The whole system of obtaining maps, and updating them, is handled automatically by the server in conjunction with the Steam Workshop. You do not have to download a Workshop map manually to upload it to your server. Workshop maps can be hosted easily on both stock TF2 servers and on servers that use SourceMod. This post is updated when anything significant changes about hosting Workshop maps on a server, after it has been tested and confirmed as best it can be. It does not cover publication or editing for map authors, or client problems. This thread is for discussion about server configuration for Workshop maps. This also makes sure that the game won’t accidentally overwrite your work if, for example, you allow other people to submit updates to your item.Information About Hosting Workshop Maps on a TF2 Server The reason for this is that you may continue to edit your mod in the LocalMods folder, while still being able to host servers with the version you last published to the Workshop. Once you have published a mod, you may notice in the “Installed Mods” tab that two versions of your mod are available: Once you hit the “Publish” button, the game will upload it to the Workshop, install it and, if required, open the Steam overlay to ask you to accept the Steam Subscriber Agreement. You’ll want to write a description, select a preview image, pick tags, write a change note and choose who gets to see it. Once you click on your non-published mod, you will be greeted with the following screen: It’s worth noting that this isn’t required to host servers with mods, as players will be able to download any required mods directly from your server. Once you have put together a mod that you wish to share with the world, you can publish it to Steam Workshop through the “Publish” tab in the modding menu.
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