According to the patch notes Fletcher posted, yes.

On Fri, Apr 26, 2013 at 3:18 PM, List User <l...@redspeedservers.com> wrote:

>  Was this update supposed to fix this spam on CSS?
>
> ---
> ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
> ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
> ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
> ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
> ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
> ForceModelBounds no longer supported. (models/player/t_leet.mdl)
> ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
> ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_urban/ct_urban.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_urban/ct_urban_glass.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_sas/ct_sas.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_sas/ct_sas_glass.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_gsg9/ct_gsg9.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_gign/ct_gign.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/ct_gign/ct_gign_glass.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/t_phoenix/t_phoenix.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/t_guerilla/t_guerilla.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/t_leet/t_leet.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/t_leet/t_leet_glass.vmt)
> ForceSimpleMaterial no longer supported.
> (materials/models/player/t_arctic/t_arctic.vmt)
>
>
> On 4/26/2013 3:17 PM, Fletcher Dunn wrote:
>
>  We’re actually not sure what will end up being the best use of this
> feature.  However, I think right now our goal is for prerelease builds to
> be more like “release candidates” rather than “nightly builds.”****
>
> ** **
>
> So ideally, we would release just one prerelease before the real update,
> and we’ll send an announcement with what’s changed, so you can decide
> whether to be in or out.****
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>]
> *On Behalf Of *List User
> *Sent:* Friday, April 26, 2013 12:09 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and
> HL2:DM****
>
> ** **
>
> My specific question is how often would this build be updated compared to
> the official build? Should I expect multiple updates per day?****
>
> On 4/26/2013 3:07 PM, Fletcher Dunn wrote:****
>
> I’m not sure what the question is.  Does this not answer it?****
>
>  ****
>
> Our current plan is to always keep the prerelease branch active, even if
> it is the same build as the main branch.  This way you can stay opted in.
> In other words, “prerelease” actually means “the latest available build”.*
> ***
>
>  ****
>
>  ****
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>]
> *On Behalf Of *List User
> *Sent:* Friday, April 26, 2013 12:04 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and
> HL2:DM****
>
>  ****
>
> So will this pre-release build be updated all the time and then you will
> do a single update on let's say Monday?
>
>
> ****
>
> On 4/26/2013 1:48 PM, Fletcher Dunn wrote:****
>
> We’re trying out different way to release updates that will hopefully
> reduce disruption to your communities.****
>
>  ****
>
> New builds are now available for the client and dedicated server for CS:S,
> DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network
> compatible with the current build.  (It’s an “optional update” for
> servers.)  To obtain these builds, you need to opt into the prerelease beta.
> ****
>
>  ****
>
> To opt into the prerelease beta on the client, right click on the game in
> the game list and select Properties, select the “Betas” tab, and select the
> “prerelease” beta.  (This is a public beta and does not require a password.)
> ****
>
>  ****
>
> To select which branch to sync the dedicated server to using steamcmd, you
> need to pass “-beta prerelease” to the app_update command.  For example, if
> you are using a SteamCmd script file, you might have something like this:*
> ***
>
>  ****
>
> login anonymous****
>
> force_install_dir cstrike****
>
> app_update 232330 -beta prerelease****
>
> quit****
>
>  ****
>
> (I am told that it is possible to pass the -beta switch on the steamcmd
> command line, through some magic combination of quoting, so you can avoid
> having to create a script file.  Hopefully some kind soul will figure out
> how to do that and share it.)****
>
>  ****
>
> Switching between two steampipe branches is really fast and easy, so if
> there’s a problem, you can switch back quickly.  (Opting out of the
> “steampipe beta” was really painful because it was switching between two
> entirely different content distribution systems --- that will never apply
> again.)****
>
>  ****
>
> If no big problems are detected, we’ll make these builds the official
> build on Monday.****
>
>  ****
>
> Our current plan is to always keep the prerelease branch active, even if
> it is the same build as the main branch.  This way you can stay opted in.
> In other words, “prerelease” actually means “the latest available build”.*
> ***
>
>  ****
>
> We’re not sure if every update we release needs to go out as a prerelease
> first.****
>
>  ****
>
> Here are the change notes for the builds we are releasing today:****
>
>  ****
>
> Source engine games:****
>
> * mapcycle and motd files now reside in the cfg folder by default, or in
> the root as a fallback.****
>
> * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt,
> and will be used if the filename convar is at the default value and no
> custom file is found in the cfg folder or the root.****
>
> * mapcycle file can contain blank lines and //-style comments****
>
> * mapcycle file loaded from the custom folder.****
>
> * Greatly reduced memory usage on the client and server****
>
> * Added some hardcoded rules to the “end” of sv_pure rule list.****
>
> * Fixed some filesystem calls not properly obeying pure server rules.****
>
> * Fixed model bounds and simple materials consistency checking rules.
> (Fixed Counter-Strike server spew.)****
>
>  ****
>
>
>
>
>
> ****
>
> _______________________________________________****
>
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> visit:****
>
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>
>   ****
>
>
>
>
> ****
>
> _______________________________________________****
>
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> visit:****
>
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds****
>
>  ** **
>
>
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>
>
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>


-- 
Ross Bemrose
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