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

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

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

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

> I just want to say that some way between workshop and sv_downloadurl might
> be a good idea including making the sv_downloadurl to support vpk's. CSGO
> already failed in this in some parts but it's not much better right now
> than L4D2 was on the getgo.Players were unable to get the campaigns in it
> by connecting to a server which effectively killed spreading of custom
> vpk's. Granted, downloading would have been slow and taken a slot but still
> that's better than no players.
>
> Stuff that is on the server, needs to be able to get by the player either
> from sv_downloadurl or workshop if player connects to a server and not
> result to player getting booted off not being able to access the server.
>
> Not even manually by going to workshop, subscribing and then starting the
> game. I hope the workshop is also faster in-game in the future since can
> shutdown the game, subscribe to a map and get download that finished &
> getting back on the server than waiting the map from workshop downloading
> by in-game window. This of course is on CSGO since CSS/TF2 does not have
> workshop for maps.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>  The confusion about custom/maps/ probably came from something I said
>> earlier back near the start of the Beta.
>>
>> I know on my own server, we're probably going to move custom maps to
>> custom/custom_maps/maps/ which, while it sounds redundant, keeps all our
>> custom maps separate from the Valve maps.  Helps prevent accidentally
>> deleting maps we didn't intend to.
>>
>> On 3/14/2013 1:05 PM, Fletcher Dunn wrote:
>>
>>> To clarify: each subfolder under custom becomes its own search path.
>>>
>>> So this is an example of the right thing to do:
>>>
>>> dod/custom/[customization_**name]/models
>>> dod/custom/[customization_**name]/materials
>>> dod/custom/[customization_**name]/maps
>>>
>>> Note that:
>>> * the custom folder goes under the game folder, not the "orangebox"
>>> folder.  (There is no longer an orangebox folder or any shared content or
>>> binaries.  Each game is totally distinct.)
>>> * you need to make a subfolder under "custom".  Putting "materials" or
>>> "maps" directly under custom is probably not what you want.
>>>
>>> Read gameinfo.txt for more details on this.
>>>
>>> The DoD:S beta just released had some old readmes in the wrong folder.
>>>  I will fix that shortly with a beta update today.
>>>
>>> -Original Message-----
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Fletcher Dunn
>>> Sent: Thursday, March 14, 2013 10:00 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>>> valvesoftware.com )
>>> Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe
>>> dedicated server and client beta released
>>>
>>> Having a ton of subfolders under custom could be a performance penalty
>>> (for boot / map changes).  Having a few would probably will not impact
>>> server map change times by any real difference.
>>>
>>> -Original Message-
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of List User
>>> Sent: Thursday, March 14, 2013 9:31 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe
>>> dedicated server and client beta released
>>>
>>> Is there any performance difference in keeping these custom files in:
>>> orangebox/models/
>>> vs
>>> orangebox/custom/roleplay/**models
>>>
>>> If not, I rather stick it in custom for organization.
>>> On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>>>
>>>> My mod uses a bunch of custom things (models/materials). Should those
>>>>> be in a .vpk or can I keep it as it, where client gets it from my FastDL?
>>>>>
>>>> The FastDL server server doesn't work with VPK's. (Currently.)  VPK's
>>>> are really ideal for client-side mods.  I think t

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

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

14.03.2013, 22:34, "Fletcher Dunn" :
> For the server, you need to have the two installations in two different 
> directories.  (And they will coexist just fine.)
>
> For the client, unfortunately it is not very convenient to opt back out of 
> the beta once you opt in.  You will have to download quite a bit of content 
> again, and any custom files will have been moved into the new installation 
> directory.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
> Sent: Thursday, March 14, 2013 11:30 AM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com)
> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
> server and client beta released
>
> Is here is a way to have both normal and beta version installed at betas like 
> DoD:S one? For CSS, I (and I think all other operators too) need to have 
> access to my normal servers and testing the beta - with currently DoD:S 
> variant I don't see any solution to keep both versions, I think that I need 
> to redownload another version every time. Or I'm not right?
>
> 14.03.2013, 19:35, "Fletcher Dunn" :
>
>>  A CS:S beta will be coming very soon.  We will probably not use the CS:S 
>> beta (the one that's a different app).  But we will release a beta, using 
>> SteamPipe's beta feature.
>>
>>  -Original Message-
>>  From: hlds_linux-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
>>  Sent: Wednesday, March 13, 2013 11:41 PM
>>  To: Half-Life dedicated Linux server mailing list
>>  Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server 
>> and client beta released
>>
>>  Someone from Valve said that they will be moving one game to SteamPipe 
>> first before TF2. DOD Source is close enough to TF2 in engine (as update 
>> hits dods, hl2dm and tf2 at the same time engine wise) so they see how it 
>> goes with that first before doing it for larger playerbase (TF2). CSS will 
>> follow later.
>>
>>  Just wait but don't hold your breath too long.
>>
>>  -ics
>>
>>  Denis Eliseev kirjoitti:
>>>   ^This
>>>   And how about moving CS:S Beta (260) to SteamPipe for testing?
>>>
>>>   14.03.2013, 10:07, "Molnár László" :
   Hy

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

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

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

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

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

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

14.03.2013, 19:35, "Fletcher Dunn" :
> A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
> (the one that's a different app).  But we will release a beta, using 
> SteamPipe's beta feature.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Wednesday, March 13, 2013 11:41 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
> client beta released
>
> Someone from Valve said that they will be moving one game to SteamPipe first 
> before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
> hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
> first before doing it for larger playerbase (TF2). CSS will follow later.
>
> Just wait but don't hold your breath too long.
>
> -ics
>
> Denis Eliseev kirjoitti:
>
>>  ^This
>>  And how about moving CS:S Beta (260) to SteamPipe for testing?
>>
>>  14.03.2013, 10:07, "Molnár László" :
>>>  Hy
>>>
>>>  Any news on when will be Counter-Strike Source migrated to steampipe?
>>>
>>>  ___
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>>> please visit:
>>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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>> please visit:
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>
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> visit:
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Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Ross Bemrose

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

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


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


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


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


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


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


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


-ics

Ross Bemrose kirjoitti:
The confusion about custom/maps/ probably came from something I said 
earlier back near the start of the Beta.


I know on my own server, we're probably going to move custom maps to 
custom/custom_maps/maps/ which, while it sounds redundant, keeps all 
our custom maps separate from the Valve maps.  Helps prevent 
accidentally deleting maps we didn't intend to.


On 3/14/2013 1:05 PM, Fletcher Dunn wrote:

To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the "orangebox" 
folder.  (There is no longer an orangebox folder or any shared 
content or binaries.  Each game is totally distinct.)
* you need to make a subfolder under "custom".  Putting "materials" 
or "maps" directly under custom is probably not what you want.


Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong 
folder.  I will fix that shortly with a beta update today.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Fletcher Dunn

Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe 
dedicated server and client beta released


Having a ton of subfolders under custom could be a performance 
penalty (for boot / map changes).  Having a few would probably will 
not impact server map change times by any real difference.


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User

Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe 
dedicated server and client beta released


Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
My mod uses a bunch of custom things (models/materials). Should 
those be in a .vpk or can I keep it as it, where client gets it 
from my FastDL?
The FastDL server server doesn't work with VPK's. (Currently.)  
VPK's are really ideal for client-side mods. I think the simplest 
thing to do that fits i

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

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


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

> You can now actually say something like custom/saxton/maps and
> custom/dodgeball/maps to keep all those seperate. Keeps its nice and clean.
>
>
> 2013/3/14 Ross Bemrose 
>
> > The confusion about custom/maps/ probably came from something I said
> > earlier back near the start of the Beta.
> >
> > I know on my own server, we're probably going to move custom maps to
> > custom/custom_maps/maps/ which, while it sounds redundant, keeps all our
> > custom maps separate from the Valve maps.  Helps prevent accidentally
> > deleting maps we didn't intend to.
> >
> >
> > On 3/14/2013 1:05 PM, Fletcher Dunn wrote:
> >
> >> To clarify: each subfolder under custom becomes its own search path.
> >>
> >> So this is an example of the right thing to do:
> >>
> >> dod/custom/[customization_**name]/models
> >> dod/custom/[customization_**name]/materials
> >> dod/custom/[customization_**name]/maps
> >>
> >> Note that:
> >> * the custom folder goes under the game folder, not the "orangebox"
> >> folder.  (There is no longer an orangebox folder or any shared content
> or
> >> binaries.  Each game is totally distinct.)
> >> * you need to make a subfolder under "custom".  Putting "materials" or
> >> "maps" directly under custom is probably not what you want.
> >>
> >> Read gameinfo.txt for more details on this.
> >>
> >> The DoD:S beta just released had some old readmes in the wrong folder.
>  I
> >> will fix that shortly with a beta update today.
> >>
> >> -Original Message-
> >> From: hlds_linux-bounces@list.**valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>[mailto:
> >> hlds_linux-bounces@**list.valvesoftware.com<
> hlds_linux-boun...@list.valvesoftware.com>]
> >> On Behalf Of Fletcher Dunn
> >> Sent: Thursday, March 14, 2013 10:00 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
> >> valvesoftware.com )
> >> Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe
> dedicated
> >> server and client beta released
> >>
> >> Having a ton of subfolders under custom could be a performance penalty
> >> (for boot / map changes).  Having a few would probably will not impact
> >> server map change times by any real difference.
> >>
> >> -Original Message-
> >> From: hlds-bounces@list.**valvesoftware.com<
> hlds-boun...@list.valvesoftware.com>[mailto:
> >> hlds-bounces@list.**valvesoftware.com<
> hlds-boun...@list.valvesoftware.com>]
> >> On Behalf Of List User
> >> Sent: Thursday, March 14, 2013 9:31 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe
> dedicated
> >> server and client beta released
> >>
> >> Is there any performance difference in keeping these custom files in:
> >> orangebox/models/
> >> vs
> >> orangebox/custom/roleplay/**models
> >>
> >> If not, I rather stick it in custom for organization.
> >> On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
> >>
> >>> My mod uses a bunch of custom things (models/materials). Should those
> be
> >>>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
> >>>>
> >>> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's
> >>> are really ideal for client-side mods.  I think the simplest thing to
> do
> >>> that fits in with the design of the new filesystem conventions is to
> put
> >>> your mod files under the "custom" directory, loose on disk.  People
> have
> >>> figured out how to do this on the TF beta.
> >>>
> >>> It is still possible to just drop files loose on disk in the game tree,
> >>> and if that works for you, you can keep doing it.
> >>>
> >>>  How different would these SteamPipe  betas be compared to the actual
> >>>> SteamPipe release?
> >>>>
> >>> Almost identical.
> >>>
> >>>  Is it safe to assume no more updates until SteamPipe is live?
> >>>>
> >>> No, we might need to update the non-beta ver

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

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


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


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


-ics

Ross Bemrose kirjoitti:
The confusion about custom/maps/ probably came from something I said 
earlier back near the start of the Beta.


I know on my own server, we're probably going to move custom maps to 
custom/custom_maps/maps/ which, while it sounds redundant, keeps all 
our custom maps separate from the Valve maps.  Helps prevent 
accidentally deleting maps we didn't intend to.


On 3/14/2013 1:05 PM, Fletcher Dunn wrote:

To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the "orangebox" 
folder.  (There is no longer an orangebox folder or any shared 
content or binaries.  Each game is totally distinct.)
* you need to make a subfolder under "custom".  Putting "materials" 
or "maps" directly under custom is probably not what you want.


Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong 
folder.  I will fix that shortly with a beta update today.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Fletcher Dunn

Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe 
dedicated server and client beta released


Having a ton of subfolders under custom could be a performance 
penalty (for boot / map changes).  Having a few would probably will 
not impact server map change times by any real difference.


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User

Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe 
dedicated server and client beta released


Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
My mod uses a bunch of custom things (models/materials). Should 
those be in a .vpk or can I keep it as it, where client gets it 
from my FastDL?
The FastDL server server doesn't work with VPK's. (Currently.)  
VPK's are really ideal for client-side mods.  I think the simplest 
thing to do that fits in with the design of the new filesystem 
conventions is to put your mod files under the "custom" directory, 
loose on disk.  People have figured out how to do this on the TF beta.


It is still possible to just drop files loose on disk in the game 
tree, and if that works for you, you can keep doing it.


How different would these SteamPipe betas be compared to the actual 
SteamPipe release?

Almost identical.


Is it safe to assume no more updates until SteamPipe is live?

No, we might need to update the non-beta versions of the game.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User

Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe 
dedicated server and client beta released


Thank you Fletcher, I run a highly custom server for CSS, so it's 
very important to me.


Questions:
My mod uses a bunch of custom things (models/materials). Should 
those be in a .vpk or can I keep it as it, where client gets it from 
my

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

2013-03-14 Thread Erik-jan Riemers
You can now actually say something like custom/saxton/maps and
custom/dodgeball/maps to keep all those seperate. Keeps its nice and clean.


2013/3/14 Ross Bemrose 

> The confusion about custom/maps/ probably came from something I said
> earlier back near the start of the Beta.
>
> I know on my own server, we're probably going to move custom maps to
> custom/custom_maps/maps/ which, while it sounds redundant, keeps all our
> custom maps separate from the Valve maps.  Helps prevent accidentally
> deleting maps we didn't intend to.
>
>
> On 3/14/2013 1:05 PM, Fletcher Dunn wrote:
>
>> To clarify: each subfolder under custom becomes its own search path.
>>
>> So this is an example of the right thing to do:
>>
>> dod/custom/[customization_**name]/models
>> dod/custom/[customization_**name]/materials
>> dod/custom/[customization_**name]/maps
>>
>> Note that:
>> * the custom folder goes under the game folder, not the "orangebox"
>> folder.  (There is no longer an orangebox folder or any shared content or
>> binaries.  Each game is totally distinct.)
>> * you need to make a subfolder under "custom".  Putting "materials" or
>> "maps" directly under custom is probably not what you want.
>>
>> Read gameinfo.txt for more details on this.
>>
>> The DoD:S beta just released had some old readmes in the wrong folder.  I
>> will fix that shortly with a beta update today.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Fletcher Dunn
>> Sent: Thursday, March 14, 2013 10:00 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>> valvesoftware.com )
>> Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated
>> server and client beta released
>>
>> Having a ton of subfolders under custom could be a performance penalty
>> (for boot / map changes).  Having a few would probably will not impact
>> server map change times by any real difference.
>>
>> -Original Message-
>> From: 
>> hlds-bounces@list.**valvesoftware.com[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> On Behalf Of List User
>> Sent: Thursday, March 14, 2013 9:31 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated
>> server and client beta released
>>
>> Is there any performance difference in keeping these custom files in:
>> orangebox/models/
>> vs
>> orangebox/custom/roleplay/**models
>>
>> If not, I rather stick it in custom for organization.
>> On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>>
>>> My mod uses a bunch of custom things (models/materials). Should those be
>>>> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>>>>
>>> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's
>>> are really ideal for client-side mods.  I think the simplest thing to do
>>> that fits in with the design of the new filesystem conventions is to put
>>> your mod files under the "custom" directory, loose on disk.  People have
>>> figured out how to do this on the TF beta.
>>>
>>> It is still possible to just drop files loose on disk in the game tree,
>>> and if that works for you, you can keep doing it.
>>>
>>>  How different would these SteamPipe  betas be compared to the actual
>>>> SteamPipe release?
>>>>
>>> Almost identical.
>>>
>>>  Is it safe to assume no more updates until SteamPipe is live?
>>>>
>>> No, we might need to update the non-beta versions of the game.
>>>
>>> -Original Message-
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of List User
>>> Sent: Thursday, March 14, 2013 9:00 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe
>>> dedicated server and client beta released
>>>
>>> Thank you Fletcher, I run a highly custom server for CSS, so it's very
>>> important to me.
>>>
>>> Questions:
>>> My mod uses a bunch of custom things (models/materials). Should those be
>>> in a .vpk or can I keep it as it, wher

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

2013-03-14 Thread Ross Bemrose
The confusion about custom/maps/ probably came from something I said 
earlier back near the start of the Beta.


I know on my own server, we're probably going to move custom maps to 
custom/custom_maps/maps/ which, while it sounds redundant, keeps all our 
custom maps separate from the Valve maps.  Helps prevent accidentally 
deleting maps we didn't intend to.


On 3/14/2013 1:05 PM, Fletcher Dunn wrote:

To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the "orangebox" folder.  
(There is no longer an orangebox folder or any shared content or binaries.  Each game is 
totally distinct.)
* you need to make a subfolder under "custom".  Putting "materials" or "maps" 
directly under custom is probably not what you want.

Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong folder.  I will 
fix that shortly with a beta update today.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Having a ton of subfolders under custom could be a performance penalty (for 
boot / map changes).  Having a few would probably will not impact server map 
change times by any real difference.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:

My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?

The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are really ideal 
for client-side mods.  I think the simplest thing to do that fits in with the design of 
the new filesystem conventions is to put your mod files under the "custom" 
directory, loose on disk.  People have figured out how to do this on the TF beta.

It is still possible to just drop files loose on disk in the game tree, and if 
that works for you, you can keep doing it.


How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?

Almost identical.


Is it safe to assume no more updates until SteamPipe is live?

No, we might need to update the non-beta versions of the game.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Thank you Fletcher, I run a highly custom server for CSS, so it's very 
important to me.

Questions:
My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?
How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:

A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
(the one that's a different app).  But we will release a beta, using 
SteamPipe's beta feature.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, March 13, 2013 11:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
client beta released

Someone from Valve said that they will be moving one game to SteamPipe first 
before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
first before doing it for larger playerbase (TF2). CSS will follow later.

Just wait but don't hold your breath too long.

-ics

Denis Eliseev kirjoitti:

^This
And how about moving CS:S Beta (

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

2013-03-14 Thread Fletcher Dunn
To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the "orangebox" folder.  
(There is no longer an orangebox folder or any shared content or binaries.  
Each game is totally distinct.)
* you need to make a subfolder under "custom".  Putting "materials" or "maps" 
directly under custom is probably not what you want.

Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong folder.  I will 
fix that shortly with a beta update today.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Having a ton of subfolders under custom could be a performance penalty (for 
boot / map changes).  Having a few would probably will not impact server map 
change times by any real difference.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>> My mod uses a bunch of custom things (models/materials). Should those be in 
>> a .vpk or can I keep it as it, where client gets it from my FastDL?
> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are 
> really ideal for client-side mods.  I think the simplest thing to do that 
> fits in with the design of the new filesystem conventions is to put your mod 
> files under the "custom" directory, loose on disk.  People have figured out 
> how to do this on the TF beta.
>
> It is still possible to just drop files loose on disk in the game tree, and 
> if that works for you, you can keep doing it.
>
>> How different would these SteamPipe  betas be compared to the actual 
>> SteamPipe release?
> Almost identical.
>
>> Is it safe to assume no more updates until SteamPipe is live?
> No, we might need to update the non-beta versions of the game.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
> Sent: Thursday, March 14, 2013 9:00 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
> server and client beta released
>
> Thank you Fletcher, I run a highly custom server for CSS, so it's very 
> important to me.
>
> Questions:
> My mod uses a bunch of custom things (models/materials). Should those be in a 
> .vpk or can I keep it as it, where client gets it from my FastDL?
> How different would these SteamPipe  betas be compared to the actual 
> SteamPipe release?
> Is it safe to assume no more updates until SteamPipe is live?
> On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
>> A CS:S beta will be coming very soon.  We will probably not use the CS:S 
>> beta (the one that's a different app).  But we will release a beta, using 
>> SteamPipe's beta feature.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
>> Sent: Wednesday, March 13, 2013 11:41 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server 
>> and client beta released
>>
>> Someone from Valve said that they will be moving one game to SteamPipe first 
>> before TF2. DOD Source is close enough to TF2 in engine (as update hits 
>> dods, hl2dm and tf2 at the same time engine wise) so they see how it goes 
>> with that first before doing it for larger playerbase (TF2). CSS will follow 
>> later.
>>
>> Just wait but don't hold your breath too long.
>>
>> -ics
>>
>> Denis Eliseev kirjoitti:
>>> ^This
>>> And how about moving CS:S Beta (260) 

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

2013-03-14 Thread Fletcher Dunn
Having a ton of subfolders under custom could be a performance penalty (for 
boot / map changes).  Having a few would probably will not impact server map 
change times by any real difference.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>> My mod uses a bunch of custom things (models/materials). Should those be in 
>> a .vpk or can I keep it as it, where client gets it from my FastDL?
> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are 
> really ideal for client-side mods.  I think the simplest thing to do that 
> fits in with the design of the new filesystem conventions is to put your mod 
> files under the "custom" directory, loose on disk.  People have figured out 
> how to do this on the TF beta.
>
> It is still possible to just drop files loose on disk in the game tree, and 
> if that works for you, you can keep doing it.
>
>> How different would these SteamPipe  betas be compared to the actual 
>> SteamPipe release?
> Almost identical.
>
>> Is it safe to assume no more updates until SteamPipe is live?
> No, we might need to update the non-beta versions of the game.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
> Sent: Thursday, March 14, 2013 9:00 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
> server and client beta released
>
> Thank you Fletcher, I run a highly custom server for CSS, so it's very 
> important to me.
>
> Questions:
> My mod uses a bunch of custom things (models/materials). Should those be in a 
> .vpk or can I keep it as it, where client gets it from my FastDL?
> How different would these SteamPipe  betas be compared to the actual 
> SteamPipe release?
> Is it safe to assume no more updates until SteamPipe is live?
> On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
>> A CS:S beta will be coming very soon.  We will probably not use the CS:S 
>> beta (the one that's a different app).  But we will release a beta, using 
>> SteamPipe's beta feature.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
>> Sent: Wednesday, March 13, 2013 11:41 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server 
>> and client beta released
>>
>> Someone from Valve said that they will be moving one game to SteamPipe first 
>> before TF2. DOD Source is close enough to TF2 in engine (as update hits 
>> dods, hl2dm and tf2 at the same time engine wise) so they see how it goes 
>> with that first before doing it for larger playerbase (TF2). CSS will follow 
>> later.
>>
>> Just wait but don't hold your breath too long.
>>
>> -ics
>>
>> Denis Eliseev kirjoitti:
>>> ^This
>>> And how about moving CS:S Beta (260) to SteamPipe for testing?
>>>
>>> 14.03.2013, 10:07, "Molnár László" :
 Hy

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

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


___
To unsubscribe, edit your list preferences, or view the list a

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

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


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

> Just to clarify, we still need custom assets (decals and what not) on the
> actual server? Is there any chance we can also take advantage of the disk
> space savings that come with the change to VPKs? Or does it only work
> because the clients already have the assets? If the file is missing from
> the client (and doesn't exist on the server), can they still pull it down
> off of the fastdl?
>
> Thanks,
> Kyle.
> On 14 Mar 2013 09:27, "Fletcher Dunn"  wrote:
>
> > >My mod uses a bunch of custom things (models/materials). Should those be
> > in a .vpk or can I keep it as it, where client gets it from my FastDL?
> >
> > The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's
> are
> > really ideal for client-side mods.  I think the simplest thing to do that
> > fits in with the design of the new filesystem conventions is to put your
> > mod files under the "custom" directory, loose on disk.  People have
> figured
> > out how to do this on the TF beta.
> >
> > It is still possible to just drop files loose on disk in the game tree,
> > and if that works for you, you can keep doing it.
> >
> > >How different would these SteamPipe  betas be compared to the actual
> > SteamPipe release?
> > Almost identical.
> >
> > >Is it safe to assume no more updates until SteamPipe is live?
> > No, we might need to update the non-beta versions of the game.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of List User
> > Sent: Thursday, March 14, 2013 9:00 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated
> > server and client beta released
> >
> > Thank you Fletcher, I run a highly custom server for CSS, so it's very
> > important to me.
> >
> > Questions:
> > My mod uses a bunch of custom things (models/materials). Should those be
> > in a .vpk or can I keep it as it, where client gets it from my FastDL?
> > How different would these SteamPipe  betas be compared to the actual
> > SteamPipe release?
> > Is it safe to assume no more updates until SteamPipe is live?
> > On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
> > > A CS:S beta will be coming very soon.  We will probably not use the
> CS:S
> > beta (the one that's a different app).  But we will release a beta, using
> > SteamPipe's beta feature.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > Sent: Wednesday, March 13, 2013 11:41 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated
> > server and client beta released
> > >
> > > Someone from Valve said that they will be moving one game to SteamPipe
> > first before TF2. DOD Source is close enough to TF2 in engine (as update
> > hits dods, hl2dm and tf2 at the same time engine wise) so they see how it
> > goes with that first before doing it for larger playerbase (TF2). CSS
> will
> > follow later.
> > >
> > > Just wait but don't hold your breath too long.
> > >
> > > -ics
> > >
> > > Denis Eliseev kirjoitti:
> > >> ^This
> > >> And how about moving CS:S Beta (260) to SteamPipe for testing?
> > >>
> > >> 14.03.2013, 10:07, "Molnár László" :
> > >>> Hy
> > >>>
> > >>> Any news on when will be Counter-Strike Source migrated to steampipe?
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferen

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

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

Thanks,
Kyle.
On 14 Mar 2013 09:27, "Fletcher Dunn"  wrote:

> >My mod uses a bunch of custom things (models/materials). Should those be
> in a .vpk or can I keep it as it, where client gets it from my FastDL?
>
> The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are
> really ideal for client-side mods.  I think the simplest thing to do that
> fits in with the design of the new filesystem conventions is to put your
> mod files under the "custom" directory, loose on disk.  People have figured
> out how to do this on the TF beta.
>
> It is still possible to just drop files loose on disk in the game tree,
> and if that works for you, you can keep doing it.
>
> >How different would these SteamPipe  betas be compared to the actual
> SteamPipe release?
> Almost identical.
>
> >Is it safe to assume no more updates until SteamPipe is live?
> No, we might need to update the non-beta versions of the game.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of List User
> Sent: Thursday, March 14, 2013 9:00 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated
> server and client beta released
>
> Thank you Fletcher, I run a highly custom server for CSS, so it's very
> important to me.
>
> Questions:
> My mod uses a bunch of custom things (models/materials). Should those be
> in a .vpk or can I keep it as it, where client gets it from my FastDL?
> How different would these SteamPipe  betas be compared to the actual
> SteamPipe release?
> Is it safe to assume no more updates until SteamPipe is live?
> On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
> > A CS:S beta will be coming very soon.  We will probably not use the CS:S
> beta (the one that's a different app).  But we will release a beta, using
> SteamPipe's beta feature.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > Sent: Wednesday, March 13, 2013 11:41 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated
> server and client beta released
> >
> > Someone from Valve said that they will be moving one game to SteamPipe
> first before TF2. DOD Source is close enough to TF2 in engine (as update
> hits dods, hl2dm and tf2 at the same time engine wise) so they see how it
> goes with that first before doing it for larger playerbase (TF2). CSS will
> follow later.
> >
> > Just wait but don't hold your breath too long.
> >
> > -ics
> >
> > Denis Eliseev kirjoitti:
> >> ^This
> >> And how about moving CS:S Beta (260) to SteamPipe for testing?
> >>
> >> 14.03.2013, 10:07, "Molnár László" :
> >>> Hy
> >>>
> >>> Any news on when will be Counter-Strike Source migrated to steampipe?
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
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> please visit:
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> > ___
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> please visit:
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>
>
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Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread Fletcher Dunn
>My mod uses a bunch of custom things (models/materials). Should those be in a 
>.vpk or can I keep it as it, where client gets it from my FastDL?

The FastDL server server doesn't work with VPK's.  (Currently.)  VPK's are 
really ideal for client-side mods.  I think the simplest thing to do that fits 
in with the design of the new filesystem conventions is to put your mod files 
under the "custom" directory, loose on disk.  People have figured out how to do 
this on the TF beta.

It is still possible to just drop files loose on disk in the game tree, and if 
that works for you, you can keep doing it.

>How different would these SteamPipe  betas be compared to the actual SteamPipe 
>release?
Almost identical.

>Is it safe to assume no more updates until SteamPipe is live?
No, we might need to update the non-beta versions of the game. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated 
server and client beta released

Thank you Fletcher, I run a highly custom server for CSS, so it's very 
important to me.

Questions:
My mod uses a bunch of custom things (models/materials). Should those be in a 
.vpk or can I keep it as it, where client gets it from my FastDL?
How different would these SteamPipe  betas be compared to the actual SteamPipe 
release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
> A CS:S beta will be coming very soon.  We will probably not use the CS:S beta 
> (the one that's a different app).  But we will release a beta, using 
> SteamPipe's beta feature.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Wednesday, March 13, 2013 11:41 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and 
> client beta released
>
> Someone from Valve said that they will be moving one game to SteamPipe first 
> before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, 
> hl2dm and tf2 at the same time engine wise) so they see how it goes with that 
> first before doing it for larger playerbase (TF2). CSS will follow later.
>
> Just wait but don't hold your breath too long.
>
> -ics
>
> Denis Eliseev kirjoitti:
>> ^This
>> And how about moving CS:S Beta (260) to SteamPipe for testing?
>>
>> 14.03.2013, 10:07, "Molnár László" :
>>> Hy
>>>
>>> Any news on when will be Counter-Strike Source migrated to steampipe?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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> visit:
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> visit:
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