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Updater


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eric0279
AlliedModders Donor
Join Date: May 2007
Old 08-24-2012 , 22:03   Re: Updater
Reply With Quote #201

it updates only temporarily, it is intended?

Quote:
L 08/24/2012 - 23:07:16: Update available for "Test for JSIGames.net" (pub.smx). Current: 1.0 - Latest: 1.100000
L 08/24/2012 - 23:07:16: [0] Changement apporte dans la 1.1 :
L 08/24/2012 - 23:07:16: [1] Ajout de la langue Anglaise
L 08/24/2012 - 23:07:16: [2] Optimisation du code
L 08/24/2012 - 23:07:16: [3] Correction d'un bug (menu s'ouvrait pour tout le monde xD)
L 08/25/2012 - 008:29: Update available for "Test for JSIGames.net" (pub.smx). Current: 1.0 - Latest: 1.100000
L 08/25/2012 - 008:29: [0] Changement apporte dans la 1.1 :
L 08/25/2012 - 008:29: [1] Ajout de la langue Anglaise
L 08/25/2012 - 008:29: [2] Optimisation du code
L 08/25/2012 - 008:29: [3] Correction d'un bug (menu s'ouvrait pour tout le monde xD)
FTP on the web, it is version 1.1 but 1.0 server-side game, I wanted to test the plugin and it does not update at server startup, and it temporarily evidence ...
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 08-25-2012 , 02:08   Re: Updater
Reply With Quote #202

Quote:
Originally Posted by eric0279 View Post
it updates only temporarily, it is intended?

FTP on the web, it is version 1.1 but 1.0 server-side game, I wanted to test the plugin and it does not update at server startup, and it temporarily evidence ...
Quote:
Originally Posted by GoD-Tony View Post
I'm going to have to convert Updater to use SMC instead of Valve's KV parser. In the meantime you can workaround this bug by having a 3 digit version number (or anything other than a standard float). Example: 3.4.0
This is a known bug that I still haven't gotten around to fixing. It will be the next thing I work on!
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eric0279
AlliedModders Donor
Join Date: May 2007
Old 08-25-2012 , 09:22   Re: Updater
Reply With Quote #203

Ok, thank you for your answers.
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sinsic
Senior Member
Join Date: May 2012
Old 08-28-2012 , 06:11   Re: Updater
Reply With Quote #204

Quote:
Originally Posted by GoD-Tony View Post
If you have released a plugin that uses Updater, post a link to it in this thread. I'd like to take a look at it!
http://forums.alliedmods.net/showthread.php?t=194066

hope I've done it correctly
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 08-28-2012 , 06:21   Re: Updater
Reply With Quote #205

Quote:
Originally Posted by sinsic View Post
You should remove your ".cfg" from auto-updates since SourceMod generates it automatically anyway. Other than that it looks good!
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sinsic
Senior Member
Join Date: May 2012
Old 08-28-2012 , 09:03   Re: Updater
Reply With Quote #206

Quote:
Originally Posted by GoD-Tony View Post
You should remove your ".cfg" from auto-updates since SourceMod generates it automatically anyway. Other than that it looks good!
Thanks! Forget to mention that this is an ingenuis plugin and you have my respect

hımm, what will happen if I add cvars and user has old cfg without these new ones?
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Last edited by sinsic; 08-28-2012 at 09:14.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-28-2012 , 09:13   Re: Updater
Reply With Quote #207

Quote:
Originally Posted by GoD-Tony View Post
If you have released a plugin that uses Updater, post a link to it in this thread. I'd like to take a look at it!
Oh, whoops, I didn't realize you asked for that.

TF2 Force Holidays has used Updater since just before the Meet the Pyro release.

Since Valve breaks it basically every major TF2 update these days, I thought it'd be a good idea.
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 08-28-2012 , 15:46   Re: Updater
Reply With Quote #208

Quote:
Originally Posted by sinsic View Post
Thanks! Forget to mention that this is an ingenuis plugin and you have my respect

hımm, what will happen if I add cvars and user has old cfg without these new ones?
The new cvars won't be added, and will remain at their default values.
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sinsic
Senior Member
Join Date: May 2012
Old 08-28-2012 , 20:50   Re: Updater
Reply With Quote #209

Quote:
Originally Posted by GoD-Tony View Post
You should remove your ".cfg" from auto-updates since SourceMod generates it automatically anyway. Other than that it looks good!
Quote:
Originally Posted by Dr. McKay View Post
The new cvars won't be added, and will remain at their default values.
So adding the cfg to auto-updates is a wise idea when you add new cvars?
Himm, but it probably overrides users old cvar values in the cfg, right?

If only it could compare the two cfg files and don't change the cvars if they are there and append the cvars that aren't there to the end..

P.S. @ Dr. McKay loved your avatar Reminded me to watch SG-1 again sometime and I'll goto your location too
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Last edited by sinsic; 08-28-2012 at 20:54.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-28-2012 , 20:55   Re: Updater
Reply With Quote #210

No. You do not want to be overwriting user config files. Ever.
Just let them know there are new cvars, and that they can delete the old config after backing it up to have a new full one generated.
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