Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
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 So the urgency to delist out of date servers is greatly reduced.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
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
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
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
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. ___ 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_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
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
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
...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 ___ 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_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
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
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
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
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
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
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