I would not do it that way. Point is to make it work as easily/quickly for the client as possible. I know how to suffix the map with something unique.
On Wed, Feb 20, 2013 at 3:22 PM, ics <[email protected]> wrote: > I was actually not comfortable for you renaming or repacking any maps that > someone else has done. That can be a problem. I also try to avoid map that > isn't "complete". But you might end up having a map with the same name that > already might exist later. So your server could have an older version and > the map creator released newer version with same name as the one you packed > is. > > I know some people have renamed maps such as cp_mapname_beta3 to > cp_mapname, thus making a filename already used and the author if the map, > if he or she isn't aware of such file, there will be conflicts. The chance > is minimal but might happen. > > > -ics > > 1nsane kirjoitti: > >> I don't know where you got the the idea that I was making non working >> files. If anything I do the opposite. Try reading it again. >> >> I said that if a map file has a bunch of other files with it (and >> sometimes >> doesn't even come with a .res file) I would instead 'remake' it by having >> all those files inside the single .bsp. And the renaming is done so we >> don't end up with "MAPNAME.bsp differs from servers". Perhaps you think >> that's fine but I find it annoying. Different map versions with the same >> name that block clients from joining servers just should not happen. >> >> If you make any changes to the map file (patch files excluded) it needs to >> be renamed. No way around it. >> >> Most of the time I would not bother doing this though. If a map comes with >> a bunch of files all over the place it's probably not worth it. >> >> On Wed, Feb 20, 2013 at 1:19 PM, ics <[email protected]> wrote: >> >> Most map makers pack their custom assets to bsp itself already so you >>> have >>> just the .bsp and the .nav file for bots (if it exists). If you are >>> renaming maps, building cubemaps for them or uploading them without the >>> extra files, you are just making things worse as you spread the non >>> working >>> file around and cause conflicts to players. Leave map naming, packing and >>> cubemaps for the authors of the map. >>> >>> I see little benefit from VPK. If it's used, then there would be an >>> opportunity to use same filename for the maps but then it would be kind >>> of >>> hard to identify which version the map is. Only benefit is basically the >>> same as having a mapper to either pack the stuff into bsp or ship the >>> files >>> with .res file, so all those extra ones will download to the client too. >>> That is, if server owner has used all the files in the first place. >>> >>> VPK is great for multimap things such as L4D2 but for TF2, not so much. >>> >>> -ics >>> >>> 1nsane kirjoitti: >>> >>> VPK's working with fast download would be absolutely awesome. >>> >>>> As it is now if a map maker ships a map with a bunch of loose texture, >>>> sound and model files I would not run such a map. >>>> I can't really compress the bunch of loose files one by one as >>>> extraction >>>> negates the speed benefit. >>>> So then if I wanted to simplify this and make it easy to compress I'd >>>> have >>>> to add those files to the .bsp's zip. >>>> But then any clients who have this map won't be able to play on my >>>> server >>>> and then those who download it from mine won't be able to play on other >>>> servers. >>>> So then I have to rename the map. But then it looks like crap because >>>> the >>>> cubemaps are messed up. >>>> So next I have to rebuild cubemaps and so the map grows in size because >>>> the >>>> old ones are kept. >>>> Then I can add the loose files into the .bsp's archive and then I have a >>>> standalone version of this map that can be downloaded as a single file >>>> by >>>> clients which won't conflict with the original. >>>> I also noticed that sound files packed into the map's zip won't always >>>> play. >>>> >>>> Just a bad and slow way of doing things... >>>> >>>> With a VPK I'd be able to do this without messing up the map. >>>> Or better yet the map maker could easily do this himself without having >>>> to >>>> mess with zipping files into the bsp. >>>> >>>> And in any way, downloading a single bigger file will always be faster >>>> than >>>> downloading a bunch of smaller files. >>>> >>>> On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn < >>>> [email protected] >>>> >>>> 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 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: hlds-bounces@list.**valvesoftw**are.com<http://valvesoftware.com> >>>>> <hlds-bounces@list.**valvesoftware.com<[email protected]> >>>>> >[mailto: >>>>> hlds-bounces@list.**valvesoftw**are.com <http://valvesoftware.com>< >>>>> hlds-bounces@list.**valvesoftware.com<[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]>> 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]>> 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:fletcherd@**valvesoftw**are.com<http://valvesoftware.com> >>>>>> <fletcherd@**valvesoftware.com <[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****<https://support.**steampowered.com/kb_article.** >>>>> php?ref=7388-QPFN-2491****<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****<http://forums.**steampowered.com/forums/** >>>>>> forumdisplay.php?f=1038****<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**** >>>>>> > >>>>>> > ** ** >>>>>> >>>>>> > >>>>>> > ______________________________****_________________ >>>>>> >>>>>> > To unsubscribe, edit your list preferences, or view the >>>>>> list >>>>>> archives, >>>>>> > please visit: >>>>>> > https://list.valvesoftware.**** >>>>>> com/cgi-bin/mailman/listinfo/**** >>>>>> hlds <https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** >>>>>> hlds <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>> >>>>>> > >>>>>> > >>>>>> ______________________________****_________________ >>>>>> >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> archives, please visit: >>>>>> >>>>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/*** >>>>>> *hlds_linux<https://list.**valvesoftware.com/cgi-bin/** >>>>>> mailman/listinfo/hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>>>>> > >>>>>> >>>>>> >>>>>> >>>>>> ______________________________****_________________ >>>>>> >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> archives, please visit: >>>>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/*** >>>>>> *hlds<https://list.**valvesoftware.com/cgi-bin/** >>>>>> mailman/listinfo/hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> >>>>>> > >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> ______________________________****_________________ >>>>>> >>>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>>> >>>>>> please visit: >>>>> >>>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/****hlds< >>>>>> https://list.**valvesoftware.com/cgi-bin/**mailman/listinfo/hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> >>>>>> > >>>>>> >>>>>> ______________________________****_________________ >>>>> >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/****hlds< >>>>> https://list.**valvesoftware.com/cgi-bin/**mailman/listinfo/hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> >>>>> > >>>>> >>>>> ______________________________****_________________ >>>>> >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/*** >>>>> *hlds_linux<https://list.**valvesoftware.com/cgi-bin/** >>>>> mailman/listinfo/hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>>>> > >>>>> >>>>> ______________________________****_________________ >>>>> >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/*** >>>> *hlds_linux<https://list.**valvesoftware.com/cgi-bin/** >>>> mailman/listinfo/hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>>> > >>>> >>>> >>> ______________________________****_________________ >>> >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.****com/cgi-bin/mailman/listinfo/*** >>> *hlds_linux<https://list.**valvesoftware.com/cgi-bin/** >>> mailman/listinfo/hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>> > >>> >>> ______________________________**_________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >> > > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

