Re: [hlds] [hlds_linux][TF2]theMedic

2011-10-25 Thread msleeper
Relevant to server administration.

On Mon, Oct 24, 2011 at 6:53 PM, anna rack annar...@specialattack.net wrote:
 Hey all

 Just a thought on the medic really. I'm a bit of a stat whore and one thing 
 that really bothers me are medics that literally only heal the player with 
 the most points. Now of course they are going to get more assist kills 
 because of this and they basically won't heal anyone else. Surely a medic 
 should be rewarded by healing THE TEAM and keeping them forward rather than 
 concentrating on the one that can give them the most points. It just bothers 
 me because it's more important to me to keep my team forward and therefore I 
 heal as many of my team as possible. Is there anyway that the medic can be 
 rewarded by being a team healer? Like maybe calculating the number of players 
 that are healed within a time limit together with the amount healed.

 Just throwing that out there in case Valve fancy something lighter to think 
 about :D

 Apologies if this is not the right place for my thoughts!

 Kind Regards

 annarack
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Re: [hlds] [hlds_linux][TF2]theMedic

2011-10-25 Thread Miikka Virtanen
Actually... yes, it is. Player scoring is most definitely related to server 
administration.

msleeper mslee...@ismsleeperwrong.com wrote:

Relevant to server administration.

On Mon, Oct 24, 2011 at 6:53 PM, anna rack annar...@specialattack.net wrote:
 Hey all

 Just a thought on the medic really. I'm a bit of a stat whore and one thing 
 that really bothers me are medics that literally only heal the player with 
 the most points. Now of course they are going to get more assist kills 
 because of this and they basically won't heal anyone else. Surely a medic 
 should be rewarded by healing THE TEAM and keeping them forward rather than 
 concentrating on the one that can give them the most points. It just bothers 
 me because it's more important to me to keep my team forward and therefore I 
 heal as many of my team as possible. Is there anyway that the medic can be 
 rewarded by being a team healer? Like maybe calculating the number of 
 players that are healed within a time limit together with the amount healed.

 Just throwing that out there in case Valve fancy something lighter to think 
 about :D

 Apologies if this is not the right place for my thoughts!

 Kind Regards

 annarack
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Re: [hlds] Forum vs. email list

2011-10-25 Thread Steven Hartland


- Original Message - 
From: Fletcher Dunn fletch...@valvesoftware.com

To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Tuesday, October 25, 2011 1:34 AM
Subject: [hlds] Forum vs. email list



I am honestly astounded by the amount of people who complain when

people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.


I'd like to use this comment as a springboard for a discussion about
the format of this list.

I hear that a few years ago the idea of migrating the email list to a
forum was kicked around.  However, at the time (is this still true today?)
the users of the list didn't like the idea.  it is my understanding that
most server admins prefer:

1.) Receiving push notifications.
2.) Viewing the list in their email client

#1 seems like a really compelling advantage (especially for announcements),
while #2 seems like a personal preference, and many people have the opposite
preference.

A forum has several compelling advantages:

1.) Easier to search and find answers to previously asked questions


Only if the search is good, most forums search fail to find answers as
their search methods are:
1. poor
2. slow


2.) Easier to follow a thread of conversation.  (I personally find any email
distribution list to become unreadable pretty much instantly, with all the
's and broken line breaks that everybody's mail clients and put everywhere.)


It is easier to follow if your new to the conversation, but if your following
the a topic its actually slower, as you need to constantly load lots of old
content and scroll past it.

3.) Easier to modify your post if you notice a mistake or want to clarify
something, rather than making a new post.


This can actually be a down side as it means that its impossible for people to
know that you've changed something.


4.) Easier to delete or move posts if they are spam, rude, inappropriate,
belong in the general TF2 SPUF forum, etc.


Just ban users who abuse, tbh forums attract this behavour much more than
a mailing list.


5.) Easier to ignore an entire thread that you are not interested in.


Not really, when your looking for new posts it will still contantly pop
up, which is not the case in a good mailing list email client.


Could there be some sort of forum + push notification that would satisfy
what everybody wants?  This list exists to serve you guys, so I'm curious
what everything thinks.  I *believe* most of the guys would find a forum
format (perhaps with some push notification) more convenient.


forums don't work for me as they are too much overhead, I don't have time
to constantly check a forum, where as I do get chance to skim through
the emails from a mailing list and pick out those topics where are
important to me. Even with an email feed a forum has some notable
disadvantages:-
1. Its more time consuming to reply, so you would need to add email reply
submission.
2. It attracts more spam and useless comments, email lists are older and
keep the usual forum trolls out. You get a much higher noise to useful
content ratio on forums.
3. Without push I can only read your news in that location, as a GSP with
30+ similar lists across the industry we need it to be accessible in
one place which an email list provides.

If the list where to migrate to a forum, I would be highly unlikely to
use it which would mean missing out on important announcements and
good content, which would be shame; so my vote would be to keep it
how it is which works well for what we use it for.

   Regards
   Steve


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Re: [hlds] [hlds_linux][TF2]theMedic

2011-10-25 Thread Rick Payton
How so? Unless the server is keeping the wrong score 

Now if the guy asked Hey is there anyway to make (force?) the medics heal more 
than 1 player then I'm sure someone would tell him to check for a Sourcemod 
plugin ... or something. Which is relevant to running a server.

Asking to revise the scoring system isn't as it's (as far as I know) something 
server ops can't change. And well if they can, it's something they shouldn't 
do.

--mauirixxx

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Miikka Virtanen
Sent: Monday, October 24, 2011 9:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux][TF2]theMedic

Actually... yes, it is. Player scoring is most definitely related to server 
administration.

msleeper mslee...@ismsleeperwrong.com wrote:

Relevant to server administration.

On Mon, Oct 24, 2011 at 6:53 PM, anna rack annar...@specialattack.net wrote:
 Hey all

 Just a thought on the medic really. I'm a bit of a stat whore and one thing 
 that really bothers me are medics that literally only heal the player with 
 the most points. Now of course they are going to get more assist kills 
 because of this and they basically won't heal anyone else. Surely a medic 
 should be rewarded by healing THE TEAM and keeping them forward rather than 
 concentrating on the one that can give them the most points. It just bothers 
 me because it's more important to me to keep my team forward and therefore I 
 heal as many of my team as possible. Is there anyway that the medic can be 
 rewarded by being a team healer? Like maybe calculating the number of 
 players that are healed within a time limit together with the amount healed.

 Just throwing that out there in case Valve fancy something lighter to think 
 about :D

 Apologies if this is not the right place for my thoughts!

 Kind Regards

 annarack
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread Jethro Seabridge
I know it's barely on topic but - last year during the Halloween event, what
I used to do on my server was noclip to the gifts using Sourcemod, and then
give the mask to whoever needed it on the chat. I realize this takes quite a
bit of the fun out of it, but I only started doing it the last couple of
days before the event ended.

I assume that's not okay anymore?

-Jethro

On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 Here are some quick facts about Halloween, quickplay, and server
 reputation:

 ** **

 * Please read this FAQ, which answers most quickplay and server
 registration questions:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 ** **

 * Having players join and stay on your server is currently the only thing
 that matters for server reputation.  Passwords, crit changes, damage spread,
 mods, maps, etc, does not affect your reputation except to the extent that
 it affects client's behaviour.  If you have an audience that is having fun,
 your reputation should be OK.  There is no need to ask if doing XYZ will
 negatively affect your reputation, merely because we haven't specifically
 said, XYZ is OK.  Should this policy change in the future, we will let you
 know.

 ** **

 * Certain actions (those described in the FAQ) will make your server
 ineligible for quickplay.  However, those criteria are only examined at the
 moment a client does a quickplay search.  They have no lasting effect on
 your server (except, of course, to the extent that the loss of the extra
 players could negatively affect your reputation) and can be toggled at any
 time.  Temporarily engaging in some activity that makes you ineligible for
 quickplay does not have any lasting penalty on your server or reputation.*
 ***

 ** **

 * In general, positive reputation data is associated with your game server
 account, not your IP.  You can move to a different IP with no problems.***
 *

 ** **

 * Valve *MAY* associate negative reputation data (bans, blacklists, records
 of abuse or cheating, etc) not just to the game server account, but also to
 the IP address or owning steam account.  (*Not* just a specific IP:port
 combination!)  We understand that not everyone has control over all the
 ports on their IP.  Hopefully the reasons why these sorts of policies are
 necessary are obvious.  Bottom line: protect the reputation of any servers
 running on your IP.

 ** **

 * There will be a special Halloween quickmatch option on the client.  We
 will provide further details for how to receive the traffic later.

 

 * We highly encourage people to register their servers.  There is zero
 downside to doing so, whatsoever, and it takes 5 seconds.  The Halloween
 gift drops are the first of hopefully many more benefits to come from
 registering your server.

 ** **

 * We will be watching for servers who are exploiting the gift and drop
 system, and reserve the right to take action against the account, game
 server, IP, and steam account that owns the game server.  We are not going
 to provide an exact definition of exactly what is OK and what is not.
 However, here are two examples of abusive activity: 1.) Giving certain plays
 on your server special powers or preferential treatment with regard to
 gifts.  2.) Using automated methods to collect gifts into lots of free
 accounts, causing them to be devalued in the TF economy.

 ** **

 Thank you for helping to provide our customers a place to play our game.**
 **

 ** **

 Your humble servant,

 Fletch

 ** **

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 please visit:
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Re: [hlds] Halloween 2011

2011-10-25 Thread eugenio . motanum91
No date has been anounced, other than this week
Enviado desde mi oficina móvil BlackBerry® de Telcel

-Original Message-
From: RSS List User li...@redspeedservers.com
Sender: hlds-boun...@list.valvesoftware.com
Date: Tue, 25 Oct 2011 00:23:51 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] Halloween 2011

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[hlds] Required TF2 update coming later today

2011-10-25 Thread Tony Paloma
We're going to have a required TF2 update coming later today. This isn't the 
update for the Halloween event nor is it the update that will require your 
server to be registered in order to receive gift drops on Halloween maps, but, 
as with all required updates, you will need to apply the update to your servers 
to allow players to connect.

Thanks,
Tony

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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread Herover
Just to be sure: this is only for tf2, right? As a css server owner, I
do not need to think about this?
Sorry if it's obvious, just getting confused since I have never heard
of anything like quickplay and valve server reputation...

2011/10/25 Jethro Seabridge jet2the...@gmail.com:
 I know it's barely on topic but - last year during the Halloween event, what
 I used to do on my server was noclip to the gifts using Sourcemod, and then
 give the mask to whoever needed it on the chat. I realize this takes quite a
 bit of the fun out of it, but I only started doing it the last couple of
 days before the event ended.
 I assume that's not okay anymore?
 -Jethro

 On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:

 Here are some quick facts about Halloween, quickplay, and server
 reputation:



 * Please read this FAQ, which answers most quickplay and server
 registration questions:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 * Having players join and stay on your server is currently the only thing
 that matters for server reputation.  Passwords, crit changes, damage spread,
 mods, maps, etc, does not affect your reputation except to the extent that
 it affects client's behaviour.  If you have an audience that is having fun,
 your reputation should be OK.  There is no need to ask if doing XYZ will
 negatively affect your reputation, merely because we haven't specifically
 said, XYZ is OK.  Should this policy change in the future, we will let you
 know.



 * Certain actions (those described in the FAQ) will make your server
 ineligible for quickplay.  However, those criteria are only examined at the
 moment a client does a quickplay search.  They have no lasting effect on
 your server (except, of course, to the extent that the loss of the extra
 players could negatively affect your reputation) and can be toggled at any
 time.  Temporarily engaging in some activity that makes you ineligible for
 quickplay does not have any lasting penalty on your server or reputation.



 * In general, positive reputation data is associated with your game server
 account, not your IP.  You can move to a different IP with no problems.



 * Valve *MAY* associate negative reputation data (bans, blacklists,
 records of abuse or cheating, etc) not just to the game server account, but
 also to the IP address or owning steam account.  (*Not* just a specific
 IP:port combination!)  We understand that not everyone has control over all
 the ports on their IP.  Hopefully the reasons why these sorts of policies
 are necessary are obvious.  Bottom line: protect the reputation of any
 servers running on your IP.



 * There will be a special Halloween quickmatch option on the client.  We
 will provide further details for how to receive the traffic later.

 * We highly encourage people to register their servers.  There is zero
 downside to doing so, whatsoever, and it takes 5 seconds.  The Halloween
 gift drops are the first of hopefully many more benefits to come from
 registering your server.



 * We will be watching for servers who are exploiting the gift and drop
 system, and reserve the right to take action against the account, game
 server, IP, and steam account that owns the game server.  We are not going
 to provide an exact definition of exactly what is OK and what is not.
 However, here are two examples of abusive activity: 1.) Giving certain plays
 on your server special powers or preferential treatment with regard to
 gifts.  2.) Using automated methods to collect gifts into lots of free
 accounts, causing them to be devalued in the TF economy.



 Thank you for helping to provide our customers a place to play our game.



 Your humble servant,

 Fletch



 ___
 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



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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread eugenio . motanum91
Yes, it is only for TF2. CSS does not have a halloween update, quickplay or 
matchmaking features.
Enviado desde mi oficina móvil BlackBerry® de Telcel

-Original Message-
From: Herover leon.l.a.niel...@gmail.com
Sender: hlds-boun...@list.valvesoftware.com
Date: Tue, 25 Oct 2011 20:39:17 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] Halloween, quickplay, and registering your server

Just to be sure: this is only for tf2, right? As a css server owner, I
do not need to think about this?
Sorry if it's obvious, just getting confused since I have never heard
of anything like quickplay and valve server reputation...

2011/10/25 Jethro Seabridge jet2the...@gmail.com:
 I know it's barely on topic but - last year during the Halloween event, what
 I used to do on my server was noclip to the gifts using Sourcemod, and then
 give the mask to whoever needed it on the chat. I realize this takes quite a
 bit of the fun out of it, but I only started doing it the last couple of
 days before the event ended.
 I assume that's not okay anymore?
 -Jethro

 On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:

 Here are some quick facts about Halloween, quickplay, and server
 reputation:



 * Please read this FAQ, which answers most quickplay and server
 registration questions:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 * Having players join and stay on your server is currently the only thing
 that matters for server reputation.  Passwords, crit changes, damage spread,
 mods, maps, etc, does not affect your reputation except to the extent that
 it affects client's behaviour.  If you have an audience that is having fun,
 your reputation should be OK.  There is no need to ask if doing XYZ will
 negatively affect your reputation, merely because we haven't specifically
 said, XYZ is OK.  Should this policy change in the future, we will let you
 know.



 * Certain actions (those described in the FAQ) will make your server
 ineligible for quickplay.  However, those criteria are only examined at the
 moment a client does a quickplay search.  They have no lasting effect on
 your server (except, of course, to the extent that the loss of the extra
 players could negatively affect your reputation) and can be toggled at any
 time.  Temporarily engaging in some activity that makes you ineligible for
 quickplay does not have any lasting penalty on your server or reputation.



 * In general, positive reputation data is associated with your game server
 account, not your IP.  You can move to a different IP with no problems.



 * Valve *MAY* associate negative reputation data (bans, blacklists,
 records of abuse or cheating, etc) not just to the game server account, but
 also to the IP address or owning steam account.  (*Not* just a specific
 IP:port combination!)  We understand that not everyone has control over all
 the ports on their IP.  Hopefully the reasons why these sorts of policies
 are necessary are obvious.  Bottom line: protect the reputation of any
 servers running on your IP.



 * There will be a special Halloween quickmatch option on the client.  We
 will provide further details for how to receive the traffic later.

 * We highly encourage people to register their servers.  There is zero
 downside to doing so, whatsoever, and it takes 5 seconds.  The Halloween
 gift drops are the first of hopefully many more benefits to come from
 registering your server.



 * We will be watching for servers who are exploiting the gift and drop
 system, and reserve the right to take action against the account, game
 server, IP, and steam account that owns the game server.  We are not going
 to provide an exact definition of exactly what is OK and what is not.
 However, here are two examples of abusive activity: 1.) Giving certain plays
 on your server special powers or preferential treatment with regard to
 gifts.  2.) Using automated methods to collect gifts into lots of free
 accounts, causing them to be devalued in the TF economy.



 Thank you for helping to provide our customers a place to play our game.



 Your humble servant,

 Fletch



 ___
 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



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Re: [hlds] Required TF2 update coming later today

2011-10-25 Thread pilger
Thanks for the head up, Tony!

Is this updated intented to address the client crashes that still occour?

On 25 October 2011 16:19, Tony Paloma to...@valvesoftware.com wrote:

 We're going to have a required TF2 update coming later today. This isn't
 the update for the Halloween event nor is it the update that will require
 your server to be registered in order to receive gift drops on Halloween
 maps, but, as with all required updates, you will need to apply the update
 to your servers to allow players to connect.

 Thanks,
 Tony

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Required TF2 update coming later today

2011-10-25 Thread Ryan Stecker
As always, thanks for the early notice!

On Tue, Oct 25, 2011 at 1:19 PM, Tony Paloma to...@valvesoftware.comwrote:

 We're going to have a required TF2 update coming later today. This isn't
 the update for the Halloween event nor is it the update that will require
 your server to be registered in order to receive gift drops on Halloween
 maps, but, as with all required updates, you will need to apply the update
 to your servers to allow players to connect.

 Thanks,
 Tony

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 please visit:
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Re: [hlds] Required TF2 update coming later today

2011-10-25 Thread Nathanael Havez
Thank's Tony!

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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread msleeper
The extra player from the replay bot should not be reporting to
quickplay, so you shouldn't be penalized for it. This was fixed a
month or two ago.

On Tue, Oct 25, 2011 at 2:40 PM,  eugenio.motanu...@gmail.com wrote:
 Yes, it is only for TF2. CSS does not have a halloween update, quickplay or 
 matchmaking features.
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: Herover leon.l.a.niel...@gmail.com
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Tue, 25 Oct 2011 20:39:17
 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
        hlds@list.valvesoftware.com
 Subject: Re: [hlds] Halloween, quickplay, and registering your server

 Just to be sure: this is only for tf2, right? As a css server owner, I
 do not need to think about this?
 Sorry if it's obvious, just getting confused since I have never heard
 of anything like quickplay and valve server reputation...

 2011/10/25 Jethro Seabridge jet2the...@gmail.com:
 I know it's barely on topic but - last year during the Halloween event, what
 I used to do on my server was noclip to the gifts using Sourcemod, and then
 give the mask to whoever needed it on the chat. I realize this takes quite a
 bit of the fun out of it, but I only started doing it the last couple of
 days before the event ended.
 I assume that's not okay anymore?
 -Jethro

 On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:

 Here are some quick facts about Halloween, quickplay, and server
 reputation:



 * Please read this FAQ, which answers most quickplay and server
 registration questions:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 * Having players join and stay on your server is currently the only thing
 that matters for server reputation.  Passwords, crit changes, damage spread,
 mods, maps, etc, does not affect your reputation except to the extent that
 it affects client's behaviour.  If you have an audience that is having fun,
 your reputation should be OK.  There is no need to ask if doing XYZ will
 negatively affect your reputation, merely because we haven't specifically
 said, XYZ is OK.  Should this policy change in the future, we will let you
 know.



 * Certain actions (those described in the FAQ) will make your server
 ineligible for quickplay.  However, those criteria are only examined at the
 moment a client does a quickplay search.  They have no lasting effect on
 your server (except, of course, to the extent that the loss of the extra
 players could negatively affect your reputation) and can be toggled at any
 time.  Temporarily engaging in some activity that makes you ineligible for
 quickplay does not have any lasting penalty on your server or reputation.



 * In general, positive reputation data is associated with your game server
 account, not your IP.  You can move to a different IP with no problems.



 * Valve *MAY* associate negative reputation data (bans, blacklists,
 records of abuse or cheating, etc) not just to the game server account, but
 also to the IP address or owning steam account.  (*Not* just a specific
 IP:port combination!)  We understand that not everyone has control over all
 the ports on their IP.  Hopefully the reasons why these sorts of policies
 are necessary are obvious.  Bottom line: protect the reputation of any
 servers running on your IP.



 * There will be a special Halloween quickmatch option on the client.  We
 will provide further details for how to receive the traffic later.

 * We highly encourage people to register their servers.  There is zero
 downside to doing so, whatsoever, and it takes 5 seconds.  The Halloween
 gift drops are the first of hopefully many more benefits to come from
 registering your server.



 * We will be watching for servers who are exploiting the gift and drop
 system, and reserve the right to take action against the account, game
 server, IP, and steam account that owns the game server.  We are not going
 to provide an exact definition of exactly what is OK and what is not.
 However, here are two examples of abusive activity: 1.) Giving certain plays
 on your server special powers or preferential treatment with regard to
 gifts.  2.) Using automated methods to collect gifts into lots of free
 accounts, causing them to be devalued in the TF economy.



 Thank you for helping to provide our customers a place to play our game.



 Your humble servant,

 Fletch



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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread Jeff Sugar
I can confirm this to be the case, at leasg with just replay. Not sure about
replay+srctv
On Oct 25, 2011 12:53 PM, msleeper mslee...@ismsleeperwrong.com wrote:

 The extra player from the replay bot should not be reporting to
 quickplay, so you shouldn't be penalized for it. This was fixed a
 month or two ago.

 On Tue, Oct 25, 2011 at 2:40 PM,  eugenio.motanu...@gmail.com wrote:
  Yes, it is only for TF2. CSS does not have a halloween update, quickplay
 or matchmaking features.
  Enviado desde mi oficina móvil BlackBerry® de Telcel
 
  -Original Message-
  From: Herover leon.l.a.niel...@gmail.com
  Sender: hlds-boun...@list.valvesoftware.com
  Date: Tue, 25 Oct 2011 20:39:17
  To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Subject: Re: [hlds] Halloween, quickplay, and registering your server
 
  Just to be sure: this is only for tf2, right? As a css server owner, I
  do not need to think about this?
  Sorry if it's obvious, just getting confused since I have never heard
  of anything like quickplay and valve server reputation...
 
  2011/10/25 Jethro Seabridge jet2the...@gmail.com:
  I know it's barely on topic but - last year during the Halloween event,
 what
  I used to do on my server was noclip to the gifts using Sourcemod, and
 then
  give the mask to whoever needed it on the chat. I realize this takes
 quite a
  bit of the fun out of it, but I only started doing it the last couple of
  days before the event ended.
  I assume that's not okay anymore?
  -Jethro
 
  On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
  fletch...@valvesoftware.com wrote:
 
  Here are some quick facts about Halloween, quickplay, and server
  reputation:
 
 
 
  * Please read this FAQ, which answers most quickplay and server
  registration questions:
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
 
 
  * Having players join and stay on your server is currently the only
 thing
  that matters for server reputation.  Passwords, crit changes, damage
 spread,
  mods, maps, etc, does not affect your reputation except to the extent
 that
  it affects client's behaviour.  If you have an audience that is having
 fun,
  your reputation should be OK.  There is no need to ask if doing XYZ
 will
  negatively affect your reputation, merely because we haven't
 specifically
  said, XYZ is OK.  Should this policy change in the future, we will
 let you
  know.
 
 
 
  * Certain actions (those described in the FAQ) will make your server
  ineligible for quickplay.  However, those criteria are only examined at
 the
  moment a client does a quickplay search.  They have no lasting effect
 on
  your server (except, of course, to the extent that the loss of the
 extra
  players could negatively affect your reputation) and can be toggled at
 any
  time.  Temporarily engaging in some activity that makes you ineligible
 for
  quickplay does not have any lasting penalty on your server or
 reputation.
 
 
 
  * In general, positive reputation data is associated with your game
 server
  account, not your IP.  You can move to a different IP with no problems.
 
 
 
  * Valve *MAY* associate negative reputation data (bans, blacklists,
  records of abuse or cheating, etc) not just to the game server account,
 but
  also to the IP address or owning steam account.  (*Not* just a specific
  IP:port combination!)  We understand that not everyone has control over
 all
  the ports on their IP.  Hopefully the reasons why these sorts of
 policies
  are necessary are obvious.  Bottom line: protect the reputation of any
  servers running on your IP.
 
 
 
  * There will be a special Halloween quickmatch option on the client.
 We
  will provide further details for how to receive the traffic later.
 
  * We highly encourage people to register their servers.  There is zero
  downside to doing so, whatsoever, and it takes 5 seconds.  The
 Halloween
  gift drops are the first of hopefully many more benefits to come from
  registering your server.
 
 
 
  * We will be watching for servers who are exploiting the gift and drop
  system, and reserve the right to take action against the account, game
  server, IP, and steam account that owns the game server.  We are not
 going
  to provide an exact definition of exactly what is OK and what is not.
  However, here are two examples of abusive activity: 1.) Giving certain
 plays
  on your server special powers or preferential treatment with regard to
  gifts.  2.) Using automated methods to collect gifts into lots of free
  accounts, causing them to be devalued in the TF economy.
 
 
 
  Thank you for helping to provide our customers a place to play our
 game.
 
 
 
  Your humble servant,
 
  Fletch
 
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  

[hlds] Team Fortress 2 Update Released

2011-10-25 Thread Tony Paloma
Required updates for Team Fortress 2 are now available.  The specific changes 
include:

- Fixed a client crash caused by corrupt particle data
- The Professor's Peculiarity can now be used as a crafting ingredient
- Football Manager 2012 promo items are now tradable and available for purchase
- Additional stability/performance work for both clients and servers
- Updated localization files

Thanks,
Tony

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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread msleeper
I'm pretty sure all odd mixed cases of replay and/or srctv got fixed
back then, I remember all of the 33 and 34 player server admins crying
about not being able to do that anymore since they fixed the loop
hole.

On Tue, Oct 25, 2011 at 5:38 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 I can confirm this to be the case, at leasg with just replay. Not sure about
 replay+srctv

 On Oct 25, 2011 12:53 PM, msleeper mslee...@ismsleeperwrong.com wrote:

 The extra player from the replay bot should not be reporting to
 quickplay, so you shouldn't be penalized for it. This was fixed a
 month or two ago.

 On Tue, Oct 25, 2011 at 2:40 PM,  eugenio.motanu...@gmail.com wrote:
  Yes, it is only for TF2. CSS does not have a halloween update, quickplay
  or matchmaking features.
  Enviado desde mi oficina móvil BlackBerry® de Telcel
 
  -Original Message-
  From: Herover leon.l.a.niel...@gmail.com
  Sender: hlds-boun...@list.valvesoftware.com
  Date: Tue, 25 Oct 2011 20:39:17
  To: Half-Life dedicated Win32 server mailing
  listhlds@list.valvesoftware.com
  Reply-To: Half-Life dedicated Win32 server mailing list
         hlds@list.valvesoftware.com
  Subject: Re: [hlds] Halloween, quickplay, and registering your server
 
  Just to be sure: this is only for tf2, right? As a css server owner, I
  do not need to think about this?
  Sorry if it's obvious, just getting confused since I have never heard
  of anything like quickplay and valve server reputation...
 
  2011/10/25 Jethro Seabridge jet2the...@gmail.com:
  I know it's barely on topic but - last year during the Halloween event,
  what
  I used to do on my server was noclip to the gifts using Sourcemod, and
  then
  give the mask to whoever needed it on the chat. I realize this takes
  quite a
  bit of the fun out of it, but I only started doing it the last couple
  of
  days before the event ended.
  I assume that's not okay anymore?
  -Jethro
 
  On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
  fletch...@valvesoftware.com wrote:
 
  Here are some quick facts about Halloween, quickplay, and server
  reputation:
 
 
 
  * Please read this FAQ, which answers most quickplay and server
  registration questions:
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
 
 
  * Having players join and stay on your server is currently the only
  thing
  that matters for server reputation.  Passwords, crit changes, damage
  spread,
  mods, maps, etc, does not affect your reputation except to the extent
  that
  it affects client's behaviour.  If you have an audience that is having
  fun,
  your reputation should be OK.  There is no need to ask if doing XYZ
  will
  negatively affect your reputation, merely because we haven't
  specifically
  said, XYZ is OK.  Should this policy change in the future, we will
  let you
  know.
 
 
 
  * Certain actions (those described in the FAQ) will make your server
  ineligible for quickplay.  However, those criteria are only examined
  at the
  moment a client does a quickplay search.  They have no lasting effect
  on
  your server (except, of course, to the extent that the loss of the
  extra
  players could negatively affect your reputation) and can be toggled at
  any
  time.  Temporarily engaging in some activity that makes you ineligible
  for
  quickplay does not have any lasting penalty on your server or
  reputation.
 
 
 
  * In general, positive reputation data is associated with your game
  server
  account, not your IP.  You can move to a different IP with no
  problems.
 
 
 
  * Valve *MAY* associate negative reputation data (bans, blacklists,
  records of abuse or cheating, etc) not just to the game server
  account, but
  also to the IP address or owning steam account.  (*Not* just a
  specific
  IP:port combination!)  We understand that not everyone has control
  over all
  the ports on their IP.  Hopefully the reasons why these sorts of
  policies
  are necessary are obvious.  Bottom line: protect the reputation of any
  servers running on your IP.
 
 
 
  * There will be a special Halloween quickmatch option on the client.
  We
  will provide further details for how to receive the traffic later.
 
  * We highly encourage people to register their servers.  There is zero
  downside to doing so, whatsoever, and it takes 5 seconds.  The
  Halloween
  gift drops are the first of hopefully many more benefits to come from
  registering your server.
 
 
 
  * We will be watching for servers who are exploiting the gift and drop
  system, and reserve the right to take action against the account, game
  server, IP, and steam account that owns the game server.  We are not
  going
  to provide an exact definition of exactly what is OK and what is not.
  However, here are two examples of abusive activity: 1.) Giving certain
  plays
  on your server special powers or preferential treatment with regard to
  gifts.  2.) Using automated methods to collect gifts into lots of free
  accounts, causing them to be 

Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread 1nsane
It was not fixed.

You still can't run a 32 player TF2 server with replay and sourcetv without
the clients crashing.

On Tue, Oct 25, 2011 at 5:49 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 I'm pretty sure all odd mixed cases of replay and/or srctv got fixed
 back then, I remember all of the 33 and 34 player server admins crying
 about not being able to do that anymore since they fixed the loop
 hole.

 On Tue, Oct 25, 2011 at 5:38 PM, Jeff Sugar jeffsu...@gmail.com wrote:
  I can confirm this to be the case, at leasg with just replay. Not sure
 about
  replay+srctv
 
  On Oct 25, 2011 12:53 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
 
  The extra player from the replay bot should not be reporting to
  quickplay, so you shouldn't be penalized for it. This was fixed a
  month or two ago.
 
  On Tue, Oct 25, 2011 at 2:40 PM,  eugenio.motanu...@gmail.com wrote:
   Yes, it is only for TF2. CSS does not have a halloween update,
 quickplay
   or matchmaking features.
   Enviado desde mi oficina móvil BlackBerry® de Telcel
  
   -Original Message-
   From: Herover leon.l.a.niel...@gmail.com
   Sender: hlds-boun...@list.valvesoftware.com
   Date: Tue, 25 Oct 2011 20:39:17
   To: Half-Life dedicated Win32 server mailing
   listhlds@list.valvesoftware.com
   Reply-To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
   Subject: Re: [hlds] Halloween, quickplay, and registering your server
  
   Just to be sure: this is only for tf2, right? As a css server owner, I
   do not need to think about this?
   Sorry if it's obvious, just getting confused since I have never heard
   of anything like quickplay and valve server reputation...
  
   2011/10/25 Jethro Seabridge jet2the...@gmail.com:
   I know it's barely on topic but - last year during the Halloween
 event,
   what
   I used to do on my server was noclip to the gifts using Sourcemod,
 and
   then
   give the mask to whoever needed it on the chat. I realize this takes
   quite a
   bit of the fun out of it, but I only started doing it the last couple
   of
   days before the event ended.
   I assume that's not okay anymore?
   -Jethro
  
   On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
   fletch...@valvesoftware.com wrote:
  
   Here are some quick facts about Halloween, quickplay, and server
   reputation:
  
  
  
   * Please read this FAQ, which answers most quickplay and server
   registration questions:
   https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
  
  
  
   * Having players join and stay on your server is currently the only
   thing
   that matters for server reputation.  Passwords, crit changes, damage
   spread,
   mods, maps, etc, does not affect your reputation except to the
 extent
   that
   it affects client's behaviour.  If you have an audience that is
 having
   fun,
   your reputation should be OK.  There is no need to ask if doing XYZ
   will
   negatively affect your reputation, merely because we haven't
   specifically
   said, XYZ is OK.  Should this policy change in the future, we will
   let you
   know.
  
  
  
   * Certain actions (those described in the FAQ) will make your server
   ineligible for quickplay.  However, those criteria are only examined
   at the
   moment a client does a quickplay search.  They have no lasting
 effect
   on
   your server (except, of course, to the extent that the loss of the
   extra
   players could negatively affect your reputation) and can be toggled
 at
   any
   time.  Temporarily engaging in some activity that makes you
 ineligible
   for
   quickplay does not have any lasting penalty on your server or
   reputation.
  
  
  
   * In general, positive reputation data is associated with your game
   server
   account, not your IP.  You can move to a different IP with no
   problems.
  
  
  
   * Valve *MAY* associate negative reputation data (bans, blacklists,
   records of abuse or cheating, etc) not just to the game server
   account, but
   also to the IP address or owning steam account.  (*Not* just a
   specific
   IP:port combination!)  We understand that not everyone has control
   over all
   the ports on their IP.  Hopefully the reasons why these sorts of
   policies
   are necessary are obvious.  Bottom line: protect the reputation of
 any
   servers running on your IP.
  
  
  
   * There will be a special Halloween quickmatch option on the client.
   We
   will provide further details for how to receive the traffic later.
  
   * We highly encourage people to register their servers.  There is
 zero
   downside to doing so, whatsoever, and it takes 5 seconds.  The
   Halloween
   gift drops are the first of hopefully many more benefits to come
 from
   registering your server.
  
  
  
   * We will be watching for servers who are exploiting the gift and
 drop
   system, and reserve the right to take action against the account,
 game
   server, IP, and steam account that owns the game server.  We are not
   

[hlds] Inconsistency detected

2011-10-25 Thread Joakim
Hi there!

 

I'm running a CSS server on Debian 5.0.9, and I'm getting this error:

Inconsistency detected by ld.so: dl-open.c: 260: dl_open_worker: Assertion
`_dl_debug_initialize (0, args-nsid)-r_state == RT_CONSISTENT' failed!

 

screen -A -m -d -S css27025 ./srcds_run -game cstrike -ip XX.XX.XX.XXX -port
27025 +tv_port 27026 -maxplayers 13 +fps_max 600 +servercfgfile 27025.cfg
+map de_dust2

 

I just updated the server (with -verify_all).

 

Thanks.

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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-10-25 Thread Kyle Sanderson
Cool update! Any idea when we can see it for Counter-Strike Source?

Kyle.

On Tue, Oct 25, 2011 at 4:17 PM, Aaron Thompson rmesc...@gmail.com wrote:

 Just reporting no said crashes thus far. Only have problems with Zombie
 Fortress and 2 maps which are most-likely unrelated. I will report any
 issues that are mysterious once I have encountered them.

 On Tue, Oct 25, 2011 at 5:00 PM, Ravnox rav...@arkanox.net wrote:

  Regarding the recent tab client crash, I'd like to point everyone to
 the
  following thread by Tony: http://forums.steampowered.**
  com/forums/showthread.php?t=**2199895
 http://forums.steampowered.com/forums/showthread.php?t=2199895
 
  If you're occasionally crashing when pushing the tab key, please get the
  latest Steam client beta (click the Change button in the Account tab on
 the
  Settings page) and report back if it helps any. Thanks! 
 
  I didn't see this posted on the list and I think it's appropriate since
  this issue has been killing our players. I've updated myself and I'm
 telling
  players on our servers to do the same if they still experience the tab
  crash.
 
  --
  Ravnox
 
 
 
  Quoting Tony Paloma to...@valvesoftware.com:
 
   Required updates for Team Fortress 2 are now available.  The  specific
  changes include:
 
 
 
  - Fixed a client crash caused by corrupt particle data
 
  - The Professor's Peculiarity can now be used as a crafting ingredient
 
  - Football Manager 2012 promo items are now tradable and available  for
  purchase
 
  - Additional stability/performance work for both clients and servers
 
  - Updated localization files
 
 
 
  Thanks,
 
  Tony
 
 
 
 
 
 
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  please visit:
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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[hlds] Is your TF2 standing trending downward fast?

2011-10-25 Thread Fletcher Dunn
There has been a bug in the TF2 server reputation trend calculation.  
Previously, it would only report that the reputation was either slightly 
upward or downward fast.

It will be fixed in the next update, to properly show five different levels: up 
fast, up slow, steady, down slow, and down fast.

I'm sure that this news comes as a *complete shock* to everybody.  none of us 
had the SLIGHTEST INKLING that something was amiss, since it seemed to make 
such perfect sense.

No seriously, thanks to those who reported this issue.  And I apologize if 
anybody lost sleep over their server's reputation as a result of this bug.

And just to be clear: the bug was not in the calculation of the reputation data 
and had no effect on quickplay, etc.  It only affects the reporting of the 
trend message.

Your humble servant,
Fletch
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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-25 Thread Jay Singh

Really?

From: fletch...@valvesoftware.com
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Date: Wed, 26 Oct 2011 01:51:46 +
Subject: [hlds] Is your TF2 standing trending downward fast?



There has been a bug in the TF2 server reputation trend calculation.  
Previously, it would only report that the reputation was either slightly 
upward or downward fast. It will be fixed in the next update, to properly 
show five different levels: up fast, up slow, steady, down slow, and down fast. 
I'm sure that this news comes as a *complete shock* to everybody.  none of us 
had the SLIGHTEST INKLING that something was amiss, since it seemed to make 
such perfect sense. No seriously, thanks to those who reported this issue.  And 
I apologize if anybody lost sleep over their server's reputation as a result of 
this bug. And just to be clear: the bug was not in the calculation of the 
reputation data and had no effect on quickplay, etc.  It only affects the 
reporting of the trend message. Your humble servant,Fletch
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