Most map makers pack their custom assets to bsp itself already so you have just the .bsp and the .nav file for bots (if it exists). If you are renaming maps, building cubemaps for them or uploading them without the extra files, you are just making things worse as you spread the non working file around and cause conflicts to players. Leave map naming, packing and cubemaps for the authors of the map.

I see little benefit from VPK. If it's used, then there would be an opportunity to use same filename for the maps but then it would be kind of hard to identify which version the map is. Only benefit is basically the same as having a mapper to either pack the stuff into bsp or ship the files with .res file, so all those extra ones will download to the client too. That is, if server owner has used all the files in the first place.

VPK is great for multimap things such as L4D2 but for TF2, not so much.

-ics

1nsane kirjoitti:
VPK's working with fast download would be absolutely awesome.

As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I wanted to simplify this and make it easy to compress I'd have
to add those files to the .bsp's zip.
But then any clients who have this map won't be able to play on my server
and then those who download it from mine won't be able to play on other
servers.
So then I have to rename the map. But then it looks like crap because the
cubemaps are messed up.
So next I have to rebuild cubemaps and so the map grows in size because the
old ones are kept.
Then I can add the loose files into the .bsp's archive and then I have a
standalone version of this map that can be downloaded as a single file by
clients which won't conflict with the original.
I also noticed that sound files packed into the map's zip won't always play.

Just a bad and slow way of doing things...

With a VPK I'd be able to do this without messing up the map.
Or better yet the map maker could easily do this himself without having to
mess with zipping files into the bsp.

And in any way, downloading a single bigger file will always be faster than
downloading a bunch of smaller files.

On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn <fletch...@valvesoftware.com
wrote:
I've also considered adding functionality for clients to download VPK's
from gameservers, as opposed to individual files.  Then the VPK would be
mounted as a map search path.  This has the added benefit that it allows
custom map assets to override shipping assets.  (Something which is no
longer possible, since the tf/download folder, where the client will place
downloaded files, is the LAST search path --- this is for security
reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
it.

I encourage all server operators to read tf/gameinfo.txt, and
tf/addons/readme.txt.  The exact operation of the filesystem search paths
is explained.



-----Original Message-----
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

I'm also interested in this and will i have to move custom maps on the
server to tf/download/ so they work or does the server accept them from
same old location as before?

Will the workshop for maps come to tf2 too? What about it vs
sv_downloadurl, compatibility wise?

-ics

Charlie kirjoitti:
Will fastdownload stay compatible? Or do we need to change file
structure there so that maps download correctly?


On Tue, Feb 19, 2013 at 8:26 PM, pilger <pilger...@gmail.com
<mailto:pilger...@gmail.com>> wrote:

     I'm curious if it will be possible to download a Windows version
     on a Linux environment. Is that possible now with other games that
     already use the SteamCMD? Will it be possible with TF2 and other
     games?

     On 20 February 2013 00:52, Kyle Sanderson <kyle.l...@gmail.com
     <mailto:kyle.l...@gmail.com>> wrote:

         Was the pure not working bug ever fixed in later engines
         (L4D*)? or will
         this be introduced as a regression into the orangebox and CS:S
         branches? :s

         Thanks,
         Kyle.


         On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
         <fletch...@valvesoftware.com
         <mailto:fletch...@valvesoftware.com>>wrote:

         > The orangebox engine games (Team Fortress 2, Counter
         Strike:Source, Day
         > of Defeat:Source, HL2:Deathmatch) are being upgraded to
         SteamPipe. Steam's
         > new-and-improved content delivery system. SteamPipe is
         currently used by
         > most games on Steam.****
         >
         > ** **

         >
         > This change will impact server operators in at least two
         significant ways:
         > ****
         >
         > ** **
         >
         > *** **You will use steamcmd instead of the HLDSUpdateTool to
         > install/update the server.****
         >
         > *** **The conversion will entail significant changes to the
way

         > the files appear in the local filesystem on the server and
         client. The
         > client no longer uses GCF files. Instead, most assets are
         packed up into
         > VPK, and those VPKs are the same on the server and the
         client. The server
         > no longer uses 1000's of loose files.****
         >
         > ** **

         >
         > We're using the TF beta to test these changes and identify
         the bugs, and
         > give everybody a chance to make sure their favorite mod or
         plugin will work
         > in the new system.****
         >
         > ** **
         >
         > Everybody is encouraged to download the TF beta!****
         >
         > ** **

         >
         > We've prepared an FAQ that discusses the details of the
         change and answers
         > the questions we anticipate:****
         >
         >

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491****
         >
         > ** **
         >
         > Please report gameserver related bugs in this mailing list.****
         >
         > ** **

         >
         > Client bugs can be reported through this mailing list, or in
         the TF beta
         > forum.****
         >
         >

http://forums.steampowered.com/forums/forumdisplay.php?f=1038****
         >
         > ** **
         >
         > Thanks for your help, and happy testing!****
         >
         > ** **

         >
         > (And remember, playtime in the beta counts towards item
         drops in the
         > release game.)****
         >
         > ** **
         >
         > - Fletch****
         >
         > ** **

         >
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