Hello, Allowing custom maps when sv_pure 2 is set introduces complications. Lots of custom maps have their own models, textures, sounds and various other assets, all of which would need to be downloaded, and it _could_ be possible for some of these assets to collide with (read: overwrite) authentic Steam assets.
But, while I'm not a map maker and I don't fully understand how maps work in Source (aside from that they are huge BSP trees), I do know that assets can be included inside the actual BSP file (using bspzip from the SDK) and thus will not collide with authentic assets, since they remain inside the BSP file. Perhaps this is a compromise: allow the server to load any BSP file for the map, but as soon as it uses external (not inside the BSP file), non-authentic assets, it aborts. No idea whether or not that is possible, but would certainly allow the same flexibility of having custom maps (especially in league play) and also maintain the relative security of enforced consistency throughout the rest of the game(s). My two pence. Bart _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds