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.)**** > > **** > > > > > > **** > > _______________________________________________**** > > To unsubscribe, edit your list preferences, or view the list archives, please > visit:**** > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds**** > > **** > > > > > **** > > _______________________________________________**** > > To unsubscribe, edit your list preferences, or view the list archives, please > visit:**** > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds**** > > ** ** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > -- Ross Bemrose
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds