Re: [hlds_linux] Where is my traffic coming from?

2013-11-23 Thread ElitePowered .
Doing so is the equivalence of joining via a link on a site
containing steam//connect:ip. If a user is connecting from a steam group,
there isn't an efficient way of tracking it other than concluding the
connection originated from a site. gg

On Friday, November 22, 2013, Guardian Cipher wrote:

 I joined my server from clicking on an event invite from steam community,
 then I typed retry in console. It says I've connected from
 serverbrowser_favorites.


 On Mon, Nov 18, 2013 at 12:56 PM, dan needa...@ntlworld.comjavascript:;
 wrote:

  On 18/11/2013 17:08, Fletcher Dunn wrote:
 
  Quickplay is basically just automated server browsing, and it uses real
  pings.
 
  You might be thinking of MvM matchmaking, which uses geolocation.  (And
  quickplay beta, which may be revived at some point, used the same
 thing.)
 
 
  Right, that's it. I knew you'd mentioned geolocation in the past with
  regard to one of these things.
 
  Thanks for the correction.
  --
  Dan.
 
 
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-23 Thread dan

On 23/11/2013 12:15, ElitePowered . wrote:

Doing so is the equivalence of joining via a link on a site
containing steam//connect:ip. If a user is connecting from a steam group,
there isn't an efficient way of tracking it other than concluding the
connection originated from a site. gg


Well I dunno it's the client that is tracking, so it should be able to 
easily distinguish between these different methods. If you type connect 
in the console or type 'retry' that is not really the same as clicking a 
server in faves or clicking a URL on a webpage.


There's a bug / race condition that happens sometimes when you pick a 
team before a round starts. Presumably it happens if you do that at the 
exact same time as someone else does. Normally if you press '3' from the 
team select menu you'd either be placed on, blu, or, if blu has more 
players then you'd still be at the team pick menu. But, when the race 
condition happens on the client the team pick menu disappears and you 
get put in a kind of limbo where you're spectating (on 2fort, usually 
looking from the bridge camera) and , and . don't work. I quite 
often use 'retry' to get out of that and back on the server. So that's 
hardly the equivalent of joining via favourites.


To my mind, retry probably shouldn't count at all (because the method 
you used to join that server has already been counted) but at the least 
it should have its own category. Depends how much it is used I suppose 
but it will skew the results if it is used a lot.


The convar could do with adding to the console's autocomplete / find 
features too if possible.

--
Dan

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-22 Thread Guardian Cipher
I joined my server from clicking on an event invite from steam community,
then I typed retry in console. It says I've connected from
serverbrowser_favorites.


On Mon, Nov 18, 2013 at 12:56 PM, dan needa...@ntlworld.com wrote:

 On 18/11/2013 17:08, Fletcher Dunn wrote:

 Quickplay is basically just automated server browsing, and it uses real
 pings.

 You might be thinking of MvM matchmaking, which uses geolocation.  (And
 quickplay beta, which may be revived at some point, used the same thing.)


 Right, that's it. I knew you'd mentioned geolocation in the past with
 regard to one of these things.

 Thanks for the correction.
 --
 Dan.


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Re: [hlds_linux] Where is my traffic coming from?

2013-11-18 Thread Fletcher Dunn
Quickplay is basically just automated server browsing, and it uses real pings.

You might be thinking of MvM matchmaking, which uses geolocation.  (And 
quickplay beta, which may be revived at some point, used the same thing.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: Friday, November 15, 2013 9:38 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

On 15/11/2013 03:56, ElitePowered . wrote:
 So how come Lotus doesn't fill up all it's servers when it has close 
 to the same network performance as you do?

Ping is a quality to each client, not a feature of the server.

That said IIRC Fletcher once said rather than measuring ping they guessed it 
(Remind me of what that handbook was saying again...)

So unless they fixed that, actual ping doesn't mean a great deal either.

I imagine they don't qualify for quickplay because either their server is full 
(with people joining from other methods) or they have bots.

Just as likely, most of the people that use quickplay are like people who 
called themselves fred.bloggs on the internet, they are aged 8-12 and have not 
played a lot of TF2.

Ergo they are new, ergo they are more likely to get sent to Valve's servers if 
they use quickplay and some of yours if/when those fill up.

But I suppose Valve will have stats to show this for sure soon.

 Player latency does in fact play a roll in determining where they are 
 sent but there has to be an outside factor in play. There are 
 thousands of servers for TF2, not each one is filled completely. So 
 your point is invalid.

Well, obviously not, there are more server slots than players.

The score used for quickplay has never been revealed.

The only thing that existed was, IIRC, the trend and the speed of that trend 
You're going downhill fast kind of thing although not in those exact words.
--
Dan

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-18 Thread dan

On 18/11/2013 17:08, Fletcher Dunn wrote:

Quickplay is basically just automated server browsing, and it uses real pings.

You might be thinking of MvM matchmaking, which uses geolocation.  (And 
quickplay beta, which may be revived at some point, used the same thing.)


Right, that's it. I knew you'd mentioned geolocation in the past with 
regard to one of these things.


Thanks for the correction.
--
Dan.

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-15 Thread Mart-Jan Reeuwijk
Shouldn't be hard to have a score script running... 
- On player connect: penalty of 15
- On every minute of the player being connected: add 1 point unless they're 
there over 45 minutes.
- Start over on map change/reload (= reconnect)

and no cheating there :P




 From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Friday, 15 November 2013, 7:30
Subject: Re: [hlds_linux] Where is my traffic coming from?
 

I believe in some post within 2 years someone at Valve said that the 
quickplay is affected only by small part by server reputation score. But 
even if it is, the server that i had 7 million score vs the one that had 
less than a million, the one with less score got more traffic through 
quickplay than the other. So having big server score doesn't mean 
anything. It only means that a lot of people spent 45mins or more on 
that server over the years.

Still, i'd like to monitor that server reputation score also. It gave me 
a rough estimate how all my TF2 servers are doing. Which server the 
players spent more time and what server i should look into that isn't 
getting score like the others due to lack of players of they spending 
less time there. Dig in for reason and fix it.

-ics


ElitePowered . kirjoitti:
 Chill there amigo. No need to be but hurt. I'm just trying to find out why
 the backend score isn't available for us to see anymore.


 On Thu, Nov 14, 2013 at 11:03 PM, Doctor McKay mc...@doctormckay.comwrote:

 I never said that Quickplay doesn't have a score. Quickplay does in fact
 have a score, and that score is not publicly visible. The score that was
 recently removed was completely separate and unused.

 Please stop talking about things you don't know.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.com
 wrote:
 Steam3Server()-GetServerReputation();

 So how come Lotus doesn't fill up all it's servers when it has close to
 the
 same network performance as you do?
 Player latency does in fact play a roll in determining where they are
 sent
 but there has to be an outside factor in play. There are thousands of
 servers for TF2, not each one is filled completely. So your point is
 invalid.


 On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com
 wrote:
 Right, that old scoring system that was removed is the one talked about
 in
 this blog post: http://www.teamfortress.com/post.php?id=2338

 It was only used for a short time. In more recent years, that score was
 tracked but used for absolutely nothing. It was completely separate
 from
 the Quickplay score.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com
 wrote:
 That old scoring system was only used to automatically delist
 servers.
 It
 does not get you more players from quickplay. Valve has said that
 many
 times already.

 It doesn't take much effort to figure out that the quickplay scoring
 system
 is dominated by ping. There is a server quality score aside from this
 that
 is scored by the backend, but it only accounts for ~8% of the
 quickplay
 score. It looks arbitrary to me and even our most popular servers
 don't
 have a high score there.

 Also I think the past couple of days when Steam went down and dropped
 players for Invalid Steam UserID Ticket has negatively impacted
 server
 scores.


 On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . 
 elitepowe...@gmail.com
 wrote:
 Yea, it was. The performance of the server is determined by the
 score.
 For
 example, Skial may have a score of 500k while your 2Fort may have
 20k.
 Hence why Bottiger always has his servers full. The score was
 visible
 and i
 can show you the code the gets it from Valve. This feature was cut
 off
 a
 few weeks ago. Does this mean a new version of quick play is in the
 works?
 (Fletcher Dunn question)
 On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com
 wrote:
 That score was not your Quickplay score.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
 elitepowe...@gmail.com
 wrote:
 Why was the feature that allows viewing your quick play score
 removed?
 It
 was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-15 Thread dan

On 15/11/2013 03:56, ElitePowered . wrote:

So how come Lotus doesn't fill up all it's servers when it has close to the
same network performance as you do?


Ping is a quality to each client, not a feature of the server.

That said IIRC Fletcher once said rather than measuring ping
they guessed it (Remind me of what that handbook was saying again...)

So unless they fixed that, actual ping doesn't mean a great deal either.

I imagine they don't qualify for quickplay because either their server 
is full (with people joining from other methods)

or they have bots.

Just as likely, most of the people that use quickplay are like people 
who called themselves fred.bloggs on the internet,

they are aged 8-12 and have not played a lot of TF2.

Ergo they are new, ergo they are more likely to get sent to Valve's 
servers if they use quickplay

and some of yours if/when those fill up.

But I suppose Valve will have stats to show this for sure soon.


Player latency does in fact play a roll in determining where they are sent
but there has to be an outside factor in play. There are thousands of
servers for TF2, not each one is filled completely. So your point is
invalid.


Well, obviously not, there are more server slots than players.

The score used for quickplay has never been revealed.

The only thing that existed was, IIRC, the trend and the speed of that trend
You're going downhill fast kind of thing although not in those exact 
words.

--
Dan

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-15 Thread dan

On 15/11/2013 09:33, Mart-Jan Reeuwijk wrote:

Shouldn't be hard to have a score script running...
- On player connect: penalty of 15
- On every minute of the player being connected: add 1 point unless they're 
there over 45 minutes.
- Start over on map change/reload (= reconnect)


That sounds more like the old unused score. i.e not what quickplay used.

Quickplay was supposed to use ping. Tags for whether the server 
qualified and

then player count / max player count. So a vanilla 24 player server with
10 players is more likely to get another player than an empty 32-man server.

There may have been some handwaving about other criteria used but never
fully revealed.

Although, since then, they added the beta matchmaking which was trying to
group people together to find a server and start the game all at the
same time. Presumably that (which I bet is used even less than qp) would 
prefer empty servers.


They did once say IIRC they were thinking of turning server score into a 
game,

so you could rank and level up and so on.

Not a good idea imo - it obviously doesn't make sense to show any score 
or value given the way
some admins get into a flap. Maybe when Valve are measuring heart rates 
and blood
pressures it'll be safer to implement gamification of servers - and 
it'll add a bit of fun for the rest of
us to watch if they put a real-time graph showing server admin panic 
on the web :)


--
Dan

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ics
Quite surprising results. Well not really. I just assumed quikcplay 
connected players count would be higher but it does seems that ~70% of 
our players join through favorites.


Thanks for the plug-in!

-ics

Doctor McKay kirjoitti:

Here is a plugin that simply displays how all in-game players connected to
the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:


I'd settle for a command that lists where current players of the server
came from, for example addition into status command field along with ping
and such.

-ics

DontWannaName! kirjoitti:

  Grab the client value using sourcemod?

Sent from my iPhone 5

  On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:

cl_connectmethod = serverbrowser_favorites

Ok, it works for myself but I know how I connected how do you see how
others connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (
h...@list.valvesoftware.com) h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the
favorites tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only
way to connect is via the server browser?


On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com
wrote:

Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn

fletch...@valvesoftware.com


wrote:


Several server operators have requested the ability to know how
their


clients are connecting to their server.  The latest TF update added a
new client convar, cl_connectmethod, that contains a string value that
indicates how the client connected to your server.  It's sent in the
same way as cl_rate and others, and a plugin should be able to access
this information.  It will be empty if joined directly through a
console connect command.  I apologize that I don't have the list of
values at hand, but I'm sure some helpful server operator or plugin
author will post the list of codes that are sent.


Please be aware that the field is not secure, and the work required
to


secure it is not trivial.  Without too much effort a client could send
you pretty much any string they want.  So this is best used for
general reporting purposes and understanding where your players are
coming from, not to treat players differently based on how they connect.


This is a Source engine change, so it will be available in CS:S,
DoD:S,


and HL2:DM in the next update for those games.


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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Chris Oryschak
Yup this is really good to know how your community is doing.  Defiantly a
awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed...  I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
   - 507 iL Cappo!!serverbrowser_history
   - NovaesThnGr8 serverbrowser_history
   - sic   serverbrowser_history
   - sleepyserverbrowser_internet
   - Friz  serverbrowser_history
   - HeSnakeHeroofEternisen
   - YYZ   serverbrowser_history
   - Sombreserverbrowser_history
   - Ash 2.0   serverbrowser_internet
   - [WCE] Monty   serverbrowser_favorites
   - shadowlerks   serverbrowser_history
   - Pinhead{EMC}  serverbrowser_favorites
   - Skorchy   serverbrowser_internet
   - BUMSPAM   serverbrowser_history
   - =(eGO)=Tango v1.0 serverbrowser_history
   - Hernii55338   serverbrowser_favorites
   - Spaceman  serverbrowser_favorites
   - supp0rt
   - Aminal Parade serverbrowser_history
   - Jizz_Syrupserverbrowser_history
   - DRAK?serverbrowser_favorites
   - Peppermiz serverbrowser_favorites
   - Jake  steam
   - fan951126 serverbrowser_history
   - Pwel  serverbrowser_internet
   - Princess Juggsserverbrowser_favorites
   - SGTBrutus serverbrowser_favorites
   - Paco Ernesto  serverbrowser_history
   - Machiavellian Spork   serverbrowser_favorites
   - Kbeezey   serverbrowser_history


On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

 Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70% of our
 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

  Here is a plugin that simply displays how all in-game players connected to
 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

  I'd settle for a command that lists where current players of the server
 came from, for example addition into status command field along with ping
 and such.

 -ics

 DontWannaName! kirjoitti:

   Grab the client value using sourcemod?

 Sent from my iPhone 5

   On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com
 wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you see how
 others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used the
 favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 What's the point of having this feature on the other games if the only
 way to connect is via the server browser?

  On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

   On Nov 12, 2013, at 11:02 AM, Fletcher Dunn

 fletch...@valvesoftware.com

  wrote:

  Several server operators have requested the ability to know how
 their

  clients are connecting to their server.  The latest TF update added
 a
 new client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the
 same way as cl_rate and others, and a plugin should be able to access
 this information.  It will be empty if joined

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Nicholas Hastings
No value can be from connecting manually via the game console without 
specifying a parameter after the address. (which is where that tag comes 
from)


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Chris Oryschak mailto:ch...@oryschak.com
Thursday, November 14, 2013 11:11 AM
Yup this is really good to know how your community is doing. Defiantly a
awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed... I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
- 507 iL Cappo!! serverbrowser_history
- NovaesThnGr8 serverbrowser_history
- sic serverbrowser_history
- sleepy serverbrowser_internet
- Friz serverbrowser_history
- HeSnakeHeroofEternisen
- YYZ serverbrowser_history
- Sombre serverbrowser_history
- Ash 2.0 serverbrowser_internet
- [WCE] Monty serverbrowser_favorites
- shadowlerks serverbrowser_history
- Pinhead{EMC} serverbrowser_favorites
- Skorchy serverbrowser_internet
- BUMSPAM serverbrowser_history
- =(eGO)=Tango v1.0 serverbrowser_history
- Hernii55338 serverbrowser_favorites
- Spaceman serverbrowser_favorites
- supp0rt
- Aminal Parade serverbrowser_history
- Jizz_Syrup serverbrowser_history
- DRAK? serverbrowser_favorites
- Peppermiz serverbrowser_favorites
- Jake steam
- fan951126 serverbrowser_history
- Pwel serverbrowser_internet
- Princess Juggs serverbrowser_favorites
- SGTBrutus serverbrowser_favorites
- Paco Ernesto serverbrowser_history
- Machiavellian Spork serverbrowser_favorites
- Kbeezey serverbrowser_history


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ics mailto:i...@ics-base.net
Thursday, November 14, 2013 10:39 AM
Quite surprising results. Well not really. I just assumed quikcplay 
connected players count would be higher but it does seems that ~70% of 
our players join through favorites.


Thanks for the plug-in!

-ics




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Doctor McKay mailto:mc...@doctormckay.com
Wednesday, November 13, 2013 7:01 PM
Here is a plugin that simply displays how all in-game players connected to
the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


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please visit:

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ics mailto:i...@ics-base.net
Tuesday, November 12, 2013 3:13 PM
I'd settle for a command that lists where current players of the 
server came from, for example addition into status command field along 
with ping and such.


-ics




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DontWannaName! mailto:ad...@topnotchclan.com
Tuesday, November 12, 2013 3:04 PM
Grab the client value using sourcemod?

Sent from my iPhone 5


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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Lambda
Anyone knows what the number in quickplay_# means? I've got numbers as big
as 62, i've also got coaching as connection method which isn't listed in
the list provided earlier.


2013/11/14 Chris Oryschak ch...@oryschak.com

 Yup this is really good to know how your community is doing.  Defiantly a
 awesome feature.. can't wait for some sql logging and analytic pages made
 to make per server/date/time frame stats displayed...  I'm getting some
 users that aren't returning a value though:


 11:09:08 [SM] Displaying connection method for all players...
- 507 iL Cappo!!serverbrowser_history
- NovaesThnGr8 serverbrowser_history
- sic   serverbrowser_history
- sleepyserverbrowser_internet
- Friz  serverbrowser_history
- HeSnakeHeroofEternisen
- YYZ   serverbrowser_history
- Sombreserverbrowser_history
- Ash 2.0   serverbrowser_internet
- [WCE] Monty   serverbrowser_favorites
- shadowlerks   serverbrowser_history
- Pinhead{EMC}  serverbrowser_favorites
- Skorchy   serverbrowser_internet
- BUMSPAM   serverbrowser_history
- =(eGO)=Tango v1.0 serverbrowser_history
- Hernii55338   serverbrowser_favorites
- Spaceman  serverbrowser_favorites
- supp0rt
- Aminal Parade serverbrowser_history
- Jizz_Syrupserverbrowser_history
- DRAK?serverbrowser_favorites
- Peppermiz serverbrowser_favorites
- Jake  steam
- fan951126 serverbrowser_history
- Pwel  serverbrowser_internet
- Princess Juggsserverbrowser_favorites
- SGTBrutus serverbrowser_favorites
- Paco Ernesto  serverbrowser_history
- Machiavellian Spork   serverbrowser_favorites
- Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

  Quite surprising results. Well not really. I just assumed quikcplay
  connected players count would be higher but it does seems that ~70% of
 our
  players join through favorites.
 
  Thanks for the plug-in!
 
  -ics
 
  Doctor McKay kirjoitti:
 
   Here is a plugin that simply displays how all in-game players connected
 to
  the server after running a command:
  https://forums.alliedmods.net/showthread.php?t=229731
 
  More full-featured stats will be released soon.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
 
   I'd settle for a command that lists where current players of the server
  came from, for example addition into status command field along with
 ping
  and such.
 
  -ics
 
  DontWannaName! kirjoitti:
 
Grab the client value using sourcemod?
 
  Sent from my iPhone 5
 
On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com
  wrote:
 
  cl_connectmethod = serverbrowser_favorites
 
  Ok, it works for myself but I know how I connected how do you see how
  others connected?
 
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list hlds_linux@list.
  valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com) h...@list.valvesoftware.com
  Sent: Tuesday, November 12, 2013 2:45:44 PM
  Subject: Re: [hlds_linux] Where is my traffic coming from?
 
  It tells you what tab they used.  So you know whether they used the
  favorites tab versus the main server list.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 ElitePowered .
  Sent: Tuesday, November 12, 2013 11:25 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Where is my traffic coming from?
 
  What's the point of having this feature on the other games if the
 only
  way to connect is via the server browser?
 
   On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
  Is it able to tell if they connect from their favorites?
 
  Sent from my iPhone 5
 
On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
 
  fletch...@valvesoftware.com
 
   wrote:
 
   Several server operators have requested the ability to know

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ics
I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,  
all modes etc gamemode, basically all the quikcplay options. Coaching is 
connection method too.


-ics

Lambda kirjoitti:

Anyone knows what the number in quickplay_# means? I've got numbers as big
as 62, i've also got coaching as connection method which isn't listed in
the list provided earlier.


2013/11/14 Chris Oryschak ch...@oryschak.com


Yup this is really good to know how your community is doing.  Defiantly a
awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed...  I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
- 507 iL Cappo!!serverbrowser_history
- NovaesThnGr8 serverbrowser_history
- sic   serverbrowser_history
- sleepyserverbrowser_internet
- Friz  serverbrowser_history
- HeSnakeHeroofEternisen
- YYZ   serverbrowser_history
- Sombreserverbrowser_history
- Ash 2.0   serverbrowser_internet
- [WCE] Monty   serverbrowser_favorites
- shadowlerks   serverbrowser_history
- Pinhead{EMC}  serverbrowser_favorites
- Skorchy   serverbrowser_internet
- BUMSPAM   serverbrowser_history
- =(eGO)=Tango v1.0 serverbrowser_history
- Hernii55338   serverbrowser_favorites
- Spaceman  serverbrowser_favorites
- supp0rt
- Aminal Parade serverbrowser_history
- Jizz_Syrupserverbrowser_history
- DRAK?serverbrowser_favorites
- Peppermiz serverbrowser_favorites
- Jake  steam
- fan951126 serverbrowser_history
- Pwel  serverbrowser_internet
- Princess Juggsserverbrowser_favorites
- SGTBrutus serverbrowser_favorites
- Paco Ernesto  serverbrowser_history
- Machiavellian Spork   serverbrowser_favorites
- Kbeezey   serverbrowser_history


On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:


Quite surprising results. Well not really. I just assumed quikcplay
connected players count would be higher but it does seems that ~70% of

our

players join through favorites.

Thanks for the plug-in!

-ics

Doctor McKay kirjoitti:

  Here is a plugin that simply displays how all in-game players connected

to

the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

  I'd settle for a command that lists where current players of the server

came from, for example addition into status command field along with

ping

and such.

-ics

DontWannaName! kirjoitti:

   Grab the client value using sourcemod?


Sent from my iPhone 5

   On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com
wrote:


cl_connectmethod = serverbrowser_favorites

Ok, it works for myself but I know how I connected how do you see how
others connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (
h...@list.valvesoftware.com) h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the
favorites tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of

ElitePowered .

Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the

only

way to connect is via the server browser?

  On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com

wrote:

Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

   On Nov 12, 2013, at 11:02 AM, Fletcher Dunn


fletch

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Lambda
Yeah that's what i thought at first but seeing numbers as high as 62... i
have 28 different quickplay numbers, i dont think that there's that much
options at the game


2013/11/14 ics i...@ics-base.net

 I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,  all
 modes etc gamemode, basically all the quikcplay options. Coaching is
 connection method too.

 -ics

 Lambda kirjoitti:

  Anyone knows what the number in quickplay_# means? I've got numbers as big
 as 62, i've also got coaching as connection method which isn't listed in
 the list provided earlier.


 2013/11/14 Chris Oryschak ch...@oryschak.com

  Yup this is really good to know how your community is doing.  Defiantly a
 awesome feature.. can't wait for some sql logging and analytic pages made
 to make per server/date/time frame stats displayed...  I'm getting some
 users that aren't returning a value though:


 11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

  Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70% of

 our

 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

   Here is a plugin that simply displays how all in-game players
 connected

 to

 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

   I'd settle for a command that lists where current players of the
 server

 came from, for example addition into status command field along with

 ping

 and such.

 -ics

 DontWannaName! kirjoitti:

Grab the client value using sourcemod?

  Sent from my iPhone 5

On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com
 wrote:

  cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you see
 how
 others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used the
 favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of

 ElitePowered .

  Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 What's the point of having this feature

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ics
Basically user can input whatever value they like into that field. I 
could type in ValveHQ and some owners would go WOW.


-ics

Lambda kirjoitti:

Yeah that's what i thought at first but seeing numbers as high as 62... i
have 28 different quickplay numbers, i dont think that there's that much
options at the game


2013/11/14 ics i...@ics-base.net


I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,  all
modes etc gamemode, basically all the quikcplay options. Coaching is
connection method too.

-ics

Lambda kirjoitti:

  Anyone knows what the number in quickplay_# means? I've got numbers as big

as 62, i've also got coaching as connection method which isn't listed in
the list provided earlier.


2013/11/14 Chris Oryschak ch...@oryschak.com

  Yup this is really good to know how your community is doing.  Defiantly a

awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed...  I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history


On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

  Quite surprising results. Well not really. I just assumed quikcplay

connected players count would be higher but it does seems that ~70% of


our


players join through favorites.

Thanks for the plug-in!

-ics

Doctor McKay kirjoitti:

   Here is a plugin that simply displays how all in-game players
connected


to


the server after running a command:

https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

   I'd settle for a command that lists where current players of the
server


came from, for example addition into status command field along with


ping

and such.

-ics

DontWannaName! kirjoitti:

Grab the client value using sourcemod?

  Sent from my iPhone 5

On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com
wrote:

  cl_connectmethod = serverbrowser_favorites

Ok, it works for myself but I know how I connected how do you see
how
others connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.
valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (
h...@list.valvesoftware.com) h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the
favorites tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of


ElitePowered .

  Sent: Tuesday, November 12, 2013 11:25 AM

To: Half-Life dedicated Linux server mailing list

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread 1nsane
If only it did have more variety.

That number increases eveytime you use quickplay (resets when you quit the
game)..

So someone used quickplay 62 times. That's what I call hard to please.


On Thu, Nov 14, 2013 at 11:22 AM, Lambda lambdace...@gmail.com wrote:

 Yeah that's what i thought at first but seeing numbers as high as 62... i
 have 28 different quickplay numbers, i dont think that there's that much
 options at the game


 2013/11/14 ics i...@ics-base.net

  I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,
  all
  modes etc gamemode, basically all the quikcplay options. Coaching is
  connection method too.
 
  -ics
 
  Lambda kirjoitti:
 
   Anyone knows what the number in quickplay_# means? I've got numbers as
 big
  as 62, i've also got coaching as connection method which isn't listed
 in
  the list provided earlier.
 
 
  2013/11/14 Chris Oryschak ch...@oryschak.com
 
   Yup this is really good to know how your community is doing.
  Defiantly a
  awesome feature.. can't wait for some sql logging and analytic pages
 made
  to make per server/date/time frame stats displayed...  I'm getting some
  users that aren't returning a value though:
 
 
  11:09:08 [SM] Displaying connection method for all players...
  - 507 iL Cappo!!serverbrowser_history
  - NovaesThnGr8 serverbrowser_history
  - sic   serverbrowser_history
  - sleepyserverbrowser_internet
  - Friz  serverbrowser_history
  - HeSnakeHeroofEternisen
  - YYZ   serverbrowser_history
  - Sombreserverbrowser_history
  - Ash 2.0   serverbrowser_internet
  - [WCE] Monty   serverbrowser_favorites
  - shadowlerks   serverbrowser_history
  - Pinhead{EMC}  serverbrowser_favorites
  - Skorchy   serverbrowser_internet
  - BUMSPAM   serverbrowser_history
  - =(eGO)=Tango v1.0 serverbrowser_history
  - Hernii55338   serverbrowser_favorites
  - Spaceman  serverbrowser_favorites
  - supp0rt
  - Aminal Parade serverbrowser_history
  - Jizz_Syrupserverbrowser_history
  - DRAK?serverbrowser_favorites
  - Peppermiz serverbrowser_favorites
  - Jake  steam
  - fan951126 serverbrowser_history
  - Pwel  serverbrowser_internet
  - Princess Juggsserverbrowser_favorites
  - SGTBrutus serverbrowser_favorites
  - Paco Ernesto  serverbrowser_history
  - Machiavellian Spork   serverbrowser_favorites
  - Kbeezey   serverbrowser_history
 
 
  On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
 
   Quite surprising results. Well not really. I just assumed quikcplay
  connected players count would be higher but it does seems that ~70% of
 
  our
 
  players join through favorites.
 
  Thanks for the plug-in!
 
  -ics
 
  Doctor McKay kirjoitti:
 
Here is a plugin that simply displays how all in-game players
  connected
 
  to
 
  the server after running a command:
  https://forums.alliedmods.net/showthread.php?t=229731
 
  More full-featured stats will be released soon.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
 
I'd settle for a command that lists where current players of the
  server
 
  came from, for example addition into status command field along with
 
  ping
 
  and such.
 
  -ics
 
  DontWannaName! kirjoitti:
 
 Grab the client value using sourcemod?
 
   Sent from my iPhone 5
 
 On Nov 12, 2013, at 12:01 PM, Todd Pettit 
 pettit.t...@gmail.com
  wrote:
 
   cl_connectmethod = serverbrowser_favorites
 
  Ok, it works for myself but I know how I connected how do you see
  how
  others connected?
 
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.
  valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com) h...@list.valvesoftware.com
  Sent: Tuesday, November 12, 2013 2:45:44 PM
  Subject: Re: [hlds_linux] Where is my traffic coming from?
 
  It tells you what tab they used.  So you know whether they used

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Lambda
That explains alot : )


2013/11/14 1nsane 1nsane...@gmail.com

 If only it did have more variety.

 That number increases eveytime you use quickplay (resets when you quit the
 game)..

 So someone used quickplay 62 times. That's what I call hard to please.


 On Thu, Nov 14, 2013 at 11:22 AM, Lambda lambdace...@gmail.com wrote:

  Yeah that's what i thought at first but seeing numbers as high as 62... i
  have 28 different quickplay numbers, i dont think that there's that much
  options at the game
 
 
  2013/11/14 ics i...@ics-base.net
 
   I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,
   all
   modes etc gamemode, basically all the quikcplay options. Coaching is
   connection method too.
  
   -ics
  
   Lambda kirjoitti:
  
Anyone knows what the number in quickplay_# means? I've got numbers as
  big
   as 62, i've also got coaching as connection method which isn't
 listed
  in
   the list provided earlier.
  
  
   2013/11/14 Chris Oryschak ch...@oryschak.com
  
Yup this is really good to know how your community is doing.
   Defiantly a
   awesome feature.. can't wait for some sql logging and analytic pages
  made
   to make per server/date/time frame stats displayed...  I'm getting
 some
   users that aren't returning a value though:
  
  
   11:09:08 [SM] Displaying connection method for all players...
   - 507 iL Cappo!!serverbrowser_history
   - NovaesThnGr8 serverbrowser_history
   - sic   serverbrowser_history
   - sleepy
  serverbrowser_internet
   - Friz  serverbrowser_history
   - HeSnakeHeroofEternisen
   - YYZ   serverbrowser_history
   - Sombreserverbrowser_history
   - Ash 2.0
 serverbrowser_internet
   - [WCE] Monty
 serverbrowser_favorites
   - shadowlerks   serverbrowser_history
   - Pinhead{EMC}
  serverbrowser_favorites
   - Skorchy
 serverbrowser_internet
   - BUMSPAM   serverbrowser_history
   - =(eGO)=Tango v1.0 serverbrowser_history
   - Hernii55338
 serverbrowser_favorites
   - Spaceman
  serverbrowser_favorites
   - supp0rt
   - Aminal Parade serverbrowser_history
   - Jizz_Syrupserverbrowser_history
   - DRAK?
  serverbrowser_favorites
   - Peppermiz
 serverbrowser_favorites
   - Jake  steam
   - fan951126 serverbrowser_history
   - Pwel
  serverbrowser_internet
   - Princess Juggs
  serverbrowser_favorites
   - SGTBrutus
 serverbrowser_favorites
   - Paco Ernesto  serverbrowser_history
   - Machiavellian Spork
 serverbrowser_favorites
   - Kbeezey   serverbrowser_history
  
  
   On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
  
Quite surprising results. Well not really. I just assumed quikcplay
   connected players count would be higher but it does seems that ~70%
 of
  
   our
  
   players join through favorites.
  
   Thanks for the plug-in!
  
   -ics
  
   Doctor McKay kirjoitti:
  
 Here is a plugin that simply displays how all in-game players
   connected
  
   to
  
   the server after running a command:
   https://forums.alliedmods.net/showthread.php?t=229731
  
   More full-featured stats will be released soon.
  
  
   Dr. McKay
   www.doctormckay.com
  
  
   On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
  
 I'd settle for a command that lists where current players of the
   server
  
   came from, for example addition into status command field along
 with
  
   ping
  
   and such.
  
   -ics
  
   DontWannaName! kirjoitti:
  
  Grab the client value using sourcemod?
  
Sent from my iPhone 5
  
  On Nov 12, 2013, at 12:01 PM, Todd Pettit 
  pettit.t...@gmail.com
   wrote:
  
cl_connectmethod = serverbrowser_favorites
  
   Ok, it works for myself but I know how I connected how do you
 see
   how
   others connected?
  
  
   - Original Message -
   From: Fletcher Dunn fletch...@valvesoftware.com
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.
   valvesoftware.com
   Cc: Half-Life dedicated Win32 server mailing list (
   h...@list.valvesoftware.com) h...@list.valvesoftware.com
   Sent: Tuesday, November 12, 2013 2:45:44 PM
   Subject: Re: [hlds_linux] Where is my traffic coming from?
  
   It tells you what tab they used.  So you know whether they used
  the
   favorites tab versus the main server list.
  
   -Original Message

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Fletcher Dunn
Quickplay numbers should probably be stripped.  It means which quickplay 
attempt this client is on, since they booted.  Useful for us, probably not 
useful for you guys.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, November 14, 2013 8:20 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes 
etc gamemode, basically all the quikcplay options. Coaching is connection 
method too.

-ics

Lambda kirjoitti:
 Anyone knows what the number in quickplay_# means? I've got numbers as 
 big as 62, i've also got coaching as connection method which isn't 
 listed in the list provided earlier.


 2013/11/14 Chris Oryschak ch...@oryschak.com

 Yup this is really good to know how your community is doing.  
 Defiantly a awesome feature.. can't wait for some sql logging and 
 analytic pages made to make per server/date/time frame stats 
 displayed...  I'm getting some users that aren't returning a value though:


 11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

 Quite surprising results. Well not really. I just assumed quikcplay 
 connected players count would be higher but it does seems that ~70% 
 of
 our
 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

   Here is a plugin that simply displays how all in-game players 
 connected
 to
 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

   I'd settle for a command that lists where current players of the 
 server
 came from, for example addition into status command field along 
 with
 ping
 and such.

 -ics

 DontWannaName! kirjoitti:

Grab the client value using sourcemod?

 Sent from my iPhone 5

On Nov 12, 2013, at 12:01 PM, Todd Pettit 
 pettit.t...@gmail.com
 wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you 
 see how others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list ( 
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used 
 the favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Jonathan Price
It appears that this plugin isn't detecting where players are connecting 
from on HL2:DM. Has it not been updated with this new CVAR yet? I seem 
to remember valve said that all source games would gain this ability.


Also, very interesting to see other people's stats, thanks for posting!

-Pricetx

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Eric Smith
TF2 is the only game that has been updated to support this. The other games 
will be updated soon.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonathan Price
Sent: Thursday, November 14, 2013 8:42 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Where is my traffic coming from?

It appears that this plugin isn't detecting where players are connecting from 
on HL2:DM. Has it not been updated with this new CVAR yet? I seem to remember 
valve said that all source games would gain this ability.

Also, very interesting to see other people's stats, thanks for posting!

-Pricetx

___
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visit:
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Kyle Sanderson
There hasn't been an engine sync for any game but TF. There hasn't been a
Steamworks sync for any game.

Thanks,
Kyle.
On Nov 14, 2013 11:37 AM, Jonathan Price pric...@hotmail.com wrote:

 It appears that this plugin isn't detecting where players are connecting
 from on HL2:DM. Has it not been updated with this new CVAR yet? I seem to
 remember valve said that all source games would gain this ability.

 Also, very interesting to see other people's stats, thanks for posting!

 -Pricetx

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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
There hasn't been an engine update yet. 

Sent from my iPhone 5

 On Nov 14, 2013, at 8:41 AM, Jonathan Price pric...@hotmail.com wrote:
 
 It appears that this plugin isn't detecting where players are connecting from 
 on HL2:DM. Has it not been updated with this new CVAR yet? I seem to remember 
 valve said that all source games would gain this ability.
 
 Also, very interesting to see other people's stats, thanks for posting!
 
 -Pricetx
 
 ___
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 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ics
Please don't strip. We can see how fast the player found a good server 
and how long they stay on ours.


-ics

Fletcher Dunn kirjoitti:

Quickplay numbers should probably be stripped.  It means which quickplay 
attempt this client is on, since they booted.  Useful for us, probably not 
useful for you guys.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, November 14, 2013 8:20 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes 
etc gamemode, basically all the quikcplay options. Coaching is connection 
method too.

-ics

Lambda kirjoitti:

Anyone knows what the number in quickplay_# means? I've got numbers as
big as 62, i've also got coaching as connection method which isn't
listed in the list provided earlier.


2013/11/14 Chris Oryschak ch...@oryschak.com


Yup this is really good to know how your community is doing.
Defiantly a awesome feature.. can't wait for some sql logging and
analytic pages made to make per server/date/time frame stats
displayed...  I'm getting some users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history


On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:


Quite surprising results. Well not really. I just assumed quikcplay
connected players count would be higher but it does seems that ~70%
of

our

players join through favorites.

Thanks for the plug-in!

-ics

Doctor McKay kirjoitti:

   Here is a plugin that simply displays how all in-game players
connected

to

the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

   I'd settle for a command that lists where current players of the
server

came from, for example addition into status command field along
with

ping

and such.

-ics

DontWannaName! kirjoitti:

Grab the client value using sourcemod?


Sent from my iPhone 5

On Nov 12, 2013, at 12:01 PM, Todd Pettit
pettit.t...@gmail.com
wrote:


cl_connectmethod = serverbrowser_favorites

Ok, it works for myself but I know how I connected how do you
see how others connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (
h...@list.valvesoftware.com) h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used
the favorites tab versus the main server list.

-Original

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread 1nsane
I asked some of these people with high quickplay connect numbers about why
it took them so long to find a good server.
I was mostly told wrong map/I don't like the map it sent me to with some
saying lag.

Doesn't necessarily mean the other servers were bad.


On Thu, Nov 14, 2013 at 1:58 PM, ics i...@ics-base.net wrote:

 Please don't strip. We can see how fast the player found a good server and
 how long they stay on ours.

 -ics

 Fletcher Dunn kirjoitti:

  Quickplay numbers should probably be stripped.  It means which quickplay
 attempt this client is on, since they booted.  Useful for us, probably not
 useful for you guys.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, November 14, 2013 8:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all
 modes etc gamemode, basically all the quikcplay options. Coaching is
 connection method too.

 -ics

 Lambda kirjoitti:

 Anyone knows what the number in quickplay_# means? I've got numbers as
 big as 62, i've also got coaching as connection method which isn't
 listed in the list provided earlier.


 2013/11/14 Chris Oryschak ch...@oryschak.com

  Yup this is really good to know how your community is doing.
 Defiantly a awesome feature.. can't wait for some sql logging and
 analytic pages made to make per server/date/time frame stats
 displayed...  I'm getting some users that aren't returning a value
 though:


 11:09:08 [SM] Displaying connection method for all players...
  - 507 iL Cappo!!serverbrowser_history
  - NovaesThnGr8 serverbrowser_history
  - sic   serverbrowser_history
  - sleepyserverbrowser_internet
  - Friz  serverbrowser_history
  - HeSnakeHeroofEternisen
  - YYZ   serverbrowser_history
  - Sombreserverbrowser_history
  - Ash 2.0   serverbrowser_internet
  - [WCE] Monty   serverbrowser_favorites
  - shadowlerks   serverbrowser_history
  - Pinhead{EMC}  serverbrowser_favorites
  - Skorchy   serverbrowser_internet
  - BUMSPAM   serverbrowser_history
  - =(eGO)=Tango v1.0 serverbrowser_history
  - Hernii55338   serverbrowser_favorites
  - Spaceman  serverbrowser_favorites
  - supp0rt
  - Aminal Parade serverbrowser_history
  - Jizz_Syrupserverbrowser_history
  - DRAK?serverbrowser_favorites
  - Peppermiz serverbrowser_favorites
  - Jake  steam
  - fan951126 serverbrowser_history
  - Pwel  serverbrowser_internet
  - Princess Juggsserverbrowser_favorites
  - SGTBrutus serverbrowser_favorites
  - Paco Ernesto  serverbrowser_history
  - Machiavellian Spork   serverbrowser_favorites
  - Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

  Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70%
 of

 our

 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

Here is a plugin that simply displays how all in-game players
 connected

 to

 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

I'd settle for a command that lists where current players of the
 server

 came from, for example addition into status command field along
 with

 ping

 and such.

 -ics

 DontWannaName! kirjoitti:

 Grab the client value using sourcemod?

  Sent from my iPhone 5

 On Nov 12, 2013, at 12:01 PM, Todd Pettit
 pettit.t...@gmail.com
 wrote:

  cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you
 see how others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
Perhaps these players are looking for specific 24/7 servers and the current 
system doesn't cater to that. Most new players prefer consistency in maps. 
That's why 2fort is so popular. 

Sent from my iPhone 5

 On Nov 14, 2013, at 11:29 AM, 1nsane 1nsane...@gmail.com wrote:
 
 I asked some of these people with high quickplay connect numbers about why
 it took them so long to find a good server.
 I was mostly told wrong map/I don't like the map it sent me to with some
 saying lag.
 
 Doesn't necessarily mean the other servers were bad.
 
 
 On Thu, Nov 14, 2013 at 1:58 PM, ics i...@ics-base.net wrote:
 
 Please don't strip. We can see how fast the player found a good server and
 how long they stay on ours.
 
 -ics
 
 Fletcher Dunn kirjoitti:
 
 Quickplay numbers should probably be stripped.  It means which quickplay
 attempt this client is on, since they booted.  Useful for us, probably not
 useful for you guys.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, November 14, 2013 8:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all
 modes etc gamemode, basically all the quikcplay options. Coaching is
 connection method too.
 
 -ics
 
 Lambda kirjoitti:
 
 Anyone knows what the number in quickplay_# means? I've got numbers as
 big as 62, i've also got coaching as connection method which isn't
 listed in the list provided earlier.
 
 
 2013/11/14 Chris Oryschak ch...@oryschak.com
 
 Yup this is really good to know how your community is doing.
 Defiantly a awesome feature.. can't wait for some sql logging and
 analytic pages made to make per server/date/time frame stats
 displayed...  I'm getting some users that aren't returning a value
 though:
 
 
 11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history
 
 
 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
 
 Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70%
 of
 our
 
 players join through favorites.
 
 Thanks for the plug-in!
 
 -ics
 
 Doctor McKay kirjoitti:
 
   Here is a plugin that simply displays how all in-game players
 connected
 to
 
 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731
 
 More full-featured stats will be released soon.
 
 
 Dr. McKay
 www.doctormckay.com
 
 
 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
 
   I'd settle for a command that lists where current players of the
 server
 
 came from, for example addition into status command field along
 with
 ping
 
 and such.
 
 -ics
 
 DontWannaName! kirjoitti:
 
Grab the client value using sourcemod?
 
 Sent from my iPhone 5
 
On Nov 12, 2013, at 12

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Doctor McKay
That score was not your Quickplay score.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . elitepowe...@gmail.comwrote:

 Why was the feature that allows viewing your quick play score removed? It
 was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ElitePowered .
Yea, it was. The performance of the server is determined by the score. For
example, Skial may have a score of 500k while your 2Fort may have 20k.
Hence why Bottiger always has his servers full. The score was visible and i
can show you the code the gets it from Valve. This feature was cut off a
few weeks ago. Does this mean a new version of quick play is in the works?
(Fletcher Dunn question)
On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com wrote:

 That score was not your Quickplay score.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . elitepowe...@gmail.com
 wrote:

  Why was the feature that allows viewing your quick play score removed? It
  was a great way to see how well your server was doing.
  ___
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  please visit:
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Bottiger
That old scoring system was only used to automatically delist servers. It
does not get you more players from quickplay. Valve has said that many
times already.

It doesn't take much effort to figure out that the quickplay scoring system
is dominated by ping. There is a server quality score aside from this that
is scored by the backend, but it only accounts for ~8% of the quickplay
score. It looks arbitrary to me and even our most popular servers don't
have a high score there.

Also I think the past couple of days when Steam went down and dropped
players for Invalid Steam UserID Ticket has negatively impacted server
scores.


On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . elitepowe...@gmail.comwrote:

 Yea, it was. The performance of the server is determined by the score. For
 example, Skial may have a score of 500k while your 2Fort may have 20k.
 Hence why Bottiger always has his servers full. The score was visible and i
 can show you the code the gets it from Valve. This feature was cut off a
 few weeks ago. Does this mean a new version of quick play is in the works?
 (Fletcher Dunn question)
 On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com wrote:

  That score was not your Quickplay score.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . elitepowe...@gmail.com
  wrote:
 
   Why was the feature that allows viewing your quick play score removed?
 It
   was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Doctor McKay
Right, that old scoring system that was removed is the one talked about in
this blog post: http://www.teamfortress.com/post.php?id=2338

It was only used for a short time. In more recent years, that score was
tracked but used for absolutely nothing. It was completely separate from
the Quickplay score.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com wrote:

 That old scoring system was only used to automatically delist servers. It
 does not get you more players from quickplay. Valve has said that many
 times already.

 It doesn't take much effort to figure out that the quickplay scoring system
 is dominated by ping. There is a server quality score aside from this that
 is scored by the backend, but it only accounts for ~8% of the quickplay
 score. It looks arbitrary to me and even our most popular servers don't
 have a high score there.

 Also I think the past couple of days when Steam went down and dropped
 players for Invalid Steam UserID Ticket has negatively impacted server
 scores.


 On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . elitepowe...@gmail.com
 wrote:

  Yea, it was. The performance of the server is determined by the score.
 For
  example, Skial may have a score of 500k while your 2Fort may have 20k.
  Hence why Bottiger always has his servers full. The score was visible
 and i
  can show you the code the gets it from Valve. This feature was cut off a
  few weeks ago. Does this mean a new version of quick play is in the
 works?
  (Fletcher Dunn question)
  On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com wrote:
 
   That score was not your Quickplay score.
  
  
   Dr. McKay
   www.doctormckay.com
  
  
   On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
 elitepowe...@gmail.com
   wrote:
  
Why was the feature that allows viewing your quick play score
 removed?
  It
was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ElitePowered .
Steam3Server()-GetServerReputation();

So how come Lotus doesn't fill up all it's servers when it has close to the
same network performance as you do?
Player latency does in fact play a roll in determining where they are sent
but there has to be an outside factor in play. There are thousands of
servers for TF2, not each one is filled completely. So your point is
invalid.


On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.comwrote:

 Right, that old scoring system that was removed is the one talked about in
 this blog post: http://www.teamfortress.com/post.php?id=2338

 It was only used for a short time. In more recent years, that score was
 tracked but used for absolutely nothing. It was completely separate from
 the Quickplay score.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com wrote:

  That old scoring system was only used to automatically delist servers. It
  does not get you more players from quickplay. Valve has said that many
  times already.
 
  It doesn't take much effort to figure out that the quickplay scoring
 system
  is dominated by ping. There is a server quality score aside from this
 that
  is scored by the backend, but it only accounts for ~8% of the quickplay
  score. It looks arbitrary to me and even our most popular servers don't
  have a high score there.
 
  Also I think the past couple of days when Steam went down and dropped
  players for Invalid Steam UserID Ticket has negatively impacted server
  scores.
 
 
  On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . elitepowe...@gmail.com
  wrote:
 
   Yea, it was. The performance of the server is determined by the score.
  For
   example, Skial may have a score of 500k while your 2Fort may have 20k.
   Hence why Bottiger always has his servers full. The score was visible
  and i
   can show you the code the gets it from Valve. This feature was cut off
 a
   few weeks ago. Does this mean a new version of quick play is in the
  works?
   (Fletcher Dunn question)
   On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com wrote:
  
That score was not your Quickplay score.
   
   
Dr. McKay
www.doctormckay.com
   
   
On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
  elitepowe...@gmail.com
wrote:
   
 Why was the feature that allows viewing your quick play score
  removed?
   It
 was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Doctor McKay
I never said that Quickplay doesn't have a score. Quickplay does in fact
have a score, and that score is not publicly visible. The score that was
recently removed was completely separate and unused.

Please stop talking about things you don't know.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.comwrote:

 Steam3Server()-GetServerReputation();

 So how come Lotus doesn't fill up all it's servers when it has close to the
 same network performance as you do?
 Player latency does in fact play a roll in determining where they are sent
 but there has to be an outside factor in play. There are thousands of
 servers for TF2, not each one is filled completely. So your point is
 invalid.


 On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com
 wrote:

  Right, that old scoring system that was removed is the one talked about
 in
  this blog post: http://www.teamfortress.com/post.php?id=2338
 
  It was only used for a short time. In more recent years, that score was
  tracked but used for absolutely nothing. It was completely separate from
  the Quickplay score.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com wrote:
 
   That old scoring system was only used to automatically delist servers.
 It
   does not get you more players from quickplay. Valve has said that many
   times already.
  
   It doesn't take much effort to figure out that the quickplay scoring
  system
   is dominated by ping. There is a server quality score aside from this
  that
   is scored by the backend, but it only accounts for ~8% of the quickplay
   score. It looks arbitrary to me and even our most popular servers don't
   have a high score there.
  
   Also I think the past couple of days when Steam went down and dropped
   players for Invalid Steam UserID Ticket has negatively impacted
 server
   scores.
  
  
   On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . 
 elitepowe...@gmail.com
   wrote:
  
Yea, it was. The performance of the server is determined by the
 score.
   For
example, Skial may have a score of 500k while your 2Fort may have
 20k.
Hence why Bottiger always has his servers full. The score was visible
   and i
can show you the code the gets it from Valve. This feature was cut
 off
  a
few weeks ago. Does this mean a new version of quick play is in the
   works?
(Fletcher Dunn question)
On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com
 wrote:
   
 That score was not your Quickplay score.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
   elitepowe...@gmail.com
 wrote:

  Why was the feature that allows viewing your quick play score
   removed?
It
  was a great way to see how well your server was doing.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ElitePowered .
Chill there amigo. No need to be but hurt. I'm just trying to find out why
the backend score isn't available for us to see anymore.


On Thu, Nov 14, 2013 at 11:03 PM, Doctor McKay mc...@doctormckay.comwrote:

 I never said that Quickplay doesn't have a score. Quickplay does in fact
 have a score, and that score is not publicly visible. The score that was
 recently removed was completely separate and unused.

 Please stop talking about things you don't know.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.com
 wrote:

  Steam3Server()-GetServerReputation();
 
  So how come Lotus doesn't fill up all it's servers when it has close to
 the
  same network performance as you do?
  Player latency does in fact play a roll in determining where they are
 sent
  but there has to be an outside factor in play. There are thousands of
  servers for TF2, not each one is filled completely. So your point is
  invalid.
 
 
  On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com
  wrote:
 
   Right, that old scoring system that was removed is the one talked about
  in
   this blog post: http://www.teamfortress.com/post.php?id=2338
  
   It was only used for a short time. In more recent years, that score was
   tracked but used for absolutely nothing. It was completely separate
 from
   the Quickplay score.
  
  
   Dr. McKay
   www.doctormckay.com
  
  
   On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com
 wrote:
  
That old scoring system was only used to automatically delist
 servers.
  It
does not get you more players from quickplay. Valve has said that
 many
times already.
   
It doesn't take much effort to figure out that the quickplay scoring
   system
is dominated by ping. There is a server quality score aside from this
   that
is scored by the backend, but it only accounts for ~8% of the
 quickplay
score. It looks arbitrary to me and even our most popular servers
 don't
have a high score there.
   
Also I think the past couple of days when Steam went down and dropped
players for Invalid Steam UserID Ticket has negatively impacted
  server
scores.
   
   
On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . 
  elitepowe...@gmail.com
wrote:
   
 Yea, it was. The performance of the server is determined by the
  score.
For
 example, Skial may have a score of 500k while your 2Fort may have
  20k.
 Hence why Bottiger always has his servers full. The score was
 visible
and i
 can show you the code the gets it from Valve. This feature was cut
  off
   a
 few weeks ago. Does this mean a new version of quick play is in the
works?
 (Fletcher Dunn question)
 On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com
  wrote:

  That score was not your Quickplay score.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
elitepowe...@gmail.com
  wrote:
 
   Why was the feature that allows viewing your quick play score
removed?
 It
   was a great way to see how well your server was doing.
   ___
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archives,
   please visit:
  
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Todd Pettit
You also apparently don't have a clue what backend means outside your bedroom.

- Original Message -
From: ElitePowered . elitepowe...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, November 14, 2013 11:11:40 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

Chill there amigo. No need to be but hurt. I'm just trying to find out why
the backend score isn't available for us to see anymore.


On Thu, Nov 14, 2013 at 11:03 PM, Doctor McKay mc...@doctormckay.comwrote:

 I never said that Quickplay doesn't have a score. Quickplay does in fact
 have a score, and that score is not publicly visible. The score that was
 recently removed was completely separate and unused.

 Please stop talking about things you don't know.


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.com
 wrote:

  Steam3Server()-GetServerReputation();
 
  So how come Lotus doesn't fill up all it's servers when it has close to
 the
  same network performance as you do?
  Player latency does in fact play a roll in determining where they are
 sent
  but there has to be an outside factor in play. There are thousands of
  servers for TF2, not each one is filled completely. So your point is
  invalid.
 
 
  On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com
  wrote:
 
   Right, that old scoring system that was removed is the one talked about
  in
   this blog post: http://www.teamfortress.com/post.php?id=2338
  
   It was only used for a short time. In more recent years, that score was
   tracked but used for absolutely nothing. It was completely separate
 from
   the Quickplay score.
  
  
   Dr. McKay
   www.doctormckay.com
  
  
   On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com
 wrote:
  
That old scoring system was only used to automatically delist
 servers.
  It
does not get you more players from quickplay. Valve has said that
 many
times already.
   
It doesn't take much effort to figure out that the quickplay scoring
   system
is dominated by ping. There is a server quality score aside from this
   that
is scored by the backend, but it only accounts for ~8% of the
 quickplay
score. It looks arbitrary to me and even our most popular servers
 don't
have a high score there.
   
Also I think the past couple of days when Steam went down and dropped
players for Invalid Steam UserID Ticket has negatively impacted
  server
scores.
   
   
On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . 
  elitepowe...@gmail.com
wrote:
   
 Yea, it was. The performance of the server is determined by the
  score.
For
 example, Skial may have a score of 500k while your 2Fort may have
  20k.
 Hence why Bottiger always has his servers full. The score was
 visible
and i
 can show you the code the gets it from Valve. This feature was cut
  off
   a
 few weeks ago. Does this mean a new version of quick play is in the
works?
 (Fletcher Dunn question)
 On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com
  wrote:

  That score was not your Quickplay score.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 
elitepowe...@gmail.com
  wrote:
 
   Why was the feature that allows viewing your quick play score
removed?
 It
   was a great way to see how well your server was doing.
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
  
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread ics
I believe in some post within 2 years someone at Valve said that the 
quickplay is affected only by small part by server reputation score. But 
even if it is, the server that i had 7 million score vs the one that had 
less than a million, the one with less score got more traffic through 
quickplay than the other. So having big server score doesn't mean 
anything. It only means that a lot of people spent 45mins or more on 
that server over the years.


Still, i'd like to monitor that server reputation score also. It gave me 
a rough estimate how all my TF2 servers are doing. Which server the 
players spent more time and what server i should look into that isn't 
getting score like the others due to lack of players of they spending 
less time there. Dig in for reason and fix it.


-ics


ElitePowered . kirjoitti:

Chill there amigo. No need to be but hurt. I'm just trying to find out why
the backend score isn't available for us to see anymore.


On Thu, Nov 14, 2013 at 11:03 PM, Doctor McKay mc...@doctormckay.comwrote:


I never said that Quickplay doesn't have a score. Quickplay does in fact
have a score, and that score is not publicly visible. The score that was
recently removed was completely separate and unused.

Please stop talking about things you don't know.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 10:56 PM, ElitePowered . elitepowe...@gmail.com

wrote:
Steam3Server()-GetServerReputation();

So how come Lotus doesn't fill up all it's servers when it has close to

the

same network performance as you do?
Player latency does in fact play a roll in determining where they are

sent

but there has to be an outside factor in play. There are thousands of
servers for TF2, not each one is filled completely. So your point is
invalid.


On Thu, Nov 14, 2013 at 10:01 PM, Doctor McKay mc...@doctormckay.com

wrote:
Right, that old scoring system that was removed is the one talked about

in

this blog post: http://www.teamfortress.com/post.php?id=2338

It was only used for a short time. In more recent years, that score was
tracked but used for absolutely nothing. It was completely separate

from

the Quickplay score.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 9:36 PM, Bottiger bottige...@gmail.com

wrote:

That old scoring system was only used to automatically delist

servers.

It

does not get you more players from quickplay. Valve has said that

many

times already.

It doesn't take much effort to figure out that the quickplay scoring

system

is dominated by ping. There is a server quality score aside from this

that

is scored by the backend, but it only accounts for ~8% of the

quickplay

score. It looks arbitrary to me and even our most popular servers

don't

have a high score there.

Also I think the past couple of days when Steam went down and dropped
players for Invalid Steam UserID Ticket has negatively impacted

server

scores.


On Thu, Nov 14, 2013 at 5:59 PM, ElitePowered . 

elitepowe...@gmail.com

wrote:
Yea, it was. The performance of the server is determined by the

score.

For

example, Skial may have a score of 500k while your 2Fort may have

20k.

Hence why Bottiger always has his servers full. The score was

visible

and i

can show you the code the gets it from Valve. This feature was cut

off

a

few weeks ago. Does this mean a new version of quick play is in the

works?

(Fletcher Dunn question)
On Nov 14, 2013 8:03 PM, Doctor McKay mc...@doctormckay.com

wrote:

That score was not your Quickplay score.


Dr. McKay
www.doctormckay.com


On Thu, Nov 14, 2013 at 4:25 PM, ElitePowered . 

elitepowe...@gmail.com

wrote:
Why was the feature that allows viewing your quick play score

removed?

It

was a great way to see how well your server was doing.
___
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archives,

please visit:


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Re: [hlds_linux] Where is my traffic coming from?

2013-11-13 Thread Doctor McKay
Here is a plugin that simply displays how all in-game players connected to
the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

 I'd settle for a command that lists where current players of the server
 came from, for example addition into status command field along with ping
 and such.

 -ics

 DontWannaName! kirjoitti:

  Grab the client value using sourcemod?

 Sent from my iPhone 5

  On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you see how
 others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used the
 favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 What's the point of having this feature on the other games if the only
 way to connect is via the server browser?

 On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
 fletch...@valvesoftware.com

 wrote:

 Several server operators have requested the ability to know how
 their

 clients are connecting to their server.  The latest TF update added a
 new client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the
 same way as cl_rate and others, and a plugin should be able to access
 this information.  It will be empty if joined directly through a
 console connect command.  I apologize that I don't have the list of
 values at hand, but I'm sure some helpful server operator or plugin
 author will post the list of codes that are sent.

 Please be aware that the field is not secure, and the work required
 to

 secure it is not trivial.  Without too much effort a client could send
 you pretty much any string they want.  So this is best used for
 general reporting purposes and understanding where your players are
 coming from, not to treat players differently based on how they connect.

 This is a Source engine change, so it will be available in CS:S,
 DoD:S,

 and HL2:DM in the next update for those games.

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,

 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-13 Thread Oskar Levin
Good job!

-- 
Best regards
Oskar Levin

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: den 14 november 2013 08:01
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

Here is a plugin that simply displays how all in-game players connected to
the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

 I'd settle for a command that lists where current players of the 
 server came from, for example addition into status command field along 
 with ping and such.

 -ics

 DontWannaName! kirjoitti:

  Grab the client value using sourcemod?

 Sent from my iPhone 5

  On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you see 
 how others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list ( 
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used the 
 favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 What's the point of having this feature on the other games if the 
 only way to connect is via the server browser?

 On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
 fletch...@valvesoftware.com

 wrote:

 Several server operators have requested the ability to know how 
 their

 clients are connecting to their server.  The latest TF update added 
 a new client convar, cl_connectmethod, that contains a string value 
 that indicates how the client connected to your server.  It's sent 
 in the same way as cl_rate and others, and a plugin should be able 
 to access this information.  It will be empty if joined directly 
 through a console connect command.  I apologize that I don't have 
 the list of values at hand, but I'm sure some helpful server 
 operator or plugin author will post the list of codes that are sent.

 Please be aware that the field is not secure, and the work 
 required to

 secure it is not trivial.  Without too much effort a client could 
 send you pretty much any string they want.  So this is best used 
 for general reporting purposes and understanding where your players 
 are coming from, not to treat players differently based on how they
connect.

 This is a Source engine change, so it will be available in CS:S, 
 DoD:S,

 and HL2:DM in the next update for those games.

 ___
 To unsubscribe, edit your list preferences, or view the list 
 archives,

 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
 Several server operators have requested the ability to know how their clients 
 are connecting to their server.  The latest TF update added a new client 
 convar, cl_connectmethod, that contains a string value that indicates how the 
 client connected to your server.  It's sent in the same way as cl_rate and 
 others, and a plugin should be able to access this information.  It will be 
 empty if joined directly through a console connect command.  I apologize 
 that I don't have the list of values at hand, but I'm sure some helpful 
 server operator or plugin author will post the list of codes that are sent.
 
 Please be aware that the field is not secure, and the work required to secure 
 it is not trivial.  Without too much effort a client could send you pretty 
 much any string they want.  So this is best used for general reporting 
 purposes and understanding where your players are coming from, not to treat 
 players differently based on how they connect.
 
 This is a Source engine change, so it will be available in CS:S, DoD:S, and 
 HL2:DM in the next update for those games.
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread ElitePowered .
What's the point of having this feature on the other games if the only way
to connect is via the server browser?
On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how their
 clients are connecting to their server.  The latest TF update added a new
 client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the same
 way as cl_rate and others, and a plugin should be able to access this
 information.  It will be empty if joined directly through a console
 connect command.  I apologize that I don't have the list of values at
 hand, but I'm sure some helpful server operator or plugin author will post
 the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required to
 secure it is not trivial.  Without too much effort a client could send you
 pretty much any string they want.  So this is best used for general
 reporting purposes and understanding where your players are coming from,
 not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, DoD:S,
 and HL2:DM in the next update for those games.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Gordon Reynolds
I get a little excited whenever a new console command is given to us. This
one also has the added benefit of giving us more metrics/data on our
players.

I fucking LOVE data! Thanks for this.


On Tue, Nov 12, 2013 at 11:08 AM, DontWannaName! ad...@topnotchclan.comwrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how their
 clients are connecting to their server.  The latest TF update added a new
 client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the same
 way as cl_rate and others, and a plugin should be able to access this
 information.  It will be empty if joined directly through a console
 connect command.  I apologize that I don't have the list of values at
 hand, but I'm sure some helpful server operator or plugin author will post
 the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required to
 secure it is not trivial.  Without too much effort a client could send you
 pretty much any string they want.  So this is best used for general
 reporting purposes and understanding where your players are coming from,
 not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, DoD:S,
 and HL2:DM in the next update for those games.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux




-- 
- Gordon Reynolds
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Valentin G.
This is a great addition. Thanks!


On Tue, Nov 12, 2013 at 8:26 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 I get a little excited whenever a new console command is given to us. This
 one also has the added benefit of giving us more metrics/data on our
 players.

 I fucking LOVE data! Thanks for this.


 On Tue, Nov 12, 2013 at 11:08 AM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Is it able to tell if they connect from their favorites?
 
  Sent from my iPhone 5
 
   On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
 fletch...@valvesoftware.com
  wrote:
  
   Several server operators have requested the ability to know how their
  clients are connecting to their server.  The latest TF update added a new
  client convar, cl_connectmethod, that contains a string value that
  indicates how the client connected to your server.  It's sent in the same
  way as cl_rate and others, and a plugin should be able to access this
  information.  It will be empty if joined directly through a console
  connect command.  I apologize that I don't have the list of values at
  hand, but I'm sure some helpful server operator or plugin author will
 post
  the list of codes that are sent.
  
   Please be aware that the field is not secure, and the work required to
  secure it is not trivial.  Without too much effort a client could send
 you
  pretty much any string they want.  So this is best used for general
  reporting purposes and understanding where your players are coming from,
  not to treat players differently based on how they connect.
  
   This is a Source engine change, so it will be available in CS:S, DoD:S,
  and HL2:DM in the next update for those games.
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 --
 - Gordon Reynolds
 ___
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Nomaan Ahmad
This is never bad to have :)
Thanks!


On 12 November 2013 19:26, Gordon Reynolds thisisgordonsem...@gmail.comwrote:

 I get a little excited whenever a new console command is given to us. This
 one also has the added benefit of giving us more metrics/data on our
 players.

 I fucking LOVE data! Thanks for this.


 On Tue, Nov 12, 2013 at 11:08 AM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Is it able to tell if they connect from their favorites?
 
  Sent from my iPhone 5
 
   On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
 fletch...@valvesoftware.com
  wrote:
  
   Several server operators have requested the ability to know how their
  clients are connecting to their server.  The latest TF update added a new
  client convar, cl_connectmethod, that contains a string value that
  indicates how the client connected to your server.  It's sent in the same
  way as cl_rate and others, and a plugin should be able to access this
  information.  It will be empty if joined directly through a console
  connect command.  I apologize that I don't have the list of values at
  hand, but I'm sure some helpful server operator or plugin author will
 post
  the list of codes that are sent.
  
   Please be aware that the field is not secure, and the work required to
  secure it is not trivial.  Without too much effort a client could send
 you
  pretty much any string they want.  So this is best used for general
  reporting purposes and understanding where your players are coming from,
  not to treat players differently based on how they connect.
  
   This is a Source engine change, so it will be available in CS:S, DoD:S,
  and HL2:DM in the next update for those games.
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 --
 - Gordon Reynolds
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Fletcher Dunn
It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
  fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how 
  their
 clients are connecting to their server.  The latest TF update added a 
 new client convar, cl_connectmethod, that contains a string value that 
 indicates how the client connected to your server.  It's sent in the 
 same way as cl_rate and others, and a plugin should be able to access 
 this information.  It will be empty if joined directly through a 
 console connect command.  I apologize that I don't have the list of 
 values at hand, but I'm sure some helpful server operator or plugin 
 author will post the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required 
  to
 secure it is not trivial.  Without too much effort a client could send 
 you pretty much any string they want.  So this is best used for 
 general reporting purposes and understanding where your players are 
 coming from, not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, 
  DoD:S,
 and HL2:DM in the next update for those games.
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
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 please visit:
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Todd Pettit
cl_connectmethod = serverbrowser_favorites 

Ok, it works for myself but I know how I connected how do you see how others 
connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com) h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
  fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how 
  their
 clients are connecting to their server.  The latest TF update added a 
 new client convar, cl_connectmethod, that contains a string value that 
 indicates how the client connected to your server.  It's sent in the 
 same way as cl_rate and others, and a plugin should be able to access 
 this information.  It will be empty if joined directly through a 
 console connect command.  I apologize that I don't have the list of 
 values at hand, but I'm sure some helpful server operator or plugin 
 author will post the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required 
  to
 secure it is not trivial.  Without too much effort a client could send 
 you pretty much any string they want.  So this is best used for 
 general reporting purposes and understanding where your players are 
 coming from, not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, 
  DoD:S,
 and HL2:DM in the next update for those games.
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Grab the client value using sourcemod?

Sent from my iPhone 5

 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:
 
 cl_connectmethod = serverbrowser_favorites 
 
 Ok, it works for myself but I know how I connected how do you see how others 
 connected?
 
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 It tells you what tab they used.  So you know whether they used the favorites 
 tab versus the main server list.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 What's the point of having this feature on the other games if the only way to 
 connect is via the server browser?
 On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:
 
 Is it able to tell if they connect from their favorites?
 
 Sent from my iPhone 5
 
 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
 fletch...@valvesoftware.com
 wrote:
 
 Several server operators have requested the ability to know how 
 their
 clients are connecting to their server.  The latest TF update added a 
 new client convar, cl_connectmethod, that contains a string value that 
 indicates how the client connected to your server.  It's sent in the 
 same way as cl_rate and others, and a plugin should be able to access 
 this information.  It will be empty if joined directly through a 
 console connect command.  I apologize that I don't have the list of 
 values at hand, but I'm sure some helpful server operator or plugin 
 author will post the list of codes that are sent.
 
 Please be aware that the field is not secure, and the work required 
 to
 secure it is not trivial.  Without too much effort a client could send 
 you pretty much any string they want.  So this is best used for 
 general reporting purposes and understanding where your players are 
 coming from, not to treat players differently based on how they connect.
 
 This is a Source engine change, so it will be available in CS:S, 
 DoD:S,
 and HL2:DM in the next update for those games.
 ___
 To unsubscribe, edit your list preferences, or view the list 
 archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread ics
I'd settle for a command that lists where current players of the server 
came from, for example addition into status command field along with 
ping and such.


-ics

DontWannaName! kirjoitti:

Grab the client value using sourcemod?

Sent from my iPhone 5


On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:

cl_connectmethod = serverbrowser_favorites

Ok, it works for myself but I know how I connected how do you see how others 
connected?


- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
h...@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?

On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

Is it able to tell if they connect from their favorites?

Sent from my iPhone 5


On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
fletch...@valvesoftware.com

wrote:

Several server operators have requested the ability to know how
their

clients are connecting to their server.  The latest TF update added a
new client convar, cl_connectmethod, that contains a string value that
indicates how the client connected to your server.  It's sent in the
same way as cl_rate and others, and a plugin should be able to access
this information.  It will be empty if joined directly through a
console connect command.  I apologize that I don't have the list of
values at hand, but I'm sure some helpful server operator or plugin
author will post the list of codes that are sent.

Please be aware that the field is not secure, and the work required
to

secure it is not trivial.  Without too much effort a client could send
you pretty much any string they want.  So this is best used for
general reporting purposes and understanding where your players are
coming from, not to treat players differently based on how they connect.

This is a Source engine change, so it will be available in CS:S,
DoD:S,

and HL2:DM in the next update for those games.

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Todd Pettit
Exactly.

- Original Message -
From: ics i...@ics-base.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, November 12, 2013 3:13:08 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

I'd settle for a command that lists where current players of the server 
came from, for example addition into status command field along with 
ping and such.

-ics

DontWannaName! kirjoitti:
 Grab the client value using sourcemod?

 Sent from my iPhone 5

 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you see how others 
 connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used the 
 favorites tab versus the main server list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered 
 .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 What's the point of having this feature on the other games if the only way 
 to connect is via the server browser?
 On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
 fletch...@valvesoftware.com
 wrote:
 Several server operators have requested the ability to know how
 their
 clients are connecting to their server.  The latest TF update added a
 new client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the
 same way as cl_rate and others, and a plugin should be able to access
 this information.  It will be empty if joined directly through a
 console connect command.  I apologize that I don't have the list of
 values at hand, but I'm sure some helpful server operator or plugin
 author will post the list of codes that are sent.
 Please be aware that the field is not secure, and the work required
 to
 secure it is not trivial.  Without too much effort a client could send
 you pretty much any string they want.  So this is best used for
 general reporting purposes and understanding where your players are
 coming from, not to treat players differently based on how they connect.
 This is a Source engine change, so it will be available in CS:S,
 DoD:S,
 and HL2:DM in the next update for those games.
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 archives,
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