On Tue, 2012/08/21 02:40 PM, hlds_linux-requ...@list.valvesoftware.com wrote: > Send hlds_linux mailing list submissions to > hlds_linux@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > or, via email, send a message with subject or body 'help' to > hlds_linux-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlds_linux-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlds_linux digest..." > > > Today's Topics: > > 1. Re: MvM - too many players connected (Necavi) > 2. Re: MvM server browser player counts and improtant note > regarding replay (Eric G. Wolfe) > 3. Getting a server identity for a CS:GO server, when I don't > own the game (Peter Reinhold) > 4. Re: [hlds] MvM server browser player counts and improtant > note regarding replay (Cameron Munroe) > 5. Re: [hlds] MvM server browser player counts and improtant > note regarding replay (doc) > 6. Re: Mandatory TF2 update released (HyperionGaming.org Admin) > 7. Re: [hlds] MvM server browser player counts and improtant > note regarding replay (DontWannaName!) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Tue, 21 Aug 2012 14:00:12 -0700 > From: "Necavi" <nec...@0xf.org> > To: "'Half-Life dedicated Linux server mailing list'" > <hlds_linux@list.valvesoftware.com> > Subject: Re: [hlds_linux] MvM - too many players connected > Message-ID: <00e001cd7fdf$f6528490$e2f78db0$@org> > Content-Type: text/plain; charset="us-ascii" > > If I remember correctly it saves a "snapshot" of your character (same as it > does between waves) that it will set you back as upon rejoining the server. > > -----Original Message----- > From: hlds_linux-boun...@list.valvesoftware.com > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp > Sent: Tuesday, August 21, 2012 13:59 > To: Half-Life dedicated Linux server mailing list > Subject: Re: [hlds_linux] MvM - too many players connected > > Here's my understanding: > > If you allow ad-hoc connections then people can rejoin a game > immediately if they drop for any reason, such as a temporary loss of > connection or client crash*. If you do, however, then more than 6 > humans can join the game. Yes, every person after the 6th will be > spectating, but they'll be connected regardless. > > --bp takes this opportunity to beg server owners to not set map time > limits on MvM servers. 30 minutes is normally not enough to complete a > game! > > *This probably opens the venue for cheating, however - a successful > "retry" might be the simple way to "respec" during a game. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > ------------------------------ > > Message: 2 > Date: Tue, 21 Aug 2012 17:04:26 -0400 > From: "Eric G. Wolfe" <eric.wo...@marshall.edu> > 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> > Subject: Re: [hlds_linux] MvM server browser player counts and > improtant note regarding replay > Message-ID: <5033f7da.3060...@marshall.edu> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > > There are (currently) 4 slots reserved for spectators. > > Yet there are 6 players on my server, and cannot connect as a > spectator. Also can't change sv_visiblemaxplayers to 10, without it > being forced to 6. Can you elaborate on how to allow up to 4 spectators > to join if visiblemaxplayers is locked at 6? > > Eric G. Wolfe > Senior Linux Administrator > > On 08/21/2012 04:19 PM, Fletcher Dunn wrote: > > > There are (currently) 4 slots reserved for spectators. The game currently > > never spawns more than 22 bots at a time. > > > > -----Original Message----- > > From: hlds_linux-boun...@list.valvesoftware.com > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc > > Sent: Tuesday, August 21, 2012 12:00 PM > > To: Half-Life dedicated Linux server mailing list > > Subject: Re: [hlds_linux] MvM server browser player counts and improtant > > note regarding replay > > > > Wait you can have spectators in MvM? I was under the impression 26 slots > > needed to be free for bot generation. > > > > On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn <fletch...@valvesoftware.com > >> wrote: > >> We made some changes in today's update to make MvM player counts in > >> the server browser make as much sense as possible within the current > >> framework. > >> > >> Here's how it works: > >> > >> Bots should do not show at all in any client-visible way. (Although, > >> they still show in the "status" output.) > >> > >> sv_maxvisibleplayers is slammed to 6 + {number of spectators}. > >> > >> In this scheme, your server appears to have space if a player can join > >> and play on the defending team, it appears to be full if this is not the > >> case. > >> The existing server browser framework does not make it > >> straightforward to clients connected as spectator from the player > >> count. This logic was the best compromise. > >> > >> One final note: We discovered a small problem with today's update. If > >> you have replay enabled, the above logic will think replay is a > >> "spectator" and your server will show 7 max players. We'll fix this in an > >> upcoming update. > >> > >> - Fletch > >> _______________________________________________ > >> 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 > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > ------------------------------ > > Message: 3 > Date: Tue, 21 Aug 2012 22:25:37 +0100 > From: Peter Reinhold <peter_va...@reinhold.dk> > To: Source Linux Mailinglist <hlds_linux@list.valvesoftware.com> > Subject: [hlds_linux] Getting a server identity for a CS:GO server, > when I don't own the game > Message-ID: <9c7b62d1fd136ef680021b1de960a...@reinhold.dk> > Content-Type: text/plain; charset=UTF-8; format=flowed > > As subject, is this at all possible? > > I've never been much of a CS player, and I'd rather not have to > purchase the game, just so I can run the server properly, is there a way > to create an identity without having to log in to the server? > > > /Peter > > > > ------------------------------ > > Message: 4 > Date: Tue, 21 Aug 2012 14:32:00 -0700 > From: Cameron Munroe <cmun...@cameronmunroe.com> > To: Half-Life dedicated Linux server mailing list > <hlds_linux@list.valvesoftware.com> > Subject: Re: [hlds_linux] [hlds] MvM server browser player counts and > improtant note regarding replay > Message-ID: <5033fe50.1050...@cameronmunroe.com> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > I know my server @ 66.212.17.44:27016 has a password, is that one on the > list? > > > On 8/21/2012 1:58 PM, Fletcher Dunn wrote: > > I could really use some help understanding how to reproduce this problem. > > > > What *should* be happening, and what I reproduced when I tested it, was if > > you have sv_password set, it would immediately set tf_mm_servermode 0. > > > > Can anybody explain how a server is in the matchmaking pool with a password > > set? > > > > > > > > From: hlds-boun...@list.valvesoftware.com > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes > > Sent: Tuesday, August 21, 2012 1:20 PM > > To: Half-Life dedicated Win32 server mailing list > > Subject: Re: [hlds] MvM server browser player counts and improtant note > > regarding replay > > > > > > Fletch, > > > > I wanted to bring a bug to your attention. You guys probably already know > > about this, but I thought I'd make you aware of it. > > > > Boot Camp matchmaking has the capability to connect to servers who have > > passwords set. This results in a rather frustrating 20 minute wait, > > followed by a Bad Password error and the need to re-queue. > > > > Please ignore this if it has been fixed. > > On Aug 21, 2012 1:56 PM, "Fletcher Dunn" > > <fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote: > > We made some changes in today's update to make MvM player counts in the > > server browser make as much sense as possible within the current framework. > > > > Here's how it works: > > > > Bots should do not show at all in any client-visible way. (Although, they > > still show in the "status" output.) > > > > sv_maxvisibleplayers is slammed to 6 + {number of spectators}. > > > > In this scheme, your server appears to have space if a player can join and > > play on the defending team, it appears to be full if this is not the case. > > The existing server browser framework does not make it straightforward to > > clients connected as spectator from the player count. This logic was the > > best compromise. > > > > One final note: We discovered a small problem with today's update. If you > > have replay enabled, the above logic will think replay is a "spectator" and > > your server will show 7 max players. We'll fix this in an upcoming update. > > > > - Fletch > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > ------------------------------ > > Message: 5 > Date: Tue, 21 Aug 2012 14:39:40 -0700 > From: doc <drga...@gmail.com> > To: Half-Life dedicated Linux server mailing list > <hlds_linux@list.valvesoftware.com> > Subject: Re: [hlds_linux] [hlds] MvM server browser player counts and > improtant note regarding replay > Message-ID: > <CABQbUb98Tr+4-mKcNsewcLKjc=GAPE-gXpnGRMGumKZe14T=h...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > Did any of you set mp_allowspectate to 0 ? > > On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe > <cmun...@cameronmunroe.com>wrote: > > > I know my server @ 66.212.17.44:27016 has a password, is that one on the > > list? > > > > > > > > On 8/21/2012 1:58 PM, Fletcher Dunn wrote: > > > >> I could really use some help understanding how to reproduce this problem. > >> > >> What *should* be happening, and what I reproduced when I tested it, was > >> if you have sv_password set, it would immediately set tf_mm_servermode 0. > >> > >> Can anybody explain how a server is in the matchmaking pool with a > >> password set? > >> > >> > >> > >> From: > >> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>[mailto: > >> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>] > >> On Behalf Of Alastor Raynes > >> Sent: Tuesday, August 21, 2012 1:20 PM > >> To: Half-Life dedicated Win32 server mailing list > >> Subject: Re: [hlds] MvM server browser player counts and improtant note > >> regarding replay > >> > >> > >> Fletch, > >> > >> I wanted to bring a bug to your attention. You guys probably already know > >> about this, but I thought I'd make you aware of it. > >> > >> Boot Camp matchmaking has the capability to connect to servers who have > >> passwords set. This results in a rather frustrating 20 minute wait, > >> followed by a Bad Password error and the need to re-queue. > >> > >> Please ignore this if it has been fixed. > >> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" <fletch...@valvesoftware.com<** > >> mailto:fletcherd@**valvesoftware.com <fletch...@valvesoftware.com>>> > >> wrote: > >> We made some changes in today's update to make MvM player counts in the > >> server browser make as much sense as possible within the current framework. > >> > >> Here's how it works: > >> > >> Bots should do not show at all in any client-visible way. (Although, > >> they still show in the "status" output.) > >> > >> sv_maxvisibleplayers is slammed to 6 + {number of spectators}. > >> > >> In this scheme, your server appears to have space if a player can join > >> and play on the defending team, it appears to be full if this is not the > >> case. The existing server browser framework does not make it > >> straightforward to clients connected as spectator from the player count. > >> This logic was the best compromise. > >> > >> One final note: We discovered a small problem with today's update. If > >> you have replay enabled, the above logic will think replay is a "spectator" > >> and your server will show 7 max players. We'll fix this in an upcoming > >> update. > >> > >> - Fletch > >> > >> ______________________________**_________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> > >> ______________________________**_________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<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<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > > > > > ------------------------------ > > Message: 6 > Date: Tue, 21 Aug 2012 14:39:57 -0700 > From: "HyperionGaming.org Admin" <ad...@hyperiongaming.org> > To: Half-Life dedicated Linux server mailing list > <hlds_linux@list.valvesoftware.com> > Subject: Re: [hlds_linux] Mandatory TF2 update released > Message-ID: > <CABGsiqgrmX4w5Vdnq98EVMZF0m3e3=ws0gpkh9wjs1cjazd...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > It's nice to dream about exclusive hats, but as many have previously said, > it won't happen. There aren't a lot of good multiplayer games that have > dedicated servers support with this level of flexibility and freedom these > days. Valve is great in that regard. If I had one wish after this weekend's > incident, it would be maybe having a bit more communication from Valve and > some pre-release builds. They could tell us (like they do now) about a big > update coming soon, and release a preview build for us to test on our > servers a day or two ahead of public release. They wouldn't have to do this > for every single update, just for the major ones. I'm sure a lot of people > on this list will gladly test these updates and report potential issues and > problems. Then again, I'm not a programmer, so maybe what I'm saying isn't > practical/possible. > > On topic, it seems that this morning's update did fix the crashes. I > haven't had any problems so far. > Thanks Valve. > > P. > > > On Tue, Aug 21, 2012 at 1:17 PM, Michael Ojeda <mojed...@gmail.com> wrote: > > > For only $20, in the Mann Co. Store. > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > > -- > *Plasma* > HyperionGaming.org Admin <http://www.hyperiongaming.org> > > > ------------------------------ > > Message: 7 > Date: Tue, 21 Aug 2012 14:40:48 -0700 > From: "DontWannaName!" <ad...@topnotchclan.com> > To: Half-Life dedicated Linux server mailing list > <hlds_linux@list.valvesoftware.com> > Subject: Re: [hlds_linux] [hlds] MvM server browser player counts and > improtant note regarding replay > Message-ID: > <CAPP2=yxV512C7teAVrdoo9erpXqCLmZaTx2UHU+X=bfbqwp...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > Is there something we will see in console when it tries to send > players to our passworded servers? > > On Tue, Aug 21, 2012 at 2:39 PM, doc <drga...@gmail.com> wrote: > > Did any of you set mp_allowspectate to 0 ? > > > > On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe > > <cmun...@cameronmunroe.com>wrote: > > > >> I know my server @ 66.212.17.44:27016 has a password, is that one on the > >> list? > >> > >> > >> > >> On 8/21/2012 1:58 PM, Fletcher Dunn wrote: > >> > >>> I could really use some help understanding how to reproduce this problem. > >>> > >>> What *should* be happening, and what I reproduced when I tested it, was > >>> if you have sv_password set, it would immediately set tf_mm_servermode 0. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux