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 >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing list > Csgo_servers@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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