I just want to say that some way between workshop and sv_downloadurl might be a good idea including making the sv_downloadurl to support vpk's. CSGO already failed in this in some parts but it's not much better right now than L4D2 was on the getgo.Players were unable to get the campaigns in it by connecting to a server which effectively killed spreading of custom vpk's. Granted, downloading would have been slow and taken a slot but still that's better than no players.

Stuff that is on the server, needs to be able to get by the player either from sv_downloadurl or workshop if player connects to a server and not result to player getting booted off not being able to access the server.

Not even manually by going to workshop, subscribing and then starting the game. I hope the workshop is also faster in-game in the future since can shutdown the game, subscribe to a map and get download that finished & getting back on the server than waiting the map from workshop downloading by in-game window. This of course is on CSGO since CSS/TF2 does not have workshop for maps.

-ics

Ross Bemrose kirjoitti:
The confusion about custom/maps/ probably came from something I said earlier back near the start of the Beta.

I know on my own server, we're probably going to move custom maps to custom/custom_maps/maps/ which, while it sounds redundant, keeps all our custom maps separate from the Valve maps. Helps prevent accidentally deleting maps we didn't intend to.

On 3/14/2013 1:05 PM, Fletcher Dunn wrote:
To clarify: each subfolder under custom becomes its own search path.

So this is an example of the right thing to do:

dod/custom/[customization_name]/models
dod/custom/[customization_name]/materials
dod/custom/[customization_name]/maps

Note that:
* the custom folder goes under the game folder, not the "orangebox" folder. (There is no longer an orangebox folder or any shared content or binaries. Each game is totally distinct.) * you need to make a subfolder under "custom". Putting "materials" or "maps" directly under custom is probably not what you want.

Read gameinfo.txt for more details on this.

The DoD:S beta just released had some old readmes in the wrong folder. I will fix that shortly with a beta update today.

-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 10:00 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list ([email protected]) Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

Having a ton of subfolders under custom could be a performance penalty (for boot / map changes). Having a few would probably will not impact server map change times by any real difference.

-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

Is there any performance difference in keeping these custom files in:
orangebox/models/
vs
orangebox/custom/roleplay/models

If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL?
The FastDL server server doesn't work with VPK's. (Currently.) VPK's are really ideal for client-side mods. I think the simplest thing to do that fits in with the design of the new filesystem conventions is to put your mod files under the "custom" directory, loose on disk. People have figured out how to do this on the TF beta.

It is still possible to just drop files loose on disk in the game tree, and if that works for you, you can keep doing it.

How different would these SteamPipe betas be compared to the actual SteamPipe release?
Almost identical.

Is it safe to assume no more updates until SteamPipe is live?
No, we might need to update the non-beta versions of the game.

-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of List User
Sent: Thursday, March 14, 2013 9:00 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

Thank you Fletcher, I run a highly custom server for CSS, so it's very important to me.

Questions:
My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? How different would these SteamPipe betas be compared to the actual SteamPipe release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
A CS:S beta will be coming very soon. We will probably not use the CS:S beta (the one that's a different app). But we will release a beta, using SteamPipe's beta feature.

-----Original Message-----
From: [email protected] [mailto:[email protected]] On Behalf Of ics
Sent: Wednesday, March 13, 2013 11:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released

Someone from Valve said that they will be moving one game to SteamPipe first before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, hl2dm and tf2 at the same time engine wise) so they see how it goes with that first before doing it for larger playerbase (TF2). CSS will follow later.

Just wait but don't hold your breath too long.

-ics

Denis Eliseev kirjoitti:
^This
And how about moving CS:S Beta (260) to SteamPipe for testing?

14.03.2013, 10:07, "Molnár László" <[email protected]>:
Hy

Any news on when will be Counter-Strike Source migrated to steampipe?

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