This is a really welcome change to the release process, thanks.

Is there a trivial way for a server plugin (C++) to get the current
beta branch name, any chance it could be exposed somewhere if not
(although I guess the engine itself doesn't really care, but a
function on IVEngineServer or a simple text file in the root would be
really handy)?

On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn
<[email protected]> wrote:
> The updates released on Friday in the prerelease branch have now shipped in
> the main branch.  The updates did not change the PatchVersion, so they are
> optional for servers.  Patch notes are below.
>
>
>
> Please note that there are some bugs in github tagged for “next release”
> which unfortunately were not merged over for this release.  We’ll have
> another update soon that pushes these fixes out.
>
>
>
> The prerelease branch is still active; it is currently the same build as the
> main branch.
>
>
>
>
>
> From: Fletcher Dunn
> Sent: Friday, April 26, 2013 10:49 AM
> To: Half-Life dedicated Linux server mailing list
> ([email protected]); Half-Life dedicated Win32 server
> mailing list ([email protected]);
> [email protected]
> Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM
>
>
>
> We’re trying out different way to release updates that will hopefully reduce
> disruption to your communities.
>
>
>
> New builds are now available for the client and dedicated server for CS:S,
> DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network
> compatible with the current build.  (It’s an “optional update” for servers.)
> To obtain these builds, you need to opt into the prerelease beta.
>
>
>
> To opt into the prerelease beta on the client, right click on the game in
> the game list and select Properties, select the “Betas” tab, and select the
> “prerelease” beta.  (This is a public beta and does not require a password.)
>
>
>
> To select which branch to sync the dedicated server to using steamcmd, you
> need to pass “-beta prerelease” to the app_update command.  For example, if
> you are using a SteamCmd script file, you might have something like this:
>
>
>
> login anonymous
>
> force_install_dir cstrike
>
> app_update 232330 -beta prerelease
>
> quit
>
>
>
> (I am told that it is possible to pass the -beta switch on the steamcmd
> command line, through some magic combination of quoting, so you can avoid
> having to create a script file.  Hopefully some kind soul will figure out
> how to do that and share it.)
>
>
>
> Switching between two steampipe branches is really fast and easy, so if
> there’s a problem, you can switch back quickly.  (Opting out of the
> “steampipe beta” was really painful because it was switching between two
> entirely different content distribution systems --- that will never apply
> again.)
>
>
>
> If no big problems are detected, we’ll make these builds the official build
> on Monday.
>
>
>
> Our current plan is to always keep the prerelease branch active, even if it
> is the same build as the main branch.  This way you can stay opted in.  In
> other words, “prerelease” actually means “the latest available build”.
>
>
>
> We’re not sure if every update we release needs to go out as a prerelease
> first.
>
>
>
> Here are the change notes for the builds we are releasing today:
>
>
>
> Source engine games:
>
> * mapcycle and motd files now reside in the cfg folder by default, or in the
> root as a fallback.
>
> * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt,
> and will be used if the filename convar is at the default value and no
> custom file is found in the cfg folder or the root.
>
> * mapcycle file can contain blank lines and //-style comments
>
> * mapcycle file loaded from the custom folder.
>
> * Greatly reduced memory usage on the client and server
>
> * Added some hardcoded rules to the “end” of sv_pure rule list.
>
> * Fixed some filesystem calls not properly obeying pure server rules.
>
> * Fixed model bounds and simple materials consistency checking rules.
> (Fixed Counter-Strike server spew.)
>
>
>
>
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