Will we be able to force users to download specific VPKs when they
connect to our servers?  I know CS:GO does this for maps, but TF2's Vs
Saxton Hale and Freak Fortress 2 server mods rely heavily on the
server forcing specific models, materials, and sounds.

On Thu, Feb 21, 2013 at 1:15 PM, Fletcher Dunn
<[email protected]> wrote:
> My idea was that the server would realize that some model in the download 
> list actually came from a VPK, so instead of telling the client to download 
> the model, it would say, "download (and mount) this VPK."
>
> Of course, the workshop is probably the best and solution to this problem.  
> It solves the versioning problem, relieves the gameserver of bandwidth, etc.  
> So I'm not sure if there's any reason to provide a halfway solution that 
> entails significant complexity and will then be superseded by the workshop.
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Ross Bemrose
> Sent: Wednesday, February 20, 2013 10:48 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life Windows 
> dedicated server mailing
> Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
>
> On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
>> 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 missed this from your post earlier.
>
> The ability to download VPKs would make it a lot easier for mods which use a 
> lot of models, materials, and sounds, like Vs. Saxton Hale (maintained by 
> FlaminSarge) and Freak Fortress 2 (nominally maintained by me). Particularly 
> for FF2, as it support user-created boss characters, so contributors could 
> just create VPKs of each boss along with their configuration file.
>
> Needless to say, I wholeheartedly support the idea of being able to serve 
> VPKs to clients. The L4D and L4D2 server owners would love it if you would 
> add this ability to those games as well, since campaigns are distributed via 
> VPK.
>
> However, when talking to FlaminSarge earlier, this came up in our
> conversation:
>
> 7:42 PM - Powerlord: Anyway, I was just thinking you could download the 
> models, materials, and sounds up front if you needed them. Or if the server 
> itself could send back the VPK if they were used on teh server side (which 
> fastdownload can't)
> 7:43 PM - FlaminSarge...: you could certainly distribute them as a vpk
> 7:43 PM - FlaminSarge...: but updating would prove painful
> 7:43 PM - FlaminSarge...: or rather, annoying.
> 7:43 PM - Powerlord: Actually, if the server can figure out which vpk a file 
> is in and offer that to the client, why wouldn't that work on a fastdownload? 
> Clearly testing is necessary
> 7:43 PM - FlaminSarge...: yes, but will a client load the VPK in time?
> 7:44 PM - FlaminSarge...: and what happens when a VPK has been updated but 
> has the same name?
> 7:44 PM - Powerlord: Oh, true.
> 7:44 PM - FlaminSarge...: servers cannot check vpk versions
> 7:44 PM - FlaminSarge...: even though vpks support version info
>
> So, the problem then becomes "Can the client tell when their VPK is out of 
> date and download the newer version automatically?"
>
>
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-- 
Ross Bemrose

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