Welp, not sarcastic but I admit my experience from using it was basically
just one night when my gaming group wanted to try out a few custom maps for
CS:GO. So I admit I didn't experience it's problems firsthand (but I'm
curious what those would be).


On Thu, Jul 10, 2014 at 5:20 AM, Kyle Sanderson <[email protected]> wrote:

> The Steam integration with CS:GO is by far one of the worst,
> persistent, problem causing things I've seen to date. I'm not sure if
> you're being sarcastic or not, but that would be absolutely awful in
> it's present, or even a tweaked state. At the very least it needs to
> be rewritten, if not entire implementation rethought.
>
> Thanks,
> Kyle.
>
> On Wed, Jul 9, 2014 at 7:52 PM, Emil Larsson <[email protected]> wrote:
> > The CS:GO map workshop system being tweaked and ported to other Source
> > engine games (Especially TF2) would be so very awesome and handles
> updates
> > much better than the old system we still have to work with. The main
> quirk I
> > remember that i sorta disliked is that you had to make your own workshop
> > collection for it to work if you wanted your own mapcycle and this made
> you
> > require to have all maps you wanted to add to be in the workshop (but I
> > might remember wrong about this).
> >
> >
> > On Thu, Jul 10, 2014 at 4:42 AM, Ryan Stecker <[email protected]>
> > wrote:
> >>
> >> As far as I can remember, clients have had a tendency to leave
> unfinished
> >> (.ztmp?) files in their downloads directory if their downloads don't
> >> successfully complete. That'll leave the client unable to join any
> server
> >> running that map.
> >>
> >> Honestly the entire download process should be reworked now that the
> 2013
> >> engine supports the `download` directory. Servers should be able to
> >> overwrite what a client has already downloaded, as there are countless
> cases
> >> where mappers have released new versions of maps but never changed the
> file
> >> name. It would solve this entire problem.
> >>
> >>
> >> On Wed, Jul 9, 2014 at 9:26 PM, Jason <[email protected]> wrote:
> >>>
> >>> I've seen this before as well, map downloads (same as what's on the
> >>> server) and it still gives that error....ended up removing those maps
> from
> >>> the mapcycle.... had my wife test this once (made sure she didn't
> already
> >>> have the map), it downloaded from our fast download server and sure
> enough,
> >>> she got that error -- happened to about 50% of those who tried to
> connect.
> >>> Cannot remember the map names (since I've removed them a while ago) --
> but
> >>> you may want to see about re-bzipping them and reuploading
> them....might be
> >>> some sort of minor file size discrepancy maybe?  *shrugs*
> >>>
> >>>
> >>> On Wed, Jul 9, 2014 at 10:17 PM, Obi <[email protected]> wrote:
> >>>>
> >>>> Your player has a different version of the map than what you have on
> the
> >>>> server. Have them delete or move their local copy and reconnect.
> >>>>
> >>>> On Jul 9, 2014 9:01 PM, Drone Marviraptor <[email protected]>
> wrote:
> >>>> >
> >>>> > I'm running a TF2 server, and every once in a while, some player
> >>>> > report that they can't join the server when it's running a custom
> map. The
> >>>> > map started downloading like normal for them but when it's done
> they get
> >>>> > disconnect and get this message "Missing map maps/map_name.bsp,
> >>>> > disconnecting" .
> >>>> > This happen for both Mac and Window player, I would be grateful for
> >>>> > some help.
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> >>>
> >>>
> >>>
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> >>>
> >>
> >>
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> >>
> >
> >
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