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