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Steampipe.. speculate


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cool_myll
SourceMod Donor
Join Date: Aug 2011
Old 02-20-2013 , 03:13   Re: Steampipe.. speculate
Reply With Quote #11

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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CuriousG
Senior Member
Join Date: Feb 2012
Old 02-20-2013 , 03:43   Re: Steampipe.. speculate
Reply With Quote #12

Quote:
Originally Posted by pheadxdll View Post
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?
There is a downloads directory on the server but it isn't utilized but the server (to my knowledge). As of right now, custom maps go in the normal tf/maps just like before, I'd assume the same for models. When the client downloads the map, it puts it in steamapps/common/Team Fortress 2 Beta/maps
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CuriousG
Senior Member
Join Date: Feb 2012
Old 02-20-2013 , 03:47   Re: Steampipe.. speculate
Reply With Quote #13

Quote:
Originally Posted by psychonic View Post
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.
Is this the dreaded metamod-fatal.log that contains:

L 02/19/2013 - 23:48:21: Could not detect any valid game paths in gameinfo.txt
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zeroibis
Veteran Member
Join Date: Jun 2007
Old 02-20-2013 , 04:53   Re: Steampipe.. speculate
Reply With Quote #14

Will this break sounds and texture and models used by plugins? Would such a change also effect custom maps that reference default textures be effected in the same way if this is the case.

I am sure MM and SM core will run fine but I worry about all the plugins and maps that might break due to the file structure changes and how they may effect referencing files...
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psychonic

BAFFLED
Join Date: May 2008
Old 02-20-2013 , 07:49   Re: Steampipe.. speculate
Reply With Quote #15

I'm seeing the same questions(s) three or four times here. To clarify:

This will not affect custom files. They will end up at a different location on the client, but as far as the server cares, it doesn't matter. you can still use the same normal path to access them. (sound/blah/, models/blah/, etc.)

If they leave the addons directory mappings in the dedicated server, you can probably also on the server do /addons/<your addon or plugin name>/sound, models, whatever, and then still reference it in the plugin with the normal path (sound/blah/, models/blah/).

Again, the paths in plugins will not need to change as all of the various paths all get normalized into the same search path (addons/<whatever>/ on server, downloads/ on the client, the loose files/dirs already in tf/).
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 02-20-2013 , 08:56   Steampipe.. speculate
Reply With Quote #16

Quote:
Originally Posted by CuriousG View Post
There is a downloads directory on the server but it isn't utilized but the server (to my knowledge).
Player sprays go into it.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 02-20-2013 , 19:29   Re: Steampipe.. speculate
Reply With Quote #17

Quote:
Originally Posted by Fletcher Dunn
The choice of the directory name “addons” for where to put modified files was a bad one. It conflicts with the server addons directory, where SourceMod et al are usually installed.

I’m changing this to be “custom” instead, so there won’t be any conflict or any need to change any existing stuff. “addons” will stay as it has been, meaning it’s particular to the *server* addons.

I’ll update the FAQ with this change.

There will be a TF beta release in an hour or so.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 02-20-2013 , 22:33   Re: Steampipe.. speculate
Reply With Quote #18

I can confirm SM is working again in beta.
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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 02-21-2013 , 11:41   Re: Steampipe.. speculate
Reply With Quote #19

where can I get a working version of SM/MM for the beta. I tried the latest snapshots and the server just crashed on load.

edit: never mind my beta server was out of date. Metamod is loading now, but sourcemod is not.

Edit2: I can manually load sourcemod with 'meta load' and sourcemod will show with 'meta list' but 'sm version' returns unknown command.

Edit3: I had to add it in the metaplugins.ini and it loaded fine.
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Last edited by nineteeneleven; 02-21-2013 at 15:47.
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zeroibis
Veteran Member
Join Date: Jun 2007
Old 02-22-2013 , 12:07   Re: Steampipe.. speculate
Reply With Quote #20

So should we do this update on top of an existing install or treat it like the OB update and do a fresh install and copy over the folders addons, cfg, maps, materials, sounds, and models without overriding the new versions and then replace mapcycle, maplist and gameinfo?

Will we need to change anything with fast dl or if we do the above everything works fine?
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