Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-03-20 Thread LouLouBizou
is it possible to get steamcmd a little verbose like hldsupdatetool do ?

2013/2/25 Fletcher Dunn fletch...@valvesoftware.com

 We're still working on sv_pure.  We'll let you know when we have a working
 implementation that can be tested.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
 Sent: Saturday, February 23, 2013 3:22 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

 Sorry, happened again. Looks like something is wrong with gmail...

 2013/2/23 AnAkIn anakin...@gmail.commailto:anakin...@gmail.com
 Oops, gmail created a new thread for some reason. Continuing in this one:

 How are we supposed to test sv_pure? There are no default whitelists files
 with the game, and the whitelist settings must have changed.
 https://github.com/ValveSoftware/Source-1-Games/issues/170

 2013/2/22 Fletcher Dunn fletch...@valvesoftware.commailto:
 fletch...@valvesoftware.com
 There's no auto-conversion.  If you install into an existing folder, it
 will basically just drop down a new install on top of the old one.  You'll
 basically duplicate the entire install, because all the loose files that
 were moved into VPK will stick around.

 From: hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
 Sent: Friday, February 22, 2013 12:49 AM

 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

 Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old
 binaries around so a fresh install might be recommended.

 On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev lisee...@yandex.rumailto:
 lisee...@yandex.ru wrote:
 Fresh install required, if you don't want to keep gigabytes of old files
 that moved into .vpk's

 22.02.2013, 11:14, 1nsane 1nsane...@gmail.commailto:
 1nsane...@gmail.com:
  Will the servers be able to convert as well? I did this in the beta and
 it seems to work fine (I first renamed tf2beta folder to tf).
 
  Or is a fresh install required to prevent problems with things like
 consistency checks?
 
  On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
  If the current sv_pure implementation stays, yes it would still work.
  What we'd do is ship the xxx_dir.vpk files to the server, which has the
 MD5's in it.  We'd just omit the chunks.  The server doesn't need the data,
 it just needs the MD5's.
 
  We're still working through the details of exactly how sv_pure will
 work.  Should know more in a week or so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Netshroud
  Sent: Thursday, February 21, 2013 7:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Would the servers still be able to do sv_pure checks without the
 content?
 
  On 22/02/2013, at 2:00 PM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 
  Thanks, I'll look into this.
 
  The division of the assets by type is actually in anticipation of
 shipping a more culled set of files to the dedicated server.  It just
 hasn't been optimized yet.
 
  The audio data is in the same category.  (Except perhaps the header
  data.)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
  Friedrichs
  Sent: Thursday, February 21, 2013 6:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Good catch - I havent looked into the VPK's yet... since the server
 doesnt need the VTF's, it would be advisable for Valve to move all the
 VMT's into a seperate VPK.
 
  On 2013/02/22 03:31, Peter Jerde wrote:
  I see that, too.
 
  Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
 
  Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
 
  It looks like the beta ships with both .vmt AND .vtf files, while the
 normal tf2 has only .vmt.
 
  Those .vtf files add up to the difference in sizes.
 
  On Feb 21, 2013, at 19:29 PM, Dominik Friedrichsd...@forlix.org
 mailto:d...@forlix.org  wrote:
 
  I just installed the TF beta dedicated server. How come the total
 size is around 11 GB, while the old TF via Hldsupdatetool totals at less
 than 6 GB? I get the feeling that now that everythings inside the VPK's,
 the server has more stuff than it actually has to have.
 
  Would be nice if someone at Valve could check for possibly 

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-25 Thread Fletcher Dunn
We're still working on sv_pure.  We'll let you know when we have a working 
implementation that can be tested.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Saturday, February 23, 2013 3:22 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Sorry, happened again. Looks like something is wrong with gmail...

2013/2/23 AnAkIn anakin...@gmail.commailto:anakin...@gmail.com
Oops, gmail created a new thread for some reason. Continuing in this one:

How are we supposed to test sv_pure? There are no default whitelists files with 
the game, and the whitelist settings must have changed. 
https://github.com/ValveSoftware/Source-1-Games/issues/170

2013/2/22 Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
There's no auto-conversion.  If you install into an existing folder, it will 
basically just drop down a new install on top of the old one.  You'll basically 
duplicate the entire install, because all the loose files that were moved into 
VPK will stick around.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Valentin G.
Sent: Friday, February 22, 2013 12:49 AM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old 
binaries around so a fresh install might be recommended.

On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev 
lisee...@yandex.rumailto:lisee...@yandex.ru wrote:
Fresh install required, if you don't want to keep gigabytes of old files that 
moved into .vpk's

22.02.2013, 11:14, 1nsane 1nsane...@gmail.commailto:1nsane...@gmail.com:
 Will the servers be able to convert as well? I did this in the beta and it 
 seems to work fine (I first renamed tf2beta folder to tf).

 Or is a fresh install required to prevent problems with things like 
 consistency checks?

 On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 If the current sv_pure implementation stays, yes it would still work.  What 
 we'd do is ship the xxx_dir.vpk files to the server, which has the MD5's in 
 it.  We'd just omit the chunks.  The server doesn't need the data, it just 
 needs the MD5's.

 We're still working through the details of exactly how sv_pure will work.  
 Should know more in a week or so.

 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
  
 [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
  On Behalf Of Netshroud
 Sent: Thursday, February 21, 2013 7:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

 Would the servers still be able to do sv_pure checks without the content?

 On 22/02/2013, at 2:00 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:

 Thanks, I'll look into this.

 The division of the assets by type is actually in anticipation of shipping 
 a more culled set of files to the dedicated server.  It just hasn't been 
 optimized yet.

 The audio data is in the same category.  (Except perhaps the header
 data.)

 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
  On Behalf Of Dominik
 Friedrichs
 Sent: Thursday, February 21, 2013 6:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

 Good catch - I havent looked into the VPK's yet... since the server doesnt 
 need the VTF's, it would be advisable for Valve to move all the VMT's into 
 a seperate VPK.

 On 2013/02/22 03:31, Peter Jerde wrote:
 I see that, too.

 Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.

 Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.

 It looks like the beta ships with both .vmt AND .vtf files, while the 
 normal tf2 has only .vmt.

 Those .vtf files add up to the difference in sizes.

 On Feb 21, 2013, at 19:29 PM, Dominik 
 Friedrichsd...@forlix.orgmailto:d...@forlix.org  wrote:

 I just installed the TF beta dedicated server. How come the total size is 
 around 11 GB, while the old TF via Hldsupdatetool totals at less than 6 
 GB? I get the feeling that now that everythings inside the VPK's, the 
 server has more stuff than it actually has to have.

 Would be nice if someone at Valve could check for possibly duplicate 
 content:

 The old install has a materials folder thats not even 50 MB in size.
 The new one has 3 GB of materials VPKs in the tf2 folder.
 The hl2 VPKs of the new install also 

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-22 Thread Michael Johansen

Let's hope so then. As I assumed the maps and all would need to be made into 
.vpk's - something which would take AGES for those running mostly custom maps 
(surf, VSH etc etc).

 Date: Thu, 21 Feb 2013 19:16:25 +0200
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
 Basically that is the plan, though the plan might not work. That's why 
 the beta should fix it so nothing goes wrong.
 
 -ics
 
 Michael Johansen kirjoitti:
  Just wondering about this and I haven't read the entire topic. I am running 
  my servers forked and I'm wondering whether this change will require some 
  filesystem changes? Aka, can I just move out my maps/, my addons/ and my 
  materials/ folders and just re-download the server using steamcmd then move 
  them back into place?
 
  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Wed, 20 Feb 2013 17:55:55 -0500
  Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
  I'm not really familiar with this tool , but will it allow you to set a
  region to download from much like the clients can do now? Reason I ask is
  that sometimes certain locations are faster on the download when a large
  update comes out vs how it is now and the update tool just searches for a
  Hand shake to get the data.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
  Dunn
  Sent: Wednesday, February 20, 2013 5:52 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated 
  Linux
  server mailing list
  Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
 
  This confusion may stem from the assumption that this tool exists solely to
  download a dedicated server.  Actually the tool is essentially a command
  line version of the Steam client.  It also is used by partners to package 
  up
  builds and submit it to Steam.
 
 
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-21 Thread Michael Johansen

Just wondering about this and I haven't read the entire topic. I am running my 
servers forked and I'm wondering whether this change will require some 
filesystem changes? Aka, can I just move out my maps/, my addons/ and my 
materials/ folders and just re-download the server using steamcmd then move 
them back into place?

 From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 20 Feb 2013 17:55:55 -0500
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta
 
 I'm not really familiar with this tool , but will it allow you to set a
 region to download from much like the clients can do now? Reason I ask is
 that sometimes certain locations are faster on the download when a large
 update comes out vs how it is now and the update tool just searches for a
 Hand shake to get the data.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: Wednesday, February 20, 2013 5:52 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
 
 This confusion may stem from the assumption that this tool exists solely to
 download a dedicated server.  Actually the tool is essentially a command
 line version of the Steam client.  It also is used by partners to package up
 builds and submit it to Steam.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-21 Thread ics
Basically that is the plan, though the plan might not work. That's why 
the beta should fix it so nothing goes wrong.


-ics

Michael Johansen kirjoitti:

Just wondering about this and I haven't read the entire topic. I am running my 
servers forked and I'm wondering whether this change will require some 
filesystem changes? Aka, can I just move out my maps/, my addons/ and my 
materials/ folders and just re-download the server using steamcmd then move 
them back into place?


From: ad...@gamerscrib.net
To: hlds_linux@list.valvesoftware.com
Date: Wed, 20 Feb 2013 17:55:55 -0500
Subject: Re: [hlds_linux] [hlds] SteamPipe is coming.  Download the TF beta

I'm not really familiar with this tool , but will it allow you to set a
region to download from much like the clients can do now? Reason I ask is
that sometimes certain locations are faster on the download when a large
update comes out vs how it is now and the update tool just searches for a
Hand shake to get the data.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Wednesday, February 20, 2013 5:52 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

This confusion may stem from the assumption that this tool exists solely to
download a dedicated server.  Actually the tool is essentially a command
line version of the Steam client.  It also is used by partners to package up
builds and submit it to Steam.


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-21 Thread Fletcher Dunn
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.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, February 20, 2013 10:48 PM
To: Half-Life dedicated Linux server mailing list; Half-Life Windows dedicated 
server mailing
Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
 I've also considered adding functionality for clients to download VPK's from 
 gameservers, as opposed to individual files.  Then the VPK would be mounted 
 as a map search path.  This has the added benefit that it allows custom map 
 assets to override shipping assets.  (Something which is no longer possible, 
 since the tf/download folder, where the client will place downloaded files, 
 is the LAST search path --- this is for security reasons.)  It would also 
 mean revving the custom assets would be simpler.  If there is interest in 
 this functionality, let me know, I could look into it.
I missed this from your post earlier.

The ability to download VPKs would make it a lot easier for mods which use a 
lot of models, materials, and sounds, like Vs. Saxton Hale (maintained by 
FlaminSarge) and Freak Fortress 2 (nominally maintained by me). Particularly 
for FF2, as it support user-created boss characters, so contributors could just 
create VPKs of each boss along with their configuration file.

Needless to say, I wholeheartedly support the idea of being able to serve VPKs 
to clients. The L4D and L4D2 server owners would love it if you would add this 
ability to those games as well, since campaigns are distributed via VPK.

However, when talking to FlaminSarge earlier, this came up in our
conversation:

7:42 PM - Powerlord: Anyway, I was just thinking you could download the models, 
materials, and sounds up front if you needed them. Or if the server itself 
could send back the VPK if they were used on teh server side (which 
fastdownload can't)
7:43 PM - FlaminSarge...: you could certainly distribute them as a vpk
7:43 PM - FlaminSarge...: but updating would prove painful
7:43 PM - FlaminSarge...: or rather, annoying.
7:43 PM - Powerlord: Actually, if the server can figure out which vpk a file is 
in and offer that to the client, why wouldn't that work on a fastdownload? 
Clearly testing is necessary
7:43 PM - FlaminSarge...: yes, but will a client load the VPK in time?
7:44 PM - FlaminSarge...: and what happens when a VPK has been updated but has 
the same name?
7:44 PM - Powerlord: Oh, true.
7:44 PM - FlaminSarge...: servers cannot check vpk versions
7:44 PM - FlaminSarge...: even though vpks support version info

So, the problem then becomes Can the client tell when their VPK is out of date 
and download the newer version automatically?


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
Does the game being packed in VPK files affect pure_server_whitelist.txt in 
any way?
That's one of the known issues.  We're still sorting through exactly how pure 
servers will work.  The current behavior works like CS:GO's pure servers, and 
is based on MD5 hashes of the VPK's.  However, if a client uses a custom VPK, 
the server currently won't know how to validate those files, and the client 
will get kicked.  We'll have this problem sorted before we release any game.

I cannot say for sure exactly how the new system will work, but it will 
probably be very similar, but maybe with a few cosmetic changes like the exact 
syntax of the file and where it is in the directory structure.  But the general 
answer to the question is that we will support some ability for the server to 
say, These files must match the files on the server, and these other files are 
allowed to differ from the server.

From: Ross Bemrose [mailto:rbemr...@gmail.com]
Sent: Tuesday, February 19, 2013 7:19 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Fletcher Dunn; Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Does the game being packed in VPK files affect pure_server_whitelist.txt in any 
way?

On 2/19/2013 9:36 PM, Fletcher Dunn wrote:
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam's 
new-and-improved content delivery system.  SteamPipe is currently used by most 
games on Steam.

This change will impact server operators in at least two significant ways:


* You will use steamcmd instead of the HLDSUpdateTool to install/update 
the server.

* The conversion will entail significant changes to the way the files 
appear in the local filesystem on the server and client.  The client no longer 
uses GCF files.  Instead, most assets are packed up into VPK, and those VPKs 
are the same on the server and the client.  The server no longer uses 1000's of 
loose files.

We're using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system.

Everybody is encouraged to download the TF beta!

We've prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF beta forum.
http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the release 
game.)

- Fletch





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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
Does this mean we can finally not have HL2 + EP1 + EP2 installed just to play 
TF2? :D
HL2, yes.  EP1 and EP2 don't ship with TF2.  Why HL2?  There are so many custom 
maps in existence that use all of that old content, we made the decision to 
continue to ship it, even though it's big and not used by any official maps.  
It's just packaged directly with TF2 now (in the hl2 directory).  The 
alternative would be to either break a bunch of existing functionality, or add 
a lot of extra complexity of download time when connecting to a server running 
a map that is using what used to be standard' content.  We just decided a 
one-time download (only one time because that content almost never changes) was 
better than removing existing functionality from customers who play on maps 
that use those assets.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Wednesday, February 20, 2013 6:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Does this mean we can finally not have HL2 + EP1 + EP2 installed just to play 
TF2? :D

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
h...@list.valvesoftware.com, hlds announce 
hlds_annou...@list.valvesoftware.com
Sent: Tuesday, February 19, 2013 7:36:01 PM
Subject: [hlds] SteamPipe is coming.  Download the TF beta





The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s 
new-and-improved content delivery system. SteamPipe is currently used by most 
games on Steam. 



This change will impact server operators in at least two significant ways: 



· You will use steamcmd instead of the HLDSUpdateTool to install/update the 
server. 

· The conversion will entail significant changes to the way the files appear in 
the local filesystem on the server and client. The client no longer uses GCF 
files. Instead, most assets are packed up into VPK, and those VPKs are the same 
on the server and the client. The server no longer uses 1000’s of loose files. 



We’re using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system. 



Everybody is encouraged to download the TF beta! 



We’ve prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate: 

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 



Please report gameserver related bugs in this mailing list. 



Client bugs can be reported through this mailing list, or in the TF beta forum. 

http://forums.steampowered.com/forums/forumdisplay.php?f=1038 



Thanks for your help, and happy testing! 



(And remember, playtime in the beta counts towards item drops in the release 
game.) 



- Fletch 


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread David Fountain
Any news on hl1 games such as czero note that cs1.6 is ported

SavSin
On Feb 20, 2013 8:59 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 Does the game being packed in VPK files affect pure_server_whitelist.txt
 in any way?
 That's one of the known issues.  We're still sorting through exactly how
 pure servers will work.  The current behavior works like CS:GO's pure
 servers, and is based on MD5 hashes of the VPK's.  However, if a client
 uses a custom VPK, the server currently won't know how to validate those
 files, and the client will get kicked.  We'll have this problem sorted
 before we release any game.

 I cannot say for sure exactly how the new system will work, but it will
 probably be very similar, but maybe with a few cosmetic changes like the
 exact syntax of the file and where it is in the directory structure.  But
 the general answer to the question is that we will support some ability for
 the server to say, These files must match the files on the server, and
 these other files are allowed to differ from the server.

 From: Ross Bemrose [mailto:rbemr...@gmail.com]
 Sent: Tuesday, February 19, 2013 7:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Fletcher Dunn; Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

 Does the game being packed in VPK files affect pure_server_whitelist.txt
 in any way?

 On 2/19/2013 9:36 PM, Fletcher Dunn wrote:
 The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of
 Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam's
 new-and-improved content delivery system.  SteamPipe is currently used by
 most games on Steam.

 This change will impact server operators in at least two significant ways:


 * You will use steamcmd instead of the HLDSUpdateTool to
 install/update the server.

 * The conversion will entail significant changes to the way the
 files appear in the local filesystem on the server and client.  The client
 no longer uses GCF files.  Instead, most assets are packed up into VPK, and
 those VPKs are the same on the server and the client.  The server no longer
 uses 1000's of loose files.

 We're using the TF beta to test these changes and identify the bugs, and
 give everybody a chance to make sure their favorite mod or plugin will work
 in the new system.

 Everybody is encouraged to download the TF beta!

 We've prepared an FAQ that discusses the details of the change and answers
 the questions we anticipate:
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 Please report gameserver related bugs in this mailing list.

 Client bugs can be reported through this mailing list, or in the TF beta
 forum.
 http://forums.steampowered.com/forums/forumdisplay.php?f=1038

 Thanks for your help, and happy testing!

 (And remember, playtime in the beta counts towards item drops in the
 release game.)

 - Fletch





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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
This change doesn't include any workshop integration, but it's definitely 
something we want to do.  These filesystem changes lay some groundwork to make 
the workshop stuff possible.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Wednesday, February 20, 2013 8:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Fletcher,

Considering HUD mods can now be distributed in VPKs, is the Workshop going to 
have a method for distributing HUD mods? Last I checked TF2 was the only source 
game which made the resources available and modifyable to have HUD mods, but 
I've maintained one for quite some time, so have other people, I'm sure easier 
distribution would be welcomed. Also, some may criticize this, but is there any 
possibility of monetization of such things? If no monetary gate-keeping than 
perhaps support for donations? Also, any guards against malicious methods 
within HUD mods?

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
h...@list.valvesoftware.com, hlds announce 
hlds_annou...@list.valvesoftware.com
Sent: Tuesday, February 19, 2013 7:36:01 PM
Subject: [hlds] SteamPipe is coming.  Download the TF beta





The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s 
new-and-improved content delivery system. SteamPipe is currently used by most 
games on Steam. 



This change will impact server operators in at least two significant ways: 



· You will use steamcmd instead of the HLDSUpdateTool to install/update the 
server. 

· The conversion will entail significant changes to the way the files appear in 
the local filesystem on the server and client. The client no longer uses GCF 
files. Instead, most assets are packed up into VPK, and those VPKs are the same 
on the server and the client. The server no longer uses 1000’s of loose files. 



We’re using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system. 



Everybody is encouraged to download the TF beta! 



We’ve prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate: 

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 



Please report gameserver related bugs in this mailing list. 



Client bugs can be reported through this mailing list, or in the TF beta forum. 

http://forums.steampowered.com/forums/forumdisplay.php?f=1038 



Thanks for your help, and happy testing! 



(And remember, playtime in the beta counts towards item drops in the release 
game.) 



- Fletch 


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
The first thing to do is identify as many bugs as possible using the TF beta.

sv_pure needs to be fixed.

Then we will probably roll out Day of Defeat or HL2:MP and confirm the auto 
conversion works as well as we expect, so we don't have a huge number of people 
all downloading a full 10GB at the same time.

We're planning on releasing TF last.

I suppose the timeline is around 2-4 weeks before TF is released?  (Please 
don't hold me on that --- it depends on what bugs we find in the TF beta!)

We'll keep the users of each game well informed.  We also now have the ability 
to release the server before the client, and we will definitely take advantage 
of that, probably releasing the server 1-2 days in advance of the switchover, 
so server operators have plenty of time to get setup.  (Especially since they 
will have a full download, whereas clients should be able to take advantage of 
existing assets on disk.)

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
Sent: Tuesday, February 19, 2013 6:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Fletcher is there a set date for this conversion? Is there going to be any 
overlap period? I didn't see those answers in the FAQ.

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
h...@list.valvesoftware.com, hlds announce 
hlds_annou...@list.valvesoftware.com
Sent: Tuesday, February 19, 2013 9:36:01 PM
Subject: [hlds] SteamPipe is coming.  Download the TF beta





The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s 
new-and-improved content delivery system. SteamPipe is currently used by most 
games on Steam. 



This change will impact server operators in at least two significant ways: 



· You will use steamcmd instead of the HLDSUpdateTool to install/update the 
server. 

· The conversion will entail significant changes to the way the files appear in 
the local filesystem on the server and client. The client no longer uses GCF 
files. Instead, most assets are packed up into VPK, and those VPKs are the same 
on the server and the client. The server no longer uses 1000’s of loose files. 



We’re using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system. 



Everybody is encouraged to download the TF beta! 



We’ve prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate: 

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 



Please report gameserver related bugs in this mailing list. 



Client bugs can be reported through this mailing list, or in the TF beta forum. 

http://forums.steampowered.com/forums/forumdisplay.php?f=1038 



Thanks for your help, and happy testing! 



(And remember, playtime in the beta counts towards item drops in the release 
game.) 



- Fletch 


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
We'll give plenty of warning, and also release the server well in advance of 
the client.  (That's one of the advantages this change brings!)

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Tuesday, February 19, 2013 6:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Hello,

What is the time frame we have to prepare for this change?

 I'm assuming the Sourcemod team is already aware, since this will most likely 
break everything - but are we going to get a few days warning order before this 
drops - i.e. will we know the exact day this change will go into effect?



On Tue, Feb 19, 2013 at 9:36 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam's 
new-and-improved content delivery system.  SteamPipe is currently used by most 
games on Steam.

This change will impact server operators in at least two significant ways:


* You will use steamcmd instead of the HLDSUpdateTool to install/update 
the server.

* The conversion will entail significant changes to the way the files 
appear in the local filesystem on the server and client.  The client no longer 
uses GCF files.  Instead, most assets are packed up into VPK, and those VPKs 
are the same on the server and the client.  The server no longer uses 1000's of 
loose files.

We're using the TF beta to test these changes and identify the bugs, and give 
everybody a chance to make sure their favorite mod or plugin will work in the 
new system.

Everybody is encouraged to download the TF beta!

We've prepared an FAQ that discusses the details of the change and answers the 
questions we anticipate:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF beta forum.
http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the release 
game.)

- Fletch


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
I'm pretty sure you cannot currently use SteamCMD to download an app for 
another target OS.

I'll pass along that feature request.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Tuesday, February 19, 2013 9:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

HLDSUpdateTool lets you specify the OS.

On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
 As far as I can tell, no.  It downloads the server for the OS you're 
 currently using.

 Which is the same as how hldsupdatetool works.


 On 2/19/2013 11:26 PM, pilger wrote:

 I'm curious if it will be possible to download a Windows version on a 
 Linux environment. Is that possible now with other games that already 
 use the SteamCMD? Will it be possible with TF2 and other games?

 On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines (L4D*)? or 
 will this be introduced as a regression into the orangebox and CS:S 
 branches?
 :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   The orangebox engine games (Team Fortress 2, Counter 
 Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being 
 upgraded to SteamPipe.

   Steam's

 new-and-improved content delivery system.  SteamPipe is currently 
 used by most games on Steam.

 ** **

 This change will impact server operators in at least two 
 significant

 ways:

 

 ** **

 *** **You will use steamcmd instead of the HLDSUpdateTool to
 install/update the server.

 *** **The conversion will entail significant changes to the way
 the files appear in the local filesystem on the server and client.  
 The client no longer uses GCF files.  Instead, most assets are 
 packed up into VPK, and those VPKs are the same on the server and 
 the client.  The

 server

 no longer uses 1000's of loose files.

 ** **

 We're using the TF beta to test these changes and identify the 
 bugs, and give everybody a chance to make sure their favorite mod 
 or plugin will

 work

 in the new system.

 ** **

 Everybody is encouraged to download the TF beta!

 ** **

 We've prepared an FAQ that discusses the details of the change and

 answers

 the questions we anticipate:

 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491*
 ***

 ** **

 Please report gameserver related bugs in this mailing list.

 ** **

 Client bugs can be reported through this mailing list, or in the TF 
 beta
 forum.

 http://forums.steampowered.com/forums/forumdisplay.php?f=1038

 ** **

 Thanks for your help, and happy testing!

 ** **

 (And remember, playtime in the beta counts towards item drops in 
 the release game.)

 ** **

 - Fletch

 ** **

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 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread David Fountain
Didn't Stan cmd download the game for all os' when I dl csgo I have .dll
and .so domes

SavSin
On Feb 20, 2013 9:22 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 I'm pretty sure you cannot currently use SteamCMD to download an app for
 another target OS.

 I'll pass along that feature request.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
 Sent: Tuesday, February 19, 2013 9:11 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

 HLDSUpdateTool lets you specify the OS.

 On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
  As far as I can tell, no.  It downloads the server for the OS you're
  currently using.
 
  Which is the same as how hldsupdatetool works.
 
 
  On 2/19/2013 11:26 PM, pilger wrote:
 
  I'm curious if it will be possible to download a Windows version on a
  Linux environment. Is that possible now with other games that already
  use the SteamCMD? Will it be possible with TF2 and other games?
 
  On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  Was the pure not working bug ever fixed in later engines (L4D*)? or
  will this be introduced as a regression into the orangebox and CS:S
 branches?
  :s
 
  Thanks,
  Kyle.
 
 
  On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
The orangebox engine games (Team Fortress 2, Counter
  Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being
  upgraded to SteamPipe.
 
Steam's
 
  new-and-improved content delivery system.  SteamPipe is currently
  used by most games on Steam.
 
  ** **
 
  This change will impact server operators in at least two
  significant
 
  ways:
 
  
 
  ** **
 
  *** **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *** **The conversion will entail significant changes to the
 way
  the files appear in the local filesystem on the server and client.
  The client no longer uses GCF files.  Instead, most assets are
  packed up into VPK, and those VPKs are the same on the server and
  the client.  The
 
  server
 
  no longer uses 1000's of loose files.
 
  ** **
 
  We're using the TF beta to test these changes and identify the
  bugs, and give everybody a chance to make sure their favorite mod
  or plugin will
 
  work
 
  in the new system.
 
  ** **
 
  Everybody is encouraged to download the TF beta!
 
  ** **
 
  We've prepared an FAQ that discusses the details of the change and
 
  answers
 
  the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491*
  ***
 
  ** **
 
  Please report gameserver related bugs in this mailing list.
 
  ** **
 
  Client bugs can be reported through this mailing list, or in the TF
  beta
  forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  ** **
 
  Thanks for your help, and happy testing!
 
  ** **
 
  (And remember, playtime in the beta counts towards item drops in
  the release game.)
 
  ** **
 
  - Fletch
 
  ** **
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
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  archives, please visit:
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Asher Baker
Game content isn't platform specific, only the engine. So you'll have
the DLL/SO files for the game (server.dll / server.so in /game/bin),
but not the engine (all of the others in /bin).

On Wed, Feb 20, 2013 at 5:29 PM, David Fountain savsi...@gmail.com wrote:
 Didn't Stan cmd download the game for all os' when I dl csgo I have .dll
 and .so domes

 SavSin
 On Feb 20, 2013 9:22 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 I'm pretty sure you cannot currently use SteamCMD to download an app for
 another target OS.

 I'll pass along that feature request.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
 Sent: Tuesday, February 19, 2013 9:11 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

 HLDSUpdateTool lets you specify the OS.

 On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
  As far as I can tell, no.  It downloads the server for the OS you're
  currently using.
 
  Which is the same as how hldsupdatetool works.
 
 
  On 2/19/2013 11:26 PM, pilger wrote:
 
  I'm curious if it will be possible to download a Windows version on a
  Linux environment. Is that possible now with other games that already
  use the SteamCMD? Will it be possible with TF2 and other games?
 
  On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  Was the pure not working bug ever fixed in later engines (L4D*)? or
  will this be introduced as a regression into the orangebox and CS:S
 branches?
  :s
 
  Thanks,
  Kyle.
 
 
  On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
The orangebox engine games (Team Fortress 2, Counter
  Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being
  upgraded to SteamPipe.
 
Steam's
 
  new-and-improved content delivery system.  SteamPipe is currently
  used by most games on Steam.
 
  ** **
 
  This change will impact server operators in at least two
  significant
 
  ways:
 
  
 
  ** **
 
  *** **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *** **The conversion will entail significant changes to the
 way
  the files appear in the local filesystem on the server and client.
  The client no longer uses GCF files.  Instead, most assets are
  packed up into VPK, and those VPKs are the same on the server and
  the client.  The
 
  server
 
  no longer uses 1000's of loose files.
 
  ** **
 
  We're using the TF beta to test these changes and identify the
  bugs, and give everybody a chance to make sure their favorite mod
  or plugin will
 
  work
 
  in the new system.
 
  ** **
 
  Everybody is encouraged to download the TF beta!
 
  ** **
 
  We've prepared an FAQ that discusses the details of the change and
 
  answers
 
  the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491*
  ***
 
  ** **
 
  Please report gameserver related bugs in this mailing list.
 
  ** **
 
  Client bugs can be reported through this mailing list, or in the TF
  beta
  forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  ** **
 
  Thanks for your help, and happy testing!
 
  ** **
 
  (And remember, playtime in the beta counts towards item drops in
  the release game.)
 
  ** **
 
  - Fletch
 
  ** **
 
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
Fastdownload *should* work just fine.

I would not recommend placing any files in the tf/download folder.  Really, 
that directory is intended to be where the host (either the server or the 
client) places files that it *receives* from remote hosts.  Probably on 
gameservers, the only thing that will ever go in that directory will be user 
sprays.

Re: Where to put custom maps and assets.  Putting them directly in the tf/maps 
folder should still work, but it sort of negates some of the advantage of the 
new search path flexibility, and I don't think it's the recommended thing to 
do.  You might have noticed that under SteamPipe, we've choosen to ship all the 
.bsp files loose on disk, rather than inside a VPK.  (There is no advantage in 
putting them in VPK, they are already basically big package files themselves.)  
So if you put custom maps directly in tf/maps, they will be all mixed up with 
the standard maps.  (Similar comments apply to any sort of custom asset.  It's 
best to avoid mixing them up with the official game assets.)  Probably most in 
line with the intentions of the new filesystem changes would be to make one or 
more new directories for all custom server stuff.  You could put them in VPK if 
you are not using the fast download server.  But fast download server needs 
them loose on disk.

I would recommend making a directory like

[server_root]/tf/addons/custom_maps/

And then put custom maps and models in there:

[server_root]/tf/addons/custom_maps/maps/
[server_root]/tf/addons/custom_maps/models/

If you want to just put all the custom plugin stuff in a single directory 
(which is probably recommended so you don't add a whole bunch of local search 
paths at the front), then maybe custom_maps is not the best name.  It's just 
a name.

Does that solution seem acceptable?  I *think* it should work with the fast 
download server, but I actually haven't tested that combination.  If it 
doesn't, let me know, and I will make it work.

I've also considered adding functionality for clients to download VPK's from 
gameservers, as opposed to individual files.  Then the VPK would be mounted as 
a map search path.  This has the added benefit that it allows custom map assets 
to override shipping assets.  (Something which is no longer possible, since the 
tf/download folder, where the client will place downloaded files, is the LAST 
search path --- this is for security reasons.)  It would also mean revving the 
custom assets would be simpler.  If there is interest in this functionality, 
let me know, I could look into it.

I encourage all server operators to read tf/gameinfo.txt, and 
tf/addons/readme.txt.  The exact operation of the filesystem search paths is 
explained.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

I'm also interested in this and will i have to move custom maps on the server 
to tf/download/ so they work or does the server accept them from same old 
location as before?

Will the workshop for maps come to tf2 too? What about it vs sv_downloadurl, 
compatibility wise?

-ics

Charlie kirjoitti:
 Will fastdownload stay compatible? Or do we need to change file 
 structure there so that maps download correctly?


 On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com 
 mailto:pilger...@gmail.com wrote:

 I'm curious if it will be possible to download a Windows version
 on a Linux environment. Is that possible now with other games that
 already use the SteamCMD? Will it be possible with TF2 and other
 games?

 On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
 mailto:kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines
 (L4D*)? or will
 this be introduced as a regression into the orangebox and CS:S
 branches? :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.comwrote:

  The orangebox engine games (Team Fortress 2, Counter
 Strike:Source, Day
  of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe. Steam's
  new-and-improved content delivery system. SteamPipe is
 currently used by
  most games on Steam.
 
  ** **

 
  This change will impact server operators in at least two
 significant ways:
  
 
  ** **
 
  *** **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *** **The conversion will entail significant changes to the 
 way

  the files appear in the local filesystem on the server

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread David Fountain
Ah Ok that makes sense

SavSin
On Feb 20, 2013 9:34 AM, Asher Baker asher...@gmail.com wrote:

 Game content isn't platform specific, only the engine. So you'll have
 the DLL/SO files for the game (server.dll / server.so in /game/bin),
 but not the engine (all of the others in /bin).

 On Wed, Feb 20, 2013 at 5:29 PM, David Fountain savsi...@gmail.com
 wrote:
  Didn't Stan cmd download the game for all os' when I dl csgo I have .dll
  and .so domes
 
  SavSin
  On Feb 20, 2013 9:22 AM, Fletcher Dunn fletch...@valvesoftware.com
  wrote:
 
  I'm pretty sure you cannot currently use SteamCMD to download an app for
  another target OS.
 
  I'll pass along that feature request.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
  Sent: Tuesday, February 19, 2013 9:11 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF
 beta
 
  HLDSUpdateTool lets you specify the OS.
 
  On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com
 wrote:
   As far as I can tell, no.  It downloads the server for the OS you're
   currently using.
  
   Which is the same as how hldsupdatetool works.
  
  
   On 2/19/2013 11:26 PM, pilger wrote:
  
   I'm curious if it will be possible to download a Windows version on a
   Linux environment. Is that possible now with other games that already
   use the SteamCMD? Will it be possible with TF2 and other games?
  
   On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
 wrote:
  
   Was the pure not working bug ever fixed in later engines (L4D*)? or
   will this be introduced as a regression into the orangebox and CS:S
  branches?
   :s
  
   Thanks,
   Kyle.
  
  
   On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
   fletch...@valvesoftware.comwrote:
  
 The orangebox engine games (Team Fortress 2, Counter
   Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being
   upgraded to SteamPipe.
  
 Steam's
  
   new-and-improved content delivery system.  SteamPipe is currently
   used by most games on Steam.
  
   ** **
  
   This change will impact server operators in at least two
   significant
  
   ways:
  
   
  
   ** **
  
   *** **You will use steamcmd instead of the HLDSUpdateTool
 to
   install/update the server.
  
   *** **The conversion will entail significant changes to the
  way
   the files appear in the local filesystem on the server and client.
   The client no longer uses GCF files.  Instead, most assets are
   packed up into VPK, and those VPKs are the same on the server and
   the client.  The
  
   server
  
   no longer uses 1000's of loose files.
  
   ** **
  
   We're using the TF beta to test these changes and identify the
   bugs, and give everybody a chance to make sure their favorite mod
   or plugin will
  
   work
  
   in the new system.
  
   ** **
  
   Everybody is encouraged to download the TF beta!
  
   ** **
  
   We've prepared an FAQ that discusses the details of the change and
  
   answers
  
   the questions we anticipate:
  
  
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491*
   ***
  
   ** **
  
   Please report gameserver related bugs in this mailing list.
  
   ** **
  
   Client bugs can be reported through this mailing list, or in the TF
   beta
   forum.
  
   http://forums.steampowered.com/forums/forumdisplay.php?f=1038
  
   ** **
  
   Thanks for your help, and happy testing!
  
   ** **
  
   (And remember, playtime in the beta counts towards item drops in
   the release game.)
  
   ** **
  
   - Fletch
  
   ** **
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  
  
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   archives, please visit:
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   archives, please visit:
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
VPK's working with fast download would be absolutely awesome.

As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I wanted to simplify this and make it easy to compress I'd have
to add those files to the .bsp's zip.
But then any clients who have this map won't be able to play on my server
and then those who download it from mine won't be able to play on other
servers.
So then I have to rename the map. But then it looks like crap because the
cubemaps are messed up.
So next I have to rebuild cubemaps and so the map grows in size because the
old ones are kept.
Then I can add the loose files into the .bsp's archive and then I have a
standalone version of this map that can be downloaded as a single file by
clients which won't conflict with the original.
I also noticed that sound files packed into the map's zip won't always play.

Just a bad and slow way of doing things...

With a VPK I'd be able to do this without messing up the map.
Or better yet the map maker could easily do this himself without having to
mess with zipping files into the bsp.

And in any way, downloading a single bigger file will always be faster than
downloading a bunch of smaller files.

On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:


 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
 it.

 I encourage all server operators to read tf/gameinfo.txt, and
 tf/addons/readme.txt.  The exact operation of the filesystem search paths
 is explained.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, February 19, 2013 10:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

 I'm also interested in this and will i have to move custom maps on the
 server to tf/download/ so they work or does the server accept them from
 same old location as before?

 Will the workshop for maps come to tf2 too? What about it vs
 sv_downloadurl, compatibility wise?

 -ics

 Charlie kirjoitti:
  Will fastdownload stay compatible? Or do we need to change file
  structure there so that maps download correctly?
 
 
  On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
  mailto:pilger...@gmail.com wrote:
 
  I'm curious if it will be possible to download a Windows version
  on a Linux environment. Is that possible now with other games that
  already use the SteamCMD? Will it be possible with TF2 and other
  games?
 
  On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
  mailto:kyle.l...@gmail.com wrote:
 
  Was the pure not working bug ever fixed in later engines
  (L4D*)? or will
  this be introduced as a regression into the orangebox and CS:S
  branches? :s
 
  Thanks,
  Kyle.
 
 
  On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
  fletch...@valvesoftware.com
  mailto:fletch...@valvesoftware.comwrote:
 
   The orangebox engine games (Team Fortress 2, Counter
  Strike:Source, Day
   of Defeat:Source, HL2:Deathmatch) are being upgraded to
  SteamPipe. Steam's
   new-and-improved content delivery system. SteamPipe is
  currently used by
   most games on Steam.
  
   ** **
 
  
   This change will impact server operators in at least two
  significant ways:
   
  
   ** **
  
   *** **You will use steamcmd instead of the HLDSUpdateTool to
   install/update the server.
  
   *** **The conversion will entail significant changes to the
  way
 
   the files appear in the local filesystem on the server and
  client. The
   client no longer uses GCF files. Instead, most assets are
  packed up into
   VPK, and those VPKs are the same on the server and the
  client. The server
   no longer uses 1000's of loose files.
  
   ** **
 
  
   We're using the TF beta to test these changes and identify
  the bugs, and
   give everybody a chance to make sure their favorite mod

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread ics
Most map makers pack their custom assets to bsp itself already so you 
have just the .bsp and the .nav file for bots (if it exists). If you are 
renaming maps, building cubemaps for them or uploading them without the 
extra files, you are just making things worse as you spread the non 
working file around and cause conflicts to players. Leave map naming, 
packing and cubemaps for the authors of the map.


I see little benefit from VPK. If it's used, then there would be an 
opportunity to use same filename for the maps but then it would be kind 
of hard to identify which version the map is. Only benefit is basically 
the same as having a mapper to either pack the stuff into bsp or ship 
the files with .res file, so all those extra ones will download to the 
client too. That is, if server owner has used all the files in the first 
place.


VPK is great for multimap things such as L4D2 but for TF2, not so much.

-ics

1nsane kirjoitti:

VPK's working with fast download would be absolutely awesome.

As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I wanted to simplify this and make it easy to compress I'd have
to add those files to the .bsp's zip.
But then any clients who have this map won't be able to play on my server
and then those who download it from mine won't be able to play on other
servers.
So then I have to rename the map. But then it looks like crap because the
cubemaps are messed up.
So next I have to rebuild cubemaps and so the map grows in size because the
old ones are kept.
Then I can add the loose files into the .bsp's archive and then I have a
standalone version of this map that can be downloaded as a single file by
clients which won't conflict with the original.
I also noticed that sound files packed into the map's zip won't always play.

Just a bad and slow way of doing things...

With a VPK I'd be able to do this without messing up the map.
Or better yet the map maker could easily do this himself without having to
mess with zipping files into the bsp.

And in any way, downloading a single bigger file will always be faster than
downloading a bunch of smaller files.

On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn fletch...@valvesoftware.com

wrote:
I've also considered adding functionality for clients to download VPK's
from gameservers, as opposed to individual files.  Then the VPK would be
mounted as a map search path.  This has the added benefit that it allows
custom map assets to override shipping assets.  (Something which is no
longer possible, since the tf/download folder, where the client will place
downloaded files, is the LAST search path --- this is for security
reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
it.

I encourage all server operators to read tf/gameinfo.txt, and
tf/addons/readme.txt.  The exact operation of the filesystem search paths
is explained.



-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

I'm also interested in this and will i have to move custom maps on the
server to tf/download/ so they work or does the server accept them from
same old location as before?

Will the workshop for maps come to tf2 too? What about it vs
sv_downloadurl, compatibility wise?

-ics

Charlie kirjoitti:

Will fastdownload stay compatible? Or do we need to change file
structure there so that maps download correctly?


On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
mailto:pilger...@gmail.com wrote:

 I'm curious if it will be possible to download a Windows version
 on a Linux environment. Is that possible now with other games that
 already use the SteamCMD? Will it be possible with TF2 and other
 games?

 On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
 mailto:kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines
 (L4D*)? or will
 this be introduced as a regression into the orangebox and CS:S
 branches? :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.comwrote:

  The orangebox engine games (Team Fortress 2, Counter
 Strike:Source, Day
  of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe. Steam's
  new-and-improved content delivery system. SteamPipe is
 currently used by
  most games on Steam

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
Custom maps should still work just fine.  Maps refer to assets using filenames 
in the game filesystem namespace.  (I.e. the filename starts with materials 
or models, not tf or hl2 or blahblah.vpk).

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Wednesday, February 20, 2013 9:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta

Again, does Valve have a rough time-frame of when they want to roll SteamPipe 
out? In other words - roughly how long do we have to get everything ready on 
our end? Please keep in mind that for those of us with large server fleets (15+ 
TF2 servers), this is going to be an incredibly time-consuming change to 
implement.

Also - with such a drastic change to file structure is this going to break a 
ton of custom maps?
___
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visit:
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
If it works, and you don't mind the files being mixed up with official game 
files, then I don't see why you cannot do that.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Wednesday, February 20, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

Does it really matter if custom maps go into the same tf/maps folder like they 
always have?

I just tried it, and fast download worked just fine - and it would be the least 
time consuming method of dealing with that part of the change (I run over 30 
custom maps in total).


On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Fastdownload *should* work just fine.

I would not recommend placing any files in the tf/download folder.  Really, 
that directory is intended to be where the host (either the server or the 
client) places files that it *receives* from remote hosts.  Probably on 
gameservers, the only thing that will ever go in that directory will be user 
sprays.

Re: Where to put custom maps and assets.  Putting them directly in the tf/maps 
folder should still work, but it sort of negates some of the advantage of the 
new search path flexibility, and I don't think it's the recommended thing to 
do.  You might have noticed that under SteamPipe, we've choosen to ship all the 
.bsp files loose on disk, rather than inside a VPK.  (There is no advantage in 
putting them in VPK, they are already basically big package files themselves.)  
So if you put custom maps directly in tf/maps, they will be all mixed up with 
the standard maps.  (Similar comments apply to any sort of custom asset.  It's 
best to avoid mixing them up with the official game assets.)  Probably most in 
line with the intentions of the new filesystem changes would be to make one or 
more new directories for all custom server stuff.  You could put them in VPK if 
you are not using the fast download server.  But fast download server needs 
them loose on disk.

I would recommend making a directory like

[server_root]/tf/addons/custom_maps/

And then put custom maps and models in there:

[server_root]/tf/addons/custom_maps/maps/
[server_root]/tf/addons/custom_maps/models/

If you want to just put all the custom plugin stuff in a single directory 
(which is probably recommended so you don't add a whole bunch of local search 
paths at the front), then maybe custom_maps is not the best name.  It's just 
a name.

Does that solution seem acceptable?  I *think* it should work with the fast 
download server, but I actually haven't tested that combination.  If it 
doesn't, let me know, and I will make it work.

I've also considered adding functionality for clients to download VPK's from 
gameservers, as opposed to individual files.  Then the VPK would be mounted as 
a map search path.  This has the added benefit that it allows custom map assets 
to override shipping assets.  (Something which is no longer possible, since the 
tf/download folder, where the client will place downloaded files, is the LAST 
search path --- this is for security reasons.)  It would also mean revving the 
custom assets would be simpler.  If there is interest in this functionality, 
let me know, I could look into it.

I encourage all server operators to read tf/gameinfo.txt, and 
tf/addons/readme.txt.  The exact operation of the filesystem search paths is 
explained.



-Original Message-
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

I'm also interested in this and will i have to move custom maps on the server 
to tf/download/ so they work or does the server accept them from same old 
location as before?

Will the workshop for maps come to tf2 too? What about it vs sv_downloadurl, 
compatibility wise?

-ics

Charlie kirjoitti:
 Will fastdownload stay compatible? Or do we need to change file
 structure there so that maps download correctly?


 On Tue, Feb 19, 2013 at 8:26 PM, pilger 
 pilger...@gmail.commailto:pilger...@gmail.com
 mailto:pilger...@gmail.commailto:pilger...@gmail.com wrote:

 I'm curious if it will be possible to download a Windows version
 on a Linux environment. Is that possible now with other games that
 already use the SteamCMD? Will it be possible with TF2 and other
 games?

 On 20 February 2013 00:52, Kyle Sanderson 
 kyle.l...@gmail.commailto:kyle.l...@gmail.com
 mailto:kyle.l...@gmail.commailto:kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines
 (L4D*)? or will
 this be introduced

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Dirk D
Is there any way to exclude addons (either on startup or while the server
is running)? I guess editing gameinfo.txt to do this is highly discouraged
(as well as also pretty cumbersome if it gets clobbered by updates) :)

I'm asking because I'm considering running multiple server instances from
one installation without the hassle of having a server_first.cfg,
server_second.cfg etc. all scattered around and intermixed with the
official content and instead having an addon per server instance
(addons/first_server/cfg/server.cfg etc.) along with all the files specific
to those instances.

Will it be possible to explicitly allow certain client addons (and therefor
blacklist every other addon) with the new sv_pure-system?

The thing is that there already are some pretty dodgy addons in the L4D2
workshop (like bright tracers on jumping hunters) while others are fine
(HUD enhancements, custom campaigns) and somebody probably will do sth.
along those lines for TF2 where possible. It would be really nice to have a
whitelisting capability on the server side for this stuff (also ported to
L4D2 *pretty please* ;) ) - along the lines client has to unload
everything not matching these signatures or client is only allowed to
load addons that do not change files different from this list - so server
operators can ensure a certain level of pureness while allowing trusted
addons (or kinds of addons in the latter case of a list of files allowed
to change) that enhance their player's experience.


On Wed, Feb 20, 2013 at 7:25 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 If it works, and you don't mind the files being mixed up with official
 game files, then I don't see why you cannot do that.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Wednesday, February 20, 2013 10:00 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

 Does it really matter if custom maps go into the same tf/maps folder like
 they always have?

 I just tried it, and fast download worked just fine - and it would be the
 least time consuming method of dealing with that part of the change (I run
 over 30 custom maps in total).


 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 Fastdownload *should* work just fine.

 I would not recommend placing any files in the tf/download folder.
  Really, that directory is intended to be where the host (either the server
 or the client) places files that it *receives* from remote hosts.  Probably
 on gameservers, the only thing that will ever go in that directory will be
 user sprays.

 Re: Where to put custom maps and assets.  Putting them directly in the
 tf/maps folder should still work, but it sort of negates some of the
 advantage of the new search path flexibility, and I don't think it's the
 recommended thing to do.  You might have noticed that under SteamPipe,
 we've choosen to ship all the .bsp files loose on disk, rather than inside
 a VPK.  (There is no advantage in putting them in VPK, they are already
 basically big package files themselves.)  So if you put custom maps
 directly in tf/maps, they will be all mixed up with the standard maps.
  (Similar comments apply to any sort of custom asset.  It's best to avoid
 mixing them up with the official game assets.)  Probably most in line with
 the intentions of the new filesystem changes would be to make one or more
 new directories for all custom server stuff.  You could put them in VPK if
 you are not using the fast download server.  But fast download server needs
 them loose on disk.

 I would recommend making a directory like

 [server_root]/tf/addons/custom_maps/

 And then put custom maps and models in there:

 [server_root]/tf/addons/custom_maps/maps/
 [server_root]/tf/addons/custom_maps/models/

 If you want to just put all the custom plugin stuff in a single directory
 (which is probably recommended so you don't add a whole bunch of local
 search paths at the front), then maybe custom_maps is not the best name.
  It's just a name.

 Does that solution seem acceptable?  I *think* it should work with the
 fast download server, but I actually haven't tested that combination.  If
 it doesn't, let me know, and I will make it work.

 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
 it.

 I encourage all

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
I don't know where you got the the idea that I was making non working
files. If anything I do the opposite. Try reading it again.

I said that if a map file has a bunch of other files with it (and sometimes
doesn't even come with a .res file) I would instead 'remake' it by having
all those files inside the single .bsp. And the renaming is done so we
don't end up with MAPNAME.bsp differs from servers. Perhaps you think
that's fine but I find it annoying. Different map versions with the same
name that block clients from joining servers just should not happen.

If you make any changes to the map file (patch files excluded) it needs to
be renamed. No way around it.

Most of the time I would not bother doing this though. If a map comes with
a bunch of files all over the place it's probably not worth it.

On Wed, Feb 20, 2013 at 1:19 PM, ics i...@ics-base.net wrote:

 Most map makers pack their custom assets to bsp itself already so you have
 just the .bsp and the .nav file for bots (if it exists). If you are
 renaming maps, building cubemaps for them or uploading them without the
 extra files, you are just making things worse as you spread the non working
 file around and cause conflicts to players. Leave map naming, packing and
 cubemaps for the authors of the map.

 I see little benefit from VPK. If it's used, then there would be an
 opportunity to use same filename for the maps but then it would be kind of
 hard to identify which version the map is. Only benefit is basically the
 same as having a mapper to either pack the stuff into bsp or ship the files
 with .res file, so all those extra ones will download to the client too.
 That is, if server owner has used all the files in the first place.

 VPK is great for multimap things such as L4D2 but for TF2, not so much.

 -ics

 1nsane kirjoitti:

  VPK's working with fast download would be absolutely awesome.

 As it is now if a map maker ships a map with a bunch of loose texture,
 sound and model files I would not run such a map.
 I can't really compress the bunch of loose files one by one as extraction
 negates the speed benefit.
 So then if I wanted to simplify this and make it easy to compress I'd have
 to add those files to the .bsp's zip.
 But then any clients who have this map won't be able to play on my server
 and then those who download it from mine won't be able to play on other
 servers.
 So then I have to rename the map. But then it looks like crap because the
 cubemaps are messed up.
 So next I have to rebuild cubemaps and so the map grows in size because
 the
 old ones are kept.
 Then I can add the loose files into the .bsp's archive and then I have a
 standalone version of this map that can be downloaded as a single file by
 clients which won't conflict with the original.
 I also noticed that sound files packed into the map's zip won't always
 play.

 Just a bad and slow way of doing things...

 With a VPK I'd be able to do this without messing up the map.
 Or better yet the map maker could easily do this himself without having to
 mess with zipping files into the bsp.

 And in any way, downloading a single bigger file will always be faster
 than
 downloading a bunch of smaller files.

 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.com

 wrote:
 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will
 place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
   If there is interest in this functionality, let me know, I could look
 into
 it.

 I encourage all server operators to read tf/gameinfo.txt, and
 tf/addons/readme.txt.  The exact operation of the filesystem search paths
 is explained.



 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of ics
 Sent: Tuesday, February 19, 2013 10:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF
 beta

 I'm also interested in this and will i have to move custom maps on the
 server to tf/download/ so they work or does the server accept them from
 same old location as before?

 Will the workshop for maps come to tf2 too? What about it vs
 sv_downloadurl, compatibility wise?

 -ics

 Charlie kirjoitti:

 Will fastdownload stay compatible? Or do we need to change file
 structure there so that maps download correctly?


 On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
 mailto:pilger...@gmail.com wrote:

  I'm curious if it will be possible

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread ics
I was actually not comfortable for you renaming or repacking any maps 
that someone else has done. That can be a problem. I also try to avoid 
map that isn't complete. But you might end up having a map with the 
same name that already might exist later. So your server could have an 
older version and the map creator released newer version with same name 
as the one you packed is.


I know some people have renamed maps such as cp_mapname_beta3 to 
cp_mapname, thus making a filename already used and the author if the 
map, if he or she isn't aware of such file, there will be conflicts. The 
chance is minimal but might happen.



-ics

1nsane kirjoitti:

I don't know where you got the the idea that I was making non working
files. If anything I do the opposite. Try reading it again.

I said that if a map file has a bunch of other files with it (and sometimes
doesn't even come with a .res file) I would instead 'remake' it by having
all those files inside the single .bsp. And the renaming is done so we
don't end up with MAPNAME.bsp differs from servers. Perhaps you think
that's fine but I find it annoying. Different map versions with the same
name that block clients from joining servers just should not happen.

If you make any changes to the map file (patch files excluded) it needs to
be renamed. No way around it.

Most of the time I would not bother doing this though. If a map comes with
a bunch of files all over the place it's probably not worth it.

On Wed, Feb 20, 2013 at 1:19 PM, ics i...@ics-base.net wrote:


Most map makers pack their custom assets to bsp itself already so you have
just the .bsp and the .nav file for bots (if it exists). If you are
renaming maps, building cubemaps for them or uploading them without the
extra files, you are just making things worse as you spread the non working
file around and cause conflicts to players. Leave map naming, packing and
cubemaps for the authors of the map.

I see little benefit from VPK. If it's used, then there would be an
opportunity to use same filename for the maps but then it would be kind of
hard to identify which version the map is. Only benefit is basically the
same as having a mapper to either pack the stuff into bsp or ship the files
with .res file, so all those extra ones will download to the client too.
That is, if server owner has used all the files in the first place.

VPK is great for multimap things such as L4D2 but for TF2, not so much.

-ics

1nsane kirjoitti:

  VPK's working with fast download would be absolutely awesome.

As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I wanted to simplify this and make it easy to compress I'd have
to add those files to the .bsp's zip.
But then any clients who have this map won't be able to play on my server
and then those who download it from mine won't be able to play on other
servers.
So then I have to rename the map. But then it looks like crap because the
cubemaps are messed up.
So next I have to rebuild cubemaps and so the map grows in size because
the
old ones are kept.
Then I can add the loose files into the .bsp's archive and then I have a
standalone version of this map that can be downloaded as a single file by
clients which won't conflict with the original.
I also noticed that sound files packed into the map's zip won't always
play.

Just a bad and slow way of doing things...

With a VPK I'd be able to do this without messing up the map.
Or better yet the map maker could easily do this himself without having to
mess with zipping files into the bsp.

And in any way, downloading a single bigger file will always be faster
than
downloading a bunch of smaller files.

On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
fletch...@valvesoftware.com


wrote:
I've also considered adding functionality for clients to download VPK's
from gameservers, as opposed to individual files.  Then the VPK would be
mounted as a map search path.  This has the added benefit that it allows
custom map assets to override shipping assets.  (Something which is no
longer possible, since the tf/download folder, where the client will
place
downloaded files, is the LAST search path --- this is for security
reasons.)  It would also mean revving the custom assets would be simpler.
   If there is interest in this functionality, let me know, I could look
into
it.

I encourage all server operators to read tf/gameinfo.txt, and
tf/addons/readme.txt.  The exact operation of the filesystem search paths
is explained.



-Original Message-
From: 
hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
-bounces@list.**valvesoftw**are.comhttp://valvesoftware.com
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 [mailto:
 hlds-bounces@list.**valvesoftw**are.com http://valvesoftware.com
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 ]
 On Behalf Of ics
 Sent: Tuesday, February 19, 2013 10:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF
 beta

 I'm also interested in this and will i have to move custom maps on the
 server to tf/download/ so they work or does the server accept them from
 same old location as before?

 Will the workshop for maps come to tf2 too? What about it vs
 sv_downloadurl, compatibility wise?

 -ics

 Charlie kirjoitti:

  Will fastdownload stay compatible? Or do we need to change file
 structure there so that maps download correctly?


 On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
 mailto:pilger...@gmail.com wrote:

   I'm curious if it will be possible to download a Windows version
   on a Linux environment. Is that possible now with other games
 that
   already use the SteamCMD? Will it be possible with TF2 and other
   games?

   On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
   mailto:kyle.l...@gmail.com wrote:

   Was the pure not working bug ever fixed in later engines
   (L4D*)? or will
   this be introduced as a regression into the orangebox and
 CS:S
   branches? :s

   Thanks,
   Kyle.


   On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
   fletch...@valvesoftware.com
   
 mailto:fletcherd@**valvesoftw**are.comhttp://valvesoftware.com
 fletcherd@**valvesoftware.com fletch...@valvesoftware.com

  wrote:

The orangebox engine games (Team Fortress 2, Counter
   Strike:Source, Day
of Defeat:Source, HL2:Deathmatch) are being upgraded to
   SteamPipe. Steam's
new-and-improved content delivery system. SteamPipe is
   currently used by
most games on Steam.
   
** **

   
This change will impact server operators in at least two
   significant ways:

   
** **
   
*** **You will use steamcmd instead of the HLDSUpdateTool
 to
install/update the server.
   
*** **The conversion will entail significant changes to
 the
 way

the files appear in the local filesystem on the server and
   client. The
client no longer uses GCF files. Instead, most assets are
   packed up into
VPK, and those VPKs are the same on the server and the
   client. The server
no longer uses 1000's of loose files.
   
** **

   
We're using the TF beta to test these changes and identify
   the bugs, and
give everybody a chance to make sure their favorite mod or
   plugin will work
in the new system.
   
** **
   
Everybody is encouraged to download the TF beta!
   
** **

   
We've prepared an FAQ that discusses the details of the
   change and answers
the questions we anticipate:
   
   

   https://support.steampowered.com/kb_article.php?ref=7388-

 QPFN-2491https://support.**steampowered.com/kb_article.**
 php?ref=7388-QPFN-2491https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
 


** **
   
Please report gameserver related bugs in this mailing
 list.
   
** **

   
Client bugs can be reported through this mailing list, or
 in
   the TF beta
forum.
   
   

   http://forums.steampowered.com/forums/forumdisplay.php?f=**
 **1038http://forums.**steampowered.com/forums/**
 forumdisplay.php?f=1038http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 

   
** **
   
Thanks for your help, and happy testing!
   
** **

   
(And remember, playtime in the beta counts towards item
   drops in the
release game.)
   
** **
   
- Fletch
   
** **

   
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread The Supreme Commander
Is anybody else getting a much larger disk usage for the beta server
through SteamPipe than for the normal one through HLDSUpdateTool? I'm
getting around a 5GB difference between a fresh install from SteamPipe and
my live install from now (including the custom files I have).
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Jesse Molina


Andreas Grimm wrote:

steamcmd.exe +login anonymous +force_install_dir
insert_your_directory_here +app_update 229830 validate +exit

its equivalent to the classic hldsupdatetool command:

hldsupdatetool.exe -command update -game tf_beta -dir
insert_your_directory_here -verify_all




Here is a good example for me to pick on.  Please pardon my pointy rant. 
 I'm trying to be positive with my criticism, so don't please think I'm 
just trying to be a jerk.  I realize that I'm calling out someone's work 
here.




With the old steam tool, you specified the working directory with the 
-dir argument.  That's perfectly reasonable and sane.


With the new one, it's +force_install_dir.

Why are we forcing it?  Can we NOT force it?

And why is it the install dir.  Can there be some other dir where we 
might have otherwise gotten confused about which dir we were specifying?


WTF_is_with_the_underscores?  Why_are_they_even_necessary?

Do_you_realize_I_have_to_use_the_shift_key_every_time_I_want_to_type_an_underscore_and_how_much_additional_time_that_takes?

Why was -dir not usable enough that it needed to be re-invented badly?



--
# Jesse Molina
# Mail = je...@opendreams.net
# Cell = 1-602-323-7608



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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Fletcher Dunn
This confusion may stem from the assumption that this tool exists solely to 
download a dedicated server.  Actually the tool is essentially a command line 
version of the Steam client.  It also is used by partners to package up builds 
and submit it to Steam.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Wednesday, February 20, 2013 2:49 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds] SteamPipe is coming. Download the TF beta


Andreas Grimm wrote:
 steamcmd.exe +login anonymous +force_install_dir 
 insert_your_directory_here +app_update 229830 validate +exit

 its equivalent to the classic hldsupdatetool command:

 hldsupdatetool.exe -command update -game tf_beta -dir 
 insert_your_directory_here -verify_all



Here is a good example for me to pick on.  Please pardon my pointy rant. 
  I'm trying to be positive with my criticism, so don't please think I'm just 
trying to be a jerk.  I realize that I'm calling out someone's work here.



With the old steam tool, you specified the working directory with the -dir 
argument.  That's perfectly reasonable and sane.

With the new one, it's +force_install_dir.

Why are we forcing it?  Can we NOT force it?

And why is it the install dir.  Can there be some other dir where we might 
have otherwise gotten confused about which dir we were specifying?

WTF_is_with_the_underscores?  Why_are_they_even_necessary?

Do_you_realize_I_have_to_use_the_shift_key_every_time_I_want_to_type_an_underscore_and_how_much_additional_time_that_takes?

Why was -dir not usable enough that it needed to be re-invented badly?



--
# Jesse Molina
# Mail = je...@opendreams.net
# Cell = 1-602-323-7608



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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Andre Müller
Haha :-)

GIT Bugtracker is needed for stem cmd. Valve our small comunity id going to
support hell, if you don't fix all errors before you move orangebox games
to steapip. Csgo is enough support hell for us.
Am 20.02.2013 23:48 schrieb Jesse Molina je...@opendreams.net:


 Andreas Grimm wrote:

 steamcmd.exe +login anonymous +force_install_dir
 insert_your_directory_here +app_update 229830 validate +exit

 its equivalent to the classic hldsupdatetool command:

 hldsupdatetool.exe -command update -game tf_beta -dir
 insert_your_directory_here -verify_all




 Here is a good example for me to pick on.  Please pardon my pointy rant.
  I'm trying to be positive with my criticism, so don't please think I'm
 just trying to be a jerk.  I realize that I'm calling out someone's work
 here.



 With the old steam tool, you specified the working directory with the
 -dir argument.  That's perfectly reasonable and sane.

 With the new one, it's +force_install_dir.

 Why are we forcing it?  Can we NOT force it?

 And why is it the install dir.  Can there be some other dir where we
 might have otherwise gotten confused about which dir we were specifying?

 WTF_is_with_the_underscores?  Why_are_they_even_necessary?

 Do_you_realize_I_have_to_use_**the_shift_key_every_time_I_**
 want_to_type_an_underscore_**and_how_much_additional_time_**that_takes?

 Why was -dir not usable enough that it needed to be re-invented badly?



 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Frank
I'm not really familiar with this tool , but will it allow you to set a
region to download from much like the clients can do now? Reason I ask is
that sometimes certain locations are faster on the download when a large
update comes out vs how it is now and the update tool just searches for a
Hand shake to get the data.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Wednesday, February 20, 2013 5:52 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

This confusion may stem from the assumption that this tool exists solely to
download a dedicated server.  Actually the tool is essentially a command
line version of the Steam client.  It also is used by partners to package up
builds and submit it to Steam.


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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Kyle Sanderson
Check out http://didrole.com/UpdateTool/ if you find steamcmd to be
unusable (I know I do). It worked great when we were running GO servers.

Thanks,
Kyle.


On Wed, Feb 20, 2013 at 2:57 PM, James Beegle lx45...@gmail.com wrote:

 I'm kinda of inclined to agree with Jesse; steamcmd is a very awkward tool
 to use, from both a Windows and Linux perspective. I've been tempted
 several times to write an HLDSUpdateTool-like wrapper that hides the
 bizarre interface while working with the Killing Floor server. Some kind of
 update to make it a little easier to use would be appreciated,


 On Wed, Feb 20, 2013 at 5:48 PM, Jesse Molina je...@opendreams.netwrote:


 Andreas Grimm wrote:

 steamcmd.exe +login anonymous +force_install_dir
 insert_your_directory_here +app_update 229830 validate +exit

 its equivalent to the classic hldsupdatetool command:

 hldsupdatetool.exe -command update -game tf_beta -dir
 insert_your_directory_here -verify_all




 Here is a good example for me to pick on.  Please pardon my pointy rant.
  I'm trying to be positive with my criticism, so don't please think I'm
 just trying to be a jerk.  I realize that I'm calling out someone's work
 here.



 With the old steam tool, you specified the working directory with the
 -dir argument.  That's perfectly reasonable and sane.

 With the new one, it's +force_install_dir.

 Why are we forcing it?  Can we NOT force it?

 And why is it the install dir.  Can there be some other dir where we
 might have otherwise gotten confused about which dir we were specifying?

 WTF_is_with_the_underscores?  Why_are_they_even_necessary?

 Do_you_realize_I_have_to_use_**the_shift_key_every_time_I_**
 want_to_type_an_underscore_**and_how_much_additional_time_**that_takes?

 Why was -dir not usable enough that it needed to be re-invented badly?




 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608



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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Ross Bemrose

On 2/20/2013 12:35 PM, Fletcher Dunn wrote:

I've also considered adding functionality for clients to download VPK's from 
gameservers, as opposed to individual files.  Then the VPK would be mounted as 
a map search path.  This has the added benefit that it allows custom map assets 
to override shipping assets.  (Something which is no longer possible, since the 
tf/download folder, where the client will place downloaded files, is the LAST 
search path --- this is for security reasons.)  It would also mean revving the 
custom assets would be simpler.  If there is interest in this functionality, 
let me know, I could look into it.

I missed this from your post earlier.

The ability to download VPKs would make it a lot easier for mods which 
use a lot of models, materials, and sounds, like Vs. Saxton Hale 
(maintained by FlaminSarge) and Freak Fortress 2 (nominally maintained 
by me). Particularly for FF2, as it support user-created boss 
characters, so contributors could just create VPKs of each boss along 
with their configuration file.


Needless to say, I wholeheartedly support the idea of being able to 
serve VPKs to clients. The L4D and L4D2 server owners would love it if 
you would add this ability to those games as well, since campaigns are 
distributed via VPK.


However, when talking to FlaminSarge earlier, this came up in our 
conversation:


7:42 PM - Powerlord: Anyway, I was just thinking you could download the 
models, materials, and sounds up front if you needed them. Or if the 
server itself could send back the VPK if they were used on teh server 
side (which fastdownload can't)

7:43 PM - FlaminSarge…: you could certainly distribute them as a vpk
7:43 PM - FlaminSarge…: but updating would prove painful
7:43 PM - FlaminSarge…: or rather, annoying.
7:43 PM - Powerlord: Actually, if the server can figure out which vpk a 
file is in and offer that to the client, why wouldn't that work on a 
fastdownload? Clearly testing is necessary

7:43 PM - FlaminSarge…: yes, but will a client load the VPK in time?
7:44 PM - FlaminSarge…: and what happens when a VPK has been updated but 
has the same name?

7:44 PM - Powerlord: Oh, true.
7:44 PM - FlaminSarge…: servers cannot check vpk versions
7:44 PM - FlaminSarge…: even though vpks support version info

So, the problem then becomes Can the client tell when their VPK is out 
of date and download the newer version automatically?



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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Denis Eliseev
Hmm.. Maybe steam-like system will be better? I mean new Steam updating system, 
that downloads files with names like 
bins_win32.zip.bd897e9b073e9d948c745b18f5ad0e0c8c8db402
So you can install to you server mod with filename mymod01.vpk, server will 
calculate it checksum (e.g. 00112233), and when it will download to client, 
-client- will download it to mymod01.00112233.vpk. So, if you will update vpk 
files, they will have new checksum (33221100) and client will download this 
file to mymod01.33221100.vpk, but on server and FastDL they will still have a 
name mymod01.vpk. So, client can join servers with any version of the mod 
files without overwriting and you don't need to modify filename on server side.


21.02.2013, 10:48, Ross Bemrose rbemr...@gmail.com:
 On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
  I've also considered adding functionality for clients to download VPK's 
 from gameservers, as opposed to individual files.  Then the VPK would be 
 mounted as a map search path.  This has the added benefit that it allows 
 custom map assets to override shipping assets.  (Something which is no 
 longer possible, since the tf/download folder, where the client will place 
 downloaded files, is the LAST search path --- this is for security reasons.) 
  It would also mean revving the custom assets would be simpler.  If there is 
 interest in this functionality, let me know, I could look into it.

 I missed this from your post earlier.

 The ability to download VPKs would make it a lot easier for mods which
 use a lot of models, materials, and sounds, like Vs. Saxton Hale
 (maintained by FlaminSarge) and Freak Fortress 2 (nominally maintained
 by me). Particularly for FF2, as it support user-created boss
 characters, so contributors could just create VPKs of each boss along
 with their configuration file.

 Needless to say, I wholeheartedly support the idea of being able to
 serve VPKs to clients. The L4D and L4D2 server owners would love it if
 you would add this ability to those games as well, since campaigns are
 distributed via VPK.

 However, when talking to FlaminSarge earlier, this came up in our
 conversation:

 7:42 PM - Powerlord: Anyway, I was just thinking you could download the
 models, materials, and sounds up front if you needed them. Or if the
 server itself could send back the VPK if they were used on teh server
 side (which fastdownload can't)
 7:43 PM - FlaminSarge…: you could certainly distribute them as a vpk
 7:43 PM - FlaminSarge…: but updating would prove painful
 7:43 PM - FlaminSarge…: or rather, annoying.
 7:43 PM - Powerlord: Actually, if the server can figure out which vpk a
 file is in and offer that to the client, why wouldn't that work on a
 fastdownload? Clearly testing is necessary
 7:43 PM - FlaminSarge…: yes, but will a client load the VPK in time?
 7:44 PM - FlaminSarge…: and what happens when a VPK has been updated but
 has the same name?
 7:44 PM - Powerlord: Oh, true.
 7:44 PM - FlaminSarge…: servers cannot check vpk versions
 7:44 PM - FlaminSarge…: even though vpks support version info

 So, the problem then becomes Can the client tell when their VPK is out
 of date and download the newer version automatically?

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Ross Bemrose
Does the game being packed in VPK files affect pure_server_whitelist.txt 
in any way?


On 2/19/2013 9:36 PM, Fletcher Dunn wrote:


The orangebox engine games (Team Fortress 2, Counter Strike:Source, 
Day of Defeat:Source, HL2:Deathmatch) are being upgraded to 
SteamPipe.  Steam's new-and-improved content delivery system.  
SteamPipe is currently used by most games on Steam.


This change will impact server operators in at least two significant ways:

·You will use steamcmd instead of the HLDSUpdateTool to install/update 
the server.


·The conversion will entail significant changes to the way the files 
appear in the local filesystem on the server and client.  The client 
no longer uses GCF files.  Instead, most assets are packed up into 
VPK, and those VPKs are the same on the server and the client.  The 
server no longer uses 1000's of loose files.


We're using the TF beta to test these changes and identify the bugs, 
and give everybody a chance to make sure their favorite mod or plugin 
will work in the new system.


Everybody is encouraged to download the TF beta!

We've prepared an FAQ that discusses the details of the change and 
answers the questions we anticipate:


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF 
beta forum.


http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the 
release game.)


- Fletch



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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Kyle Sanderson
Was the pure not working bug ever fixed in later engines (L4D*)? or will
this be introduced as a regression into the orangebox and CS:S branches? :s

Thanks,
Kyle.


On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
 of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam’s
 new-and-improved content delivery system.  SteamPipe is currently used by
 most games on Steam.

 ** **

 This change will impact server operators in at least two significant ways:
 

 ** **

 **· **You will use steamcmd instead of the HLDSUpdateTool to
 install/update the server.

 **· **The conversion will entail significant changes to the way
 the files appear in the local filesystem on the server and client.  The
 client no longer uses GCF files.  Instead, most assets are packed up into
 VPK, and those VPKs are the same on the server and the client.  The server
 no longer uses 1000’s of loose files.

 ** **

 We’re using the TF beta to test these changes and identify the bugs, and
 give everybody a chance to make sure their favorite mod or plugin will work
 in the new system.

 ** **

 Everybody is encouraged to download the TF beta!

 ** **

 We’ve prepared an FAQ that discusses the details of the change and answers
 the questions we anticipate:

 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 ** **

 Please report gameserver related bugs in this mailing list.

 ** **

 Client bugs can be reported through this mailing list, or in the TF beta
 forum.

 http://forums.steampowered.com/forums/forumdisplay.php?f=1038

 ** **

 Thanks for your help, and happy testing!

 ** **

 (And remember, playtime in the beta counts towards item drops in the
 release game.)

 ** **

 - Fletch

 ** **

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread pilger
I'm curious if it will be possible to download a Windows version on a Linux
environment. Is that possible now with other games that already use the
SteamCMD? Will it be possible with TF2 and other games?

On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines (L4D*)? or will
 this be introduced as a regression into the orangebox and CS:S branches? :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
  of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.
  Steam’s
  new-and-improved content delivery system.  SteamPipe is currently used by
  most games on Steam.
 
  ** **
 
  This change will impact server operators in at least two significant
 ways:
  
 
  ** **
 
  **· **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  **· **The conversion will entail significant changes to the way
  the files appear in the local filesystem on the server and client.  The
  client no longer uses GCF files.  Instead, most assets are packed up into
  VPK, and those VPKs are the same on the server and the client.  The
 server
  no longer uses 1000’s of loose files.
 
  ** **
 
  We’re using the TF beta to test these changes and identify the bugs, and
  give everybody a chance to make sure their favorite mod or plugin will
 work
  in the new system.
 
  ** **
 
  Everybody is encouraged to download the TF beta!
 
  ** **
 
  We’ve prepared an FAQ that discusses the details of the change and
 answers
  the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
 
  ** **
 
  Please report gameserver related bugs in this mailing list.
 
  ** **
 
  Client bugs can be reported through this mailing list, or in the TF beta
  forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  ** **
 
  Thanks for your help, and happy testing!
 
  ** **
 
  (And remember, playtime in the beta counts towards item drops in the
  release game.)
 
  ** **
 
  - Fletch
 
  ** **
 
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  please visit:
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Ross Bemrose
As far as I can tell, no.  It downloads the server for the OS you're 
currently using.


Which is the same as how hldsupdatetool works.

On 2/19/2013 11:26 PM, pilger wrote:

I'm curious if it will be possible to download a Windows version on a Linux
environment. Is that possible now with other games that already use the
SteamCMD? Will it be possible with TF2 and other games?

On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:


Was the pure not working bug ever fixed in later engines (L4D*)? or will
this be introduced as a regression into the orangebox and CS:S branches? :s

Thanks,
Kyle.


On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


  The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.

  Steam’s

new-and-improved content delivery system.  SteamPipe is currently used by
most games on Steam.

** **

This change will impact server operators in at least two significant

ways:



** **

**· **You will use steamcmd instead of the HLDSUpdateTool to
install/update the server.

**· **The conversion will entail significant changes to the way
the files appear in the local filesystem on the server and client.  The
client no longer uses GCF files.  Instead, most assets are packed up into
VPK, and those VPKs are the same on the server and the client.  The

server

no longer uses 1000’s of loose files.

** **

We’re using the TF beta to test these changes and identify the bugs, and
give everybody a chance to make sure their favorite mod or plugin will

work

in the new system.

** **

Everybody is encouraged to download the TF beta!

** **

We’ve prepared an FAQ that discusses the details of the change and

answers

the questions we anticipate:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

** **

Please report gameserver related bugs in this mailing list.

** **

Client bugs can be reported through this mailing list, or in the TF beta
forum.

http://forums.steampowered.com/forums/forumdisplay.php?f=1038

** **

Thanks for your help, and happy testing!

** **

(And remember, playtime in the beta counts towards item drops in the
release game.)

** **

- Fletch

** **

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Asher Baker
HLDSUpdateTool lets you specify the OS.

On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
 As far as I can tell, no.  It downloads the server for the OS you're
 currently using.

 Which is the same as how hldsupdatetool works.


 On 2/19/2013 11:26 PM, pilger wrote:

 I'm curious if it will be possible to download a Windows version on a
 Linux
 environment. Is that possible now with other games that already use the
 SteamCMD? Will it be possible with TF2 and other games?

 On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines (L4D*)? or will
 this be introduced as a regression into the orangebox and CS:S branches?
 :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   The orangebox engine games (Team Fortress 2, Counter Strike:Source,
 Day
 of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.

   Steam’s

 new-and-improved content delivery system.  SteamPipe is currently used
 by
 most games on Steam.

 ** **

 This change will impact server operators in at least two significant

 ways:

 

 ** **

 **· **You will use steamcmd instead of the HLDSUpdateTool to
 install/update the server.

 **· **The conversion will entail significant changes to the way
 the files appear in the local filesystem on the server and client.  The
 client no longer uses GCF files.  Instead, most assets are packed up
 into
 VPK, and those VPKs are the same on the server and the client.  The

 server

 no longer uses 1000’s of loose files.

 ** **

 We’re using the TF beta to test these changes and identify the bugs, and
 give everybody a chance to make sure their favorite mod or plugin will

 work

 in the new system.

 ** **

 Everybody is encouraged to download the TF beta!

 ** **

 We’ve prepared an FAQ that discusses the details of the change and

 answers

 the questions we anticipate:

 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 ** **

 Please report gameserver related bugs in this mailing list.

 ** **

 Client bugs can be reported through this mailing list, or in the TF beta
 forum.

 http://forums.steampowered.com/forums/forumdisplay.php?f=1038

 ** **

 Thanks for your help, and happy testing!

 ** **

 (And remember, playtime in the beta counts towards item drops in the
 release game.)

 ** **

 - Fletch

 ** **

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