And your map cycle file. The wiki says 2 pre made lists will be there in
assuming one se map and one regular

SavSin
On Feb 7, 2013 5:51 AM, "Fug1t1v3" <f...@onlyskill.eu> wrote:

> Does default maps, without _SE will be also avaivable in Workshop or no?
> So instead of checking if all of my server have the latest mapgroup file I
> can create collection of maps and use it? So it will be possible to change
> maps list only in one location(in Workshop)?
>
> -----
> Best regards,
>
> Fug1t1v3
> Onlyskill.eu - Game Servers Hosting
> CSS Servers Administrator
> Game Hosting Tehnical Administrator
> mail: f...@onlyskill.eu
>
>
> On 7 February 2013 13:11, Absurd Minds <goabs...@absurdminds.net> wrote:
>
>> Will mapcycle.txt be used to determine how the server cycles through
>> the maps or will it be determined in the map collection?
>>
>> On Thu, Feb 7, 2013 at 2:54 AM, Ido Magal <i...@valvesoftware.com> wrote:
>> > Q. Is the workshop meant to completely replace the current manual
>> hosting +
>> > sv_downloadurl scheme? So all servers must use workshop collections and
>> > should replace +mapgroup with +host_workshop_collection ######? If this
>> is
>> > not the case, what happens if both +mapgroup and
>> +host_workshop_collection
>> > are in the launch parameter?
>> >
>> >
>> >
>> > A. You can still use sv_downloadurl and mapgroups if you choose, but you
>> > should pick one method or the other.
>> >
>> >
>> >
>> > If any of the maps you want to serve are not in the Maps Workshop then
>> you
>> > will need to use the older system. The systems do not mix.
>> >
>> >
>> >
>> > The advantages of using the Maps Workshop:
>> >
>> > ·         Maps are guaranteed to be up-to-date. They’re checked at every
>> > changelevel.
>> >
>> > ·         Mappers can update their maps whenever and as often as they
>> want
>> > and not worry about distribution.
>> >
>> > ·         Users download whatever Workshop map is hosted on a server on
>> > connection or changelevel.
>> >
>> > ·         Collections of maps can be edited on-line and shared. For
>> example,
>> > someone can manage a collection of competitive maps that servers can
>> > subscribe to, and adding/removing maps applies to all servers that run
>> that
>> > collection on their next changelevel.
>> >
>> >
>> >
>> >
>> >
>> > Q. Will this system eliminate the gamemodes.txt?
>> >
>> >
>> >
>> > A. No. Gamemodes.txt is still required to define valid game modes for
>> the
>> > client. However, you no longer need to edit for creating mapgroups or
>> > defining community maps provided you use the Maps Workshop method.
>> >
>> >
>> >
>> >
>> >
>> > Q. Will webapi_authkey.txt get overwritten on updates?
>> >
>> >
>> >
>> > A. No. The depot does not contain a webapi_authkey.txt.
>> >
>> >
>> >
>> >
>> >
>> > Q. Will there be something posted to help learn to "recreate mapgroups"
>> or
>> > more information on what that means?
>> >
>> >
>> >
>> > A. Once the Maps Workshop is live then you will be able to
>> >
>> >       1. ‘Favorite’ a bunch of maps in the Workshop.
>> >
>> >       2. Create collections of maps from the set of maps you’ve
>> favorited.
>> >
>> >       3. Run your server with ‘+host_map_collection ##########’ where
>> > ######### is the collection number.
>> >
>> >
>> >
>> >       Alternatively, you can host any other collection by doing #3 with
>> any
>> > one else’s published collection number.
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > On Wed, Feb 6, 2013 at 9:45 PM, Nicholas Hastings <
>> psycho...@alliedmods.net>
>> > wrote:
>> >
>> > Ah, I had forgotten about GetCollectionDetails.
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > Netshroud
>> >
>> > Wednesday, February 06, 2013 11:43 PM
>> >
>> > While GetPublishedFileDetails doesn't require a key,
>> GetCollectionDetails
>> > and GetUGCFileDetails do. I'd assume CS:GO uses GetCollectionDetails for
>> > host_workshop_collection.
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > _______________________________________________
>> >
>> > Csgo_servers mailing list
>> >
>> > Csgo_servers@list.valvesoftware.com
>> >
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> >
>> >
>> >
>> > Nicholas Hastings
>> >
>> > Wednesday, February 06, 2013 11:22 PM
>> >
>> > The output from the spew commands shown on the wiki make it look like
>> > ISteamRemoteStorage/GetPublishedFileDetails on the web api is used to
>> get
>> > the details and download url for the map(s).
>> >
>> >
>> >
>> > If that is the case, why is an API key needed when neither that method
>> nor
>> > downloading from the given ugc url require one?
>> >
>> >
>> >
>> > _______________________________________________
>> >
>> > Csgo_servers mailing list
>> >
>> > Csgo_servers@list.valvesoftware.com
>> >
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> >
>> >
>> >
>> > Ido Magal
>> >
>> > Wednesday, February 06, 2013 8:29 PM
>> >
>> > Hi,
>> >
>> >
>> >
>> > tomorrow we plan to launch the CS:GO Maps Workshop.
>> >
>> >
>> >
>> > 1.       We’ve started working on the wiki here:
>> >
>> https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators
>> >
>> > It would be helpful if people read through it and posted questions and
>> > helped us cover the basics by tomorrow.
>> >
>> >
>> >
>> > 2.       We’re moving the _SE maps from the depot into the workshop.
>> You can
>> > either squirrel them away before they get deleted or use them directly
>> from
>> > the workshop, which is what we recommend.
>> >
>> >
>> >
>> > In order to do that you will need to
>> >
>> > a.       Learn how to launch your server with a workshop collection
>> instead
>> > of a mapgroup.
>> >
>> > b.      Learn how to create collections so you can recreate your
>> mapgroup
>> > and get your server up and running asap.
>> >
>> >
>> >
>> > What is a Collection? A collection is essentially a mapgroup ( or
>> mapcycle )
>> > of Workshop maps that is editable and sharable through the Maps
>> Workshop.
>> >
>> >
>> >
>> >
>> >
>> > Thanks.
>> >
>> >
>> >
>> > _______________________________________________
>> >
>> > Csgo_servers mailing list
>> >
>> > Csgo_servers@list.valvesoftware.com
>> >
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> >
>> >
>> >
>> > --
>> >
>> > Nicholas Hastings
>> >
>> > AlliedMods.net
>> >
>> >
>> >
>> > _______________________________________________
>> >
>> > Csgo_servers mailing list
>> >
>> > Csgo_servers@list.valvesoftware.com
>> >
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > --
>> >
>> > -Winnie the Pooh
>> >
>> > TimetoKill.net
>> >
>> >
>> > _______________________________________________
>> > Csgo_servers mailing list
>> > Csgo_servers@list.valvesoftware.com
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>> _______________________________________________
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>>
>
>
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