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>
[mailto: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>
[mailto: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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