Re: [hlds] Unlockables breaking on TF2 server?

2009-03-19 Thread Cc2iscooL
I've noticed when Steam goes down if you don't reboot the server it ends up
sometimes never letting clients change their weapons until it's actually
rebooted.

On Thu, Mar 19, 2009 at 12:03 AM, DontWannaName! ad...@topnotchclan.comwrote:

 Welcome to the list, I havent seen your name on the list, that I know of.
 Sounds good to me!
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Ben B
I've had it happen on my big server a couple times.. 2fort, and badlands.

Seems when it happens, it happens to everyone at the same time :(

On Wed, Mar 18, 2009 at 11:00 PM, DontWannaName! ad...@topnotchclan.comwrote:

 They are working on the minidump on start issue.
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-- 
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-19 Thread Mike Stiehm
Thank you for the update. It's always nice to hear from someone at  
Valve :)


Kenny Loggins
ClanAO.com

On Mar 18, 2009, at 11:39 PM, Phillip Saltzman  
ph...@valvesoftware.com wrote:

 Hi everyone,
 Thanks for the reports of these problems with the unlockables. We've  
 identified the root cause and are working on a fix. I don't have a  
 solid ETA yet but I thought you'd appreciate the knowledge that  
 these issues are being tackled.

 Thanks,
 Phillip Saltzman

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com 
 ] On Behalf Of steve grout
 Sent: Wednesday, March 18, 2009 5:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Unlockables breaking on TF2 server?

 yup this on ours aswell

 Dustin Wyatt wrote:
 I used to have this problem, but after a couple of reboots it went  
 away.

 And yes, I realize that makes no sense.

 On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName! ad...@topnotchclan.com 
 wrote:


 I can also confirm this, I get people saying they cant get  
 unlockables on
 my
 server but can on others.

 On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger  
 eclyp...@hotmail.com wrote:


 happens in my servers as well. Only fix is to go to another  
 server and

 then

 come back

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945




 Date: Wed, 18 Mar 2009 14:11:11 -0700
 From: naslund.fan...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Unlockables breaking on TF2 server?

 I also remember this happening right after the Scout update. Don't

 remember

 what fixed it - if anything.

 On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins  
 gamerzwo...@gmail.com

 wrote:

 It was like this for me when the Scout update was released. For  
 the

 first

 few days I could only get like one of the three unlocks to  
 actually

 be

 in

 my
 weapons in one server. Going to a different server seemed to  
 allow

 for

 all

 the other weapons but the one I could use in the previous  
 server. The

 bug

 went away about a week after the update and haven't had it happen

 since.

 On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson ail...@gmail.com

 wrote:

 Lately I had problems with people not being able to use  
 unlockables

 on

 the

 servers I control. VAC works fine, and TF2 strangely doesn't  
 tell

 the

 player
 about the server not being connected to Steam (like what usually

 happens

 during Steam downtimes) in the unlockables screen, so it looks  
 like

 it's

 working for players in the loadout screen... until they actually

 try

 to

 switch to their unlockables.

 There's no steam ticket problems which usually otherwise  
 happens

 when

 the

 servers are unable to talk with Steam. Restarting fixes the  
 problem
 temporarily, but it crops up 12-24 hours later again. Any ideas?
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Kenny Loggins
ClanAO.com

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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-19 Thread Alec Sanger

Thank you Phillip. Communication from Valve is always appreciated.

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 From: ph...@valvesoftware.com
 To: hlds@list.valvesoftware.com
 Date: Wed, 18 Mar 2009 21:39:23 -0700
 Subject: Re: [hlds] Unlockables breaking on TF2 server?
 
 Hi everyone,
  Thanks for the reports of these problems with the unlockables. We've 
 identified the root cause and are working on a fix. I don't have a solid ETA 
 yet but I thought you'd appreciate the knowledge that these issues are being 
 tackled.
 
 Thanks,
 Phillip Saltzman
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
 Sent: Wednesday, March 18, 2009 5:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Unlockables breaking on TF2 server?
 
 yup this on ours aswell
 
 Dustin Wyatt wrote:
  I used to have this problem, but after a couple of reboots it went away.
 
  And yes, I realize that makes no sense.
 
  On Wed, Mar 18, 2009 at 4:55 PM, DontWannaName! 
  ad...@topnotchclan.comwrote:
 
 
  I can also confirm this, I get people saying they cant get unlockables on
  my
  server but can on others.
 
  On Wed, Mar 18, 2009 at 2:14 PM, Alec Sanger eclyp...@hotmail.com wrote:
 
 
  happens in my servers as well. Only fix is to go to another server and
 
  then
 
  come back
 
  Thank you,
  Alec Sanger
  P: 248.941.3813
  F: 313.286.8945
 
 
 
 
  Date: Wed, 18 Mar 2009 14:11:11 -0700
  From: naslund.fan...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Unlockables breaking on TF2 server?
 
  I also remember this happening right after the Scout update. Don't
 
  remember
 
  what fixed it - if anything.
 
  On Wed, Mar 18, 2009 at 2:06 PM, Aj Collins gamerzwo...@gmail.com
 
  wrote:
 
  It was like this for me when the Scout update was released. For the
 
  first
 
  few days I could only get like one of the three unlocks to actually
 
  be
 
  in
 
  my
  weapons in one server. Going to a different server seemed to allow
 
  for
 
  all
 
  the other weapons but the one I could use in the previous server. The
 
  bug
 
  went away about a week after the update and haven't had it happen
 
  since.
 
  On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson ail...@gmail.com
 
  wrote:
 
  Lately I had problems with people not being able to use unlockables
 
  on
 
  the
 
  servers I control. VAC works fine, and TF2 strangely doesn't tell
 
  the
 
  player
  about the server not being connected to Steam (like what usually
 
  happens
 
  during Steam downtimes) in the unlockables screen, so it looks like
 
  it's
 
  working for players in the loadout screen... until they actually
 
  try
 
  to
 
  switch to their unlockables.
 
  There's no steam ticket problems which usually otherwise happens
 
  when
 
  the
 
  servers are unable to talk with Steam. Restarting fixes the problem
  temporarily, but it crops up 12-24 hours later again. Any ideas?
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  archives,
 
  please visit:
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Robert Whelan
Cool... I missed the memo I guess...





From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 12:00:46 AM
Subject: Re: [hlds] Team Fortress 2 Update Available

They are working on the minidump on start issue.
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread turb0z
Definitely a major performance drop for clients on this update.  With
multicore rendering enabled, I myself crashed 30 seconds and I have a
Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
test it for valve... my servers weren't updated right away, so people
played on them for about 1.5 hours before I updated them.  The connection
drops, fps issues, ping issues were all nonsense.  Don't release a patch
that isn't required unless you've tested that it works OK.  Otherwise make
it required so that us server admins at least get shouted at by the
community to update them and you don't walk in to 800 messages saying omg
wtfiswrongwiththeservers!!oneshift

Anyway, just venting.  I'll go back to my normal read only phase with this
mailing list.

Just another fail for quality control on patch releases.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Thursday, March 19, 2009 7:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Cool... I missed the memo I guess...





From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 12:00:46 AM
Subject: Re: [hlds] Team Fortress 2 Update Available

They are working on the minidump on start issue.
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread AnAkIn .
Do you have a custom config?

2009/3/19 turb0z tur...@undergamer.com

 Definitely a major performance drop for clients on this update.  With
 multicore rendering enabled, I myself crashed 30 seconds and I have a
 Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
 test it for valve... my servers weren't updated right away, so people
 played on them for about 1.5 hours before I updated them.  The connection
 drops, fps issues, ping issues were all nonsense.  Don't release a patch
 that isn't required unless you've tested that it works OK.  Otherwise make
 it required so that us server admins at least get shouted at by the
 community to update them and you don't walk in to 800 messages saying omg
 wtfiswrongwiththeservers!!oneshift

 Anyway, just venting.  I'll go back to my normal read only phase with
 this
 mailing list.

 Just another fail for quality control on patch releases.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Thursday, March 19, 2009 7:43 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Cool... I missed the memo I guess...




 
 From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, March 19, 2009 12:00:46 AM
 Subject: Re: [hlds] Team Fortress 2 Update Available

 They are working on the minidump on start issue.
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread AnAkIn .
I mean some autoexec.cfg with video/multicore commands?

2009/3/19 AnAkIn . anakin...@gmail.com

 Do you have a custom config?

 2009/3/19 turb0z tur...@undergamer.com

 Definitely a major performance drop for clients on this update.  With
 multicore rendering enabled, I myself crashed 30 seconds and I have a
 Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
 test it for valve... my servers weren't updated right away, so people
 played on them for about 1.5 hours before I updated them.  The connection
 drops, fps issues, ping issues were all nonsense.  Don't release a patch
 that isn't required unless you've tested that it works OK.  Otherwise make
 it required so that us server admins at least get shouted at by the
 community to update them and you don't walk in to 800 messages saying omg
 wtfiswrongwiththeservers!!oneshift

 Anyway, just venting.  I'll go back to my normal read only phase with
 this
 mailing list.

 Just another fail for quality control on patch releases.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Thursday, March 19, 2009 7:43 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Cool... I missed the memo I guess...




 
 From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, March 19, 2009 12:00:46 AM
 Subject: Re: [hlds] Team Fortress 2 Update Available

 They are working on the minidump on start issue.
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread turb0z
Nope, my client side and server side configs are all standard.  I'd rather
not mess with that stuff because in the long run you end up causing more
problems than fixing.  I was on that kick for a while, but ended up just
going back to all default and was a happier gamer as a result.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Thursday, March 19, 2009 8:45 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Do you have a custom config?

2009/3/19 turb0z tur...@undergamer.com

 Definitely a major performance drop for clients on this update.  With
 multicore rendering enabled, I myself crashed 30 seconds and I have a
 Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
 test it for valve... my servers weren't updated right away, so people
 played on them for about 1.5 hours before I updated them.  The connection
 drops, fps issues, ping issues were all nonsense.  Don't release a patch
 that isn't required unless you've tested that it works OK.  Otherwise make
 it required so that us server admins at least get shouted at by the
 community to update them and you don't walk in to 800 messages saying omg
 wtfiswrongwiththeservers!!oneshift

 Anyway, just venting.  I'll go back to my normal read only phase with
 this
 mailing list.

 Just another fail for quality control on patch releases.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Thursday, March 19, 2009 7:43 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Cool... I missed the memo I guess...




 
 From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, March 19, 2009 12:00:46 AM
 Subject: Re: [hlds] Team Fortress 2 Update Available

 They are working on the minidump on start issue.
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[hlds] L4D Constantly Team Swapping

2009-03-19 Thread Patrick Shelley
Just of late, L4D has been swapping teams around constantly for me - not
just on my server, but lots of pub servers too.

This is incredibly frustrating for all involved. Is this happening to anyone
else?

Any comments from Valve - greatly appreciated.

Patty Cake
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Re: [hlds] L4D Constantly Team Swapping

2009-03-19 Thread gulfy32
Yes.  A few times this week everyone in the lobby has picked their team, but
when the game loads, everyone is the opposite team from what the chose in
the lobby.

On Thu, Mar 19, 2009 at 9:41 AM, Patrick Shelley sidest...@gmail.comwrote:

 Just of late, L4D has been swapping teams around constantly for me - not
 just on my server, but lots of pub servers too.

 This is incredibly frustrating for all involved. Is this happening to
 anyone
 else?

 Any comments from Valve - greatly appreciated.

 Patty Cake
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[hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Matt Lane
If valve is going to put serious thought into improving the players
experience through ranking and de-listing problem servers they should also
consider applying a similar method to players.  I'm part of a community that
tries to cultivate only friendly players and we've had a surprising draw
because of it.  The problem is we have to constantly monitor our servers for
people being disruptive and ruining other players gaming experience in order
to keep the players we want.  That causes other problems like having too
many admins and finding out some have been abusing their powers.

Now if Valve's ultimate goal is to have the best player experience around
they should not just consider the servers but the players as well and give
server operators some more tools to help provide the proper experience and
eliminate trolling.

So if we apply similar rules we get this (a rough proposal):
-Players start off with 10 points
-Every hour of playing without incident they get another point
-Every kick they lose 3 points, every votekick they lose 5 points and every
ban they lose 6
-Server operators get a cvar (not default) that lets them set the minimum
player score up to 0
-Servers get a modest penalty to the server score for kicking or banning a
player to keep them from abusing it.  They do not get penalized for
vote-kicks.
-Players that fall short of the minimum score needed for a server do not see
it in their server lists
-No one can see another players score

This is something that should not be done without a lot of thought as to my
knowledge no game has attempted this and it does bring up some worries.  But
this would encourage people from harassing players and using racial slurs.
It will allow operators to set the tone of their servers and give them the
tools to create the experience they want without having to give too many
people admin privileges.  And it will discourage admins from kicking or
banning without reason due to the penalty.

I'm not saying that valve should run out and do this immediately, but in
improving the player's experience they should focus just as much attention
on players as servers as both can do a lot to ruin a game for an individual.
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Re: [hlds] L4D Constantly Team Swapping

2009-03-19 Thread Brent Veal
There are a couple of SourceMod plugins you can try - Unscrambler which
helps prevent the team scramble from happening, and Switch Players which
allows the admin to swap anyone to any team. Although it doesnt help when
you're on other servers it would still prevent it from happening when you're
on your own server.


On Thu, Mar 19, 2009 at 7:48 AM, gulfy32 gulf...@gmail.com wrote:

 Yes.  A few times this week everyone in the lobby has picked their team,
 but
 when the game loads, everyone is the opposite team from what the chose in
 the lobby.

 On Thu, Mar 19, 2009 at 9:41 AM, Patrick Shelley 
 sidest...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=sidest...@gmail.com
 wrote:

  Just of late, L4D has been swapping teams around constantly for me - not
  just on my server, but lots of pub servers too.
 
  This is incredibly frustrating for all involved. Is this happening to
  anyone
  else?
 
  Any comments from Valve - greatly appreciated.
 
  Patty Cake
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread SakeFox
as good as it might sound this would be a very bad thing. with the 
server delisting its a automated scoring system. Scoring on a player for 
this would be nothing but subjective. You say its because the player is 
being disruptive and maybe is, but everything that could lower the 
person score could also be done just because you don't like the person. 
also there are some servers out there that have fun and there community 
has no issues with a quick laugh of kicking someone for a joke. With 
this you would be hurting more then helping anything.

Matt Lane wrote:
 If valve is going to put serious thought into improving the players
 experience through ranking and de-listing problem servers they should also
 consider applying a similar method to players.  I'm part of a community that
 tries to cultivate only friendly players and we've had a surprising draw
 because of it.  The problem is we have to constantly monitor our servers for
 people being disruptive and ruining other players gaming experience in order
 to keep the players we want.  That causes other problems like having too
 many admins and finding out some have been abusing their powers.

 Now if Valve's ultimate goal is to have the best player experience around
 they should not just consider the servers but the players as well and give
 server operators some more tools to help provide the proper experience and
 eliminate trolling.

 So if we apply similar rules we get this (a rough proposal):
 -Players start off with 10 points
 -Every hour of playing without incident they get another point
 -Every kick they lose 3 points, every votekick they lose 5 points and every
 ban they lose 6
 -Server operators get a cvar (not default) that lets them set the minimum
 player score up to 0
 -Servers get a modest penalty to the server score for kicking or banning a
 player to keep them from abusing it.  They do not get penalized for
 vote-kicks.
 -Players that fall short of the minimum score needed for a server do not see
 it in their server lists
 -No one can see another players score

 This is something that should not be done without a lot of thought as to my
 knowledge no game has attempted this and it does bring up some worries.  But
 this would encourage people from harassing players and using racial slurs.
 It will allow operators to set the tone of their servers and give them the
 tools to create the experience they want without having to give too many
 people admin privileges.  And it will discourage admins from kicking or
 banning without reason due to the penalty.

 I'm not saying that valve should run out and do this immediately, but in
 improving the player's experience they should focus just as much attention
 on players as servers as both can do a lot to ruin a game for an individual.
 ___
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Alec Sanger

definitely. This would never work out in the real world because everyone has 
different morals. Some people kick for spawn camping. Some people kick for 
achievement whoring. Some people kick for no reason at all. 

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Thu, 19 Mar 2009 11:07:19 -0400
 From: sake...@kingdomsend.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Bad player rankings to match bad server ones
 
 as good as it might sound this would be a very bad thing. with the 
 server delisting its a automated scoring system. Scoring on a player for 
 this would be nothing but subjective. You say its because the player is 
 being disruptive and maybe is, but everything that could lower the 
 person score could also be done just because you don't like the person. 
 also there are some servers out there that have fun and there community 
 has no issues with a quick laugh of kicking someone for a joke. With 
 this you would be hurting more then helping anything.
 
 Matt Lane wrote:
  If valve is going to put serious thought into improving the players
  experience through ranking and de-listing problem servers they should also
  consider applying a similar method to players.  I'm part of a community that
  tries to cultivate only friendly players and we've had a surprising draw
  because of it.  The problem is we have to constantly monitor our servers for
  people being disruptive and ruining other players gaming experience in order
  to keep the players we want.  That causes other problems like having too
  many admins and finding out some have been abusing their powers.
 
  Now if Valve's ultimate goal is to have the best player experience around
  they should not just consider the servers but the players as well and give
  server operators some more tools to help provide the proper experience and
  eliminate trolling.
 
  So if we apply similar rules we get this (a rough proposal):
  -Players start off with 10 points
  -Every hour of playing without incident they get another point
  -Every kick they lose 3 points, every votekick they lose 5 points and every
  ban they lose 6
  -Server operators get a cvar (not default) that lets them set the minimum
  player score up to 0
  -Servers get a modest penalty to the server score for kicking or banning a
  player to keep them from abusing it.  They do not get penalized for
  vote-kicks.
  -Players that fall short of the minimum score needed for a server do not see
  it in their server lists
  -No one can see another players score
 
  This is something that should not be done without a lot of thought as to my
  knowledge no game has attempted this and it does bring up some worries.  But
  this would encourage people from harassing players and using racial slurs.
  It will allow operators to set the tone of their servers and give them the
  tools to create the experience they want without having to give too many
  people admin privileges.  And it will discourage admins from kicking or
  banning without reason due to the penalty.
 
  I'm not saying that valve should run out and do this immediately, but in
  improving the player's experience they should focus just as much attention
  on players as servers as both can do a lot to ruin a game for an individual.
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 

 
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread MjrNuT
Isn't that a pretty bold assumption regarding your drop of clients?  Maybe
I'm misreading your experience, but it seems like you claim the update (read
as *OPTIONAL*) caused the issues.  However, you didn't updated and you
couldn't test it in the first place?  Or are you ranting that after you
waited 1.5 hrs you finally updated and those were the experiences?

Your submitted documentation or test diary may not pass the quality
assurance standards anyways.  :P

An ***optional*** update for Team Fortress 2 has been released.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com




 --

 Message: 4
 Date: Thu, 19 Mar 2009 08:18:49 -0500
 From: turb0z tur...@undergamer.com
 Subject: Re: [hlds] Team Fortress 2 Update Available
 To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com
 Message-ID: 005d01c9a895$3f8516d0$be8f44...@com
 Content-Type: text/plain;   charset=iso-8859-1

 Definitely a major performance drop for clients on this update.  With
 multicore rendering enabled, I myself crashed 30 seconds and I have a
 Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
 test it for valve... my servers weren't updated right away, so people
 played on them for about 1.5 hours before I updated them.  The connection
 drops, fps issues, ping issues were all nonsense.  Don't release a patch
 that isn't required unless you've tested that it works OK.  Otherwise make
 it required so that us server admins at least get shouted at by the
 community to update them and you don't walk in to 800 messages saying omg
 wtfiswrongwiththeservers!!oneshift

 Anyway, just venting.  I'll go back to my normal read only phase with
 this
 mailing list.

 Just another fail for quality control on patch releases.


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Re: [hlds] hlds Digest, Vol 13, Issue 148

2009-03-19 Thread MjrNuT
Agreed with Alec and Sakefox,

Matt, your premise for such player scoring is a result of what ingame Admins
perceptions/tolerances/attitude/etc. are at the time??  This is way too
subjective and really is a function of the Communities policies, imo.
Abusing Admins will be defined based on what your organizations policies
are, which do not and should not impact others outside of your servers, for
the same reasons these other guys state.

I believe your cultivated environment can be heavily dictated by admins and
be detrimental on one side and completely opposite from another POV...but
that's a purely nebulous concept considering all the different walks of life
constituting a wide breadth of _tolerances_.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com


Message: 7
Date: Thu, 19 Mar 2009 11:14:34 -0400
From: Alec Sanger eclyp...@hotmail.com
Subject: Re: [hlds] Bad player rankings to match bad server ones
To: hlds@list.valvesoftware.com
Message-ID: blu110-w4034bb2f24f6c2b0feb3bad7...@phx.gbl
Content-Type: text/plain; charset=iso-8859-1


definitely. This would never work out in the real world because everyone has
different morals. Some people kick for spawn camping. Some people kick for
achievement whoring. Some people kick for no reason at all.

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Thu, 19 Mar 2009 11:07:19 -0400
 From: sake...@kingdomsend.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Bad player rankings to match bad server ones

 as good as it might sound this would be a very bad thing. with the
 server delisting its a automated scoring system. Scoring on a player for
 this would be nothing but subjective. You say its because the player is
 being disruptive and maybe is, but everything that could lower the
 person score could also be done just because you don't like the person.
 also there are some servers out there that have fun and there community
 has no issues with a quick laugh of kicking someone for a joke. With
 this you would be hurting more then helping anything.

 Matt Lane wrote:
  If valve is going to put serious thought into improving the players
  experience through ranking and de-listing problem servers they should
also
  consider applying a similar method to players.  I'm part of a community
that
  tries to cultivate only friendly players and we've had a surprising draw
  because of it.  The problem is we have to constantly monitor our servers
for
  people being disruptive and ruining other players gaming experience in
order
  to keep the players we want.  That causes other problems like having too
  many admins and finding out some have been abusing their powers.
 
  Now if Valve's ultimate goal is to have the best player experience
around
  they should not just consider the servers but the players as well and
give
  server operators some more tools to help provide the proper experience
and
  eliminate trolling.
 
  So if we apply similar rules we get this (a rough proposal):
  -Players start off with 10 points
  -Every hour of playing without incident they get another point
  -Every kick they lose 3 points, every votekick they lose 5 points and
every
  ban they lose 6
  -Server operators get a cvar (not default) that lets them set the
minimum
  player score up to 0
  -Servers get a modest penalty to the server score for kicking or banning
a
  player to keep them from abusing it.  They do not get penalized for
  vote-kicks.
  -Players that fall short of the minimum score needed for a server do not
see
  it in their server lists
  -No one can see another players score
 
  This is something that should not be done without a lot of thought as to
my
  knowledge no game has attempted this and it does bring up some worries.
 But
  this would encourage people from harassing players and using racial
slurs.
  It will allow operators to set the tone of their servers and give them
the
  tools to create the experience they want without having to give too many
  people admin privileges.  And it will discourage admins from kicking or
  banning without reason due to the penalty.
 
  I'm not saying that valve should run out and do this immediately, but in
  improving the player's experience they should focus just as much
attention
  on players as servers as both can do a lot to ruin a game for an
individual.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 

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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Philip Bembridge
This could have application for left 4 dead, as there is rarely an admin for
every game (because of small server sizes). It could tot up the vote kicking
against certain players and automatically ban them if they have say 5 vote
kicks in a day, or two days. As the vote kick implementation is the same on
every server.
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Alec Sanger

This still leaves it up to users to decide what is good and what is bad 
behavior, and that's not good. 

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Thu, 19 Mar 2009 17:10:38 +
 From: philipbembri...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Bad player rankings to match bad server ones
 
 This could have application for left 4 dead, as there is rarely an admin for
 every game (because of small server sizes). It could tot up the vote kicking
 against certain players and automatically ban them if they have say 5 vote
 kicks in a day, or two days. As the vote kick implementation is the same on
 every server.
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Brent Veal
If anything it would be worse for Left 4 Dead. The majority of vote-kicks
that I see are primarily just to make room for a friend in the game. It's
not necessarily 'morally' right to do that, but it happens a lot and players
shouldn't be punished if they fall victim to that. Not to mention how many
times players get kicked for being new, or just making a single mistake.
Vote-kick happens way too much in L4D to justify punishing players for being
kicked.



On Thu, Mar 19, 2009 at 10:10 AM, Philip Bembridge 
philipbembri...@gmail.com wrote:

 This could have application for left 4 dead, as there is rarely an admin
 for
 every game (because of small server sizes). It could tot up the vote
 kicking
 against certain players and automatically ban them if they have say 5 vote
 kicks in a day, or two days. As the vote kick implementation is the same on
 every server.
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Re: [hlds] Isreali FRC regional

2009-03-19 Thread matan nov
My team won.Just thought you should know.
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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Alec Sanger

congrats?

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Thu, 19 Mar 2009 19:37:09 +0200
 From: tanktun...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Isreali FRC regional
 
 My team won.Just thought you should know.
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread SakeFox
well there is a difference between the server score and the suggested 
player score. The server score is dependent on you and you alone. Where 
the player score is dependent on others peoples thoughts about you 
wither they are correct or not. also there everything would be dependent 
on kicks and bans and what not. so being kicked for afk, reserved slots, 
etc would negatively effect your score.

I have seen server admins kick kids because they didn't like how there 
voice was. that person shouldn't get a negative mark just because the 
admins a idiot.

Keeper wrote:
 Problem with all of this is it is completely subjective.

 I could go around and just connect to different servers on and off and play
 for like a couple of minutes on each one.  I could do that repeatedly just
 to make servers go down in score.  I wouldn't do that, but I know there are
 people out there who would take advantage of this system to cause problems.

 The votekicks would definitely have to be across multiple servers.
 Otherwise you would have the problem of abusive admins/regulars trying to
 screw somebody's scoring up.

 I'm for the free market mentality.  Let the servers/players run as normal.
 The good ones will become known.  It's been that way since HLDM ( for VALVe
 at least ), and it works pretty well IMO.

 Keeper
 -Original Message-
 From: Philip Bembridge [mailto:philipbembri...@gmail.com] 
 Sent: Thursday, March 19, 2009 1:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Bad player rankings to match bad server ones

 This could have application for left 4 dead, as there is rarely an admin for
 every game (because of small server sizes). It could tot up the vote kicking
 against certain players and automatically ban them if they have say 5 vote
 kicks in a day, or two days. As the vote kick implementation is the same on
 every server.


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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Don Williams
good for you!
- Original Message - 
From: matan nov tanktun...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2009-03-19 1:37 PM
Subject: Re: [hlds] Isreali FRC regional


 My team won.Just thought you should know.
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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Olly
Holy crap, that's awesome man.
So awesome in fact, that I'm going to put this right where it belongs... In
my trash.


Just in case anyone was wondering (well I'm going to tell you anyway) I beat
my personal best time of putting my trousers on this morning! Go Team ME

2009/3/19 Alec Sanger eclyp...@hotmail.com


 congrats?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  Date: Thu, 19 Mar 2009 19:37:09 +0200
  From: tanktun...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Isreali FRC regional
 
  My team won.Just thought you should know.
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Martin Otten
We are working on a fix. The Steam Service is not used by dedicated servers and 
this assert can be ignored for now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Wednesday, March 18, 2009 7:24 PM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available

Still seeing mdmps on server start and:

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam 
Service

-win2k3 64x




From: Jason Ruymen jas...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com 
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com 
hlds_annou...@list.valvesoftware.com
Sent: Wednesday, March 18, 2009 7:52:12 PM
Subject: [hlds] Team Fortress 2 Update Available

An optional update for Team Fortress 2 has been released.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Added Multicore Rendering:
- This initial release is aimed at testing compatibility, so the option is OFF 
by default
- To turn it on, go to the Options-Video-Advanced dialog, and check the 
Multicore Rendering option

Other changes:
- Several performance improvements to decals and client bone/flex setup
- A variety of alt-tab and mode switch fixes
- Improvements to the way the engine initializes surround sound, fixing some 
specific hardware cases
- Fixed a crash on exit in Vista 64

Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Alec Sanger

Thanks Martin

(so many new voices/names!)

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 From: mart...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Date: Thu, 19 Mar 2009 11:07:49 -0700
 Subject: Re: [hlds] Team Fortress 2 Update Available
 
 We are working on a fix. The Steam Service is not used by dedicated servers 
 and this assert can be ignored for now.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Wednesday, March 18, 2009 7:24 PM
 To: Half-Life dedicated Win32 server mailing list; 
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Available
 
 Still seeing mdmps on server start and:
 
 steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam 
 Service
 
 -win2k3 64x
 
 
 
 
 From: Jason Ruymen jas...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com 
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com 
 hlds_annou...@list.valvesoftware.com
 Sent: Wednesday, March 18, 2009 7:52:12 PM
 Subject: [hlds] Team Fortress 2 Update Available
 
 An optional update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive it.  The specific changes include:
 
 Added Multicore Rendering:
 - This initial release is aimed at testing compatibility, so the option is 
 OFF by default
 - To turn it on, go to the Options-Video-Advanced dialog, and check the 
 Multicore Rendering option
 
 Other changes:
 - Several performance improvements to decals and client bone/flex setup
 - A variety of alt-tab and mode switch fixes
 - Improvements to the way the engine initializes surround sound, fixing some 
 specific hardware cases
 - Fixed a crash on exit in Vista 64
 
 Jason
 
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Matt Lane
A lot of the problems you guys have been talking about can be addressed in
the way you tweak it.  Like in my rough idea I suggested there should be a
server score penalty for kicks and bans and also that rejecting players
based on scores should not be set by default so that the server operators
would have to set the minimum allowed score manually and they could not set
it above 0 (as in a player would have to have lost at least their initial 10
without having enough problem free playtime to make up for it).

Now I'd be just as concerned if I heard someone else mention this method and
I'm not saying that what I suggested is the best way of dealing with this
issue.  But if valve is going to take a more active approach in improving
players gaming experience they need to think about both ends, the servers
and the players.  I've had plenty of experiences when a great game of L4D or
TF2 was going on and a problem player joined and ruined it for everyone.
I've also heard complaints of plenty more.  It would be nice of valve to
think of ways of handling this issue and giving server operators more tools
to deal with it.

There already are master ban lists server operators exchange for problem
players as a way to deal with this issue.  These are static and give the
people banned no opportunity to redeem or defend themselves.  This is one of
the bigger issues facing online games and a cookie goes to the one that
solves it.
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Alec Sanger

There already are master ban lists server operators exchange for problem 
players as a way to deal with this issue.  These are static and give the people 
banned no opportunity to redeem or defend themselves.

If server ops decide to run their server this way, so be it, but the underlying 
issue still remains. This is all based on the opinion of the admins on each 
server. The only way for this to really work would be for valve to issue strict 
rules, and have all server administrators follow them and punish players who 
broke them, which is completely unrealistic. 

The idea behind it is good man, I just don't think it'll ever happen because of 
differing opinions on what's good and bad.

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Thu, 19 Mar 2009 14:17:14 -0400
 From: mattcl...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Bad player rankings to match bad server ones
 
 A lot of the problems you guys have been talking about can be addressed in
 the way you tweak it.  Like in my rough idea I suggested there should be a
 server score penalty for kicks and bans and also that rejecting players
 based on scores should not be set by default so that the server operators
 would have to set the minimum allowed score manually and they could not set
 it above 0 (as in a player would have to have lost at least their initial 10
 without having enough problem free playtime to make up for it).
 
 Now I'd be just as concerned if I heard someone else mention this method and
 I'm not saying that what I suggested is the best way of dealing with this
 issue.  But if valve is going to take a more active approach in improving
 players gaming experience they need to think about both ends, the servers
 and the players.  I've had plenty of experiences when a great game of L4D or
 TF2 was going on and a problem player joined and ruined it for everyone.
 I've also heard complaints of plenty more.  It would be nice of valve to
 think of ways of handling this issue and giving server operators more tools
 to deal with it.
 
 There already are master ban lists server operators exchange for problem
 players as a way to deal with this issue.  These are static and give the
 people banned no opportunity to redeem or defend themselves.  This is one of
 the bigger issues facing online games and a cookie goes to the one that
 solves it.
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Re: [hlds] Bad player rankings to match bad server ones

2009-03-19 Thread Nephyrin Zey
This whole idea is stupid. You make it sound like its hard to keep
idiots out of your server or run a good community. Ranking players
based on arbitrary kicks that server ops dish out is stupid, and the
laziest way i've heard of yet to try to run your server.

I've argued in other threads for more tools to help players find good
communities and encourage them to belong, which could help them stay
away from poorly managed communities and find like minded players,
etc.. Give players better ways to find good fun servers, dont give
every lazy server op a way to blanket ban people who other servers
report have been kicked a lot.

Ignoring of course the complete impossibility of implementing this
system in an abuse-free manner.

- Neph

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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread John McCaskey
Users getting disconnected with the Invalid STEAM UserID ticket error in TF2 
when Steam servers are down is a bug.  Users are only supposed to get this type 
of disconnect if Steam is up and explicitly tells your server to disconnect a 
user.  It should be fixed for the next TF2 update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher 
Szabo
Sent: Wednesday, March 18, 2009 4:59 PM
To: hlds_li...@list.valvesoftware.com
Subject: [hlds_linux] Enough already (STEAM UserID ticket)


Error verifying STEAM UserID ticket...
I think everyone knows about this problem, we have all experience
it many times the last few months.

So after all the forumthreads and supportmails etc, inst it just easier
to fix the problem or at least tell us why the problem is there and why
you cant fix it? This way we maybe can cool down and don't be so angry
at STEAM all the time. How hard can it be to write us something about it?
And i dont mean some lame excuses.

All i hear is that i have to restart my server to resolve the problem.
Well i cant be up every night to restart the servers And if we do
restart the servers in the night all the players will be gone...

Best regards
Christopher

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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Don Williams
That's good stuff right there go Team YOU!
- Original Message - 
From: Olly oli...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2009-03-19 2:01 PM
Subject: Re: [hlds] Isreali FRC regional


 Holy crap, that's awesome man.
 So awesome in fact, that I'm going to put this right where it belongs... 
 In
 my trash.


 Just in case anyone was wondering (well I'm going to tell you anyway) I 
 beat
 my personal best time of putting my trousers on this morning! Go Team ME

 2009/3/19 Alec Sanger eclyp...@hotmail.com


 congrats?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  Date: Thu, 19 Mar 2009 19:37:09 +0200
  From: tanktun...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Isreali FRC regional
 
  My team won.Just thought you should know.
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 Sent from Olly's SEGA Game Gear
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No virus found in this incoming message.
Checked by AVG - www.avg.com
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12:26:00


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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Dj Satane
Since some people were comparing clients, I will chip in and say that I can
now play on 32 man servers with multi core rendering on without crashing for
hours, performance boost is obvious (e6600 + gt8800).
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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread John McCaskey
Yes, we'll make sure the fix gets into HLDS as well and include the fix in the 
next HLDS update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Thursday, March 19, 2009 11:51 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


This also occurs on HLDS servers. Would be nice to see a fix too.


- Original Message -
From: John McCaskey jmccas...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:34 PM
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


Users getting disconnected with the Invalid STEAM UserID ticket error in
TF2 when Steam servers are down is a bug.  Users are only supposed to get
this type of disconnect if Steam is up and explicitly tells your server to
disconnect a user.  It should be fixed for the next TF2 update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher
Szabo
Sent: Wednesday, March 18, 2009 4:59 PM
To: hlds_li...@list.valvesoftware.com
Subject: [hlds_linux] Enough already (STEAM UserID ticket)


Error verifying STEAM UserID ticket...
I think everyone knows about this problem, we have all experience
it many times the last few months.

So after all the forumthreads and supportmails etc, inst it just easier
to fix the problem or at least tell us why the problem is there and why
you cant fix it? This way we maybe can cool down and don't be so angry
at STEAM all the time. How hard can it be to write us something about it?
And i dont mean some lame excuses.

All i hear is that i have to restart my server to resolve the problem.
Well i cant be up every night to restart the servers And if we do
restart the servers in the night all the players will be gone...

Best regards
Christopher

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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Rick Payton
So this name change to . Is legal in Europe? ;)

-mauirixxx ... What? Someone had to do it :P

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick
Shelley
Sent: Thursday, March 19, 2009 10:11 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Isreali FRC regional

I just thought i'd let you know i'm .
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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread Ronny Schedel
Nice to hear that. And if you touch the hlds binaries, please fix the bugs 
with the server info:
- HLTVs are not shown and counted as players, so people think one slot is 
free, but it is taken by HLDS
- Cvars are cached and not updated, causing wrong infos like current map, 
next map etc

This was broken with the last HLDS update.


- Original Message - 
From: John McCaskey jmccas...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 9:15 PM
Subject: Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)


Yes, we'll make sure the fix gets into HLDS as well and include the fix in 
the next HLDS update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny 
Schedel
Sent: Thursday, March 19, 2009 11:51 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


This also occurs on HLDS servers. Would be nice to see a fix too.


- Original Message -
From: John McCaskey jmccas...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:34 PM
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


Users getting disconnected with the Invalid STEAM UserID ticket error in
TF2 when Steam servers are down is a bug.  Users are only supposed to get
this type of disconnect if Steam is up and explicitly tells your server to
disconnect a user.  It should be fixed for the next TF2 update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher
Szabo
Sent: Wednesday, March 18, 2009 4:59 PM
To: hlds_li...@list.valvesoftware.com
Subject: [hlds_linux] Enough already (STEAM UserID ticket)


Error verifying STEAM UserID ticket...
I think everyone knows about this problem, we have all experience
it many times the last few months.

So after all the forumthreads and supportmails etc, inst it just easier
to fix the problem or at least tell us why the problem is there and why
you cant fix it? This way we maybe can cool down and don't be so angry
at STEAM all the time. How hard can it be to write us something about it?
And i dont mean some lame excuses.

All i hear is that i have to restart my server to resolve the problem.
Well i cant be up every night to restart the servers And if we do
restart the servers in the night all the players will be gone...

Best regards
Christopher

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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread Mike Stiehm
Hay thanks for the reply this is great :)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John McCaskey
Sent: Thursday, March 19, 2009 3:16 PM
To: Half-Life dedicated Linux server mailing list;
'hlds@list.valvesoftware.com'
Subject: Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

Yes, we'll make sure the fix gets into HLDS as well and include the fix in
the next HLDS update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Thursday, March 19, 2009 11:51 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


This also occurs on HLDS servers. Would be nice to see a fix too.


- Original Message -
From: John McCaskey jmccas...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:34 PM
Subject: Re: [hlds_linux] Enough already (STEAM UserID ticket)


Users getting disconnected with the Invalid STEAM UserID ticket error in
TF2 when Steam servers are down is a bug.  Users are only supposed to get
this type of disconnect if Steam is up and explicitly tells your server to
disconnect a user.  It should be fixed for the next TF2 update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christopher
Szabo
Sent: Wednesday, March 18, 2009 4:59 PM
To: hlds_li...@list.valvesoftware.com
Subject: [hlds_linux] Enough already (STEAM UserID ticket)


Error verifying STEAM UserID ticket...
I think everyone knows about this problem, we have all experience
it many times the last few months.

So after all the forumthreads and supportmails etc, inst it just easier
to fix the problem or at least tell us why the problem is there and why
you cant fix it? This way we maybe can cool down and don't be so angry
at STEAM all the time. How hard can it be to write us something about it?
And i dont mean some lame excuses.

All i hear is that i have to restart my server to resolve the problem.
Well i cant be up every night to restart the servers And if we do
restart the servers in the night all the players will be gone...

Best regards
Christopher

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Re: [hlds] Isreali FRC regional

2009-03-19 Thread 1nsane
Actually he meant to say that he is gay. But apparently he didn't have the
courage.

On Thu, Mar 19, 2009 at 4:11 PM, Patrick Shelley sidest...@gmail.comwrote:

 I just thought i'd let you know i'm .
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Re: [hlds] [hlds_linux] Enough already (STEAM UserID ticket)

2009-03-19 Thread Hans Vos
Hello,

 Yes, we'll make sure the fix gets into HLDS as well and include the fix in 
 the next HLDS update.

That is good news, we are having a lot of problems with this Steam ID 
issue. Customers are complaining about this and blaming us (the server). 
I hope this will be fixed soon.

-- 
Met vriendelijke groet / With kind regards,

Hans Vos

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Re: [hlds] Isreali FRC regional

2009-03-19 Thread Patrick Shelley
LOL - oh you guys crack me up!

On Thu, Mar 19, 2009 at 8:56 PM, 1nsane 1nsane...@gmail.com wrote:

 Actually he meant to say that he is gay. But apparently he didn't have the
 courage.

 On Thu, Mar 19, 2009 at 4:11 PM, Patrick Shelley sidest...@gmail.com
 wrote:

  I just thought i'd let you know i'm .
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread DontWannaName!
I just got this in the middle of 2fort lol

[ICF] Kilgore Trout has left the server.
Dropped [ICF] Kilgore Trout from server (Disconnect by user.)
Stupid McNoheals has left the server.
Dropped Stupid McNoheals from server (Disconnect by user.)
moko has left the server.
Dropped moko from server (Disconnect by user.)
Dropped Sear from server (Disconnect by user.)
Sear has left the server.
Icicle7x3 has left the server.
Dropped Icicle7x3 from server (Disconnect by user.)
pyroManiac has left the server.
Dropped pyroManiac from server (Disconnect by user.)
UnusedCow has left the server.
Dropped UnusedCow from server (Disconnect by user.)
Marty McFly has left the server.
Dropped Marty McFly from server (Disconnect by user.)
Dropped LxA from server (Disconnect by user.)
LxA has left the server.
FR1TZZ has left the server.
Dropped FR1TZZ from server (Disconnect by user.)
RANDY MACHO MAN SAVAGE [B4R] has left the server.
Dropped RANDY MACHO MAN SAVAGE [B4R] from server (Disconnect by user.)
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[hlds] Team Fortress 2 Update Released

2009-03-19 Thread Jason Ruymen
An optional update for Team Fortress 2 has been released.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Game changes:
- Fixed decal related crash
- Removed upper limit for the tf_flag_caps_per_round convar

Server changes:
- Fixed players being kicked from servers with an INVALID_STEAM_TICKET rejection
- Added a message to the server console to show when the server has reconnected 
to Steam

Jason

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[hlds] Half-Life 1 Engine Update released

2009-03-19 Thread Alfred Reynolds
A beta update for Half-Life 1 Engine games has been released.  Please run 
hldsupdatetool to receive it with -beta 0319 on the command line.  The 
specific changes include:

Server changes:
- Fixed players being kicked from servers with an INVALID_STEAM_TICKET rejection
- Added a message to the server console to show when the server has reconnected 
to Steam
- Made map name and other variables reported by the server stay more current
- Show HLTV being connected in the player count for pings
- Fixed occasional crash under Linux on startup for SMP machines

This update won't be in beta long, so don't delay your testing.


- Alfred

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Re: [hlds] Half-Life 1 Engine Update released

2009-03-19 Thread Alex
Does this mean that after the 'beta' the patch will be live? Or is this a
case of 'update now or miss out' ?

Alex

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: Friday, 20 March 2009 4:16 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Half-Life 1 Engine Update released

A beta update for Half-Life 1 Engine games has been released.  Please run
hldsupdatetool to receive it with -beta 0319 on the command line.  The
specific changes include:

Server changes:
- Fixed players being kicked from servers with an INVALID_STEAM_TICKET
rejection
- Added a message to the server console to show when the server has
reconnected to Steam
- Made map name and other variables reported by the server stay more current
- Show HLTV being connected in the player count for pings
- Fixed occasional crash under Linux on startup for SMP machines

This update won't be in beta long, so don't delay your testing.


- Alfred

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Re: [hlds] Half-Life 1 Engine Update released

2009-03-19 Thread hlds_linux
I think he means that they will be pushing this out to production soon so
test it asap in case there are bugs they might have missed. 

On Fri, 20 Mar 2009 16:27:32 +1100, Alex adib...@internode.on.net
wrote:
 Does this mean that after the 'beta' the patch will be live? Or is this a
 case of 'update now or miss out' ?
 
 Alex
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, 20 March 2009 4:16 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Half-Life 1 Engine Update released
 
 A beta update for Half-Life 1 Engine games has been released.  Please run
 hldsupdatetool to receive it with -beta 0319 on the command line.  The
 specific changes include:
 
 Server changes:
 - Fixed players being kicked from servers with an INVALID_STEAM_TICKET
 rejection
 - Added a message to the server console to show when the server has
 reconnected to Steam
 - Made map name and other variables reported by the server stay more
 current
 - Show HLTV being connected in the player count for pings
 - Fixed occasional crash under Linux on startup for SMP machines
 
 This update won't be in beta long, so don't delay your testing.
 
 
 - Alfred
 
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Re: [hlds] Half-Life 1 Engine Update released

2009-03-19 Thread Alfred Reynolds
It will roll out as the public version once the beta is over.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alex
 Sent: Thursday, March 19, 2009 10:28 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Half-Life 1 Engine Update released

 Does this mean that after the 'beta' the patch will be live? Or is this
 a
 case of 'update now or miss out' ?

 Alex

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
 Sent: Friday, 20 March 2009 4:16 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Half-Life 1 Engine Update released

 A beta update for Half-Life 1 Engine games has been released.  Please
 run
 hldsupdatetool to receive it with -beta 0319 on the command line.
 The
 specific changes include:

 Server changes:
 - Fixed players being kicked from servers with an INVALID_STEAM_TICKET
 rejection
 - Added a message to the server console to show when the server has
 reconnected to Steam
 - Made map name and other variables reported by the server stay more
 current
 - Show HLTV being connected in the player count for pings
 - Fixed occasional crash under Linux on startup for SMP machines

 This update won't be in beta long, so don't delay your testing.


 - Alfred

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 please visit:
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Re: [hlds] Half-Life 1 Engine Update released

2009-03-19 Thread Kaspars
why doesn't the TF2 team learn from you and do the beta thing, too in the
future?

2009/3/20 Alfred Reynolds alf...@valvesoftware.com

 It will roll out as the public version once the beta is over.

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alex
  Sent: Thursday, March 19, 2009 10:28 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Half-Life 1 Engine Update released
 
  Does this mean that after the 'beta' the patch will be live? Or is this
  a
  case of 'update now or miss out' ?
 
  Alex
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred
  Reynolds
  Sent: Friday, 20 March 2009 4:16 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Subject: [hlds] Half-Life 1 Engine Update released
 
  A beta update for Half-Life 1 Engine games has been released.  Please
  run
  hldsupdatetool to receive it with -beta 0319 on the command line.
  The
  specific changes include:
 
  Server changes:
  - Fixed players being kicked from servers with an INVALID_STEAM_TICKET
  rejection
  - Added a message to the server console to show when the server has
  reconnected to Steam
  - Made map name and other variables reported by the server stay more
  current
  - Show HLTV being connected in the player count for pings
  - Fixed occasional crash under Linux on startup for SMP machines
 
  This update won't be in beta long, so don't delay your testing.
 
 
  - Alfred
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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Re: [hlds] Half-Life 1 Engine Update released

2009-03-19 Thread Alfred Reynolds
The beta command is actually -beta hlds0319, sorry for the typo.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, March 19, 2009 10:16 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Half-Life 1 Engine Update released

 A beta update for Half-Life 1 Engine games has been released.  Please
 run hldsupdatetool to receive it with -beta 0319 on the command line.
 The specific changes include:

 Server changes:
 - Fixed players being kicked from servers with an INVALID_STEAM_TICKET
 rejection
 - Added a message to the server console to show when the server has
 reconnected to Steam
 - Made map name and other variables reported by the server stay more
 current
 - Show HLTV being connected in the player count for pings
 - Fixed occasional crash under Linux on startup for SMP machines

 This update won't be in beta long, so don't delay your testing.


 - Alfred

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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