Gah, someone needs to update the Wiki, it's using quotes for the examples.
https://developer.valvesoftware.com/wiki/SteamCMD
On 4/26/2013 6:01 PM, Saul Rennison wrote:
Only use quotes on the command line
On Fri, Apr 26, 2013 at 8:28 PM, List User <l...@redspeedservers.com
<mailto:l...@redspeedservers.com>> wrote:
I can't download the beta.
app_update "232330 -beta prerelease" validate
Steam_: BugslayerUtil.DLL not found
Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt'
[ 0%] Checking for available updates...
[ 0%] Download complete.
[----] Verifying installation...
Do you need a login for this beta or something? I'm using
anonymous atm.
On 4/26/2013 3:20 PM, Ross Bemrose wrote:
According to the patch notes Fletcher posted, yes.
On Fri, Apr 26, 2013 at 3:18 PM, List User
<l...@redspeedservers.com <mailto: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>
[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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--
Ross Bemrose
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