[hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for next release which unfortunately were not merged over for this release. We'll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM 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: Pre-release updates available for CS:S, DoD:S, and HL2:DM We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
This is a really welcome change to the release process, thanks. Is there a trivial way for a server plugin (C++) to get the current beta branch name, any chance it could be exposed somewhere if not (although I guess the engine itself doesn't really care, but a function on IVEngineServer or a simple text file in the root would be really handy)? On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for “next release” which unfortunately were not merged over for this release. We’ll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM 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: Pre-release updates available for CS:S, DoD:S, and HL2:DM We’re trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It’s an “optional update” for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the “Betas” tab, and select the “prerelease” beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass “-beta prerelease” to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there’s a problem, you can switch back quickly. (Opting out of the “steampipe beta” was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we’ll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, “prerelease” actually means “the latest available build”. We’re not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the “end” of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ 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] Optional updates available for CS:S, DoD:S, and HL2:DM
This would be a Steam feature, not an engine feature. As you mention, in some cases the two branches are shipping identical builds, so there isn't anything that could be in the build image itself to distinguish which branch it came from. If you have your own update script, it wouldn't take too much work to have the script write out a text or something file containing the name of the branch that was synced. That seems like the best place to do it. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Asher Baker Sent: Monday, April 29, 2013 11:55 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM This is a really welcome change to the release process, thanks. Is there a trivial way for a server plugin (C++) to get the current beta branch name, any chance it could be exposed somewhere if not (although I guess the engine itself doesn't really care, but a function on IVEngineServer or a simple text file in the root would be really handy)? On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for next release which unfortunately were not merged over for this release. We'll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM 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: Pre-release updates available for CS:S, DoD:S, and HL2:DM We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo
Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
Asher you could probably parse the app manifest (its just KeyValues) now we're on Steampipe. On Mon, Apr 29, 2013 at 7:56 PM, Asher Baker asher...@gmail.com wrote: This is a really welcome change to the release process, thanks. Is there a trivial way for a server plugin (C++) to get the current beta branch name, any chance it could be exposed somewhere if not (although I guess the engine itself doesn't really care, but a function on IVEngineServer or a simple text file in the root would be really handy)? On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The updates released on Friday in the prerelease branch have now shipped in the main branch. The updates did not change the PatchVersion, so they are optional for servers. Patch notes are below. Please note that there are some bugs in github tagged for “next release” which unfortunately were not merged over for this release. We’ll have another update soon that pushes these fixes out. The prerelease branch is still active; it is currently the same build as the main branch. From: Fletcher Dunn Sent: Friday, April 26, 2013 10:49 AM 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: Pre-release updates available for CS:S, DoD:S, and HL2:DM We’re trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It’s an “optional update” for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the “Betas” tab, and select the “prerelease” beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass “-beta prerelease” to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there’s a problem, you can switch back quickly. (Opting out of the “steampipe beta” was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we’ll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, “prerelease” actually means “the latest available build”. We’re not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the “end” of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
On Mon, Apr 29, 2013 at 8:14 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: If you have your own update script, it wouldn't take too much work to have the script write out a text or something file containing the name of the branch that was synced. That seems like the best place to do it. The idea here is so SourceMod is able to load appropriate gamedata, so that's out of the question. On Mon, Apr 29, 2013 at 8:18 PM, Saul Rennison saul.renni...@gmail.com wrote: Asher you could probably parse the app manifest (its just KeyValues) now we're on Steampipe. Thanks, the overlord duck also suggested calling into ISteamApps. We'll toss around a few ideas internally, ideally gamedata-per-version would be nice, but it would mean a pretty significant overhaul of the system. A number of people have gotten pretty... vocal about SourceMod only supporting the current main branch release, so it would be nice to have some solution in place at some point in the future (maybe when we have more manpower! :P). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM
Why would you need to overhaul? For TF2 for example, can't you fake the game name. So load gamedata for tf2_prerelease instead of tf2? The problem with using ISteamApps is you'll have to make it run from the steamcmd dir anyway, otherwise it'll think there's no install there/will have to validate every file to generate a new manifest in the gamedir. On Mon, Apr 29, 2013 at 8:25 PM, Asher Baker asher...@gmail.com wrote: On Mon, Apr 29, 2013 at 8:14 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: If you have your own update script, it wouldn't take too much work to have the script write out a text or something file containing the name of the branch that was synced. That seems like the best place to do it. The idea here is so SourceMod is able to load appropriate gamedata, so that's out of the question. On Mon, Apr 29, 2013 at 8:18 PM, Saul Rennison saul.renni...@gmail.com wrote: Asher you could probably parse the app manifest (its just KeyValues) now we're on Steampipe. Thanks, the overlord duck also suggested calling into ISteamApps. We'll toss around a few ideas internally, ideally gamedata-per-version would be nice, but it would mean a pretty significant overhaul of the system. A number of people have gotten pretty... vocal about SourceMod only supporting the current main branch release, so it would be nice to have some solution in place at some point in the future (maybe when we have more manpower! :P). ___ 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] Optional updates available for CS:S, DoD:S, and HL2:DM
You may not have enough manpower, but I have the utmost faith in you guys. You've always come through in the past, and I have no doubt you will continue to. On Apr 29, 2013 12:25 PM, Asher Baker asher...@gmail.com wrote: On Mon, Apr 29, 2013 at 8:14 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: If you have your own update script, it wouldn't take too much work to have the script write out a text or something file containing the name of the branch that was synced. That seems like the best place to do it. The idea here is so SourceMod is able to load appropriate gamedata, so that's out of the question. On Mon, Apr 29, 2013 at 8:18 PM, Saul Rennison saul.renni...@gmail.com wrote: Asher you could probably parse the app manifest (its just KeyValues) now we're on Steampipe. Thanks, the overlord duck also suggested calling into ISteamApps. We'll toss around a few ideas internally, ideally gamedata-per-version would be nice, but it would mean a pretty significant overhaul of the system. A number of people have gotten pretty... vocal about SourceMod only supporting the current main branch release, so it would be nice to have some solution in place at some point in the future (maybe when we have more manpower! :P). ___ 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