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SourceMod 1.2.3 Released |
Aug 27, 2009 17:44 |
SourceMod 1.2.3 is now available. This is a bug fix release primarily to provide parity with TF2/DOD:S after recent updates. There have also been a number of gamedata updates for 3rd party games, thanks to psychonic.
You can get SourceMod at the downloads page.
You can also get the release notes and upgrade instructions.
Please go here to report bugs.
NOTE: There was a regression in the original 1.2.2 release. Thanks to Fyren for fixing the bug and getting a fast 1.2.3 turnaround. |
.: by pRED* |
SourceMod Fixes for TF/DoD Update |
Aug 14, 2009 04:42 |
As Team Fortress and Day of Defeat server operators have noticed, Valve released an update tonight that broke SourceMod.
Usually we are able to handle updates very quickly. This one was different. There was no public beta, so we had no way of testing or preparing. To make things worse, Valve actually forked their Orange Box engine, broke compatibility, and didn't release new headers or any information about the changes.
With absolutely no warning, we had to reverse engineer these changes and update our source/build infrastructure for a new engine configuration. It's a testament to how seriously we take update parity that we were able to do this in one night on such short notice. But more on that further down. What you've all been waiting for:
There are now 1.2.2-dev snapshots available that will load on the new TF/DoD engines. We will get the 1.3 branch at parity tomorrow.
For users who have custom gamedata files, please note that we have separated TF/DoD into a new "orangebox_valve" engine property. The Orange Box engine that non-Valve games use is still "orangebox".
We are going to wait a few days to do an official 1.2.2 release. Sometime in the next two weeks there will be a Metamod:Source release as well - it's not needed, but we want to prepare for the worst. After this release we're going to redo our build infrastructure so adding new engine updates is very fast, both to wait for new builds and to support new games across the entire source tree.
This kind of update is extremely stressful on all of us - that includes you! We want to get things right in these situations, rather than damage the product integrity. The community was great in being both supportive and patient while we rushed to get something working. It means a lot both to moral and productivity that we didn't have to put out any fires on the forums or mailing lists.
In particular, it was amazing to see everyone on the SourceMod team work in unison tonight. We were all available for disparate chunks of time across random timezones, and we all have Real Lives to maintain. Despite this everyone pitched in (sometimes chaotically) and everything stitched together. So I would like to give a huge thanks to team members Fyren, pRED, DS, and bl4nk - and #smdevs participants Nephyrin, Drunken_F00l, and voogru. |
.: by BAILOPAN |
Logical Entity Support |
Jul 24, 2009 03:38 |
SourceMod 1.3, which is still in development, has just gotten a large feature addition intended for developers. We have added support for "logical entities," or entities which exist on the server but not the client, as well as an entity reference system to safely cache entities.
This required a huge amount of internal changes, so if you are feeling daring and would like to test - download a SourceMod 1.3 snapshot. Please report any bugs you encounter.
For developers, please check out the new wiki article we've posted here: Entity References
If you're one of the people who has been waiting forever for this - now's your chance to try it out! |
.: by pRED* |
SourceMod 1.2.1 Released |
May 31, 2009 00:39 |
SourceMod 1.2.1 is now available. This is a bug fix release -- there are a swath of rare but annoying crashes and updater issues fixed, and a few compiler improvements as well.
You can get SourceMod at the downloads page.
You can also get the release notes and upgrade instructions.
The web and forum compilers now default to 1.2.1. Plugins compiled on 1.2+ will not run on 1.1, however old plugins are backward compatible. When posting plugins, you can choose which compiler to use.
Please go here to report bugs.
Credits, Happenings
I'm very pleased to welcome Fyren to the development team. Fyren was a huge help with this release, both with issues on the bug tracker and ones that floated around the forums and IRC.
I'd also like to once again thank our donors for their contributions over the past few months. It's really great to know that people have an interest in keeping the operation afloat, and your efforts are enormously appreciated. |
.: by BAILOPAN |
SourceMod 1.2 Released |
Mar 05, 2009 15:23 |
I am pleased to announce that we've released SourceMod 1.2!
SourceMod 1.2 is a major release:- Support for Left 4 Dead
- Support for Dark Messiah
- Much improved gamedata updater
- Assorted feature additions and improvements
You can get SourceMod at the downloads page.
You can also get the release notes and upgrade instructions.
The web and forum compilers now default to 1.2. Plugins compiled on 1.2 will not run on 1.1, however old plugins are backward compatible. When posting plugins, you can choose which compiler to use.
Likewise, the supported stable branch is now 1.2. Snapshots will occur on both the stable branch (as 1.2.1-dev) and trunk (as 1.3.0-dev).
Please go here to report bugs.
Credits, Happenings
I'd like to welcome Liam, a recent addition to the development team who has been a long-time contributor. Liam is currently helping out with plugin development.
Scott Ehlert (Damaged Soul) is behind both the Left 4 Dead and Dark Messiah support. He'd like to thank the following people from the Dark Messiah community for sponsoring this port: Dylan Riggs, Carl Pettengill, Ed Moreland, and Christian.
Matt Woodrow (pRED) is continuing to work on dynamic hooks. Extension level support is now present in SourceMod 1.2. We're hoping to expose this to scripts soon.
Special thanks to Fyren and FLOOR_MASTER for contributing to this release.
Lastly...
I am taking a short hiatus from active SourceMod development. I need to focus on "real world" happenings for the next two months. I will continue to read bugs, forum posts, and IRC as I have the time. Do not fear; the project is in ever-capable hands. I will return to active development in mid-May. |
.: by BAILOPAN |
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