mp_teams_unbalance_limit 0 disables the limit, so anyone can join any team any time :)
Try: mp_teams_unbalance_limit "1" // This means there will at most be 1 player more in one team than in the other mp_autoteambalance "1" Should work. Petri de Wet schrieb: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

