If you did download map on css and it took forever, no sv_downloadurl
were in use on that server. But the 2 systems really do not mix. This is
very bad for backwards compatibility and effectively divides community
into 2 parts. Either you want to have players to download maps from
workshop or from the server itself. In the end you might have the same
map 2 times on your pc, just because the system does not talk to
eachothers at all. Workshop doesn't even support compression. Slower
downloading.
I think csgo isn't the game i want to run server for in the future if
this keeps up.
-ics
David Fountain kirjoitti:
Also when are the Madison coming f From and will it be just as fat as
the bz2 zip fast download. Never did a server dl of a go map but
source took for ever
SavSin
On Feb 7, 2013 8:05 AM, "ics" <[email protected]
<mailto:[email protected]>> wrote:
Did i understood correctly that you can only pick a method where
your servers content are from *workshop only* or from *direct
sv_downloadurl* - not both?
This effectively kills any player from joining a server that has
been set to work only if the user has the map from the workshop.
Player cannot anymore download the map from the server itself and
join by that? Does the player get a prompt where he will be asked
to download the map from workshop if that method is in use or does
he just get plain forever connect (5x untill drop) to the server
like now if the server is running a map that is not in cycle?
-ics
Ido Magal kirjoitti:
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
<[email protected] <mailto:[email protected]>>
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.
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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?
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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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AlliedMods.net
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