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newborn

Workshop Test Branch

12 posts in this topic

Alright, so our workshop update has entered public testing. It's likely to still be a bit buggy and crap and some things will still change, but you can (and should) start publishing your maps on the workshop. You can grab the "test" branch through the Steam "Betas" tab.

How to load a workshop map:

  • Using the UI is by far the cleanest way to load a workshop map -- there's a "callvote match" button on the in-game menu now (where join team, spectate, etc is).
    • The vote is for a match, which takes both a mode and map (so you don't need two separate votes). The dropdown box sets the mode and the workshop maps are filtered to maps that actually support that mode.
    • The concept of Arena TDM/1v1/FFA etc is being depcreciated -- eventually, things like Arena and Midair will just be mutator-style things that work for all modes. It's assumed that if a map works for TDM, it also works for Arena TDM.
  • You can also load a map directly using the wmap <id> or callvote wmap <id> commands.
  • You'll need a Steam connection (sv_public 1), otherwise you'll only see local maps.

How to publish a map:

  • Load up your map as usual and go into editor.
  • Hit the "publish" button in the top toolbar.
  • Maps are all managed by their workshop ID.
    • You can either create a new ID or publish over the top of an existing one.
    • You can't delete IDs from within the game, but you can through the Workshop website.
    • Obviously, be careful when publishing that you don't accidentally overwrite something you don't want to. There's nothing we can do to help you if you do.
  • Valid lightmap, end game camera, map name, etc are required. It will tell you if you don't have one.
    • The end game camera will also be used as the preview image when browsing maps, so don't point it at a wall or something useless -- people need to be able to see what they're voting.
  • Set the visibility properly. 
    • Public means it will show up for everyone and will be votable by everyone.
    • Private means that only a server logged in as you will be able to load it. It will not appear in the UI and will have to be voted by ID. Players connecting to your server won't have any lightmaps, if they manage to load at all.
    • Friends only means that only a server logged in as one of your friends will be able to load it. Still wont turn up in the UI.
    • Remember that 99% of online servers use Steam anonymously, so they'll only be able to load public maps.
  • Steam also requires some kind of update note.
  • If you've got all that, hit the publish button and it should do the rest for you.
    • Occasionally, this seems to error. Just try again. During testing, feel free to tell us the error though there's probably nothing we can do about it.

How to actually make your workshop page pretty:

  • Some things can only be added/edited through the Steamworks website
  • To add additional screenshots
    • You can upload whatever shots you want through the website, but you cant change the preview image AFAIK.
    • Since updating multiple screenshots is a pain in the genitals, we've added a "workshopScreenshot" entity to make things easier
      • Add these entities the same as any other effect/target/etc.
      • Place them where you want your screenshots to be
      • Make sure the title of your map is actually set
      • When you do a savemap, hudless, weaponless, ultra detail, 1080p screenshots will automatically be taken from each of the workshopScreenshot points.
      • These are stored in reflexfps/screenshots folder as MapName XXX.png, ready to be uploaded straight to your workshop page.
  • You should add a description about what the map was designed for, how long it took, what map it was based on, etc. It doesn't need to be a novel, but some kind of description is good.
  • You can also add additional contributors if you have them as Steam friends.
    • They get an email about it, with an accept link. They don't get a Steam notification, which sucks a bit.
    • They can't actually publish a new version of the map, only the owner can.

General notes:

  • If your map infringes some big studios copyright and gets reported, it will be taken down. 
  • If you put someone else's map on the workshop and try and take credit for it, it will be taken down.
  • Giving your maps names like "NBCTF2b" is depreciated -- give your map an actual name. This is what people will remember and what they will search for. 
    • The workshop maps don't use filenames, they're just <id>.map. Filenames are used for local maps only.
  • You get 1GB of Workshop content per user. The system probably won't like 800MB lightmaps.
slobo^-, DefDogs, memphis and 15 others like this

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Ieek... it begins... I really like the idea of the workshopScreenshot... that way one can put some effort into the screenshots once, and does not need to manually place them again.

Nifty...

 

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18 hours ago, newborn said:

The end game camera will also be used as the preview image when browsing maps, so don't point it at a wall or something useless -- people need to be able to see what they're voting.

Nice solution.

18 hours ago, newborn said:
  • If your map infringes some big studios copyright and gets reported, it will be taken down.

Will players still be able to make, save and load up rflx_dust2 through other non-workshop means (namely reflexfiles.com)? And does this include stuff by id software?

18 hours ago, newborn said:
  • If you put someone else's map on the workshop and try and take credit for it, it will be taken down.

What about derivative work? How different does a map have to be?

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On 26/01/2016 at 9:26 PM, Mizzu said:

1. Will players still be able to make, save and load up rflx_dust2 through other non-workshop means (namely reflexfiles.com)? And does this include stuff by id software?

2. What about derivative work? How different does a map have to be?

1. We can't stop people putting remakes/ports on things like reflexfiles or their own servers, but they'll likely be deleted off the workshop and they'll never be used on any official servers. Yes, it includes stuff by id software -- if they ask us to take it down, it gets taken down.

2. We're primarily concerned with maps that are just straight republishes. If you're a mapper, you will need to get comfortable with the idea of your maps being altered and remixed though, because there's not much we can do to stop it.

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11 minutes ago, rekk0r said:

Question on the lightmap... Is it an upload requirement? Will it cause issues if it isn't uploaded?

This is literally in the original post.

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7 minutes ago, Terifire said:

This is literally in the original post.

Thank you for informing me. I have now read the original post and have another question:

On 1/25/2016 at 4:03 PM, newborn said:
  • Valid lightmap, end game camera, map name, etc are required. It will tell you if you don't have one.
    • The end game camera will also be used as the preview image when browsing maps, so don't point it at a wall or something useless -- people need to be able to see what they're voting.

Is there the possibility of dropping the lightmap requirement to ensure that the race map section (large maps, large lightmaps etc) is not severely lacking? If the lightmap requirement was dropped, would this cause a problem with loading maps?

Owl, Daan, MAD_JIHAD and 2 others like this

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+1

Untill today, we made 3 maps with 120MB, 360MB and 800MB lightmaps. I guess players will hate it when they join a server and have to wait like 10min untill lm is loaded. I know that you are aware of this problem, and I hope there will be a solution (for example make lightmap optional for workshop).

Anyway, good job!

Duck and Daan like this

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