SourceMod 1.0.1 Released May 21, 2008 23:57
SourceMod 1.0.1 has been released. This is a bug-fix release only, and contains no new features. The snapshots for the 1.0 branch now read as version 1.0.2.

Release Notes
Downloads

The intent of this release is to patch up fallout from recent TF2 updates. I apologize with how long this took. Although we had fixes in the snapshots within hours, I was unavailable for almost two weeks. Add in the chaotic nature of the first round of updates -- predicting stability was difficult and we chased a few false leads trying to resolve crash bugs.

The next feature release should come out within the next month. It is for the most part feature-locked.

I would like to thank Damaged Soul and pRED for keeping on top of the TF2 situation and helping out with this release.
.: by BAILOPAN 9 comments

New Features, Snapshot Changes Apr 06, 2008 04:02
I'm pleased to announce that we've made a series of changes to SourceMod's snapshot and milestone processes.

In order to keep pushing stable features out as soon as possible, we've decided to implement "rolling releases." As we add features to the 1.1 branch, we will also sync them to the 1.0 branch and periodically release feature updates to 1.0.

We have introduced a new page that has hourly snapshots for both the rolling development branch (1.0) and the experimental development branch (1.1). If you have scripts which use the Package SVN, you will need to use the new Package SVN layout to get the latest builds. See the site here:

http://www.sourcemod.net/snapshots.php

Without further ado, I'd like to introduce some of the features pRED has introduced into both branches:

TF2 Extension
There is now a TF2 extension. It has all sorts of nifty functions, such as changing player properties (like invulnerability), respawning, disguising, and ubercharging players, changing classes, managing a player's weapons, and retrieving resource information (such as capture/defense counts). The TF2 extension also adds @red/@blue targeting codes for administrative commands.

Developers can find the TF2 goodies in tf2.inc and tf2_stocks.inc. We'd like to thank Nican and bl4nk for their TF2 research.

Entity Output Hooking
You can now hook and intercept entity outputs. This completes SourceMod's abstraction of entity I/O, as you can programmatically both fire entity inputs and capture entity outputs. This should open the door to a great deal of flexibility -- for example, detecting when a door opens is now trivial.

Developers can see the new functions in sdktools_entoutput.inc. See Valve's Wiki for an overview of entity I/O.

Dynamic Admin Menu
pRED has ported his Super Menu plugin into SourceMod's adminmenu.smx plugin. You can find more information about it here: http://wiki.alliedmods.net/Dynamic_Admin_Menu_%28SourceMod%29

Datamap Dumps
You can now dump a complete datamap readout of all entity types using sm_dump_datamaps. This is analagous to sm_dump_netprops.

Of course, a round of applause goes to pRED for implementing all these great features while the rest of us slacked off.

Note:
Not every feature from 1.1 will make it into a 1.0.x release. We'll be fairly selective in making sure translation phrases do not change in 1.0, and that stable areas are not compromised by changes with dubious compatibility. Also, to prevent confusion, the API tool and the web compiler will only be against the latest stable release.

As always, thanks for your support. (P.S. - We've hit our 2,000th revision.)
.: by BAILOPAN 12 comments

SourceMod 1.0.0 Released Mar 16, 2008 21:03
I am very pleased to announce that we have finally released SourceMod 1.0.0. This represents our first stable release. You can grab the packages from the new downloads page.

The final build is the same as the last automated build (r1946). Over the past two weeks, up to and including today, we made small changes in preparation for this release. Please see the Release Notes for configuration and compatibility changes that may affect you.

We will continue to provide bug fixes and minor improvements to the 1.0 branch. From now on, the "trunk" of the source code tree will always be experimental/unstable. Automated builds will continue to feed from trunk, which currently represents the next branch, 1.1. The web compiler (which is also used on the forums) will, from this point on, remain against the latest stable version.

I would like to thank the entire SourceMod Development team for making this possible. In particular, I'd like to thank pRED who helped pick up my slack over the past few weeks. It's been exactly one year since SourceMod's first public build, and we're very proud to have reached this important milestone. As always, thank you for your support!

(Note: please post bugs here instead of the forums)
.: by BAILOPAN 36 comments

Metamod:Source 1.6.1 Released Feb 25, 2008 12:44
I apologize for the flurry of news posts, but Metamod:Source 1.6.1 has been released.

See the update here: http://www.metamodsource.net/

Valve has warned us of a compatibility issue in an upcoming set of Linux betas for Orange Box. Metamod:Source 1.6.1 corrects this issue. Once Valve rolls out the update (beta or not), Linux users should upgrade.

We don't know the full extent of the compatibility issues yet, but it's quite possible that SDKTools (a popular but optional component of SourceMod) will break on Linux. If that's the case we'll post more information when we have it available. We're confident that any binary compatibility breaks will have workarounds, though turnaround time may not be instantaneous.

As always, though, we are committed to making Metamod:Source compatible with every Source update as soon as we possibly can.

Thanks for your support!
.: by BAILOPAN 2 comments

Translation Tool Open Feb 23, 2008 20:37
Are you interested in translating SourceMod? We now have a tool that can assist you in translating our default phrase files:

http://www.sourcemod.net/translator/

This tool is collaborative -- anyone may use it to add languages or suggest new translations for a phrase. You must log into your forums account to use it.

I realize quite a few people have already made their own language files for SourceMod. To compensate for that, the tool allows you to upload your files and it will merge your changes in.

Once languages start getting completed, we'll make the top contributors "moderators" of the language stuff, so they can tweak the official translations as they see fit.

This tool was quick effort to make sure the translation process wasn't as static or difficult as it was with AMX Mod X. Comments on improving the system are more than welcome.

As always, thanks for your support!
.: by BAILOPAN 49 comments

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