I think you're misunderstanding. The question is not *how* it can be checked, 
rather the question is whether or not this is disallowed and punished.

Dr. McKay
http://www.doctormckay.com

On Feb 13, 2013, at 5:25 AM, ics <[email protected]> wrote:

> Then the simple solution would be to check playercount by system each time 
> sv_maxvisibleplayers is being changed.
> 
> -ics
> 
> Valentin G. kirjoitti:
>> I know servers that do this, and I wanted to know if this is punished or
>> not.
>> 
>> They just start 32 player servers and have sv_visiblemaxplayers at 24. Then
>> it's full and it's set to 26, then 28, 30, and finally to 32. That way they
>> have the lowest quickplay penalty (or none until 24) as long as possible,
>> circumventing the system.
>> 
>> 
>> On Wed, Feb 13, 2013 at 10:05 AM, ics <[email protected]> wrote:
>> 
>>> I don't think anyone dynamically does this and even if they do, that
>>> penalty will apply and rise with each extra slot above 24. I think some
>>> server owners run a 24 slot server, and start the server with 6-8 extra
>>> slots (maxplayers 30-32), using sv_visiblemaxplayers 24. This way servers
>>> can have reserve slots or vip slots so that no one will be kicked off the
>>> server if someone connects with such slot, unless the server is full.
>>> Basically there can be 27/24 situations but i don't think quickplay will
>>> drive in traffic if server is full (has 24 slots of 24 in use).
>>> 
>>> Only thing is that if slot count is 28/24 or even 25/24, Valve's system
>>> will only detect this on mapchange or in some random time when check is
>>> made. At that time, increased_maxplayers will be added and some other
>>> message appears. It's the same if you lose connection to Steam servers and
>>> then server regains it. Basically it's not cheating the system, it's just
>>> convinient to have a few slots incase the server needs temporarely more
>>> room.
>>> 
>>> Valve's recommendation is 24, so simple solution would be that if server
>>> cvar sv_visiblemaxplayers is changed, Valve will check if it's over 24
>>> slots or below and adds increased_maxplayers immediately, thus alerting
>>> quickplay system and everyone should be happy, except the people who try to
>>> avoid that tag.This also works two ways, if you have 27/24 players,
>>> increased_maxplayers is added during mapchange, making the server 27/27 and
>>> then the server loses 8 players, you will be left with 19/27 (or possibly
>>> 19/24) with increased_maxplayers tag, thus giving quickplay penalty.
>>> 
>>> -ics
>>> 
>>> Valentin G. kirjoitti:
>>> 
>>>  What happens to servers that dynamically change their
>>>> sv_visiblemaxplayers?
>>>> There are a bunch of servers that only advertise being a 24 slot server
>>>> and
>>>> then slowly grow to 32 to exploit quickplay as long as possible.
>>>> 
>>>> 
>>>> On Wed, Feb 13, 2013 at 7:47 AM, Kyle Sanderson <[email protected]>
>>>> wrote:
>>>> 
>>>>  Not in the least bit DWN, the data is gone. You can search the first
>>>>> couple
>>>>> tags, but once you blow the character limit (you know, from plugins, or
>>>>> the
>>>>> game itself), the last tags (depending on length here), usually just
>>>>> contain garbage from the previously set tags. The request, unfortunately,
>>>>> is still just noise unless if they do intend on fixing the problem.
>>>>> 
>>>>> Thanks,
>>>>> Kyle.
>>>>> 
>>>>> 
>>>>> On Tue, Feb 12, 2013 at 10:35 PM, DontWannaName! <[email protected]
>>>>> 
>>>>>> wrote:
>>>>>> Cut off from view or cut off from quickplay? Are truncated tags
>>>>> searchable?
>>>>> 
>>>>>> Sent from my iPhone 5
>>>>>> 
>>>>>> On Feb 12, 2013, at 10:32 PM, "Doctor McKay" <[email protected]>
>>>>>> wrote:
>>>>>> 
>>>>>> I second this. I just had an issue applying tags in a plugin due to the
>>>>>> truncation issue. At the present moment, it's not feasable for plugins
>>>>>> to
>>>>>> force tags (such as respawntimes, friendlyfire, etc) since the tag might
>>>>>> end up getting cut off.
>>>>>> 
>>>>>> Dr. McKay
>>>>>> http://www.doctormckay.com
>>>>>> 
>>>>>> 
>>>>>> ----- Original Message -----
>>>>>> *From:* Kyle Sanderson <[email protected]>
>>>>>> *To:* Half-Life dedicated Win32 server mailing list<
>>>>> [email protected]>; Half-Life
>>>>> 
>>>>>> dedicated Linux server mailing list <hlds_linux@list.**
>>>>>> valvesoftware.com <[email protected]>>
>>>>>> *Sent:* Wednesday, February 13, 2013 12:29 AM
>>>>>> *Subject:* Re: [hlds] Reminder about server tags
>>>>>> 
>>>>>>   Unfortunately, I don't believe anything has changed since you
>>>>>> requested
>>>>>> this last year Fletcher. I could be totally wrong, but the truncation
>>>>> issue
>>>>> 
>>>>>> still exists (today, I checked). This is still, absolutely impossible to
>>>>>> achieve if you're a server owner. Valve has to either raise the
>>>>>> character
>>>>>> limit, or move to another method of applying tags. I'd love to have all
>>>>> my
>>>>> 
>>>>>> server tags show, but they're still getting cut off. I'm not really that
>>>>>> concerned with prioritizing tags to the front.
>>>>>> 
>>>>>> Thanks,
>>>>>> Kyle.
>>>>>> 
>>>>>> ---------- Forwarded message ----------
>>>>>> From: Kyle Sanderson <[email protected]>
>>>>>> Date: Thu, Jan 5, 2012 at 4:42 PM
>>>>>> Subject: Re: [hlds] Plugins that modify game ruels should also set the
>>>>> tags
>>>>> 
>>>>>> To: Half-Life dedicated Win32 server mailing list <
>>>>>> [email protected]>, Half-Life dedicated Linux server mailing
>>>>>> list 
>>>>>> <hlds_linux@list.**valvesoftware.com<[email protected]>
>>>>>> 
>>>>>> Sorry for the previous email, I wasn't at home. The overflow seems to
>>>>> have
>>>>> 
>>>>>> been worked around by hard limiting to 127 characters. Can this actually
>>>>>> get fixed instead of the current inplace hack? At the moment, it's
>>>>> whomever
>>>>> 
>>>>>> loads first gets their tags set, and the rest are left out to dry. I
>>>>> should
>>>>> 
>>>>>> probably also mention that tags are overwriting other tags at the moment
>>>>> if
>>>>> 
>>>>>> there's no room, which is of course gross.
>>>>>> 
>>>>>> 
>>>>>> No one can actually comply with this,
>>>>>> Kyle.
>>>>>> 
>>>>>> 
>>>>>> On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn <
>>>>>> [email protected]> wrote:
>>>>>> 
>>>>>>    Hello all,
>>>>>>> This is a reminder to make sure that your properly advertises the
>>>>>>> appropriate tags (e.g. respawntimes, norespawntime, friendly,
>>>>>> nodmgspread ,
>>>>>> nocrits, and increased_maxplayers), when the associated gameplay changes
>>>>>>> are in effect.****
>>>>>>> 
>>>>>>> ****
>>>>>>> 
>>>>>>> If you are using a plugin to achieve these changes, the plugin should
>>>>>> set
>>>>>> the tag.****
>>>>>>> ****
>>>>>>> 
>>>>>>> Your humble servant,****
>>>>>>> 
>>>>>>> Fletch****
>>>>>>> 
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