The default maps have entries in the workshop so you can add them to 
collections.

On Feb 7, 2013, at 5:51, "Fug1t1v3" 
<f...@onlyskill.eu<mailto: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<http://Onlyskill.eu> - Game Servers Hosting
CSS Servers Administrator
Game Hosting Tehnical Administrator
mail: f...@onlyskill.eu<mailto:f...@onlyskill.eu>


On 7 February 2013 13:11, Absurd Minds 
<goabs...@absurdminds.net<mailto: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<mailto: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<mailto: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<mailto: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<mailto: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.
>
>
>
> _______________________________________________
>
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>
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>
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>
>
>
> --
>
> Nicholas Hastings
>
> AlliedMods.net<http://AlliedMods.net>
>
>
>
> _______________________________________________
>
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>
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>
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
>
>
>
>
>
>
> --
>
> -Winnie the Pooh
>
> TimetoKill.net<http://TimetoKill.net>
>
>
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