SourceMod Publicly Available for Scripting Mar 16, 2007 20:59
I am very pleased to announce that SourceMod is finally publicly available. Before you die of shock over this news, I would like to clarify; this is not a release. We are making our nightly builds available to the public.

SourceMod is rapidly nearing feature completion. It is quite stable and has the fundamental internal features that AMX Mod X does. However, there is one "big" piece missing, and that is the set of administration plugins which will eventually make SourceMod useful to the average administrator.

However, the scripting and C++ API has been deemed stable, and thus we are opening plugin and extension development to the public. SourceMod has a wide range of features available and more are being added every week.

SourceMod should be considered "alpha" quality, although it is quite stable, it is only just emerging from its infancy. As always, I highly recommend that interested parties read the Dev Log for upcoming developments and articles. A beta or non-beta release is expected sometime in April or possibly May.

I would like to thank faluco and Damaged Soul for their hard work on SourceMod over the past few months. "For a project that has died twice," we're very happy to have gotten this far.
.: by BAILOPAN 9 comments

General News Update Feb 08, 2007 02:42
It's been a while since we posted some news, so here we go!

SourceMod development initially restarted around March or April of 2006. It officially became a project again around October. In January, we announced that, for the first time ever, we had a rough internal time table for a release.

A week ago, we released the SourceMod SDK and offered interested 3rd party developers a chance to get in on the action early with private nightly builds and development support. Similarly, the ol' devlog is getting updates usually around three times a week.

All of these announcements are huge steps forward for a project that has died at least twice. While it's been reborn, it's a lot different than it was originally. Nonetheless, we appreciate the support of everyone who has kept faith in us for the past two years, especially GameConnect, our sponsor, and Mani, who has always been great with sharing information and helping support Metamod:Source.

While this is all great news, we're still a bit aways from what we'd call a production release. What's being distributed to developers now is alpha-quality, and much of the plugin functions that AMX Mod X has are not available. However, progress is steady for nightly builds to become public sometime in February, and we will keep the community apprised of any further updates.

I highly recommend that anyone interested keep an eye on the aforementioned devlog, which although technical, is more frequently updated.

Lastly, I would like to congratulate SteamBans for their recent release of Detox Anti-Cheat, the new anti-cheat plugin available for Metamod:Source. It has been over a year since Metamod:Source was announced, and with over forty plugins, as successful and diverse as we originally hoped.
.: by BAILOPAN 7 comments

Metamod:Source 1.3d Released! Nov 29, 2006 21:13
We've released a quick update to Metamod:Source to address the latest sudden Valve update.

This is a quick patch release to make Metamod:Source work with the latest mods from Valve. Note: The installer will still say 1.3a, this will be fixed tomorrow.

Binaries are available at:

-Updated Metamod:Source to recognize the latest Source Engine version.
.: by BAILOPAN 3 comments

Track Your Addon/Plugin! Sep 16, 2006 10:53
I'm pleased to announce a new feature on the SourceMod site: Addon/Mod Tracking! You can now see how many servers are running your plugin, broken down to what mods the plugin runs on and even how many servers are running each version. We've started tracking the most popular dozen or so plugins to start off with:

This tool is designed for developers to gauge how popular their mod is, how fast it takes versions to propogate, and which versions are most popular. To make it even more useful, we're even allowing non-Metamod:Source plugins to be tracked, since actual game mods are tracked as well. All it needs is an external/public CVAR! Read the FAQ on how to get your plugin on the tracker list.

Although the stats are already detailed, it also internally tracks operating systems and saves every day's stats. So for the future, we're hoping to add advanced report generation, linear time graphs, and the ability to compare multiple mods at once.

.: by BAILOPAN 10 comments

Metamod:Source 1.3 Released! Aug 16, 2006 22:30
I'm pleased to announce that Metamod:Source 1.3 has been released. This is a feature release which adds a few important new features for developers, as well as fixes some bugs encountered. Plugins should be fully backwards compatible and will not need to be recompiled.

Most importantly, SourceHook now has the ability to hook reference returning functions. We've also added support for Visual Studio 2005 and GCC-4.x.

Remember to post any problems or feature requests in the Metamod:Source Support forums.

Full Changelog:

  • Added SourceHook support for functions that return references.
  • Added some extra information to the "meta game" command: Description and Interface. For example, CS:S would display "Counter-Strike: Source" and "ServerGameDLL004."
  • Added some extra functionality to ISmmPluginManager.
  • Added compiling support for MSVC 8.0 (Visual Studio 2005) and GCC 4.x
  • Added another API helper function for formatting and searching for interfaces.
  • Updated project files and source tree to use the latest HL2SDK.
  • Updated the sample plugins to be a bit cleaner and use newer API.
  • Fixed bug where Metamod:Source could load the wrong GameDLL and/or load more than one GameDLL. This issue occured in HL2 CTF, SourceForts, or any other mod that relied on files from another mod directory.
  • Fixed bug where ISmmAPI::MetaFactory() would return the wrong interface when trying to retrieve ISmmPluginManager.
  • Fixed bug where returning false in Load() after adding a Metamod event listener or hooking a function could cause a crash instead of rejecting the plugin.
  • Fixed bug where trying to load Metamod:Source a second time as a SourceMM or Valve server plugin could cause a crash.
  • Fixed a bug in FormatIface() that caused InterfaceSearch() to infinite loop.

As always, special thanks to PM OnoTo for his continued work on SourceHook, and to Damaged Soul for his tireless fixings of the HL2SDK.
.: by BAILOPAN 4 comments

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