Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM
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 (hlds_li...@list.valvesoftware.com) ; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) ; hlds_annou...@list.valvesoftware.com 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.) -- ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of
Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM
Do we know if this update will also fix the way maps * outputs after the steampipe update. The change has broken the change level systems in many popular programs such as HLSW. On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: 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.) ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM
It doesn't, but I submitted that bug report a few days and they have a fix for it ready. On Fri, Apr 26, 2013 at 7:11 PM, IBIS Customer Service ibis.serv...@gmail.com wrote: Do we know if this update will also fix the way maps * outputs after the steampipe update. The change has broken the change level systems in many popular programs such as HLSW. On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: 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.) ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlds] [hlds_announce] Pre-release updates available for CS:S, DoD:S, and HL2:DM
Bdeen said it was in the tree. I was hoping for the latest, which should include a fix for the reference counted effects, and sprays. Kind of disappointing if they're not present. Thanks, Kyle. On 26 Apr 2013 19:29, Charlie sprayp...@gmail.com wrote: It doesn't, but I submitted that bug report a few days and they have a fix for it ready. On Fri, Apr 26, 2013 at 7:11 PM, IBIS Customer Service ibis.serv...@gmail.com wrote: Do we know if this update will also fix the way maps * outputs after the steampipe update. The change has broken the change level systems in many popular programs such as HLSW. On Fri, Apr 26, 2013 at 1:48 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: 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.) ** ** ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds