Is there any way to exclude addons (either on startup or while the server
is running)? I guess editing gameinfo.txt to do this is highly discouraged
(as well as also pretty cumbersome if it gets clobbered by updates) :)

I'm asking because I'm considering running multiple server instances from
one installation without the hassle of having a server_first.cfg,
server_second.cfg etc. all scattered around and intermixed with the
official content and instead having an addon per server instance
(addons/first_server/cfg/server.cfg etc.) along with all the files specific
to those instances.

Will it be possible to explicitly allow certain client addons (and therefor
blacklist every other addon) with the new sv_pure-system?

The thing is that there already are some pretty dodgy addons in the L4D2
workshop (like bright tracers on jumping hunters) while others are fine
(HUD enhancements, custom campaigns) and somebody probably will do sth.
along those lines for TF2 where possible. It would be really nice to have a
whitelisting capability on the server side for this stuff (also ported to
L4D2 *pretty please* ;) ) - along the lines "client has to unload
everything not matching these signatures" or "client is only allowed to
load addons that do not change files different from this list" - so server
operators can ensure a certain level of pureness while allowing trusted
addons (or kinds of addons in the latter case of "a list of files allowed
to change") that enhance their player's experience.


On Wed, Feb 20, 2013 at 7:25 PM, Fletcher Dunn
<[email protected]>wrote:

> 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****
> >         >
> >         > ** **
> >
> >         >
> >         > _______________________________________________
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> >         >
> >         >
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> >
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> >
> >
> >
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> >
> >
> >
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