Hi guys,

With the sv_pure options, does this setting behave similar to
sv_consistency, or does it simply block any attempt to load custom
content?

For example, does it return an error message when you have models or
materials that don't comply with the whitelist, or does it simply not
load them?

To word my question slightly differently, can players keep their custom
stuff and still join servers without having to delete their models and
materials folders?

Regards,
Adam.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, 15 May 2007 2:18 PM
To: [email protected]
Subject: RE: [hlds] Source Dedicated Server Beta Update

"sv_pure 2" is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use "sv_pure 1".

- Alfred

James Gray wrote:
> How will 'sv_pure 2' affect the use of custom maps? Will these not be
> allowed, or will third party maps still be playable using this mode?
>
> On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ] Updates to the
>> Source Dedicated Server, Source Engine,
>> Counter-Strike:
>> Source and Half-Life 2: Deathmatch have been released as a Beta.  To
>> receive these updates run Steam or the hldsupdatetool with the
>> command "-beta srcds0407".  The specific changes include:
>>
>> - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
>> ignored and all content files must come from Steam
>> - Changed ent_fire to only be useable from the host client on a
>> listen server
>>
>> - Changed soundscape_flush to only be useable from the dedicated
>> server console or the listen server host
>> - Added sv_allow_wait_command. If set to 0, then clients can't use
>> "wait"
>> - Added sv_allow_color_correction. If set to 0, then clients can't
>> use mat_colorcorrection
>> - Fixed player count bugs in serverbrowser
>> - Added "findflags" console command, which can list all cvars with a
>> specified flag
>> - Fixed a bug with sv_minrate and sv_maxrate not applying properly on

>> the client
>> - Cheat protected the following commands:
>>   r_TransitionSensitivity, mat_bloomamount_rate,
>> mat_debug_process_halfscreen, mat_debug_autoexposure,
>> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
>> mod_test_not_available, mod_test_mesh_not_available,
>> mod_test_verts_not_available, mod_load_mesh_async,
>> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
>> mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
>> mat_surfacemat, flush, r_entity, r_ambientfraction,
>> lightcache_maxmiss, r_avglight, mat_debugalttab,
>> mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
>> showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
>> r_modellodscale, m_pitch
>>
>> Jason
>>
>> --
>>
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