Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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
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
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
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
-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 ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. com/cgi-bin/mailman/listinfo/ hlds https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds https://list.valvesoftware.com/cgi-bin
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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. -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux