It's recommended that you merge the latest code from Valve into your mod, but it's certainly not required. We keep our interfaces backwards compatible. When we release new code, we figure people will merge it at an appropriate time for them.
Merging our changes can be made much easier by using a source control system like Perforce or CVS. I'm writing a document on this (should be out next week), but in a nutshell, you do this: 1. Make a branch (branch A) that holds Valve's latest source drop only. 2. Make a branch off branch A that holds your source code (call this branch B). 3. Edit your code in branch B. 4. When a new Valve update comes out, copy all Valve's latest code into branch A and integrate the changes into branch B. If you do it this way, the source control program will handle the lion's share of the merge work for you (depending on how much of Valve's base code you've modified). -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Friday, February 18, 2005 9:36 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SDK Code update. Ok, I'm not done merging the 150+ files i need to yet, but i want a few explanations: Why change the entire game events listener/sender system? Why was that needed? (about 20-30 files that need change). Why add those functions that allow you to "DeleteIfdesired" or some similar name? Why Post a steam update every month if all it does is give coder a headache for 2 or 3 hours while they figure out what has changed and how to make their mod work again? My mod was about to release a media release tonight, big thing, new forums, website, screens, cinematics in 3D and in-game screens and videos (that we were supposed to take last night ). Now the mod doesn't work anymore, i have to spend 3+ hours fixing things to get back to where i was before, and for what? A new game events manager and a couple of bug fixes that i put in 2 month ago? Not to mention no changelog, no update notes for programmers, chatbear goes down for hours on end, overall no communication as to why certain changes were made and why they were so important that they had to go in 1 month after the last patch. Not to say that I've lost faith, but I'm seriously starting to doubt if i'm going to be able to stay the course for another 6 months to get my mod out of the door if every month valve slaps me in the face by making it mandatory for me to spend 4 hours figuring out how to just simply get back to where i was?! I feel like all this update has done is push me back down under the water just when i was starting to rise above it. You guys need to start thinking before you go "hey lets change this entire system and not explain why, let's just dump it on them, they can figure it out". Now our mod's media release is seriously compromised, i don't even know if i can meet the deadline the few fan sites have given us so they would release our media story out, because i have real life things like college that also need my attention and because I can't afford to work everyday for 6 hours on a mod and put as much effort into it as a real programmer would. One of my mod members said something that felt close to what i was feeling, he said: "Maybe Valve does this so mods won't come out for another X months while they get TFC2 and DOD:S out the door", and I feel like this is getting truer and truer. All this makes me want to do is wait for another year before i touch the SDK again, because i figure by then these monthly fuckups will be gone. Half Life 1 wouldn't have done so good if it wasn't for it's mods, especially DOD and CS, i hope you realise HL2 won't last very long on the shelves if you keep hindering private mod's developpement by pulling this crap on us so often. Rant over. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.0.0 - Release Date: 18/02/2005 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders