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 > >>>>>> > >>>>> > >>>>> _______________________________________________ > >>>>> 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 > >>> > >>> -- > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > >>> archives, please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >>> > >>> -- > >>> 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 > >> > >> > >> _______________________________________________ > >> 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 > >> > >> > >> > >> _______________________________________________ > >> 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 > > > > > _______________________________________________ > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders