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
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
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
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
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
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
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
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
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,
i have succefully installed it with hldsupdatetool and it works but this
way sucks a bit
please valve add linux left 4 dead 1 to steamcmd
thx
2013/11/14 Jesse Molina je...@opendreams.net
L4D has not been converted to SteamPipe, or it has been abandoned. There
was never an announcement,
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]
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!
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
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
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
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
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
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
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.
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
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
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
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
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,
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,
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:
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
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