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Steampipe.. speculate


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Doc-Holiday
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Join Date: Jul 2007
Old 03-14-2013 , 09:58   Re: Re: Steampipe.. speculate
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Quote:
Originally Posted by Powerlord View Post
so I've asked and am waiting for a response.
Are you the one he got all sarcastic on? Lol he always makes me laugh.

"The Internet has failed"
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Powerlord
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Old 03-14-2013 , 13:43   Re: Steampipe.. speculate
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Quote:
Originally Posted by Doc-Holiday View Post
Are you the one he got all sarcastic on? Lol he always makes me laugh.

"The Internet has failed"
Yes, I was.

Still, it seems weird that he'd announce a beta without giving the AppId in the announcement itself. The only reason I knew it is because someone updated the SteamCMD wiki page with the list of IDs from last week for the upcoming games.

I'm actually glad I created that table on the SteamCMD wiki page as now other people are updating it to keep it up to date. \o/ So much easier than trying to figure out the SteamCMD compatible servers from the main Steam AppId wiki page.
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spraypray12
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Join Date: Sep 2009
Old 03-14-2013 , 14:53   Re: Steampipe.. speculate
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New DoD:S server / client just came out that fixed the mismatch I mentioned.

So far from testing, I get crashes that involve either getting or setting entity data on spawn.

For instance DoD:S Pistols (http://forums.alliedmods.net/showthread.php?p=642324) will create a crash onplayerspawn.
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psychonic

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Join Date: May 2008
Old 03-14-2013 , 15:02   Re: Steampipe.. speculate
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Quote:
Originally Posted by spraypray12 View Post
New DoD:S server / client just came out that fixed the mismatch I mentioned.

So far from testing, I get crashes that involve either getting or setting entity data on spawn.

For instance DoD:S Pistols (http://forums.alliedmods.net/showthread.php?p=642324) will create a crash onplayerspawn.
Like the current TF2 Beta, it will need a gamedata update. One will be ready when it goes live.
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 03-19-2013 , 11:52   Re: Steampipe.. speculate
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So if tf2 is going to be steampipe is it necessary to upgrade your server .bat update & launch files into Steampipe or i can still use them?
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Last edited by Oshizu; 03-19-2013 at 11:52.
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Ravu al Hemio
Junior Member
Join Date: Mar 2008
Old 03-19-2013 , 14:41   Re: Steampipe.. speculate
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Quote:
Originally Posted by CuriousG View Post
Is there any way you can provide an updated sm-tf2.games.txt? The AddCondition for Windows is wrong. Plugins like rtd and ampnode rely on that.
So I (finally...) found where the method went. The new pattern is:
Code:
"\x55\x8B\xEC\x83\xEC\x2A\x53\x56\x8B\x75\x2A\x57\x8B\xD9\x83\xFE\x2A\x7C\x2A\x8D\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\x89\x2A\x2A\xEB\x2A\x83\xFE\x2A\x7C"
Darn compiler decided to move registers around.

Also, ForceRespawn has moved one offset further, i.e. 324 for Windows and 325 for Mac/Linux.

Unfortunately, I can't release a file to override, since sm-tf2.games.txt doesn't use the new "in a folder" structure. For the time being, try introducing the above fixes and then making the file read-only to keep it out of the misguided grasp of the automatic updater.

Quote:
Originally Posted by Oshizu View Post
So if tf2 is going to be steampipe is it necessary to upgrade your server .bat update & launch files into Steampipe or i can still use them?
If you want to perform updates, you'll have to modify your scripts -- instead of HLDSUpdateTool, you will be using SteamCMD, which has a completely different command-line interface.

Last edited by Ravu al Hemio; 03-19-2013 at 14:42.
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CuriousG
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Join Date: Feb 2012
Old 03-19-2013 , 14:56   Re: Steampipe.. speculate
Reply With Quote #7

Quote:
Originally Posted by Ravu al Hemio View Post
So I (finally...) found where the method went. The new pattern is:
Code:
"\x55\x8B\xEC\x83\xEC\x2A\x53\x56\x8B\x75\x2A\x57\x8B\xD9\x83\xFE\x2A\x7C\x2A\x8D\x2A\x2A\x8D\x2A\x2A\x2A\x2A\x2A\x89\x2A\x2A\xEB\x2A\x83\xFE\x2A\x7C"
Darn compiler decided to move registers around.

Also, ForceRespawn has moved one offset further, i.e. 324 for Windows and 325 for Mac/Linux.

Unfortunately, I can't release a file to override, since sm-tf2.games.txt doesn't use the new "in a folder" structure. For the time being, try introducing the above fixes and then making the file read-only to keep it out of the misguided grasp of the automatic updater.


If you want to perform updates, you'll have to modify your scripts -- instead of HLDSUpdateTool, you will be using SteamCMD, which has a completely different command-line interface.
Thanks I'll try it out? I'm assuming everything else in that file is the same? I already am doing the read-only trick. I already had ForceRespawn set as it appeared pretty much everything outside of > 100 shifted +1

edit: Just tested and everything appears to be in working order again. Thanks!

Last edited by CuriousG; 03-19-2013 at 15:19.
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nikooo777
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Join Date: Apr 2010
Location: Lugano, Switzerland
Old 03-20-2013 , 01:05   Re: Steampipe.. speculate
Reply With Quote #8

Hello i am still not very sure about this, I didn't understand everything so i have few questions:
(serverside)
do we have to put all the models, materials and sounds that are custom in the custom/randomnamehere/<structure> or can we just let them where they are now?
Can we pack all our custom files so it's faster for the client download?
What changes do we have to bring to our fastdownload server (if any)?


Thank you and sorry if my questions were already answered somehow but even by going through all the posts of this thread i couldn't figure out.


Nikooo777
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Powerlord
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Join Date: Jun 2008
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Old 03-20-2013 , 01:22   Re: Steampipe.. speculate
Reply With Quote #9

Quote:
Originally Posted by nikooo777 View Post
Hello i am still not very sure about this, I didn't understand everything so i have few questions:
(serverside)
do we have to put all the models, materials and sounds that are custom in the custom/randomnamehere/<structure> or can we just let them where they are now?
You can leave files where they are now, but it's recommended that you either pack them into VPK files or move them into a subdirectory of custom to separate the files by plugin.

Quote:
Originally Posted by nikooo777 View Post
Can we pack all our custom files so it's faster for the client download?
Sadly, no.

Quote:
Originally Posted by nikooo777 View Post
What changes do we have to bring to our fastdownload server (if any)?
I believe you have to divide them up like you do on the server side, but I'm not sure about that.

Fast Download servers can't have VPKs, so they need the files loose on disk in the custom directory using the same directory structure that the VPK did. It's still recommended that you bz2 these files.

Note: If you DON'T have a Fast Download server, the files have to be loose on disk on your server as well (I think).

Now, Fletcher Dunn did mention possible Workshop support later, but it sounds like that is more for client mods rather than server mods. I'm hoping they have support for server mods like CS:GO does for Workshop maps... clients are required to download those from Steam when connecting to the server.
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nikooo777
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Join Date: Apr 2010
Location: Lugano, Switzerland
Old 03-20-2013 , 13:28   Re: Steampipe.. speculate
Reply With Quote #10

i'd rather have my clients downloading maps from my servers, they are certainly faster than steam ones...

Anyway you are confusing me, you said
Quote:
it's recommended that you either pack them into VPK files or move them into a subdirectory of custom to separate the files by plugin.
and then
Quote:
Sadly, no.
what did you mean?

also on fastDL will i need to put them in a structure like cstrike/custom/whatever/<structure> or like clientside one: cstrike/downloads/whatever/<structure>?
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Last edited by nikooo777; 03-20-2013 at 13:29.
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