Um... There's two options. Either you use autoupdate or you don't. Take your pick.
On 1/24/09, Jonah Hirsch <crazydog...@gmail.com> wrote: > I like this idea, but the only problem I see is that it takes control of > the servers, instead of the server admins controlling the server. > If this system were to be implemented, it needs to have at least a > variable, or startup parameter, so that if a server admin does NOT want > their server automatically updating (for whatever reason), it won't. > > Ronny Schedel wrote: >> The autoupdate does not work for L4D. >> >> >> >>> Linux Has an autoupdate feature. >>> >>> When will the windows guys get -autoupdate and -fork for l4d? >>> >>> -----Original Message----- >>> From: hlds-boun...@list.valvesoftware.com >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins >>> Sent: Saturday, January 24, 2009 2:39 PM >>> To: hlds@list.valvesoftware.com >>> Subject: [hlds] Server/client updating and L4D matchmaking >>> >>> *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after >>> every update because of the automatic nature of client updates and the >>> manual nature of Server updates. It needs fixing by making the hldsupdate >>> automatic too, but with some intelligence.. >>> >>> ------ >>> >>> Non-TLDR version: >>> >>> Everyone knows the drill by now. Whenever an update is released, >>> matchmaking >>> suddenly becomes useless when trying to find a server. It's also a >>> problem >>> for other games, but at least with a server browser you can see and >>> choose >>> servers that have been updated. >>> >>> People already playing when the update drops are fine, but anyone they >>> invite gets the new update and can't play with them, and if a group logs >>> out >>> and back in to grab the update, because of how servers are updated they >>> wouldn't be able to find many freshly updated servers to actually play >>> on. >>> >>> What needs to happen is for steam to be a heck of a lot more intelligent >>> about updating clients and servers need to self update. >>> >>> When an update is released, it should start off by being distributed to >>> servers only, but not applied, and trickled down slowly so as not to >>> disrupt >>> the gameplay of people on that server currently. For major updates with a >>> large filesize they would have to be released a couple of hours before >>> pushing the client update, but for most patches it could be done an hour >>> or >>> so before. >>> >>> When a server has downloaded all of the update, it should then tell the >>> master server it has done so and is ready to update itself, but it >>> continues >>> to run until given the go-ahead to update. When a certain percentage of >>> servers have reported to the master server that they are ready, then the >>> master server should tell them to update. >>> >>> When the servers are told to restart, they don't instantly shutdown (this >>> would be annoying for anyone playing and potentially cause a massive load >>> >>> on >>> the content servers with players from thousands of servers all updating >>> their client). Instead, servers wait until they are empty, change maps, >>> or >>> end a campaign (depending on the game). This helps spread the load of >>> clients grabbing updates, as well as allowing people to finish their >>> game. >>> Shortly before the server shuts down, it sends the players a message >>> telling >>> them a game update is available and that they can grab it at the end of >>> the >>> map/campaign when the server updates itself. >>> >>> At the same time as the master server tells servers to update, the steam >>> content servers begin to release the update to clients in the normal way. >>> >>> This way, anyone in a game can continue playing and anyone looking for a >>> game can continue playing without having an update forced on them and >>> then >>> needing to hunt for an updated server. When the client update is pushed >>> out, >>> anyone in a game can continue without worry that the server will boot >>> them, >>> but anyone launching a game will get the update and will have servers to >>> use >>> (any that were empty will update instantly, and gradually as games finish >>> and maps change servers will update themselves). Anyone invited to join a >>> game in progress will be fine for the most part, and only inconvenienced >>> for >>> a short time while the game they were invited to is completed. >>> >>> It's probably a hard system to implement, but the current system just >>> renders matchmaking unusable and really needs fixing. And even in games >>> without matchmaking, it can be frustrating when you want a game but can't >>> find any empty local servers because everyone who has updated only has a >>> few >>> updated servers to choose from. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >>> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- Sent from my mobile device _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds