Do we need to do this or do we just use the SVN thing? Are they just different ways to do the same thing?
Why did it failed? The only reason was that it was launched on a VM? If You would launch a SVN server on a VM it would fail too, probably...
For Smashball, we uploaded the content to Valve's ftp and told them to update the content server. They would then make it live to those who had a valid Smashball tester cd key.
Would Valve host our game files and updates for free and update it like Smashball? Or Smashball had to pay Valve to do that?
It's all apart of having Steamworks which is what Empires has. Smashball was helped by having a lawyer to deal with all of the contract stuff though. The contract was just to ensure that Valve responded in a timely manner or else we could seek damages. Without that, you're at Valve's mercy in terms of promptness.
KaneTW's Steam content server was so slow because it was on virtualized Windows without Hyper-V. I wanted to just test what we have using SVN, make final depot, check it and upload it to Valve. Other mods have their depots published sooner or later.