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 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
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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
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
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
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: 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] Recommendation for TF2, DoD:S, etc server content downloading
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, 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
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
+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
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux