is there still something you have to do to prevent problems when people auto-download from servers? I remember that there used to be, but maybe it got fixed in a Steam update.
You could also use bspzip to embed every custom content (custom texture that you've made, sounds, models) into the bsp itself so that you would have only one bsp and no files to put in other directories. You can also use the GUI I made for BspZip (the link is in my sig).
It's not custom content that I was thinking about. There used to be a thread here about how you had to include some file that get's autocreated when you run your map. When people would autodownload from servers, the file didn't come with it, and so there'd be a server mismatch and they couldn't join.
I don't know where you saw that but you don't need any other files if you didn't create custom content, only the bsp. The files that are being created when you compile are for debug only (besides the bsp itself), not for the final release. Like the pointfile that shows where you have leaks.
hey Ti133700N, i tried your bsp zip thing and it added someting to my map, but it didnt work....like, the file got bigger, but when i sent it to a friend to play, he couldnt see my custom textures, any ideas?
Yea, the File path and Rel Path (more likely) that you specified must be invalid. Tell me what you put in those textboxes. Also make sure you backup your bsp when you embed custom content because you can't remove em (you can check the backup bsp checkbox if it's not already checked).
I'm gonna tell you how the Rel Path should look like : materials/yourtexturefolder/yourtexture.vtf
Don't forget to include the vmt or it will not work!
materials/yourtexturefolder/yourtexture.vmt
(And of couse you have to point to the actual vmt file and bsp.
So to add one working texture you'll have to embed 2 files (in two shots), the vtf and vmt. When you want to embed only two files it's faster to use that two shots click on the go button but if you want to add several files you can use the Add List command, wich is a little more complex but very usefull, you can read the bspzip documentation here: http://www.valve-erc.com/srcsdk/Levels/bspzip.html