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SourceMod: A Look Under the Hood Posted by ^BuGs^ - August 03, 2007 16:46 - 2405 Views
Background of SourceMod
This did not work as it was to hard to use multiple scripting language and the project development became stagnate around the same time that the Source SDK was released to the public, almost killing the project. In May 2005 the project was completely abandoned and no one was working on it. At this same time the "Core Code" for this design was quickly deleted. In March 2006 there was evidence that their was still interest for SourceMod and public support was for it, so the project was restarted in secret. This allowed the public relations mistakes from the first try not happen again. This allowed the core development team improve the "base code" layout and structure of SourceMod. During that time SourceMod's "language", SourcePawn, was created which would serve as the standard for coding plugins and extensions alike. By January 2007, SourceMod was really moving along using SourcePawn as it's main tool. March 2007 was the first month that SourceMod was released to the pubic. And today after nearly 1,300 builds, SourceMod is very close to 1.0.0.
Development Team
The team credits also Mani of Mani-Admin-Plugin, where a lot of SourceMod ideas come from, and our very own Viper.
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Now that SourceMod, a new and improved administration mod and scripting back end
for all Source games, is about to be released, we will take you through
a tour of some of the features this new administration and scripting
engine has to offer.

















