Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread ics
I really don't think what you are doing is something that you should be 
doing. Modifying maps is wrong, map maker didn't want your logos in 
there so they should not be there and i bet 99% of the real mapmakers 
don't want their maps edited for something that they did not do. 
Besides, decompiling breaks several things. You can add decals to the 
maps without modifying maps too.


PS: Soundscapes are somewhat broken and Valve is aware.

-ics

Aaron Thompson kirjoitti:

I usually add my clan acronym to maps weve modified. We leave all credits
alone, of course. I used to add stuff to trade minecraft but now ive been
having a hard time compiling and the soundscapes are not cooperating
anymore. It's annoying. Anyways thats how i avoid making maps and edits
that someone could make too.
On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:


Changing the filename as a server operator is still fragile. As I mentioned
before, renaming a map without fixing up embedded content will hose
soundscripts and such. There's also not much guarantee that some other
server op won't make a similar rename of a differing file.

On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
wrote:


Descent server operators change the version number, descent map makers do
that too. But agreed on some kind of validation and better integration.
(Not to mention the tons of maps i still have on my download server

which i

dont use anymore, just because i cant really tell anymore whats being

used)

:)

2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:


With valve, the source of the files is trusted. If this would be
implemented, only way to do it is ti integrate maps into steam tf2
workshop. I'm surprised why valve doesn't want to do this and yet they
reward people who make items all the time. Workshop integration isn't

the

best in csgo but it could be further improved to accommodate tf2.

-ics

- Alkuperäinen viesti -

+1 this for sure. I'd love to see the custom content over write much

like

Valve over writes maps and its content now when a revision bump is

made.

I get so tired of having to go thru _v1 or v32 etc etc when you

change

just the smallest thing on a map. The client has to re-download it
anyway cause of a new name, may as well make it over write and start
over.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Stecker Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life

dedicated

Win32 server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server

content

downloading

This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone

on

this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content
(maps, models, etc) in particular: it's fairly painful when unaware
mappers and server operators release or update maps (and other

content)

without modifying the filename of the content. For maps this is
particularly destructive because many clients would be left unable to
connect and play on the server in question if the map differs from

what

the server is running.

Additionally, there are some documented cases of clients having their

map

downloads not get fully completed or get into a corrupt state which

is

equally as painful for the same reasons. Many users are simply

unaware

of

how to solve this problem by locating and deleting the files in

question.

I'm sure this is something that can get an ideal solution, so I'd

like

to

propose a few:

1. If the content differs, force a redownload and overwrite the

existing

file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring

custom

content and downloads search paths, there's less risk to overwriting
stock game content.

2. Allow multiple downloads side-by-side, perhaps differing in

filename

by a checksum (or some other recommendation). This would probably

have

to be virtualized in some way so that the filesystem is aware of the
actual name of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but
getting a solution for at least map downloading would be a great step
forward. ___
To unsubscribe, edit your list preferences, or view the list

archives,

please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


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archives,

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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Erik-jan Riemers
I understand the logic some people might have about not altering maps, we
also alter maps and such but we dont distrubute it. That little check mark
you click on when creating maps pretty much removes any copyright on maps
created too. But as Aaron too, we leave credits and keep records of the
original authors and where possible we do try to contact the original
author before modification. But one can only do so much.

2014-12-04 17:04 GMT+01:00 ics i...@ics-base.net:

 I really don't think what you are doing is something that you should be
 doing. Modifying maps is wrong, map maker didn't want your logos in there
 so they should not be there and i bet 99% of the real mapmakers don't want
 their maps edited for something that they did not do. Besides, decompiling
 breaks several things. You can add decals to the maps without modifying
 maps too.

 PS: Soundscapes are somewhat broken and Valve is aware.

 -ics

 Aaron Thompson kirjoitti:

  I usually add my clan acronym to maps weve modified. We leave all credits
 alone, of course. I used to add stuff to trade minecraft but now ive been
 having a hard time compiling and the soundscapes are not cooperating
 anymore. It's annoying. Anyways thats how i avoid making maps and edits
 that someone could make too.
 On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:

  Changing the filename as a server operator is still fragile. As I
 mentioned
 before, renaming a map without fixing up embedded content will hose
 soundscripts and such. There's also not much guarantee that some other
 server op won't make a similar rename of a differing file.

 On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
 wrote:

  Descent server operators change the version number, descent map makers
 do
 that too. But agreed on some kind of validation and better integration.
 (Not to mention the tons of maps i still have on my download server

 which i

 dont use anymore, just because i cant really tell anymore whats being

 used)

 :)

 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

  With valve, the source of the files is trusted. If this would be
 implemented, only way to do it is ti integrate maps into steam tf2
 workshop. I'm surprised why valve doesn't want to do this and yet they
 reward people who make items all the time. Workshop integration isn't

 the

 best in csgo but it could be further improved to accommodate tf2.

 -ics

 - Alkuperäinen viesti -

 +1 this for sure. I'd love to see the custom content over write much

 like

 Valve over writes maps and its content now when a revision bump is

 made.

 I get so tired of having to go thru _v1 or v32 etc etc when you

 change

 just the smallest thing on a map. The client has to re-download it
 anyway cause of a new name, may as well make it over write and start
 over.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
 Stecker Sent: Monday, December 01, 2014 6:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life

 dedicated

 Win32 server mailing list
 Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server

 content

 downloading

 This email is mostly addressed to anyone within Valve that's still
 maintaining the TF2 branch of the source engine, and I suppose anyone

 on

 this mailing list that'd like to comment on this recommendation.

 There's one frustrating issue with clients downloading custom content
 (maps, models, etc) in particular: it's fairly painful when unaware
 mappers and server operators release or update maps (and other

 content)

 without modifying the filename of the content. For maps this is
 particularly destructive because many clients would be left unable to
 connect and play on the server in question if the map differs from

 what

 the server is running.

 Additionally, there are some documented cases of clients having their

 map

 downloads not get fully completed or get into a corrupt state which

 is

 equally as painful for the same reasons. Many users are simply

 unaware

 of

 how to solve this problem by locating and deleting the files in

 question.

 I'm sure this is something that can get an ideal solution, so I'd

 like

 to

 propose a few:

 1. If the content differs, force a redownload and overwrite the

 existing

 file on the client. Now that clients have a separate search path for
 downloaded content thanks to Fletcher's hard work in refactoring

 custom

 content and downloads search paths, there's less risk to overwriting
 stock game content.

 2. Allow multiple downloads side-by-side, perhaps differing in

 filename

 by a checksum (or some other recommendation). This would probably

 have

 to be virtualized in some way so that the filesystem is aware of the
 actual name of the map for soundscripts, particle manifests, etc.

 This issue affects other content such as models and materials, but
 getting a solution for at 

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Frank
Over writing the map with the same name as Valve does it really shouldn't make 
no difference. You are going to upload another map regardless another file be 
it named _v1 or _v2 or whatever. You are still uploading content customized 
from the server to the clients.

The idea here is if I have a customized map made by me named My_Tf2_Map then I 
should be able to alter the map no matter when and upload the exact same name 
and have it over write the original to clients that revisit my servers. This 
should be allowed vs me having to use extensions to the name like My_Tf2_Map_v1 
or My_Tf2_Map_v2 to continue on like that is just counter productive.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, December 04, 2014 11:05 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content 
downloading

I really don't think what you are doing is something that you should be doing. 
Modifying maps is wrong, map maker didn't want your logos in there so they 
should not be there and i bet 99% of the real mapmakers don't want their maps 
edited for something that they did not do. 
Besides, decompiling breaks several things. You can add decals to the maps 
without modifying maps too.

PS: Soundscapes are somewhat broken and Valve is aware.

-ics

Aaron Thompson kirjoitti:
 I usually add my clan acronym to maps weve modified. We leave all 
 credits alone, of course. I used to add stuff to trade minecraft but 
 now ive been having a hard time compiling and the soundscapes are not 
 cooperating anymore. It's annoying. Anyways thats how i avoid making 
 maps and edits that someone could make too.
 On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 Changing the filename as a server operator is still fragile. As I 
 mentioned before, renaming a map without fixing up embedded content 
 will hose soundscripts and such. There's also not much guarantee that 
 some other server op won't make a similar rename of a differing file.

 On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
 wrote:

 Descent server operators change the version number, descent map 
 makers do that too. But agreed on some kind of validation and better 
 integration.
 (Not to mention the tons of maps i still have on my download server
 which i
 dont use anymore, just because i cant really tell anymore whats 
 being
 used)
 :)

 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

 With valve, the source of the files is trusted. If this would be 
 implemented, only way to do it is ti integrate maps into steam tf2 
 workshop. I'm surprised why valve doesn't want to do this and yet 
 they reward people who make items all the time. Workshop 
 integration isn't
 the
 best in csgo but it could be further improved to accommodate tf2.

 -ics

 - Alkuperäinen viesti -
 +1 this for sure. I'd love to see the custom content over write 
 +much
 like
 Valve over writes maps and its content now when a revision bump is
 made.
 I get so tired of having to go thru _v1 or v32 etc etc when you
 change
 just the smallest thing on a map. The client has to re-download it 
 anyway cause of a new name, may as well make it over write and 
 start over.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
 Win32 server mailing list
 Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
 content
 downloading

 This email is mostly addressed to anyone within Valve that's still 
 maintaining the TF2 branch of the source engine, and I suppose 
 anyone
 on
 this mailing list that'd like to comment on this recommendation.

 There's one frustrating issue with clients downloading custom 
 content (maps, models, etc) in particular: it's fairly painful 
 when unaware mappers and server operators release or update maps 
 (and other
 content)
 without modifying the filename of the content. For maps this is 
 particularly destructive because many clients would be left unable 
 to connect and play on the server in question if the map differs 
 from
 what
 the server is running.

 Additionally, there are some documented cases of clients having 
 their
 map
 downloads not get fully completed or get into a corrupt state 
 which
 is
 equally as painful for the same reasons. Many users are simply
 unaware
 of
 how to solve this problem by locating and deleting the files in
 question.
 I'm sure this is something that can get an ideal solution, so I'd
 like
 to
 propose a few:

 1. If the content differs, force a redownload and overwrite the
 existing
 file on the client. Now that clients have a separate search path 
 for downloaded content thanks to Fletcher's hard

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Erik-jan Riemers
Also, i've had several times that tf2 would report back that the map
checksum or whatever doesn't work and when i check my download/maps folder
its still there as a bzipped file. It doesn't download a new one it just
denies me. This is the same issue, have to manually remove the file in
order for it to work.

2014-12-04 17:37 GMT+01:00 Frank ad...@gamerscrib.net:

 Over writing the map with the same name as Valve does it really shouldn't
 make no difference. You are going to upload another map regardless another
 file be it named _v1 or _v2 or whatever. You are still uploading content
 customized from the server to the clients.

 The idea here is if I have a customized map made by me named My_Tf2_Map
 then I should be able to alter the map no matter when and upload the exact
 same name and have it over write the original to clients that revisit my
 servers. This should be allowed vs me having to use extensions to the name
 like My_Tf2_Map_v1 or My_Tf2_Map_v2 to continue on like that is just
 counter productive.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, December 04, 2014 11:05 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server
 content downloading

 I really don't think what you are doing is something that you should be
 doing. Modifying maps is wrong, map maker didn't want your logos in there
 so they should not be there and i bet 99% of the real mapmakers don't want
 their maps edited for something that they did not do.
 Besides, decompiling breaks several things. You can add decals to the maps
 without modifying maps too.

 PS: Soundscapes are somewhat broken and Valve is aware.

 -ics

 Aaron Thompson kirjoitti:
  I usually add my clan acronym to maps weve modified. We leave all
  credits alone, of course. I used to add stuff to trade minecraft but
  now ive been having a hard time compiling and the soundscapes are not
  cooperating anymore. It's annoying. Anyways thats how i avoid making
  maps and edits that someone could make too.
  On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 
  Changing the filename as a server operator is still fragile. As I
  mentioned before, renaming a map without fixing up embedded content
  will hose soundscripts and such. There's also not much guarantee that
  some other server op won't make a similar rename of a differing file.
 
  On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
  wrote:
 
  Descent server operators change the version number, descent map
  makers do that too. But agreed on some kind of validation and better
 integration.
  (Not to mention the tons of maps i still have on my download server
  which i
  dont use anymore, just because i cant really tell anymore whats
  being
  used)
  :)
 
  2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:
 
  With valve, the source of the files is trusted. If this would be
  implemented, only way to do it is ti integrate maps into steam tf2
  workshop. I'm surprised why valve doesn't want to do this and yet
  they reward people who make items all the time. Workshop
  integration isn't
  the
  best in csgo but it could be further improved to accommodate tf2.
 
  -ics
 
  - Alkuperäinen viesti -
  +1 this for sure. I'd love to see the custom content over write
  +much
  like
  Valve over writes maps and its content now when a revision bump is
  made.
  I get so tired of having to go thru _v1 or v32 etc etc when you
  change
  just the smallest thing on a map. The client has to re-download it
  anyway cause of a new name, may as well make it over write and
  start over.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life
  dedicated
  Win32 server mailing list
  Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
  content
  downloading
 
  This email is mostly addressed to anyone within Valve that's still
  maintaining the TF2 branch of the source engine, and I suppose
  anyone
  on
  this mailing list that'd like to comment on this recommendation.
 
  There's one frustrating issue with clients downloading custom
  content (maps, models, etc) in particular: it's fairly painful
  when unaware mappers and server operators release or update maps
  (and other
  content)
  without modifying the filename of the content. For maps this is
  particularly destructive because many clients would be left unable
  to connect and play on the server in question if the map differs
  from
  what
  the server is running.
 
  Additionally, there are some documented cases of clients having
  their
  map
  downloads not get fully completed or get into a corrupt state
  which

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-03 Thread Ryan Stecker
Changing the filename as a server operator is still fragile. As I mentioned
before, renaming a map without fixing up embedded content will hose
soundscripts and such. There's also not much guarantee that some other
server op won't make a similar rename of a differing file.

On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 Descent server operators change the version number, descent map makers do
 that too. But agreed on some kind of validation and better integration.
 (Not to mention the tons of maps i still have on my download server which i
 dont use anymore, just because i cant really tell anymore whats being used)
 :)

 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

  With valve, the source of the files is trusted. If this would be
  implemented, only way to do it is ti integrate maps into steam tf2
  workshop. I'm surprised why valve doesn't want to do this and yet they
  reward people who make items all the time. Workshop integration isn't the
  best in csgo but it could be further improved to accommodate tf2.
 
  -ics
 
  - Alkuperäinen viesti -
   +1 this for sure. I'd love to see the custom content over write much
 like
   Valve over writes maps and its content now when a revision bump is
 made.
   I get so tired of having to go thru _v1 or v32 etc etc when you change
   just the smallest thing on a map. The client has to re-download it
   anyway cause of a new name, may as well make it over write and start
   over.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
   Stecker Sent: Monday, December 01, 2014 6:14 PM
   To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
   Win32 server mailing list
   Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
   downloading
  
   This email is mostly addressed to anyone within Valve that's still
   maintaining the TF2 branch of the source engine, and I suppose anyone
 on
   this mailing list that'd like to comment on this recommendation.
  
   There's one frustrating issue with clients downloading custom content
   (maps, models, etc) in particular: it's fairly painful when unaware
   mappers and server operators release or update maps (and other content)
   without modifying the filename of the content. For maps this is
   particularly destructive because many clients would be left unable to
   connect and play on the server in question if the map differs from what
   the server is running.
  
   Additionally, there are some documented cases of clients having their
 map
   downloads not get fully completed or get into a corrupt state which is
   equally as painful for the same reasons. Many users are simply unaware
 of
   how to solve this problem by locating and deleting the files in
 question.
  
   I'm sure this is something that can get an ideal solution, so I'd like
 to
   propose a few:
  
   1. If the content differs, force a redownload and overwrite the
 existing
   file on the client. Now that clients have a separate search path for
   downloaded content thanks to Fletcher's hard work in refactoring custom
   content and downloads search paths, there's less risk to overwriting
   stock game content.
  
   2. Allow multiple downloads side-by-side, perhaps differing in filename
   by a checksum (or some other recommendation). This would probably have
   to be virtualized in some way so that the filesystem is aware of the
   actual name of the map for soundscripts, particle manifests, etc.
  
   This issue affects other content such as models and materials, but
   getting a solution for at least map downloading would be a great step
   forward. ___
   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:
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  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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visit:
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-03 Thread Aaron Thompson
I usually add my clan acronym to maps weve modified. We leave all credits
alone, of course. I used to add stuff to trade minecraft but now ive been
having a hard time compiling and the soundscapes are not cooperating
anymore. It's annoying. Anyways thats how i avoid making maps and edits
that someone could make too.
On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 Changing the filename as a server operator is still fragile. As I mentioned
 before, renaming a map without fixing up embedded content will hose
 soundscripts and such. There's also not much guarantee that some other
 server op won't make a similar rename of a differing file.

 On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
 wrote:

  Descent server operators change the version number, descent map makers do
  that too. But agreed on some kind of validation and better integration.
  (Not to mention the tons of maps i still have on my download server
 which i
  dont use anymore, just because i cant really tell anymore whats being
 used)
  :)
 
  2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:
 
   With valve, the source of the files is trusted. If this would be
   implemented, only way to do it is ti integrate maps into steam tf2
   workshop. I'm surprised why valve doesn't want to do this and yet they
   reward people who make items all the time. Workshop integration isn't
 the
   best in csgo but it could be further improved to accommodate tf2.
  
   -ics
  
   - Alkuperäinen viesti -
+1 this for sure. I'd love to see the custom content over write much
  like
Valve over writes maps and its content now when a revision bump is
  made.
I get so tired of having to go thru _v1 or v32 etc etc when you
 change
just the smallest thing on a map. The client has to re-download it
anyway cause of a new name, may as well make it over write and start
over.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Stecker Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
Win32 server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
 content
downloading
   
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone
  on
this mailing list that'd like to comment on this recommendation.
   
There's one frustrating issue with clients downloading custom content
(maps, models, etc) in particular: it's fairly painful when unaware
mappers and server operators release or update maps (and other
 content)
without modifying the filename of the content. For maps this is
particularly destructive because many clients would be left unable to
connect and play on the server in question if the map differs from
 what
the server is running.
   
Additionally, there are some documented cases of clients having their
  map
downloads not get fully completed or get into a corrupt state which
 is
equally as painful for the same reasons. Many users are simply
 unaware
  of
how to solve this problem by locating and deleting the files in
  question.
   
I'm sure this is something that can get an ideal solution, so I'd
 like
  to
propose a few:
   
1. If the content differs, force a redownload and overwrite the
  existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring
 custom
content and downloads search paths, there's less risk to overwriting
stock game content.
   
2. Allow multiple downloads side-by-side, perhaps differing in
 filename
by a checksum (or some other recommendation). This would probably
 have
to be virtualized in some way so that the filesystem is aware of the
actual name of the map for soundscripts, particle manifests, etc.
   
This issue affects other content such as models and materials, but
getting a solution for at least map downloading would be a great step
forward. ___
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,
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Frank
+1 this for sure. I'd love to see the custom content over write much like
Valve over writes maps and its content now when a revision bump is made.
I get so tired of having to go thru _v1 or v32 etc etc when you change just
the smallest thing on a map. The client has to re-download it anyway cause
of a new name, may as well make it over write and start over.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
downloading

This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content (maps,
models, etc) in particular: it's fairly painful when unaware mappers and
server operators release or update maps (and other content) without
modifying the filename of the content. For maps this is particularly
destructive because many clients would be left unable to connect and play on
the server in question if the map differs from what the server is running.

Additionally, there are some documented cases of clients having their map
downloads not get fully completed or get into a corrupt state which is
equally as painful for the same reasons. Many users are simply unaware of
how to solve this problem by locating and deleting the files in question.

I'm sure this is something that can get an ideal solution, so I'd like to
propose a few:

1. If the content differs, force a redownload and overwrite the existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring custom
content and downloads search paths, there's less risk to overwriting stock
game content.

2. Allow multiple downloads side-by-side, perhaps differing in filename by a
checksum (or some other recommendation). This would probably have to be
virtualized in some way so that the filesystem is aware of the actual name
of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but getting a
solution for at least map downloading would be a great step forward.
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread ics
With valve, the source of the files is trusted. If this would be implemented, 
only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised 
why valve doesn't want to do this and yet they reward people who make items all 
the time. Workshop integration isn't the best in csgo but it could be further 
improved to accommodate tf2.

-ics

- Alkuperäinen viesti -
 +1 this for sure. I'd love to see the custom content over write much like
 Valve over writes maps and its content now when a revision bump is made.
 I get so tired of having to go thru _v1 or v32 etc etc when you change
 just the smallest thing on a map. The client has to re-download it
 anyway cause of a new name, may as well make it over write and start
 over.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
 Stecker Sent: Monday, December 01, 2014 6:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
 downloading
 
 This email is mostly addressed to anyone within Valve that's still
 maintaining the TF2 branch of the source engine, and I suppose anyone on
 this mailing list that'd like to comment on this recommendation.
 
 There's one frustrating issue with clients downloading custom content
 (maps, models, etc) in particular: it's fairly painful when unaware
 mappers and server operators release or update maps (and other content)
 without modifying the filename of the content. For maps this is
 particularly destructive because many clients would be left unable to
 connect and play on the server in question if the map differs from what
 the server is running.
 
 Additionally, there are some documented cases of clients having their map
 downloads not get fully completed or get into a corrupt state which is
 equally as painful for the same reasons. Many users are simply unaware of
 how to solve this problem by locating and deleting the files in question.
 
 I'm sure this is something that can get an ideal solution, so I'd like to
 propose a few:
 
 1. If the content differs, force a redownload and overwrite the existing
 file on the client. Now that clients have a separate search path for
 downloaded content thanks to Fletcher's hard work in refactoring custom
 content and downloads search paths, there's less risk to overwriting
 stock game content.
 
 2. Allow multiple downloads side-by-side, perhaps differing in filename
 by a checksum (or some other recommendation). This would probably have
 to be virtualized in some way so that the filesystem is aware of the
 actual name of the map for soundscripts, particle manifests, etc.
 
 This issue affects other content such as models and materials, but
 getting a solution for at least map downloading would be a great step
 forward. ___
 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,
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Erik-jan Riemers
Descent server operators change the version number, descent map makers do
that too. But agreed on some kind of validation and better integration.
(Not to mention the tons of maps i still have on my download server which i
dont use anymore, just because i cant really tell anymore whats being used)
:)

2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

 With valve, the source of the files is trusted. If this would be
 implemented, only way to do it is ti integrate maps into steam tf2
 workshop. I'm surprised why valve doesn't want to do this and yet they
 reward people who make items all the time. Workshop integration isn't the
 best in csgo but it could be further improved to accommodate tf2.

 -ics

 - Alkuperäinen viesti -
  +1 this for sure. I'd love to see the custom content over write much like
  Valve over writes maps and its content now when a revision bump is made.
  I get so tired of having to go thru _v1 or v32 etc etc when you change
  just the smallest thing on a map. The client has to re-download it
  anyway cause of a new name, may as well make it over write and start
  over.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
  Stecker Sent: Monday, December 01, 2014 6:14 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32 server mailing list
  Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
  downloading
 
  This email is mostly addressed to anyone within Valve that's still
  maintaining the TF2 branch of the source engine, and I suppose anyone on
  this mailing list that'd like to comment on this recommendation.
 
  There's one frustrating issue with clients downloading custom content
  (maps, models, etc) in particular: it's fairly painful when unaware
  mappers and server operators release or update maps (and other content)
  without modifying the filename of the content. For maps this is
  particularly destructive because many clients would be left unable to
  connect and play on the server in question if the map differs from what
  the server is running.
 
  Additionally, there are some documented cases of clients having their map
  downloads not get fully completed or get into a corrupt state which is
  equally as painful for the same reasons. Many users are simply unaware of
  how to solve this problem by locating and deleting the files in question.
 
  I'm sure this is something that can get an ideal solution, so I'd like to
  propose a few:
 
  1. If the content differs, force a redownload and overwrite the existing
  file on the client. Now that clients have a separate search path for
  downloaded content thanks to Fletcher's hard work in refactoring custom
  content and downloads search paths, there's less risk to overwriting
  stock game content.
 
  2. Allow multiple downloads side-by-side, perhaps differing in filename
  by a checksum (or some other recommendation). This would probably have
  to be virtualized in some way so that the filesystem is aware of the
  actual name of the map for soundscripts, particle manifests, etc.
 
  This issue affects other content such as models and materials, but
  getting a solution for at least map downloading would be a great step
  forward. ___
  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

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