I just did an update to my Killing Floor Linux servers and they
received a single binary file update (the ucc-bin-real file), and now
my servers are not throwing that error about STEAMSTATS any longer.
Looks like we're operational.
On Mon, May 18, 2009 at 9:08 AM, John Gibson
j...@tripwireinteractive.com wrote:
I'll once again apologize for the headache this caused, and let you
know
this won't be done again.
One final thing though, please please please do NOT do this:
[ROFirstRun]
ROFirstRun=
That will definitely cause problems in the future as that setting is
used by the engine not only to update ini settings but also do some
other things behind the scene in the engine when versions change.
Messing with that number will almost certainly cause with a server at
some point when we update in the future.
Unfortunately from a GSP point of view its the only way to ensure that
future updates dont break things. If you want to discuss this off list
give me a shout, but suffice to say we had exactly the same issues with
Epic's UT3 and in the end they understood the issue and provided a few
nice command line options to prevent this auto upgrade and other
things breaking in a commercial environment.
If you don't want the first autoupdate to run, set your ini like this:
[ROFirstRun]
ROFirstRun=1085
1085 is the current version with the one time force update for the inis,
so anything greater than 1084 will never get force updated. Having
worked with UE3 I'll say that the ini system is completely different. In
UE2.5, if you update the default.ini the game.ini will not get updated
unless it is deleted. In UE3 if you update the default.ini, the game.ini
WILL get force updated with the new defaults.
In the end it's your decision what you do with this value, but we won't
be able to support any issues you get from setting this to . In
other words, change it at your own risk ;)
Thanks,
John Gibson
President
Tripwire Interactive LLC
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Sunday, May 17, 2009 8:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Required Killing Floor Server Update Released
- Original Message -
From: John Gibson j...@tripwireinteractive.com
To: 'Half-Life dedicated Win32 server mailing list'
h...@list.valvesoftware.com
Sent: Sunday, May 17, 2009 11:16 PM
Subject: Re: [hlds] Required Killing Floor Server Update Released
Thanks for the feedback Steven and I completely agree with you. This
was
a one time thing we did to address the issue we had with less
proactive
server hosts than yourself as well as an issue where a development
version of the server's ini files got released before they were
cleared
for broad distribution. Essentially we had about 70% of the servers
put
up by server admins on the first day using the defaults (you know
those
servers that said Killing Floor Server) that were incorrect. Fans
were
getting really angry that all the servers were Easy/Short.
Understood, documenting the changes and making it clear how the updated
defaults are applied would be the best solution to this in that case :)
We do use an inherited config system, in a sense that KillingFloor.ini
will always inherit its settings from Default.ini. The problem was,
that
while we were still testing the server builds, the non-final version
of
the server got shipped and announced to the HLDS list. Thus the
Default.ini settings were wrong, and even if we updated the
Default.ini
(which we did), all the servers had already inherited the wrong
settings
(including some non gameplay changing settings that were causing
servers
to not show up right in the browser). And our inherited ini system
will
not override KillingFloor.ini unless an admin deletes it and starts
over
Thus we had to do the one time force update to get everyone up to the
official release version of the ini settings in their Default.ini and
KillingFloor.ini.
I think your misunderstanding my use of inherited config system. I
believe
what your talking about there is a template system not an inherited
config
system, which is why you had the issue. In a true inherited config
system
you would only have the changes in the file the user edited so things
like
player count, server name etc.
Don't get me wrong I know your just working with how the engine was
designed,
just pointing out some design changes in this area could make things
much
easier for you and for admins. As I'm sure you'll appreciate there is a
hell
of a lot of stuff in the current config which will never or should never
be
edited.
If you up for a challenge I can give you a full spec / list of all the
issues
in the UE config system for the version your using.
I'll once again apologize for the headache this caused, and let you
know
this won't be done