Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread Andre Müller
Can you write the steamcmd also in Python or Cython?
Am 02.05.2013 23:26 schrieb Fletcher Dunn fletch...@valvesoftware.com:

  It doesn’t now.  We’re working on a new executive script in Python.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
 *Sent:* Thursday, May 02, 2013 2:19 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Optional updates available for TF2,
 CS:S, DoD:S, and HL2:MP

 ** **

 How does the auto update work with windows? 

 On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 If the plugins are tightly coupled with particular builds, then they
 probably should be versioned.  The ServerVersion field found in steam.inf
 uniquely identifies a build.  It will change every update, even if the
 PatchVersion does not.  (This field is currently only in TF, but if this is
 useful, we can easily add it to the other games.)  I believe that somehow
 associating any tightly-coupled plugin data with that identifier is the
 best solution to this problem.

 Also, I think this problem is not really exclusive to optional updates.
  Clients now only find servers with the matching version in the server
 browser.  So the urgency to delist out of date servers is greatly
 reduced.  In fact, the only real remaining reason we still do it is because
 it is the only mechanism we have by which to signal automatic updates!
 Once we've improved that channel of communication, we will be in a position
 to make the transition across an update that requires changing the Patch
 Version much more graceful.  We have had feedback on many occasions from
 this mailing list that the harsh transition that currently happens,
 including the scramble to be the first to get your server up, was not a
 desirable situation.  It's definitely not a good experience for clients to
 be dumped from server and start downloading the update in unison.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S,
 and HL2:MP

 Well, I'm glad something is being done so that we can tell when optional
 updates are pushed, because traditionally optional updates don't show up

 However, there's still one problem: The last two optional TF2 updates have
 both required changes to mods (SourceMod and EventScripts to name two major
 ones).  However, since they're optional updates, we now need 3 different
 sets of configurations for servers for these mods depending on which
 optional updates they have.

 Oh, and there are 2 (or more?) different configurations for the other
 three games depending on which optional updates they have.

 This becomes a serious problem very quickly.

 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole
 community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I
   don't believe there will be 3rd party support as there's no way to
   discern
  versions (yet?).
  
   Thanks,
   Kyle.
   On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
  wrote:
  
These updates have now been released in the main branch for all
 games.
 The prerelease beta is now the same build as the main build.
   
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 3:11 PM
To: Half-Life dedicated Linux server mailing list (
hlds_li

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread DontWannaName!
Yeah this is what I'm doing. It works just like the client. If replay is 
enabled but not configured the server will crash on map change.

Sent from my iPhone 5

On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca wrote:

 Just add your replay configs to /custom/mystuff/cfg
 
 
 Sent Via Pigeon
 
 From: Flubber
 Sent: Thursday, May 2, 2013 6:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Reply To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP
 
 As the previous one, this update keep overwriting the 3 replay related cfg 
 file in /cfg.
 
 
 2013/5/2 Fletcher Dunn fletch...@valvesoftware.com
 It doesn’t now.  We’re working on a new executive script in Python.
 
  
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
 Sent: Thursday, May 02, 2013 2:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP
 
  
 
 How does the auto update work with windows?
 
 On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
 
 If the plugins are tightly coupled with particular builds, then they 
 probably should be versioned.  The ServerVersion field found in steam.inf 
 uniquely identifies a build.  It will change every update, even if the 
 PatchVersion does not.  (This field is currently only in TF, but if this is 
 useful, we can easily add it to the other games.)  I believe that somehow 
 associating any tightly-coupled plugin data with that identifier is the best 
 solution to this problem.
 
 Also, I think this problem is not really exclusive to optional updates.  
 Clients now only find servers with the matching version in the server 
 browser.  So the urgency to delist out of date servers is greatly reduced. 
  In fact, the only real remaining reason we still do it is because it is the 
 only mechanism we have by which to signal automatic updates!   Once we've 
 improved that channel of communication, we will be in a position to make the 
 transition across an update that requires changing the Patch Version much 
 more graceful.  We have had feedback on many occasions from this mailing 
 list that the harsh transition that currently happens, including the 
 scramble to be the first to get your server up, was not a desirable 
 situation.  It's definitely not a good experience for clients to be dumped 
 from server and start downloading the update in unison.
 
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, 
 and HL2:MP
 
 Well, I'm glad something is being done so that we can tell when optional 
 updates are pushed, because traditionally optional updates don't show up
 
 However, there's still one problem: The last two optional TF2 updates have 
 both required changes to mods (SourceMod and EventScripts to name two major 
 ones).  However, since they're optional updates, we now need 3 different 
 sets of configurations for servers for these mods depending on which 
 optional updates they have.
 
 Oh, and there are 2 (or more?) different configurations for the other three 
 games depending on which optional updates they have.
 
 This becomes a serious problem very quickly.
 
 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread ics
However, it would be a whole lot of better if certain things that were 
configurable by anyone and had been configured previously, would not be 
overwritten by each update. A lot of server operators aren't not his 
list and aware of these things as things used to be different before the 
change.


-ics

DontWannaName! kirjoitti:
Yeah this is what I'm doing. It works just like the client. If replay 
is enabled but not configured the server will crash on map change.


Sent from my iPhone 5

On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca 
mailto:gamersex...@shaw.ca wrote:



Just add your replay configs to /custom/mystuff/cfg


Sent Via Pigeon

*From: *Flubber
*Sent: *Thursday, May 2, 2013 6:02 PM
*To: *Half-Life dedicated Win32 server mailing list
*Reply To: *Half-Life dedicated Win32 server mailing list
*Subject: *Re: [hlds] [hlds_linux] Optional updates available for 
TF2, CS:S, DoD:S, and HL2:MP



As the previous one, this update keep overwriting the 3 replay 
related cfg file in /cfg.






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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread DontWannaName!
Maybe move default replay CFGs to root then load custom in the cfg folder first 
if overwriting can't be stopped. 

Sent from my iPhone 5

On May 3, 2013, at 11:16 AM, ics i...@ics-base.net wrote:

 However, it would be a whole lot of better if certain things that were 
 configurable by anyone and had been configured previously, would not be 
 overwritten by each update. A lot of server operators aren't not his list and 
 aware of these things as things used to be different before the change.
 
 -ics
 
 DontWannaName! kirjoitti:
 Yeah this is what I'm doing. It works just like the client. If replay is 
 enabled but not configured the server will crash on map change.
 
 Sent from my iPhone 5
 
 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca 
 mailto:gamersex...@shaw.ca wrote:
 
 Just add your replay configs to /custom/mystuff/cfg
 
 
 Sent Via Pigeon
 
 *From: *Flubber
 *Sent: *Thursday, May 2, 2013 6:02 PM
 *To: *Half-Life dedicated Win32 server mailing list
 *Reply To: *Half-Life dedicated Win32 server mailing list
 *Subject: *Re: [hlds] [hlds_linux] Optional updates available for TF2, 
 CS:S, DoD:S, and HL2:MP
 
 
 As the previous one, this update keep overwriting the 3 replay related cfg 
 file in /cfg.
 
 
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 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread Fletcher Dunn
SteamPipe did remove the functionality of allowing users to edit shipping 
files.  (Hippocrates and his oath notwithstanding.)

This was never really a good design in the first place, so we've been just 
removing any instances where users are encouraged to edit a shipping file.

We haven't done this for replay yet but will.  In the meantime, putting it in 
custom is the workaround.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, May 03, 2013 11:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
DoD:S, and HL2:MP

However, it would be a whole lot of better if certain things that were 
configurable by anyone and had been configured previously, would not be 
overwritten by each update. A lot of server operators aren't not his list and 
aware of these things as things used to be different before the change.

-ics

DontWannaName! kirjoitti:
 Yeah this is what I'm doing. It works just like the client. If replay 
 is enabled but not configured the server will crash on map change.

 Sent from my iPhone 5

 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca 
 mailto:gamersex...@shaw.ca wrote:

 Just add your replay configs to /custom/mystuff/cfg


 Sent Via Pigeon

 *From: *Flubber
 *Sent: *Thursday, May 2, 2013 6:02 PM
 *To: *Half-Life dedicated Win32 server mailing list *Reply To: 
 *Half-Life dedicated Win32 server mailing list
 *Subject: *Re: [hlds] [hlds_linux] Optional updates available for 
 TF2, CS:S, DoD:S, and HL2:MP


 As the previous one, this update keep overwriting the 3 replay 
 related cfg file in /cfg.




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visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread Ross Bemrose
...and config_arena.cfg, right?  Right?

While we're at it, since server.cfg is run before config_arena.cfg, you
should probably remove the hostname line from it.  At least I can't think
of a single server where people want to set the hostname in the game mode
config file.

On Fri, May 3, 2013 at 2:23 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 SteamPipe did remove the functionality of allowing users to edit shipping
 files.  (Hippocrates and his oath notwithstanding.)

 This was never really a good design in the first place, so we've been just
 removing any instances where users are encouraged to edit a shipping file.

 We haven't done this for replay yet but will.  In the meantime, putting it
 in custom is the workaround.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Friday, May 03, 2013 11:16 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 However, it would be a whole lot of better if certain things that were
 configurable by anyone and had been configured previously, would not be
 overwritten by each update. A lot of server operators aren't not his list
 and aware of these things as things used to be different before the change.

 -ics

 DontWannaName! kirjoitti:
  Yeah this is what I'm doing. It works just like the client. If replay
  is enabled but not configured the server will crash on map change.
 
  Sent from my iPhone 5
 
  On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca
  mailto:gamersex...@shaw.ca wrote:
 
  Just add your replay configs to /custom/mystuff/cfg
 
 
  Sent Via Pigeon
 
  *From: *Flubber
  *Sent: *Thursday, May 2, 2013 6:02 PM
  *To: *Half-Life dedicated Win32 server mailing list *Reply To:
  *Half-Life dedicated Win32 server mailing list
  *Subject: *Re: [hlds] [hlds_linux] Optional updates available for
  TF2, CS:S, DoD:S, and HL2:MP
 
 
  As the previous one, this update keep overwriting the 3 replay
  related cfg file in /cfg.
 
 


 ___
 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




-- 
Ross Bemrose
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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Fletcher Dunn
If the plugins are tightly coupled with particular builds, then they probably 
should be versioned.  The ServerVersion field found in steam.inf uniquely 
identifies a build.  It will change every update, even if the PatchVersion does 
not.  (This field is currently only in TF, but if this is useful, we can easily 
add it to the other games.)  I believe that somehow associating any 
tightly-coupled plugin data with that identifier is the best solution to this 
problem.

Also, I think this problem is not really exclusive to optional updates.  
Clients now only find servers with the matching version in the server browser.  
So the urgency to delist out of date servers is greatly reduced.  In fact, 
the only real remaining reason we still do it is because it is the only 
mechanism we have by which to signal automatic updates!   Once we've improved 
that channel of communication, we will be in a position to make the transition 
across an update that requires changing the Patch Version much more graceful.  
We have had feedback on many occasions from this mailing list that the harsh 
transition that currently happens, including the scramble to be the first to 
get your server up, was not a desirable situation.  It's definitely not a good 
experience for clients to be dumped from server and start downloading the 
update in unison.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and 
HL2:MP

Well, I'm glad something is being done so that we can tell when optional 
updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both 
required changes to mods (SourceMod and EventScripts to name two major ones).  
However, since they're optional updates, we now need 3 different sets of 
configurations for servers for these mods depending on which optional updates 
they have.

Oh, and there are 2 (or more?) different configurations for the other three 
games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all 
 updates optional unless they need to be mandatory.  Unless we know 
 that a server crash is really widespread, we probably will not release 
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully 
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required 
 updates rather than optional updates?  Clients already auto-update to 
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the 
  class changes in this update your server will not function properly 
  with SourceMod and other addons that utilize static offsets. Until 
  the majority of servers update to this (3rd) optional update, I 
  don't believe there will be 3rd party support as there's no way to 
  discern
 versions (yet?).
 
  Thanks,
  Kyle.
  On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
   These updates have now been released in the main branch for all games.
The prerelease beta is now the same build as the main build.
  
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
   Sent: Wednesday, May 01, 2013 3:11 PM
   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
   Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, 
   and HL2:MP
  
   Updates are available for the prerelease betas of TF2, CS:S, 
   DoD:S, and HL2:MP.
  
   The update does not change the PatchVersion and will not be 
   mandatory for servers.
  
   For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest
   TF2 release.  Here are the github issues addressed by this build:
  
   Bugs with sv_pure, especially after second map change:
   https://github.com/ValveSoftware/Source-1-Games/issues/259
   

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread big john
How does the auto update work with windows?
On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 If the plugins are tightly coupled with particular builds, then they
 probably should be versioned.  The ServerVersion field found in steam.inf
 uniquely identifies a build.  It will change every update, even if the
 PatchVersion does not.  (This field is currently only in TF, but if this is
 useful, we can easily add it to the other games.)  I believe that somehow
 associating any tightly-coupled plugin data with that identifier is the
 best solution to this problem.

 Also, I think this problem is not really exclusive to optional updates.
  Clients now only find servers with the matching version in the server
 browser.  So the urgency to delist out of date servers is greatly
 reduced.  In fact, the only real remaining reason we still do it is because
 it is the only mechanism we have by which to signal automatic updates!
 Once we've improved that channel of communication, we will be in a position
 to make the transition across an update that requires changing the Patch
 Version much more graceful.  We have had feedback on many occasions from
 this mailing list that the harsh transition that currently happens,
 including the scramble to be the first to get your server up, was not a
 desirable situation.  It's definitely not a good experience for clients to
 be dumped from server and start downloading the update in unison.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S,
 and HL2:MP

 Well, I'm glad something is being done so that we can tell when optional
 updates are pushed, because traditionally optional updates don't show up

 However, there's still one problem: The last two optional TF2 updates have
 both required changes to mods (SourceMod and EventScripts to name two major
 ones).  However, since they're optional updates, we now need 3 different
 sets of configurations for servers for these mods depending on which
 optional updates they have.

 Oh, and there are 2 (or more?) different configurations for the other
 three games depending on which optional updates they have.

 This becomes a serious problem very quickly.

 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole
 community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I
   don't believe there will be 3rd party support as there's no way to
   discern
  versions (yet?).
  
   Thanks,
   Kyle.
   On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
  wrote:
  
These updates have now been released in the main branch for all
 games.
 The prerelease beta is now the same build as the main build.
   
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 3:11 PM
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
Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S,
and HL2:MP
   
Updates are available for the prerelease betas of TF2, CS:S,
DoD:S, and HL2:MP.
   
The update does not change the PatchVersion and will not be
mandatory for servers.
   
For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest
TF2 release.  Here are the github issues addressed by 

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Fletcher Dunn
It doesn't now.  We're working on a new executive script in Python.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Thursday, May 02, 2013 2:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
DoD:S, and HL2:MP


How does the auto update work with windows?
On May 2, 2013 5:16 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
If the plugins are tightly coupled with particular builds, then they probably 
should be versioned.  The ServerVersion field found in steam.inf uniquely 
identifies a build.  It will change every update, even if the PatchVersion does 
not.  (This field is currently only in TF, but if this is useful, we can easily 
add it to the other games.)  I believe that somehow associating any 
tightly-coupled plugin data with that identifier is the best solution to this 
problem.

Also, I think this problem is not really exclusive to optional updates.  
Clients now only find servers with the matching version in the server browser.  
So the urgency to delist out of date servers is greatly reduced.  In fact, 
the only real remaining reason we still do it is because it is the only 
mechanism we have by which to signal automatic updates!   Once we've improved 
that channel of communication, we will be in a position to make the transition 
across an update that requires changing the Patch Version much more graceful.  
We have had feedback on many occasions from this mailing list that the harsh 
transition that currently happens, including the scramble to be the first to 
get your server up, was not a desirable situation.  It's definitely not a good 
experience for clients to be dumped from server and start downloading the 
update in unison.



-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Ross Bemrose
Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and 
HL2:MP

Well, I'm glad something is being done so that we can tell when optional 
updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both 
required changes to mods (SourceMod and EventScripts to name two major ones).  
However, since they're optional updates, we now need 3 different sets of 
configurations for servers for these mods depending on which optional updates 
they have.

Oh, and there are 2 (or more?) different configurations for the other three 
games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all
 updates optional unless they need to be mandatory.  Unless we know
 that a server crash is really widespread, we probably will not release
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
  [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
  On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required
 updates rather than optional updates?  Clients already auto-update to
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson 
 kyle.l...@gmail.commailto:kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the
  class changes in this update your server will not function properly
  with SourceMod and other addons that utilize static offsets. Until
  the majority of servers update to this (3rd) optional update, I
  don't believe there will be 3rd party support as there's no way to
  discern
 versions (yet?).
 
  Thanks,
  Kyle.
  On 2 May 2013 11:24, Fletcher Dunn 
  fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
 
   These updates have now been released in the main branch for all games.
The prerelease beta is now the same build as the main build.
  
   From: 
   hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
[mailto:
   hlds-boun

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Flubber
As the previous one, this update keep overwriting the 3 replay related cfg
file in /cfg.


2013/5/2 Fletcher Dunn fletch...@valvesoftware.com

  It doesn’t now.  We’re working on a new executive script in Python.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
 *Sent:* Thursday, May 02, 2013 2:19 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Optional updates available for TF2,
 CS:S, DoD:S, and HL2:MP

 ** **

 How does the auto update work with windows? 

 On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 If the plugins are tightly coupled with particular builds, then they
 probably should be versioned.  The ServerVersion field found in steam.inf
 uniquely identifies a build.  It will change every update, even if the
 PatchVersion does not.  (This field is currently only in TF, but if this is
 useful, we can easily add it to the other games.)  I believe that somehow
 associating any tightly-coupled plugin data with that identifier is the
 best solution to this problem.

 Also, I think this problem is not really exclusive to optional updates.
  Clients now only find servers with the matching version in the server
 browser.  So the urgency to delist out of date servers is greatly
 reduced.  In fact, the only real remaining reason we still do it is because
 it is the only mechanism we have by which to signal automatic updates!
 Once we've improved that channel of communication, we will be in a position
 to make the transition across an update that requires changing the Patch
 Version much more graceful.  We have had feedback on many occasions from
 this mailing list that the harsh transition that currently happens,
 including the scramble to be the first to get your server up, was not a
 desirable situation.  It's definitely not a good experience for clients to
 be dumped from server and start downloading the update in unison.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S,
 and HL2:MP

 Well, I'm glad something is being done so that we can tell when optional
 updates are pushed, because traditionally optional updates don't show up

 However, there's still one problem: The last two optional TF2 updates have
 both required changes to mods (SourceMod and EventScripts to name two major
 ones).  However, since they're optional updates, we now need 3 different
 sets of configurations for servers for these mods depending on which
 optional updates they have.

 Oh, and there are 2 (or more?) different configurations for the other
 three games depending on which optional updates they have.

 This becomes a serious problem very quickly.

 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole
 community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I
   don't believe there will be 3rd party support as there's no way to
   discern
  versions (yet?).
  
   Thanks,
   Kyle.
   On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
  wrote:
  
These updates have now been released in the main branch for all
 games.
 The prerelease beta is now the same build as the main build.
   
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 3:11 PM
To: Half-Life dedicated Linux server mailing list

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Flubber
Sorry for the double post, it's overwriting : pure_server files as well.


2013/5/3 Flubber flub...@gmail.com

 As the previous one, this update keep overwriting the 3 replay related cfg
 file in /cfg.


 2013/5/2 Fletcher Dunn fletch...@valvesoftware.com

  It doesn’t now.  We’re working on a new executive script in Python.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
 *Sent:* Thursday, May 02, 2013 2:19 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Optional updates available for TF2,
 CS:S, DoD:S, and HL2:MP

 ** **

 How does the auto update work with windows? 

 On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 If the plugins are tightly coupled with particular builds, then they
 probably should be versioned.  The ServerVersion field found in steam.inf
 uniquely identifies a build.  It will change every update, even if the
 PatchVersion does not.  (This field is currently only in TF, but if this is
 useful, we can easily add it to the other games.)  I believe that somehow
 associating any tightly-coupled plugin data with that identifier is the
 best solution to this problem.

 Also, I think this problem is not really exclusive to optional updates.
  Clients now only find servers with the matching version in the server
 browser.  So the urgency to delist out of date servers is greatly
 reduced.  In fact, the only real remaining reason we still do it is because
 it is the only mechanism we have by which to signal automatic updates!
 Once we've improved that channel of communication, we will be in a position
 to make the transition across an update that requires changing the Patch
 Version much more graceful.  We have had feedback on many occasions from
 this mailing list that the harsh transition that currently happens,
 including the scramble to be the first to get your server up, was not a
 desirable situation.  It's definitely not a good experience for clients to
 be dumped from server and start downloading the update in unison.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 Well, I'm glad something is being done so that we can tell when optional
 updates are pushed, because traditionally optional updates don't show up

 However, there's still one problem: The last two optional TF2 updates
 have both required changes to mods (SourceMod and EventScripts to name two
 major ones).  However, since they're optional updates, we now need 3
 different sets of configurations for servers for these mods depending on
 which optional updates they have.

 Oh, and there are 2 (or more?) different configurations for the other
 three games depending on which optional updates they have.

 This becomes a serious problem very quickly.

 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole
 community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I
   don't believe there will be 3rd party support as there's no way to
   discern
  versions (yet?).
  
   Thanks,
   Kyle.
   On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
  wrote:
  
These updates have now been released in the main branch for all
 games.
 The prerelease beta is now the same build as the main build.
   
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Gamers Exile
Just add your replay configs to /custom/mystuff/cfg Sent Via PigeonFrom: FlubberSent: Thursday, May 2, 2013 6:02 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MPAs the previous one, this update keep overwriting the 3 replay related cfg file in /cfg.2013/5/2 Fletcher Dunn fletch...@valvesoftware.com









It doesn’t now. We’re working on a new executive script in Python.

From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of big john
Sent: Thursday, May 02, 2013 2:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

How does the auto update work with windows? 

On May 2, 2013 5:16 PM, "Fletcher Dunn" fletch...@valvesoftware.com wrote:
If the plugins are tightly coupled with particular builds, then they probably should be versioned. The ServerVersion field found in steam.inf uniquely identifies a build. It will change every update, even if the PatchVersion does not.
 (This field is currently only in TF, but if this is useful, we can easily add it to the other games.) I believe that somehow associating any tightly-coupled plugin data with that identifier is the best solution to this problem.



Also, I think this problem is not really exclusive to optional updates. Clients now only find servers with the matching version in the server browser. So the urgency to delist "out of date" servers is greatly reduced. In fact, the only real remaining reason
 we still do it is because it is the only mechanism we have by which to signal automatic updates!  Once we've improved that channel of communication, we will be in a position to make the transition across an update that requires changing the Patch Version
 much more graceful. We have had feedback on many occasions from this mailing list that the harsh transition that currently happens, including the scramble to be the first to get your server up, was not a desirable situation. It's definitely not a good experience
 for clients to be dumped from server and start downloading the update in unison.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose


Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

Well, I'm glad something is being done so that we can tell when optional updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both required changes to mods (SourceMod and EventScripts to name two major ones). However, since they're optional updates, we now need 3 different sets of configurations for servers
 for these mods depending on which optional updates they have.

Oh, and there are 2 (or more?) different configurations for the other three games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all
 updates optional unless they need to be mandatory. Unless we know
 that a server crash is really widespread, we probably will not release
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required
 updates rather than optional updates? Clients already auto-update to
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the
  class changes in this update your server will not function properly
  with SourceMod and other addons that utilize static offsets. Until
  the majority of servers update to this (3rd) optional updat