You can now actually say something like custom/saxton/maps and
custom/dodgeball/maps to keep all those seperate. Keeps its nice and clean.


2013/3/14 Ross Bemrose <[email protected]>

> The confusion about custom/maps/ probably came from something I said
> earlier back near the start of the Beta.
>
> I know on my own server, we're probably going to move custom maps to
> custom/custom_maps/maps/ which, while it sounds redundant, keeps all our
> custom maps separate from the Valve maps.  Helps prevent accidentally
> deleting maps we didn't intend to.
>
>
> On 3/14/2013 1:05 PM, Fletcher Dunn wrote:
>
>> To clarify: each subfolder under custom becomes its own search path.
>>
>> So this is an example of the right thing to do:
>>
>> dod/custom/[customization_**name]/models
>> dod/custom/[customization_**name]/materials
>> dod/custom/[customization_**name]/maps
>>
>> Note that:
>> * the custom folder goes under the game folder, not the "orangebox"
>> folder.  (There is no longer an orangebox folder or any shared content or
>> binaries.  Each game is totally distinct.)
>> * you need to make a subfolder under "custom".  Putting "materials" or
>> "maps" directly under custom is probably not what you want.
>>
>> Read gameinfo.txt for more details on this.
>>
>> The DoD:S beta just released had some old readmes in the wrong folder.  I
>> will fix that shortly with a beta update today.
>>
>> -----Original Message-----
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com<[email protected]>]
>> On Behalf Of Fletcher Dunn
>> Sent: Thursday, March 14, 2013 10:00 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>> valvesoftware.com <[email protected]>)
>> Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated
>> server and client beta released
>>
>> Having a ton of subfolders under custom could be a performance penalty
>> (for boot / map changes).  Having a few would probably will not impact
>> server map change times by any real difference.
>>
>> -----Original Message-----
>> From: 
>> hlds-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>> hlds-bounces@list.**valvesoftware.com<[email protected]>]
>> On Behalf Of List User
>> Sent: Thursday, March 14, 2013 9:31 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated
>> server and client beta released
>>
>> Is there any performance difference in keeping these custom files in:
>> orangebox/models/
>> vs
>> orangebox/custom/roleplay/**models
>>
>> If not, I rather stick it in custom for organization.
>> On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>>
>>> My mod uses a bunch of custom things (models/materials). Should those be
>>>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>>>>
>>> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's
>>> are really ideal for client-side mods.  I think the simplest thing to do
>>> that fits in with the design of the new filesystem conventions is to put
>>> your mod files under the "custom" directory, loose on disk.  People have
>>> figured out how to do this on the TF beta.
>>>
>>> It is still possible to just drop files loose on disk in the game tree,
>>> and if that works for you, you can keep doing it.
>>>
>>>  How different would these SteamPipe  betas be compared to the actual
>>>> SteamPipe release?
>>>>
>>> Almost identical.
>>>
>>>  Is it safe to assume no more updates until SteamPipe is live?
>>>>
>>> No, we might need to update the non-beta versions of the game.
>>>
>>> -----Original Message-----
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>>> hlds-bounces@list.**valvesoftware.com<[email protected]>]
>>> On Behalf Of List User
>>> Sent: Thursday, March 14, 2013 9:00 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe
>>> dedicated server and client beta released
>>>
>>> Thank you Fletcher, I run a highly custom server for CSS, so it's very
>>> important to me.
>>>
>>> Questions:
>>> My mod uses a bunch of custom things (models/materials). Should those be
>>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>>> How different would these SteamPipe  betas be compared to the actual
>>> SteamPipe release?
>>> Is it safe to assume no more updates until SteamPipe is live?
>>> On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
>>>
>>>> A CS:S beta will be coming very soon.  We will probably not use the
>>>> CS:S beta (the one that's a different app).  But we will release a beta,
>>>> using SteamPipe's beta feature.
>>>>
>>>> -----Original Message-----
>>>> From: 
>>>> hlds_linux-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>>>> hlds_linux-bounces@**list.valvesoftware.com<[email protected]>]
>>>> On Behalf Of ics
>>>> Sent: Wednesday, March 13, 2013 11:41 PM
>>>> To: Half-Life dedicated Linux server mailing list
>>>> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated
>>>> server and client beta released
>>>>
>>>> Someone from Valve said that they will be moving one game to SteamPipe
>>>> first before TF2. DOD Source is close enough to TF2 in engine (as update
>>>> hits dods, hl2dm and tf2 at the same time engine wise) so they see how it
>>>> goes with that first before doing it for larger playerbase (TF2). CSS will
>>>> follow later.
>>>>
>>>> Just wait but don't hold your breath too long.
>>>>
>>>> -ics
>>>>
>>>> Denis Eliseev kirjoitti:
>>>>
>>>>> ^This
>>>>> And how about moving CS:S Beta (260) to SteamPipe for testing?
>>>>>
>>>>> 14.03.2013, 10:07, "Molnár László" <[email protected]>:
>>>>>
>>>>>> Hy
>>>>>>
>>>>>> Any news on when will be Counter-Strike Source migrated to steampipe?
>>>>>>
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>
>
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