[hlds] [L4D] Server Browser List Custom Tab

2009-03-12 Thread Major NuT
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

2009-03-12 Thread DontWannaName!
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!

2009-03-12 Thread Steven Hartland
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

2009-03-12 Thread Jeffrey Grant
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!

2009-03-12 Thread Tony Paloma
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!

2009-03-12 Thread Blood Letter

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!

2009-03-12 Thread matan nov
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!

2009-03-12 Thread Dan Offord
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!

2009-03-12 Thread Steven Hartland
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!

2009-03-12 Thread Tony Paloma
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!

2009-03-12 Thread Jeffrey Grant
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

2009-03-12 Thread Jason Ruymen
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

2009-03-12 Thread Saul Rennison
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

2009-03-12 Thread msleeper
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?

2009-03-12 Thread Chris
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?

2009-03-12 Thread Arg!
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?

2009-03-12 Thread Alex
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

2009-03-12 Thread Philip Bembridge
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

2009-03-12 Thread Blood Letter

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?

2009-03-12 Thread Chris
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

2009-03-12 Thread Donnie Newlove
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?

2009-03-12 Thread Philip Bembridge
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?

2009-03-12 Thread Donnie Newlove
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?

2009-03-12 Thread StevoTVR
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?

2009-03-12 Thread Cc2iscooL
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

2009-03-12 Thread Andrew Armstrong
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?

2009-03-12 Thread Octo
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread Octo
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

2009-03-12 Thread msleeper
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

2009-03-12 Thread Petri de Wet
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

2009-03-12 Thread 1nsane
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

2009-03-12 Thread Aj Collins
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread msleeper
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

2009-03-12 Thread Rick Payton
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

2009-03-12 Thread 1nsane
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread Admin Bob
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

2009-03-12 Thread Blood Letter

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

2009-03-12 Thread Aj Collins
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

2009-03-12 Thread Olly
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

2009-03-12 Thread 1nsane
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

2009-03-12 Thread Major NuT
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

2009-03-12 Thread Arg!
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

2009-03-12 Thread gameadmin
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 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

2009-03-12 Thread Mike Stiehm
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread Admin Bob
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

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread SmOoThEm
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 times.
  
  
  
   Our first step in improving this part of the player experience
 has
 been
  to
   delist 

Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread Cc2iscooL
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

2009-03-12 Thread Tom Richardson
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread Aaron Rapp
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

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread 1nsane
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

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread Marlon Wolterink
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

2009-03-12 Thread Donnie Newlove
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

2009-03-12 Thread 1nsane
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

2009-03-12 Thread Aaron Rapp
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

2009-03-12 Thread Nephyrin Zey
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

2009-03-12 Thread Patrick Shelley
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

2009-03-12 Thread Robert Whelan
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

2009-03-12 Thread Jeff Sugar
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

2009-03-12 Thread msleeper
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

2009-03-12 Thread ServerAlex
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

2009-03-12 Thread msleeper
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

2009-03-12 Thread Mike Stiehm
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

2009-03-12 Thread Yaakov Smith
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

2009-03-12 Thread Bengt Rosenberger
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

2009-03-12 Thread Blood Letter

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

2009-03-12 Thread Bengt Rosenberger
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

2009-03-12 Thread Richard Eid
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

2009-03-12 Thread Chris
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

2009-03-12 Thread Blood Letter

 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

2009-03-12 Thread DontWannaName!
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

2009-03-12 Thread Richard Eid
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

2009-03-12 Thread Reaper
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

2009-03-12 Thread Spencer 'voogru' MacDonald
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