This has been mentioned many many times before, but given your fixing cfg 
pathing its something I'll bring up a again ;-)

We really need a engine based command line option which sets the base directory 
for the where configs, logs, bans etc are stored.

Other engines / games have been providing this really useful feature for years, 
yet the source engine still doesn't have it making its titles much harder to 
support multiple servers from a single install :(

Adding a command like option such as -basepath <directory> which enabled all 
configs, logs etc to be read for a specific base directory would help immensely 
not only for the core game functionality but also for addons, mods etc.

This way you can have a single install of the game add the one option to the 
command line and everything works as expected for multiple servers e.g.
Server 1: hl2ds -basepath server1
Server 2: hl2ds -basepath server2

This would allow easy hosting of multiple servers without constantly worrying 
about conflicts between servers as they read configs or write state based 
information to a location that conflicts with other servers running from the 
same core game directory.

    Regards
    Steve
  ----- Original Message ----- 
  From: Fletcher Dunn 
  To: Half-Life dedicated Linux server mailing list 
([email protected]) ; Half-Life dedicated Win32 server mailing 
list ([email protected]) ; [email protected] 
  Sent: Friday, April 26, 2013 6:48 PM
  Subject: [hlds_announce] Pre-release updates available for CS:S, DoD:S,and 
HL2:DM


  We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

   

  New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an "optional update" for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

   

  To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the "Betas" tab, and select the 
"prerelease" beta.  (This is a public beta and does not require a password.)

   

  To select which branch to sync the dedicated server to using steamcmd, you 
need to pass "-beta prerelease" to the app_update command.  For example, if you 
are using a SteamCmd script file, you might have something like this:

   

  login anonymous

  force_install_dir cstrike

  app_update 232330 -beta prerelease

  quit

   

  (I am told that it is possible to pass the -beta switch on the steamcmd 
command line, through some magic combination of quoting, so you can avoid 
having to create a script file.  Hopefully some kind soul will figure out how 
to do that and share it.)

   

  Switching between two steampipe branches is really fast and easy, so if 
there's a problem, you can switch back quickly.  (Opting out of the "steampipe 
beta" was really painful because it was switching between two entirely 
different content distribution systems --- that will never apply again.)

   

  If no big problems are detected, we'll make these builds the official build 
on Monday.

   

  Our current plan is to always keep the prerelease branch active, even if it 
is the same build as the main branch.  This way you can stay opted in.  In 
other words, "prerelease" actually means "the latest available build".

   

  We're not sure if every update we release needs to go out as a prerelease 
first.

   

  Here are the change notes for the builds we are releasing today:

   

  Source engine games:

  * mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.

  * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.

  * mapcycle file can contain blank lines and //-style comments

  * mapcycle file loaded from the custom folder.

  * Greatly reduced memory usage on the client and server

  * Added some hardcoded rules to the "end" of sv_pure rule list.

  * Fixed some filesystem calls not properly obeying pure server rules.

  * Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)

   



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