Hello,

i have searched and replaced the original files in the Source SDK but now
when i compile i get a lot errors...
Is there a foult from me?
Or have i to use Source SDK Base?

Thanks

With friendly Reguards

Ratman2000

----- Original Message -----
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, October 03, 2007 7:28 AM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> iconvar.h seems to be missing.
>
> From icvar.h
>
> #include "tier1/iconvar.h"
>
> - voogru.
>
> -----Original Message-----
> From: David Anderson [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, October 03, 2007 12:19 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> Mike: I think a definition for CCommand is missing.
>
> In reply to the abstraction/metamod comment(s):
>
> A general abstraction is probably a waste of time, especially if one
> engine will be deprecated for another.  Such a layer is best done on a
> plugin-by-plugin basis as needed.
>
> In that vein, the engine differences are too severe for us to distribute
> a single Metamod binary, so we will be distributing separate builds for
> the two engines.  While Metamod's API (as always) remains backwards
> compatible (and will work no matter which build is chosen), obviously
> Metamod plugins that require HL2 engine API will still need their own
> changes anyway.
>
> As for child plugins having to make users to download alternate builds,
> MM:S 1.6.0 ameliorates this somewhat by letting you see which engine
> version is loaded.  Normal server plugins may have a tougher time since
> Valve hasn't changed the IServerPluginCallbacks version number (as of
> this writing).  You can't do the pretty thing and detect+return a
> different interface on load.  Hopefully that will get changed, along
> with the version number on ServerGameDLL.
>
>    ---David Anderson
>    http://www.bailopan.net/
>
> Nick wrote:
> > metamod?
> >
> > On 10/2/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> >> Has anybody thought about creating some sort of abstraction to allow us
> to
> >> use the same DLL/so for both the older engine and the newer one? I was
> >> thinking of thinking of taking the adapter approach and creating my own
> >> classes that would know which version of the interface to use. I'm
> >> interested in other ideas though.
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> >> Sent: Tuesday, October 02, 2007 6:06 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >>
> >> 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
> >>>>>> --
> >>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >>>>> please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>
> >>>>> _______________________________________________
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> >> archives,
> >>>>> please visit:
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>> --
> >>>
> >>> _______________________________________________
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> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>> --
> >>>
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> >>>
> >>>
> >>>
> >>>
> >>> --
> >>> No virus found in this incoming message.
> >>> Checked by AVG Free Edition.
> >>> Version: 7.5.488 / Virus Database: 269.13.33/1034 - Release Date:
> >>> 9/27/2007 5:00 PM
> >>
> >>
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> >>
> >>
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> >>
> >>
> >>
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> please visit:
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> >>
> >>
> >
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> please visit:
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> >
>
>
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