ANOTHER UPDATE GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD!!!!! COME ON VALVE!!!!!
THIS IS UNREAL!

To Jason at Valve:

I was wondering what happenened to the warnings that the hundreds of game
server admins on this list were getting from you prior to the updates being
released? Now we have yet another one to run in the same day!

A few weeks ago, Jason would send out a message in advance telling us the
updates were coming and we could have someone ready. A ton of people
expressed their appreciation of this occurring and I thought we had made
real progress. Now we're right back to where we were getting surprise ninja
updates with no warning at all that break plugins and make server admins and
plugin sys-devs waste a day or more fxing broken code. After the last update
broke SourceMod and a bunch of SM plugins, it's clear that no one is getting
any warning about these again. I thought that's why we have a css-beta
community? Shouldn't the updates break beta servers so we admins and
developers can deal with the code changes before the public release? CSS
servers used to play perfectly and required no mainence to speak of. 

Now every week were dealing with the same headaches as the poor TF2 folks
have been for months. CSS servers play terrible since the OB update and now
so many of our long-time players have chosen to gave up on CSS and it random
kills that we may actually switch to a new non-valve game as our base game
or close down all together. I just wish these guys would work with their
Admin communtiy and fix what we need when we need. Keeping their exosting
players base of millions of people doesn't appear to be as important as
getting new players who will never be as failthful as we all have to them.

On a side not to my fellow admins: Most of you guys probably know this
already, but for those who may not, I have discovered that here on the west
coast of the US, if you run the updates on one Windows server at a time, the
servers will update much faster (typicically 3 -5 minutes). Adding more
servers will drag out the update process exponentially. For example, if I
choose two servers at the same time, it literally triples or quadruptles the
update time for them. I used to update all 6 of my servers at once and walk
away. In doing this, it wasn't uncommon for the updates to take well over an
hour if not more.

Ok I'm done... 



-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Kyle Sanderson
Sent: Wednesday, October 06, 2010 6:32 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; [email protected]
Subject: Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

Actually, *whining* is what we all should be doing. It's rather asinine that
we have to wait at least a half an hour (per pushed
update) just to get the required update files. TF2 was horrendous before
CS:S was added to the update list, and now there's HL2:DM added onto the
load. If no *whining* occurs, Valve will have no idea that something is
terribly wrong, which there most definitely is. Running 3rd party scripts
(which are nice, hell, absolutely great) just to get the update ahead of
everyone else doesn't make much sense to me in the long run. This is just
beating the rush, although you personally are not dealing with it. It is a
very real and the issue is quite apparent to everyone else. Since our
problems are not heard the first time around, we're forced to *whine*. Hell,
with the last update I can no longer copy console lines (client issue), my
CPU usage has increased yet again (this update), status is still borked and
there have been multiple topics about it on the list. Steam3 also constantly
goes down, but that doesn't really bother me as much as all of these new
regressions with SRCDS. Regardless, what do you expect us to do?

Status issue: http://pastebin.com/y7WW3m9M

Just remember that you are not above everyone else, Michelle. At the end of
the day; we are all running GameServers.
Kyle.

On Wed, Oct 6, 2010 at 3:37 PM, msleeper <[email protected]>
wrote:
> I got the update pretty quickly. What I did was not whine about how 
> slow the updating process takes on the mailing list, and I got the 
> updated files right in a jiffy!
>
> Oh also, you should use nemrun, it will save your life.
>
>
> On Wed, 2010-10-06 at 17:23 -0500, Shizzle Nizzle wrote:
>> anyone been able to get the update that can link it? sitting here 
>> waiting 20min on 3 different servers, just retrying every 30 seconds
>>
>> On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman
<[email protected]>wrote:
>>
>> > Upset that Valve removed the penetration from the Sydney Sleeper.
>> > ("The Sydney Sleeper no longer penetrates targets.") :(
>> >
>> > Ambassador also used to have it before they removed it, and it was 
>> > a skill/luck based thing. I very rarely saw a double kill/hit from 
>> > it but when you did it left you feeling quite exhilarated. Now 
>> > obviously that's gone :(
>> >
>> > On Wed, Oct 6, 2010 at 3:12 PM, 1nsane <[email protected]> wrote:
>> > > Once again none of my TF2 servers are showing a "Master Request
Restart"
>> > > message.
>> > >
>> > > However my DODS server does.
>> > >
>> > > On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen 
>> > ><[email protected]
>> > >wrote:
>> > >
>> > >> Required updates for Team Fortress 2, Counter-Strike: Source, 
>> > >> Day of
>> > >> Defeat: Source and Half-Life 2: Deathmatch are now available.  
>> > >> The
>> > specific
>> > >> changes include:
>> > >>
>> > >> Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
>> > >> * ServerBrowser now sorts by ping by default once again.
>> > >> * Fixed Mac crash on launch when running Mac OSX 10.5.8.
>> > >> * Fixed spectator bug where spectating a Sniper looking through 
>> > >> scope didn't zoom fov.
>> > >>
>> > >> Team Fortress 2
>> > >> General Fixes
>> > >>   * Fixed an issue that caused some old demos to crash.
>> > >>   * The server browser now sorts by ping by default.
>> > >>   * The Trading dialog now starts with the chat window having focus.
>> > >>   * Fixed a bug that caused overheal to not work properly.
>> > >>   * Fixed the Sandvich cooldown not occurring when the Heavy is
hurt.
>> > >>   * Fixed the Heavy's hands being invisible.
>> > >>   * Soldiers no longer maintain their rage level when changing
loadout.
>> > >>   * Alerts now sort on top of achievement status.
>> > >>   * Prevented a bad state occurring when someone tried to trade 
>> > >> with themselves.
>> > >>   * Fixed a dueling related crash caused by custom scoreboard UIs.
>> > >>   * Fixed players not being able to set their default FOV correctly.
>> > >>   * Fixed being unable to equip customized shotguns & pistols on 
>> > >> some classes.
>> > >>   * Improved the explanation of the item set bonus in set item 
>> > >> descriptions.
>> > >>   * Fixed a bug where items with particle systems would show up 
>> > >> at the player's feet or pelvis.
>> > >>   * Fixed the wrench number for the Golden Wrench not displaying
>> > properly.
>> > >>   * Fixed the medal number for the Gentle Manne's Service Medal 
>> > >> not displaying properly.
>> > >>   * Fixed client seeing incorrect message when changing team 
>> > >> while participating in a duel.
>> > >>
>> > >> Economy Changes
>> > >>   * Added Remove Name and Remove Paint features.
>> > >>   * Achievement items and store promotion items are now usable 
>> > >> in
>> > crafting.
>> > >>   * Gifted items are now craftable and tradable.
>> > >>   * Attempting to craft a non tradable item will result in a 
>> > >> warning
>> > that
>> > >> the items produced by the craft will also be marked as non tradable.
>> > >>   * Community, Self-Made, and Valve items are not tradable or 
>> > >> usable in crafting.
>> > >>   * Changed "Not Craftable" description to "Not Usable in 
>> > >> Crafting" to increase clarity.
>> > >>
>> > >> Item Changes
>> > >>   * The TF badge on the Glengarry Bonnet is no longer team colored.
>> > >>   * Restored the missing PDA2 Slot Token.
>> > >>   * Restored the appearance of the Tippler's Tricorne to the 
>> > >> version
>> > prior
>> > >> to the Mannconomy Update. This item is now paintable.
>> > >>   * Added a new paintable hat, the 'Rimmed Raincatcher' that has 
>> > >> a new Tricorne style appearance.
>> > >>   * The Earbuds are now nameable.
>> > >>   * Duel fixes:
>> > >>        * Fixed Dueling badges using the wrong texture.
>> > >>        * Fixed an issue where dueling stats did not show up on 
>> > >> dueling badges above Bronze.
>> > >>        * During a duel, the Dueling mini-game item used to 
>> > >> initiate the duel cannot be deleted, traded or crafted.
>> > >>        * The following hats now allow the paint to affect their 
>> > >> color
>> > more
>> > >> (colors should not be washed out):
>> > >>                * The Pugilist's Protector, The Hard Counter, The 
>> > >> Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, 
>> > >> Engineer's Cap, Viking
>> > Helm,
>> > >> Respectless Rubber Glove, Batter's Helmet, Brigade Helm, 
>> > >> Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock
>> > >>   * Dueling Mini-Game now drops with 5 uses.
>> > >>
>> > >> Weapon Changes
>> > >>   * The Battalion's Backup no longer gives rage for falling damage.
>> > >>   * The Shortstop is now affected by tf_use_fixed_weaponspreads.
>> > >>   * The Gloves of Running Urgently now using the boxing taunt 
>> > >> and boxing glove weapons are now of the type "Boxing Gloves" instead
of "Fists."
>> > >>   * Your Eternal Reward no longer disguises the Spy if the 
>> > >> victim
>> > survives
>> > >> the backstabbing attempt (because of Ubercharge, The Razorback, 
>> > >> etc)
>> > >>   * Your Eternal Reward no longer disguises the Spy if they are 
>> > >> carrying the flag.
>> > >>   * The Holy Mackerel no longer displays a fish hit message when 
>> > >> a Spy disguised as the attacker's team is hit.
>> > >>   * The Holy Mackerel no longer triggers other death events 
>> > >> (like achievements or stats mods) improperly.
>> > >>   * The Sydney Sleeper no longer penetrates targets.
>> > >>   * The Sydney Sleeper no longer randomly crits.
>> > >>   * Milk will no longer spray from the barrels of other Scout 
>> > >> weapons
>> > when
>> > >> switching from the Mad Milk.
>> > >>
>> > >> Counter-Strike: Source
>> > >> * Fixed a bug where the player crouching/standing animations 
>> > >> were
>> > delayed
>> > >> until after (from the player's local viewpoint).
>> > >> * Changed the way that scope zooming works so that it is no 
>> > >> longer
>> > affected
>> > >> by client-server latency, and zooming begins immediately for the 
>> > >> local player. This fixes an issue that would give an advantage 
>> > >> to lower ping players and penalize higher ping players.
>> > >> * Fixed animation problem caused by aborting bomb plant by 
>> > >> switching weapons ("crab walk").
>> > >> * Crosshairs now have customizable size, thickness, and color:
>> > >>   * cl_crosshairsize specifies the size of the crosshair in 
>> > >> pixels at 640x480 resolution
>> > >>   * cl_crosshairthickness specifies the thickness of the 
>> > >> crosshair in pixels at 640x480 resolution
>> > >>   * The crosshair now scales proportionately for all screen
resolutions.
>> > >> This replaces the old scaling behavior, and the cvar 
>> > >> cl_crosshairscale
>> > is no
>> > >> longer used. Players can revert to old crosshair behavior by 
>> > >> setting cl_legacy_crosshair_scale to 1.
>> > >>   * Setting cl_crosshaircolor to 5 enables the use of custom 
>> > >> crosshair colors, specified by cvars cl_crosshaircolor_r, 
>> > >> cl_crosshaircolor_g, and cl_crosshaircolor_b.
>> > >>   * The default of cl_crosshairuseapha has been changed to 1. 
>> > >> Alpha blending makes the crosshair much more visible on new HDR 
>> > >> maps, and it
>> > is
>> > >> recommended that existing players enable this setting manually 
>> > >> or
>> > through
>> > >> the options interface (Multiplayer->Crosshair
appearance->Translucent).
>> > >>   * Cvar cl_legacy_crosshair has been renamed to
>> > cl_legacy_crosshair_recoil
>> > >> for consistency.
>> > >> * Fixed inverted translucency preview on crosshair configuration
panel.
>> > >> * Removed the ability for players to temporarily stand on and 
>> > >> jump from thrown grenades and jumping players. Legacy behavior 
>> > >> can be enabled by setting sv_enableboost to 1.
>> > >> * Fixed issue with players "stacking" on ladders. Players are no 
>> > >> longer prevented from moving off a ladder when they are in 
>> > >> contact with a
>> > player
>> > >> beneath them.
>> > >> * Fixed UI issue causing Steam dialog boxes to be unreadable 
>> > >> over
>> > certain
>> > >> backgrounds.
>> > >> * Fixed a bug which allowed players to move the bomb with +use 
>> > >> when sv_turbophysics was enabled.
>> > >> * Fixed a bug that caused crosshair to expand when attempting to 
>> > >> fire an empty gun or when holding trigger on pistols.
>> > >> * Players are no longer kicked for team killing during 
>> > >> mp_spawnprotectiontime if mp_autokick is not enabled.
>> > >> * Fixed a bug which caused incorrect FoV on zoomed sniper rifles 
>> > >> after reload.
>> > >> * Fixed FoV on wide-screen display modes.
>> > >> * Fixed a bug which caused incorrect zoom for a spectator 
>> > >> watching a
>> > player
>> > >> with a sniper rifle.
>> > >> * Fixed a crash that could occur if a player disconnected 
>> > >> shortly after attacking a bot.
>> > >> * Bomb icon now has priority over dominated/dominating icon on
>> > scoreboard.
>> > >> * Deathcam now allows a short period of camera movement 
>> > >> (matching pre-OB
>> > >> behavior) when a player dies.
>> > >> * Bots now use distinct Terrorist and Counter-Terrorist icons on 
>> > >> the scoreboard, voice indicators, end of match, and freeze panel.
>> > >> * The round clock on the spectator UI is now replaced with a 
>> > >> bomb icon after the C4 has been planted.
>> > >> * Fixed a bug which caused models to occasionally appear 
>> > >> non-animating
>> > when
>> > >> cl_minmodels and low violence mode were both enabled.
>> > >> * Fixed the Buy Menu not taking into account the discounted 
>> > >> price for Kevlar + Helmet if you already have Kevlar (not damaged)
or a Helmet.
>> > >> * Fixed cases where flashbang was not visible but still blinded 
>> > >> the
>> > player.
>> > >> * Reduced blindness amount when looking away from a flashbang.
>> > >> * Added a checkbox to the Options->Audio dialog to control 
>> > >> muting the
>> > audio
>> > >> when the game window is in the background.
>> > >> * Fixed crash in custom maps using the trigger_camera entity.
>> > >>
>> > >>
>> > >>
>> > >>
>> > >>
>> > >>
>> > >>
>> > >> _______________________________________________
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>> > >> archives, please visit:
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>> > >>
>> > > _______________________________________________
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>> > >
>> >
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>> >
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