Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Valentin G.
This is how I understand how all this works, please correct me if necessary:

Customizations should (not have) to be saved in a custom/xyz directory or
into custom/xyz.vpk for both client and server.
Downloads from either side are automatically saved into the downloads
folder to keep them separate from shipped files. For the client this is
sounds, maps etc.; for the server mainly (or only?) spray images that are
downloaded from the clients.

.vpks can only be mounted by servers but not shipped (or at least clients
will not use it correctly), also fastdownload does not understand the .vpk
concept which would make this unfeasible even if it worked.

You do not need to care about the custom or download file paths internally.
All files and .vpks are mounted transparently into the logical game
filesystem and override the shipped file if applicable. So when you save
awesomemap.bsp into custom/mymaps/maps it internally still has
maps/awesomemap.bsp as the file path.

So for your mods it all remains the same. You can even put all the loose
files where they used to be, however it is highly recommended to put them
in a custom/mymod folder to keep them separated. Clients will store them in
their download folder so they are separate there aswell. Directory
structures will probably not be copied from the server and it will just be
a large pool of loose files.

If you want to ship your mod as a .vpk you could do that outside of the
game on your homepage. The users could save that .vpk into their custom
directory, any future additional files would be automatically downloaded
into the download folder or the .vpk would have to be updated manually.




On Wed, May 8, 2013 at 5:36 AM, CTScrivener ctscrive...@gmail.com wrote:

   I thought I had the /custom directory figured out but I guess not. Why
 do players technically have a /custom folder as well as a /download folder?

 Our server uses a fastdl server to get files to client quicker and I need
 to figure out the file structure so custom files and folders are read
 properly by the game. Frankly, the /custom folder is pointless from what I
 can tell because the TF2 game atleast downloads all files to the /download
 folder THEN to respective folder such as custom, models, materials, etc.

 Is the /custom directory ONLY used if you are distributing
 mods/models/custom files via direct file download OUTSIDE of the game
 client?

 Do I need to change all my plugins so they are directly pointing into
 players’ /download folder?

 Granted, all my files and custom vpks are downloading just fine, but just
 to a directory that even the readme.txt file says, “can be deleted at any
 time”.

 Horribly worded but here is exactly what I am trying to do:

 Dodgeball Plugin points to the following file as a custom model:
 /materials/models/dodgeball_nuke/nuke.mdl

 I have a vpk built around the following directory within the custom folder
 (which includes all the vmts, mdls, etc.):
 dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is
 dodgeball_nuke.vpk

 I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under
 the /custom directory as well as under my game server under the /custom
 directory.

 The server downloads the vpk fine but it gets placed under
 download/custom/dodgeball_nuke.vpk

 The plugin cannot see that directory so do I need to change the directory
 it points to, or is this just a bad way for tf2 to be downloading files?
 Did you do this as a way for security so servers couldn’t FORCE
 models/skins/etc unto players?

 I am just trying to figure out what exactly I would need to do to get
 plugins like this (any plugins like freak fortress, dodgeball, etc that use
 custom models) to work with those custom models.

 Long post, probably repeated myself multiple times and I’m
 sorryhopefully someone can help me out as this would effect all custom
 models across game servers for everyone. What am I not doing right?

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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread scott biszmaier
i didnt have time to read all everything through cause im on my way to work 
however i ran into the same problem
and was informed to put all my materials/models in the same structure as they 
were before the update. meaning
put your materials/models back in the tf/materials  tf/models and ignore the 
tf/custom  tf/download directories.
do not change anything with your fastdl URL or fastdl file structure and if you 
use the download precacher, do not
touch anything the downloads.ini either. the only thing you need to do it copy 
the files back to their original location
as they were never moved by the update.

 

 worked for me. good luck, and report back please.




scott biszmaier

 

 

-Original Message-
From: CTScrivener ctscrive...@gmail.com
To: hlds hlds@list.valvesoftware.com
Sent: Tue, May 7, 2013 8:37 pm
Subject: [hlds]  Steampipe and /custom directory




I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?
 
Our server uses a fastdl server to get files to client quicker and I need to 
figure out the file structure so custom files and folders are read properly by 
the game. Frankly, the /custom folder is pointless from what I can tell because 
the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.
 
Is the /custom directory ONLY used if you are distributing mods/models/custom 
files via direct file download OUTSIDE of the game client?
 
Do I need to change all my plugins so they are directly pointing into players’ 
/download folder?
 
Granted, all my files and custom vpks are downloading just fine, but just to a 
directory that even the readme.txt file says, “can be deleted at any time”.
 
Horribly worded but here is exactly what I am trying to do:
 
Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl
 
I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk
 
I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under the 
/custom directory as well as under my game server under the /custom directory.
 
The server downloads the vpk fine but it gets placed under 
download/custom/dodgeball_nuke.vpk
 
The plugin cannot see that directory so do I need to change the directory it 
points to, or is this just a bad way for tf2 to be downloading files? Did you 
do this as a way for security so servers couldn’t FORCE models/skins/etc unto 
players?
 
I am just trying to figure out what exactly I would need to do to get plugins 
like this (any plugins like freak fortress, dodgeball, etc that use custom 
models) to work with those custom models.
 
Long post, probably repeated myself multiple times and I’m sorryhopefully 
someone can help me out as this would effect all custom models across game 
servers for everyone. What am I not doing right?


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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread CScrivener .
Alright, I am at work now so it'll have to wait until I get home to try
testing it again. I was almost 100% sure I tried that last night and it
just didn't want to force the download but I will try it again and see what
happens, maybe I screwed up somewhere.

Oddly enough, users who joined the server pre-steampipe and downloaded the
files on the old file structure, can still see the model because TF2 is
actually still viewing the old TF2 file directories as well. Ofcourse new
clients who have never joined the server before cannot, so I was trying to
get working for all.

So bottom line, this is the following directory I should put all my files
into, AND tell my plugin to look at:

tf/materials/models/dodgeball_nuke/... (folder should house all my models
and other various files relating)

materials/models/dodgeball_nuke/nuke.mdl (tell my plugin this is where
model is at, it knows to look into base tf folder)

download/custom/materials/models/dodgeball_nuke/ (this is where client
will have the files downloaded to, but the gamesystem should read it as
being the stock /materials/models/ folders)

Same goes for the fastdl server correct? The game should force the download
properly, or will I be required to use my downloader plugin to force those
downloads correctly?

Thanks for the help so far, just not liking the fact that only half the
players can see the nuke. And IF/WHEN compatibility with old TF2 file
structure gets removed, or when a player decides to nuke his old directory,
they wont see the files anymore. Thanks again! =)

On Wed, May 8, 2013 at 8:32 AM, scott biszmaier sc...@aol.jp wrote:

 i didnt have time to read all everything through cause im on my way to
 work however i ran into the same problem
 and was informed to put all my materials/models in the same structure as
 they were before the update. meaning
 put your materials/models back in the tf/materials  tf/models and ignore
 the tf/custom  tf/download directories.
 do not change anything with your fastdl URL or fastdl file structure and
 if you use the download precacher, do not
 touch anything the downloads.ini either. the only thing you need to do it
 copy the files back to their original location
 as they were never moved by the update.

  worked for me. good luck, and report back please.


  --
 scott biszmaier


  -Original Message-
 From: CTScrivener ctscrive...@gmail.com
 To: hlds hlds@list.valvesoftware.com
 Sent: Tue, May 7, 2013 8:37 pm
 Subject: [hlds] Steampipe and /custom directory

   I thought I had the /custom directory figured out but I guess not. Why
 do players technically have a /custom folder as well as a /download folder?

 Our server uses a fastdl server to get files to client quicker and I need
 to figure out the file structure so custom files and folders are read
 properly by the game. Frankly, the /custom folder is pointless from what I
 can tell because the TF2 game atleast downloads all files to the /download
 folder THEN to respective folder such as custom, models, materials, etc.

 Is the /custom directory ONLY used if you are distributing
 mods/models/custom files via direct file download OUTSIDE of the game
 client?

 Do I need to change all my plugins so they are directly pointing into
 players’ /download folder?

 Granted, all my files and custom vpks are downloading just fine, but just
 to a directory that even the readme.txt file says, “can be deleted at any
 time”.

 Horribly worded but here is exactly what I am trying to do:

 Dodgeball Plugin points to the following file as a custom model:
 /materials/models/dodgeball_nuke/nuke.mdl

 I have a vpk built around the following directory within the custom folder
 (which includes all the vmts, mdls, etc.):
 dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is
 dodgeball_nuke.vpk

 I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under
 the /custom directory as well as under my game server under the /custom
 directory.

 The server downloads the vpk fine but it gets placed under
 download/custom/dodgeball_nuke.vpk

 The plugin cannot see that directory so do I need to change the directory
 it points to, or is this just a bad way for tf2 to be downloading files?
 Did you do this as a way for security so servers couldn’t FORCE
 models/skins/etc unto players?

 I am just trying to figure out what exactly I would need to do to get
 plugins like this (any plugins like freak fortress, dodgeball, etc that use
 custom models) to work with those custom models.

 Long post, probably repeated myself multiple times and I’m
 sorryhopefully someone can help me out as this would effect all custom
 models across game servers for everyone. What am I not doing right?

 ___
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 visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 

Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Gamers Exile
My understanding (for vs Saxton Hale as an example) is you simply replicate the original folders underneath the /custom folder.Example. If you had /tf2/models then it's now /tf2/custom/customstuff/models. Any files here will take priority over the stock files shaped with the game. Sent Via PigeonFrom: CScrivener .Sent: Wednesday, May 8, 2013 7:09 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Steampipe and /custom directoryAlright, I am at work now so it'll have to wait until I get home to try testing it again. I was almost 100% sure I tried that last night and it just didn't want to force the download but I will try it again and see what happens, maybe I screwed up somewhere.
Oddly enough, users who joined the server pre-steampipe and downloaded the files on the old file structure, can still see the model because TF2 is actually still viewing the old TF2 file directories as well. Ofcourse new clients who have never joined the server before cannot, so I was trying to get working for all.
So bottom line, this is the following directory I should put all my files into, AND tell my plugin to look at:tf/materials/models/dodgeball_nuke/... (folder should house all my models and other various files relating)
materials/models/dodgeball_nuke/nuke.mdl (tell my plugin this is where model is at, it knows to look into base tf folder)download/custom/materials/models/dodgeball_nuke/ (this is where client will have the files downloaded to, but the gamesystem should read it as being the stock /materials/models/ folders)
Same goes for the fastdl server correct? The game should force the download properly, or will I be required to use my downloader plugin to force those downloads correctly?Thanks for the help so far, just not liking the fact that only half the players can see the nuke. And IF/WHEN compatibility with old TF2 file structure gets removed, or when a player decides to nuke his old directory, they wont see the files anymore. Thanks again! =)
On Wed, May 8, 2013 at 8:32 AM, scott biszmaier sc...@aol.jp wrote:
i didnt have time to read all everything through cause im on my way to work however i ran into the same problem
and was informed to put all my materials/models in the same structure as they were before the update. meaning
put your materials/models back in the tf/materials  tf/models and ignore the tf/custom  tf/download directories.

do not change anything with your fastdl URL or fastdl file structure and if you use the download precacher, do not
touch anything the downloads.ini either. the only thing you need to do it copy the files back to their original location
as they were never moved by the update.


 





 worked for me. good luck, and report back please.







scott biszmaier





 





 





-Original Message-

From: CTScrivener ctscrive...@gmail.com

To: hlds hlds@list.valvesoftware.com

Sent: Tue, May 7, 2013 8:37 pm

Subject: [hlds]  Steampipe and /custom directory





















I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?









Our server uses a fastdl server to get files to client quicker and I need 
to figure out the file structure so custom files and folders are read properly 
by the game. Frankly, the /custom folder is pointless from what I can tell 
because the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.









Is the /custom directory ONLY used if you are distributing 
mods/models/custom files via direct file download OUTSIDE of the game 
client?









Do I need to change all my plugins so they are directly pointing into 
players’ /download folder?









Granted, all my files and custom vpks are downloading just fine, but just 
to a directory that even the readme.txt file says, “can be deleted at any 
time”.









Horribly worded but here is exactly what I am trying to do:









Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl









I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk









I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under 
the /custom directory as well as under my game server under the /custom 
directory.









The server downloads the vpk fine but it gets placed under 

Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Weasel
Another thing people forget is that for most games, every client is also 
potentially a listen-server.
That probably dictates keeping the handling or presence of some of the folder 
be the same on both clients/listen-servers and dedicated servers.

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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread CScrivener .
Alright, thanks everyone. I do believe I have gotten the file directories
correct now and the files are downloading and functioning properly. That
was my bad on not fully comprehending that (even though EVERYONE told me to
do it) adding a folder to the base tf folder was a valid option, I was
trying to work through the folders shipped with the server only as I
thought you weren't allowed to add additional base folders like
models/sounds/etc into that folder after the conversion. Thanks for all the
help!

Still wish I didn't have to FORCE the files to download but what can ya do.
Thanks again folks!


On Wed, May 8, 2013 at 1:57 PM, Weasel wea...@weaselslair.com wrote:

 Another thing people forget is that for most games, every client is also
 potentially a listen-server.
 That probably dictates keeping the handling or presence of some of the
 folder be the same on both clients/listen-servers and dedicated
 servers.

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[hlds] Steampipe Quickplay

2013-05-08 Thread Mark Edwards
Do I need to re-register my steampipe TF2 server for quickplay, after 
updating from a hlds version? Or can I use the quickplay account from my 
previous (identical) hlds install of TF2?


Reason I ask is that I have had a steampipe version of a (previously) 
popular server which had a fair amount of quickplay traffic, but since 
moving to steampipe the player numbers have fallen dramatically. Today, as 
an experiment, I re-enabled the pre-steampipe (hlds) version of the server 
and player numbers immediately picked up. So it seems to me there must be 
something wrong with my steampipe/quickplay setup, even though all the setup 
of the server is identical to the previous hlds install.


Anyone else experiencing a similar issue to me?




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Re: [hlds] Steampipe Quickplay

2013-05-08 Thread Fletcher Dunn
You should be able to reuse the account.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Edwards
Sent: Wednesday, May 08, 2013 2:51 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Steampipe  Quickplay

Do I need to re-register my steampipe TF2 server for quickplay, after updating 
from a hlds version? Or can I use the quickplay account from my previous 
(identical) hlds install of TF2?

Reason I ask is that I have had a steampipe version of a (previously) popular 
server which had a fair amount of quickplay traffic, but since moving to 
steampipe the player numbers have fallen dramatically. Today, as an experiment, 
I re-enabled the pre-steampipe (hlds) version of the server and player numbers 
immediately picked up. So it seems to me there must be something wrong with my 
steampipe/quickplay setup, even though all the setup of the server is identical 
to the previous hlds install.

Anyone else experiencing a similar issue to me?




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Re: [hlds] Steampipe Quickplay

2013-05-08 Thread Mike Vail
I actually sent a message asking Fletcher to look at this for my MvM servers
today. 

My Matchmaking  traffic suddenly died on all but a handful of my 20 MvM
servers a couple months ago. Nothing has changed since the Steampipe for me
so I don't think for me it's steampipe related. 

Before the trouble began,  literally  every MvM server I brought up would
fill in minutes, now I can't even get most of the existing ones to get
traffic.  It's like something is stopping the 75% servers from getting any
traffic while other identical 5 servers are working fine. 

My buddy also runs a bunch of MvM servers and all his are full most of the
time. His are totally identical to mine and are located in the same
datacenter mine are. The only difference is the quickplay IDs. 

I'd love to be able to look at their info somewhere and see what's causing
it. Since all my servers are identical except for the IDs, I can't
understand how it could be related to the game servers themselves.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Edwards
Sent: Wednesday, May 08, 2013 2:51 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Steampipe  Quickplay

Do I need to re-register my steampipe TF2 server for quickplay, after
updating from a hlds version? Or can I use the quickplay account from my
previous (identical) hlds install of TF2?

Reason I ask is that I have had a steampipe version of a (previously)
popular server which had a fair amount of quickplay traffic, but since
moving to steampipe the player numbers have fallen dramatically. Today, as
an experiment, I re-enabled the pre-steampipe (hlds) version of the server
and player numbers immediately picked up. So it seems to me there must be
something wrong with my steampipe/quickplay setup, even though all the setup
of the server is identical to the previous hlds install.

Anyone else experiencing a similar issue to me?




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