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

Source SDK Released! Dec 01, 2004 10:29
It has happened! The Half-Life 2: Source Software Development Kit has been released by Valve.

Although we won't have anything for you instantly, we will keep the community apprised with little things along the way, such as demos, sample plugins, and header code so people can start seeing how to mod for SourceMod.

The recent Scripting Language poll was a huge hit, and it was interesting to see what everyone thought of different languages. First, the news that will please everyone:

SourceMod will be a highly dynamic mod. So far, you can make C, AMX, or JavaScript plugins all at once simply by adding the appropriate DLLs. In the future, a Python addon may come too.

However, the "official" language will be JavaScript. Small/AMX has far too many limitations, and the code base is not only messy but decently buggy. AMX Mod X spent a great deal of time improving it with a 64-bit port and a debugger, but it's time to let Small die in the gaming world. Nonetheless, you will still be able to write Small plugins.

The prospect of being able to do things like:

var name =

Instead of:

new name[24]
get_user_name(id, name, 23)

Should be appealing to people. Again, more information will be available as we get things done.
.: by BAILOPAN 29 comments

What Scripting Language? Nov 18, 2004 19:52
What Scripting Language would you like to see for SourceMod?

With MetaEng, it will be possible to add more than one run-time scripting language at a time, however, we're going to keep the default at C/C++ and one other language.

We've reviewed some embeddable languages and want to know what you think. Right now we're leaning toward the SpiderMonkey JavaScript engine, which would let you have typeless coding like Small - except with real strings and object oriented support. However, I'd like to see what the community thinks. So vote!

A note on MetaEng - I've pretty must finished the API I had planned for basic scripting support and will post a notice about it soon so people interested can see.
.: by BAILOPAN 173 comments

Half-Life 2 Release Nov 16, 2004 06:46
Not that every other fan site hasn't posted this, I guess I will too :)

Valve unlocked Half-Life 2 at midnight PST tonight, and supposedly the SDK will follow soon.

So, give us a little time to sit back and enjoy the game ;) I suggest everyone else do the same (even if you're using a Geforce 2 like me).

Meanwhile, check out AMX Mod X, which just released version 1.0 for the original Half-Life.
.: by BAILOPAN 10 comments

SDK Pre-Released! Nov 05, 2004 16:44
Great news, Valve has released a preliminary Software Development Kit for the Source engine!

So what does this mean for SM Development? Well, nothing since there is no interface code yet ;] But I'd like to relay some public information so we can get some feedback.

During the downtime from public announcement to now, we've made some important considerations for SourceMod. We've decided on some aspects to greatly improve administration over AMX Mod X:
  • Administration will be Role based, not User based. This means you can easily administer multiple servers and admins will never have to hardcore access levels in plugins.
  • No flat-file configuration. Aside from the base configuration file, things like admins, plugins, and module configuration will be done over a GUI (currently we're working on a web one, and maybe a client one in the future). Everything will be stored in either a tiny internal DB implementation or MySQL (for multiple servers). This will make administration very easy. Furthermore, configuration is an API - so any client can be made to configure SourceMod from either an rcon-like protocol or from a plugin/module. The web application will be able to run from your own webserver or a tiny built-in daemon.
  • Threading. As the idea of spawning a webserver/daemon is scary to most server administrators - both the configuration API and all socket code will be threaded to not interfere with gameplay.
  • MetaEng. SourceMod will feature an SDK for developing modules, adding scripting languages, and making plugins.
  • Pluggable Authentication. The actual authentication methods will be scriptable so clans/multiple server set-ups can experiment with different ways of managing users.

So when can you expect a release? Well, we'll continually throw up news about milestones, but the SDK just came out. Over the next few weeks we'll post about progress, positions, and releases of screenshots/betas.

In the meantime, if you are a good lowlevel C or C++ coder, we'd love to have you on the team! Simply PM BAILOPAN with some of your history/credentials.

Feel free to post your opinions/suggestions on the above ideas below.
.: by BAILOPAN 38 comments

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