If it works, and you don’t mind the files being mixed up with official
game files, then I don’t see why you cannot do that.
*From:*[email protected]
[mailto:[email protected]] *On Behalf Of *E. Olsen
*Sent:* Wednesday, February 20, 2013 10:00 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] [hlds_linux] SteamPipe is coming. Download the
TF beta
Does it really matter if custom maps go into the same tf/maps folder
like they always have?
I just tried it, and fast download worked just fine - and it would be
the least time consuming method of dealing with that part of the
change (I run over 30 custom maps in total).
On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn
<[email protected] <mailto:[email protected]>> wrote:
Fastdownload *should* work just fine.
I would not recommend placing any files in the tf/download folder.
Really, that directory is intended to be where the host (either the
server or the client) places files that it *receives* from remote
hosts. Probably on gameservers, the only thing that will ever go in
that directory will be user sprays.
Re: Where to put custom maps and assets. Putting them directly in the
tf/maps folder should still work, but it sort of negates some of the
advantage of the new search path flexibility, and I don't think it's
the recommended thing to do. You might have noticed that under
SteamPipe, we've choosen to ship all the .bsp files loose on disk,
rather than inside a VPK. (There is no advantage in putting them in
VPK, they are already basically big package files themselves.) So if
you put custom maps directly in tf/maps, they will be all mixed up
with the standard maps. (Similar comments apply to any sort of custom
asset. It's best to avoid mixing them up with the official game
assets.) Probably most in line with the intentions of the new
filesystem changes would be to make one or more new directories for
all custom server stuff. You could put them in VPK if you are not
using the fast download server. But fast download server needs them
loose on disk.
I would recommend making a directory like
[server_root]/tf/addons/custom_maps/
And then put custom maps and models in there:
[server_root]/tf/addons/custom_maps/maps/
[server_root]/tf/addons/custom_maps/models/
If you want to just put all the custom plugin stuff in a single
directory (which is probably recommended so you don't add a whole
bunch of local search paths at the front), then maybe "custom_maps" is
not the best name. It's just a name.
Does that solution seem acceptable? I *think* it should work with the
fast download server, but I actually haven't tested that combination.
If it doesn't, let me know, and I will make it work.
I've also considered adding functionality for clients to download
VPK's from gameservers, as opposed to individual files. Then the VPK
would be mounted as a map search path. This has the added benefit that
it allows custom map assets to override shipping assets. (Something
which is no longer possible, since the tf/download folder, where the
client will place downloaded files, is the LAST search path --- this
is for security reasons.) It would also mean revving the custom assets
would be simpler. If there is interest in this functionality, let me
know, I could look into it.
I encourage all server operators to read tf/gameinfo.txt, and
tf/addons/readme.txt. The exact operation of the filesystem search
paths is explained.
-----Original Message-----
From: [email protected]
<mailto:[email protected]>
[mailto:[email protected]
<mailto:[email protected]>] On Behalf Of ics
Sent: Tuesday, February 19, 2013 10:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta
I'm also interested in this and will i have to move custom maps on the
server to tf/download/ so they work or does the server accept them
from same old location as before?
Will the workshop for maps come to tf2 too? What about it vs
sv_downloadurl, compatibility wise?
-ics
Charlie kirjoitti:
> Will fastdownload stay compatible? Or do we need to change file
> structure there so that maps download correctly?
>
>
> On Tue, Feb 19, 2013 at 8:26 PM, pilger <[email protected]
<mailto:[email protected]>
> <mailto:[email protected] <mailto:[email protected]>>> wrote:
>
> I'm curious if it will be possible to download a Windows version
> on a Linux environment. Is that possible now with other games that
> already use the SteamCMD? Will it be possible with TF2 and other
> games?
>
> On 20 February 2013 00:52, Kyle Sanderson <[email protected]
<mailto:[email protected]>
> <mailto:[email protected] <mailto:[email protected]>>> wrote:
>
> Was the pure not working bug ever fixed in later engines
> (L4D*)? or will
> this be introduced as a regression into the orangebox and CS:S
> branches? :s
>
> Thanks,
> Kyle.
>
>
> On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
> <[email protected] <mailto:[email protected]>
> <mailto:[email protected]
<mailto:[email protected]>>>wrote:
>
> > The orangebox engine games (Team Fortress 2, Counter
> Strike:Source, Day
> > of Defeat:Source, HL2:Deathmatch) are being upgraded to
> SteamPipe. Steam's
> > new-and-improved content delivery system. SteamPipe is
> currently used by
> > most games on Steam.****
> >
> > ** **
>
> >
> > This change will impact server operators in at least two
> significant ways:
> > ****
> >
> > ** **
> >
> > *** **You will use steamcmd instead of the HLDSUpdateTool to
> > install/update the server.****
> >
> > *** **The conversion will entail significant changes to the
> way
>
> > the files appear in the local filesystem on the server and
> client. The
> > client no longer uses GCF files. Instead, most assets are
> packed up into
> > VPK, and those VPKs are the same on the server and the
> client. The server
> > no longer uses 1000's of loose files.****
> >
> > ** **
>
> >
> > We're using the TF beta to test these changes and identify
> the bugs, and
> > give everybody a chance to make sure their favorite mod or
> plugin will work
> > in the new system.****
> >
> > ** **
> >
> > Everybody is encouraged to download the TF beta!****
> >
> > ** **
>
> >
> > We've prepared an FAQ that discusses the details of the
> change and answers
> > the questions we anticipate:****
> >
> >
> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491****
> >
> > ** **
> >
> > Please report gameserver related bugs in this mailing list.****
> >
> > ** **
>
> >
> > Client bugs can be reported through this mailing list, or in
> the TF beta
> > forum.****
> >
> >
> http://forums.steampowered.com/forums/forumdisplay.php?f=1038****
> >
> > ** **
> >
> > Thanks for your help, and happy testing!****
> >
> > ** **
>
> >
> > (And remember, playtime in the beta counts towards item
> drops in the
> > release game.)****
> >
> > ** **
> >
> > - Fletch****
> >
> > ** **
>
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
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