> > 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] >> > 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 >> > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > -- -Winnie the Pooh TimetoKill.net
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