[hlds_linux] File Set
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
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
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
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
>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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
>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
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
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