems to have assumed that when you said Make a
clone of Valves commercial games, you meant that you or your team
would reimplement the engine itself (heck, to design Source in 5 years
would be a shocking
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I think someone like Alfred should just clear valves stance on this once and
for all.
Nip it in the bud please Alfred.
On 7/6/05, Predatory Kangaroo [EMAIL PROTECTED] wrote:
I'm not sure everyone's clear on what's being suggested here.
Predatory Kangaroo wrote:
As for my own stance on the matter, I feel that by limiting the power
of server plugins, Valve is denying Server Administrators the freedom
that they have been long accustomed to. The idea that server plugins
can detract from the overall online experience is rather
Ronny Schedel wrote:
If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
second time, the grafic stuff is already there and can be used, there is
only the gamelogic left. To summarize it for CS:Source:
It appears as though the main complaint is that the updates are limiting mod
inter-operability (meta-mod, etc...). If this is the case, there is a simple
solution:
Get and save a copy of the mod (CS, DOD, etc...) you want to run
Run the HL Server UNSECURED
Add any mod management you want
NEVER
Jeffrey botman Broome wrote:
...
From Valve's point of view, it's no different than someone creating a
Columbine mod or a Porno mod. Even if Valve had nothing to do with the
content on that server, that game reflects poorly on Valve because it's
running on an engine created by Valve. Valve
If you aim to maintain compatibility between your
mod and the original mod, you would have to release an update after
each CS update, from the simple stuff (tweaking balance values) to
figuring out the changes in internal structures.
Full compatibility would not be the goal of this project.
It was one of the first things done when the plugin SDK came out.
On 7/6/05, Belcherman[BTC] [EMAIL PROTECTED] wrote:
Some of you said it couldn't be done.. Well take a look at
this... I was gonna code all this myself until I found out
it was already done. I have
I wonder how he did it? I did look at the basic plugin files and there is a
bot file and there is a reference to health in it. I assume this is were he
did his magic. Anyway its already been done so it saves lotsa time.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
This message is in MIME format. Since your mail reader does not understand this
format, some or all of this message may not be legible.
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If you have written a plugin/addon for the Source engine that implements
reserved slots (i.e making some positions on your server not available
to the public at large) then you MUST set the sv_visiblemaxplayers to
the number of actual PUBLIC slots on the server. We have had numerous
complaints
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Has anything else changed todo with plugins?
*Apparently* theres trouble with plugins.
On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
If you have written a plugin/addon for the Source engine that implements
reserved slots (i.e making
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Scrath that just some idiot.
On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote:
Has anything else changed todo with plugins?
*Apparently* theres trouble with plugins.
On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
If you have written
The plugin interface is the same (and testing of it passed
successfully). Any plugins that rely on a particular memory layout of
CBaseEntity et al in our binaries could be totally broken, you shouldn't
do that.
Actually, there is one change (nothing that would break a plugin). We
added this
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Well anyway, im loving the update.
Send the team my thanks ;)
And when is the next SDK update :P
On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
The plugin interface is the same (and testing of it passed
successfully). Any plugins that
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