[hlds] [L4D] Server Browser List Custom Tab
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
Re: [hlds] Possible Host_Error crash fix
Ya, im confused on what those 2 should be set to on 32 slot server to give people the best performance as far as connection. I still have sv_maxrate 0 and minrate 1, im thinking I should force people to at least 3 and max at 6 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Urgent fix required for no query response for passworded servers!
The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Just confirmed, sv_password was my culprit. I run it private for my own member base. After unflagging it, my monitoring software picks it up and is now registering it just fine as well as hlsw. Definitely need a fix for this unless there are other var's out there for pass-worded servers. On Wed, Mar 11, 2009 at 9:25 PM, Jeff Wilson jeffrey-wil...@comcast.netwrote: Same here -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Wednesday, March 11, 2009 9:38 PM To: Brandon R. Miller; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Ditto. This is broke. Brandon R. Miller wrote: Well not being able to query servers when sv_password is set is a major issue, our monitoring software doesn't think the server is running and will reboot it continuously. _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Brent Veal To: Half-Life dedicated Win32 server mailing list Sent: Wednesday, March 11, 2009 11:21 PM Subject: Re: [hlds] Left 4 Dead Update Available Right now my server is in co-op mode and the player list looks like this (5/4) 1 player 2 player 3 player 4 smoker 5 boomer It thinks it's 5/4 so I cant join until the special infected disappear from the list. On Wed, Mar 11, 2009 at 8:55 PM, Adam Nowacki no...@xpam.de wrote: Another funny thing: Connection to Steam servers successful. VAC secure mode is activated. quit Adding master server 69.28.140.246:27011 Adding master server 68.142.72.250:27011 adding master servers after quit is a bit late imo :D we need a patch for this patch ... ___ 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 ___ 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
Re: [hlds] Urgent fix required for no query response for passworded servers!
It's broken on mine with no password set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland Sent: Thursday, March 12, 2009 6:13 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Urgent fix required for no query response for passworded servers! Importance: High The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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
Re: [hlds] Urgent fix required for no query response for passworded servers!
Do you have sv_password set to a blank password Or do you have no sv_password line in your configs? From: drunkenf...@hotmail.com To: hlds@list.valvesoftware.com Date: Thu, 12 Mar 2009 07:45:17 -0700 Subject: Re: [hlds] Urgent fix required for no query response for passworded servers! It's broken on mine with no password set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland Sent: Thursday, March 12, 2009 6:13 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Urgent fix required for no query response for passworded servers! Importance: High The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 _ Express your personality in color! Preview and select themes for Hotmail®. http://www.windowslive-hotmail.com/LearnMore/personalize.aspx?ocid=TXT_MSGTX_WL_HM_express_032009#colortheme ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Urgent fix required for no query response for passworded servers!
Does your phone number actually end with 1337?Because that is awesome. On Thu, Mar 12, 2009 at 3:12 PM, Steven Hartland kill...@multiplay.co.ukwrote: The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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
Re: [hlds] Urgent fix required for no query response for passworded servers!
Matan: Yes ;) 2009/3/12 matan nov tanktun...@gmail.com Does your phone number actually end with 1337?Because that is awesome. On Thu, Mar 12, 2009 at 3:12 PM, Steven Hartland kill...@multiplay.co.uk wrote: The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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
Re: [hlds] Urgent fix required for no query response for passwordedservers!
Yes it does, can you tell we are a company of gamers ;-) - Original Message - From: matan nov tanktun...@gmail.com Does your phone number actually end with 1337? Because that is awesome. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Urgent fix required for no query response for passworded servers!
No sv_password line in my configs. Adding one doesn't change anything. RCON communication still works fine. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Blood Letter Sent: Thursday, March 12, 2009 8:58 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Urgent fix required for no query response for passworded servers! Do you have sv_password set to a blank password Or do you have no sv_password line in your configs? From: drunkenf...@hotmail.com To: hlds@list.valvesoftware.com Date: Thu, 12 Mar 2009 07:45:17 -0700 Subject: Re: [hlds] Urgent fix required for no query response for passworded servers! It's broken on mine with no password set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland Sent: Thursday, March 12, 2009 6:13 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Urgent fix required for no query response for passworded servers! Importance: High The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 _ Express your personality in color! Preview and select themes for HotmailR. http://www.windowslive-hotmail.com/LearnMore/personalize.aspx?ocid=TXT_MSGTX _WL_HM_express_032009#colortheme ___ 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
Re: [hlds] Urgent fix required for no query response for passworded servers!
May be fine for you, but that's the one variable I'm still finding on my servers that is the gateway between a functioning server and a non-functioning server. On Thu, Mar 12, 2009 at 9:29 AM, Tony Paloma drunkenf...@hotmail.comwrote: No sv_password line in my configs. Adding one doesn't change anything. RCON communication still works fine. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Blood Letter Sent: Thursday, March 12, 2009 8:58 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Urgent fix required for no query response for passworded servers! Do you have sv_password set to a blank password Or do you have no sv_password line in your configs? From: drunkenf...@hotmail.com To: hlds@list.valvesoftware.com Date: Thu, 12 Mar 2009 07:45:17 -0700 Subject: Re: [hlds] Urgent fix required for no query response for passworded servers! It's broken on mine with no password set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland Sent: Thursday, March 12, 2009 6:13 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Urgent fix required for no query response for passworded servers! Importance: High The update last night broke query responses for servers with a password set. This urgently needs fixing as it means that servers fail up checks at GSP and hence get constantly restarted until they are determined failed and then shutdown. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 _ Express your personality in color! Preview and select themes for HotmailR. http://www.windowslive-hotmail.com/LearnMore/personalize.aspx?ocid=TXT_MSGTX _WL_HM_express_032009#colorthemehttp://www.windowslive-hotmail.com/LearnMore/personalize.aspx?ocid=TXT_MSGTX%0A_WL_HM_express_032009#colortheme ___ 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
[hlds] Left 4 Dead Update Available
Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
KTHX, JASON! 2009/3/12 Jason Ruymen jas...@valvesoftware.com Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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
[hlds] sv_pure 2 - sprays working?
I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_pure 2 - sprays working?
i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] sv_pure 2 - sprays working?
try to change map 2009/3/13 Arg! chillic...@gmail.com i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] [L4D] Server Browser List Custom Tab
Sourcemod now adds sourcemod to sv_tags, see here: http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes 2009/3/12 Major NuT mjr...@gmail.com 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
Re: [hlds] [L4D] Server Browser List Custom Tab
Queue addon/configs to clear sv_tags in 3...2... Date: Thu, 12 Mar 2009 22:39:38 + From: philipbembri...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] [L4D] Server Browser List Custom Tab Sourcemod now adds sourcemod to sv_tags, see here: http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes 2009/3/12 Major NuT mjr...@gmail.com 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 _ Windows Live™ Contacts: Organize your contact list. http://windowslive.com/connect/post/marcusatmicrosoft.spaces.live.com-Blog-cns!503D1D86EBB2B53C!2285.entry?ocid=TXT_TAGLM_WL_UGC_Contacts_032009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_pure 2 - sprays working?
Really, so sprays wont work after first map change - that's odd behaviour, could be what im noticing. Another bug for Valve :) On Thu, Mar 12, 2009 at 10:03 PM, Arg! chillic...@gmail.com wrote: i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] [L4D] Server Browser List Custom Tab
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 philipbembri...@gmail.com 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 mjr...@gmail.com 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
Re: [hlds] 14 slot L4D?
oOoo you have to try this! I can trigger 14 slot L4D by typing meta unload 1 to unload sourcemod, works like a charm! now how do I report this to sourcemod? I don't think 14 people can join though :-/ Lots of Love Phil :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_pure 2 - sprays working?
Sprays only or does it all enable all the fun wallhacks as well? On Thu, Mar 12, 2009 at 11:50 PM, Chris headad...@gmail.com wrote: Really, so sprays wont work after first map change - that's odd behaviour, could be what im noticing. Another bug for Valve :) On Thu, Mar 12, 2009 at 10:03 PM, Arg! chillic...@gmail.com wrote: i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] sv_pure 2 - sprays working?
sv_pure 2 sv_pure set to 2. Note: Changes to sv_pure take effect when the next map is loaded. That's just the way it works. Chris wrote: Really, so sprays wont work after first map change - that's odd behaviour, could be what im noticing. Another bug for Valve :) On Thu, Mar 12, 2009 at 10:03 PM, Arg! chillic...@gmail.com wrote: i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] sv_pure 2 - sprays working?
Set it in your command line. On 3/12/09, StevoTVR stevo...@sbcglobal.net wrote: sv_pure 2 sv_pure set to 2. Note: Changes to sv_pure take effect when the next map is loaded. That's just the way it works. Chris wrote: Really, so sprays wont work after first map change - that's odd behaviour, could be what im noticing. Another bug for Valve :) On Thu, Mar 12, 2009 at 10:03 PM, Arg! chillic...@gmail.com wrote: i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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 -- Sent from my mobile device ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 Blog Post: Server Scoring
Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sv_pure 2 - sprays working?
On Fri, Mar 13, 2009 at 09:03:42AM +1100, Arg! wrote: i havent noticed any on mine, but i have noticed that the first round after a server restart (TF2) that sprays work. I speak only for the behavior of TF2 servers, I have no idea what other games do. Add +sv_pure 2 to your command line if you don't want to have to switch maps for pure to kick in. :) And to answer the other question unless you have sv_pure 1 or 2 on the command line the whitelist isn't loaded until after the first map change. -octo On 3/13/09, Chris headad...@gmail.com wrote: I had been using sv_pure 2 to block sprays and all custom content, but noticed sprays are now working on my servers, and no changes to the configs recently. Only things that's changed is Valve updates... Is anyone else seeing sprays on their sv_pure 2 servers? ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
Sounds very interesting indeed! They just have to make sure it is absolutely impossible to fake that statistics or it will be much, much worse instead and that might not be very easy. Maybe we can even get rid of faked players and even tags while they are at it? I believe they would have to or hacked servers dominate the top. On Fri, Mar 13, 2009 at 12:14 AM, Andrew Armstrong and...@mammoth.com.au wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
[hlds] HLDS Patch Threat Level
We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of hlds-requ...@list.valvesoftware.com Sent: 13 March 2009 12:56 AM To: hlds@list.valvesoftware.com Subject: hlds Digest, Vol 13, Issue 67 Send hlds mailing list submissions to hlds@list.valvesoftware.com 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 hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Left 4 Dead Update Available (Jason Ruymen) 2. Re: Left 4 Dead Update Available (Saul Rennison) 3. Re: Left 4 Dead Update Available (msleeper) 4. sv_pure 2 - sprays working? (Chris) 5. Re: sv_pure 2 - sprays working? (Arg!) 6. Re: sv_pure 2 - sprays working? (Alex) 7. Re: [L4D] Server Browser List Custom Tab (Philip Bembridge) 8. Re: [L4D] Server Browser List Custom Tab (Blood Letter) 9. Re: sv_pure 2 - sprays working? (Chris) 10. Re: [L4D] Server Browser List Custom Tab (Donnie Newlove) 11. Re: 14 slot L4D? (Philip Bembridge) -- Message: 1 Date: Thu, 12 Mar 2009 13:16:42 -0700 From: Jason Ruymen jas...@valvesoftware.com Subject: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com, hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com, hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com Message-ID: ec42140f113a234ea70d682a310d100a01db079...@exchange07.valvesoftware.com Content-Type: text/plain; charset=us-ascii Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason -- Message: 2 Date: Thu, 12 Mar 2009 20:24:01 + From: Saul Rennison saul.renni...@gmail.com Subject: Re: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 7305d8560903121324y4babfbfevf1f2ff49fd7f9...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 KTHX, JASON! 2009/3/12 Jason Ruymen jas...@valvesoftware.com Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. -- Message: 3 Date: Thu, 12 Mar 2009 16:31:08 -0400 From: msleeper mslee...@cyberwurx.com Subject: Re: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 1236889868.22104.3.ca...@svm.conepuppy.com.conepuppy.com Content-Type: text/plain Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee
Re: [hlds] TF2 Blog Post: Server Scoring
Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] HLDS Patch Threat Level
Ahem. What? Who's we? On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
Hmm, well, seems like they can take care of that very well. But how are servers identified? Being able to get negative scores seems like a very bad idea to me. All servers starting at 0 and then good server can go higher should enough, but if it’s more beneficial to start from scratch than running even an unsuccessful server for an extended time then those servers are going to make sure they get back to 0 by changing IP or whatever identifier is going to be used. If you want to know about something successful that already works this way, look at the best P2P technology available, the BitTorrent protocol. P2P is very similar in many ways because you want to classify unknown sources that cannot be trusted with any information. For example it, gives new connections a chance and then rewards peers that behave, basically. However it does not give anyone a negative review because that would be exploitable and there will always be someone that will abuse it. For example one could close the connection and start from scratch, thus getting an advantage over less successful peers, but honest peers. The same would apply to TF2 servers. There is an exception though, if a peer sends false data and then is banned, much like faking player stats and getting delisted. The eMule client also works like this and it does have a long term memory. Every client got a unique identifier and other clients remember that identifier after they have received data from that client so that they can pay extra attention to that peer next time they meet. Again, negative scores cannot be obtained, because then it would be beneficial to a leecher to periodically delete the file in which the identifier is stored. Negative stats are not the way to go. Not even if an account with a fee would be required it would work, because then the bad guys will just use another one when they get delisted or low ranked. On Fri, Mar 13, 2009 at 12:21 AM, Donnie Newlove donnie.newl...@gmail.com wrote: Sounds very interesting indeed! They just have to make sure it is absolutely impossible to fake that statistics or it will be much, much worse instead and that might not be very easy. Maybe we can even get rid of faked players and even tags while they are at it? I believe they would have to or hacked servers dominate the top. On Fri, Mar 13, 2009 at 12:14 AM, Andrew Armstrong and...@mammoth.com.au wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] HLDS Patch Threat Level
IRC. You should join, I think your sense of humor is in here with us. On Thu, 2009-03-12 at 19:40 -0400, Aj Collins wrote: Ahem. What? Who's we? On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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
Re: [hlds] HLDS Patch Threat Level
People from IRC. -mauirixxx - Sent from my #hlserveradmins IRC fanboyism -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aj Collins Sent: Thursday, March 12, 2009 1:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] HLDS Patch Threat Level Ahem. What? Who's we? On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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
Re: [hlds] HLDS Patch Threat Level
wat On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] Left 4 Dead Update Available
Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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
Re: [hlds] Left 4 Dead Update Available
Same for me. Disabled MMSM. Still no traffic. Head tilt. Baroo? From: admin_...@cox.net To: hlds@list.valvesoftware.com Date: Thu, 12 Mar 2009 19:05:32 -0500 Subject: Re: [hlds] Left 4 Dead Update Available Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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 _ Express your personality in color! Preview and select themes for Hotmail®. http://www.windowslive-hotmail.com/LearnMore/personalize.aspx?ocid=TXT_MSGTX_WL_HM_express_032009#colortheme ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Petri de Wet, make another email topic. On Thu, Mar 12, 2009 at 8:05 PM, Admin Bob admin_...@cox.net wrote: Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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
Re: [hlds] HLDS Patch Threat Level
I don't get it? 2009/3/12 1nsane 1nsane...@gmail.com wat On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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 -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HLDS Patch Threat Level
Agreed. On Thu, Mar 12, 2009 at 8:12 PM, Olly oli...@gmail.com wrote: I don't get it? 2009/3/12 1nsane 1nsane...@gmail.com wat On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote: We are issuing a HLDS Patch Threat Level update according to the color-coded patch threat advisory. The current Patch Threat Level is set to :( or High Patch Threat. http://www.msleeper.com/files/homeland.jpg (Reference) http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!) Check IRC for the latest updates in the Patch Threat Level. irc.gamesurge.net #hlserveradmins Sent from my secure bunker ___ 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 -- Sent from Olly's SEGA Game Gear ___ 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
Re: [hlds] hlds Digest, Vol 13, Issue 69
I confirm this as well. No traffic on our public server for todays update. Will hopefully test the private server w/ search key tonight though. [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com Message: 8 Date: Thu, 12 Mar 2009 19:05:32 -0500 From: Admin Bob admin_...@cox.net Subject: Re: [hlds] Left 4 Dead Update Available To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Message-ID: 20090313000535.MHVL21373.eastrmmtao103.cox.nethttp://20090313000535.mhvl21373.eastrmmtao103.cox.net/ @eastrmimpo03.cox.net Content-Type: text/plain; charset=us-ascii Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
will we be able to see the ranks somewhere etc? On Fri, Mar 13, 2009 at 11:26 AM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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 ___ 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,
Re: [hlds] TF2 Blog Post: Server Scoring
I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I dont like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I dont think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DONT JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
Also some way to view your servers score would be nice I agree this is going to be a mess On Mar 12, 2009, at 7:26 PM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve re ally understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Sent from my iPhone ___ To
Re: [hlds] TF2 Blog Post: Server Scoring
That would only make the big servers even bigger and even be beneficial to servers running fake clients and lying just to lure in players. But at the same time, attacking servers to manipulate their rank could be a very real problem. On Fri, Mar 13, 2009 at 1:26 AM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Left 4 Dead Update Available
No weird error messages on my console. It's just sitting and waiting. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan Sent: Thursday, March 12, 2009 7:21 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available I'm in the same boat... all my server are usually full though after todays update there all empty. I to a peak in the console and it isn't pretty! 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : And it goes on and on and on From: Admin Bob admin_...@cox.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Thursday, March 12, 2009 7:05:32 PM Subject: Re: [hlds] Left 4 Dead Update Available Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
I disagree with the doomsday predictions. If myg0t can get 60 people to join and leave a server every day, that's 900 points. If over the course of 6 hours your server has ~100 players that stay for 45 minutes, that's 3000 points. Mygot would need to have twice as many people join and leave your server instantly as people who stay for 45 minutes. And even then, that's assuming you're a smaller server - my servers averages ~900 people a day. If 700 of them stay for playing for a while, myg0t suddenly needs thousands of people to hurt my score badly enough to result in delisting. The worse they can do is push 'bad' servers into 'delisted' status. Even then it takes days, is hard to guage as they get no information about a servers score and we dont know enough about when/how its calculated, etc. Plus if it actually starts occuring, valve can probably pretty easily pick out the accounts that are joining a variety of servers once a day There are some potential issues, but give valve a chance to work on them. I like this new system, a lot. Also as for 'vanilla' points you're missing something - people who join a server then leave because its got custom garbage going on hurt the score. If your server is properly tagged so people know what they're joining, you're less likely to get this. But i think the point of this system is much more anti-fakeplayers than anti-custom. Nobody said they're not working on other improvements. - Neph On Thu, Mar 12, 2009 at 5:26 PM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop
Re: [hlds] TF2 Blog Post: Server Scoring
Well, if it works like the blog post says then a plugin could easily calculate the score of your server. Of course that would not be very useful in later stages when servers are going to be ranked (if this happens, of course) and not just delisted since a score means nothing if not compared to other scores. But since it’s only currently only important to keep the score above zero, a plugin could certainly take care of that. On Fri, Mar 13, 2009 at 1:35 AM, Mike Stiehm mikesti...@gmail.com wrote: Also some way to view your servers score would be nice I agree this is going to be a mess On Mar 12, 2009, at 7:26 PM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve re ally understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I dont like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I dont think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DONT JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist
Re: [hlds] TF2 Blog Post: Server Scoring
The achievement/stats system was never meant to be super secure. If you people would read the damn blog post, they explain that it uses steam player data, so you could only fake how long you personally are connected to a server... which is the same as just joining and leaving a server really quick! The only thing valve needs to make sure of is that they're not counting the same player more than once/day per server. Because i could spam 9000 connect attempts through steam in a few seconds. - Neph On Thu, Mar 12, 2009 at 5:44 PM, 1nsane 1nsane...@gmail.com wrote: If this system is as well thought-out as the current Achievement/Stats system then attacking servers should not be so hard. Not sure what effect it would have though. On Thu, Mar 12, 2009 at 8:35 PM, Donnie Newlove donnie.newl...@gmail.comwrote: That would only make the big servers even bigger and even be beneficial to servers running fake clients and lying just to lure in players. But at the same time, attacking servers to manipulate their rank could be a very real problem. On Fri, Mar 13, 2009 at 1:26 AM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. -
Re: [hlds] TF2 Blog Post: Server Scoring
Oh boy. More boosters to 32 slot servers. On 3/12/09, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all
Re: [hlds] Left 4 Dead Update Available
Should the server version be 1.0.1.1 after this is applied? I don't seem to be getting it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking
Re: [hlds] Left 4 Dead Update Available
I'm getting the same exact behavior. Is everyone else getting the same thing? Sent from my Verizon Wireless BlackBerry -Original Message- From: Robert Whelan mrrjwhe...@yahoo.com Date: Thu, 12 Mar 2009 17:21:04 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available I'm in the same boat... all my server are usually full though after todays update there all empty. I to a peak in the console and it isn't pretty! 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : And it goes on and on and on From: Admin Bob admin_...@cox.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Thursday, March 12, 2009 7:05:32 PM Subject: Re: [hlds] Left 4 Dead Update Available Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since. I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
If your server is kicking 20+ people over 20 minutes who have to sit through a load screen before finding out the server doesn't want them, maybe you deserve a lower score! There are many methods of reserve slots that dont screw over players: - Set sv_maxvisibleplayers to the actual joinable slots, so you dont 'appear' to have one slot open that you dont - If you have few reserved slots use the CBaseServer extension + plugin from predcrab/sourcemod: http://forums.alliedmods.net/showthread.php?t=72322 (this will still kick people, but much less often) - A combination of both - Neph On Thu, Mar 12, 2009 at 5:47 PM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
And you lose all your favourites... at that point you're just griefing valve more than anything else. And there's plenty of ways to do that. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
That's what I do. Really no reason to have people join into reserved slots. Just hide them. This might actually force other server admins to re-evaluate their reserved slot system... But what about banning? Sourcebans and the like? On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres
Re: [hlds] TF2 Blog Post: Server Scoring
I spoke with them, they're working on a way to pre-emptively ban with the CBS extension so the client doesn't load in before they get rejected. - Neph On Thu, Mar 12, 2009 at 6:04 PM, 1nsane 1nsane...@gmail.com wrote: That's what I do. Really no reason to have people join into reserved slots. Just hide them. This might actually force other server admins to re-evaluate their reserved slot system... But what about banning? Sourcebans and the like? On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time...
Re: [hlds] Left 4 Dead Update Available
Exactly the same behavior here. All l4d servers empty. Running sourcemod 1.2.0, metamod source 1.7.1. On Both linux and win2003 servers. 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : -Oorspronkelijk bericht- Van: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] Namens hlds-requ...@list.valvesoftware.com Verzonden: Friday, March 13, 2009 2:04 AM Aan: hlds@list.valvesoftware.com Onderwerp: hlds Digest, Vol 13, Issue 74 Send hlds mailing list submissions to hlds@list.valvesoftware.com 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 hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Left 4 Dead Update Available (Aaron Rapp) 2. Re: TF2 Blog Post: Server Scoring (1nsane) 3. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey) 4. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey) 5. Re: TF2 Blog Post: Server Scoring (1nsane) -- Message: 1 Date: Fri, 13 Mar 2009 00:59:24 + From: Aaron Rapp r...@iz3d.com Subject: Re: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 1605132566-1236905960-cardhu_decombobulator_blackberry.rim.net-1462185578-@ bxe1025.bisx.prod.on.blackberry Content-Type: text/plain; charset=Windows-1252 I'm getting the same exact behavior. Is everyone else getting the same thing? Sent from my Verizon Wireless BlackBerry -Original Message- From: Robert Whelan mrrjwhe...@yahoo.com Date: Thu, 12 Mar 2009 17:21:04 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available I'm in the same boat... all my server are usually full though after todays update there all empty. I to a peak in the console and it isn't pretty! ? 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : And it goes on and on and on From: Admin Bob admin_...@cox.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Thursday, March 12, 2009 7:05:32 PM Subject: Re: [hlds] Left 4 Dead Update Available Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since.? I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated.? This is not required, but certainly recommended.? Please run hldsupdatetool to receive it.? The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
Since a banned player is instantly rejected and does not even load the level I am sure they are already excluded. On Fri, Mar 13, 2009 at 2:04 AM, 1nsane 1nsane...@gmail.com wrote: That's what I do. Really no reason to have people join into reserved slots. Just hide them. This might actually force other server admins to re-evaluate their reserved slot system... But what about banning? Sourcebans and the like? On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac
Re: [hlds] TF2 Blog Post: Server Scoring
If this system is as well thought-out as the current Achievement/Stats system then attacking servers should not be so hard. Not sure what effect it would have though. On Thu, Mar 12, 2009 at 8:35 PM, Donnie Newlove donnie.newl...@gmail.comwrote: That would only make the big servers even bigger and even be beneficial to servers running fake clients and lying just to lure in players. But at the same time, attacking servers to manipulate their rank could be a very real problem. On Fri, Mar 13, 2009 at 1:26 AM, SmOoThEm ad...@righttorule.com wrote: You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way to game this to force the delist of a competing community. I'll assume they only count a steamid's vote once for a server in a large time frame, so that flapping clients wont cause a huge point hit. Now if only you gave a vanilla server bonus On Fri, Mar 13, 2009 at 10:14:24AM +1100, Andrew Armstrong wrote: Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ 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:
Re: [hlds] Left 4 Dead Update Available
Sothe question is now. Why isn't every L4D admin screaming about this? My servers are vanilla as well, so I'm not sure what else there could be that could be causing it. Nephdoes any of this make sense? Should we try putting in a convar that manually connects to the master servers? Aaron Rapp -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Marlon Wolterink Sent: Thursday, March 12, 2009 6:07 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available Exactly the same behavior here. All l4d servers empty. Running sourcemod 1.2.0, metamod source 1.7.1. On Both linux and win2003 servers. 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : -Oorspronkelijk bericht- Van: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] Namens hlds-requ...@list.valvesoftware.com Verzonden: Friday, March 13, 2009 2:04 AM Aan: hlds@list.valvesoftware.com Onderwerp: hlds Digest, Vol 13, Issue 74 Send hlds mailing list submissions to hlds@list.valvesoftware.com 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 hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Left 4 Dead Update Available (Aaron Rapp) 2. Re: TF2 Blog Post: Server Scoring (1nsane) 3. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey) 4. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey) 5. Re: TF2 Blog Post: Server Scoring (1nsane) -- Message: 1 Date: Fri, 13 Mar 2009 00:59:24 + From: Aaron Rapp r...@iz3d.com Subject: Re: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 1605132566-1236905960-cardhu_decombobulator_blackberry.rim.net-1462185578-@ bxe1025.bisx.prod.on.blackberry Content-Type: text/plain; charset=Windows-1252 I'm getting the same exact behavior. Is everyone else getting the same thing? Sent from my Verizon Wireless BlackBerry -Original Message- From: Robert Whelan mrrjwhe...@yahoo.com Date: Thu, 12 Mar 2009 17:21:04 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available I'm in the same boat... all my server are usually full though after todays update there all empty. I to a peak in the console and it isn't pretty! ? 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. A2C_PRINT from 69.28.140.247:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : Bad challenge. A2C_PRINT from 72.165.61.189:27011 : And it goes on and on and on From: Admin Bob admin_...@cox.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Thursday, March 12, 2009 7:05:32 PM Subject: Re: [hlds] Left 4 Dead Update Available Even after the update we had last night, I was getting traffic on my server. After the update we had today, I haven't had any traffic since.? I don't even have sv_search_key set. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, March 12, 2009 3:31 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Looks like this works for me, my servers are slowly getting traffic. It also looks like you guys fixed the AI Bots showing up and possibly keeping real players from joining. Great work! On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote: Left 4 Dead has been updated.? This is not required, but certainly recommended.? Please run hldsupdatetool to receive it.? The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] TF2 Blog Post: Server Scoring
This is not the case with sourcebans, which is why they are working on using the CBaseServer extension for it... - Neph On Thu, Mar 12, 2009 at 6:09 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Since a banned player is instantly rejected and does not even load the level I am sure they are already excluded. On Fri, Mar 13, 2009 at 2:04 AM, 1nsane 1nsane...@gmail.com wrote: That's what I do. Really no reason to have people join into reserved slots. Just hide them. This might actually force other server admins to re-evaluate their reserved slot system... But what about banning? Sourcebans and the like? On Thu, Mar 12, 2009 at 8:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only
Re: [hlds] TF2 Blog Post: Server Scoring
Nephs maths is correct - and this will not affect genuine communities or 'straight' servers. One thing to remember here is that its the *players* that count - players will not give 2 hoots about GSP's IP's getting blocked, so it'll be down to the GSP to ID and block dll's and SM mods that _could_ get their IP delisted. Im really glad this has been tackled by Valve. I'm impressed. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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 From: Jason Ruymen jas...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com Sent: Thursday, March 12, 2009 3:16:42 PM Subject: [hlds_announce] Left 4 Dead Update Available Left 4 Dead has been updated. This is not required, but certainly recommended. Please run hldsupdatetool to receive it. The specific changes include: - Fixed sv_search_key appearing in server browser - Fixed issue where changing the sv_search_key did not update the master correctly - Fixed master server issue with Linux fork mode that affected availability of Valve dedicated servers - Tank melee attack can now hit multiple Survivors in one swing Jason ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
This. There is no legitimate reason to have your reserve slots visible. Those unaware will try to join them, and those playing will get kicked out if a reserve slot holder uses it. Hidden reserve slots fixes both issues. On Thu, Mar 12, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will only mean anything when compared to other servers it should not matter. On Fri, Mar 13, 2009 at 12:36 AM, 1nsane 1nsane...@gmail.com wrote: Hmm connection time... So clients dropped by steam/vac connection issues will give negative points too? :D On Thu, Mar 12, 2009 at 7:21 PM, Octo octodhd_h...@monkeyrings.com wrote: Oh this is great news =) As long as theres not a way
Re: [hlds] TF2 Blog Post: Server Scoring
I think the majority of people who aren't savvy or are new to server administration either don't know better, or think that is how they are supposed to work though. People who set it to kick on purpose are in the minority I believe. On Thu, 2009-03-12 at 19:34 -0700, Jeff Sugar wrote: This. There is no legitimate reason to have your reserve slots visible. Those unaware will try to join them, and those playing will get kicked out if a reserve slot holder uses it. Hidden reserve slots fixes both issues. On Thu, Mar 12, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem then it would not matter because every server would be penalised for it and since a rank will
Re: [hlds] TF2 Blog Post: Server Scoring
This is really a BAD idea.. 1) Malicious players can exploit this system.. either by crashing the server or cheating to make players leave or by just reconnecting all the time. 2) Servers running custom maps that most players will disconnect (and that are MOST custom maps) will get even more unpopular. There are too many servers running only official maps currently. That scoring will make that even worse. Additionally it will push servers like cp_dustbowl 24/7.. Very very bad idea! 2009/3/13 Patrick Shelley sidest...@gmail.com: Nephs maths is correct - and this will not affect genuine communities or 'straight' servers. One thing to remember here is that its the *players* that count - players will not give 2 hoots about GSP's IP's getting blocked, so it'll be down to the GSP to ID and block dll's and SM mods that _could_ get their IP delisted. Im really glad this has been tackled by Valve. I'm impressed. ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
24/7 (X Map) being popular isn't a bad thing, it's personal choice and opinion. On Fri, 2009-03-13 at 03:39 +0100, ServerAlex wrote: This is really a BAD idea.. 1) Malicious players can exploit this system.. either by crashing the server or cheating to make players leave or by just reconnecting all the time. 2) Servers running custom maps that most players will disconnect (and that are MOST custom maps) will get even more unpopular. There are too many servers running only official maps currently. That scoring will make that even worse. Additionally it will push servers like cp_dustbowl 24/7.. Very very bad idea! 2009/3/13 Patrick Shelley sidest...@gmail.com: Nephs maths is correct - and this will not affect genuine communities or 'straight' servers. One thing to remember here is that its the *players* that count - players will not give 2 hoots about GSP's IP's getting blocked, so it'll be down to the GSP to ID and block dll's and SM mods that _could_ get their IP delisted. Im really glad this has been tackled by Valve. I'm impressed. ___ 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
Re: [hlds] TF2 Blog Post: Server Scoring
It's going to be nice to rid ourselves of all the redirect servers that people use. I bet they are in a panic now Kenny Loggins ClanAO.com On Mar 12, 2009, at 9:38 PM, msleeper mslee...@cyberwurx.com wrote: I think the majority of people who aren't savvy or are new to server administration either don't know better, or think that is how they are supposed to work though. People who set it to kick on purpose are in the minority I believe. On Thu, 2009-03-12 at 19:34 -0700, Jeff Sugar wrote: This. There is no legitimate reason to have your reserve slots visible. Those unaware will try to join them, and those playing will get kicked out if a reserve slot holder uses it. Hidden reserve slots fixes both issues. On Thu, Mar 12, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Then don't kick players. Players that get kicked for no apparent reason will have a bad experience and thus reducing score because of reserved slots is not a problem, it's a feature. This system is not made for you, it’s made for the players. But there is an easy solution. Make your server use 26 slots or 32 or whatever is needed, hide those extra slots and then use them for reserved players. No one gets kicked and players with reserved slots will join their extra reserved slots. It's already built into SourceMod. On Fri, Mar 13, 2009 at 1:47 AM, SmOoThEm ad...@righttorule.com wrote: What about reserve slots? Everyone uses those to provide their special people with access without admin intervention. A user must connect to a server before he is then kicked to clear the slot. Ive been watching my Badwater server for the past 20 mins and ive seen over 20+ people get kicked for joining the 32nd slot. Delisting servers is not a good idea at all, but awarding popular servers is! A simple server list sorting ability for the new server ranks would be the best way to go. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Thursday, March 12, 2009 5:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring I'd agree that now that this is out in the open, its usefulness for blacklisting is over, but I'd argue that up until now, the only servers that matched the pattern of consistent connections followed by immediate disconnections would be fakeclients servers, so, assuming the stats can't be manipulated, I don't have a problem with delisting. I'd also argue that, up until now, the secrecy has ensured no manipulation and, from now on, the situation is reversed. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: 13 March 2009 00:27 To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Blog Post: Server Scoring You guys are missing the point here, and it's going to be a big problem. Let's say I get 15 people to join a server and then leave just because I don’t like the owners etc. There goes 225 points from the server for no reason at all. I can see people like mygot getting servers delisted even if it only counts each player once per month. Also when a player joins a server and gets kicked for a reserve slot or cause of the steambans plugin this will really trash a server score because the player is actually connected before getting kicked. Taking away points is a horrible idea, but giving points based upon play time really has potential. I can see where this idea is going but removing servers that people pay for from the list just because it isn't popular is bullshit. Everyone has to start somewhere and it takes a lot of work to get a new server full of regular returning players. Before valve does anything like this they need to consult the community! I don’t think valve really understands how much money is spent each year from organizations to provide servers for the games they create. Personally we spend thousands. If they would do something like this to benefit the server owners and the players at the same time it would prevail a success and actually give merit to established servers. A better idea would be allowing servers in the list to be sorted by their score and not just by names, pings, players, etc. This way no one is de-listed and the same effect is obtained for the players. TALK TO US VALVE, DON’T JUST LEAVE US OUT TO DRY!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, March 12, 2009 4:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring If if is a global problem and not only a server problem
Re: [hlds] TF2 Blog Post: Server Scoring
IMO it needs some improvements, such as: the -15 points for a player is once per server per hour. kicking players removes the -15 they gave the server, if they have been playing for less than 15 minutes. points expire over time A server's points are kept when they restart (don't know if they are already kept). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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
Re: [hlds] TF2 Blog Post: Server Scoring
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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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 Live™ 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
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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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 Live™ 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
Re: [hlds] [L4D] Server Browser List Custom Tab
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 donnie.newl...@gmail.comwrote: 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 philipbembri...@gmail.com 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 mjr...@gmail.com 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
Re: [hlds] TF2 Blog Post: Server Scoring
How will this benifit people like me? I host 4 TF2 servers and am having issues getting returning players. My servers are mostly empty and get random connections throughout the day. Sometimes these players will wait for someone to join but most dont. Bengt Rosenberger wrote: 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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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 Live™ 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 __ NOD32 3929 (20090311) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com -- Chris Lupul Pingdemons.com E: ch...@pingdemons.com IRC: #pingdem...@gamesurge.net Skype: pingd09 http://www.pingdemons.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
1.0.1.0 3777 here. Ugh... Why, Valve, why? Is it so hard to do ANY testing? Date: Fri, 13 Mar 2009 00:54:45 + From: tom.chi...@googlemail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available Should the server version be 1.0.1.1 after this is applied? I don't seem to be getting it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows Live™ 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
Re: [hlds] TF2 Blog Post: Server Scoring
I think someone needs to let Valve know how difficult it can be to fill an empty server. There are some good servers out there but they are empty because players come into TF2 to instantly play with others, not to wait for a decent game with players. Its sad... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
It sounds like you are in the beginning stages of building a community. Give your players a reason to come back and stay for a while and you'll have nothing to worry about. If you somehow get blacklisted, then you'll have to dig your way out. I'd imagine that the random connections you get throughout the day won't be enough to delist your servers, anyhow. So don't worry about it. Besides, nobody knows how this all works anyway. And that's a good thing. Worry less about your rank and more about your community and you will build over time. Remember, this isn't about satisfying server operators, it's about satisfying players. The players are the base of TF2, not the server operators. Yes, we all provide places for people to play, but without players, where does that leave us? We have to start looking at players differently anyway. I've noticed for a long time now that server operators feel they are somehow above the players in some way. Maybe this will serve to ground all of us a little bit and become closer to our players. Maybe not. But I'm not grouping every server operator into this because there are some excellent communities out there, but you can't say you haven't noticed the same out of a large portion of this list and elsewhere. Your players are the hearts of your communities, not you, so deal with it. Give them what they want and they'll come back to you. This isn't about rank, either. If your server is #1 or #500 or #1, that doesn't matter, I doubt we'll see the ranks anyway. What matters is that you offer your players something they can't get elsewhere. It's all about working with the system and not around it. All of a sudden, that matters. This is all basic stuff. Focus on your communities. They are going to be what makes or breaks you, not your server's rank. -Richard Eid On Fri, Mar 13, 2009 at 12:05 AM, Chris ch...@pingdemons.com wrote: How will this benifit people like me? I host 4 TF2 servers and am having issues getting returning players. My servers are mostly empty and get random connections throughout the day. Sometimes these players will wait for someone to join but most dont. Bengt Rosenberger wrote: 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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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 Live™ 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
Re: [hlds] TF2 Blog Post: Server Scoring
While some of your advice is good I don't agree with the premise that the players are somehow more important than server operators. It's a symbiotic relationship, neither players nor server operators can survive without the other. This is why you don't shit on your server operators to please your players as this totally absurd idea will do. Valve have completely lost the plot I hope gabe comes out of his stupor soon and starts getting serious about TF2. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid Sent: Friday, 13 March 2009 3:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring It sounds like you are in the beginning stages of building a community. Give your players a reason to come back and stay for a while and you'll have nothing to worry about. If you somehow get blacklisted, then you'll have to dig your way out. I'd imagine that the random connections you get throughout the day won't be enough to delist your servers, anyhow. So don't worry about it. Besides, nobody knows how this all works anyway. And that's a good thing. Worry less about your rank and more about your community and you will build over time. Remember, this isn't about satisfying server operators, it's about satisfying players. The players are the base of TF2, not the server operators. Yes, we all provide places for people to play, but without players, where does that leave us? We have to start looking at players differently anyway. I've noticed for a long time now that server operators feel they are somehow above the players in some way. Maybe this will serve to ground all of us a little bit and become closer to our players. Maybe not. But I'm not grouping every server operator into this because there are some excellent communities out there, but you can't say you haven't noticed the same out of a large portion of this list and elsewhere. Your players are the hearts of your communities, not you, so deal with it. Give them what they want and they'll come back to you. This isn't about rank, either. If your server is #1 or #500 or #1, that doesn't matter, I doubt we'll see the ranks anyway. What matters is that you offer your players something they can't get elsewhere. It's all about working with the system and not around it. All of a sudden, that matters. This is all basic stuff. Focus on your communities. They are going to be what makes or breaks you, not your server's rank. -Richard Eid On Fri, Mar 13, 2009 at 12:05 AM, Chris ch...@pingdemons.com wrote: How will this benifit people like me? I host 4 TF2 servers and am having issues getting returning players. My servers are mostly empty and get random connections throughout the day. Sometimes these players will wait for someone to join but most dont. Bengt Rosenberger wrote: 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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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.
Re: [hlds] TF2 Blog Post: Server Scoring
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: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] 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: bengt.rosenber...@gmx.de To: hlds@list.valvesoftware.com 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