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Steampipe.. speculate


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loranger
Senior Member
Join Date: Jun 2011
Old 02-19-2013 , 21:43   Steampipe.. speculate
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My main question is: Will everything break again?
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psychonic

BAFFLED
Join Date: May 2008
Old 02-19-2013 , 21:45   Re: Steampipe.. speculate
Reply With Quote #2

Again? It never did.

SourceMod is agnostic to the content delivery system.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 02-19-2013 , 21:47   Re: Steampipe.. speculate
Reply With Quote #3

Quote:
Originally Posted by psychonic View Post
Again? It never did.

SourceMod is agnostic to the content delivery system.
However, just being switched to SteamPipe isn't the only change coming to TF2. The game itself is being switched from GCFs to VPKs. No clue what effect that will have, though.
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psychonic

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Join Date: May 2008
Old 02-19-2013 , 21:48   Re: Steampipe.. speculate
Reply With Quote #4

Quote:
Originally Posted by Powerlord View Post
No clue what effect that will have, though.
None, as far as SM itself is concerned.
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cool_myll
SourceMod Donor
Join Date: Aug 2011
Old 02-20-2013 , 03:13   Re: Steampipe.. speculate
Reply With Quote #5

Quote:
Originally Posted by psychonic View Post
None, as far as SM itself is concerned.
Will paths work the same for plugins? Eg:

Quote:

"vote_warnings"
{
"default"
{
"message" "{TIME} seconds until vote."
"notification" "H"
"sound" ""
}

"10"
{
"sound" "vo/announcer_attention.wav"
}

"9-4" {}

"3"
{
"sound" "pl_hoodoo/alarm_clock_ticking_3.wav"
}

"2" {}

"1"
{
"message" "Prepare to vote!"
}
}
Or the paths for sounds will change?
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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 04-17-2013 , 12:13   Re: Re: Steampipe.. speculate
Reply With Quote #6

Quote:
Originally Posted by Powerlord View Post
However, just being switched to SteamPipe isn't the only change coming to TF2. The game itself is being switched from GCFs to VPKs. No clue what effect that will have, though.
Today per fletcher on the mailing list
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loranger
Senior Member
Join Date: Jun 2011
Old 02-19-2013 , 22:13   Re: Steampipe.. speculate
Reply With Quote #7

sdkhook, tf2items and some other important extensions should still work after update?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 02-19-2013 , 22:24   Re: Steampipe.. speculate
Reply With Quote #8

Quote:
Originally Posted by loranger View Post
sdkhook, tf2items and some other important extensions should still work after update?
They should, but psychonic mentioned on the mailing lists that there's an issue where MetaMod: Source's DLL/SO is being treated as a replacement for the server's DLL/SO and that the MM:S team is working on it.
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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 02-19-2013 , 22:38   Re: Steampipe.. speculate
Reply With Quote #9

Okay I missed something. When is TF2 going to steam pipe?
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psychonic

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Join Date: May 2008
Old 02-19-2013 , 23:05   Re: Steampipe.. speculate
Reply With Quote #10

I stand corrected. The new addons/ path mapping added for clients is screwing with MM:S's loading. We're working on a fix and will surely have it ready long before the changes are live in TF2, CS:S, etc.

Last edited by psychonic; 02-19-2013 at 23:06.
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