Re: [hlds] Tickrate for GoldSrc

2012-08-17 Thread Lorne Mock

found an old HLDS List  thead that might help in the understandind of 
sys_ticrate , fps , update rates or servers and clients. I'm done -Original 
Message-
From: Kevin Ottalini [EMAIL PROTECTED]
Sent: Wednesday, May 17, 2006 11:01 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] more then 1000fps at HLDS
HLDS (HL1 servers) can easily and with little burden run at either ~500 fps
or ~1000 fps.  There is no control over the actual maximum FPS since it is a
motherboard chipset related issue.This is controlled by the sys_ticrate CVAR 
so the max setting is:
sys_ticrate 1000Win32 servers will also need to run some sort of 
high-resolution timer
(please see other mail threads about this).We are only talking about HLDS here 
(HL1 servers).  Source (SRCDS) servers
are quite different and (at the moment) appear to run the best at their
default settings.This is not really FPS in the sense of visual FPS,  but rather 
how often the
server will process the available event information (take a snapshot) and
if needed send an update to clients that need updates.  The more updates the
server sends out the more bandwidth the server will use on the uplink.Clients 
can receive a maximum of 100 updates per second regardless of the
server sys_ticrate setting.A client getting a server update is not the same 
thing as the video FPS that
the client is actually viewing.The client graphics FPS,  which for clients is 
controlled by the scene and
event complexity and the fps_max CVAR could indeed be set to fps_max 1000
but anything above 100 is quite silly.  Again, this viewing FPS has
nothing to do with the server sys_ticrate setting.The client has a CVAR that 
tells the server how often to send updates, this
is the cl_updaterate CVAR.   cl_updaterate 100 is the maximum (fastest)
setting which the server may or may not allow.  The server can limit the
client maximum via the sv_maxupdaterate CVAR.Again, this has nothing to do with 
the client's VISUAL FPS.OK, so why would a server operator want to run his/her 
server at sys_ticrate
1000?In the case of HL1 servers only, running a faster ticrate on the server can
slightly improve the apparent client latency (sometimes called ping, but
ping is a little different).   If the server is running sys_ticrate 100 then
there is a 10ms interval between server snapshots that can be sent to
clients.  If a client has an 80ms ping distance from the server (real ping
this time) then the maximum latency is 80ms (ping) + 10ms (snapshot rate) or
90ms (latency).If the same server is running at sys_ticrate 1000, then the 
snapshot
interval is only 1ms, so that same player will only see an 81ms latency.Is a 9 
ms savings important during game play?  Probably not, although there
are internet players that claim to be able to feel the difference.  In a LAN
setting this may be different, 10ms extra may be 10X what the ping is on a
LAN (but still, is this important? probably not).Running an HLDS server at a 
higher sys_ticrate should have the overall
effect of keeping what players see on that server more accurate.  This
appears to be a real and valuable effect at the cost of much higher CPU
utilization.The real reason that a server operator might want to run his HLDS 
server at
sys_ticrate 1000 though is that it gives the server the ability to send
updates to individual clients on a more timely basis. Again, this is not
more updates, just updates that don't have to wait very long for the next
server snapshot to happen.This has the overall effect on the server of 
spreading out client updates so
they don't all happen for all clients at the same time.  This can slightly
lower the demand on the server uplink and might help the server to run a
little smoother.Extensive testing on my HLDM server resulted in the conclusion 
that running
sys_ticrate 1000 actually allowed me to add one additional player slot (out
of 10 total) and the server had a much tighter feel to events with a
slight improvement in accuracy.Of course, running sys_ticrate 1000 also took my 
average CPU utilization for
a 10-player server from around 3% to around 40% for some maps.Even my old 
800MHz Intel P3 server was able to run sys_ticrate 1000, the
real question is are you overloading your server CPU?  This is a function of
the number of players, the map you are running and the sys_ticrate setting.If 
your CPU is running more the 50% with sys_ticrate 1000 then decrease the
sys_ticrate to 500.For testing purposes, use the Server GUI (don't use 
-console) and look at
the utilization graph.qUiCkSiLvErFrom: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 21:49:49 -0500
Subject: Re: [hlds] Tickrate for GoldSrc





Look into high resolution timer. Such as the one used in Windows Media Player 
Simply having it open in the background without a file playing will start a 
high resolution timer.Then try setting the fps xxx cvar Clients not having 
their cvars in order (FPS  pertaining to graphics,connectivity 

Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address

2012-08-17 Thread E. Olsen
I've also received a large number of complaints about this - but I assumed
it would be fixed with the next patch.
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Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address

2012-08-17 Thread Leon Hunter
I also had a complaint about this earlier today.

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sampson Rogers
Sent: Friday, 17 August 2012 3:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Clients getting Netchannel: failed reading message
net_SetConVar from ip address

 

I've got several players reporting they get stuck at Retrieving Server
Info... and they cannot connect no matter how long they wait. They receive
the error:

 

Netchannel: failed reading message net_SetConVar from ip address

 

Sorry if I missed this already, but didn't see it posted yet.

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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Fletcher Dunn
tf_mm_strict 1 does two things:

* hides the server from the server browser list results
* causes your server to reject direct joins not negotiated through matchmaking.

We could easily make that a 3-values variable, if people thing it would be 
useful.  (Allow direct connections but not be visible on the server browser).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Friday, August 17, 2012 3:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?

tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see the 
server in their list is kind of moot.


/Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Andreas Grimm
Hi Fletcher,

when I set sv_visiblemaxplayers to 6 and when there are 6 humans online,
then my browser shows 0/6 players online instead of 6/6.
Maybe fixing that could solve the most problems, too?

- Andreas

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, August 17, 2012 7:12 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

tf_mm_strict 1 does two things:

* hides the server from the server browser list results
* causes your server to reject direct joins not negotiated through
matchmaking.

We could easily make that a 3-values variable, if people thing it would be
useful.  (Allow direct connections but not be visible on the server
browser).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Friday, August 17, 2012 3:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?

tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see
the server in their list is kind of moot.


/Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Alan Kennedy

Fletcher, if that three-value variable is possible, it would be much 
appreciated. Since the slots are not that many, i'm having trouble trying to 
give priority for my Gamers Community on the TF2 MvM servers. They know the IP, 
but i seem to get a lot of browser joins from other countries (with high ping) 
as well due to the high demand on the mod.

The other option would be to just set a password but i'm not pro-locked servers.

I suppose other are in the same position.

Thx!.

Best Regards, Alan //

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
  Also, does tf_mm_strict 1 let people who have the server favorited
  see
  it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Valentin G.
That 3-value cvar would be a great idea.

On Fri, Aug 17, 2012 at 8:06 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:

 Fletcher, if that three-value variable is possible, it would be much 
 appreciated. Since the slots are not that many, i'm having trouble trying to 
 give priority for my Gamers Community on the TF2 MvM servers. They know the 
 IP, but i seem to get a lot of browser joins from other countries (with high 
 ping) as well due to the high demand on the mod.

 The other option would be to just set a password but i'm not pro-locked 
 servers.

 I suppose other are in the same position.

 Thx!.

 Best Regards, Alan //

 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:

 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.

 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 On 15.08.2012 23:14, Ross Bemrose wrote:

  Also, does tf_mm_strict 1 let people who have the server favorited
  see
  it in their favorites list?

 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.


 /Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Matt Adams
Agreed

Sent from my iPhone

On Aug 17, 2012, at 12:59 PM, Valentin G. nextra...@gmail.com wrote:

 That 3-value cvar would be a great idea.
 
 On Fri, Aug 17, 2012 at 8:06 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:
 
 Fletcher, if that three-value variable is possible, it would be much 
 appreciated. Since the slots are not that many, i'm having trouble trying to 
 give priority for my Gamers Community on the TF2 MvM servers. They know the 
 IP, but i seem to get a lot of browser joins from other countries (with high 
 ping) as well due to the high demand on the mod.
 
 The other option would be to just set a password but i'm not pro-locked 
 servers.
 
 I suppose other are in the same position.
 
 Thx!.
 
 Best Regards, Alan //
 
 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited
 see
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
 /Peter
 
 
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 please visit:
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread DontWannaName!
I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through 
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it would be 
 useful.  (Allow direct connections but not be visible on the server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see 
 the server in their list is kind of moot.
 
 
 /Peter
 
 
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 visit:
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Gabriel Freitas
sure would be nice

On Fri, Aug 17, 2012 at 3:46 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I am in favor of this.

 Sent from my iPhone 4

 On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  tf_mm_strict 1 does two things:
 
  * hides the server from the server browser list results
  * causes your server to reject direct joins not negotiated through
 matchmaking.
 
  We could easily make that a 3-values variable, if people thing it would
 be useful.  (Allow direct connections but not be visible on the server
 browser).
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
  Sent: Friday, August 17, 2012 3:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  On 15.08.2012 23:14, Ross Bemrose wrote:
 
  Also, does tf_mm_strict 1 let people who have the server favorited see
  it in their favorites list?
 
  tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
  /Peter
 
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-17 Thread Dmitriy Bobrovskiy

Big thanks! That is what I need.Dmitriy Bobrovskiy

Systems Administrator

Moscow, Russia

supp...@isotonic.ru

http://isotonic.ru/
 From: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Fri, 17 Aug 2012 01:00:24 -0500
Subject: Re: [hlds] Tickrate for GoldSrc





found an old HLDS List  thead that might help in the understandind of 
sys_ticrate , fps , update rates or servers and clients. I'm done -Original 
Message-
From: Kevin Ottalini [EMAIL PROTECTED]
Sent: Wednesday, May 17, 2006 11:01 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] more then 1000fps at HLDS
HLDS (HL1 servers) can easily and with little burden run at either ~500 fps
or ~1000 fps.  There is no control over the actual maximum FPS since it is a
motherboard chipset related issue...  ___
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Formologic23
Seconded.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, August 17, 2012 11:47 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing
list(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
list
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

 

I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 tf_mm_strict 1 does two things:

 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
matchmaking.

 We could easily make that a 3-values variable, if people thing it would be
useful.  (Allow direct connections but not be visible on the server
browser).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see
 it in their favorites list?

 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see
the server in their list is kind of moot.


 /Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Sampson Rogers
Thirded, get it?
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Tom McClellan
Yes would love this.

On Fri, Aug 17, 2012 at 1:14 PM, Sampson Rogers kritskring...@gmail.com wrote:
 Thirded, get it?
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-17 Thread Eric Smith
We're going to start rolling out this up in 30 minutes. It will be a mandatory 
update for TF2.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 5:44 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] TF2 Engine Error: Host_Error: Overflow ...

Update:  We're still gathering fixes and testing. The update won't be out until 
early tomorrow.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 11:53 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're fixing this for a release later today.

Also, we've found an issue with MvM servers that have a value set for 
mp_timelimit.  When the timelimit hits the server gets into a state that it 
can't recover from.  For now, you should set mp_timelimit 0 on MvM dedicated 
servers.  We're working on a fix for this, too.

-Eric



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

This needs fixing immediately. Crashing too many times and it requires someone 
to go and press OK.


On 16/08/2012 18:30, Game-Over wrote:

And again the same here, also Windows 2008(R2) - all servers - same errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two 
with Sys_Error( Host_Error: Overflow error writing string table baseline 
ServerMapCycle or Engine error: Host_Error: Overflow error writing string 
table baseline GameRulesCreation in the crash dumps.

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Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from ip address

2012-08-17 Thread Vij
Its been happening on couple of our servers since last night. Both servers
are running vanilla. 

Restart fixes the problem temporarily but starts happening again every few
hours. 

 

Attemped to precache unknown particle system bot_eye_glow_soft!

Netchannel: failed reading message net_SetConVar from IP.

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Leon Hunter
Sent: Friday, August 17, 2012 10:42 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Clients getting Netchannel: failed reading message
net_SetConVar from ip address

 

I also had a complaint about this earlier today.

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sampson Rogers
Sent: Friday, 17 August 2012 3:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Clients getting Netchannel: failed reading message
net_SetConVar from ip address

 

I've got several players reporting they get stuck at Retrieving Server
Info... and they cannot connect no matter how long they wait. They receive
the error:

 

Netchannel: failed reading message net_SetConVar from ip address

 

Sorry if I missed this already, but didn't see it posted yet.

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Re: [hlds] srcds vhosting

2012-08-17 Thread Rick Payton
Man this takes me back to ... 1998-1999 ... editing my hosts file so I could 
just type connect servername in hosts file. Even back then, server ops wanted 
better DNS support, mainly for the dreaded IP change. If users stored their 
favorite servers as a hostname, then IP changes would be 1 less thing to worry 
about (worst case scenario would be a very long TTL value making your clients 
connect to the old IP).

SRV records support would be awesome ... it's one of those ideas that makes you 
go Why hasn't this support been implemented YEARS ago?

Oh well. SRV records have only been around 11+ years now ... why take advantage 
of them now, when damn near every (if not all?) *current* OS understands them?

--mauirixxx

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of netshr...@gmail.com
Sent: Thursday, August 16, 2012 7:21 PM
To: kame...@gasso.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] srcds vhosting

The good thing about DNS is that, apart from CNAME, it's one-to-many. So in 
theory, assuming hypothetical DNS support on Source, you could set up 20 SRV 
records for the same subdomain, and if the user adds that to their favourites 
they then get a grouped list of all your servers.

On 17/08/2012, at 3:08 PM, Kameron Gasso kameron-li...@gasso.org wrote:

 On 8/16/12 4:31 PM, netshr...@gmail.com wrote:
 As far as I know, Source doesn't use DNS at all, it's completely 
 IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
 time, completely by the client. There's no official or unofficial way to do 
 HTTP-style vhosting as far as I am aware.
 
 I dug into this in-depth a while ago and came to the same determination:
 the existing DNS support is pretty much useless beyond the initial connect.
 
 Favoriting or connecting a host by name is nice, but it's a one-time 
 thing.  IMHO, the client really should support saving by name so 
 resolution occurs later too, but instead saves by IP.  Hosting 
 providers, ISPs, and network infrastructures can change often, why not 
 take advantage of DNS when it's already supports making these changes 
 transparent to end users?
 
 Changing a server's hostname field to redirect users after an IP 
 renumbering just feels like a crummy hack to me.
 
 Sorry to go so far off-topic here, but this has been a pet peeve of 
 mine with Source's network support for a while.  And as for the OP, 
 even proper DNS support won't help you here.  If it ever comes along, 
 maybe Valve can add SRV record support as others have mentioned and 
 make us both very happy. :)
 
 Cheers,
 --
 Kameron Gasso | kame...@gasso.org
 
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[hlds] Mandatory TF2 update coming

2012-08-17 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready in 15-20 
minutes. 

-Eric


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Re: [hlds] Mandatory TF2 update coming

2012-08-17 Thread Lucio Botello
Will this update break mods? 
 
--Lucio--



 From: Eric Smith er...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' 
hlds_annou...@list.valvesoftware.com 
Sent: Friday, August 17, 2012 3:21 PM
Subject: [hlds] Mandatory TF2 update coming
 
We're working on a mandatory update for TF2. We should have it ready in 15-20 
minutes. 

-Eric


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Re: [hlds] Mandatory TF2 update coming

2012-08-17 Thread wickedplayer494 .
I have a sneaking suspicion that it could possibly break mods, but we'll
have to wait and see once Eric provides the notes.

On Fri, Aug 17, 2012 at 5:27 PM, Lucio Botello botelloluc...@yahoo.comwrote:

 Will this update break mods?

 --Lucio--
   --
 *From:* Eric Smith er...@valvesoftware.com
 *To:* Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com; '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 *Sent:* Friday, August 17, 2012 3:21 PM
 *Subject:* [hlds] Mandatory TF2 update coming

 We're working on a mandatory update for TF2. We should have it ready in
 15-20 minutes.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2012-08-17 Thread Emil Larsson
While I can't give a promise, in general bugfix updates rarely do.
Modbreaking updates tend to be the ones including new features, like the
recent MvM update. So I doubt it breaks anything.

On Sat, Aug 18, 2012 at 12:27 AM, Lucio Botello botelloluc...@yahoo.comwrote:

 Will this update break mods?

 --Lucio--
   --
 *From:* Eric Smith er...@valvesoftware.com
 *To:* Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com; '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 *Sent:* Friday, August 17, 2012 3:21 PM
 *Subject:* [hlds] Mandatory TF2 update coming

 We're working on a mandatory update for TF2. We should have it ready in
 15-20 minutes.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2012-08-17 Thread wickedplayer494 .
Yeah, rarely ever do bugfixes break things. It's all about playing the
waiting game though.

On Fri, Aug 17, 2012 at 5:30 PM, Emil Larsson ail...@gmail.com wrote:

 While I can't give a promise, in general bugfix updates rarely do.
 Modbreaking updates tend to be the ones including new features, like the
 recent MvM update. So I doubt it breaks anything.


 On Sat, Aug 18, 2012 at 12:27 AM, Lucio Botello 
 botelloluc...@yahoo.comwrote:

 Will this update break mods?

 --Lucio--
   --
 *From:* Eric Smith er...@valvesoftware.com
 *To:* Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com; '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 *Sent:* Friday, August 17, 2012 3:21 PM
 *Subject:* [hlds] Mandatory TF2 update coming

 We're working on a mandatory update for TF2. We should have it ready in
 15-20 minutes.

 -Eric


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[hlds] Mandatory TF2 update released

2012-08-17 Thread Eric Smith
We've released a mandatory update to TF2. The notes for the update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated client rate value to default to 3 to improve network performance 
for most players
   - Rate was previously set by Steam's Internet connection speed setting
- Updated client rate value to be stored in the config.cfg file

Team Fortress 2
- Fixed a crash caused by a string table overflow
- Fixed a client crash related to the freeze panel
- Fixed a client crash related to ragdolls
- Fixed a client crash related to the Mann vs. Machine upgrade panel
- Fixed a client crash related to Mann vs. Machine stats
- Fixed a crash related to server plug-ins spawning a Mann vs. Machine Tank 
before the game is ready
- Updated the dedicated server to exit when attempting to start a Mann vs. 
Machine map with less than 32 maxplayers
- Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly when 
the defenders lose
- Fixed the Mann vs. Machine wave loss/victory dialog buttons not being 
clickable sometimes
- Fixed the Mann vs. Machine victory dialog getting stuck on the screen
- Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of 
the first wave
- Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
- Updated upgrade icons to remove numbers 
- Fixed Sentry Busters picking disposable buildings as valid targets
- Fixed an instance of the Sentry Buster sound looping endlessly
- Updated the backpack image for Archimedes to fix an alpha channel problem
- Updated the colors for The Battery Bandolier
- Fixed the disconnect reason not being localized properly for Mann vs. Machine 
mode
- Fixed player glow colors not based on player health in some community mods 
outside of Mann vs. Machine mode
- Removed console spew related to missing movement warnings
- Updated the matchmaking ConVar tf_mm_strict
   - A value of 2 will hide the server from the server browser but will still 
allow direct connections
- Updated Mvm_Mannworks
   - Adjusted clipping on left side drop down where bots may become stuck
   - Fixed lighting seam near base
   - Fixed vphysics prop error in console
   - Minor clipping pass on areas players may become hung up on


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
I'm getting this again while trying to update like I did the last
update...  Something wrong with the DS file content server?


C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
-game t
f -dir c:\TF2Server -verify_all
Checking bootstrapper version ...
Updating Installation
Determining which depot(s) to install/update...
6 depot(s) will be installed/updated
  0:37 Checking local files and building download list for depot 441 'Team
Fortr
ess 2 Content' version 351
  0:37 Patching from version 350; connecting to content server
  0:37 [209.197.6.232:27030] Connecting...
  0:40 [209.197.6.232:27030] Failed.  Failed to connect to
209.197.6.232:270
30, WinSock Error 0 No error
  0:40 [63.145.224.22:27030] Connecting...
  0:43 [63.145.224.22:27030] Failed.  Failed to connect to
63.145.224.22:270
30, WinSock Error 0 No error
  0:43 [209.197.6.231:27030] Connecting...
  0:46 [209.197.6.231:27030] Failed.  Failed to connect to
209.197.6.231:270
30, WinSock Error 0 No error
  0:46 [65.113.32.98:27030] Connecting...
  0:49 [65.113.32.98:27030] Failed.  Failed to connect to
65.113.32.98:27030
, WinSock Error 0 No error
  0:49 [4.28.20.42:27030] Connecting...
  0:52 [4.28.20.42:27030] Failed.  Failed to connect to 4.28.20.42:27030,
Wi
nSock Error 0 No error
  0:52 [4.28.151.210:27030] Connecting...
  0:55 [4.28.151.210:27030] Failed.  Failed to connect to
4.28.151.210:27030
, WinSock Error 0 No error
  0:55 [208.64.203.16:27030] Connecting...
  0:58 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:270
30, WinSock Error 0 No error
  0:58 [65.115.96.238:27030] Connecting...
  1:01 [65.115.96.238:27030] Failed.  Failed to connect to
65.115.96.238:270
30, WinSock Error 0 No error


On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann vs.
 Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
Well, it did eventually connect so I guess that much is good.  :)

On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441 'Team
 Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Ryan Stecker
What you're seeing is completely normal during the update rush.

On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 Well, it did eventually connect so I guess that much is good.  :)


 On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441
 'Team Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 ___
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
I've never seen it before the last update.  Weird...

On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.comwrote:

 What you're seeing is completely normal during the update rush.


 On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 Well, it did eventually connect so I guess that much is good.  :)


 On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441
 'Team Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed
 setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
 properly when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become
 stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Daniel Barreiro
I keep getting a disconnected error and then it closes.

On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com wrote:
 I've never seen it before the last update.  Weird...


 On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.com
 wrote:

 What you're seeing is completely normal during the update rush.


 On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:

 Well, it did eventually connect so I guess that much is good.  :)


 On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441
 'Team Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed
 setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
 properly when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become
 stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Lambda
Im unable to directly connect to my servers, it disconnects me with the
error saying that the server can't be directly connected, however
tf_mm_strict is set to 0 and tf_mm_servermode to 1

2012/8/18 Daniel Barreiro smelly.feet.you.h...@gmail.com

 I keep getting a disconnected error and then it closes.

 On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:
  I've never seen it before the last update.  Weird...
 
 
  On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.com
  wrote:
 
  What you're seeing is completely normal during the update rush.
 
 
  On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  Well, it did eventually connect so I guess that much is good.  :)
 
 
  On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  I'm getting this again while trying to update like I did the last
  update...  Something wrong with the DS file content server?
 
 
  C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command
 update
  -game t
  f -dir c:\TF2Server -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Determining which depot(s) to install/update...
  6 depot(s) will be installed/updated
0:37 Checking local files and building download list for depot 441
  'Team Fortr
  ess 2 Content' version 351
0:37 Patching from version 350; connecting to content server
0:37 [209.197.6.232:27030] Connecting...
0:40 [209.197.6.232:27030] Failed.  Failed to connect to
  209.197.6.232:270
  30, WinSock Error 0 No error
0:40 [63.145.224.22:27030] Connecting...
0:43 [63.145.224.22:27030] Failed.  Failed to connect to
  63.145.224.22:270
  30, WinSock Error 0 No error
0:43 [209.197.6.231:27030] Connecting...
0:46 [209.197.6.231:27030] Failed.  Failed to connect to
  209.197.6.231:270
  30, WinSock Error 0 No error
0:46 [65.113.32.98:27030] Connecting...
0:49 [65.113.32.98:27030] Failed.  Failed to connect to
  65.113.32.98:27030
  , WinSock Error 0 No error
0:49 [4.28.20.42:27030] Connecting...
0:52 [4.28.20.42:27030] Failed.  Failed to connect to
  4.28.20.42:27030, Wi
  nSock Error 0 No error
0:52 [4.28.151.210:27030] Connecting...
0:55 [4.28.151.210:27030] Failed.  Failed to connect to
  4.28.151.210:27030
  , WinSock Error 0 No error
0:55 [208.64.203.16:27030] Connecting...
0:58 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:270
  30, WinSock Error 0 No error
0:58 [65.115.96.238:27030] Connecting...
1:01 [65.115.96.238:27030] Failed.  Failed to connect to
  65.115.96.238:270
  30, WinSock Error 0 No error
 
 
 
  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update to TF2. The notes for the update
 are
  below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Updated client rate value to default to 3 to improve network
  performance for most players
 - Rate was previously set by Steam's Internet connection speed
  setting
  - Updated client rate value to be stored in the config.cfg file
 
  Team Fortress 2
  - Fixed a crash caused by a string table overflow
  - Fixed a client crash related to the freeze panel
  - Fixed a client crash related to ragdolls
  - Fixed a client crash related to the Mann vs. Machine upgrade panel
  - Fixed a client crash related to Mann vs. Machine stats
  - Fixed a crash related to server plug-ins spawning a Mann vs.
 Machine
  Tank before the game is ready
  - Updated the dedicated server to exit when attempting to start a
 Mann
  vs. Machine map with less than 32 maxplayers
  - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
  properly when the defenders lose
  - Fixed the Mann vs. Machine wave loss/victory dialog buttons not
 being
  clickable sometimes
  - Fixed the Mann vs. Machine victory dialog getting stuck on the
 screen
  - Fixed the Mann vs. Machine wave summary dialog showing up at the
  beginning of the first wave
  - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade
 panel
  - Updated upgrade icons to remove numbers
  - Fixed Sentry Busters picking disposable buildings as valid targets
  - Fixed an instance of the Sentry Buster sound looping endlessly
  - Updated the backpack image for Archimedes to fix an alpha channel
  problem
  - Updated the colors for The Battery Bandolier
  - Fixed the disconnect reason not being localized properly for Mann
 vs.
  Machine mode
  - Fixed player glow colors not based on player health in some
 community
  mods outside of Mann vs. Machine mode
  - Removed console spew related to missing movement warnings
  - Updated the matchmaking ConVar tf_mm_strict
 - A value of 2 will hide the server from the server browser but
 will
  still allow direct connections
  - Updated Mvm_Mannworks
 - Adjusted clipping on left side 

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Lance Waidzunas
Anyone else getting a server crash when a player attempts to pick a class
in MVM?

On Fri, Aug 17, 2012 at 5:45 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 I keep getting a disconnected error and then it closes.

 On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com
 wrote:
  I've never seen it before the last update.  Weird...
 
 
  On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.com
  wrote:
 
  What you're seeing is completely normal during the update rush.
 
 
  On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  Well, it did eventually connect so I guess that much is good.  :)
 
 
  On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com
  wrote:
 
  I'm getting this again while trying to update like I did the last
  update...  Something wrong with the DS file content server?
 
 
  C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command
 update
  -game t
  f -dir c:\TF2Server -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Determining which depot(s) to install/update...
  6 depot(s) will be installed/updated
0:37 Checking local files and building download list for depot 441
  'Team Fortr
  ess 2 Content' version 351
0:37 Patching from version 350; connecting to content server
0:37 [209.197.6.232:27030] Connecting...
0:40 [209.197.6.232:27030] Failed.  Failed to connect to
  209.197.6.232:270
  30, WinSock Error 0 No error
0:40 [63.145.224.22:27030] Connecting...
0:43 [63.145.224.22:27030] Failed.  Failed to connect to
  63.145.224.22:270
  30, WinSock Error 0 No error
0:43 [209.197.6.231:27030] Connecting...
0:46 [209.197.6.231:27030] Failed.  Failed to connect to
  209.197.6.231:270
  30, WinSock Error 0 No error
0:46 [65.113.32.98:27030] Connecting...
0:49 [65.113.32.98:27030] Failed.  Failed to connect to
  65.113.32.98:27030
  , WinSock Error 0 No error
0:49 [4.28.20.42:27030] Connecting...
0:52 [4.28.20.42:27030] Failed.  Failed to connect to
  4.28.20.42:27030, Wi
  nSock Error 0 No error
0:52 [4.28.151.210:27030] Connecting...
0:55 [4.28.151.210:27030] Failed.  Failed to connect to
  4.28.151.210:27030
  , WinSock Error 0 No error
0:55 [208.64.203.16:27030] Connecting...
0:58 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:270
  30, WinSock Error 0 No error
0:58 [65.115.96.238:27030] Connecting...
1:01 [65.115.96.238:27030] Failed.  Failed to connect to
  65.115.96.238:270
  30, WinSock Error 0 No error
 
 
 
  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update to TF2. The notes for the update
 are
  below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Updated client rate value to default to 3 to improve network
  performance for most players
 - Rate was previously set by Steam's Internet connection speed
  setting
  - Updated client rate value to be stored in the config.cfg file
 
  Team Fortress 2
  - Fixed a crash caused by a string table overflow
  - Fixed a client crash related to the freeze panel
  - Fixed a client crash related to ragdolls
  - Fixed a client crash related to the Mann vs. Machine upgrade panel
  - Fixed a client crash related to Mann vs. Machine stats
  - Fixed a crash related to server plug-ins spawning a Mann vs.
 Machine
  Tank before the game is ready
  - Updated the dedicated server to exit when attempting to start a
 Mann
  vs. Machine map with less than 32 maxplayers
  - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
  properly when the defenders lose
  - Fixed the Mann vs. Machine wave loss/victory dialog buttons not
 being
  clickable sometimes
  - Fixed the Mann vs. Machine victory dialog getting stuck on the
 screen
  - Fixed the Mann vs. Machine wave summary dialog showing up at the
  beginning of the first wave
  - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade
 panel
  - Updated upgrade icons to remove numbers
  - Fixed Sentry Busters picking disposable buildings as valid targets
  - Fixed an instance of the Sentry Buster sound looping endlessly
  - Updated the backpack image for Archimedes to fix an alpha channel
  problem
  - Updated the colors for The Battery Bandolier
  - Fixed the disconnect reason not being localized properly for Mann
 vs.
  Machine mode
  - Fixed player glow colors not based on player health in some
 community
  mods outside of Mann vs. Machine mode
  - Removed console spew related to missing movement warnings
  - Updated the matchmaking ConVar tf_mm_strict
 - A value of 2 will hide the server from the server browser but
 will
  still allow direct connections
  - Updated Mvm_Mannworks
 - Adjusted clipping on left side drop down where bots may become
  stuck
 - Fixed lighting seam near base
  

[hlds] tf_mm_strict values swapped

2012-08-17 Thread Fletcher Dunn
There is a bug with the tf_mm_strict change in the update we released a few 
minutes ago.

The values as documented are swapped between 1 and 2.

In this update:
tf_mm_strict 1 currently DOES NOT allow direct connections
tf_mm_strict 2 currently DOES allow direct connections

We'll release an optional update shortly to fix this to match the documentation.

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[hlds] tf_mm_strict is very broken

2012-08-17 Thread Michael Tharp

This is for a pvp server, as of version 1.1.2.5:

If tf_mm_servermode = 0, everything is fine

If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from 
favorites are rejected with ad-hoc connections are not allowed


If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites 
work.


So, to workaround you can either turn off mm, or (ironically) set strict 
to 1.


-- m. tharp

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Adam Nowacki

I must confirm ... this really broke the shit up:

tf_mm_strict
tf_mm_strict = 0
 game notify
 -0 = Show in server browser, and allow ad-hoc joins
   1 = Hide from server browser and only allow joins coordinated 
through GC matchmaking

   2 = Hide from server browser, but allow ad-hoc joins

tf_mm_servermode
tf_mm_servermode = 1 ( def. 0 )
 game notify
 - Activates / deactivates Lobby-based hosting mode.
   0 = not active
   1 = Put in quickplay pool (based on current map)
   2 = Put in MvM pool.  (Lobby will control current map)

...

This server only accepts connections negotiated through matchmaking. 
Ad-hoc connections are not allowed


On 2012-08-18 00:59, Lambda wrote:

Im unable to directly connect to my servers, it disconnects me with the
error saying that the server can't be directly connected, however
tf_mm_strict is set to 0 and tf_mm_servermode to 1

2012/8/18 Daniel Barreiro smelly.feet.you.h...@gmail.com
mailto:smelly.feet.you.h...@gmail.com

I keep getting a disconnected error and then it closes.

On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir tsadl...@gmail.com
mailto:tsadl...@gmail.com wrote:
  I've never seen it before the last update.  Weird...
 
 
  On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker
voidedwea...@gmail.com mailto:voidedwea...@gmail.com
  wrote:
 
  What you're seeing is completely normal during the update rush.
 
 
  On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir
tsadl...@gmail.com mailto:tsadl...@gmail.com
  wrote:
 
  Well, it did eventually connect so I guess that much is good.  :)
 
 
  On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir
tsadl...@gmail.com mailto:tsadl...@gmail.com
  wrote:
 
  I'm getting this again while trying to update like I did the last
  update...  Something wrong with the DS file content server?
 
 
  C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe
-command update
  -game t
  f -dir c:\TF2Server -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Determining which depot(s) to install/update...
  6 depot(s) will be installed/updated
0:37 Checking local files and building download list for
depot 441
  'Team Fortr
  ess 2 Content' version 351
0:37 Patching from version 350; connecting to content server
0:37 [209.197.6.232:27030 http://209.197.6.232:27030]
Connecting...
0:40 [209.197.6.232:27030 http://209.197.6.232:27030]
Failed.  Failed to connect to
  209.197.6.232:270 http://209.197.6.232:270
  30, WinSock Error 0 No error
0:40 [63.145.224.22:27030 http://63.145.224.22:27030]
Connecting...
0:43 [63.145.224.22:27030 http://63.145.224.22:27030]
Failed.  Failed to connect to
  63.145.224.22:270 http://63.145.224.22:270
  30, WinSock Error 0 No error
0:43 [209.197.6.231:27030 http://209.197.6.231:27030]
Connecting...
0:46 [209.197.6.231:27030 http://209.197.6.231:27030]
Failed.  Failed to connect to
  209.197.6.231:270 http://209.197.6.231:270
  30, WinSock Error 0 No error
0:46 [65.113.32.98:27030 http://65.113.32.98:27030]
Connecting...
0:49 [65.113.32.98:27030 http://65.113.32.98:27030]
Failed.  Failed to connect to
  65.113.32.98:27030 http://65.113.32.98:27030
  , WinSock Error 0 No error
0:49 [4.28.20.42:27030 http://4.28.20.42:27030]
Connecting...
0:52 [4.28.20.42:27030 http://4.28.20.42:27030]
Failed.  Failed to connect to
  4.28.20.42:27030 http://4.28.20.42:27030, Wi
  nSock Error 0 No error
0:52 [4.28.151.210:27030 http://4.28.151.210:27030]
Connecting...
0:55 [4.28.151.210:27030 http://4.28.151.210:27030]
Failed.  Failed to connect to
  4.28.151.210:27030 http://4.28.151.210:27030
  , WinSock Error 0 No error
0:55 [208.64.203.16:27030 http://208.64.203.16:27030]
Connecting...
0:58 [208.64.203.16:27030 http://208.64.203.16:27030]
Failed.  Failed to connect to
  208.64.203.16:270 http://208.64.203.16:270
  30, WinSock Error 0 No error
0:58 [65.115.96.238:27030 http://65.115.96.238:27030]
Connecting...
1:01 [65.115.96.238:27030 http://65.115.96.238:27030]
Failed.  Failed to connect to
  65.115.96.238:270 http://65.115.96.238:270
  30, WinSock Error 0 No error
 
 
 
  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith
er...@valvesoftware.com mailto:er...@valvesoftware.com
  wrote:
 
  We've released a mandatory update to TF2. The notes for the
update are
  below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Updated client rate value to default to 3 to improve
network
  performance for most players
 

Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Peter HLDS
But what about tf_mm_strict 0?

That SHOULD allow direct connections, AND show in server browser, no?

On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:

 There is a bug with the tf_mm_strict change in the update we released a few 
 minutes ago.
  
 The values as documented are swapped between 1 and 2.
  
 In this update:
 tf_mm_strict 1 currently DOES NOT allow direct connections
 tf_mm_strict 2 currently DOES allow direct connections
  
 We’ll release an optional update shortly to fix this to match the 
 documentation.
 


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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread Lambda
I can confirm this on my servers too.

2012/8/18 Michael Tharp g...@partiallystapled.com

 This is for a pvp server, as of version 1.1.2.5:

 If tf_mm_servermode = 0, everything is fine

 If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
 favorites are rejected with ad-hoc connections are not allowed

 If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
 work.

 So, to workaround you can either turn off mm, or (ironically) set strict
 to 1.

 -- m. tharp

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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Alan Kennedy


Thx for the heads up. 

-- 
3DGames Argentina 
http://www.3dgames.com.ar 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 

- Original Message -


From: Fletcher Dunn fletch...@valvesoftware.com 
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) 
hlds@list.valvesoftware.com 
Sent: Friday, August 17, 2012 8:03:25 PM 
Subject: [hlds] tf_mm_strict values swapped 




There is a bug with the tf_mm_strict change in the update we released a few 
minutes ago. 



The values as documented are swapped between 1 and 2. 



In this update: 

tf_mm_strict 1 currently DOES NOT allow direct connections 

tf_mm_strict 2 currently DOES allow direct connections 



We’ll release an optional update shortly to fix this to match the 
documentation. 


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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Brendan Cosman
On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations.

Regards,
Brendan.

- Original Message -
From: Mark Steele m...@dahou.se
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
Subject: Re: [hlds] Setting Missions in MvM



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik  maav...@maavrik.com  wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06,  dray...@me.com  wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' difficulty maps, but I had no idea how to set a map to be on a mission 
such as Data Demolition on Decoy or whatever else. I did a bit of looking 
around but I think I really missed something here. 
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Lance Waidzunas
No possible configuration of mm_strict and mm_servermode allow direct
connections - our servers restart as soon as a player picks a class.

On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  There is a bug with the tf_mm_strict change in the update we released a
 few minutes ago.

 ** **

 The values as documented are swapped between 1 and 2.

 ** **

 In this update:

 tf_mm_strict 1 currently DOES NOT allow direct connections

 tf_mm_strict 2 currently DOES allow direct connections

 ** **

 We’ll release an optional update shortly to fix this to match the
 documentation.

 ** **

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[hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Hi,

After the update my servers are showing as full on the browser yet 
running status there is only 3 users in.


Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012



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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread wickedplayer494 .
Fletcher Dunn announced that an optional fix is coming to fix this. Good to
see Valve's responding fast.

On Fri, Aug 17, 2012 at 6:06 PM, Lambda lambdace...@gmail.com wrote:

 I can confirm this on my servers too.


 2012/8/18 Michael Tharp g...@partiallystapled.com

 This is for a pvp server, as of version 1.1.2.5:

 If tf_mm_servermode = 0, everything is fine

 If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
 favorites are rejected with ad-hoc connections are not allowed

 If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
 work.

 So, to workaround you can either turn off mm, or (ironically) set strict
 to 1.

 -- m. tharp

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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Fletcher Dunn
Actually, that description below was incorrect.

If you set tf_mm_servermode 0, then tf_mm_strict 0 and tf_mm_strict 2 will both 
deny directions connections.

We'll get an update fixed for this ASAP.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter HLDS
Sent: Friday, August 17, 2012 4:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] tf_mm_strict values swapped

But what about tf_mm_strict 0?

That SHOULD allow direct connections, AND show in server browser, no?

On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:

 There is a bug with the tf_mm_strict change in the update we released a few 
 minutes ago.
  
 The values as documented are swapped between 1 and 2.
  
 In this update:
 tf_mm_strict 1 currently DOES NOT allow direct connections 
 tf_mm_strict 2 currently DOES allow direct connections
  
 We'll release an optional update shortly to fix this to match the 
 documentation.
 


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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread Charlie
Confirmed, please fix.

On Fri, Aug 17, 2012 at 4:06 PM, Lambda lambdace...@gmail.com wrote:

 I can confirm this on my servers too.


 2012/8/18 Michael Tharp g...@partiallystapled.com

 This is for a pvp server, as of version 1.1.2.5:

 If tf_mm_servermode = 0, everything is fine

 If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
 favorites are rejected with ad-hoc connections are not allowed

 If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
 work.

 So, to workaround you can either turn off mm, or (ironically) set strict
 to 1.

 -- m. tharp

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-- 
*/// UNCLASSIFIED*
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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet running
 status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012



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Re: [hlds] Odd player issue

2012-08-17 Thread 1nsane
I'm experiencing the same.

On Fri, Aug 17, 2012 at 7:16 PM, Lambda lambdace...@gmail.com wrote:

 I've saw this also on my gameservers.

 Does valve test their updates before shipping them out? lol

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet
 running status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012
 



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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Claudio Beretta
and the funniest thing about it, is that it create ghost players... again


On Fri, Aug 17, 2012 at 7:04 PM, Adam Nowacki nowa...@platinum.linux.plwrote:

 I must confirm ... this really broke the shit up:

 tf_mm_strict
 tf_mm_strict = 0
  game notify
  -0 = Show in server browser, and allow ad-hoc joins
1 = Hide from server browser and only allow joins coordinated through
 GC matchmaking
2 = Hide from server browser, but allow ad-hoc joins

 tf_mm_servermode
 tf_mm_servermode = 1 ( def. 0 )
  game notify
  - Activates / deactivates Lobby-based hosting mode.
0 = not active
1 = Put in quickplay pool (based on current map)
2 = Put in MvM pool.  (Lobby will control current map)

 ...

 This server only accepts connections negotiated through matchmaking.
 Ad-hoc connections are not allowed


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Re: [hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Maybe they rushed it.

Took the knackered servers offline until its fixed. Hope it's soon!


On 18/08/2012 00:16, Lambda wrote:

I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk 
mailto:ad...@aerolitegaming.co.uk


Hi,

After the update my servers are showing as full on the browser yet
running status there is only 3 users in.

Mann Vs Machine has gone to 32/32 with nobody in it.
109.70.148.13:27012 http://109.70.148.13:27012



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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Todd Pettit
Okay Valve has overcompensated again.

Servers set to maxplayers 24 are for some reason showing full at 12/12.
I have to kick the bots manually to show the total player count.

Come on.

- Original Message -
From: Eric Smith er...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com, hlds_annou...@list.valvesoftware.com 
hlds_annou...@list.valvesoftware.com
Sent: Friday, August 17, 2012 6:34:51 PM
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory update to TF2. The notes for the update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated client rate value to default to 3 to improve network performance 
for most players
   - Rate was previously set by Steam's Internet connection speed setting
- Updated client rate value to be stored in the config.cfg file

Team Fortress 2
- Fixed a crash caused by a string table overflow
- Fixed a client crash related to the freeze panel
- Fixed a client crash related to ragdolls
- Fixed a client crash related to the Mann vs. Machine upgrade panel
- Fixed a client crash related to Mann vs. Machine stats
- Fixed a crash related to server plug-ins spawning a Mann vs. Machine Tank 
before the game is ready
- Updated the dedicated server to exit when attempting to start a Mann vs. 
Machine map with less than 32 maxplayers
- Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly when 
the defenders lose
- Fixed the Mann vs. Machine wave loss/victory dialog buttons not being 
clickable sometimes
- Fixed the Mann vs. Machine victory dialog getting stuck on the screen
- Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of 
the first wave
- Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
- Updated upgrade icons to remove numbers 
- Fixed Sentry Busters picking disposable buildings as valid targets
- Fixed an instance of the Sentry Buster sound looping endlessly
- Updated the backpack image for Archimedes to fix an alpha channel problem
- Updated the colors for The Battery Bandolier
- Fixed the disconnect reason not being localized properly for Mann vs. Machine 
mode
- Fixed player glow colors not based on player health in some community mods 
outside of Mann vs. Machine mode
- Removed console spew related to missing movement warnings
- Updated the matchmaking ConVar tf_mm_strict
   - A value of 2 will hide the server from the server browser but will still 
allow direct connections
- Updated Mvm_Mannworks
   - Adjusted clipping on left side drop down where bots may become stuck
   - Fixed lighting seam near base
   - Fixed vphysics prop error in console
   - Minor clipping pass on areas players may become hung up on


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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Are you guys running bots in the affected servers?

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Maybe they rushed it.

 Took the knackered servers offline until its fixed. Hope it's soon!



 On 18/08/2012 00:16, Lambda wrote:

 I've saw this also on my gameservers.

  Does valve test their updates before shipping them out? lol

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet
 running status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 109.70.148.13:27012
 



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Re: [hlds] Odd player issue

2012-08-17 Thread Todd Pettit
It affects regular servers.
24 slot servers are showing 12/12 for me.
I have tf_bot_quota mode fill and tf_bot_quota 12.
I have to kick the bots to show the actual 12/24.



- Original Message -
From: Lambda lambdace...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, August 17, 2012 7:25:57 PM
Subject: Re: [hlds] Odd player issue


Are you guys running bots in the affected servers? 


2012/8/18 AeroliteGaming.com  ad...@aerolitegaming.co.uk  




Maybe they rushed it. 

Took the knackered servers offline until its fixed. Hope it's soon! 




On 18/08/2012 00:16, Lambda wrote: 




I've saw this also on my gameservers. 


Does valve test their updates before shipping them out? lol 


2012/8/18 AeroliteGaming.com  ad...@aerolitegaming.co.uk  


Hi, 

After the update my servers are showing as full on the browser yet running 
status there is only 3 users in. 

Mann Vs Machine has gone to 32/32 with nobody in it.  109.70.148.13:27012  



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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread T Marler
use servermode 2, and strict 1, and that works for me.

- Original Message -
From: Lance Waidzunas lswa...@gmail.com
Date: Friday, August 17, 2012 5:14 pm
Subject: Re: [hlds] tf_mm_strict values swapped
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com

 No possible configuration of mm_strict and mm_servermode allow direct
 connections - our servers restart as soon as a player picks a class.
 
 On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
   There is a bug with the tf_mm_strict change in the 
 update we released a
  few minutes ago.
 
  ** **
 
  The values as documented are swapped between 1 and 2.
 
  ** **
 
  In this update:
 
  tf_mm_strict 1 currently DOES NOT allow direct connections
 
  tf_mm_strict 2 currently DOES allow direct connections
 
  ** **
 
  We’ll release an optional update shortly to fix this to match the
  documentation.
 
  ** **
 
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread John Barker
Anyone getting this?

threadtools.cpp (2644) : Assertion Failed: Illegal termination of worker
thread SteamFindServerThread'


 *From:* Fletcher Dunn fletch...@valvesoftware.com
*Sent:* Friday, August 17, 2012 7:04:01 PM
*To:* Half-Life dedicated Linux server mailing list (
hlds_li...@list.valvesoftware.com),Half-Life dedicated Win32 server mailing
list (hlds@list.valvesoftware.com)
*Subject:* [hlds] tf_mm_strict values swapped


There is a bug with the tf_mm_strict change in the update we released a few
minutes ago.

** **

The values as documented are swapped between 1 and 2.

** **

In this update:

tf_mm_strict 1 currently DOES NOT allow direct connections

tf_mm_strict 2 currently DOES allow direct connections

** **

We’ll release an optional update shortly to fix this to match the
documentation.

** **

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Re: [hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Yes however one of the servers is and isn't affected.


On 18/08/2012 00:25, Lambda wrote:

Are you guys running bots in the affected servers?

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk 
mailto:ad...@aerolitegaming.co.uk


Maybe they rushed it.

Took the knackered servers offline until its fixed. Hope it's soon!



On 18/08/2012 00:16, Lambda wrote:

I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
mailto:ad...@aerolitegaming.co.uk

Hi,

After the update my servers are showing as full on the
browser yet running status there is only 3 users in.

Mann Vs Machine has gone to 32/32 with nobody in it.
109.70.148.13:27012 http://109.70.148.13:27012



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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Peter HLDS
Eww. Suddenly, Engine Errors on my mac TF2 client:

failed to lock index buffer in CMeshDX8::LockIndexBuffer

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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Yes, i can say that some of my servers are affected while some others does
not.

2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Yes however one of the servers is and isn't affected.



 On 18/08/2012 00:25, Lambda wrote:

 Are you guys running bots in the affected servers?

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

  Maybe they rushed it.

 Took the knackered servers offline until its fixed. Hope it's soon!



 On 18/08/2012 00:16, Lambda wrote:

 I've saw this also on my gameservers.

  Does valve test their updates before shipping them out? lol

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

 Hi,

 After the update my servers are showing as full on the browser yet
 running status there is only 3 users in.

 Mann Vs Machine has gone to 32/32 with nobody in it. 
 109.70.148.13:27012



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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread T Marler
I juat had 3 people disconnect from my server, and the other servers aren't 
filling at all. o.O

- Original Message -
From: Peter HLDS peter-h...@jerde.net
Date: Friday, August 17, 2012 5:36 pm
Subject: Re: [hlds] Mandatory TF2 update released
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com

 Eww. Suddenly, Engine Errors on my mac TF2 client:
 
 failed to lock index buffer in CMeshDX8::LockIndexBuffer
 
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Lance Waidzunas
Server still reboots when a player picks a class.

On Fri, Aug 17, 2012 at 6:30 PM, T Marler bloodyi...@shaw.ca wrote:

 use servermode 2, and strict 1, and that works for me.


 - Original Message -
 From: Lance Waidzunas lswa...@gmail.com
 Date: Friday, August 17, 2012 5:14 pm
 Subject: Re: [hlds] tf_mm_strict values swapped
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com

  No possible configuration of mm_strict and mm_servermode allow direct
  connections - our servers restart as soon as a player picks a class.
 
  On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
There is a bug with the tf_mm_strict change in the
  update we released a
   few minutes ago.
  
   ** **
  
   The values as documented are swapped between 1 and 2.
  
   ** **
  
   In this update:
  
   tf_mm_strict 1 currently DOES NOT allow direct connections
  
   tf_mm_strict 2 currently DOES allow direct connections
  
   ** **

  
   We’ll release an optional update shortly to fix this to match the
   documentation.
  
   ** **

  
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Re: [hlds] Odd player issue

2012-08-17 Thread T Marler
do i need separate server identities per server, or when i make an identity can 
i use that for multiple servers? I just got

account : not logged in  (Server at X logging into account Y; kicking your 
server at X off of that account)


- Original Message -
From: Lambda lambdace...@gmail.com
Date: Friday, August 17, 2012 5:37 pm
Subject: Re: [hlds] Odd player issue
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com

 Yes, i can say that some of my servers are affected while some 
 others does
 not.
 
 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
 
   Yes however one of the servers is and isn't affected.
 
 
 
  On 18/08/2012 00:25, Lambda wrote:
 
  Are you guys running bots in the affected servers?
 
  2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
 
   Maybe they rushed it.
 
  Took the knackered servers offline until its fixed. Hope it's soon!
 
 
 
  On 18/08/2012 00:16, Lambda wrote:
 
  I've saw this also on my gameservers.
 
   Does valve test their updates before shipping them out? lol
 
  2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
 
  Hi,
 
  After the update my servers are showing as full on the 
 browser yet
  running status there is only 3 users in.
 
  Mann Vs Machine has gone to 32/32 with nobody in it. 
  109.70.148.13:27012
 
 
 
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Re: [hlds] Odd player issue

2012-08-17 Thread Todd Pettit
AWESOME. Now on map changes I have 31/24 players on all my 24 player servers 
while my 32 player servers are now set to 24

Yeah! Go valve... Do you ever test anything? Seriously?

- Original Message -
From: Lambda lambdace...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, August 17, 2012 7:36:09 PM
Subject: Re: [hlds] Odd player issue


Yes, i can say that some of my servers are affected while some others does not. 


2012/8/18 AeroliteGaming.com  ad...@aerolitegaming.co.uk  




Yes however one of the servers is and isn't affected. 




On 18/08/2012 00:25, Lambda wrote: 




Are you guys running bots in the affected servers? 


2012/8/18 AeroliteGaming.com  ad...@aerolitegaming.co.uk  




Maybe they rushed it. 

Took the knackered servers offline until its fixed. Hope it's soon! 




On 18/08/2012 00:16, Lambda wrote: 




I've saw this also on my gameservers. 


Does valve test their updates before shipping them out? lol 


2012/8/18 AeroliteGaming.com  ad...@aerolitegaming.co.uk  


Hi, 

After the update my servers are showing as full on the browser yet running 
status there is only 3 users in. 

Mann Vs Machine has gone to 32/32 with nobody in it.  109.70.148.13:27012  



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[hlds] Yeah, I'm getting an odd error too

2012-08-17 Thread Devin O'Malley
Hey,

I'm getting errors like other people. My servers are all full, but the
clients connected have no steam IDs. Attempts to manually join are met with
Steam Validation Rejected and This server only accepts connections
through matchmaking. Ad-hoc connections are not allowed. This did not
happen prior to the update.

Regards,
Devin O'Malley
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread 1nsane
Yes the update is rather broken. We'll just have to wait for valve to fix
it.

On Fri, Aug 17, 2012 at 7:38 PM, T Marler bloodyi...@shaw.ca wrote:

 I juat had 3 people disconnect from my server, and the other servers
 aren't filling at all. o.O


 - Original Message -
 From: Peter HLDS peter-h...@jerde.net
 Date: Friday, August 17, 2012 5:36 pm
 Subject: Re: [hlds] Mandatory TF2 update released
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com

  Eww. Suddenly, Engine Errors on my mac TF2 client:
 
  failed to lock index buffer in CMeshDX8::LockIndexBuffer
 
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Re: [hlds] Odd player issue

2012-08-17 Thread Ross Bemrose
Each server needs its own identity. They're easy to create, through, and 
I'm not sure what the limit is per account.


On 8/17/2012 7:41 PM, T Marler wrote:
do i need separate server identities per server, or when i make an 
identity can i use that for multiple servers? I just got


account : not logged in  (Server at X logging into account Y; kicking 
your server at X off of that account)



- Original Message -
From: Lambda lambdace...@gmail.com
Date: Friday, August 17, 2012 5:37 pm
Subject: Re: [hlds] Odd player issue
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com


 Yes, i can say that some of my servers are affected while some
 others does
 not.

 2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk

   Yes however one of the servers is and isn't affected.
 
 
 
  On 18/08/2012 00:25, Lambda wrote:
 
  Are you guys running bots in the affected servers?
 
  2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
 
   Maybe they rushed it.
 
  Took the knackered servers offline until its fixed. Hope it's soon!
 
 
 
  On 18/08/2012 00:16, Lambda wrote:
 
  I've saw this also on my gameservers.
 
   Does valve test their updates before shipping them out? lol
 
  2012/8/18 AeroliteGaming.com ad...@aerolitegaming.co.uk
 
  Hi,
 
  After the update my servers are showing as full on the
 browser yet
  running status there is only 3 users in.
 
  Mann Vs Machine has gone to 32/32 with nobody in it. 
  109.70.148.13:27012
 
 
 
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Re: [hlds] Odd player issue

2012-08-17 Thread 1nsane
Quickplay FAQ says 100.

On Fri, Aug 17, 2012 at 7:45 PM, Ross Bemrose rbemr...@gmail.com wrote:

  Each server needs its own identity.  They're easy to create, through,
 and I'm not sure what the limit is per account.


 On 8/17/2012 7:41 PM, T Marler wrote:

 do i need separate server identities per server, or when i make an
 identity can i use that for multiple servers? I just got

 account : not logged in  (Server at X logging into account Y; kicking
 your server at X off of that account)


 - Original Message -
 From: Lambda lambdace...@gmail.com lambdace...@gmail.com
 Date: Friday, August 17, 2012 5:37 pm
 Subject: Re: [hlds] Odd player issue
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com hlds@list.valvesoftware.com

  Yes, i can say that some of my servers are affected while some
  others does
  not.
 
  2012/8/18 AeroliteGaming.com 
  ad...@aerolitegaming.co.ukad...@aerolitegaming.co.uk
 
Yes however one of the servers is and isn't affected.
  
  
  
   On 18/08/2012 00:25, Lambda wrote:
  
   Are you guys running bots in the affected servers?
  
   2012/8/18 AeroliteGaming.com 
   ad...@aerolitegaming.co.ukad...@aerolitegaming.co.uk
  
Maybe they rushed it.
  
   Took the knackered servers offline until its fixed. Hope it's soon!
  
  
  
   On 18/08/2012 00:16, Lambda wrote:
  
   I've saw this also on my gameservers.
  
Does valve test their updates before shipping them out? lol
  
   2012/8/18 AeroliteGaming.com 
   ad...@aerolitegaming.co.ukad...@aerolitegaming.co.uk
  
   Hi,
  
   After the update my servers are showing as full on the
  browser yet
   running status there is only 3 users in.
  
   Mann Vs Machine has gone to 32/32 with nobody in it. 
   109.70.148.13:27012
  
  
  
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Ross Bemrose

Are you using SourceMod on that server?
If you are, are you using the TF2Items extension?
If you are, try using the latest build from this page: 
http://vphysics.limetech.org/?project=tf2items


On 8/17/2012 7:38 PM, Lance Waidzunas wrote:

Server still reboots when a player picks a class.

On Fri, Aug 17, 2012 at 6:30 PM, T Marler bloodyi...@shaw.ca 
mailto:bloodyi...@shaw.ca wrote:


use servermode 2, and strict 1, and that works for me.


- Original Message -
From: Lance Waidzunas lswa...@gmail.com mailto:lswa...@gmail.com
Date: Friday, August 17, 2012 5:14 pm
Subject: Re: [hlds] tf_mm_strict values swapped
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com

 No possible configuration of mm_strict and mm_servermode allow
direct
 connections - our servers restart as soon as a player picks a class.

 On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
 fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.comwrote:

   There is a bug with the tf_mm_strict change in the
 update we released a
  few minutes ago.
 
  ** **
 
  The values as documented are swapped between 1 and 2.
 
  ** **
 
  In this update:
 
  tf_mm_strict 1 currently DOES NOT allow direct connections
 
  tf_mm_strict 2 currently DOES allow direct connections
 
  ** **

 
  We'll release an optional update shortly to fix this to match the
  documentation.
 
  ** **

 
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 archives, please visit:
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Todd Pettit
The cure has been far worse than the affliction. :)

- Original Message -
From: 1nsane 1nsane...@gmail.com
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, August 17, 2012 7:44:06 PM
Subject: Re: [hlds] Mandatory TF2 update released


Yes the update is rather broken. We'll just have to wait for valve to fix it. 


On Fri, Aug 17, 2012 at 7:38 PM, T Marler  bloodyi...@shaw.ca  wrote: 


I juat had 3 people disconnect from my server, and the other servers aren't 
filling at all. o.O 



- Original Message - 
From: Peter HLDS  peter-h...@jerde.net  
Date: Friday, August 17, 2012 5:36 pm 
Subject: Re: [hlds] Mandatory TF2 update released 
To: Half-Life dedicated Win32 server mailing list  hlds@list.valvesoftware.com 
 

 Eww. Suddenly, Engine Errors on my mac TF2 client: 
 
 failed to lock index buffer in CMeshDX8::LockIndexBuffer 
 
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread wickedplayer494 .
I imagine this is quite nightmarish for Valve. I don't believe tf_mm_strict
0 works for ad hoc connections either.

On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit pettit.t...@gmail.com wrote:

 The cure has been far worse than the affliction. :)


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Franco Valerio
Is this ok? http://box.jisko.net/i/f117d537.png o.o 
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Still getting crashes on regular PVP servers (Windows 2008 R2):

*Sys_Error( Host_Error: Overflow error writing string table baseline
Scenes )*
*
*

On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 . 
wickedplayer...@gmail.com wrote:

 I imagine this is quite nightmarish for Valve. I don't believe
 tf_mm_strict 0 works for ad hoc connections either.

 On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit pettit.t...@gmail.comwrote:

 The cure has been far worse than the affliction. :)


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[hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Hey again,

I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
just means that probably the beta quickplay system is broken at the moment.
What is tf_mm_strict, by the way? From what I read it is the same command.


Regards,
Devin O'Malley
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Todd Pettit
Good call going to do the same.

- Original Message -
From: Devin O'Malley omalley@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, August 17, 2012 7:55:36 PM
Subject: [hlds] tf_mm_servermode


Hey again, 

I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this just 
means that probably the beta quickplay system is broken at the moment. What is 
tf_mm_strict, by the way? From what I read it is the same command. 


Regards, 
Devin O'Malley 

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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
You can edit tf_mvm_missioncycle.res to remove the Normal missions.

On 18 August 2012 00:08, Brendan Cosman
brendan.cos...@mammothmedia.com.auwrote:

 On this topic - does anyone have a quick overview of how to start and keep
 an MvM server rotating through only the advanced missions, or even both the
 standard and advanced missions? I've got around 40 MvM servers up for the
 Australian community, but I'd like to be able to run some more with the
 advanced rotations.

 Regards,
 Brendan.

 - Original Message -
 From: Mark Steele m...@dahou.se
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
 Subject: Re: [hlds] Setting Missions in MvM



 I knew I'd find it somehow!

 You can use tf_mvm_popfile to select the appropriate mission file. The
 popfiles are in tf/scripts/population, and are listed in
 tf_mvm_missioncycle.res. This can probably also be used to load missions
 that belong to different maps, but I wouldn't recommend it. Who knows how
 horribly it could break things.




 On 17 August 2012 00:08, Maavrik  maav...@maavrik.com  wrote:




 I'd love a command for this, it really is annoying to have to vote to
 change to something else.

 Don't votes run commands after they are won? Maybe we could steal the
 command from there.



 On 8/16/2012 5:53 AM, Mark Steele wrote:




 The only real way I've found so far is to call a ChangeMission vote once
 in game. Still trying to find the command to do it otherwise.


 On 16 August 2012 12:06,  dray...@me.com  wrote:




 Hey, maybe I missed some sort of memo, but as a server owner, how should I
 be able to change the missions my server runs? I was playing on my private
 server with some friends earlier but we noticed in matchmaking we could
 select these different missions here: http://puu.sh/VQAn


 When playing on my server, it seemed to just rotate between the 3 maps on
 the 'normal' difficulty maps, but I had no idea how to set a map to be on a
 mission such as Data Demolition on Decoy or whatever else. I did a bit of
 looking around but I think I really missed something here.
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread wickedplayer494 .
I'm seeing some conflicting reports on this. Hopefully that one person that
said it didn't work is just only him/her. Would be really nice to get some
more reports from other ops to see what side is in the majority.

On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley omalley@gmail.comwrote:

 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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Re: [hlds] hlds Digest, Vol 17, Issue 159

2012-08-17 Thread War Stories
Yeah, my servers aren't filling at all either, and it's filled with bots,
what the hell Valve, fix your shit
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Mike M
This didn't fix the String Table crashes at all for me. Passwording my MvM
servers made ad-hoc connections work though.
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Brian Simon
This is why they need a Quality Assurance team. Exactly for things like
this, and for every other one of there numerous broken updates. Any decent
QA team would catch these things easily.

On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 . 
wickedplayer...@gmail.com wrote:

 I imagine this is quite nightmarish for Valve.
 On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit pettit.t...@gmail.comwrote:

 The cure has been far worse than the affliction. :)


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Yep - I hate to say it, but it appears that the String Table crashes are
actually occurring faster now - I've had two dozen (PVP server) crashes
since patching our servers, all with things like:

Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM
Sys_Error Host_Error: Overflow error writing string table baseline Scenes



On Fri, Aug 17, 2012 at 8:00 PM, Mike M fuhrerm...@gmail.com wrote:

 This didn't fix the String Table crashes at all for me. Passwording my MvM
 servers made ad-hoc connections work though.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread AeroliteGaming.com

Confirmed!

http://aerolitegaming.com/hosterror.jpg

Disaster update. I was hoping to go to bed!

On 18/08/2012 01:02, E. Olsen wrote:
Yep - I hate to say it, but it appears that the String Table 
crashes are actually occurring faster now - I've had two dozen (PVP 
server) crashes since patching our servers, all with things like:


Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

Sys_Error Host_Error: Overflow error writing string table baseline Scenes



On Fri, Aug 17, 2012 at 8:00 PM, Mike M fuhrerm...@gmail.com 
mailto:fuhrerm...@gmail.com wrote:


This didn't fix the String Table crashes at all for me.
Passwording my MvM servers made ad-hoc connections work though.

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[hlds] Possible to host CS:S and CS:GO dedicated servers on the same box?

2012-08-17 Thread
I run a dedicated computer to host a few CS:S servers (Windows Server 2008
R2). I have been hosting multiple instances of the old srcds with CS:S for
years without any trouble. I recently installed SteamCMD on this same box
and downloaded the CS:GO server. Upon restarting my CS:S servers, I was now
getting this error message:

*
*
*   Unable to load Steam support library.*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*   This server will operate in LAN mode only.*
*
*


After asking on the steam forums, someone told me that deleting
HKEY_CURRENT_USER\Software\Valve\Steam from the registry was a way to work
around this, and it worked. However, this just feels wrong and I am
wondering if there is a better way, or any way at all presently, to host
both CS:S and CS:GO on the same computer without hacking apart my registry?

Is it possible to retrieve the CS:S files from SteamCMD? I did a bit of
searching around but was not able to find any really helpful info... (I
haven't tried messing around too much with SteamCMD on my own yet, as I
don't have a test environment and don't want to break my hosting box too
much more)

I also do not have steam installed on my server
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Re: [hlds] Possible to host CS:S and CS:GO dedicated servers on the same box?

2012-08-17 Thread Ryan Becerra
Quick fix. Install the steam client. No joke. There are other registry fixes 
posted too

Ryan

On Aug 17, 2012, at 7:05 PM, ∞ mango.smoot...@gmail.com wrote:

 I run a dedicated computer to host a few CS:S servers (Windows Server 2008 
 R2). I have been hosting multiple instances of the old srcds with CS:S for 
 years without any trouble. I recently installed SteamCMD on this same box and 
 downloaded the CS:GO server. Upon restarting my CS:S servers, I was now 
 getting this error message:
 
 *
 *
 *   Unable to load Steam support library.*
 *   Unable to load Steam support library.*
 *   This server will operate in LAN mode only.*
 *   This server will operate in LAN mode only.*
 *
 *
 
 
 After asking on the steam forums, someone told me that deleting 
 HKEY_CURRENT_USER\Software\Valve\Steam from the registry was a way to work 
 around this, and it worked. However, this just feels wrong and I am 
 wondering if there is a better way, or any way at all presently, to host both 
 CS:S and CS:GO on the same computer without hacking apart my registry?
 
 Is it possible to retrieve the CS:S files from SteamCMD? I did a bit of 
 searching around but was not able to find any really helpful info... (I 
 haven't tried messing around too much with SteamCMD on my own yet, as I don't 
 have a test environment and don't want to break my hosting box too much more)
 
 I also do not have steam installed on my server
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Here is my assessment:

The real heart of the issue is tf_mm_strict is fucked up. The values of 0
and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
hidden, but makes ad-hoc connections not possible (IE, from the server
browser). It also has a chance to make bots move into the server. Setting
this to 1 puts on the hidden tags, but makes it possible to connect
normally (Which is what setting it to 0 should do). The reason that setting
tf_mm_servermode to 0 works is because it cuts out the beta system, which
is the only system using the tf_mm_strict. This lets you rely on the old
system.

Therefore, Valve needs to fix their shiz.


On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit pettit.t...@gmail.com wrote:

 Good call going to do the same.

 - Original Message -
 From: Devin O'Malley omalley@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 7:55:36 PM
 Subject: [hlds] tf_mm_servermode


 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Shizzle Nizzle
Setting it to tf_mm_servermode 0 worked for me too. Able to connect
from browser again. Thanks

On Fri, Aug 17, 2012 at 6:58 PM, wickedplayer494 .
wickedplayer...@gmail.com wrote:
 I'm seeing some conflicting reports on this. Hopefully that one person that
 said it didn't work is just only him/her. Would be really nice to get some
 more reports from other ops to see what side is in the majority.

 On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley omalley@gmail.com
 wrote:

 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Just keep in mind that this opts out of the beta quickplay. You can still
use the beta quickplay if you set tf_mm_servermode back to 1, and set
tf_mm_strict to 1. However, your server gets the hidden tags. For now, I
just said whatever, and set tf_mm_servermode to 0 for the time being.

On Fri, Aug 17, 2012 at 9:07 PM, Shizzle Nizzle infl...@gmail.com wrote:

 Setting it to tf_mm_servermode 0 worked for me too. Able to connect
 from browser again. Thanks

 On Fri, Aug 17, 2012 at 6:58 PM, wickedplayer494 .
 wickedplayer...@gmail.com wrote:
  I'm seeing some conflicting reports on this. Hopefully that one person
 that
  said it didn't work is just only him/her. Would be really nice to get
 some
  more reports from other ops to see what side is in the majority.
 
  On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley omalley@gmail.com
  wrote:
 
  Hey again,
 
  I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
  just means that probably the beta quickplay system is broken at the
 moment.
  What is tf_mm_strict, by the way? From what I read it is the same
 command.
 
 
  Regards,
  Devin O'Malley
 
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Mike M
There's probably quite a few server owners that wouldn't mind testing this
sort of thing for Valve if it means smoother updates for everyone, myself
included.

On Fri, Aug 17, 2012 at 8:02 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yep - I hate to say it, but it appears that the String Table crashes are
 actually occurring faster now - I've had two dozen (PVP server) crashes
 since patching our servers, all with things like:

 Engine error: Host_Error: Overflow error writing string table baseline
 ServerMapCycleMvM
 Sys_Error Host_Error: Overflow error writing string table baseline Scenes



 On Fri, Aug 17, 2012 at 8:00 PM, Mike M fuhrerm...@gmail.com wrote:

 This didn't fix the String Table crashes at all for me. Passwording my
 MvM servers made ad-hoc connections work though.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Robert Paulson
It would go against their policy to hire QA's.

- They would have to have a boss when they are supposed to have a
bossless company.
- They only hire the best and QA isn't a very difficult job. Anyone
that is considered good wouldn't be stuck doing QA.
- It would bring their money per employee down.
http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/

On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon bluebriansi...@gmail.com wrote:
 This is why they need a Quality Assurance team. Exactly for things like
 this, and for every other one of there numerous broken updates. Any decent
 QA team would catch these things easily.

 On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
 wickedplayer...@gmail.com wrote:

 I imagine this is quite nightmarish for Valve.
 On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit pettit.t...@gmail.com
 wrote:

 The cure has been far worse than the affliction. :)


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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Fletcher Dunn
Update coming in the next 30 minutes or so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Friday, August 17, 2012 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Full servers, but not?

I feel like a shit for laughing at this one, haha.

On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Since so many communities abuse fake clients/counts Valve felt it was 
 best to allow all communities to do it ;) 
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[hlds] Monoculus's healthbar not working

2012-08-17 Thread Ross Bemrose

I was just following up on some comments someone said to me.

As of right now, on a server that Halloween mode is forced on. Monoculus 
spawns automatically after a while, but his healthbar never appears.


Is the Monoculus Health Bar currently broken?

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[hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Eric Smith
We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM. The 
notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug where rejected players could leave a ghost player that takes up 
a slot on the server browser

Team Fortress 2
- Fixed tf_mm_strict to work as documented


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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread E. Olsen
I take it we're out of luck getting all the String Table crashes fixed
before next week?

On Fri, Aug 17, 2012 at 9:24 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM.
 The notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug where rejected players could leave a ghost player that
 takes up a slot on the server browser

 Team Fortress 2
 - Fixed tf_mm_strict to work as documented


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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Mike Bohde
It was working as of the 15th. Just checked the headless horseman
doesn't have one. Didn't stick around long enough to check Monoculus.

On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
 I was just following up on some comments someone said to me.

 As of right now, on a server that Halloween mode is forced on. Monoculus
 spawns automatically after a while, but his healthbar never appears.

 Is the Monoculus Health Bar currently broken?

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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Jethro Seabridge
HHH has never had a health bar.

On Sat, Aug 18, 2012 at 2:27 AM, Mike Bohde mikebo...@gmail.com wrote:

 It was working as of the 15th. Just checked the headless horseman
 doesn't have one. Didn't stick around long enough to check Monoculus.

 On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
  I was just following up on some comments someone said to me.
 
  As of right now, on a server that Halloween mode is forced on. Monoculus
  spawns automatically after a while, but his healthbar never appears.
 
  Is the Monoculus Health Bar currently broken?

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread T Marler
tf_mm_strict 2 does not allow ad-hoc

1 does

:/

- Original Message -
From: Eric Smith er...@valvesoftware.com
Date: Friday, August 17, 2012 7:25 pm
Subject: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' 
hlds_annou...@list.valvesoftware.com

 We've released optional (for servers) updates to TF2, DoD:S, and 
 HL2:DM. The notes for the updates are below.
 
 -Eric
 
 --
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug where rejected players could leave a ghost 
 player that takes up a slot on the server browser
 
 Team Fortress 2
 - Fixed tf_mm_strict to work as documented
 
 
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Sampson Rogers
Here we go now!
Here we go no-no-no-no-n-no-n-no-now!

Yo, yo look at srcds.exe
Gettin lots of errors, like I'm Windows XP.
Just doin' it's thing, crashin daily
Yeah ya b-b-b-best, believe me

Hey Valve, Help us fix this thing
And when I say when?, lemme hear you sing
We got the fix, we got the patch
And now we'll show you that it'll still crash!

When we up in a pub
It's easy to see
That we got crashes due to strings
'Cause lack of fixes is what we bring

When we releasin updates late at night
We doing it right, right
R-r-r-r-r-r-r-r-right!

Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Ross Bemrose
Unless you install the plugin to make it use the Monoculus healthbar, 
which as I already mentioned isn't working.


(Side Note: I wrote both the Force Holidays and Horsemann Healthbar plugins)

On 8/17/2012 9:34 PM, Jethro Seabridge wrote:

HHH has never had a health bar.

On Sat, Aug 18, 2012 at 2:27 AM, Mike Bohde mikebo...@gmail.com 
mailto:mikebo...@gmail.com wrote:


It was working as of the 15th. Just checked the headless horseman
doesn't have one. Didn't stick around long enough to check Monoculus.

On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:
 I was just following up on some comments someone said to me.

 As of right now, on a server that Halloween mode is forced on.
Monoculus
 spawns automatically after a while, but his healthbar never appears.

 Is the Monoculus Health Bar currently broken?

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Russell Smith

What about 0?

On 17.08.2012 18:39, T Marler wrote:

tf_mm_strict 2 does not allow ad-hoc

1 does

:/

- Original Message -
From: Eric Smith er...@valvesoftware.com
Date: Friday, August 17, 2012 7:25 pm
Subject: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
mailing list hlds@list.valvesoftware.com,
'hlds_annou...@list.valvesoftware.com'
hlds_annou...@list.valvesoftware.com


We've released optional (for servers) updates to TF2, DoD:S, and
HL2:DM. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug where rejected players could leave a ghost
player that takes up a slot on the server browser

Team Fortress 2
- Fixed tf_mm_strict to work as documented


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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Jason
Update tool is constantly timing out and never connecting..

Checking bootstrapper version ...
Updating Installation
Command aborted

Press any key to continue . . .

On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.comwrote:

 Here we go now!
 Here we go no-no-no-no-n-no-n-no-now!

 Yo, yo look at srcds.exe
 Gettin lots of errors, like I'm Windows XP.
 Just doin' it's thing, crashin daily
 Yeah ya b-b-b-best, believe me

 Hey Valve, Help us fix this thing
 And when I say when?, lemme hear you sing
 We got the fix, we got the patch
 And now we'll show you that it'll still crash!

 When we up in a pub
 It's easy to see
 That we got crashes due to strings
 'Cause lack of fixes is what we bring

 When we releasin updates late at night
 We doing it right, right
 R-r-r-r-r-r-r-r-right!

 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!

 ___
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 please visit:
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Adam Nowacki

Mine updated and everything is fine.

On 2012-08-18 03:46, Jason wrote:

Update tool is constantly timing out and never connecting..
Checking bootstrapper version ...
Updating Installation
Command aborted
Press any key to continue . . .

On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.com
mailto:kritskring...@gmail.com wrote:

Here we go now!
Here we go no-no-no-no-n-no-n-no-now!

Yo, yo look at srcds.exe
Gettin lots of errors, like I'm Windows XP.
Just doin' it's thing, crashin daily
Yeah ya b-b-b-best, believe me

Hey Valve, Help us fix this thing
And when I say when?, lemme hear you sing
We got the fix, we got the patch
And now we'll show you that it'll still crash!

When we up in a pub
It's easy to see
That we got crashes due to strings
'Cause lack of fixes is what we bring

When we releasin updates late at night
We doing it right, right
R-r-r-r-r-r-r-r-right!

Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread DontWannaName!
My servers hostname and password is being used on all of my servers, so weird...

On Fri, Aug 17, 2012 at 6:47 PM, Adam Nowacki nowa...@platinum.linux.pl wrote:
 Mine updated and everything is fine.


 On 2012-08-18 03:46, Jason wrote:

 Update tool is constantly timing out and never connecting..
 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 Press any key to continue . . .

 On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.com
 mailto:kritskring...@gmail.com wrote:

 Here we go now!
 Here we go no-no-no-no-n-no-n-no-now!

 Yo, yo look at srcds.exe
 Gettin lots of errors, like I'm Windows XP.
 Just doin' it's thing, crashin daily
 Yeah ya b-b-b-best, believe me

 Hey Valve, Help us fix this thing
 And when I say when?, lemme hear you sing
 We got the fix, we got the patch
 And now we'll show you that it'll still crash!

 When we up in a pub
 It's easy to see
 That we got crashes due to strings
 'Cause lack of fixes is what we bring

 When we releasin updates late at night
 We doing it right, right
 R-r-r-r-r-r-r-r-right!

 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!

 ___
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 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Brendan Cosman
Hi,

Sorry, I must be dense today, but I can't get a server launching with only 
advanced missions. Can you (or someone) provide an example of a 
tf_mvm_missioncycle.res and any other changes necessary for that to happen?

Thanks,
Brendan.
- Original Message -
From: Mark Steele m...@dahou.se
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
Subject: Re: [hlds] Setting Missions in MvM


You can edit tf_mvm_missioncycle.res to remove the Normal missions. 


On 18 August 2012 00:08, Brendan Cosman  brendan.cos...@mammothmedia.com.au  
wrote: 


On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations. 

Regards, 
Brendan. 



- Original Message - 
From: Mark Steele  m...@dahou.se  
To: Half-Life dedicated Win32 server mailing list  
hlds@list.valvesoftware.com  
Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik  maav...@maavrik.com  wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06,  dray...@me.com  wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' difficulty maps, but I had no idea how to set a map to be on a mission 
such as Data Demolition on Decoy or whatever else. I did a bit of looking 
around but I think I really missed something here. 
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Jimmy Rustler

So can I get a breakdown of tf_mm_servermode and tf_mm_strict and what their 
specific commands do? I'm so lost with all this. 
Thanks. 

Date: Fri, 17 Aug 2012 21:07:03 -0300
From: omalley@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] tf_mm_servermode

Here is my assessment:

The real heart of the issue is tf_mm_strict is fucked up. The values of 0 and 1 
are reversed, but not for the tags. Setting it to 0 clears the tag hidden, but 
makes ad-hoc connections not possible (IE, from the server browser). It also 
has a chance to make bots move into the server. Setting this to 1 puts on the 
hidden tags, but makes it possible to connect normally (Which is what setting 
it to 0 should do). The reason that setting tf_mm_servermode to 0 works is 
because it cuts out the beta system, which is the only system using the 
tf_mm_strict. This lets you rely on the old system.


Therefore, Valve needs to fix their shiz.


On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit pettit.t...@gmail.com wrote:

Good call going to do the same.



- Original Message -

From: Devin O'Malley omalley@gmail.com

To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Friday, August 17, 2012 7:55:36 PM

Subject: [hlds] tf_mm_servermode





Hey again,



I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this just 
means that probably the beta quickplay system is broken at the moment. What is 
tf_mm_strict, by the way? From what I read it is the same command.






Regards,

Devin O'Malley



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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
tf_mm_servermode can be set to 0, 1 or 2. At setting 0, it uses just the
old quickplay system (the original). At setting 1, it opts into the beta
system at the same time as the old one. At setting 2 it sets it to MvM mode.

tf_mm_strict can also be set to 0, 1 or 2. It influences how the beta
system interacts with servers. At setting 0, it allows people to join off
of the server browser, through quickplay or what have you. At setting 1, it
hides the server on the browser, and only accepts matchmaking. At setting
2, it hides the server on the browser but allows ad-hoc joining methods
(like off of a friend, console, etc.)

On Fri, Aug 17, 2012 at 10:59 PM, Jimmy Rustler enjoi4...@hotmail.comwrote:

  So can I get a breakdown of tf_mm_servermode and tf_mm_strict and what
 their specific commands do? I'm so lost with all this.

 Thanks.

 --
 Date: Fri, 17 Aug 2012 21:07:03 -0300
 From: omalley@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] tf_mm_servermode


 Here is my assessment:

 The real heart of the issue is tf_mm_strict is fucked up. The values of 0
 and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
 hidden, but makes ad-hoc connections not possible (IE, from the server
 browser). It also has a chance to make bots move into the server. Setting
 this to 1 puts on the hidden tags, but makes it possible to connect
 normally (Which is what setting it to 0 should do). The reason that setting
 tf_mm_servermode to 0 works is because it cuts out the beta system, which
 is the only system using the tf_mm_strict. This lets you rely on the old
 system.

 Therefore, Valve needs to fix their shiz.


 On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit pettit.t...@gmail.comwrote:

 Good call going to do the same.

 - Original Message -
 From: Devin O'Malley omalley@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 7:55:36 PM
 Subject: [hlds] tf_mm_servermode


 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
tf_mvm_missioncycle.res
{
categories 1
1
{
count 6

1
{
map mvm_decoy
popfile mvm_decoy_advanced
}
2
{
map mvm_coaltown
popfile mvm_coaltown_advanced
}
3
{
map mvm_mannworks
popfile mvm_mannworks_advanced
}
4
{
map mvm_decoy
popfile mvm_decoy_advanced2
}
5
{
map mvm_coaltown
popfile mvm_coaltown_advanced2
}
6
{
map mvm_mannworks
popfile mvm_mannworks_ironman
}
}
}

Should do what you need. If it doesn't, then you'd need to ask someone more
knowledgeable than myself :-P

On 18 August 2012 02:51, Brendan Cosman
brendan.cos...@mammothmedia.com.auwrote:

 Hi,

 Sorry, I must be dense today, but I can't get a server launching with only
 advanced missions. Can you (or someone) provide an example of a
 tf_mvm_missioncycle.res and any other changes necessary for that to happen?

 Thanks,
 Brendan.
 - Original Message -
 From: Mark Steele m...@dahou.se
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
 Subject: Re: [hlds] Setting Missions in MvM


 You can edit tf_mvm_missioncycle.res to remove the Normal missions.


 On 18 August 2012 00:08, Brendan Cosman 
 brendan.cos...@mammothmedia.com.au  wrote:


 On this topic - does anyone have a quick overview of how to start and keep
 an MvM server rotating through only the advanced missions, or even both the
 standard and advanced missions? I've got around 40 MvM servers up for the
 Australian community, but I'd like to be able to run some more with the
 advanced rotations.

 Regards,
 Brendan.



 - Original Message -
 From: Mark Steele  m...@dahou.se 
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
 Subject: Re: [hlds] Setting Missions in MvM



 I knew I'd find it somehow!

 You can use tf_mvm_popfile to select the appropriate mission file. The
 popfiles are in tf/scripts/population, and are listed in
 tf_mvm_missioncycle.res. This can probably also be used to load missions
 that belong to different maps, but I wouldn't recommend it. Who knows how
 horribly it could break things.




 On 17 August 2012 00:08, Maavrik  maav...@maavrik.com  wrote:




 I'd love a command for this, it really is annoying to have to vote to
 change to something else.

 Don't votes run commands after they are won? Maybe we could steal the
 command from there.



 On 8/16/2012 5:53 AM, Mark Steele wrote:




 The only real way I've found so far is to call a ChangeMission vote once
 in game. Still trying to find the command to do it otherwise.


 On 16 August 2012 12:06,  dray...@me.com  wrote:




 Hey, maybe I missed some sort of memo, but as a server owner, how should I
 be able to change the missions my server runs? I was playing on my private
 server with some friends earlier but we noticed in matchmaking we could
 select these different missions here: http://puu.sh/VQAn


 When playing on my server, it seemed to just rotate between the 3 maps on
 the 'normal' difficulty maps, but I had no idea how to set a map to be on a
 mission such as Data Demolition on Decoy or whatever else. I did a bit of
 looking around but I think I really missed something here.
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