How is dynamic maxplayers (without using an ugly hack) a bug?

Kyle.
On Feb 17, 2012 1:26 PM, "Emanuel Caceres" <[email protected]> wrote:

> Dear;
>
> Bug maxplayers.
>
> If you load the server.cfg maxplayers takes that variable instead of taking
> the line maxplayers in the beginning, before updating the last version that
> did not happen, now I find that happens in TF2 and the Zombie Panic.
>
> Example:
>
> hostname "Name Server"
> rcon_password "rconpassword"
> maxplayers 20
>
> Console Logs:
>
> HLDS installation up to date
> CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
> CAsyncIOManager: 119 single object sleeps, sleeps 0 multi object
> CAsyncIOManager: single object alertable sleeps 0, 0 multi object alertable
> sleeps
> Running a benchmark to measure system clock frequency ...
> Finished RDTSC test. To Prevent the startup delay From this benchmark, set
> the environment variable to RDTSC_FREQUENCY 2823.000000 On this system.
> This value is dependent upon the CPU clock speed and architecture and
> Should Be Determined 'for each server separately. The use of This Mechanism
> for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> Using system minidump Breakpad
> Using crash handler Breakpad
>
> Console initialized.
> Game.dll loaded for "Team Fortress"
> Setting Breakpad minidump AppID = 440
> Forcing Breakpad minidump interfaces to load
> Looking up from steamclient Breakpad interfaces
> Calling BreakpadMiniDumpSystemInit
> Exception handler for Installing Breakpad appid (440) / version (4833)
> Particles: Missing 'Particles / error.pcf'
> maxplayers to 12 September
> No '-replayserverdir' parameter found - using default replay folder.
> Replay: Creating thread pool ... succeeded.
> Replay: Starting thread pool with 4 threads ... succeeded.
> Cleaning temp files from dir, "/ usr/local/games/
> 200.43.192.127/27040/orangebox/tf/replay/server/tmp /" ... files not
> removed.
> Unknown command "r_decal_cullsize"
> September maxplayers to 12 -> add in start.sh Maxplayer
> September maxplayers to 20 -> add in server.cfg maxplayers
>
> hostname: [LocalStrike] Team Fortress 2 Public Server
> version: 1.1.9.9/21 4833 secure
> udp / ip: 200.43.192.127:27040 (public ip: 200.43.192.127)
> account: not logged in (account not specified)
> map: ctf_2fort at: 0 x, 0, 0 z
> players: 0 (20 max) - Use loaded in the server.cfg maxplayers not the
> start.sh
>
>
>
> 2012/2/17 Mart-Jan Reeuwijk <[email protected]>
>
> > Its NOT about the interface, really, if you think that, then go please
> > REREAD the stuff.
> >
> > It is about SPEED, and a RELIABLE way of trading without having to
> > re-trade someone like 5 times to get finally the trade done.
> > and if the wonder ever happens, that a trade can be done in under 20
> > seconds (without sitting right next to the trade server, and getting all
> > the downloads for the interface instantly). And "calming down", yeah,
> > right, like that helps with the issues. The
> > only way is to keep asking attention to it to get some done. Ignoring
> > something doesn't make it go away.
> >
> > What happens for me:
> > - open trade with somebody
> > - wait 10-15 seconds with a black screen with nothing happening. Gets a
> > "oops something went wrong" so often here.
> > - wait another 10-20 seconds while the interface is being build up in the
> > browser while the pictures and content are being downloaded. Same, kills
> > often itself right after finally all is downloaded.
> > - Trade, items zip back to the backpack instead of staying in the trade
> > window. It becomes inresponsive, and cancels out random here.
> > - Agree to the trade, wait for 10-30 seconds till something happens and
> > just hope it works, for I had already 6 times today that the trade didn't
> > go thru, while we both agreed to the trade. Here often it doesn't go to
> the
> > next screen with the items you traded for. No way of knowing if you got
> > them or not. Have often to check the backpack via a backpack site to see
> if
> > items got swapped or not.
> > - Finally, _IF_ the screen appears that you have received the items, you
> > can be sure that the trade actually worked.
> >
> > so
> > - Trades get canceled for arbitrary reasons, and cant rely on them to be
> > 100% working at ANY given stage.
> > - Even when agreed, a trade can be canceled for w/e reason. The only way
> > to be sure is seeing the end screen with the items. Which doesn't appear
> > half the times you get that far.
> > - The time taken from start to finish for a single trade is way too long.
> > Too much times I have to re-trade again to get them items accross.
> > - Even once all those crashout/cancels and w/e get fixed (ie: we can
> trade
> > always fully the first time we try), it is still way too SLOW.
> >
> > I'm not on a bad connection, i'm not in a 3rd world country, I'm in
> > north-west Europe, I got 30 mbit download and 4 mbit upload connection,
> my
> > ping to gameservers around is often under 20, everything outside steam
> > works fast like a charm, and got a fast PC where I have in most current
> > games 100+ FPS.
> >
> >
> >
> >
> >
> > >________________________________
> > > From: doc <[email protected]>
> > >To: Half-Life dedicated Linux server mailing list <
> > [email protected]>
> > >Sent: Friday, 17 February 2012, 19:06
> > >Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
> > >
> > >This is why I advocate for everyone to just calm down about the change.
> It
> > >may not be the best thing ever forever of all times, but assuming Valve
> > >play their games and listen to people whine then I'm pretty certain the
> > >trading interface might get better with age.
> > >
> > >On Fri, Feb 17, 2012 at 8:45 AM, Eric Riemers <[email protected]>
> wrote:
> > >>
> > >> I've got many complains from people on the trade servers and on
> forums..
> > >>
> > >> At least they changed the sort order to match your backpack i believe,
> > that
> > >> was reason number 1 for not using it at all. (which should have been
> > there
> > >> *before* the change) lets hope on a new update later next week.
> > >>
> > >> On Fri, 17 Feb 2012 08:18:30 -0800, Kyle Sanderson <
> [email protected]
> > >
> > >> wrote:
> > >> > Well, they can't really roll back now. It's Friday, and we all know
> > what
> > >> > happens with Friday updates :P
> > >> >
> > >> > Kyle.
> > >> > On Feb 17, 2012 8:12 AM, "ics" <[email protected]> wrote:
> > >> >
> > >> >> I understand having 2 duplicate systems made into one and have
> > options
> > >> >> like other games and items from other games to be traded between
> > players
> > >> >> but what i don't understand is why much faster and reliable than
> the
> > >> >> current system was removed before the system was made more
> convenient
> > >> and
> > >> >> faster?  Players will get used to the current one too but that's
> not
> > the
> > >> >> point. If you wanted to do a quick trade, that was it. Now it just
> > takes
> > >> >> too long. Shoudl have kept the old intact untill things were ready
> > to be
> > >> >> released to wider audience.
> > >> >>
> > >> >> -ics
> > >> >>
> > >> >> 17.2.2012 17:55, AnAkIn . kirjoitti:
> > >> >>
> > >> >>> I prefer the Steam trading system.
> > >> >>>
> > >> >>> 2012/2/17 hlds<[email protected]>:
> > >> >>>
> > >> >>>> We had two trading mechanism, one being fast and quite reliable
> > (if we
> > >> >>>> can
> > >> >>>> use this word for something related to Steam/TF2), while the
> other
> > >> >>>> allowing
> > >> >>>> advanced trades (more than 8 items + trading games etc...), but
> > being
> > >> >>>> slow
> > >> >>>> and failing many times. Now we have only one. I didn't know that
> > >> >>>> removing a
> > >> >>>> feature used by many players is a good thing...
> > >> >>>>
> > >> >>>> I understand Valve's point of view (is easier to maintain and
> > improve
> > >> >>>> one
> > >> >>>> mechanism instead of having two), but why is this "a good thing"
> > for
> > >> >>>> others?
> > >> >>>>
> > >> >>>> -----Original Message-----
> > >> >>>> From:
> > >> >>>>
> > >> hlds_linux-bounces@list.**valvesoftware.com<
> > >> [email protected]>
> > >> >>>>
> > >> [mailto:hlds_linux-bounces@**list.valvesoftware.com<
> > >> [email protected]>]
> > >> >>>> On Behalf Of doc
> > >> >>>> Sent: Friday, February 17, 2012 4:44 AM
> > >> >>>> To: Half-Life dedicated Linux server mailing list
> > >> >>>> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update
> Released
> > >> >>>>
> > >> >>>> For every complaint that gets filed I'd like to vote FOR steam
> > >> >>>> overlay/inventory trading. I think it's a good thing and more
> > >> >>>> importantly:
> > >> >>>> haters gotta hate.
> > >> >>>>
> > >> >>>> On Thu, Feb 16, 2012 at 5:56 PM, Frank<[email protected]>
> > wrote:
> > >> >>>>
> > >> >>>>  To be honest I was expecting a roll-back to at least the Option
> of
> > >> >>>>> having
> > >> >>>>> in-game trade overlay returned.
> > >> >>>>> Can someone at least reply if this is being looked at after all
> > the
> > >> >>>>> opposition and complaints its gotten?
> > >> >>>>>
> > >> >>>>> On another note glad to see the client crashes fixed and the
> > server
> > >> >>>>>
> > >> >>>> restart
> > >> >>>>
> > >> >>>>> requests..very much appreciated!
> > >> >>>>>
> > >> >>>>> Thanks
> > >> >>>>>
> > >> >>>>
> > >> >>>> ______________________________**_________________
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> > >> >>>> please visit:
> > >> >>>>
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> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> > >> >>>>
> > >> >>>
> > >> >>>
> > >> >>>
> > >> >>
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> > >> >> please visit:
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> > >> >>
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> > >>
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> > >>
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> > >
> > >
> > >
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> >
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