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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        Nicholas Hastings

        AlliedMods.net

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