Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
It's definitely more appealing if it's part of the mod and transparent to
the user unless there is an update.

Paul

On Mon, Jun 1, 2009 at 9:54 AM, Sykes  wrote:

> Well the user experience would have to be seamless..
>
> thus I would imagine it would be something bolted into your mod DLL
> somewhere!?
>
> As I had stated in my original (badly written) email, an extra
> application to "update" is OK for beta testers, however not really an
> acceptable user experience for the player base.
>
> the real key would be, how to have the game restart itself on a fresh
> set of DLLs once downloaded.
>
> "unreal tournament" handled this really nicely + was available to the
> modder :D  -> steam do have a mechanism, except its a walled garden :/
>
> + damn you Jonas!, you got me grammar and spell checking EVERY email now!
> ;o)
>
> S.
>
> 2009/6/1 Paul Peloski :
> > Nothing wrong with compressed files hosted on a website or torrent. I
> don't
> > want another piece of software just to keep one (or even a few) mods up
> to
> > date. If you give people the option I'm sure most will not want to
> install
> > another "mod toaster". You're just making work for yourself trying to
> find
> > or develop a solution to a problem that people don't have.
> >
> > No offense, I've thought about this issue myself and even contributed
> code
> > to some early "mod distribution platforms". My experience has been that
> it
> > was a waste of time.
> >
> > Paul
> >
> > On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:
> >
> >> So I know steam-works is the official solution to distributing your
> >> mod DLL's/content. This seems great if you are a major MOD or 
> >> game publisher.
> >>
> >> however for the small outfit MOD maker.. has anyone come up any
> >> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> >> OR have i missed something and we can get hooked up to steamworks?!
> >>
> >> We use SVN for the betatesters + a small SVN enabled app which they
> >> run before starting the game to sync them up to our BETATEST build..
> >> however this isnt the experience we want for normal players..
> >>
> >> so any suggestions welcome : cuz quit frankly releasing zip
> >> files/website download links is s 90's :o)
> >> regards
> >> s.
> >>
> >> ___
> >> 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
> >
> >
>
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
Sounds good Jonas :D me likes! (bad english intended)
s

2009/6/1 Jonas 'Sortie' Termansen :
> I don't want to make it go too public yet, but since people are interested
> in how it should be done and such, I'll just tell my solution. For a sample
> mod it would go something like this:
>
> People download an installer for the mod. This installer connects to the
> content server network and sees which files already exists and which files
> needs to be downloaded. It then downloads the required content for the mod
> into SourceMods.
>
> I have successfully developed a method to load a MaxsiDistribution.dll into
> memory when the client.dll is intialized. It connects to the Content Servers
> and recieves a list of all files in the project and their SHA-1 hashes. It
> then loads a table with all the files in the project and their SHA-1 hashes
> and compares them. If the tables do not agree, the mod automatically quits
> by letting the Client.dll initialization function return false, and starts
> the installer for the mod, which will update the mod. Once the installer is
> done, it will automatically relaunch the mod seemlessly.
>
> The power in this system is that the server-side table of files can easily
> be updated, and any changes will be detected by the clients and updated
> automatically.
>
> If the client cannot for some reason connect to the content servers, the mod
> will launch regardless, it will only update if it's possible to update. This
> system only requires the user to install a mod, and all updating tools will
> be shipped with it (and is updated by the updating systems as well). It's
> designed to be as userfriendly and reliable as possible. The system also
> tracks the number of people who have installed the mod and other useful
> statistics.
>
>
> But please note this is currently in beta. I need to do a lot of more work
> to get the developer tools done and documented. I am currently busy with my
> final exams and other personal stuff, as well as my mod, but I'll have some
> time over the summer to get more work done. I will not distribute any more
> mods using it right now, but I'll make an annoucement here when it's done.
> Although my main concern is bandwidth, I got my own server but I doubt it
> can handle a mass release of a hyped mod, so I am implementing a
> torrenting-alike system to it and a .php based server system that people can
> install on their servers so they can help hosting.
>
> Paul, I have designed these systems so that people are only required to
> install the mod. No process will be running in the background of the
> computer when the mod is not running. I know it's a waste of time if it
> doesn't get developed, but I am the kind of guy who looks at SteamWorks and
> thinks "Hey, I can do this myself" and does. And almost have.
>
> Olly, yeah there was something called Vapour, but I never looked into it.
> But as I understood, it was an external application and not something like
> my system that's esssentially part of the mod.
>
> Again, thanks for your interest in the systems, but they are not ready yet,
> I need to get the last tools and the new version of the installer with
> torrenting fully working first.
>
> - Original Message -
> From: "Mark Chandler" 
> To: "Discussion of Half-Life Programming" 
> Sent: Monday, June 01, 2009 5:11 PM
> Subject: Re: [hlcoders] Dll updates : ways to update your clients
>
>
>> Got a link with more info?
>>
>>
>> Jonas 'Sortie' Termansen wrote:
>>> Despite your awful English and bad formatting and poorly asked question,
>>> I
>>> am already working on a technology to keep mods automatically updated
>>> using
>>> a content server network and torrenting for additional bandwidth. It's
>>> already in its beta stages and is used for my own mod's demos, but I'll
>>> go
>>> public in a matter of months, and then this should be a problem of the
>>> past.
>>>
>>> Sortie.
>>>
>>> - Original Message -
>>> From: "Sykes" 
>>> To: "Discussion of Half-Life Programming"
>>> 
>>> Sent: Monday, June 01, 2009 4:28 PM
>>> Subject: [hlcoders] Dll updates : ways to update your clients
>>>
>>>
>>>
>>>> So I know steam-works is the official solution to distributing your
>>>> mod DLL's/content. This seems great if you are a major MOD or 
>>>> game publisher.
>>>>
>>>> however for the small outfit MOD maker.. has anyone come up any
>>>&

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
I don't want to make it go too public yet, but since people are interested 
in how it should be done and such, I'll just tell my solution. For a sample 
mod it would go something like this:

People download an installer for the mod. This installer connects to the 
content server network and sees which files already exists and which files 
needs to be downloaded. It then downloads the required content for the mod 
into SourceMods.

I have successfully developed a method to load a MaxsiDistribution.dll into 
memory when the client.dll is intialized. It connects to the Content Servers 
and recieves a list of all files in the project and their SHA-1 hashes. It 
then loads a table with all the files in the project and their SHA-1 hashes 
and compares them. If the tables do not agree, the mod automatically quits 
by letting the Client.dll initialization function return false, and starts 
the installer for the mod, which will update the mod. Once the installer is 
done, it will automatically relaunch the mod seemlessly.

The power in this system is that the server-side table of files can easily 
be updated, and any changes will be detected by the clients and updated 
automatically.

If the client cannot for some reason connect to the content servers, the mod 
will launch regardless, it will only update if it's possible to update. This 
system only requires the user to install a mod, and all updating tools will 
be shipped with it (and is updated by the updating systems as well). It's 
designed to be as userfriendly and reliable as possible. The system also 
tracks the number of people who have installed the mod and other useful 
statistics.


But please note this is currently in beta. I need to do a lot of more work 
to get the developer tools done and documented. I am currently busy with my 
final exams and other personal stuff, as well as my mod, but I'll have some 
time over the summer to get more work done. I will not distribute any more 
mods using it right now, but I'll make an annoucement here when it's done. 
Although my main concern is bandwidth, I got my own server but I doubt it 
can handle a mass release of a hyped mod, so I am implementing a 
torrenting-alike system to it and a .php based server system that people can 
install on their servers so they can help hosting.

Paul, I have designed these systems so that people are only required to 
install the mod. No process will be running in the background of the 
computer when the mod is not running. I know it's a waste of time if it 
doesn't get developed, but I am the kind of guy who looks at SteamWorks and 
thinks "Hey, I can do this myself" and does. And almost have.

Olly, yeah there was something called Vapour, but I never looked into it. 
But as I understood, it was an external application and not something like 
my system that's esssentially part of the mod.

Again, thanks for your interest in the systems, but they are not ready yet, 
I need to get the last tools and the new version of the installer with 
torrenting fully working first.

- Original Message - 
From: "Mark Chandler" 
To: "Discussion of Half-Life Programming" 
Sent: Monday, June 01, 2009 5:11 PM
Subject: Re: [hlcoders] Dll updates : ways to update your clients


> Got a link with more info?
>
>
> Jonas 'Sortie' Termansen wrote:
>> Despite your awful English and bad formatting and poorly asked question, 
>> I
>> am already working on a technology to keep mods automatically updated 
>> using
>> a content server network and torrenting for additional bandwidth. It's
>> already in its beta stages and is used for my own mod's demos, but I'll 
>> go
>> public in a matter of months, and then this should be a problem of the 
>> past.
>>
>> Sortie.
>>
>> - Original Message - 
>> From: "Sykes" 
>> To: "Discussion of Half-Life Programming" 
>> 
>> Sent: Monday, June 01, 2009 4:28 PM
>> Subject: [hlcoders] Dll updates : ways to update your clients
>>
>>
>>
>>> So I know steam-works is the official solution to distributing your
>>> mod DLL's/content. This seems great if you are a major MOD or 
>>> game publisher.
>>>
>>> however for the small outfit MOD maker.. has anyone come up any
>>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
>>> OR have i missed something and we can get hooked up to steamworks?!
>>>
>>> We use SVN for the betatesters + a small SVN enabled app which they
>>> run before starting the game to sync them up to our BETATEST build..
>>> however this isnt the experience we want for normal players..
>>>
>>> so any suggestions welcome : cuz quit frankly

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Olly
Wasnt there a steam-like thing called Vapour that did stuff like this?

2009/6/1 Sykes 

> Well the user experience would have to be seamless..
>
> thus I would imagine it would be something bolted into your mod DLL
> somewhere!?
>
> As I had stated in my original (badly written) email, an extra
> application to "update" is OK for beta testers, however not really an
> acceptable user experience for the player base.
>
> the real key would be, how to have the game restart itself on a fresh
> set of DLLs once downloaded.
>
> "unreal tournament" handled this really nicely + was available to the
> modder :D  -> steam do have a mechanism, except its a walled garden :/
>
> + damn you Jonas!, you got me grammar and spell checking EVERY email now!
> ;o)
>
> S.
>
> 2009/6/1 Paul Peloski :
> > Nothing wrong with compressed files hosted on a website or torrent. I
> don't
> > want another piece of software just to keep one (or even a few) mods up
> to
> > date. If you give people the option I'm sure most will not want to
> install
> > another "mod toaster". You're just making work for yourself trying to
> find
> > or develop a solution to a problem that people don't have.
> >
> > No offense, I've thought about this issue myself and even contributed
> code
> > to some early "mod distribution platforms". My experience has been that
> it
> > was a waste of time.
> >
> > Paul
> >
> > On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:
> >
> >> So I know steam-works is the official solution to distributing your
> >> mod DLL's/content. This seems great if you are a major MOD or 
> >> game publisher.
> >>
> >> however for the small outfit MOD maker.. has anyone come up any
> >> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> >> OR have i missed something and we can get hooked up to steamworks?!
> >>
> >> We use SVN for the betatesters + a small SVN enabled app which they
> >> run before starting the game to sync them up to our BETATEST build..
> >> however this isnt the experience we want for normal players..
> >>
> >> so any suggestions welcome : cuz quit frankly releasing zip
> >> files/website download links is s 90's :o)
> >> regards
> >> s.
> >>
> >> ___
> >> 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
>
>


-- 
Sent from Olly's SEGA Game Gear
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
Well the user experience would have to be seamless..

thus I would imagine it would be something bolted into your mod DLL somewhere!?

As I had stated in my original (badly written) email, an extra
application to "update" is OK for beta testers, however not really an
acceptable user experience for the player base.

the real key would be, how to have the game restart itself on a fresh
set of DLLs once downloaded.

"unreal tournament" handled this really nicely + was available to the
modder :D  -> steam do have a mechanism, except its a walled garden :/

+ damn you Jonas!, you got me grammar and spell checking EVERY email now! ;o)

S.

2009/6/1 Paul Peloski :
> Nothing wrong with compressed files hosted on a website or torrent. I don't
> want another piece of software just to keep one (or even a few) mods up to
> date. If you give people the option I'm sure most will not want to install
> another "mod toaster". You're just making work for yourself trying to find
> or develop a solution to a problem that people don't have.
>
> No offense, I've thought about this issue myself and even contributed code
> to some early "mod distribution platforms". My experience has been that it
> was a waste of time.
>
> Paul
>
> On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:
>
>> So I know steam-works is the official solution to distributing your
>> mod DLL's/content. This seems great if you are a major MOD or 
>> game publisher.
>>
>> however for the small outfit MOD maker.. has anyone come up any
>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
>> OR have i missed something and we can get hooked up to steamworks?!
>>
>> We use SVN for the betatesters + a small SVN enabled app which they
>> run before starting the game to sync them up to our BETATEST build..
>> however this isnt the experience we want for normal players..
>>
>> so any suggestions welcome : cuz quit frankly releasing zip
>> files/website download links is s 90's :o)
>> regards
>> s.
>>
>> ___
>> 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
>
>

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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Alexander Hirsch
People would care if you integrate it right in the mod I guess.

On Mon, Jun 1, 2009 at 5:46 PM, Paul Peloski  wrote:

> Nothing wrong with compressed files hosted on a website or torrent. I don't
> want another piece of software just to keep one (or even a few) mods up to
> date. If you give people the option I'm sure most will not want to install
> another "mod toaster". You're just making work for yourself trying to find
> or develop a solution to a problem that people don't have.
>
> No offense, I've thought about this issue myself and even contributed code
> to some early "mod distribution platforms". My experience has been that it
> was a waste of time.
>
> Paul
>
> On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:
>
> > So I know steam-works is the official solution to distributing your
> > mod DLL's/content. This seems great if you are a major MOD or 
> > game publisher.
> >
> > however for the small outfit MOD maker.. has anyone come up any
> > solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> > OR have i missed something and we can get hooked up to steamworks?!
> >
> > We use SVN for the betatesters + a small SVN enabled app which they
> > run before starting the game to sync them up to our BETATEST build..
> > however this isnt the experience we want for normal players..
> >
> > so any suggestions welcome : cuz quit frankly releasing zip
> > files/website download links is s 90's :o)
> > regards
> > s.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> please visit:
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
Nothing wrong with compressed files hosted on a website or torrent. I don't
want another piece of software just to keep one (or even a few) mods up to
date. If you give people the option I'm sure most will not want to install
another "mod toaster". You're just making work for yourself trying to find
or develop a solution to a problem that people don't have.

No offense, I've thought about this issue myself and even contributed code
to some early "mod distribution platforms". My experience has been that it
was a waste of time.

Paul

On Mon, Jun 1, 2009 at 8:28 AM, Sykes  wrote:

> So I know steam-works is the official solution to distributing your
> mod DLL's/content. This seems great if you are a major MOD or 
> game publisher.
>
> however for the small outfit MOD maker.. has anyone come up any
> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> OR have i missed something and we can get hooked up to steamworks?!
>
> We use SVN for the betatesters + a small SVN enabled app which they
> run before starting the game to sync them up to our BETATEST build..
> however this isnt the experience we want for normal players..
>
> so any suggestions welcome : cuz quit frankly releasing zip
> files/website download links is s 90's :o)
> regards
> s.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Sykes
my English is crap at the best of times ;o) too much "net speak" huh!
+ on re-read there is clearly poor use of 's "the mod's DLLs" would
have been grammatically correct.

anyway thank you for deciphering my gibberish...

I would be interested to see your solution when it's ready - or if
you'd like another  MOD to try/test this on we're in release state and
in need of patch delivery mechanism! :D

regards
s.

2009/6/1 Jonas 'Sortie' Termansen :
> Despite your awful English and bad formatting and poorly asked question, I
> am already working on a technology to keep mods automatically updated using
> a content server network and torrenting for additional bandwidth. It's
> already in its beta stages and is used for my own mod's demos, but I'll go
> public in a matter of months, and then this should be a problem of the past.
>
> Sortie.
>
> - Original Message -
> From: "Sykes" 
> To: "Discussion of Half-Life Programming" 
> Sent: Monday, June 01, 2009 4:28 PM
> Subject: [hlcoders] Dll updates : ways to update your clients
>
>
>> So I know steam-works is the official solution to distributing your
>> mod DLL's/content. This seems great if you are a major MOD or 
>> game publisher.
>>
>> however for the small outfit MOD maker.. has anyone come up any
>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
>> OR have i missed something and we can get hooked up to steamworks?!
>>
>> We use SVN for the betatesters + a small SVN enabled app which they
>> run before starting the game to sync them up to our BETATEST build..
>> however this isnt the experience we want for normal players..
>>
>> so any suggestions welcome : cuz quit frankly releasing zip
>> files/website download links is s 90's :o)
>> regards
>> s.
>>
>> ___
>> 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:
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Saul Rennison
Jonas that sounds really interesting :D Is it a DLL that can be loaded by
the mod or is it a completely seperate application?

2009/6/1 Mark Chandler 

> Got a link with more info?
>
>
> Jonas 'Sortie' Termansen wrote:
> > Despite your awful English and bad formatting and poorly asked question,
> I
> > am already working on a technology to keep mods automatically updated
> using
> > a content server network and torrenting for additional bandwidth. It's
> > already in its beta stages and is used for my own mod's demos, but I'll
> go
> > public in a matter of months, and then this should be a problem of the
> past.
> >
> > Sortie.
> >
> > - Original Message -
> > From: "Sykes" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> > Sent: Monday, June 01, 2009 4:28 PM
> > Subject: [hlcoders] Dll updates : ways to update your clients
> >
> >
> >
> >> So I know steam-works is the official solution to distributing your
> >> mod DLL's/content. This seems great if you are a major MOD or 
> >> game publisher.
> >>
> >> however for the small outfit MOD maker.. has anyone come up any
> >> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> >> OR have i missed something and we can get hooked up to steamworks?!
> >>
> >> We use SVN for the betatesters + a small SVN enabled app which they
> >> run before starting the game to sync them up to our BETATEST build..
> >> however this isnt the experience we want for normal players..
> >>
> >> so any suggestions welcome : cuz quit frankly releasing zip
> >> files/website download links is s 90's :o)
> >> regards
> >> s.
> >>
> >> ___
> >> 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
> >
> >
>
>
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>


-- 
Thanks,
- Saul.
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Mark Chandler
Got a link with more info?


Jonas 'Sortie' Termansen wrote:
> Despite your awful English and bad formatting and poorly asked question, I 
> am already working on a technology to keep mods automatically updated using 
> a content server network and torrenting for additional bandwidth. It's 
> already in its beta stages and is used for my own mod's demos, but I'll go 
> public in a matter of months, and then this should be a problem of the past.
>
> Sortie.
>
> - Original Message - 
> From: "Sykes" 
> To: "Discussion of Half-Life Programming" 
> Sent: Monday, June 01, 2009 4:28 PM
> Subject: [hlcoders] Dll updates : ways to update your clients
>
>
>   
>> So I know steam-works is the official solution to distributing your
>> mod DLL's/content. This seems great if you are a major MOD or 
>> game publisher.
>>
>> however for the small outfit MOD maker.. has anyone come up any
>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
>> OR have i missed something and we can get hooked up to steamworks?!
>>
>> We use SVN for the betatesters + a small SVN enabled app which they
>> run before starting the game to sync them up to our BETATEST build..
>> however this isnt the experience we want for normal players..
>>
>> so any suggestions welcome : cuz quit frankly releasing zip
>> files/website download links is s 90's :o)
>> regards
>> s.
>>
>> ___
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Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
Despite your awful English and bad formatting and poorly asked question, I 
am already working on a technology to keep mods automatically updated using 
a content server network and torrenting for additional bandwidth. It's 
already in its beta stages and is used for my own mod's demos, but I'll go 
public in a matter of months, and then this should be a problem of the past.

Sortie.

- Original Message - 
From: "Sykes" 
To: "Discussion of Half-Life Programming" 
Sent: Monday, June 01, 2009 4:28 PM
Subject: [hlcoders] Dll updates : ways to update your clients


> So I know steam-works is the official solution to distributing your
> mod DLL's/content. This seems great if you are a major MOD or 
> game publisher.
>
> however for the small outfit MOD maker.. has anyone come up any
> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
> OR have i missed something and we can get hooked up to steamworks?!
>
> We use SVN for the betatesters + a small SVN enabled app which they
> run before starting the game to sync them up to our BETATEST build..
> however this isnt the experience we want for normal players..
>
> so any suggestions welcome : cuz quit frankly releasing zip
> files/website download links is s 90's :o)
> regards
> s.
>
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