Quote:
Originally Posted by Downtown1
Feel free to suggest something that would work better when multiple plugins set the same CVAR.
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I can't. Why? Because there is multiple writers, with multiple writing styles, making it impossible. This is where I play the "users can post conflicts with other plugins in the topic" card again.
Quote:
Originally Posted by Downtown1
Nobody is forcing anyone to do any of this. People who don't adhere to these approval guidelines won't have their new plugins approved. Since 3/5 of the approval guidelines have snippets that can be copied and pasted, we don't think it requires that much time investment.
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Not forced? Then why the hell am I posting it here? If my plugin gets unapproved people cant search for it.
Might not be forced but indirectly affects the plugin, as it will not be visible through a plugin search.
I'm not talking about time, I'm talking about size and execution time. If a modded server runs about lets just say, 10 plugins what ALL checks first for gamemode, then save all the cvars they are changing (where they all can collide), set their own and then begin.
I would say it would be faster with
this plugin.
If a plugin provides an enable/disable cvar (which most does plugin does for l4d), it can be added to config file that get executed as such.
And as berni himself puts it: "its a cheap workaround".
Quote:
Originally Posted by Downtown1
However feel free to distribute SourceMod plugins outside of these forums where you are unbound by any approval guidelines.
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However as most people, I don't have a drone network nor a lot of people to spam a URL for one plugin.
Which is why I post it here, as most people know this is a place where you can view a collection of plugins.
Quote:
Originally Posted by berni
The l4d(2) guidelines are nonsense.
And why are there suddenly specific guidlines for l4d2 and not for TF2/CSS or other games ? Guidelines shouldn't be game specific, but general.
And in my opinion srcds cvars shouldn't be set by plugins at all, but in server.cfg. setting cvars back OnPluginUnload doesn't really fix anything, it's a cheap workaround.
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This is what I'm talking about.
There have never been for other games but suddently for L4D2 which, if I recall correctly, you are producing plugins for?
Any reasons behind this madness called "plugin compatible", as apparently all other games/plugins run fine?