[hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Fletcher Dunn
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.)

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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Asher Baker
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.)




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 please visit:
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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Fletcher Dunn
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

2013-04-29 Thread Saul Rennison
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.)




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

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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Asher Baker
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).

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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Saul Rennison
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).
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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread j m
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

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