[hlds] TF2 update coming this afternoon

2011-07-28 Thread Fletcher Dunn
We have fixed the crash related to the mantreads.  (We also found a problem 
with the damage calculation.)  The problem was gcc-specific and thus only 
affected Linux servers.  We are mostly sure (though not 100% sure) that a 
similar problem was happening with the Dr. G weapons.

This update will probably be an optional update, since it isn't critical for 
clients.  But of course all the server operators will want to make sure and get 
it.

Further bulletins as events warrant.

Your humble servant,
Fletch

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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread anna rack
3

Kind Regards

annarack



From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 28 July 2011 16:55
To: hlds_li...@list.valvesoftware.com; 'hlds@list.valvesoftware.com'
Subject: [hlds] TF2 update coming this afternoon

We have fixed the crash related to the mantreads.  (We also found a problem 
with the damage calculation.)  The problem was gcc-specific and thus only 
affected Linux servers.  We are mostly sure (though not 100% sure) that a 
similar problem was happening with the Dr. G weapons.

This update will probably be an optional update, since it isn't critical for 
clients.  But of course all the server operators will want to make sure and get 
it.

Further bulletins as events warrant.

Your humble servant,
Fletch


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[hlds] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread Fletcher Dunn
Hello all.

An update earlier this week contained an adjustment to the scoring bonus we 
give to Valve servers for quickplay servers.  There is still a bonus when 
inexperienced players are searching.  However, the bonus decreases as they gain 
play hours, and it drops to zero at around 20 hours of play time.  (Don't take 
the specific numbers too literally, all the details are subject to tweaking, of 
course.)

Our goals with these changes are:
* Ensure that new players have the vanilla TF2 experience.
* Integrate experienced players into the regular community, help them discover 
the diversity, and let them find the experience they want.

Your servers are competing with Valve servers on an equal footing for quickplay 
customers.  In fact, my guess --- although I don't really have any data to back 
this up --- is that directing the noobs towards the Valve servers actually 
gives them a disadvantage.

Your humble servant,
Fletch
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Re: [hlds] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread TRISTAN MARLER
I remember the greatness that was discovering the humour and gameplay that is 
TF2 vanilla. It's not for everyone, but I think exposing newcomers to the 
baseline of TF2 (arguably of course) is perfectly acceptable, especially when 
they probably don't even realize that the quips their characters say are 
reactionary. Oh boy the laughs I've had.

My only concern with this quickplay situation is I run a server which is more 
competitively oriented using legitimate cvars; things like disable damage 
spread, crits off, static shotgun spread, etc. As such my server is 
disqualified, yet servers with plugins which could potentially do the same 
thing are not. I hope soon that my server can qualify for the quickplay 
feature, as it sounds really cool and would probably help our population.

Is there any plans about this Fletch?


-BloodyIron

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Thursday, July 28, 2011 10:19 am
Subject: [hlds] Valve TF2 servers no longer have quickplay advantage
To: hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com, 
'hlds@list.valvesoftware.com' hlds@list.valvesoftware.com

 Hello all.
 
 An update earlier this week contained an adjustment to the 
 scoring bonus we give to Valve servers for quickplay 
 servers.  There is still a bonus when inexperienced players 
 are searching.  However, the bonus decreases as they gain 
 play hours, and it drops to zero at around 20 hours of play 
 time.  (Don't take the specific numbers too literally, all 
 the details are subject to tweaking, of course.)
 
 Our goals with these changes are:
 * Ensure that new players have the vanilla TF2 experience.
 * Integrate experienced players into the regular community, help 
 them discover the diversity, and let them find the experience 
 they want.
 
 Your servers are competing with Valve servers on an equal 
 footing for quickplay customers.  In fact, my guess --- 
 although I don't really have any data to back this up --- is 
 that directing the noobs towards the Valve servers actually 
 gives them a disadvantage.
 
 Your humble servant,
 Fletch

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Re: [hlds] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread msleeper
Could we get some further detail on exactly what the scoring/trend
stuff in the console output means? A couple of my servers are
generally reporting as Slightly Downwards and yet they're full most
of the day. I'm assuming this just means they're near the top of the
list where things are constantly being shuffled, and that downwards
does not translate to your server's score sucks.

Could we expect to see more tools to determine our servers' rankings
in the future? I don't mean a command to tell us Ranked  / 
or something in those sort of terms, but just some way of letting us
know if we're doing things right with our server to retain players and
keep a high score.

Is there any plans to add anything to the server's registered Steam
ID's community page? A TF2 server op badge or something?

On Thu, Jul 28, 2011 at 12:19 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Hello all.



 An update earlier this week contained an adjustment to the scoring bonus we
 give to Valve servers for quickplay servers.  There is still a bonus when
 inexperienced players are searching.  However, the bonus decreases as they
 gain play hours, and it drops to zero at around 20 hours of play time.
 (Don't take the specific numbers too literally, all the details are subject
 to tweaking, of course.)



 Our goals with these changes are:

 * Ensure that new players have the vanilla TF2 experience.

 * Integrate experienced players into the regular community, help them
 discover the diversity, and let them find the experience they want.



 Your servers are competing with Valve servers on an equal footing for
 quickplay customers.  In fact, my guess --- although I don't really have any
 data to back this up --- is that directing the noobs towards the Valve
 servers actually gives them a disadvantage.



 Your humble servant,

 Fletch

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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Jay Singh

I'd like to thank Valve for doing something right for once ;).

From: fletch...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Date: Thu, 28 Jul 2011 15:55:45 +
Subject: [hlds] TF2 update coming this afternoon



We have fixed the crash related to the mantreads.  (We also found a problem 
with the damage calculation.)  The problem was gcc-specific and thus only 
affected Linux servers.  We are mostly sure (though not 100% sure) that a 
similar problem was happening with the Dr. G weapons. This update will probably 
be an optional update, since it isn't critical for clients.  But of course all 
the server operators will want to make sure and get it. Further bulletins as 
events warrant. Your humble servant,Fletch 
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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread LordVader!
something right for once I'm sure that makes him feel so much better now.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Thursday, July 28, 2011 2:30 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 update coming this afternoon

 

I'd like to thank Valve for doing something right for once ;).

  _  

From: fletch...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Date: Thu, 28 Jul 2011 15:55:45 +
Subject: [hlds] TF2 update coming this afternoon

We have fixed the crash related to the mantreads.  (We also found a problem
with the damage calculation.)  The problem was gcc-specific and thus only
affected Linux servers.  We are mostly sure (though not 100% sure) that a
similar problem was happening with the Dr. G weapons.

 

This update will probably be an optional update, since it isn't critical for
clients.  But of course all the server operators will want to make sure and
get it.

 

Further bulletins as events warrant.

 

Your humble servant,

Fletch

 


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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Fletcher Dunn
Let's save the back-handed compliments until AFTER we confirm that this release 
did, in fact, fix all the bugs we think it fixed.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
Sent: Thursday, July 28, 2011 12:50 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 update coming this afternoon

something right for once I'm sure that makes him feel so much better now.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Thursday, July 28, 2011 2:30 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 update coming this afternoon

I'd like to thank Valve for doing something right for once ;).

From: fletch...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Date: Thu, 28 Jul 2011 15:55:45 +
Subject: [hlds] TF2 update coming this afternoon
We have fixed the crash related to the mantreads.  (We also found a problem 
with the damage calculation.)  The problem was gcc-specific and thus only 
affected Linux servers.  We are mostly sure (though not 100% sure) that a 
similar problem was happening with the Dr. G weapons.

This update will probably be an optional update, since it isn't critical for 
clients.  But of course all the server operators will want to make sure and get 
it.

Further bulletins as events warrant.

Your humble servant,
Fletch


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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Saul Rennison
Good job all glad you fixed the problem.

What was the GCC error by the way? It'd be interesting to share with us
developers!

On Thursday, 28 July 2011, Fletcher Dunn fletch...@valvesoftware.com
wrote:
 We have fixed the crash related to the mantreads.  (We also found a
problem with the damage calculation.)  The problem was gcc-specific and thus
only affected Linux servers.  We are mostly sure (though not 100% sure) that
a similar problem was happening with the Dr. G weapons.



 This update will probably be an optional update, since it isn't critical
for clients.  But of course all the server operators will want to make sure
and get it.



 Further bulletins as events warrant.



 Your humble servant,

 Fletch



-- 


Kind regards,
*Saul Rennison*
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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Fletcher Dunn
It was not a gcc bug, it was just gcc behaving differently (properly?) from VC 
on some very iffy code.  This caused bad damage calculations.  We believe that 
this then resulted in bad forces being calculated, and then physics code 
exploding the stack, a type of crash that is notorious for leaving little or 
misleading forensic evidence behind, and preventing all the usual error 
reporting from working.  Plus, the code worked as intended on VC.  We also 
fixed a problem at a global level to prevent NaNs or any numbers way out of 
expected range getting into the physics engine to begin with.  I am hopeful, 
but not 100% confident, that this same issue was affecting the Dr. G weapons.

- Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Thursday, July 28, 2011 1:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 update coming this afternoon

Good job all glad you fixed the problem.

What was the GCC error by the way? It'd be interesting to share with us 
developers!

On Thursday, 28 July 2011, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 We have fixed the crash related to the mantreads.  (We also found a problem 
 with the damage calculation.)  The problem was gcc-specific and thus only 
 affected Linux servers.  We are mostly sure (though not 100% sure) that a 
 similar problem was happening with the Dr. G weapons.



 This update will probably be an optional update, since it isn't critical for 
 clients.  But of course all the server operators will want to make sure and 
 get it.



 Further bulletins as events warrant.



 Your humble servant,

 Fletch



--


Kind regards,
Saul Rennison
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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread hl admin
Thanks for all your hard work on this. 

On Thu, 28 Jul 2011 20:29:27 +, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 It was not a gcc bug, it was just gcc behaving differently (properly?)
 from VC on some very iffy code. This caused bad damage calculations. We
 believe that this then resulted in bad forces being calculated, and then
 physics code exploding the stack, a type of crash that is notorious for
 leaving little or misleading forensic evidence behind, and preventing
all
 the usual error reporting from working. Plus, the code worked as
intended
 on VC. We also fixed a problem at a global level to prevent NaNs or any
 numbers way out of expected range getting into the physics engine to
 begin with. I am hopeful, but not 100% confident, that this same issue
 was affecting the Dr. G weapons.
 
 - Fletch
 
 FROM: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] ON BEHALF OF Saul Rennison
 SENT: Thursday, July 28, 2011 1:15 PM
 TO: Half-Life dedicated Win32 server mailing list
 SUBJECT: Re: [hlds] TF2 update coming this afternoon
 
 Good job all glad you fixed the problem.
 
 What was the GCC error by the way? It'd be interesting to share with us
 developers!
 
 On Thursday, 28 July 2011, Fletcher Dunn  wrote:
 We have fixed the crash related to the mantreads. (We also found a
 problem with the damage calculation.) The problem was gcc-specific and
 thus only affected Linux servers. We are mostly sure (though not 100%
 sure) that a similar problem was happening with the Dr. G weapons.

 

 This update will probably be an optional update, since it isn't
 critical for clients. But of course all the server operators will want
to
 make sure and get it.

 

 Further bulletins as events warrant.

 

 Your humble servant,

 Fletch



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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Drogen Viech
This sounds like good news for garrysmod, too! Thanks Valve guys! :D

2011/7/28 Fletcher Dunn fletch...@valvesoftware.com:
 It was not a gcc bug, it was just gcc behaving differently (properly?) from
 VC on some very iffy code.  This caused bad damage calculations.  We believe
 that this then resulted in bad forces being calculated, and then physics
 code exploding the stack, a type of crash that is notorious for leaving
 little or misleading forensic evidence behind, and preventing all the usual
 error reporting from working.  Plus, the code worked as intended on VC.  We
 also fixed a problem at a global level to prevent NaNs or any numbers way
 out of expected range getting into the physics engine to begin with.  I am
 hopeful, but not 100% confident, that this same issue was affecting the Dr.
 G weapons.



 - Fletch



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Thursday, July 28, 2011 1:15 PM

 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 update coming this afternoon



 Good job all glad you fixed the problem.

 What was the GCC error by the way? It'd be interesting to share with us
 developers!

 On Thursday, 28 July 2011, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 We have fixed the crash related to the mantreads.  (We also found a
 problem with the damage calculation.)  The problem was gcc-specific and thus
 only affected Linux servers.  We are mostly sure (though not 100% sure) that
 a similar problem was happening with the Dr. G weapons.



 This update will probably be an optional update, since it isn't critical
 for clients.  But of course all the server operators will want to make sure
 and get it.



 Further bulletins as events warrant.



 Your humble servant,

 Fletch



 --





 Kind regards,

 Saul Rennison

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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Jonathan Zakay

Is there any update on why item drop/trade notifications no longer show in a 
servers chat and if it may be resolved in the near future (assuming it was not 
deliberately removed)? 


Kind Regards,
Jon
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Re: [hlds] [hlds_linux] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread Fletcher Dunn
I can confirm that you should not freak out.  I can also confirm that I've got 
it on my list to review the scoring system and reporting messages to see if 
they are providing incorrect feedback.  I do think there could be a problem 
with the trend portion of the message.

The score calculation we use is very similar in spirit (but different in a few 
minor details) to this blog post:
http://www.teamfortress.com/post.php?id=2338

And if it's any consolation --- if we're screwing things up for your reputation 
score, we're screwing them up for our own servers just exactly the same.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Thursday, July 28, 2011 5:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Valve TF2 servers no longer have quickplay advantage


I had set up a quickplay server from scratch recently.

The following is conjecture and not fact.  Confirmation or denial from 
those with authoritative information would be appreciated:

I am under the impression that Valve starts you off with an abnormally 
high score, and you have nowhere to go but down from there.

Therefore, starting your new server off with a good status and trending 
downwards fast is perfectly normal.  You should level off at some 
point before you get to a less-than-good ranking.

Valve just needs to make the log message be more happy-talky for the 
inexperienced admins who take things literally and freak out.

I've never seen anything in my console logs other than Downward Fast 
and Slightly Upward.  Actually, my server just cycles between the two.

Here's a little logging from my system.  This is pretty much what my 
server does all day;

jmomo@parts--egrep Game server auth tf/console.log | cut -f 2 -d \!
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Slightly Upward
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast
  Standing: Good. Trend: Downward Fast



In summary, don't freak out.



Patrick Lahni wrote:
 it has me started off as Downward Fast.
 Guess I'm one of the unlucky ones that can't benefit from the system.

-- 
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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