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| SourceMod 1.1 Released! |
Dec 29, 2008 00:35 |
I am very pleased to announce that we've finally released SourceMod 1.1. This is a major feature and improvement release.
Major highlights:- New map management plugins
- New reserved slots features
- GameData updater
- Community translations
- Client preferences extension
- Transparent debugger
You can get SourceMod 1.1 at the downloads page.
You can also get the release notes and upgrade instructions.
We will wait a few weeks before moving the web compiler to 1.1, since 1.1 plugins will not run on 1.0. We'll announce when this happens.
Please go here to report bugs.
And now it's time for props: |
| .: by BAILOPAN |
| Left 4 Dead support, MM:S 1.7 Released! |
Nov 26, 2008 03:01 |
I am very pleased to announce that we have released Metamod:Source 1.7. This is a major update -- it is a single version that runs on all Source engines, including Left 4 Dead.
In addition we have started snapshots on the 1.2 branch of SourceMod. This branch will run on Left 4 Dead, and requires Metamod:Source 1.7.
You can get SM 1.2 snapshots here: http://www.sourcemod.net/snapshots-1.2.php
MM:S 1.7 here: http://www.metamodsource.net/
The versions are now: - 1.0 is the stable branch.
- 1.1 is RC-quality and will be released early December (I really hope).
- 1.2 is alpha quality and is the new development line, and contains L4D support.
Metamod:Source 1.7 remains fully backward compatible and will run on all engines. SourceMod 1.2 remains fully backward compatible as well.
Wiki article for C++ developers: Porting to Left 4 Dead. Note that 1.7 is simply a merge of the 1.4 and 1.6 histories. There are still separate APIs, but they are now in one nice repository.
Huge, huge thanks goes to Scott Ehlert (Damaged Soul) for doing most of the L4D porting work. Also thanks to our many donors who sponsored this release, and LayeredTech for giving us a VM for testing Left 4 Dead. |
| .: by BAILOPAN |
| Translators Welcome! |
Oct 14, 2008 02:53 |
We've frozen the multi-lingual phrases for SourceMod 1.1. If you would like to be a translator, please follow the directions here:
http://wiki.alliedmods.net/Translating_SourceMod
Yes, we will actually include finished languages this time (sorry about that). Short news post so I'm going to include a random image:
 |
| .: by BAILOPAN |
| Donations, Other News |
Oct 08, 2008 02:26 |
As I alluded to in another thread, running this site loses a decent amount of money. To help curb this and become sustainable we're going to try two new things:
1) Making it easier to donate and get recognized for donating. The main site now has a Hall of Fame and donation page.
With pRED's help the system is now automated. If you donate, you get the "Donor" member title automatically, as well as access to a special donors-only forum (see the page for more info).
2) We make almost no revenue from our ads so we're going to experiment a bit. Ideally, interested parties should be able to directly bid into advertising on the site. I'll post more on this when I have a better idea of how it will work. Rest assured, we won't allow pop-ups, ads with sound, or anything else horribly disruptive to the viewing experience.
In other news, the translator tool has gotten some tender loving care. It's all set to export languages for the 1.1 release. What will happen:
- When all blocking bugs with pending translation issues are fixed, 1.1 will be "string frozen." There is only one more such bug left.
- I will post news saying that the translation tool is open again. We will accept moderators for each language.
- Moderators will be responsible for making sure there is a 1:1 phrase to translation mapping. Every phrase should have exactly one translation. To ensure this, only moderators can use the tool now.
- For every language that has exactly one translation for each phrase, we will export that language and package it with each release.
Please do not ask to be a moderator until news asking for moderators is posted. There will be specific directions. It will be soon.
As always, thanks for your support! If you have any ideas/comments/questions feel free to post them. |
| .: by BAILOPAN |
| SourceMod 1.0.4 Released, Other News |
Sep 14, 2008 20:27 |
I am pleased to announce that SourceMod 1.0.4 has been released. It is a bug fix release only. All plugins and extensions remain backwards compatible.
You can get it on the downloads page. Click here for release notes.
The next order of business is bl4nk has joined the development team. Welcome, bl4nk!
SourceMod 1.0.4 is tentatively the last release in the 1.0 series. The snapshot page will now only provide 1.1 snapshots, and we're hoping a 1.1 release is coming soon. A huge amount of work has gone into the 1.1 branch over the past two months. It's beta quality and I encourage people to try it out and give feedback.
This is also the last release using Subversion (version control system). We've fully switched over our development and automated build system to Mercurial. The new repositories live at http://hg.alliedmods.net/. Metamod:Source will be moved shortly as well. We've written a Mercurial tutorial for anyone interested. For users who have wanted RSS feeds of the changelog: you now have them.
Lastly, for bugs.alliedmods.net, we've dropped Flyspray in favor of Bugzilla. For the most part there is no major difference for end-users, except that you must log in with your forum e-mail address rather than your user account. You can change the e-mail address once you log in (note: it is publicly displayed, just like Flyspray).
If you have any problems getting the source code from Mercurial, or logging into or using Bugzilla, please post in this thread (or file a bug report).
Special thanks to Damaged Soul for spending quality time on the Mercurial migration, and sorting out the branch/tagging mess that Subversion helped us create. I don't think it would have come out as nicely as it did without him.
Note: Mercurial has a very different concept for revision numbers. Unfortunately this means the numbers are inconsistent with Subversion, so the snapshots have 'hg' in them to help avoid confusion.
Update: I've written a short blog post explaining why we made these migrations. |
| .: by BAILOPAN |
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