Re: [hlcoders] Dedicated Server Release Essentials
Many thanks. On Mon, Nov 23, 2009 at 2:53 PM, Garry Newman wrote: > If you can find the file named exclude.lst in the game's steam depots, > that's what is excluded from the DS. > > GMod's exclude.lst: > > *.flv > *.vtf > *.sw.vtx > *.jpg > *.dx80.vtx > *.tga > *.ttf > > garry > > On Mon, Nov 23, 2009 at 7:31 PM, Adam "amckern" McKern >wrote: > > > If you can find the original server release for Dystopia, you will find > the > > answer to this in a nut shell. > > > > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > --- On Tue, 24/11/09, Matt Hoffman wrote: > > > > From: Matt Hoffman > > Subject: Re: [hlcoders] Dedicated Server Release Essentials > > To: j...@wunderboy.org, "Discussion of Half-Life Programming" < > > hlcoders@list.valvesoftware.com> > > Received: Tuesday, 24 November, 2009, 5:23 AM > > > > Wouldn't that be the VMT for surfaceproperties, etc? > > > > On Mon, Nov 23, 2009 at 6:14 AM, Jed wrote: > > > > > Well you'd need the models so the server can do collision and hitbox > > > detection and possibly "purity" tests for pure servers. Materials are > > > used by some games for player movement checks (slide/don't slide) and > > > some things like bullet penetration. While I know a lot of that is > > > client-side the server still has to do some of it. > > > > > > > > > > > > 2009/11/23 Skillet : > > > > This seems like a stupid question but what exactly does a dedicated > > > server > > > > require in terms of content? I've noticed a few released mods that > > > include > > > > everything from the client in their servers, but can VTFs and other > > > things > > > > be excluded safely to reduce size? > > > > > > > > Thanks > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > __ > > Win 1 of 4 Sony home entertainment packs thanks to Yahoo!7. > > Enter now: http://au.docs.yahoo.com/homepageset/ > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
If you can find the file named exclude.lst in the game's steam depots, that's what is excluded from the DS. GMod's exclude.lst: *.flv *.vtf *.sw.vtx *.jpg *.dx80.vtx *.tga *.ttf garry On Mon, Nov 23, 2009 at 7:31 PM, Adam "amckern" McKern wrote: > If you can find the original server release for Dystopia, you will find the > answer to this in a nut shell. > > > Owner Nigredo Studios http://www.nigredostudios.com > > --- On Tue, 24/11/09, Matt Hoffman wrote: > > From: Matt Hoffman > Subject: Re: [hlcoders] Dedicated Server Release Essentials > To: j...@wunderboy.org, "Discussion of Half-Life Programming" < > hlcoders@list.valvesoftware.com> > Received: Tuesday, 24 November, 2009, 5:23 AM > > Wouldn't that be the VMT for surfaceproperties, etc? > > On Mon, Nov 23, 2009 at 6:14 AM, Jed wrote: > > > Well you'd need the models so the server can do collision and hitbox > > detection and possibly "purity" tests for pure servers. Materials are > > used by some games for player movement checks (slide/don't slide) and > > some things like bullet penetration. While I know a lot of that is > > client-side the server still has to do some of it. > > > > > > > > 2009/11/23 Skillet : > > > This seems like a stupid question but what exactly does a dedicated > > server > > > require in terms of content? I've noticed a few released mods that > > include > > > everything from the client in their servers, but can VTFs and other > > things > > > be excluded safely to reduce size? > > > > > > Thanks > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > __ > Win 1 of 4 Sony home entertainment packs thanks to Yahoo!7. > Enter now: http://au.docs.yahoo.com/homepageset/ > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
If you can find the original server release for Dystopia, you will find the answer to this in a nut shell. Owner Nigredo Studios http://www.nigredostudios.com --- On Tue, 24/11/09, Matt Hoffman wrote: From: Matt Hoffman Subject: Re: [hlcoders] Dedicated Server Release Essentials To: j...@wunderboy.org, "Discussion of Half-Life Programming" Received: Tuesday, 24 November, 2009, 5:23 AM Wouldn't that be the VMT for surfaceproperties, etc? On Mon, Nov 23, 2009 at 6:14 AM, Jed wrote: > Well you'd need the models so the server can do collision and hitbox > detection and possibly "purity" tests for pure servers. Materials are > used by some games for player movement checks (slide/don't slide) and > some things like bullet penetration. While I know a lot of that is > client-side the server still has to do some of it. > > > > 2009/11/23 Skillet : > > This seems like a stupid question but what exactly does a dedicated > server > > require in terms of content? I've noticed a few released mods that > include > > everything from the client in their servers, but can VTFs and other > things > > be excluded safely to reduce size? > > > > Thanks > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Win 1 of 4 Sony home entertainment packs thanks to Yahoo!7. Enter now: http://au.docs.yahoo.com/homepageset/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
Wouldn't that be the VMT for surfaceproperties, etc? On Mon, Nov 23, 2009 at 6:14 AM, Jed wrote: > Well you'd need the models so the server can do collision and hitbox > detection and possibly "purity" tests for pure servers. Materials are > used by some games for player movement checks (slide/don't slide) and > some things like bullet penetration. While I know a lot of that is > client-side the server still has to do some of it. > > > > 2009/11/23 Skillet : > > This seems like a stupid question but what exactly does a dedicated > server > > require in terms of content? I've noticed a few released mods that > include > > everything from the client in their servers, but can VTFs and other > things > > be excluded safely to reduce size? > > > > Thanks > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
Well you'd need the models so the server can do collision and hitbox detection and possibly "purity" tests for pure servers. Materials are used by some games for player movement checks (slide/don't slide) and some things like bullet penetration. While I know a lot of that is client-side the server still has to do some of it. 2009/11/23 Skillet : > This seems like a stupid question but what exactly does a dedicated server > require in terms of content? I've noticed a few released mods that include > everything from the client in their servers, but can VTFs and other things > be excluded safely to reduce size? > > Thanks > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
You can disable resource checking, and dump everything all but the stuff that gets precached through the engine such as sounds, models, and textures. An exmple might be you ship your server mod with server.dll, and sound/comm/null.wav Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 23/11/09, Pagefile SYS wrote: From: Pagefile SYS Subject: Re: [hlcoders] Dedicated Server Release Essentials To: "Discussion of Half-Life Programming" Received: Monday, 23 November, 2009, 3:23 PM I think there's some kind of resource integrity checking, so server requires all resources, although it doesn't use them directly. 2009/11/23 Skillet : > This seems like a stupid question but what exactly does a dedicated server > require in terms of content? I've noticed a few released mods that include > everything from the client in their servers, but can VTFs and other things > be excluded safely to reduce size? > > Thanks > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Win 1 of 4 Sony home entertainment packs thanks to Yahoo!7. Enter now: http://au.docs.yahoo.com/homepageset/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated Server Release Essentials
I think there's some kind of resource integrity checking, so server requires all resources, although it doesn't use them directly. 2009/11/23 Skillet : > This seems like a stupid question but what exactly does a dedicated server > require in terms of content? I've noticed a few released mods that include > everything from the client in their servers, but can VTFs and other things > be excluded safely to reduce size? > > Thanks > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders