so I recently got around to enabling http download for all our custom maps, etc and I had a couple questions
first, you mention in the tutorial..
is that actually the case? on our server, if we have a map on the game server, and its missing from the http server, when a player tries to connect, it tries to dl the map, sits for a few seconds, then goes ahead and connects to the server. at that point the player of course gets a notification that the file "blahblah.bsp is missing" and it disconnects the player. The only solution appears to be to add the file to the http server as well. Am I missing something/have something not setup right, or is that the same behavior everyone else has too and valve is just stupid?If the game server has a file that the HTTP server does not, then it will use the "Trickle Down" method for that file upon reconnecting.

second question,
also in the tutorial, you mention zipping files up on the http server to save space on the http server and make downloads go even faster. However, am I correct that if you want to make good use of your time (be lazy

I could of course just push files to the http server manually via ftp program, but I kind of wanted to just let my other admins put maps on the server and have them be able to hit the sync files button.
and I guess a third question -
say we only have the zips of all our custom content up on the http server so as not to exceed the 1 gig space limit. (we are currently using 500+mbs with all the custom content and their zipped counterparts all sitting there) And someone ends up hitting the "sync files" button and we exceed the gig limit. Will there be any repercussions from exceeding the limit temporarily until I discover this and remove all the non-zipped maps, materials, sounds, etc from the http server? I wouldn't want to get in trouble.. or will the sync just fail if it tries to exceed 1 gig?
thanks! (and excellent service btw, but I know you hear that all the time)