OMG WTF HAX??? I don't know if giving people ftp access to valve
server is good idea. Um want one of us to host it instead?


On 10/2/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> Hi All-
>
> I decided that posting the contents of the files on the Wiki was lunacy.
> So I made a new user on our FTP site that you can use to get a zip of
> the headers:
>
>         ftp.valvesoftware.com
>         user: sourcemod
>         password sourcemod
>
> The only file available is PluginHeaders.zip, which contains hopefully
> all of the headers you will need to get a head start on updating your
> plugins. If I've left any important ones please let me know.
>
> -Mike
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ray
> Sent: Tuesday, October 02, 2007 3:10 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> any word on this?
>
>
>
> At 03:55 PM 9/28/2007, you wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Yes, I'll make all of the updated headers needed for building server
> >plugins available when I get back to the office on Tuesday.
> >
> >-Mike
> >
> >
> >----- Original Message -----
> >From: [EMAIL PROTECTED]
> ><[EMAIL PROTECTED]>
> >To: hlcoders@list.valvesoftware.com <hlcoders@list.valvesoftware.com>
> >Sent: Fri Sep 28 10:18:35 2007
> >Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Just a gentle reminder-- any chance, Valve, that we can get the
> definition
> >for the VEngineCvar004?
> >
> >Again congrats on TF2-- I've been playing way too much of it when I
> should
> >be coding.
> >-Mattie
> >
> >On 9/18/07, Mattie Casper <[EMAIL PROTECTED]> wrote:
> > >
> > > Just to compare notes: I had the same findings this afternoon for
> (a) and
> > > (b), though I didn't check out the differences in IServerGameDLL005.
> As for
> > > (b), that vstdlib to vstdlib_s relocation is problematic to manage
> for
> > > existing plugins. It's all a bit of a mess with so many things
> relocated.
> > > From what I can ascertain, any substantial plugin would probably
> have to
> > > wait for the SDK release or maybe a secondary/temporary/bridge
> library to
> > > cover for the missing pieces. I hope a clarification on the
> > > deprecation/relocation will come with the SDK update.
> > >
> > > In an effort to even get a barebones VSP loaded into the TF2 server,
> I cut
> > > a dependency on the GetCVarIF() usage in convar.cpp (one of those
> > > relocated/removed exports). After that's done, an empty plugin can
> load and
> > > get the majority of callbacks/interfaces from the server.
> Unfortunately,
> > > though, since the VEngineCvar004 interface is used by TF2, the
> plugin can't
> > > register console commands or variables. I wanted to request that
> interface
> > > because with it, it should be possible to make a a simplistic
> (possibly
> > > CRT-dependent) plugin as a proof-of-concept on TF2. As it stands,
> all I was
> > > able to prototype this afternoon was a poor cousin of a real plugin.
> > >
> > > Surely there are many more landmines hidden. If others uncover them,
> > > please share. A lot of us are really excited about TF2 and would
> > like to get
> > > integrated.
> > >
> > > Again, Valve reps, if you get a breather, please provide the
> > > VEngineCvar004 interface definition to tide us over until the SDK
> > update. It
> > > might not be anywhere near the whole story, but I think it could be
> worth
> > > the time to copy-and-paste it.
> > >
> > > Thanks,
> > > -Mattie
> > >
> > > On 9/18/07, David Anderson <[EMAIL PROTECTED] > wrote:
> > > >
> > > > There seems to be more changes than just that; here's my cursory
> > > > analysis from a whole ten minutes of looking:
> > > >
> > > >   a) IServerGameDLL005 is not the same as IServerGameDLL005 from
> the
> > > > original engine (the last four functions or so are new).  I didn't
> check
> > > >
> > > > the other game-provided interfaces.
> > > >
> > > >   b) vstdlib.dll no longer exports a whole slew of functions.  It
> looks
> > > > like the intention was, a long time ago, to deprecate it and move
> > > > exports to vstdlib_s.dll.  However the current SDK defines the
> imports
> > > > against vstdlib.dll, so we'll need a new import library [?] or
> some sort
> > > > of clarification.
> > > >
> > > >   c) It looks like mods are getting compiled with GCC4/MSVC8 now,
> which
> > > > is great news, but a forewarning to people who grab binary
> signatures:
> > > > MSVC8 has a tendency to optimize internal function calls down to a
> > > > non-standard calling convention.
> > > >
> > > > Valve said they'd provide the changes "once the fires are put out"
> or
> > > > something, so those are just musings while we wait semi-patiently.
> > > >
> > > > ---
> > > >    David Anderson
> > > >    http://www.bailopan.net/
> > > >    AlliedModders
> > > >
> > > > Mattie Casper wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Just doing some quick research and it almost looks like we could
> make
> > > > some
> > > > > semblance of a working server plugin for TF2 if we had access to
> the
> > > > > definition of VEngineCvar004.
> > > > >
> > > > > Can we get a copy of this, even if it's not official/beta, just
> for
> > > > > prototyping purposes? Something along the lines of what was
> posted
> > > > last year
> > > > > for
> >
> ISERVERPLUGINCALLBACKS002<http://developer.valvesoftware.com/wiki/Queryi
> ng_ConVars_from_Server_Plugins>
> >  > >would
> > > > > be great, but even something less formal would help immensely.
> > > > >
> > > > > Thanks in advance, and congratulations on getting the TF2 beta
> out the
> > > > door.
> > > > > Just about everyone I've talked to has agreed that it's
> impressive.
> > > > >
> > > > > If someone else has had better luck figuring out VEngineCvar004,
> > > > please
> > > > > don't hesitate to share. ;)
> > > > > -Mattie
> > > > > --
> > > > >
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> > > >
> > > >
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> > > >
> > >
> >--
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>
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