It doesn't, but I submitted that bug report a few days and they have a fix
for it ready.


On Fri, Apr 26, 2013 at 7:11 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:

> Do we know if this update will also fix the way maps * outputs after the
> steampipe update. The change has broken the change level systems in many
> popular programs such as HLSW.
>
>
> On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> 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.)****
>>
>> ** **
>>
>> _______________________________________________
>> hlds_announce mailing list
>> hlds_annou...@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
>>
>>
>
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