It was possible to get 33 slot by kicking SourceTV, but now that will
crash the server if you kick it with replays enabled.

I don't understand why the player limit can't be lifted.

On Mon, May 9, 2011 at 6:59 PM, clad iron <[email protected]> wrote:
> will the extra slot that is taken, be fixed to automatically adjust the
> server limit ?
> So if a server is running lets say a 32 slot server, it only shows 31 in the
> master server list.
> So can there ever truly be 32 players in the map with the relay running?
>
> On Mon, May 9, 2011 at 7:12 PM, Eli Witt <[email protected]> wrote:
>
>> I'm not sure if you meant these as both questions for the FAQ and asking
>> them in general, or just the FAQ, but going by the tone of your post I'll
>> guess the fomer and help you out from what I've garnered from testing the
>> system thus far;
>>
>> Recording of the replays by the server starts as soon as a player (bot or
>> human) connects to the server, and will seamlessly record everything until
>> the last player disconnects. When a client smashes all over F6 to get a
>> replay, the server simply correlates the time they were alive to the
>> various
>> .block files and forks over a list of the appropriate files for the TF2
>> client to request from the web server. (Hence why unlike a demo recording,
>> you can watch from anyone's POV at any time, everything is recorded to the
>> files)
>>
>> As for the duration of being able to download the files from the web
>> server,
>> I tested whether least the client will keep intelligently trying
>> to acquire the files even across a game restart by starting the demo
>> capture
>> when I spawned on the map, running around and doing things to be recorded
>> for about a minute, then jumping off the map. I hopped into the replay menu
>> in the client, and while it still stated 'Downloading...' I quite rudely
>> killed the apache process on the server as well as killing TF2 via
>> taskamanger @ the same time. I then restarted Steam, hopped back into TF2
>> and checked the replay menu. It still stated 'waiting..' so I fired the
>> apache process back up, and about 10 seconds later, the replay finished
>> downloading, error free. So it would seem the client will at least keep
>> trying, if there's a cap on that timer, I suppose Jon will need to answer
>> that one.
>>
>>
>> On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel <[email protected]>
>> wrote:
>>
>> > Here are some questions for your FAQ:
>> >
>> > How does the replay feature really work? I mean, people have to hit some
>> > keys like F6 to start recording. So, only people which started the record
>> > can download the files? How long are people able to download the files
>> after
>> > they finished playing? As long as the files are available on the web
>> server?
>> > This means the clients gets some links only during the record, because
>> the
>> > record on the server is all the time, even when no one has requested a
>> > record, correct?
>> >
>> > Does the replay system stay after the competition? Is it planned to be
>> > ported to other games?
>> >
>> > Best regards
>> >
>> > Ronny
>> >
>> >
>> >  Also, the files are already compressed using bzip.
>> >>
>> >> We will be releasing a FAQ for server ops within the next day or so,
>> which
>> >> will include all the details. I'll post to this list and the forums.
>> >>
>> >> -Jon
>> >>
>> >> On May 9, 2011, at 8:40 AM, "Saint K." <[email protected]>
>> wrote:
>> >>
>> >>  Thanks for that.
>> >>>
>> >>> This rather surprises me. So I only need to offer them for download.
>> That
>> >>> kind of punches a hole in my plan on gzipping/tarring the entire thing
>> >>> before offering it up for download.
>> >>>
>> >>> Cheers,
>> >>>
>> >>> -----Original Message-----
>> >>> From: [email protected] [mailto:
>> >>> [email protected]] On Behalf Of Eli Witt
>> >>> Sent: 09 May 2011 16:17
>> >>> To: Half-Life dedicated Linux server mailing list
>> >>> Subject: Re: [hlds_linux] replay feature
>> >>>
>> >>> You don't "offer" any of the files to your players.
>> >>>
>> >>> The server is logging everything on the server into the .block files,
>> and
>> >>> when a player requests the replay of a life, the server sends a list of
>> >>> those .block files that the client was alive for, and the tf2 client
>> >>> automatically downloads them.
>> >>>
>> >>> Your players should never need to see the HTTP directory with all the
>> >>> files, it runs transparently to them like using a fast DL server.
>> >>>
>> >>>
>> >>>
>> >>> On Mon, May 9, 2011 at 6:15 AM, Saint K. <[email protected]>
>> >>> wrote:
>> >>>
>> >>>  Hi,
>> >>>>
>> >>>> Is it me, or is the info regarding the replay feature a bit limited?
>> >>>>
>> >>>> I've enabled it just now for the first time, and I see it creating a
>> >>>> bunch of files.
>> >>>>
>> >>>> 20110509-113551-pl_goldrush.dmx
>> >>>> 20110509-113551-pl_goldrush_part_0.block
>> >>>> 20110509-113551-pl_goldrush_part_10.block
>> >>>> 20110509-113551-pl_goldrush_part_11.block
>> >>>> 20110509-113551-pl_goldrush_part_12.block
>> >>>> 20110509-113551-pl_goldrush_part_13.block
>> >>>> 20110509-113551-pl_goldrush_part_14.block
>> >>>> 20110509-113551-pl_goldrush_part_15.block
>> >>>>
>> >>>> etc etc etc.
>> >>>>
>> >>>> What are the .dmx and .block files used for?  And what files do I
>> >>>> offer to my clients to download?
>> >>>>
>> >>>> Also, if someone has the replay feature enabled, will it just create a
>> >>>> list like this above for the game in general, or does it record per
>> >>>> user?
>> >>>>
>> >>>> Cheers,
>> >>>> _______________________________________________
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>> >>>> please visit:
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>> >>>>
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>> >>
>> >> _______________________________________________
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>> >> please visit:
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>> >>
>> >
>> > http://www.ronny-schedel.de
>> >
>> >
>> >
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>> >
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