[hlds_linux] File Set

2013-03-14 Thread Sachin Sud
Hi,

Can you someone please share the working addons copy of css server on linux
.
I am facing hard time in setting up a game server on linux using
warmod+zblock+sourcemod+metamod.
I can make it work without zblock but if i put zblock my server lags for a
second whenever a player joins the server. Though this issue is only coming
in linux.

So if someone has scrim server files. i.e. addons+cfg which has warmod and
zblock working. Then please share it.

Thanks,
Sachin
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released

2013-03-14 Thread Fletcher Dunn
Well, the Counter-strike:Source server just released doesn't boot.  Whoops!

This will be fixed tomorrow.

If you want to start the download now and let it run, the bandwidth won't be 
wasted.  The patch tomorrow with the fix will be small.

My apologies.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 7:19 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (h...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe 
Betas released

SteamPipe Betas have been released for Half-Life 2: Deathmatch and 
Counter-Strike: Source.

For each game, we have released a SteamPipe version of the dedicated server, 
which is a separate installation that should be installed using the SteamCMD 
tool, and a client beta that you can opt in to.

The regular (non-beta) dedicated server and client are not affected by this 
beta.

Further information about the SteamPipe conversion of the Source engine games 
can be found here:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

We will keep the games in beta as long as significant bugs are being reported.  
You can help ensure that your favorite feature works without any disruption by 
helping to test it!  In particular, the following features are sensitive to the 
filesystem changes and could use extra testing:


* Custom maps and server-side mods, and downloading of custom content 
from servers.

* Pure servers

Thanks for testing!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Current TF2 Install

2013-03-14 Thread Guardian Cipher
Hopefully someone will update
http://www.srcds.com/db/engine.php?subaction=showfull&id=1098643920 when it
comes time.

On Thu, Mar 14, 2013 at 10:41 PM, BJ Snell  wrote:

> Perhaps it's time to update the steam support page for installing a
> dedicated server?
>
> https://support.steampowered.com/kb_article.php?ref=6758-TCMF-2234
>
> On Fri, Mar 15, 2013 at 3:31 PM, Fletcher Dunn
> wrote:
>
> > >If i install a server right now with HLDSUpdateTool will i have to
> > reinstall it all with steamcmd later on?
> > Yes.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Guardian Cipher
> > Sent: Thursday, March 14, 2013 7:27 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Current TF2 Install
> >
> > So with all of this steamcmd stuff i'm questioning how I should be
> setting
> > up my new TF2 servers.
> >
> > I just setup a new blade server and i'm ready to start installing it, but
> > should i use steamcmd or HLDSUpdateTool? If i install a server right now
> > with HLDSUpdateTool will i have to reinstall it all with steamcmd later
> on?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Current TF2 Install

2013-03-14 Thread BJ Snell
Perhaps it's time to update the steam support page for installing a
dedicated server?

https://support.steampowered.com/kb_article.php?ref=6758-TCMF-2234

On Fri, Mar 15, 2013 at 3:31 PM, Fletcher Dunn
wrote:

> >If i install a server right now with HLDSUpdateTool will i have to
> reinstall it all with steamcmd later on?
> Yes.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Guardian Cipher
> Sent: Thursday, March 14, 2013 7:27 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Current TF2 Install
>
> So with all of this steamcmd stuff i'm questioning how I should be setting
> up my new TF2 servers.
>
> I just setup a new blade server and i'm ready to start installing it, but
> should i use steamcmd or HLDSUpdateTool? If i install a server right now
> with HLDSUpdateTool will i have to reinstall it all with steamcmd later on?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Current TF2 Install

2013-03-14 Thread Fletcher Dunn
>If i install a server right now with HLDSUpdateTool will i have to reinstall 
>it all with steamcmd later on?
Yes.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Guardian Cipher
Sent: Thursday, March 14, 2013 7:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Current TF2 Install

So with all of this steamcmd stuff i'm questioning how I should be setting up 
my new TF2 servers.

I just setup a new blade server and i'm ready to start installing it, but 
should i use steamcmd or HLDSUpdateTool? If i install a server right now with 
HLDSUpdateTool will i have to reinstall it all with steamcmd later on?
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Current TF2 Install

2013-03-14 Thread Guardian Cipher
So with all of this steamcmd stuff i'm questioning how I should be setting
up my new TF2 servers.

I just setup a new blade server and i'm ready to start installing it, but
should i use steamcmd or HLDSUpdateTool? If i install a server right now
with HLDSUpdateTool will i have to reinstall it all with steamcmd later on?
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released

2013-03-14 Thread Fletcher Dunn
SteamPipe Betas have been released for Half-Life 2: Deathmatch and 
Counter-Strike: Source.

For each game, we have released a SteamPipe version of the dedicated server, 
which is a separate installation that should be installed using the SteamCMD 
tool, and a client beta that you can opt in to.

The regular (non-beta) dedicated server and client are not affected by this 
beta.

Further information about the SteamPipe conversion of the Source engine games 
can be found here:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

We will keep the games in beta as long as significant bugs are being reported.  
You can help ensure that your favorite feature works without any disruption by 
helping to test it!  In particular, the following features are sensitive to the 
filesystem changes and could use extra testing:


* Custom maps and server-side mods, and downloading of custom content 
from servers.

* Pure servers

Thanks for testing!
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


[hlds_linux] Install hlds with steamcmd and get -autoupdate to work

2013-03-14 Thread edman747
I found this note misleading and I was confused about where to put the
steamcmd files.
" Note:Do not extract the contents of the updater tool to the regular
Steam Client folder or to the HLDSUpdateTool folder."
https://developer.valvesoftware.com/wiki/SteamCMD


I wanted a basic hlds installation where I could add a mod, so I made
two directories
mkdir hlds steamcmd

download steamcmd_linux.tar.gz and extract the files
cd steamcmd
wget http://media.steampowered.com/client/steamcmd_linux.tar.gz
tar zxvf steamcmd_linux.tar.gz

run steamcmd once and let it update.
./steamcmd.sh
when it is finished type quit.

run steamcmd to install hlds
./steamcmd.sh +login anonymous +force_install_dir ../hlds +app_update
90 validate +exit

move my previously extracted mod directory into my game server directory
mv svencoop hlds

run hlds once
./hlds_run -console -game valve +map frenzy

everything works fine. But I want hlds to autoupdate via steamcmd and
restart on crashes.


Getting -autoupdate to work !!! hlds_run expects steam.sh to be in
"steamcmd/steam.sh"
move my steamcmd directory into my game server directory
cd
mv steamcmd hlds

run steamcmd to insure everything is upto date
cd hlds/steamcmd
./steamcmd.sh +login anonymous +force_install_dir .. +app_update 90
validate +quit



launch hlds with svencoop as the game.
./hlds_run -console -num_edicts 3072 -game svencoop -pingboost 2 +ip
192.95.16.119 +port 27015 +sport 27016 +map zero -autoupdate -timeout
6 +maxplayers 12 -debug


Enabling debug mode
Auto-restarting the server on crash
Updating server using Steam.
***
The recommended way to run steamcmd is: steamcmd.sh +logon anonymous
+force_install_dir .. +app_update 90 +quit
***
Redirecting stderr to '/home/hlds/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Connecting anonymously to Steam Public...Success.
Success! App '90' already up to date.

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
dlopen failed trying to load:
/home/hlds/.steam/sdk32/steamclient.so
with error:
/home/hlds/.steam/sdk32/steamclient.so: cannot open shared object
file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 14:59:14 Feb 13 2013 (5956)
STEAM Auth Server
Server IP address 192.95.16.119:27015
Can't register variable servercfgfile, already defined
Can't register variable lservercfgfile, already defined
Can't register variable mapcyclefile, already defined
Can't register variable motdfile, already defined
Server logging data to file logs/L0314000.log
L 03/14/2013 - 19:07:35: Log file started (file "logs/L0314000.log")
(game "svencoop") (version "48/1.1.2.2/Stdio/5956")
L 03/14/2013 - 19:07:35: Server cvar "sv_aim" = "0"
L 03/14/2013 - 19:07:35: Server cvar "sv_region" = "255"
L 03/14/2013 - 19:07:35: Server cvar "mp_banana" = "0"
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
/home/hlds/.steam/sdk32/steamclient.so
with error:
/home/hlds/.steam/sdk32/steamclient.so: cannot open shared object
file: No such file or directory
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
L 03/14/2013 - 19:07:37: Started map "zero" (CRC "1081862970")

L 03/14/2013 - 19:07:37: Log file closed
Server logging data to file logs/L0314001.log
L 03/14/2013 - 19:07:37: Log file started (file "logs/L0314001.log")
(game "svencoop") (version "48/1.1.2.2/Stdio/5956")
Connection to Steam servers successful.
   VAC secure mode is activated.

everything looks good not to sure about the steamclient.so error messages.
next I launch hlds with screen from a small script.
#!/bin/bash
echo "Starting Svencoop 4.7 server"
sleep 5
screen -AmdS sc47us ./hlds_run -console -num_edicts 3072 -game
svencoop -pingboost 2 +ip 192.95.16.119 +port 27015 +sport 27016 +map
zero -autoupdate -timeout 6 +maxplayers 12 -debug
echo "on-line server sc47us svencoop 4.7"

later I will setup my watchdog timer to catch frozen game servers...
Now I have nine game servers running on different computers - all are
running Debian 6.0 or Debian 7.0

one of the Debian 7.0 computers has the "steam client installed" with
one game half-life.
That hlds has issues with -autoupdate. it spams the console with
messages like this:
appdatacache.cpp (520) : Assertion Failed: app info out of sync (AppID
231350). Change number on server: 185065. Change number on client:
185065
appdatacache.cpp (520) : Assertion Failed: app info out of sync (AppID
231390). Change number on server: 185586. 

Re: [hlds_linux] mp_scrambleteams 2 resets rounds & time limit

2013-03-14 Thread Yun Huang Yong

Further investigation reveals that I'm an idiot.

mp_scrambleteams behaves exactly as advertised - it does not reset the 
number of rounds played.


I was observing the win counter (scoreboard) and misinterpreting that as 
the round counter.  Internally, the round counter is NOT reset.  I also 
expected the timer not to be reset but that is not the advertised 
behaviour for mp_scrambleteams 2.


Apologies for the spam, I wanted to correct this for anyone landing on 
this via Google etc in future.  I abhor the spread of misinformation.


On 3/03/2013 11:40 AM, Yun Huang Yong wrote:

mp_scrambleteams 2 was introduced in the June 8, 2011 patch[1]:
---
Updated mp_scrambleteams to support a parameter of 2, which prevents
resetting the number of rounds that have been played
---

I've been testing this out and on a vanilla server (no mods) and it
always resets both the rounds won (to 0) and the time left (to
mp_timelimit).

I am typing "mp_scrambleteams 2" into the console/rcon.

Am I doing something wrong or is this broken?


[1] http://wiki.teamfortress.com/wiki/June_8,_2011_Patch



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread 1nsane
Yes a player should not be kicked or forced to quit the game and look for
the map in the workshop.

It would be great if it could be a bit more seamless.

On Thu, Mar 14, 2013 at 1:42 PM, ics  wrote:

> I just want to say that some way between workshop and sv_downloadurl might
> be a good idea including making the sv_downloadurl to support vpk's. CSGO
> already failed in this in some parts but it's not much better right now
> than L4D2 was on the getgo.Players were unable to get the campaigns in it
> by connecting to a server which effectively killed spreading of custom
> vpk's. Granted, downloading would have been slow and taken a slot but still
> that's better than no players.
>
> Stuff that is on the server, needs to be able to get by the player either
> from sv_downloadurl or workshop if player connects to a server and not
> result to player getting booted off not being able to access the server.
>
> Not even manually by going to workshop, subscribing and then starting the
> game. I hope the workshop is also faster in-game in the future since can
> shutdown the game, subscribe to a map and get download that finished &
> getting back on the server than waiting the map from workshop downloading
> by in-game window. This of course is on CSGO since CSS/TF2 does not have
> workshop for maps.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>  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[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> 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 )
>>> 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[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> 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[mailto:
 hlds-bounces@list.**valvesoftware

[hlds_linux] Mandatory DoD:S beta update released

2013-03-14 Thread Fletcher Dunn
DoD:S beta:
* Fix mismatched version numbers in client and server
* sv_pure should be functional.
* Added readmes in the custom and downloads folder.
* Linux dedicated server: Fixed srcds_run script to properly use StamCMD for 
auto restart.

Note that you will not receive an out-of-date notification and will need to 
manually restart your server.

Help is needed to test sv_pure!  Please report bugs to the gitbub database. 
(https://github.com/ValveSoftware/Source-1-Games)  If you have test data that 
can reproduce a bug, it would be extremely helpful!

See these files for further info on how pure servers have changed:
dod/cfg/pure_server_whitelist_example.txt
dod/cfg/pure_server_whitelist_base.txt
dod/cfg/trusted_keys_base.txt

Known issues:

* Only Windows clients will be able to connect to sv_pure servers.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Denis Eliseev
Yes, I know about the server, but this
> For the client, unfortunately it is not very convenient to opt back out of 
> the beta once you opt in.  You will have to download quite a bit of content 
> again, and any custom files will have been moved into the new installation 
> directory.
will be very big problem. (For content servers too...) Why you don't want to 
update and modify CSS:Beta to SteamPipe verson, like TF2Beta? Because of 
different AppID's?

14.03.2013, 22:34, "Fletcher Dunn" :
> For the server, you need to have the two installations in two different 
> directories.  (And they will coexist just fine.)
>
> For the client, unfortunately it is not very convenient to opt back out of 
> the beta once you opt in.  You will have to download quite a bit of content 
> again, and any custom files will have been moved into the new installation 
> directory.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
> Sent: Thursday, March 14, 2013 11:30 AM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com)
> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
> server and client beta released
>
> Is here is a way to have both normal and beta version installed at betas like 
> DoD:S one? For CSS, I (and I think all other operators too) need to have 
> access to my normal servers and testing the beta - with currently DoD:S 
> variant I don't see any solution to keep both versions, I think that I need 
> to redownload another version every time. Or I'm not right?
>
> 14.03.2013, 19:35, "Fletcher Dunn" :
>
>>  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-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
   Hy

   Any news on when will be Counter-Strike Source migrated to steampipe?

   ___
   To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>   ___
>>>   To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>>   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>  ___
>>  To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>  ___
>>  To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> 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

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
For the server, you need to have the two installations in two different 
directories.  (And they will coexist just fine.)

For the client, unfortunately it is not very convenient to opt back out of the 
beta once you opt in.  You will have to download quite a bit of content again, 
and any custom files will have been moved into the new installation directory.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
Sent: Thursday, March 14, 2013 11:30 AM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Is here is a way to have both normal and beta version installed at betas like 
DoD:S one? For CSS, I (and I think all other operators too) need to have access 
to my normal servers and testing the beta - with currently DoD:S variant I 
don't see any solution to keep both versions, I think that I need to redownload 
another version every time. Or I'm not right?

14.03.2013, 19:35, "Fletcher Dunn" :
> 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-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
>>>  Hy
>>>
>>>  Any news on when will be Counter-Strike Source migrated to steampipe?
>>>
>>>  ___
>>>  To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>  ___
>>  To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
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_linux


Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Denis Eliseev
Is here is a way to have both normal and beta version installed at betas like 
DoD:S one? For CSS, I (and I think all other operators too) need to have access 
to my normal servers and testing the beta - with currently DoD:S variant I 
don't see any solution to keep both versions, I think that I need to redownload 
another version every time. Or I'm not right?

14.03.2013, 19:35, "Fletcher Dunn" :
> 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-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
>>>  Hy
>>>
>>>  Any news on when will be Counter-Strike Source migrated to steampipe?
>>>
>>>  ___
>>>  To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>  ___
>>  To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Ross Bemrose

We discussed this briefly before... back then, Fletcher's reply was this:

"My idea was that the server would realize that some model in the 
download list actually came from a VPK, so instead of telling the client 
to download the model, it would say, "download (and mount) this VPK."


Of course, the workshop is probably the best and solution to this 
problem.  It solves the versioning problem, relieves the gameserver of 
bandwidth, etc.  So I'm not sure if there's any reason to provide a 
halfway solution that entails significant complexity and will then be 
superseded by the workshop."


I really wish this would change, as it sounds like Workshop support 
won't be added to TF2 in the immediate future, plus VPKs are pretty 
useless for server mods right now because of that and the no-downloading 
of VPKs issue you mentioned.


I'd love to be able to pack all of VSH's models and attributes into 
VPKs... of FF2's (on a per-boss vpk for that one since they can easily 
be swapped out) and put them like that on fast download servers.


On 3/14/2013 1:42 PM, ics wrote:
I just want to say that some way between workshop and sv_downloadurl 
might be a good idea including making the sv_downloadurl to support 
vpk's. CSGO already failed in this in some parts but it's not much 
better right now than L4D2 was on the getgo.Players were unable to get 
the campaigns in it by connecting to a server which effectively killed 
spreading of custom vpk's. Granted, downloading would have been slow 
and taken a slot but still that's better than no players.


Stuff that is on the server, needs to be able to get by the player 
either from sv_downloadurl or workshop if player connects to a server 
and not result to player getting booted off not being able to access 
the server.


Not even manually by going to workshop, subscribing and then starting 
the game. I hope the workshop is also faster in-game in the future 
since can shutdown the game, subscribe to a map and get download that 
finished & getting back on the server than waiting the map from 
workshop downloading by in-game window. This of course is on CSGO 
since CSS/TF2 does not have workshop for maps.


-ics

Ross Bemrose kirjoitti:
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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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)
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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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 

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Valentin G.
Thanks for claryfing that. Seems like a good way to do things.


On Thu, Mar 14, 2013 at 6:19 PM, Erik-jan Riemers  wrote:

> 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 
>
> > 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<
> hlds_linux-boun...@list.valvesoftware.com>[mailto:
> >> hlds_linux-bounces@**list.valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>]
> >> 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 )
> >> 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<
> hlds-boun...@list.valvesoftware.com>[mailto:
> >> hlds-bounces@list.**valvesoftware.com<
> hlds-boun...@list.valvesoftware.com>]
> >> 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<
> hlds-boun...@list.valvesoftware.com>[mailto:
> >>> hlds-bounces@list.**valvesoftware.com<
> hlds-boun...@list.valvesoftware.com>]
> >>> 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?

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread ics
I just want to say that some way between workshop and sv_downloadurl 
might be a good idea including making the sv_downloadurl to support 
vpk's. CSGO already failed in this in some parts but it's not much 
better right now than L4D2 was on the getgo.Players were unable to get 
the campaigns in it by connecting to a server which effectively killed 
spreading of custom vpk's. Granted, downloading would have been slow and 
taken a slot but still that's better than no players.


Stuff that is on the server, needs to be able to get by the player 
either from sv_downloadurl or workshop if player connects to a server 
and not result to player getting booted off not being able to access the 
server.


Not even manually by going to workshop, subscribing and then starting 
the game. I hope the workshop is also faster in-game in the future since 
can shutdown the game, subscribe to a map and get download that finished 
& getting back on the server than waiting the map from workshop 
downloading by in-game window. This of course is on CSGO since CSS/TF2 
does not have workshop for maps.


-ics

Ross Bemrose kirjoitti:
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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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)
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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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 saf

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Erik-jan Riemers
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 

> 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[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> 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 )
>> 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[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> 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[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> 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[mailto:
 hlds_linux-bounces@**list.valvesoftware.com]
 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
>>

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Ross Bemrose
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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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)
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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :

Hy

Any news on when will be

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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)
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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
 Hy

 Any news on when will be Counter-Strike Source migrated to steampipe?

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
 Hy

 Any news on when will be Counter-Strike Source migrated to steampipe?

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
>> 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
> ___
> 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 a

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Valentin G.
Maps can also live in custom/maps?


On Thu, Mar 14, 2013 at 5:45 PM, Kyle Sanderson  wrote:

> Just to clarify, we still need custom assets (decals and what not) on the
> actual server? Is there any chance we can also take advantage of the disk
> space savings that come with the change to VPKs? Or does it only work
> because the clients already have the assets? If the file is missing from
> the client (and doesn't exist on the server), can they still pull it down
> off of the fastdl?
>
> Thanks,
> Kyle.
> On 14 Mar 2013 09:27, "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-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] 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" :
> > >>> Hy
> > >>>
> > >>> Any news on when will be Counter-Strike Source migrated to steampipe?
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > ___
> > > 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
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferen

Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Kyle Sanderson
Just to clarify, we still need custom assets (decals and what not) on the
actual server? Is there any chance we can also take advantage of the disk
space savings that come with the change to VPKs? Or does it only work
because the clients already have the assets? If the file is missing from
the client (and doesn't exist on the server), can they still pull it down
off of the fastdl?

Thanks,
Kyle.
On 14 Mar 2013 09:27, "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-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] 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" :
> >>> Hy
> >>>
> >>> Any news on when will be Counter-Strike Source migrated to steampipe?
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > ___
> > 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
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Day of Defeat Beta released

2013-03-14 Thread Alfred Reynolds
Check out this wiki page on the commands you can give steam cmd:
https://developer.valvesoftware.com/wiki/SteamCMD

In this case you want "app_update 90 validate"

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of edman747
Sent: Wednesday, March 13, 2013 10:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat Beta released

Off topic.  pls forgive me.
While installing a new a hlds server on a Debian 7.0 computer.

ic this:
App state (8x300502) downloading , progress: 54:22 
App state (8x300502) downloading , progress: 54:22 
App state (8x300502) downloading , progress: 54:22 
Error! App '90' state is 0x482after update job.

I have six other Debian Linux servers that use steamcmd to update the
basic hlds files.
There must be away to run 'steamcmd clean' and then retry the install?

Alfred, Please do not give me the standard steam support bullshit: "we
only support Ubuntu..."
When I used hldsupdatetool (./steam) to update the hlds server and
then used steamcmd to reconfigure it, everything worked fine.

Why would a new install be so messed up?




On Wed, Mar 13, 2013 at 7:28 PM, Alfred Reynolds
 wrote:
> We have now converted Day of Defeat to the new SteamPipe beta, you can get a 
> dedicated install for it by using the following command line:
> steamcmd +logon anonymous +force_install_dir ..\hlds +app_set_config 90 mod 
> dod +app_update 90 +quit
>
> Note the "+app_set_config 90 mod dod" command, this is opting that install 
> into getting the bits for dod. Future updates for other dedicated servers 
> will add more options to this list, and you will be able to install multiple 
> mods to the same folder if you wish. To install multiple games in the same 
> folder just separate the mod name by a comma. For example, to install both 
> DoD and CZ use the following:
>  +app_set_config 90 mod czero,dod
>
>
> - Alfred
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
>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-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] 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-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
>>> Hy
>>>
>>> Any news on when will be Counter-Strike Source migrated to steampipe?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> 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
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
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-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] 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" :
>> Hy
>>
>> Any news on when will be Counter-Strike Source migrated to steampipe?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Erik-jan Riemers
Will there be any type of exit levels introduced? For example, exit level
10 => update failed. Level 0 => update correct. Level 20 => Unavailible
(so sleep 60 in scripts)
Unless it already has a "if not exit level 0 = then retry" option, but I
have not read about it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: donderdag 14 maart 2013 2:10
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com);
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and
client beta released

We have released a SteamPipe version of the Day of Defeat:Source dedicated
server.

A note of clarification: this announcement concerns Day of Defeat:
*SOURCE*.  Alfred announced a very similar release for the original Day of
Defeat product.  This is a different release.  Try not to get confused!

The server is a beta sever, and works with the client beta.  We encourage
all Day of Defeat server operators to help test this beta.  We will be
converting the game over to the new system within a few weeks.  (So you
might as well download the server now so you'll be ready when the
switchover happens.)

The existing HLDSUpdateTool dedicated server and the existing client are
NOT affected.  It is not necessary to download the SteamPipe version of
the dedicated sever at this time to host clients who have not opted into
the beta.  We will give server operators a couple of days of advanced
warning before we end the beta and switch the game over to be use
SteamPipe as the official version.  At that point, the HLDSUpdateTool
version of the server will no longer be used; all sever operators must be
using the SteamPipe version of the dedicated server.

Here is a general FAQ about Source engine games and SteamPipe.  It answers
many anticipated questions, including how to install the dedicated server
and client beta:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

We will be making a broader announcement of the client beta in a day or so
after we confirm that some servers are up and operable.

The client beta is available on Windows, Mac, and Linux.

Any questions not answered by the FAQ?  Fire away.

Thanks for testing!
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux