SourceMod Open Sourced, Team Additions Aug 01, 2007 03:43
SourceMod is now running on almost 700 servers, and we're getting ever-closer to a feature-stable release. In order to help developers, we've decided to open-source SourceMod's Core! This was a big decision, but we feel that as more and more dedicated coders jump on board, the community will benefit from being able to interpret, debug, and learn from SourceMod's internals.

The source code (all 50,000+ lines), as well as its new GPL v3 License, can be grabbed from the downloads page.

Additionally, we have two new developers on board, and we'd like to introduce them by going over some of the major new features added in the past two weeks:

More Plugins!
Ferret has begun to officially import his popular administration plugins to SourceMod -- starting with admin chat functions and chat triggers.

Voice Functions
teame06, author of GunGame:SM, has imported his "voicemanager" extension into SDKTools. It is a very flexible system for controlling who-hears-who in mic chat.

SQLite
SourceMod now has an SQLite driver available alongside MySQL. Click here to read about specifics.

CGlobalEntityList
You can now make "gEntList" calls via SDKCall(), and FindEntityByClassname() is provided as a default.

Menu Sounds
We've added Mani's familiar menu sounds to SourceMod. Update core.cfg to get them.

As always, a big thanks to the SourceMod Development Team for their continued contributions. Enjoy!
.: by BAILOPAN 10 comments

Feature Lock and Latest Additions Jul 15, 2007 21:53
We are announcing an official feature lock for SourceMod. On July 19th (Thursday), we will be taking the top five voted acceptable feature requests and confirming them for 1.0.0. That will conclude SourceMod's planned feature set for our initial release (which has already got WAY more features than we planned). If you want a feature in SourceMod 1.0.0, now is the time to file a report and get it voted up! Hint: don't vote on things already marked for 1.0.0

Additionally, here are some of the latest things we've added to SourceMod:

Threaded SQL
We've added a very cool system for doing SQL operations via a thread, so queries and connections don't have to block the game server. Check it out!

Optional Natives
Shared plugins have a problem where you can't mark a dependency as "optional." We've solved this in a very flexible way. Read about it!

SDKTools Improvements
  • Faluco has added IEngineTrace support.
  • Damaged Soul has added download network string table support.
.: by BAILOPAN 4 comments

TempEnts, Sound, and CGameRules - Oh My! Jul 08, 2007 08:53
This is a quick news update to let everyone know we've added a few big features to SDKTools over the past week.

TempEnts
SDKTools has now a very cool temp entity API thanks to faluco. This system has extremely flexible cross-mod support and lets users access temp entities not available through the standard ITempEnts interface.

Overview: Click here
Screenshots: Click here

IEngineSound
I've added support for the various Source sound emitter APIs. This is similar to Knagg0's "enginesound" extension, although the style and exact functions differ.

Overview: Click here

Note that if you use Knagg0's extension, it will be incompatible with SDKTools since there were name clashes.

CGameRules
Damaged Soul has added support for calling CGameRules functions from SDKCall(). Make sure you read the new sdktools.inc header file to see how to use it.

Mod Support
We've also added SDKTools support for a number of non-CS:S mods:
  • HL2MP
  • DoD:S
  • SourceForts
  • Insurgency
  • Dystopia
  • PvK2
  • The Ship
.: by BAILOPAN 10 comments

Lots of News! Jun 29, 2007 03:37
First: We have released Metamod:Source 1.4.2, which addresses a very small bug revealed by a recent SourceMod build.

Second: The build server is back up!

Third: We now have a plugin posting system built into the forums! When you post or edit your plugins, you can fill out:
  • A short description
  • A version number
  • Supported games
  • A category for functionality
  • A cvar, which will automatically be added to the Addon Stats Tracker upon approval. The number of servers running your plugin will show with the rest of the plugin info.

We will be handing out Plugin Approval privileges to a few of the major scripters within the next 18 hours. If you want your plugin to be approved fast, make sure you take a moment to edit the info in your post! Note that you must go into "full"/advanced edit mode to do this.

Fourth: There is now a Plugin Search Tool available on the main site, with easy icons to tell approval status and the supported mod. It supports sorting and fairly accurate searching.

Huge thanks goes to Freecode who is responsible for the vBulletin modifications. I only nagged him every hour for three months!
.: by BAILOPAN 18 comments

New Extension - SDKTools Jun 16, 2007 15:03
We've added a new official extension that we've been waiting to add for a long time - SDKTools!

SDKTools is very similar to PimpinJuice's "Hacks" and "SigScan" extensions. It allows users to call SDK/C++ functions dynamically from SourceMod scripts. It also automates mod support of signatures scans and offsets by utilizing SourceMod's "Game Configuration File" feature, much like Mani's "gametypes.txt." You will never have to hardcode a single signature or offset in your script.

SDKTools Documentation: Click here.

SDKTools is a work in progress. Upcoming features will be:
  • IEngineTrace functions
  • IEngineSound functions
  • CGameRules call support
  • TempEntity functions
  • Virtual hooks

As always, you can request a feature or report a bug (category "SDKTools"), or ask questions on the forums.

Enjoy!
.: by BAILOPAN 3 comments

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