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I think sv_pure 2 works great with costum maps, as the whitelist already
forces the contect from the maps directory.
If the file isn' present in the gcf, the files from the cstrike directory
will be used, so there is no problem with additional files.

Just manipulated files aren't allowed.
I wonder how it behaves to costum GUIs, someone already tested? :)

Alfred, Mike told me the teamchange bug has been fixed, too?
Why isn't this in the changelog or hasn't this been fixed yet?

Could you please have a look at the Doorspeed at tickrates different than 33
and 66? (you can vary it with phys_timescale, even on Tick33/66 with some
doors, example: sqeaky door on de_nuke)

Go on with the good work :)

Any idea when this Update will come out?
I'm starting to think these will be the changes to come with Episode 2
Update :p

2007/5/15, Alfred Reynolds <[EMAIL PROTECTED]>:
>
> Then they should use "sv_pure 1" and need to work out how to have the
> away team be confident of the servers configuration.
>
> - Alfred
>
> Michael Jones-Evans wrote:
> > Problem is alfred that a lot of leagues use custom maps.
> >
> > ----- Original Message -----
> > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Tuesday, May 15, 2007 2:47 PM
> > 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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> >>>>
> >>>
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> >>
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