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Persistent Half-Life

by Steve Gibson, Jun 27, 2000 6:03pm PDT
Related Topics – Half-Life, half-life, Valve

Valve Software has announced a new 'persistent API' for Half-Life intended to give mod developers the ability to create persistent worlds and store data for players. One can only speculate that this must be technology that has been created for TF2 as well (just like the net code) and Valve is hoping to get some testing done for it.

The technology, called the Valve Player Persistence API, will allow mods to associate data with each player. Currently, whenever Half-Life players join a multiplayer server, they do so with no history, so they start over at zero each time. With VPP, the players will have data that travels with them from server to server, keeping track of their statistics. By reading the data, a mod developer can find out how accurate the player is with a certain kind of weapon or how many total kills he or she has made.
In addition, Valve Software has sent word that the new v1.1.0.1 patch for Half-Life will be released tomorrow at 1pm CST. I'll have a mirror here of course for you guys.





Comments

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  • Don't you all think that game that Digital Extremes is working on is just a pipe dream? Sure it might come out some day, but it's not going to be the game they've hyped it up to be or the game they've led me to believe it is. Picture EQ or Asherons Call. Now picture UT. I just can't imagine making an EQ or AC type of game with the UT engine.

    I hope they rip out that 5 way renderer and go with one API!

    NOT D3D AND opengl.

    Just D3D OR opengl.

    You hear that Tim? One or the other. Not both. I want 1 good one like how Quake3 is JUST opengl and it's good. I don't 2 half assed API's that both run like crap. Pick one and make it the best you can make it. If you pick 2(like your planning on), then you can only give each of them 50% of your time. But not 100% of your time and effort.

    FYI

    5 way renderer = SVGA using MMX, opengl, Glide, D3D, and MeTaL. AKA the current Unreal renderer. Which is a mess.


    And too all you UT mod makers out there. Look at the Quake3 mods. They install to their own little folder. Your mods just mix into all of UT's files. Quite a mess it makes too.