On Tue, 2012/08/21 02:40 PM, hlds_linux-requ...@list.valvesoftware.com wrote:
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> 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.
> 
> _______________________________________________
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> 
> 
> 
> ------------------------------
> 
> 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:
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> >
> > _______________________________________________
> > 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.

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