Asher you could probably parse the app manifest (its just KeyValues) now we're 
on Steampipe.

On Mon, Apr 29, 2013 at 7:56 PM, Asher Baker <[email protected]> wrote:

> 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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