Re: [hlds] Steampipe and /custom directory
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe Quickplay
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe Quickplay
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds