Update News! Jan 25, 2005 16:33
I have some good news on the progress of SourceMod. We've come a huge way in the past few weeks since we opened the source code, and the framework is nearing stable completion. We've set an API lock-in for Friday where no more "unstable" changes will be made, and that's when we'll start writing the base admin plugins.

In the meantime, we have more goodies for the community. We've set up a "Dev Log" (blog-style) where the developers have been and will continue to post updates, coding information, and all sorts of stuff for the public to see.

Dev Log: http://www.sourcemod.net/devlog

Lastly, we have an update from the WebGUI team led by YoMama. You can read the update and information about SourceMod's optional WebGUI here: devlog entry on WebGUI.

As a teaser, here's a screenshot from the prototype:


Lastly, we've enacted some new forum rules. It seems a lot of people are confused about them, as we're getting tons of posts from people clearly ignoring every single marker along the way (posting nonsense or posting in the wrong area). Read the rules here.
.: by BAILOPAN 46 comments

Downtime Jan 24, 2005 20:59
The sourcemod.net server may experience intermittent but short downtime over the next few days.

The server room was flooded when a pipe burst (it was below freezing with 2 feet of snow outside). So I'll be moving equipment back and forth which will cause some downtime.

Also, there will be a status update on SourceMod tomorrow.
.: by BAILOPAN 6 comments

Source Code Release Dec 25, 2004 07:11
As a Christmas present to the mod development community, I have decided to publically open the SourceMod source code.

You can view the public CVS repository by Clicking Here. Anonymous CVS is not planned yet.

While SourceMod will compile and run, it's not at the point where we'd like to release. The current code (about 8-10K lines) is considered a foundation framework for what we hoped to achieve irrelevant of the HL2SDK quality. This code is provided so developers can see inside the architecture we're developing.

A few notes on the source code. It's a decently complicated architecture and I won't attempt to explain it here. In a few days I will post an in-depth article about how SourceMod works, because once you get a feel for it, it's a very cool environment with huge potential for customization and embedding.

You will find a sample module in sourcemod/core/demos.

You will find the license in sourcemod/LICENSE.txt, which is very important. The intent of the license is to be like the GPL, except to restrict distribution to make forking impossible. It is our intent to move to a dual GPL/MPL license when SourceMod is released as a product... for now we don't want people running off before we've had a chance to release.

And an addendum:
One last-minute change we made was moving the actual configuration of SourceMod to an implementable plugin system. This means that, simply by swapping DLLs, you can use either an AMX Mod style setup or a web interface setup. Or you can develop your own method... this was to solve the problem that many game hosts will not allow a daemon running and not everyone has access to an Apache/MySQL setup. After all, SourceMod is all about massive customization.

Compiling:
Do not post compiled binaries on these forums, feel free to distribute them elsewhere. You will need Microsoft Visual C++ 7.1 (unless you convert the project files to 6.0), and NASM (Netwide Assembler), as some portions of SourceMod are written in assembly. SourceMod probably won't compile on linux yet, if it does, you will need gcc-3.4.1 and NASM/YASM.

Anyway, enjoy, and Merry Christmas :)

A special thanks to PM OnoTo for his dedication and SniperBeamer for keeping the forums safe and secure.
.: by BAILOPAN 25 comments

Plugin Posting Dec 06, 2004 13:28
In order to assuage the hordes of people asking for some downloads, I've added an "HL2 Server Plugin" section to the forum so people can begin posting their works.

There's no requirements to posting other than you must provide a download and instructions (although giving source benefits the community).

So if you're eager for basic administration stuff, check out this section - people are already contributing server plugins for admin commands and weapon restriction.

Just a note - these are not "SourceMod" plugins, they are "Server Plugins", that run on Valve's built in Metamod mechanism.

--- More technical stuff ---

I am now proposing a solution to the "how do I make a vdf" file problem that will arise.

Anyone who makes a plugin should distribute a VDF file for their plugin, named after the plugin binary, with the plugin. For clarity, people should also name their plugins with "_sp", for "server plugin". This will help everyone. For example, if I make "myadmin_sp.dll", I should distribute a file called "myadmin_sp.vdf" that has this in it:

"Plugin"
{
"file" "myadmin_sp"
}


And then tell people to place that in addons. Hopefully this will reduce the surely upcoming confusion as more plugins are made.

And unless people want to adopt some other standard, I'll promote this one.

Frag on!
.: by BAILOPAN 12 comments

Interview and Update Dec 04, 2004 19:15
First item of business, someone decided to inflict an interview with me on the public :)

Conducted by Soopa of Punk Ass Fraggers, you can read it by clicking right here.

It contains some decent information about our plans for SM and what we hope to achieve.

In other news, you'll notice there's now a Coding section on the forums. Over the next week or so I will be adding things like headers and tutorials that outline the design of the SourceMod development kit (for adding modules/plugins/scripting languages), so you may want to look there for progress updates.
.: by BAILOPAN 9 comments

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