What about manually shipping VPKs (server side) without the workshop? Can
we package all of our static assets into a VPK (models/sounds/etc)?

Thanks,
Kyle.
On 6 Mar 2013 16:51, "Fletcher Dunn" <[email protected]> wrote:

> Workshop integration is something we want to do in the future, but it's
> not part of the immediate task list.
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Erik-jan Riemers
> Sent: Wednesday, March 06, 2013 1:38 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 Beta update released
>
> Any word on how the client will know if a vpk is "newer" and redownloads
> it? There was word on a text file included in the vpk, or did I miss that?
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Fletcher
> Dunn
> Sent: woensdag 6 maart 2013 21:24
> To: Half-Life dedicated Win32 server mailing list (
> [email protected]); Half-Life dedicated Linux server mailing
> list ([email protected]);
> [email protected]
> Subject: [hlds_linux] Mandatory TF2 Beta update released
>
> Thanks again to those who have been testing.  This update is around 100MB
> download.
>
> Team Fortress 2 Beta:
> * Synced with latest changes from release game
> * Moved several more files into VPK
> * Further load time optimizations
> * Basic implementation of sv_pure working using signed VPK files.  See
> tf/cfg/pure_server_whitelist_base.txt for more details.
> * VPK tool: Added RSA public/private key generation and signing
> functionality.  (Only on Windows.)
>
> Known issues:
> * Clients mounting custom VPK's might still get kicked when connecting to
> pure servers.
> * RSA key signing not working on Windows version of VPK tool.
> * Linux/OSX clients might fail to connect to pure server.
>
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