I think the confusion is: Can a server opt into Workshop, and still offer custom maps that haven't been added to the workshop via their own FastDL server? Is it an all or nothing operation?
Thanks, Kyle. On 7 Feb 2013 09:16, "Ido Magal" <[email protected]> wrote: > Q. 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? > > A. I don't understand the question. A map is either downloaded from Steam > or from the server. Not both. > > Q. 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? > > A. Again, I'm not sure I understand. If the server specifies a workshop > map then the client checks with the workshop to make sure it's up-to-date > and downloads it from the workshop if it is not. > > Q. 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? > > A. I understood the first part: There is no prompt. The client downloads > the map upon connection if it does not have it. > > > -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]> 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 > > > > [email protected] > > > > 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 > > > > [email protected] > > > > 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 > > > > [email protected] > > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > > -- > > > > Nicholas Hastings > > > > AlliedMods.net > > > > _______________________________________________ > > > > Csgo_servers mailing list > > > > [email protected] > > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > > -- > > > > -Winnie the Pooh > > > > TimetoKill.net > > > > > > > > _______________________________________________ > > Csgo_servers mailing list > > [email protected] > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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