We are investigating something like this, were a map using bspzip will work with pure mode 2.
Bart King wrote: > Hello, > > Allowing custom maps when sv_pure 2 is set introduces complications. > Lots of custom maps have their own models, textures, sounds and > various > other assets, all of which would need to be downloaded, and it _could_ > be possible for some of these assets to collide with (read: overwrite) > authentic Steam assets. > > But, while I'm not a map maker and I don't fully understand how maps > work in Source (aside from that they are huge BSP trees), I do know > that > assets can be included inside the actual BSP file (using bspzip from > the > SDK) and thus will not collide with authentic assets, since they > remain > inside the BSP file. > > Perhaps this is a compromise: allow the server to load any BSP file > for > the map, but as soon as it uses external (not inside the BSP file), > non-authentic assets, it aborts. No idea whether or not that is > possible, but would certainly allow the same flexibility of having > custom maps (especially in league play) and also maintain the relative > security of enforced consistency throughout the rest of the game(s). > > My two pence. > > Bart > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds