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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
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Join Date: Jun 2008
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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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Old 02-19-2013 , 21:48   Re: Steampipe.. speculate
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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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loranger
Senior Member
Join Date: Jun 2011
Old 02-19-2013 , 22:13   Re: Steampipe.. speculate
Reply With Quote #5

sdkhook, tf2items and some other important extensions should still work after update?
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Powerlord
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Old 02-19-2013 , 22:24   Re: Steampipe.. speculate
Reply With Quote #6

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 #7

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 #8

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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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 02-20-2013 , 00:39   Re: Steampipe.. speculate
Reply With Quote #9

Couple questions, I haven't downloaded the beta to see what it looks like.

1. Reading through the FAQ, it appears as if there won't be any changes needed for plugins that use custom content. Looks like files will automatically go to that downloads/ directory on the client and the game will search that downloads/ directory for the file when you attempt to precache it. Am I correct in this assumption?

2. And where will custom maps/models go on the server? Is there a downloads/ directory there too, can we use a folder in addons to make our game customizations?
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WebNoob
Senior Member
Join Date: Jul 2008
Old 02-20-2013 , 00:59   Re: Steampipe.. speculate
Reply With Quote #10

One of the first things I've noticed is that there does not appear to be a "sound" folder anymore (\tf\sound). I'm guessing plugins that use that folder might break (quakesounds?)
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