Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Erik-jan Riemers
Descent server operators change the version number, descent map makers do
that too. But agreed on some kind of validation and better integration.
(Not to mention the tons of maps i still have on my download server which i
dont use anymore, just because i cant really tell anymore whats being used)
:)

2014-12-02 0:29 GMT+01:00 ics :

> With valve, the source of the files is trusted. If this would be
> implemented, only way to do it is ti integrate maps into steam tf2
> workshop. I'm surprised why valve doesn't want to do this and yet they
> reward people who make items all the time. Workshop integration isn't the
> best in csgo but it could be further improved to accommodate tf2.
>
> -ics
>
> - Alkuperäinen viesti -
> > +1 this for sure. I'd love to see the custom content over write much like
> > Valve over writes maps and its content now when a revision bump is made.
> > I get so tired of having to go thru _v1 or v32 etc etc when you change
> > just the smallest thing on a map. The client has to re-download it
> > anyway cause of a new name, may as well make it over write and start
> > over.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> > Stecker Sent: Monday, December 01, 2014 6:14 PM
> > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> > Win32 server mailing list
> > Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
> > downloading
> >
> > This email is mostly addressed to anyone within Valve that's still
> > maintaining the TF2 branch of the source engine, and I suppose anyone on
> > this mailing list that'd like to comment on this recommendation.
> >
> > There's one frustrating issue with clients downloading custom content
> > (maps, models, etc) in particular: it's fairly painful when unaware
> > mappers and server operators release or update maps (and other content)
> > without modifying the filename of the content. For maps this is
> > particularly destructive because many clients would be left unable to
> > connect and play on the server in question if the map differs from what
> > the server is running.
> >
> > Additionally, there are some documented cases of clients having their map
> > downloads not get fully completed or get into a corrupt state which is
> > equally as painful for the same reasons. Many users are simply unaware of
> > how to solve this problem by locating and deleting the files in question.
> >
> > I'm sure this is something that can get an ideal solution, so I'd like to
> > propose a few:
> >
> > 1. If the content differs, force a redownload and overwrite the existing
> > file on the client. Now that clients have a separate search path for
> > downloaded content thanks to Fletcher's hard work in refactoring custom
> > content and downloads search paths, there's less risk to overwriting
> > stock game content.
> >
> > 2. Allow multiple downloads side-by-side, perhaps differing in filename
> > by a checksum (or some other recommendation). This would probably have
> > to be virtualized in some way so that the filesystem is aware of the
> > actual name of the map for soundscripts, particle manifests, etc.
> >
> > This issue affects other content such as models and materials, but
> > getting a solution for at least map downloading would be a great step
> > forward. ___
> > 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
>
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread ics
With valve, the source of the files is trusted. If this would be implemented, 
only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised 
why valve doesn't want to do this and yet they reward people who make items all 
the time. Workshop integration isn't the best in csgo but it could be further 
improved to accommodate tf2.

-ics

- Alkuperäinen viesti -
> +1 this for sure. I'd love to see the custom content over write much like
> Valve over writes maps and its content now when a revision bump is made.
> I get so tired of having to go thru _v1 or v32 etc etc when you change
> just the smallest thing on a map. The client has to re-download it
> anyway cause of a new name, may as well make it over write and start
> over.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Stecker Sent: Monday, December 01, 2014 6:14 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32 server mailing list
> Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
> downloading
> 
> This email is mostly addressed to anyone within Valve that's still
> maintaining the TF2 branch of the source engine, and I suppose anyone on
> this mailing list that'd like to comment on this recommendation.
> 
> There's one frustrating issue with clients downloading custom content
> (maps, models, etc) in particular: it's fairly painful when unaware
> mappers and server operators release or update maps (and other content)
> without modifying the filename of the content. For maps this is
> particularly destructive because many clients would be left unable to
> connect and play on the server in question if the map differs from what
> the server is running.
> 
> Additionally, there are some documented cases of clients having their map
> downloads not get fully completed or get into a corrupt state which is
> equally as painful for the same reasons. Many users are simply unaware of
> how to solve this problem by locating and deleting the files in question.
> 
> I'm sure this is something that can get an ideal solution, so I'd like to
> propose a few:
> 
> 1. If the content differs, force a redownload and overwrite the existing
> file on the client. Now that clients have a separate search path for
> downloaded content thanks to Fletcher's hard work in refactoring custom
> content and downloads search paths, there's less risk to overwriting
> stock game content.
> 
> 2. Allow multiple downloads side-by-side, perhaps differing in filename
> by a checksum (or some other recommendation). This would probably have
> to be virtualized in some way so that the filesystem is aware of the
> actual name of the map for soundscripts, particle manifests, etc.
> 
> This issue affects other content such as models and materials, but
> getting a solution for at least map downloading would be a great step
> forward. ___
> 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

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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Frank
+1 this for sure. I'd love to see the custom content over write much like
Valve over writes maps and its content now when a revision bump is made.
I get so tired of having to go thru _v1 or v32 etc etc when you change just
the smallest thing on a map. The client has to re-download it anyway cause
of a new name, may as well make it over write and start over.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
downloading

This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content (maps,
models, etc) in particular: it's fairly painful when unaware mappers and
server operators release or update maps (and other content) without
modifying the filename of the content. For maps this is particularly
destructive because many clients would be left unable to connect and play on
the server in question if the map differs from what the server is running.

Additionally, there are some documented cases of clients having their map
downloads not get fully completed or get into a corrupt state which is
equally as painful for the same reasons. Many users are simply unaware of
how to solve this problem by locating and deleting the files in question.

I'm sure this is something that can get an ideal solution, so I'd like to
propose a few:

1. If the content differs, force a redownload and overwrite the existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring custom
content and downloads search paths, there's less risk to overwriting stock
game content.

2. Allow multiple downloads side-by-side, perhaps differing in filename by a
checksum (or some other recommendation). This would probably have to be
virtualized in some way so that the filesystem is aware of the actual name
of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but getting a
solution for at least map downloading would be a great step forward.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


___
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[hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Ryan Stecker
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content
(maps, models, etc) in particular: it's fairly painful when unaware mappers
and server operators release or update maps (and other content) without
modifying the filename of the content. For maps this is particularly
destructive because many clients would be left unable to connect and play
on the server in question if the map differs from what the server is
running.

Additionally, there are some documented cases of clients having their map
downloads not get fully completed or get into a corrupt state which is
equally as painful for the same reasons. Many users are simply unaware of
how to solve this problem by locating and deleting the files in question.

I'm sure this is something that can get an ideal solution, so I'd like to
propose a few:

1. If the content differs, force a redownload and overwrite the existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring custom
content and downloads search paths, there's less risk to overwriting stock
game content.

2. Allow multiple downloads side-by-side, perhaps differing in filename by
a checksum (or some other recommendation). This would probably have to be
virtualized in some way so that the filesystem is aware of the actual name
of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but getting
a solution for at least map downloading would be a great step forward.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux