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Metamod:Source Beta Testers Needed |
Dec 14, 2007 01:06 |
We need beta testers for an upcoming version of Metamod:Source. This beta testing period will not last long (perhaps a week or so), and we need testers for both the 1.4 (Original) and 1.6 (TF/Orange Box) branch.
You should only apply if you have experience administrating Source servers. We will be communicating via IRC. If you are interested, please PM me or Viper in IRC (irc.gamesurge.net, BAILOPAN or Viper) or these forums. There is no need to give me any credentials, I will accept anyone who is interested in helping us.
Be aware that we will not have time to help you with issues unrelated to Metamod:Source. That is, we do not want to waste time helping people configure or install 3rd party plugins - our goal is solely to test the compatibility of new Metamod:Source versions with existing setups.
Requirements:
- You must be running Metamod:Source and at least one Metamod:Source plugin.
- You must have an IRC client and be willing to idle the beta testing channel for the duration of the testing period.
- You must be willing to run beta software and provide helpful feedback if something doesn't work. (Amazingly, we've had past beta testers sign up, then complain that they can't test because they have production setups.)
Details: We are testing changes to Metamod:Source's loading process, both to itself and to plugins, that will increase the usability and ease of installation. These changes mark major breaks in code over two years old and making sure it works on existing setups is our highest priority.
Commenting is disabled on this post. Please follow the directions if you're interested in helping. (Note: Although I idle in IRC, I'm not at my computer ever waking minute. If I don't reply right away, you may have to wait a bit.)
Thanks for your support! |
.: by BAILOPAN |
News Update |
Nov 20, 2007 18:34 |
Unfortunately there are still around 2-3 bugs we're trying to squash for a stable release, so the current "Release Candidate" status will most likely continue for another two weeks or so.
The first news update is that Nican has ported his wonderful API reference tool to our site, and he has integrated its comment system with forum accounts.
Likewise, we've revised our documentation layout to be easier for developers to navigate. That comes with two new articles, Introduction to SourcePawn and Introduction to SourceMod Plugins, both targeted to newcomers.
The last news bit is that we caved in -- Valve refused to fix the TF2 menu bug, so SourceMod now works around it.
Americans, enjoy your Thanksgiving holiday! |
.: by BAILOPAN |
New Roadmap |
Oct 30, 2007 19:14 |
We'd like to announce that SourceMod 1.0.0 is now "release candidate" quality instead of beta. We will be making an official stable release within the next 2-3 weeks. In the meantime, if you discover any bugs, please post them on the bug tracker.
We have also introduced a new roadmap. Our goal is to limit each release to a small number of reports with a balanced difficulty distribution. This will let us maintain a fast-paced release cycle while still adding new features to each release.
The roadmap is not set in stone. However, it's impossible to appease everyone; if you seen your favorite report bumped to a future release, don't get upset. If we tried to do every report for each release, we'd never have any releases ;)
While new branches are in development, bug fixes (depending on severity or release ETA) may be ported to previous branches. Thus, releases for earlier versions may come up while new versions are in development. Nightly builds for the trunk branch will always continue.
Each final release will have a graphical installer, similar in functionality to AMX Mod X/Metamod:Source, that can upload via FTP or install locally. Likely, the installer will appear in nightly builds as well.
I think that's it. Remember, the window is closing for 1.0.0 bugs. If you know of a bug, be it a crash, display typo, or functionality error, please report it! |
.: by BAILOPAN |
What do you want to see next? |
Oct 19, 2007 04:16 |
A few days ago we announced two major milestones: TF2 support, and the admin menu. For the next few weeks, we are going to be fixing the bugs that pop up, completing the 1.0.0 roadmap, and working on a graphical installer for a final 1.0.0 release.
We'd like to take this opportunity to ask you, the community, what you'd like to see most as the next major addition to SourceMod. We've got a couple ideas floating around but feel free to post your own. Nothing will be set in stone, but the results on the poll will heavily influence how we organize requests on the bug tracker.
To see the voting options, click here to visit the forums. |
.: by BAILOPAN |
TF2 Support Added, Admin Menu Released |
Oct 16, 2007 22:33 |
I have two very exciting announcements that I'm sure many people have been long-eager to hear.
The first is that SourceMod now runs on Team Fortress 2, and will continue to support all Orange Box games. It is almost 100% supported; only some esoteric SDKTools functions are missing, and those will be added over the next few weeks.
There is no separate package for Team Fortress 2. SourceMod will intelligently load by detecting your Metamod:Source version, and in fact, it will run on both the 1.4.x branch and 1.6.x branch, on either Source engine. For the most part, plugins and their functionality (as long as they're not game specific) should work out of the box. If you encounter bugs, please file a bug report.
The second news update is that, with pRED's fine help, the admin menu has been completed. The admin menu represents months of careful programming and design decisions; it can be extended by any third party plugin. The initial items on the menu are a basic sketch of the commands currently available.
The admin menu can be invoked via the "sm_admin" command. The following two articles may be of interest:
>> Admin Menu Configuration
>> Admin Menu Interfacing (Scripting)
With that said, there are bound to be bugs in these wonderful new features. Don't forget to post bugs on the bug tracker and not the forums (though if you are curious, you can post on the forums first).
There is one major bug that users should not report: Team Fortress 2 only holds menus for four seconds. This is a bug on Valve's end and we don't want to work around it unless they refuse to fix it. You can switch to the old menus by removing "tf" from gamedata/core.games.txt.
You can see both of these additions in action below:
I would like to thank:
- pRED, for his work on the admin menu which was desperately needed.
- faluco, for his toiling away on the Orange Box port.
- PM OnoTo, for continuing to help us out with Metamod:Source.
- ferret, for not killing us for messing up all his admin plugins.
- Valve for making TF2 a very awesome game.
- Mike Durand/Valve for releasing TF2 SDK specs early.
This post was sponsored by bacon cactus egg. |
.: by BAILOPAN |
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