>
> 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.


On Thu, Feb 7, 2013 at 10:22 AM, Kyle Sanderson <[email protected]> wrote:

> 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]
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>>
>>
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>
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