Im new to tf2 server and need some help, I changed mp_teams_unbalance_limit to 0 to disable it then changed mp_autoteambalance to 0 I then later changed both back because we have done what we needed to do but it doesn't change, it says it changed but it doesn't I can still join red even if there is 4 extra players on red and the same for blu. I tried every command nothing works I have the following plugins: sourcemm, sourcemod and hpk.
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of [email protected] Sent: 13 March 2009 10:15 AM To: [email protected] Subject: hlds Digest, Vol 13, Issue 80 Send hlds mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to [email protected] You can reach the person managing the list at [email protected] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlds digest..." Today's Topics: 1. Re: TF2 Blog Post: Server Scoring (Spencer 'voogru' MacDonald) 2. Server whitelisting in l4d since last update? (Adam Nowacki) 3. Re: Left 4 Dead Update Available (Major NuT) 4. Re: [L4D] Server Browser List Custom Tab (Sam Horn) 5. Re: TF2 Blog Post: Server Scoring (Ronny Schedel) ---------------------------------------------------------------------- Message: 1 Date: Fri, 13 Mar 2009 01:55:16 -0400 From: "Spencer 'voogru' MacDonald" <[email protected]> Subject: Re: [hlds] TF2 Blog Post: Server Scoring To: "'Half-Life dedicated Win32 server mailing list'" <[email protected]> Message-ID: <000601c9a3a0$49c74220$dd55c6...@com> Content-Type: text/plain; charset="us-ascii" I think the overall idea of this is good, but there are problems that absolutely must be fixed. 1. Players connecting and reconnecting to the same server over and over to 'attack' a server. 2. The server changing maps, technically all players disconnect from the server, so when the map changes on a 32 player server, you get 32 disconnects, and then 32 connections. 32 x 15 = -480 points for simply changing the map. If any of the players have been on for fewer than 15 minutes, you'll get even more of a penalty. 3. Players getting kicked - I should not be punished for removing players from my server. If a player is cheating or griefing, I'd like to be able to kick him without taking a penalty. 4. Server scores should be visible to the server administrator, delists must not be permanent if there is a delist mechanic in, negative server scores must heal over time, mainly so you don't get a situation with a server being permanently delisted. A bad server should stay delisted, but if a bad server stops being bad it should not remain delisted. 5. Crash exploits? There's always a new crash exploit, now exploiters even have more incentive to crash servers, because now servers will be penalized if you connect and don't remain on for at least 15 minutes. 6. Players getting removed from the server for reasons beyond their control. - connection lost - steam down (yes it happens) - kicked by administrator - vote kicked by players - and whatever other reason. The easiest way to prevent players from gaming the system against servers? No negative scores. Good servers will have very high positive scores, bad servers will have low scores. The -15 connection penalty is not needed. You can figure out how popular a server is solely by the amount of hours played on that server per player. Then simply allow players to sort the servers by score (and make sure this 'score' value does not come from the server, but from the master server). Rather than delisting, allow players to filter the servers by score. I.e., "Don't show servers with less than x score". - voogru. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Bengt Rosenberger Sent: Thursday, March 12, 2009 11:55 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring They will, trust me, they do atm. Each day. Many, many players join servers by ping, player count and map and give a damn about the server name and tags. If they join my server, which they already do, they realize the mods and leave. And if I switch from a stock to a custom map, I'll lose points too because those who joined late, will now leave. This WILL affect me. Blood Letter schrieb: > Those players go elsewhere, your players will still go to your server. > I highly doubt you'd be on the de-listed end of the spectrum. > > I hope server score/rank is never made visible in any way. > We do NOT need another e-peen measurement tool. > > >> Date: Fri, 13 Mar 2009 04:40:03 +0100 >> From: [email protected] >> To: [email protected] >> Subject: Re: [hlds] TF2 Blog Post: Server Scoring >> >> This is utterly shit (sorry for the language). >> >> - Mods: I'm running a few heavily modded TF2 server with many custom >> MM:S plugins. Although its all listed in server-name AND tags, I see >> people join, realize the mods, rant in chat and leave. This is going to >> hurt me and my community >> >> - Custom maps: This will put an end to custom maps completely. Not only >> the majority of players avoid custom maps, many people connect, wait for >> the download bar 1-2 seconds and disconnect again. Also, when a custom >> map is played, many players disconnect at mapchange. If they connected >> on the previous map, I get minus score for that. How nice... >> >> - Exploiting: Some of my servers are empty at night. So a player now can >> join it, disconnect and leave again just to hurt me? >> >> We KNEW for a long time valve is getting up the fight against mods again >> after they reverted the sv_tags delist shit. >> It seems this is what they thought out this time to fight custom servers. >> >> I'm paying ******* money from my own pocket each month to provide >> servers for THEIR game. I help them to earn money while I spend my money. >> LET MY FU***** server alone goddamn. >> >> (And again, sorry for the language. I'm in wrath). >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > _________________________________________________________________ > Windows LiveT Groups: Create an online spot for your favorite groups to meet. > http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ------------------------------ Message: 2 Date: Fri, 13 Mar 2009 07:03:44 +0100 From: Adam Nowacki <[email protected]> Subject: [hlds] Server whitelisting in l4d since last update? To: [email protected] Cc: Half-Life dedicated Linux server mailing list <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset=ISO-8859-2; format=flowed Heres a packed dump from my linux box sitting between my windows pc and the internet, all noise chars removed ;) see http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol for some background 1) coop lobby search with 'sv_search_max_ping 1' 05:50:42.814583 IP ... > 72.165.61.189.27011: UDP, length 84 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\wh ite\1 05:50:43.547733 IP ... > 72.165.61.189.27011: UDP, length 96 207.159.120.207:27033.\gamedir\left4dead\gametype\coop,sv_search_key_1010\no players\1\white\1 05:50:44.276754 IP ... > 72.165.61.189.27011: UDP, length 96 207.159.120.214:27030.\gamedir\left4dead\gametype\coop,sv_search_key_1010\no players\1\white\1 ... 05:51:10.125037 IP ... > 72.165.61.189.27011: UDP, length 84 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\wh ite\1 ... 05:51:14.071252 IP ... > 72.165.61.189.27011: UDP, length 94 68.177.111.11:27020.\gamedir\left4dead\gametype\coop,sv_search_key_1010\nopl ayers\1\white\1 ~30 seconds total, no server found, all queries were with \white\1 2) coop lobby search with 'sv_search_key Yf1pLy' (random) 06:03:42.973778 IP ... > 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1\white\1 06:03:48.797462 IP ... > 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1\white\1 06:03:51.799299 IP ... > 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1\white\1 06:03:54.801879 IP ... > 72.165.61.189.27011: UDP, length 90 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1\white\1 06:04:00.168811 IP ... > 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1 06:04:05.438499 IP ... > 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1 06:04:10.734159 IP ... > 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1 06:04:16.034802 IP ... > 72.165.61.189.27011: UDP, length 82 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer s\1 ~15 sec looked for whitelisted servers then for all others 3) what servers are whitelisted? (query \gamedir\left4dead\white\1) 68.177.101.x: 575 servers, valve, united states 68.177.111.x: 1202 servers, valve, united states 207.159.120.x: 1200 servers, valve, united states 79.141.174.x: 120 servers, whois says germany So what we see here there is a white list of servers that will be searched first, a good thing you may think, people joining valve hosted vanilla servers ... - there are only 120 servers atm for europe and none for other major regions, people will be thrown into high ping valve servers or will find no servers at all as seen in 1) if higher than the default 150 ping max - sv_search_key searches look for whitelisted servers first too, thats +15 seconds to search time and 15 seconds less to find the server ------------------------------ Message: 3 Date: Thu, 12 Mar 2009 23:34:15 -0700 From: Major NuT <[email protected]> Subject: Re: [hlds] Left 4 Dead Update Available To: [email protected] Message-ID: <[email protected]> Content-Type: text/plain; charset=ISO-8859-1 I tested and our private server w/ search key was fine. The public has been empty since applying the update. I was able to connect to it from the server browser. Not sure what to look at. [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com Message: 3 Date: Thu, 12 Mar 2009 19:22:24 -0700 (PDT) From: Robert Whelan <[email protected]> Subject: Re: [hlds] Left 4 Dead Update Available To: [email protected] Message-ID: <[email protected]> Content-Type: text/plain; charset=iso-8859-1 After the update our servers cleared out. I know others are having trouble. Its seems on win2k3x64 we can't connect to the servers, in fact via hlsw I can't even query the servers... [SERVER] Left4Dead Server Config Loading Writing cfg/banned_user.cfg. Writing cfg/banned_ip.cfg. Adding master server 69.28.140.247:27011 Adding master server 72.165.61.189:27011 Connection to Steam servers successful. ?? VAC secure mode is activated. ?? Then the fun starts.... ?? A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. blah blah blah... A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. RejectConnection: 213.239.209.221:55628 - #Valve_Reject_Connect_From_Lobby ------------------------------ Message: 4 Date: Fri, 13 Mar 2009 17:28:57 +1000 From: Sam Horn <[email protected]> Subject: Re: [hlds] [L4D] Server Browser List Custom Tab To: Half-Life dedicated Win32 server mailing list <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset=windows-1252 The main reasons for the server browser is to fix the shortcomings of the lobby: to able to join modded/unmodded servers, find a server with a good ping, use the history tab to find servers you know are high-quality... the lobby system is ideal for something like Left 4 Dead, but it needs to be improved to a decent level before it can even be considered to be more effective than the server browser. - Sam Horn 2009/3/13 Richard Eid <[email protected]> > While it's odd that the console shows that the default for alltalk is 1, > the > actual default is 0. I don't set that CVar in my server config files and > from a clean start of the server, sv_alltalk is set to 0. > > Regardless, the server browser is a big fail for Left 4 Dead. And I'm not > talking about its implementation in the game, I'm just talking about its > actual usefulness. It just doesn't work for a game of this nature. The > Lobby system is a far better solution and works fine for everyone I know > that plays Left 4 Dead. It has its flaws, sure, but over time and with > community input, I'm sure Valve will work to address the current > shortcomings. > > In your opinion, what benefits does the server browser offer over the > lobby? > > -Richard Eid > > > On Thu, Mar 12, 2009 at 6:55 PM, Donnie Newlove <[email protected] > >wrote: > > > Not really a problem. L4D defaults to having alltalk on and that is > > enough to put a server in the custom tab. Being empty also makes it > > custom if I'm not mistaken. It would be best if Valve just removed the > > custom tab and moved the tags field to the Internet tab. It?s a shame > > the browser is not supported since the lobby system works so horrible > > bad. > > > > On Thu, Mar 12, 2009 at 11:39 PM, Philip Bembridge > > <[email protected]> wrote: > > > Sourcemod now adds "sourcemod" to sv_tags, see here: > > > http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes > > > > > > 2009/3/12 Major NuT <[email protected]> > > > > > >> Curious if anyone knew this, but based on peoples reports of not being > > on > > >> the master list, I also encountered same issue. The recommendation of > > >> adding the sv_gametypes "coop,versus" tag was helpful. SourceMod is > > placed > > >> on both servers, 1 being private, other being public. > > >> > > >> Both servers ONLY show up on the Custom tab, which I'm not so worried > > >> about. I guess the custom comes from having SM though? I guess this > is > > >> first time I really looked close, but when using sv_search_key -- that > > also > > >> shows up in the tags list? I guess that makes sense, however, I > thought > > it > > >> would be hidden. > > >> > > >> Any one else think this way or am I just bringing up the rear end? > > >> > > >> Thanks in advance, > > >> > > >> [FLASH] MjrNuT > > >> Arise from Flames and Ash, Behold Immortality > > >> > > >> www.flamesandash.com > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlds > > >> > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ------------------------------ Message: 5 Date: Fri, 13 Mar 2009 09:15:23 +0100 From: "Ronny Schedel" <[email protected]> Subject: Re: [hlds] TF2 Blog Post: Server Scoring To: "Half-Life dedicated Win32 server mailing list" <[email protected]> Message-ID: <66f8512c13ef42ae8a57cce840d58...@notebook> Content-Type: text/plain; format=flowed; charset="iso-8859-1"; reply-type=original You don't get a penalty for removing players, the penalty is for each connection. A score filter would honor 32 player servers again, because they earn more points. It would be better to have a normalized score depending on the max player count. So a 24 player server which is full all the day has the same score like a 32 player server which is full all the day. >I think the overall idea of this is good, but there are problems that > absolutely must be fixed. > > 1. Players connecting and reconnecting to the same server over and over to > 'attack' a server. > > 2. The server changing maps, technically all players disconnect from the > server, so when the map changes on a 32 player server, you get 32 > disconnects, and then 32 connections. 32 x 15 = -480 points for simply > changing the map. > > If any of the players have been on for fewer than 15 minutes, you'll get > even more of a penalty. > > 3. Players getting kicked - I should not be punished for removing players > from my server. If a player is cheating or griefing, I'd like to be able > to > kick him without taking a penalty. > > 4. Server scores should be visible to the server administrator, delists > must > not be permanent if there is a delist mechanic in, negative server scores > must heal over time, mainly so you don't get a situation with a server > being > permanently delisted. A bad server should stay delisted, but if a bad > server > stops being bad it should not remain delisted. > > 5. Crash exploits? There's always a new crash exploit, now exploiters even > have more incentive to crash servers, because now servers will be > penalized > if you connect and don't remain on for at least 15 minutes. > > 6. Players getting removed from the server for reasons beyond their > control. > - connection lost > - steam down (yes it happens) > - kicked by administrator > - vote kicked by players > - and whatever other reason. > > The easiest way to prevent players from gaming the system against servers? > No negative scores. > > Good servers will have very high positive scores, bad servers will have > low > scores. The -15 connection penalty is not needed. You can figure out how > popular a server is solely by the amount of hours played on that server > per > player. > > Then simply allow players to sort the servers by score (and make sure this > 'score' value does not come from the server, but from the master server). > > Rather than delisting, allow players to filter the servers by score. I.e., > "Don't show servers with less than x score". > > - voogru. > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Bengt > Rosenberger > Sent: Thursday, March 12, 2009 11:55 PM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] TF2 Blog Post: Server Scoring > > They will, trust me, they do atm. Each day. > Many, many players join servers by ping, player count and map and give a > damn about the server name and tags. > If they join my server, which they already do, they realize the mods and > leave. And if I switch from a stock to a custom map, I'll lose points > too because those who joined late, will now leave. > > This WILL affect me. > > Blood Letter schrieb: >> Those players go elsewhere, your players will still go to your server. >> I highly doubt you'd be on the de-listed end of the spectrum. >> >> I hope server score/rank is never made visible in any way. >> We do NOT need another e-peen measurement tool. >> >> >>> Date: Fri, 13 Mar 2009 04:40:03 +0100 >>> From: [email protected] >>> To: [email protected] >>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring >>> >>> This is utterly shit (sorry for the language). >>> >>> - Mods: I'm running a few heavily modded TF2 server with many custom >>> MM:S plugins. Although its all listed in server-name AND tags, I see >>> people join, realize the mods, rant in chat and leave. This is going to >>> hurt me and my community >>> >>> - Custom maps: This will put an end to custom maps completely. Not only >>> the majority of players avoid custom maps, many people connect, wait for >>> the download bar 1-2 seconds and disconnect again. Also, when a custom >>> map is played, many players disconnect at mapchange. If they connected >>> on the previous map, I get minus score for that. How nice... >>> >>> - Exploiting: Some of my servers are empty at night. So a player now can >>> join it, disconnect and leave again just to hurt me? >>> >>> We KNEW for a long time valve is getting up the fight against mods again >>> after they reverted the sv_tags delist shit. >>> It seems this is what they thought out this time to fight custom >>> servers. >>> >>> I'm paying ******* money from my own pocket each month to provide >>> servers for THEIR game. I help them to earn money while I spend my >>> money. >>> LET MY FU***** server alone goddamn. >>> >>> (And again, sorry for the language. I'm in wrath). >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, > please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >> >> _________________________________________________________________ >> Windows LiveT Groups: Create an online spot for your favorite groups to > meet. >> http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009 >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ------------------------------ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds End of hlds Digest, Vol 13, Issue 80 ************************************ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

