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 t
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] [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 i
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 ver
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
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, wher
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 (
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)
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] [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