• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Server Subscribe to SteamWorkshop

fwfdfireman

FNG / Fresh Meat
Jun 10, 2009
65
0
0
Joshau, Texas
I think Tripwire needs to do some work on this whole SteamWorkshop issue. We run many KF2 servers with Stock maps and maps from the Steam Workshop. What I notice is that there have been maps that I have subscribed to, then add to our KF2 servers and everything is fine for awhile. Some of those maps, for whatever reason, have been removed from the Steam Workshop. We don't know this and the only hint we get that something is wrong is if I or my buds select one of the maps that has been removed, we can play it since we already have it, BUT.... we notice that those that were playing with us drop out. They can't download the map since it has been removed from Steam Workshop. Once I have an indication that something is not right, I go and check the Steam Workshop and find the map is no longer there. So, I have to go in and edit all my server files to remove those offending maps.

There has to be an easier way to keep up with this. It a great idea that still needs several kinks worked out. Authors need to keep on top of any changes that may affect their maps with the new releases. It is getting very frustrating that many authors drop the maps/mods in to the Steam Workshop and then forget about them.

Please, for the sake of all of us, have a look in to how this can be solved please.
 

®omano

Grizzled Veteran
May 14, 2009
4,072
191
63
France
www.hellsoldiers.tk
Tripwire can't do nothing for mapper who remove their work from workshop (and so disallowing people from downloading the map as it does not exist anymore on the download source, the workshop^), but I agree with you that the whole workshop thing for server is really minimalistic and need more work to be admin/users friendly. Currently if a map fails to update for unknwown reasons we have to face the problem to see it (making a full server go empty in the process) and then fix it with Ducky's tip above... There should be a minimal interface from the webadmin, to visually see workshop installed maps, to avoid editing config files manually to allow the maps to be played, and globally to manage them from the webinterface like what Marco did with a mutator (if at least this mutator was whitelisted :D)
 

fwfdfireman

FNG / Fresh Meat
Jun 10, 2009
65
0
0
Joshau, Texas
Ducky's post on how to fix issues with maps did solve an issue with one of the maps I was having an issue with. Thx Ducky........ "tossing bread crumbs in to the pond"!

I do, however, suspect that this issue will arise time and time again until the whole problem of what is lacking in communication between the WorkShop and Servers is straightened out. It needs to be as simple as KF1 was with Re-direct and NOT having to flush and purge files to fix a problem. The whole reason for the KF2 Steam WorkShop was to have a simple way to have custom content in the game and on the servers. Plz fix it!
 
Last edited:

oldschool

Active member
May 1, 2015
376
37
28
NYC
osghc.com
Can someone explain what would happen in this scenario for please...

My server is subscribed to a workshop item. It is installed correctly on the server update status is 4. The cache file is present with all correct mod files within.

NOW.... if a player connects to the server will he/she automatically download the workshop item content if not subscribed to it? Or would I have to have files available on redirect http site also?
 

Seanchaoz

FNG / Fresh Meat
Feb 29, 2016
202
24
0
Denmarkia
www.synchaoz.com
Resurrecting a semi-old thread here.

For some reason one of my custom maps, Tiny Town, has recently suffered the Version Mismatch issue on seemingly all servers. I recently re-uploaded a newer version 1.2a of it, but somehow the workshop keeps downloading the old 1.2 no matter what I do. I tried re-uploading it 4 times but it's no use, it constantly installs the old 1.2 and causes mismatch errors.

Ducky's method worked though, but that's a seriously cumbersome procedure to have to go through for server admins.
 
  • Like
Reactions: ®omano

oldschool

Active member
May 1, 2015
376
37
28
NYC
osghc.com
If you properly subscribed the server to an item, and properly enable workshop as first download manager, you're good clients should download. http://wiki.tripwireinteractive.com/...op_For_Servers
I have found the above statement not to be true. My custom server is setup properly in accordance to the wiki. As far as necessary that enable the player to join the server yes. Which are downloaded to client directory (..Documents\My Games\KillingFloor2\KFGame\Cache).

For the custom content to be visible by my players the content needs to go into the (..Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC) Having said that!

Herein lies the problem. I have a workshop item that supports my custom content. The only way players see the content is by manually subscribing to it on workshop. It is not automatically done or downloaded to proper client directory just because the workshop item exists and the server is subscribed to it.

Also if anyone knows how is it possible to have separate directories?! I have seen some workshop content with multiple directories. like Brewedpc, Weapons, Maps with other files in the numbered workshop folder. Is there a certain procedure to achieve this? If so how is it done and is their a way to put content above the Published directory in Localisation/INT?

Thank you for any help or info regarding these questions in advance. ;)


 

®omano

Grizzled Veteran
May 14, 2009
4,072
191
63
France
www.hellsoldiers.tk
Problem is the game that does not see some custom content if in the Cache folder so. My statement was true then :) That exact same problem was also in Red Orchestra 2 and Rising Storm. Files in Cache folder were not visible for the game (Maps and Mutators were working though from Cache folder).
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
Kittenmittens;n2288578 said:
We are looking into this and will get back to you when we have more information.
Any news on this? This is still a major pain in the butt. Not all server providers allow full root access to fix that bug manually.
 

Anitashah

FNG / Fresh Meat
Removing Payment Feature From Skyrim Workshop
We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.
 

Lizzie

FNG / Fresh Meat
Jun 5, 2018
1
0
0
40
I have found them in KFGame\Cache folder, in subfolders by there workshop ID - except some maps here have different subfolder structures to others and I wonder if thats messing things up. I could move the files around but I imagine that will stop the Workshop Su