Re: [hlds_linux] L4D sv_downloadurl

2009-08-19 Thread DeaD_EyE
Hi, the sv_downloadurl works for files which are added by Plugins.
I have tested it, with /SM File//Folder /Downloader/ and Precacher and 
it works.
Maps from the vpk-File couldn't download via fastdownload. The Client 
try to get the Map directly, which couldn't work.

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Re: [hlds_linux] L4D sv_downloadurl

2009-08-12 Thread Eric Riemers

People can download maps (.vpk ones) if you double click on the vpk, it
will automaticly install that map into the users "addons" directory.

Then he can set up a lobby, and normally when people dont have the map,
inside the vpk there is information to point the user to where he can get
the map (although that always doesn't work that well) think about url's
changing and such. And its usually a url as far as i know, which still
requires the user to go to IE or FF and get the file, instead of a direct
link to the file for ingame downloading.

Would be nice if you had the option "do you want to download the map from
following url, or use the one on the server?"

Beside that, i run my own l4d's but to get custom campaigns on it is really
a pain it seems. You first have to work with the sv_search_key or otherwise
use the forced dedicated server. Then just hope it sees the campaign. (if
there are examples out there that work 100%.. let me know)

I would assume one would join a steamgroup, see the l4d servers in that
group so "play on steamgroup server" and then just select a new campaign
which is also installed in the addons map on those servers and be done with
it. So far it worked a few times and then it just dies.

Eric

On Wed, 12 Aug 2009 17:01:37 +0800, "Vaughan Reid" 
wrote:
> Hi Neil,
> 
> As far as I know there is no way to get this working for Left4Dead. I
> remember reading that the developers intentionally left this feature out
> for
> various reasons.
> 
> Regards,
> Vaughan Reid
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Neil
Smith
> Sent: Wednesday, 12 August 2009 4:11 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] L4D sv_downloadurl
> 
> Hi Chaps,
> 
> is there anyway to get this working?
> 
> There are a lost of custom campaigns coming out now and I think this
would
> be beneficial.
> 
> thanks
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Re: [hlds_linux] L4D sv_downloadurl

2009-08-12 Thread Vaughan Reid
Hi Neil,

As far as I know there is no way to get this working for Left4Dead. I
remember reading that the developers intentionally left this feature out for
various reasons.

Regards,
Vaughan Reid

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Neil Smith
Sent: Wednesday, 12 August 2009 4:11 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] L4D sv_downloadurl

Hi Chaps,

is there anyway to get this working?

There are a lost of custom campaigns coming out now and I think this would
be beneficial.

thanks
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
well of course

On Fri, Jun 26, 2009 at 3:29 PM, Mike Zimmermann  wrote:

> I don't believe they are adding any support for this into the 360 version.
> The PC and 360 versions are two different branches now.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal  >wrote:
>
> > The current system was picked because it works best for the 360 version.
> > They obviously didn't have the time to come up with an entirely different
> > system that would work best for the PC version
> >
> >
> > On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:
> >
> > > I really like that idea. I love to know what ideas where kicked around
> > why
> > > the current system was picked verses something like that.
> > >
> > > On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> > > wrote:
> > >
> > > > If valve were to implement a system where the lobby grabbed a server
> > > BEFORE
> > > > the start game button was pressed, it could solve this problem, a
> > little.
> > > >
> > > > Let's say that as soon as you make a lobby, L4D will find a server
> for
> > > you,
> > > > and tell you that a server has been found and reserved, and it has a
> > > timer
> > > > showing how much time you have left in this reservation (5 minutes?).
> > > >
> > > > If that system was created and implemented, then people would be able
> > to
> > > > download the custom campaigns from the game server (or redirect
> server
> > > > specified in the game server)  that was grabbed WHILE IN THE LOBBY.
> > Their
> > > > progress could be shared with everyone, meaning the leader would know
> > > when
> > > > everyone was ready to start. Then, they could just hit "Start the
> > Game",
> > > > and
> > > > boom, connecting to a server, no time wasted searching for a server
> or
> > > > waiting for people to download the .vpk's, as they would be
> downloaded
> > > > while
> > > > the lobby is filling up.
> > > >
> > > > Before anyone points out holes in this system:
> > > > There could be a limit of how many people need to be in a lobby
> before
> > a
> > > > server is found.
> > > > As long as people are downloading the .vpk, the server reservation
> > would
> > > be
> > > > extended, and the leader could start the game before it runs out if
> > > people
> > > > haven't finished downloading.
> > > > ___
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> archives,
> > > > please visit:
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> > > >
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I don't believe they are adding any support for this into the 360 version.
The PC and 360 versions are two different branches now.

-Mike


On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal wrote:

> The current system was picked because it works best for the 360 version.
> They obviously didn't have the time to come up with an entirely different
> system that would work best for the PC version
>
>
> On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:
>
> > I really like that idea. I love to know what ideas where kicked around
> why
> > the current system was picked verses something like that.
> >
> > On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> > wrote:
> >
> > > If valve were to implement a system where the lobby grabbed a server
> > BEFORE
> > > the start game button was pressed, it could solve this problem, a
> little.
> > >
> > > Let's say that as soon as you make a lobby, L4D will find a server for
> > you,
> > > and tell you that a server has been found and reserved, and it has a
> > timer
> > > showing how much time you have left in this reservation (5 minutes?).
> > >
> > > If that system was created and implemented, then people would be able
> to
> > > download the custom campaigns from the game server (or redirect server
> > > specified in the game server)  that was grabbed WHILE IN THE LOBBY.
> Their
> > > progress could be shared with everyone, meaning the leader would know
> > when
> > > everyone was ready to start. Then, they could just hit "Start the
> Game",
> > > and
> > > boom, connecting to a server, no time wasted searching for a server or
> > > waiting for people to download the .vpk's, as they would be downloaded
> > > while
> > > the lobby is filling up.
> > >
> > > Before anyone points out holes in this system:
> > > There could be a limit of how many people need to be in a lobby before
> a
> > > server is found.
> > > As long as people are downloading the .vpk, the server reservation
> would
> > be
> > > extended, and the leader could start the game before it runs out if
> > people
> > > haven't finished downloading.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The current system was picked because it works best for the 360 version.
They obviously didn't have the time to come up with an entirely different
system that would work best for the PC version


On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:

> I really like that idea. I love to know what ideas where kicked around why
> the current system was picked verses something like that.
>
> On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> wrote:
>
> > If valve were to implement a system where the lobby grabbed a server
> BEFORE
> > the start game button was pressed, it could solve this problem, a little.
> >
> > Let's say that as soon as you make a lobby, L4D will find a server for
> you,
> > and tell you that a server has been found and reserved, and it has a
> timer
> > showing how much time you have left in this reservation (5 minutes?).
> >
> > If that system was created and implemented, then people would be able to
> > download the custom campaigns from the game server (or redirect server
> > specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
> > progress could be shared with everyone, meaning the leader would know
> when
> > everyone was ready to start. Then, they could just hit "Start the Game",
> > and
> > boom, connecting to a server, no time wasted searching for a server or
> > waiting for people to download the .vpk's, as they would be downloaded
> > while
> > the lobby is filling up.
> >
> > Before anyone points out holes in this system:
> > There could be a limit of how many people need to be in a lobby before a
> > server is found.
> > As long as people are downloading the .vpk, the server reservation would
> be
> > extended, and the leader could start the game before it runs out if
> people
> > haven't finished downloading.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Adam Smith
I really like that idea. I love to know what ideas where kicked around why
the current system was picked verses something like that.

On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch  wrote:

> If valve were to implement a system where the lobby grabbed a server BEFORE
> the start game button was pressed, it could solve this problem, a little.
>
> Let's say that as soon as you make a lobby, L4D will find a server for you,
> and tell you that a server has been found and reserved, and it has a timer
> showing how much time you have left in this reservation (5 minutes?).
>
> If that system was created and implemented, then people would be able to
> download the custom campaigns from the game server (or redirect server
> specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
> progress could be shared with everyone, meaning the leader would know when
> everyone was ready to start. Then, they could just hit "Start the Game",
> and
> boom, connecting to a server, no time wasted searching for a server or
> waiting for people to download the .vpk's, as they would be downloaded
> while
> the lobby is filling up.
>
> Before anyone points out holes in this system:
> There could be a limit of how many people need to be in a lobby before a
> server is found.
> As long as people are downloading the .vpk, the server reservation would be
> extended, and the leader could start the game before it runs out if people
> haven't finished downloading.
> ___
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> please visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Jonah Hirsch
If valve were to implement a system where the lobby grabbed a server BEFORE
the start game button was pressed, it could solve this problem, a little.

Let's say that as soon as you make a lobby, L4D will find a server for you,
and tell you that a server has been found and reserved, and it has a timer
showing how much time you have left in this reservation (5 minutes?).

If that system was created and implemented, then people would be able to
download the custom campaigns from the game server (or redirect server
specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
progress could be shared with everyone, meaning the leader would know when
everyone was ready to start. Then, they could just hit "Start the Game", and
boom, connecting to a server, no time wasted searching for a server or
waiting for people to download the .vpk's, as they would be downloaded while
the lobby is filling up.

Before anyone points out holes in this system:
There could be a limit of how many people need to be in a lobby before a
server is found.
As long as people are downloading the .vpk, the server reservation would be
extended, and the leader could start the game before it runs out if people
haven't finished downloading.
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Jay Deiman
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Mike Zimmermann wrote:
> One could argue the fact that even if you could download VPKs from the
> server, what would happen if the original site went down? How would you know
> where the new updates for it are at? Afaik, if someone in the lobby has a
> newer version of the VPK, everyone will be directed to the URL in the latest
> version to download it. So if a site goes down (which really doesn't happen
> often enough that it would be a nusaince), you just update the version in
> the VPK and put in the new downloadurl. People will then have to redownload
> the entire VPK but at least it will have the correct downloadurl.

This is true, but

The crux of this is that this is just another example of valve shoveling
the responsibility for something it should be maintaining onto the
community at large.  It would be really nice if valve would step up to
the plate here and host the addon campaigns.  Make a simple web app that
accepts the VPKs, and perhaps even automatically sets the download
url(s) in the package.  Then the issues of volunteer maintained
disjointed, and sometimes only partially working, sites is a non issue.

Another issue is the lack of built in compression in this format.  For
christ's sake, incorporate zlib, gzip or bzip2 compression into the file
format.  A standard zip file is achieving approx a 70% reduction in file
size here.  Simply incorporate a decompression lib into the standard
steam client so the players can download a 30MB file, decompress it in a
second or two and start using it.  For sure, gzip and bzip2 are GPLed
open source, so simply including a compiled version of the chosen
library in steam is free and no violation of the license (as long as
they don't modify the source code, and there would be no reason to).
Obviously, this would greatly reduce the amount of bandwidth usage.
This is so damned easy to incorporate, it's rather frustrating that it
wasn't done 10 years ago.  Actually, it's just plain stupid that it
hasn't been done.

Jay Deiman

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
Scenerio 2 isnt impossible. If you try to join a server that has a map you
dont have, it can easily send you a message giving you the URL found in the
VPK

On Fri, Jun 26, 2009 at 2:22 PM, Dan Offord  wrote:

> Scenario 2 will never happen.
>
> You can't join the game, if you don't have the map, the join button is
> just greyed out.
> Ideally, you would still have an option to download it from the servers
> redirect.
>
> ics wrote:
> > I know i cannot download from the server while not connected into one.
> > Let me twist the wire:
> >
> > Scenario 1:
> > 1. Lobby leader has custom campaign installed.
> > 2. Other players join lobby which do not have the campaign
> > 3. Since the campaign has download URL, they get to download the
> > campaign _before_ lobby leader starts the game OR he can start the game
> > and others join whilst they download it from the URL.
> > 4. No one downloads from the lobby creator, only from the URL specified
> > in campaign VPK files.
> >
> > Scenario 2:
> > 1. Player direct connects to a server which as campaign on
> > 2. Player doesnt have the campaign but he gets a dl prompt to download
> > it from the campaign URL
> > 3. Player downloads the map from the associated URL specified in the
> > campaign files
> >
> > Got it?
> >
> > -ics
> >
> >
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and the
> person or entity to whom it is addressed. In the event of misdirection, the
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> disseminating it or any information contained in it.
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Dan Offord
Scenario 2 will never happen.

You can't join the game, if you don't have the map, the join button is 
just greyed out.
Ideally, you would still have an option to download it from the servers 
redirect.

ics wrote:
> I know i cannot download from the server while not connected into one. 
> Let me twist the wire:
>
> Scenario 1:
> 1. Lobby leader has custom campaign installed.
> 2. Other players join lobby which do not have the campaign
> 3. Since the campaign has download URL, they get to download the 
> campaign _before_ lobby leader starts the game OR he can start the game 
> and others join whilst they download it from the URL.
> 4. No one downloads from the lobby creator, only from the URL specified 
> in campaign VPK files.
>
> Scenario 2:
> 1. Player direct connects to a server which as campaign on
> 2. Player doesnt have the campaign but he gets a dl prompt to download 
> it from the campaign URL
> 3. Player downloads the map from the associated URL specified in the 
> campaign files
>
> Got it?
>
> -ics
>
>   


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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
That's exactly what happens right now though...

-Mike


On Fri, Jun 26, 2009 at 4:03 PM, ics  wrote:

> I know i cannot download from the server while not connected into one.
> Let me twist the wire:
>
> Scenario 1:
> 1. Lobby leader has custom campaign installed.
> 2. Other players join lobby which do not have the campaign
> 3. Since the campaign has download URL, they get to download the
> campaign _before_ lobby leader starts the game OR he can start the game
> and others join whilst they download it from the URL.
> 4. No one downloads from the lobby creator, only from the URL specified
> in campaign VPK files.
>
> Scenario 2:
> 1. Player direct connects to a server which as campaign on
> 2. Player doesnt have the campaign but he gets a dl prompt to download
> it from the campaign URL
> 3. Player downloads the map from the associated URL specified in the
> campaign files
>
> Got it?
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > I'm not follow what you are saying at all. Are you suggesting that
> players
> > who don't have the VPK should download it via peer-to-peer while in the
> > lobby? The download URL is not a direct download to the VPK, it's usually
> a
> > link to a webpage which contains the download so you can't have the game
> > automatically download from the specified URL. Peer-to-peer wouldn't work
> > because most people's upload speeds are terrible and that is ripe for
> > malicious activity.
> >
> > You also don't know what server you are connecting to while in a lobby
> until
> > you actually connect to it. You can't download from a server while not
> > connected to it.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 3:39 PM, ics  wrote:
> >
> >
> >> And why not? If you dont have it, you download it. Does it have to
> >> happen upon joining a server if someone already has the campaign/map and
> >> has created a lobby? After all, the VPK has the download link. When
> >> people are ready to go play and everyone is ready, they go. Why would
> >> they download it during connect to a server only?
> >>
> >> I am still leaning to the old way which i said before which CSS, TF2 etc
> >> uses. Maps download from the server which has them on. However, this way
> >> is not seems to be needed anymore.
> >>
> >> -ics
> >>
> >> Mike Zimmermann kirjoitti:
> >>
> >>> "It would be better if the files would come from the actual game server
> >>> itself where the map is on, on fast rate. This would nullify the need
> of
> >>> sv_downloadurl completely."
> >>>
> >>> That made no sense to me. You can't just download maps while in the
> >>>
> >> lobby,
> >>
> >>> you need to connect to a server first. And while you are downloading
> from
> >>> the server, you are taking up a slot doing nothing for however long it
> >>> takes.
> >>>
> >>> -Mike
> >>>
> >>>
> >>> On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
> >>>
> >>>
> >>>
>  I would also like to add a word called bandwidth to this conversation.
>  If every file is really downloaded through the URL specified by the
>  mapper, there will be distribution issues regarding bandwidth for some
>  maps and campaigns. Is the system really thought through? It would be
>  better if the files would come from the actual game server itself
> where
>  the map is on, on fast rate. This would nullify the need of
>  sv_downloadurl completely.
> 
>  -ics
> 
>  Mike Zimmermann kirjoitti:
> 
> 
> > One could argue the fact that even if you could download VPKs from
> the
> > server, what would happen if the original site went down? How would
> you
> >
> >
>  know
> 
> 
> > where the new updates for it are at? Afaik, if someone in the lobby
> has
> >
> >> a
> >>
> > newer version of the VPK, everyone will be directed to the URL in the
> >
> >
>  latest
> 
> 
> > version to download it. So if a site goes down (which really doesn't
> >
> >
>  happen
> 
> 
> > often enough that it would be a nusaince), you just update the
> version
> >
> >> in
> >>
> > the VPK and put in the new downloadurl. People will then have to
> >
> >
>  redownload
> 
> 
> > the entire VPK but at least it will have the correct downloadurl.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal <
> naslund.fan...@gmail.com
> > wrote:
> >
> >
> >
> >
> >> The problem with making sv_downloadurl the primary source is that to
> >>
> >>
>  access
> 
> 
> >> it, you need to have everyone join the server first. So if, say, 4
> out
> >>
> >>
>  of
> 
> 
> >> the 8 players need to download a 100MB VPK file first, you'd have a
> >>
> >> half
> >>
> >> full server until they all manage to download and install it
> >>
> >>
> >> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord  >
> >> wrote:
> >>
> >>
> >>
> >>
> >>

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread ics
I know i cannot download from the server while not connected into one. 
Let me twist the wire:

Scenario 1:
1. Lobby leader has custom campaign installed.
2. Other players join lobby which do not have the campaign
3. Since the campaign has download URL, they get to download the 
campaign _before_ lobby leader starts the game OR he can start the game 
and others join whilst they download it from the URL.
4. No one downloads from the lobby creator, only from the URL specified 
in campaign VPK files.

Scenario 2:
1. Player direct connects to a server which as campaign on
2. Player doesnt have the campaign but he gets a dl prompt to download 
it from the campaign URL
3. Player downloads the map from the associated URL specified in the 
campaign files

Got it?

-ics

Mike Zimmermann kirjoitti:
> I'm not follow what you are saying at all. Are you suggesting that players
> who don't have the VPK should download it via peer-to-peer while in the
> lobby? The download URL is not a direct download to the VPK, it's usually a
> link to a webpage which contains the download so you can't have the game
> automatically download from the specified URL. Peer-to-peer wouldn't work
> because most people's upload speeds are terrible and that is ripe for
> malicious activity.
>
> You also don't know what server you are connecting to while in a lobby until
> you actually connect to it. You can't download from a server while not
> connected to it.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 3:39 PM, ics  wrote:
>
>   
>> And why not? If you dont have it, you download it. Does it have to
>> happen upon joining a server if someone already has the campaign/map and
>> has created a lobby? After all, the VPK has the download link. When
>> people are ready to go play and everyone is ready, they go. Why would
>> they download it during connect to a server only?
>>
>> I am still leaning to the old way which i said before which CSS, TF2 etc
>> uses. Maps download from the server which has them on. However, this way
>> is not seems to be needed anymore.
>>
>> -ics
>>
>> Mike Zimmermann kirjoitti:
>> 
>>> "It would be better if the files would come from the actual game server
>>> itself where the map is on, on fast rate. This would nullify the need of
>>> sv_downloadurl completely."
>>>
>>> That made no sense to me. You can't just download maps while in the
>>>   
>> lobby,
>> 
>>> you need to connect to a server first. And while you are downloading from
>>> the server, you are taking up a slot doing nothing for however long it
>>> takes.
>>>
>>> -Mike
>>>
>>>
>>> On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
>>>
>>>
>>>   
 I would also like to add a word called bandwidth to this conversation.
 If every file is really downloaded through the URL specified by the
 mapper, there will be distribution issues regarding bandwidth for some
 maps and campaigns. Is the system really thought through? It would be
 better if the files would come from the actual game server itself where
 the map is on, on fast rate. This would nullify the need of
 sv_downloadurl completely.

 -ics

 Mike Zimmermann kirjoitti:

 
> One could argue the fact that even if you could download VPKs from the
> server, what would happen if the original site went down? How would you
>
>   
 know

 
> where the new updates for it are at? Afaik, if someone in the lobby has
>   
>> a
>> 
> newer version of the VPK, everyone will be directed to the URL in the
>
>   
 latest

 
> version to download it. So if a site goes down (which really doesn't
>
>   
 happen

 
> often enough that it would be a nusaince), you just update the version
>   
>> in
>> 
> the VPK and put in the new downloadurl. People will then have to
>
>   
 redownload

 
> the entire VPK but at least it will have the correct downloadurl.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  wrote:
>
>
>
>   
>> The problem with making sv_downloadurl the primary source is that to
>>
>> 
 access

 
>> it, you need to have everyone join the server first. So if, say, 4 out
>>
>> 
 of

 
>> the 8 players need to download a 100MB VPK file first, you'd have a
>> 
>> half
>> 
>> full server until they all manage to download and install it
>>
>>
>> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
>> wrote:
>>
>>
>>
>> 
>>> The first major issue with this is the fact, that the internet is
>>> changing & sites delete / remove links.
>>>
>>> What is going to happen once the site with the link on goes down /
>>> becomes a site ju

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I'm not follow what you are saying at all. Are you suggesting that players
who don't have the VPK should download it via peer-to-peer while in the
lobby? The download URL is not a direct download to the VPK, it's usually a
link to a webpage which contains the download so you can't have the game
automatically download from the specified URL. Peer-to-peer wouldn't work
because most people's upload speeds are terrible and that is ripe for
malicious activity.

You also don't know what server you are connecting to while in a lobby until
you actually connect to it. You can't download from a server while not
connected to it.

-Mike


On Fri, Jun 26, 2009 at 3:39 PM, ics  wrote:

> And why not? If you dont have it, you download it. Does it have to
> happen upon joining a server if someone already has the campaign/map and
> has created a lobby? After all, the VPK has the download link. When
> people are ready to go play and everyone is ready, they go. Why would
> they download it during connect to a server only?
>
> I am still leaning to the old way which i said before which CSS, TF2 etc
> uses. Maps download from the server which has them on. However, this way
> is not seems to be needed anymore.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > "It would be better if the files would come from the actual game server
> > itself where the map is on, on fast rate. This would nullify the need of
> > sv_downloadurl completely."
> >
> > That made no sense to me. You can't just download maps while in the
> lobby,
> > you need to connect to a server first. And while you are downloading from
> > the server, you are taking up a slot doing nothing for however long it
> > takes.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
> >
> >
> >> I would also like to add a word called bandwidth to this conversation.
> >> If every file is really downloaded through the URL specified by the
> >> mapper, there will be distribution issues regarding bandwidth for some
> >> maps and campaigns. Is the system really thought through? It would be
> >> better if the files would come from the actual game server itself where
> >> the map is on, on fast rate. This would nullify the need of
> >> sv_downloadurl completely.
> >>
> >> -ics
> >>
> >> Mike Zimmermann kirjoitti:
> >>
> >>> One could argue the fact that even if you could download VPKs from the
> >>> server, what would happen if the original site went down? How would you
> >>>
> >> know
> >>
> >>> where the new updates for it are at? Afaik, if someone in the lobby has
> a
> >>> newer version of the VPK, everyone will be directed to the URL in the
> >>>
> >> latest
> >>
> >>> version to download it. So if a site goes down (which really doesn't
> >>>
> >> happen
> >>
> >>> often enough that it would be a nusaince), you just update the version
> in
> >>> the VPK and put in the new downloadurl. People will then have to
> >>>
> >> redownload
> >>
> >>> the entire VPK but at least it will have the correct downloadurl.
> >>>
> >>> -Mike
> >>>
> >>>
> >>> On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >>> wrote:
> >>>
> >>>
> >>>
>  The problem with making sv_downloadurl the primary source is that to
> 
> >> access
> >>
>  it, you need to have everyone join the server first. So if, say, 4 out
> 
> >> of
> >>
>  the 8 players need to download a 100MB VPK file first, you'd have a
> half
>  full server until they all manage to download and install it
> 
> 
>  On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
>  wrote:
> 
> 
> 
> > The first major issue with this is the fact, that the internet is
> > changing & sites delete / remove links.
> >
> > What is going to happen once the site with the link on goes down /
> > becomes a site just full of adverts... or the file gets deleted?
> >
> > A better system, would have been to use sv_downloadurl from the
> server
> > first to download the vpk via a redirect site, and if that fails fall
> > back to the download url within the vpk file.
> >
> > Jonah Hirsch wrote:
> >
> >
> >> It will not work. Here's how the VPK system works.
> >>
> >> When a mapmaker packages their VPK file, they have to make a
> >>
> >>
> > "missions.txt"
> >
> >
> >> file. This contains information such as campaign name, version,
> >>
> >> author,
> >>
> >> which maps are for which type of game, and the images.
> >>
> >> It also includes a download url. (Remember this!)
> >>
> >> To start an add-on game, one person needs the addon. When anyone
> else
> >>
> >>
> > tries
> >
> >
> >> to join their lobby, they are presented with a message saying they
> >>
> >> need
> >>
> > to
> >
> >
> >> download the addon, and is presented with the download url that the
> >>
> >>
> > mapmaker
> >
> >
> >> provided.
> >>
> >> It's very similar to how it use

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread ics
And why not? If you dont have it, you download it. Does it have to 
happen upon joining a server if someone already has the campaign/map and 
has created a lobby? After all, the VPK has the download link. When 
people are ready to go play and everyone is ready, they go. Why would 
they download it during connect to a server only?

I am still leaning to the old way which i said before which CSS, TF2 etc 
uses. Maps download from the server which has them on. However, this way 
is not seems to be needed anymore.

-ics

Mike Zimmermann kirjoitti:
> "It would be better if the files would come from the actual game server
> itself where the map is on, on fast rate. This would nullify the need of
> sv_downloadurl completely."
>
> That made no sense to me. You can't just download maps while in the lobby,
> you need to connect to a server first. And while you are downloading from
> the server, you are taking up a slot doing nothing for however long it
> takes.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
>
>   
>> I would also like to add a word called bandwidth to this conversation.
>> If every file is really downloaded through the URL specified by the
>> mapper, there will be distribution issues regarding bandwidth for some
>> maps and campaigns. Is the system really thought through? It would be
>> better if the files would come from the actual game server itself where
>> the map is on, on fast rate. This would nullify the need of
>> sv_downloadurl completely.
>>
>> -ics
>>
>> Mike Zimmermann kirjoitti:
>> 
>>> One could argue the fact that even if you could download VPKs from the
>>> server, what would happen if the original site went down? How would you
>>>   
>> know
>> 
>>> where the new updates for it are at? Afaik, if someone in the lobby has a
>>> newer version of the VPK, everyone will be directed to the URL in the
>>>   
>> latest
>> 
>>> version to download it. So if a site goes down (which really doesn't
>>>   
>> happen
>> 
>>> often enough that it would be a nusaince), you just update the version in
>>> the VPK and put in the new downloadurl. People will then have to
>>>   
>> redownload
>> 
>>> the entire VPK but at least it will have the correct downloadurl.
>>>
>>> -Mike
>>>
>>>
>>> On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal >> wrote:
>>>
>>>
>>>   
 The problem with making sv_downloadurl the primary source is that to
 
>> access
>> 
 it, you need to have everyone join the server first. So if, say, 4 out
 
>> of
>> 
 the 8 players need to download a 100MB VPK file first, you'd have a half
 full server until they all manage to download and install it


 On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
 wrote:


 
> The first major issue with this is the fact, that the internet is
> changing & sites delete / remove links.
>
> What is going to happen once the site with the link on goes down /
> becomes a site just full of adverts... or the file gets deleted?
>
> A better system, would have been to use sv_downloadurl from the server
> first to download the vpk via a redirect site, and if that fails fall
> back to the download url within the vpk file.
>
> Jonah Hirsch wrote:
>
>   
>> It will not work. Here's how the VPK system works.
>>
>> When a mapmaker packages their VPK file, they have to make a
>>
>> 
> "missions.txt"
>
>   
>> file. This contains information such as campaign name, version,
>> 
>> author,
>> 
>> which maps are for which type of game, and the images.
>>
>> It also includes a download url. (Remember this!)
>>
>> To start an add-on game, one person needs the addon. When anyone else
>>
>> 
> tries
>
>   
>> to join their lobby, they are presented with a message saying they
>> 
>> need
>> 
> to
>
>   
>> download the addon, and is presented with the download url that the
>>
>> 
> mapmaker
>
>   
>> provided.
>>
>> It's very similar to how it used to work. The only advantage is
>>
>> 
 starting

 
> the
>
>   
>> add-on campaign from the lobby, instead of changing the map once you
>>
>> 
> connect
>
>   
>> to the server.
>>
>> Instead of making a lobby and giving people a link, l4d gives people
>>
>> 
 the

 
>> link for you.
>>
>> It'd be very nice if the server could push out the file, or you could
>>
>> 
 use

 
>> sv_downloadurl, but if it did people wouldn't be there for the
>>
>> 
 beginning

 
> of
>>

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The lobby leader needs the VPK file first. Then they make the lobby for that
particular campaign. When people who dont have that campaign join, they are
offered the ability to download the VPK with the link that is in the file
the lobby leader has.

At least I think thats how it goes


On Fri, Jun 26, 2009 at 1:25 PM,  wrote:

> Wait what?
>
> The VPK package comes with a URL in it. Is it just me or do we have a
> case of the chicken and the egg?  You can not see the URL in the
> package unless you download the package first.
>
> So, can we assume that the URL in the package is just for convenience to
> the map maker and not for any of us to know where to fetch the package
> since we need to get the package to know where the package originated
> from? It's not like your average user will use the server browser in
> L4D to know which campaign exists that they don't have and unless you
> have the campaign in your addons folder, you can't start or join a
> lobby with it, which makes the whole sv_downloadurl not really useful.
>
> That's what I understand from all of this anyway.  We'll just find the
> campaign we want to play the old fashion way and I'm sure we can expect
> Valve to have updates with community campaign like they do with TF2.
>
> On our servers, we'll install the campaigns we want, and have them
> available as links or direct download on our web site.  That's how some
> people still download maps and while it's not the best system, it works.
>
> --
> Ravnox
>
> On Fri, 26 Jun 2009 10:02:43 -0700
> Jonah Hirsch  wrote:
>
> > When a mapmaker packages their VPK file, they have to make a
> > "missions.txt" file. This contains information such as campaign name,
> > version, author, which maps are for which type of game, and the
> > images.
> >
> > It also includes a download url. (Remember this!)
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread ravnox
Wait what?

The VPK package comes with a URL in it. Is it just me or do we have a
case of the chicken and the egg?  You can not see the URL in the
package unless you download the package first.  

So, can we assume that the URL in the package is just for convenience to
the map maker and not for any of us to know where to fetch the package
since we need to get the package to know where the package originated
from? It's not like your average user will use the server browser in
L4D to know which campaign exists that they don't have and unless you
have the campaign in your addons folder, you can't start or join a
lobby with it, which makes the whole sv_downloadurl not really useful.

That's what I understand from all of this anyway.  We'll just find the
campaign we want to play the old fashion way and I'm sure we can expect
Valve to have updates with community campaign like they do with TF2.

On our servers, we'll install the campaigns we want, and have them
available as links or direct download on our web site.  That's how some
people still download maps and while it's not the best system, it works.

-- 
Ravnox

On Fri, 26 Jun 2009 10:02:43 -0700
Jonah Hirsch  wrote:

> When a mapmaker packages their VPK file, they have to make a
> "missions.txt" file. This contains information such as campaign name,
> version, author, which maps are for which type of game, and the
> images.
> 
> It also includes a download url. (Remember this!)



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
How are map hosting sites going to feel about the new system? If they use a
bunch of bandwidth with people directly downloading the map files without
actually visiting the site, they're losing a lot of potential ad revenue. It
could potentially mean that they dont allow any downloads external to their
sites, which would put us in the exact same situation we were in before this
update.


On Fri, Jun 26, 2009 at 1:07 PM, ics  wrote:

> I would also like to add a word called bandwidth to this conversation.
> If every file is really downloaded through the URL specified by the
> mapper, there will be distribution issues regarding bandwidth for some
> maps and campaigns. Is the system really thought through? It would be
> better if the files would come from the actual game server itself where
> the map is on, on fast rate. This would nullify the need of
> sv_downloadurl completely.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > One could argue the fact that even if you could download VPKs from the
> > server, what would happen if the original site went down? How would you
> know
> > where the new updates for it are at? Afaik, if someone in the lobby has a
> > newer version of the VPK, everyone will be directed to the URL in the
> latest
> > version to download it. So if a site goes down (which really doesn't
> happen
> > often enough that it would be a nusaince), you just update the version in
> > the VPK and put in the new downloadurl. People will then have to
> redownload
> > the entire VPK but at least it will have the correct downloadurl.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >wrote:
> >
> >
> >> The problem with making sv_downloadurl the primary source is that to
> access
> >> it, you need to have everyone join the server first. So if, say, 4 out
> of
> >> the 8 players need to download a 100MB VPK file first, you'd have a half
> >> full server until they all manage to download and install it
> >>
> >>
> >> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> >> wrote:
> >>
> >>
> >>> The first major issue with this is the fact, that the internet is
> >>> changing & sites delete / remove links.
> >>>
> >>> What is going to happen once the site with the link on goes down /
> >>> becomes a site just full of adverts... or the file gets deleted?
> >>>
> >>> A better system, would have been to use sv_downloadurl from the server
> >>> first to download the vpk via a redirect site, and if that fails fall
> >>> back to the download url within the vpk file.
> >>>
> >>> Jonah Hirsch wrote:
> >>>
>  It will not work. Here's how the VPK system works.
> 
>  When a mapmaker packages their VPK file, they have to make a
> 
> >>> "missions.txt"
> >>>
>  file. This contains information such as campaign name, version,
> author,
>  which maps are for which type of game, and the images.
> 
>  It also includes a download url. (Remember this!)
> 
>  To start an add-on game, one person needs the addon. When anyone else
> 
> >>> tries
> >>>
>  to join their lobby, they are presented with a message saying they
> need
> 
> >>> to
> >>>
>  download the addon, and is presented with the download url that the
> 
> >>> mapmaker
> >>>
>  provided.
> 
>  It's very similar to how it used to work. The only advantage is
> 
> >> starting
> >>
> >>> the
> >>>
>  add-on campaign from the lobby, instead of changing the map once you
> 
> >>> connect
> >>>
>  to the server.
> 
>  Instead of making a lobby and giving people a link, l4d gives people
> 
> >> the
> >>
>  link for you.
> 
>  It'd be very nice if the server could push out the file, or you could
> 
> >> use
> >>
>  sv_downloadurl, but if it did people wouldn't be there for the
> 
> >> beginning
> >>
> >>> of
> >>>
>  a map.
> 
> 
>  On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal   wrote:
> 
> 
> 
> > As far as I know, sv_downloadurl has never worked and I doubt it does
> >
> >>> now
> >>>
> > or
> > else it would have been mentioned in the patch notes. I have yet to
> >
> >> test
> >>
> > the
> > VPK system, so I really have no idea how that works exactly
> >
> >
> > On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> > les...@counter-strike.net> wrote:
> >
> >
> >
> >> Has anyone figured out a definitive answer as to whether this works,
> >>
> >> or
> >>
> >> how the new system works when getting the custom campaigns
> downloaded
> >> and installed?
> >>
> >> Kevin
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >>
> >> archives,
> >>
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> > ___
> > To unsubscribe, edit your li

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
"It would be better if the files would come from the actual game server
itself where the map is on, on fast rate. This would nullify the need of
sv_downloadurl completely."

That made no sense to me. You can't just download maps while in the lobby,
you need to connect to a server first. And while you are downloading from
the server, you are taking up a slot doing nothing for however long it
takes.

-Mike


On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:

> I would also like to add a word called bandwidth to this conversation.
> If every file is really downloaded through the URL specified by the
> mapper, there will be distribution issues regarding bandwidth for some
> maps and campaigns. Is the system really thought through? It would be
> better if the files would come from the actual game server itself where
> the map is on, on fast rate. This would nullify the need of
> sv_downloadurl completely.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > One could argue the fact that even if you could download VPKs from the
> > server, what would happen if the original site went down? How would you
> know
> > where the new updates for it are at? Afaik, if someone in the lobby has a
> > newer version of the VPK, everyone will be directed to the URL in the
> latest
> > version to download it. So if a site goes down (which really doesn't
> happen
> > often enough that it would be a nusaince), you just update the version in
> > the VPK and put in the new downloadurl. People will then have to
> redownload
> > the entire VPK but at least it will have the correct downloadurl.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >wrote:
> >
> >
> >> The problem with making sv_downloadurl the primary source is that to
> access
> >> it, you need to have everyone join the server first. So if, say, 4 out
> of
> >> the 8 players need to download a 100MB VPK file first, you'd have a half
> >> full server until they all manage to download and install it
> >>
> >>
> >> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> >> wrote:
> >>
> >>
> >>> The first major issue with this is the fact, that the internet is
> >>> changing & sites delete / remove links.
> >>>
> >>> What is going to happen once the site with the link on goes down /
> >>> becomes a site just full of adverts... or the file gets deleted?
> >>>
> >>> A better system, would have been to use sv_downloadurl from the server
> >>> first to download the vpk via a redirect site, and if that fails fall
> >>> back to the download url within the vpk file.
> >>>
> >>> Jonah Hirsch wrote:
> >>>
>  It will not work. Here's how the VPK system works.
> 
>  When a mapmaker packages their VPK file, they have to make a
> 
> >>> "missions.txt"
> >>>
>  file. This contains information such as campaign name, version,
> author,
>  which maps are for which type of game, and the images.
> 
>  It also includes a download url. (Remember this!)
> 
>  To start an add-on game, one person needs the addon. When anyone else
> 
> >>> tries
> >>>
>  to join their lobby, they are presented with a message saying they
> need
> 
> >>> to
> >>>
>  download the addon, and is presented with the download url that the
> 
> >>> mapmaker
> >>>
>  provided.
> 
>  It's very similar to how it used to work. The only advantage is
> 
> >> starting
> >>
> >>> the
> >>>
>  add-on campaign from the lobby, instead of changing the map once you
> 
> >>> connect
> >>>
>  to the server.
> 
>  Instead of making a lobby and giving people a link, l4d gives people
> 
> >> the
> >>
>  link for you.
> 
>  It'd be very nice if the server could push out the file, or you could
> 
> >> use
> >>
>  sv_downloadurl, but if it did people wouldn't be there for the
> 
> >> beginning
> >>
> >>> of
> >>>
>  a map.
> 
> 
>  On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal   wrote:
> 
> 
> 
> > As far as I know, sv_downloadurl has never worked and I doubt it does
> >
> >>> now
> >>>
> > or
> > else it would have been mentioned in the patch notes. I have yet to
> >
> >> test
> >>
> > the
> > VPK system, so I really have no idea how that works exactly
> >
> >
> > On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> > les...@counter-strike.net> wrote:
> >
> >
> >
> >> Has anyone figured out a definitive answer as to whether this works,
> >>
> >> or
> >>
> >> how the new system works when getting the custom campaigns
> downloaded
> >> and installed?
> >>
> >> Kevin
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >>
> >> archives,
> >>
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> > ___
> > To unsub

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread ics
I would also like to add a word called bandwidth to this conversation. 
If every file is really downloaded through the URL specified by the 
mapper, there will be distribution issues regarding bandwidth for some 
maps and campaigns. Is the system really thought through? It would be 
better if the files would come from the actual game server itself where 
the map is on, on fast rate. This would nullify the need of 
sv_downloadurl completely.

-ics

Mike Zimmermann kirjoitti:
> One could argue the fact that even if you could download VPKs from the
> server, what would happen if the original site went down? How would you know
> where the new updates for it are at? Afaik, if someone in the lobby has a
> newer version of the VPK, everyone will be directed to the URL in the latest
> version to download it. So if a site goes down (which really doesn't happen
> often enough that it would be a nusaince), you just update the version in
> the VPK and put in the new downloadurl. People will then have to redownload
> the entire VPK but at least it will have the correct downloadurl.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal wrote:
>
>   
>> The problem with making sv_downloadurl the primary source is that to access
>> it, you need to have everyone join the server first. So if, say, 4 out of
>> the 8 players need to download a 100MB VPK file first, you'd have a half
>> full server until they all manage to download and install it
>>
>>
>> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
>> wrote:
>>
>> 
>>> The first major issue with this is the fact, that the internet is
>>> changing & sites delete / remove links.
>>>
>>> What is going to happen once the site with the link on goes down /
>>> becomes a site just full of adverts... or the file gets deleted?
>>>
>>> A better system, would have been to use sv_downloadurl from the server
>>> first to download the vpk via a redirect site, and if that fails fall
>>> back to the download url within the vpk file.
>>>
>>> Jonah Hirsch wrote:
>>>   
 It will not work. Here's how the VPK system works.

 When a mapmaker packages their VPK file, they have to make a
 
>>> "missions.txt"
>>>   
 file. This contains information such as campaign name, version, author,
 which maps are for which type of game, and the images.

 It also includes a download url. (Remember this!)

 To start an add-on game, one person needs the addon. When anyone else
 
>>> tries
>>>   
 to join their lobby, they are presented with a message saying they need
 
>>> to
>>>   
 download the addon, and is presented with the download url that the
 
>>> mapmaker
>>>   
 provided.

 It's very similar to how it used to work. The only advantage is
 
>> starting
>> 
>>> the
>>>   
 add-on campaign from the lobby, instead of changing the map once you
 
>>> connect
>>>   
 to the server.

 Instead of making a lobby and giving people a link, l4d gives people
 
>> the
>> 
 link for you.

 It'd be very nice if the server could push out the file, or you could
 
>> use
>> 
 sv_downloadurl, but if it did people wouldn't be there for the
 
>> beginning
>> 
>>> of
>>>   
 a map.


 On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal >>> wrote:


 
> As far as I know, sv_downloadurl has never worked and I doubt it does
>   
>>> now
>>>   
> or
> else it would have been mentioned in the patch notes. I have yet to
>   
>> test
>> 
> the
> VPK system, so I really have no idea how that works exactly
>
>
> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> les...@counter-strike.net> wrote:
>
>
>   
>> Has anyone figured out a definitive answer as to whether this works,
>> 
>> or
>> 
>> how the new system works when getting the custom campaigns downloaded
>> and installed?
>>
>> Kevin
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> 
>> archives,
>> 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>   


 
>>> 
>>> This e.mail is private and confidential between Multiplay (UK) Ltd. and
>>>   
>> the
>> 
>>> person or entity to whom it is addressed. In the event of misdirection,
>>>   
>> the
>> 
>>> recipient is prohibited from using,

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
One could argue the fact that even if you could download VPKs from the
server, what would happen if the original site went down? How would you know
where the new updates for it are at? Afaik, if someone in the lobby has a
newer version of the VPK, everyone will be directed to the URL in the latest
version to download it. So if a site goes down (which really doesn't happen
often enough that it would be a nusaince), you just update the version in
the VPK and put in the new downloadurl. People will then have to redownload
the entire VPK but at least it will have the correct downloadurl.

-Mike


On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal wrote:

> The problem with making sv_downloadurl the primary source is that to access
> it, you need to have everyone join the server first. So if, say, 4 out of
> the 8 players need to download a 100MB VPK file first, you'd have a half
> full server until they all manage to download and install it
>
>
> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> wrote:
>
> > The first major issue with this is the fact, that the internet is
> > changing & sites delete / remove links.
> >
> > What is going to happen once the site with the link on goes down /
> > becomes a site just full of adverts... or the file gets deleted?
> >
> > A better system, would have been to use sv_downloadurl from the server
> > first to download the vpk via a redirect site, and if that fails fall
> > back to the download url within the vpk file.
> >
> > Jonah Hirsch wrote:
> > > It will not work. Here's how the VPK system works.
> > >
> > > When a mapmaker packages their VPK file, they have to make a
> > "missions.txt"
> > > file. This contains information such as campaign name, version, author,
> > > which maps are for which type of game, and the images.
> > >
> > > It also includes a download url. (Remember this!)
> > >
> > > To start an add-on game, one person needs the addon. When anyone else
> > tries
> > > to join their lobby, they are presented with a message saying they need
> > to
> > > download the addon, and is presented with the download url that the
> > mapmaker
> > > provided.
> > >
> > > It's very similar to how it used to work. The only advantage is
> starting
> > the
> > > add-on campaign from the lobby, instead of changing the map once you
> > connect
> > > to the server.
> > >
> > > Instead of making a lobby and giving people a link, l4d gives people
> the
> > > link for you.
> > >
> > > It'd be very nice if the server could push out the file, or you could
> use
> > > sv_downloadurl, but if it did people wouldn't be there for the
> beginning
> > of
> > > a map.
> > >
> > >
> > > On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal  > >wrote:
> > >
> > >
> > >> As far as I know, sv_downloadurl has never worked and I doubt it does
> > now
> > >> or
> > >> else it would have been mentioned in the patch notes. I have yet to
> test
> > >> the
> > >> VPK system, so I really have no idea how that works exactly
> > >>
> > >>
> > >> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> > >> les...@counter-strike.net> wrote:
> > >>
> > >>
> > >>> Has anyone figured out a definitive answer as to whether this works,
> or
> > >>> how the new system works when getting the custom campaigns downloaded
> > >>> and installed?
> > >>>
> > >>> Kevin
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >>>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >
> > >
> > >
> > >
> >
> >
> > 
> > This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the
> > person or entity to whom it is addressed. In the event of misdirection,
> the
> > recipient is prohibited from using, copying, printing or otherwise
> > disseminating it or any information contained in it.
> >
> > In the event of misdirection, illegible or incomplete transmission please
> > telephone +44 845 868 1337
> > or return the E.mail to postmas...@multiplay.co.uk.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The problem with making sv_downloadurl the primary source is that to access
it, you need to have everyone join the server first. So if, say, 4 out of
the 8 players need to download a 100MB VPK file first, you'd have a half
full server until they all manage to download and install it


On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord  wrote:

> The first major issue with this is the fact, that the internet is
> changing & sites delete / remove links.
>
> What is going to happen once the site with the link on goes down /
> becomes a site just full of adverts... or the file gets deleted?
>
> A better system, would have been to use sv_downloadurl from the server
> first to download the vpk via a redirect site, and if that fails fall
> back to the download url within the vpk file.
>
> Jonah Hirsch wrote:
> > It will not work. Here's how the VPK system works.
> >
> > When a mapmaker packages their VPK file, they have to make a
> "missions.txt"
> > file. This contains information such as campaign name, version, author,
> > which maps are for which type of game, and the images.
> >
> > It also includes a download url. (Remember this!)
> >
> > To start an add-on game, one person needs the addon. When anyone else
> tries
> > to join their lobby, they are presented with a message saying they need
> to
> > download the addon, and is presented with the download url that the
> mapmaker
> > provided.
> >
> > It's very similar to how it used to work. The only advantage is starting
> the
> > add-on campaign from the lobby, instead of changing the map once you
> connect
> > to the server.
> >
> > Instead of making a lobby and giving people a link, l4d gives people the
> > link for you.
> >
> > It'd be very nice if the server could push out the file, or you could use
> > sv_downloadurl, but if it did people wouldn't be there for the beginning
> of
> > a map.
> >
> >
> > On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal  >wrote:
> >
> >
> >> As far as I know, sv_downloadurl has never worked and I doubt it does
> now
> >> or
> >> else it would have been mentioned in the patch notes. I have yet to test
> >> the
> >> VPK system, so I really have no idea how that works exactly
> >>
> >>
> >> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> >> les...@counter-strike.net> wrote:
> >>
> >>
> >>> Has anyone figured out a definitive answer as to whether this works, or
> >>> how the new system works when getting the custom campaigns downloaded
> >>> and installed?
> >>>
> >>> Kevin
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> >
> >
> >
>
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and the
> person or entity to whom it is addressed. In the event of misdirection, the
> recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please
> telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
> ___
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> please visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Dan Offord
The first major issue with this is the fact, that the internet is 
changing & sites delete / remove links.

What is going to happen once the site with the link on goes down / 
becomes a site just full of adverts... or the file gets deleted?

A better system, would have been to use sv_downloadurl from the server 
first to download the vpk via a redirect site, and if that fails fall 
back to the download url within the vpk file.

Jonah Hirsch wrote:
> It will not work. Here's how the VPK system works.
>
> When a mapmaker packages their VPK file, they have to make a "missions.txt"
> file. This contains information such as campaign name, version, author,
> which maps are for which type of game, and the images.
>
> It also includes a download url. (Remember this!)
>
> To start an add-on game, one person needs the addon. When anyone else tries
> to join their lobby, they are presented with a message saying they need to
> download the addon, and is presented with the download url that the mapmaker
> provided.
>
> It's very similar to how it used to work. The only advantage is starting the
> add-on campaign from the lobby, instead of changing the map once you connect
> to the server.
>
> Instead of making a lobby and giving people a link, l4d gives people the
> link for you.
>
> It'd be very nice if the server could push out the file, or you could use
> sv_downloadurl, but if it did people wouldn't be there for the beginning of
> a map.
>
>
> On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal wrote:
>
>   
>> As far as I know, sv_downloadurl has never worked and I doubt it does now
>> or
>> else it would have been mentioned in the patch notes. I have yet to test
>> the
>> VPK system, so I really have no idea how that works exactly
>>
>>
>> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
>> les...@counter-strike.net> wrote:
>>
>> 
>>> Has anyone figured out a definitive answer as to whether this works, or
>>> how the new system works when getting the custom campaigns downloaded
>>> and installed?
>>>
>>> Kevin
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> 
>
>
>
>   



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person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
You could host the VPK file separately on your own hosting server, then give
out the link to anyone in the lobby if their default download is taking too
long. Thats what I do for custom maps right now, if l4dmaps.com is slow, I
give people a link to my own site with the files

On Fri, Jun 26, 2009 at 11:29 AM, Jay Deiman  wrote:

> Mike Zimmermann wrote:
> > I really don't think you should be touching a mapper's VPK archive. If
> they
> > update the version you will have to be checking that all the time and
> mirror
> > it on your host otherwise you will just run into problems.
>
> I see your point, but it doesn't change the fact the addon maps are
> useless if you can't download them to actually use them, which is
> currently the case since the only real source I've seen so far for maps
> is http://www.l4dmaps.com and it's almost impossible to get a download
> started there and when you do, it takes forever since you are chugging
> away at 30Kb/s.  I want to rectify that issue with better hosting and
> the most direct course of action is the modification of the download URL.
>
> Jay
>
> --
> Jay Deiman
>
> \033:wq!
>
> ___
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> please visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Kevin J. Anderson
Thanks for the explanation.  The only question is, what happens if there 
is a free spot on your server running a custom campaign, and the pubber 
or friend who tries to join does not have the custom map?

Kevin

Jonah Hirsch wrote:
> It will not work. Here's how the VPK system works.
> 
> When a mapmaker packages their VPK file, they have to make a "missions.txt"
> file. This contains information such as campaign name, version, author,
> which maps are for which type of game, and the images.
> 
> It also includes a download url. (Remember this!)
> 
> To start an add-on game, one person needs the addon. When anyone else tries
> to join their lobby, they are presented with a message saying they need to
> download the addon, and is presented with the download url that the mapmaker
> provided.
> 
> It's very similar to how it used to work. The only advantage is starting the
> add-on campaign from the lobby, instead of changing the map once you connect
> to the server.
> 
> Instead of making a lobby and giving people a link, l4d gives people the
> link for you.
> 
> It'd be very nice if the server could push out the file, or you could use
> sv_downloadurl, but if it did people wouldn't be there for the beginning of
> a map.
> 
> 
> On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal wrote:
> 
>> As far as I know, sv_downloadurl has never worked and I doubt it does now
>> or
>> else it would have been mentioned in the patch notes. I have yet to test
>> the
>> VPK system, so I really have no idea how that works exactly
>>
>>
>> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
>> les...@counter-strike.net> wrote:
>>
>>> Has anyone figured out a definitive answer as to whether this works, or
>>> how the new system works when getting the custom campaigns downloaded
>>> and installed?
>>>
>>> Kevin
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
> 
> 
> 

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Jay Deiman
Mike Zimmermann wrote:
> I really don't think you should be touching a mapper's VPK archive. If they
> update the version you will have to be checking that all the time and mirror
> it on your host otherwise you will just run into problems.

I see your point, but it doesn't change the fact the addon maps are 
useless if you can't download them to actually use them, which is 
currently the case since the only real source I've seen so far for maps 
is http://www.l4dmaps.com and it's almost impossible to get a download 
started there and when you do, it takes forever since you are chugging 
away at 30Kb/s.  I want to rectify that issue with better hosting and 
the most direct course of action is the modification of the download URL.

Jay

-- 
Jay Deiman

\033:wq!

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I really don't think you should be touching a mapper's VPK archive. If they
update the version you will have to be checking that all the time and mirror
it on your host otherwise you will just run into problems.

-Mike


On Fri, Jun 26, 2009 at 1:03 PM, Jay Deiman  wrote:

> Jonah Hirsch wrote:
> > It will not work. Here's how the VPK system works.
> >
> > When a mapmaker packages their VPK file, they have to make a
> "missions.txt"
> > file. This contains information such as campaign name, version, author,
> > which maps are for which type of game, and the images.
> >
> > It also includes a download url. (Remember this!)
> >
> > To start an add-on game, one person needs the addon. When anyone else
> tries
> > to join their lobby, they are presented with a message saying they need
> to
> > download the addon, and is presented with the download url that the
> mapmaker
> > provided.
> >
> > It's very similar to how it used to work. The only advantage is starting
> the
> > add-on campaign from the lobby, instead of changing the map once you
> connect
> > to the server.
> >
> > Instead of making a lobby and giving people a link, l4d gives people the
> > link for you.
> >
> > It'd be very nice if the server could push out the file, or you could use
> > sv_downloadurl, but if it did people wouldn't be there for the beginning
> of
> > a map.
> >
>
> Is there any sort of open source (preferably cross platform) .VPK file
> extractor/packager?  I've noticed that in a couple of the packs that
> I've downloaded that the download url is http://www.l4dmaps.com/ and
> that site is SLOW (overloaded).  On the flip side, I can host these maps
> on the game server (on a 10Mb/s synchronous connection) and let players
> download the maps in seconds rather than hours.  Which brings me to the
> purpose here, changing the download url in the packed .vpk files.
>
> If there's not a pre-written extractor/packager (that works on linux),
> is there a link someone can provide on the binary format so I can write
> my own?
>
> Jay Deiman
>
> --
> Jay Deiman
>
> \033:wq!
>
> ___
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Jay Deiman
Jonah Hirsch wrote:
> It will not work. Here's how the VPK system works.
> 
> When a mapmaker packages their VPK file, they have to make a "missions.txt"
> file. This contains information such as campaign name, version, author,
> which maps are for which type of game, and the images.
> 
> It also includes a download url. (Remember this!)
> 
> To start an add-on game, one person needs the addon. When anyone else tries
> to join their lobby, they are presented with a message saying they need to
> download the addon, and is presented with the download url that the mapmaker
> provided.
> 
> It's very similar to how it used to work. The only advantage is starting the
> add-on campaign from the lobby, instead of changing the map once you connect
> to the server.
> 
> Instead of making a lobby and giving people a link, l4d gives people the
> link for you.
> 
> It'd be very nice if the server could push out the file, or you could use
> sv_downloadurl, but if it did people wouldn't be there for the beginning of
> a map.
> 

Is there any sort of open source (preferably cross platform) .VPK file 
extractor/packager?  I've noticed that in a couple of the packs that 
I've downloaded that the download url is http://www.l4dmaps.com/ and 
that site is SLOW (overloaded).  On the flip side, I can host these maps 
on the game server (on a 10Mb/s synchronous connection) and let players 
download the maps in seconds rather than hours.  Which brings me to the 
purpose here, changing the download url in the packed .vpk files.

If there's not a pre-written extractor/packager (that works on linux), 
is there a link someone can provide on the binary format so I can write 
my own?

Jay Deiman

-- 
Jay Deiman

\033:wq!

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Jonah Hirsch
It will not work. Here's how the VPK system works.

When a mapmaker packages their VPK file, they have to make a "missions.txt"
file. This contains information such as campaign name, version, author,
which maps are for which type of game, and the images.

It also includes a download url. (Remember this!)

To start an add-on game, one person needs the addon. When anyone else tries
to join their lobby, they are presented with a message saying they need to
download the addon, and is presented with the download url that the mapmaker
provided.

It's very similar to how it used to work. The only advantage is starting the
add-on campaign from the lobby, instead of changing the map once you connect
to the server.

Instead of making a lobby and giving people a link, l4d gives people the
link for you.

It'd be very nice if the server could push out the file, or you could use
sv_downloadurl, but if it did people wouldn't be there for the beginning of
a map.


On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal wrote:

> As far as I know, sv_downloadurl has never worked and I doubt it does now
> or
> else it would have been mentioned in the patch notes. I have yet to test
> the
> VPK system, so I really have no idea how that works exactly
>
>
> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> les...@counter-strike.net> wrote:
>
> > Has anyone figured out a definitive answer as to whether this works, or
> > how the new system works when getting the custom campaigns downloaded
> > and installed?
> >
> > Kevin
> >
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
As far as I know, sv_downloadurl has never worked and I doubt it does now or
else it would have been mentioned in the patch notes. I have yet to test the
VPK system, so I really have no idea how that works exactly


On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
les...@counter-strike.net> wrote:

> Has anyone figured out a definitive answer as to whether this works, or
> how the new system works when getting the custom campaigns downloaded
> and installed?
>
> Kevin
>
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