Re: [hlds] Advertise a server using account ID

2014-03-05 Thread niko
Please do so!
It's not mainly for the IP which is easily grabbed anyway, instead this would 
be awesome to implement as when server owners like me have to change the ip of 
huge servers they don't lose all their players!
It would be just perfect if players of source games could finally connect using 
either a server_id or its ip!

Greetings,
Niko

 Can you please let server owners advertise their server using account ID only,
 without showing the IP address anywhere?
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Ross Bemrose
I use these crazy things called domain names which I update when I 
move servers to different addresses.


On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:

Please do so!
It's not mainly for the IP which is easily grabbed anyway, instead this would 
be awesome to implement as when server owners like me have to change the ip of 
huge servers they don't lose all their players!
It would be just perfect if players of source games could finally connect using 
either a server_id or its ip!

Greetings,
Niko


Can you please let server owners advertise their server using account ID only,
without showing the IP address anywhere?


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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Bobby Broughton
What is this new fangled technology!?!?

I'm surprised more people aren't using dns.


Sent from my Verizon Wireless 4G LTE smartphone


 Original message 
From: Ross Bemrose
Date:03/05/2014 8:19 AM (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID

I use these crazy things called domain names which I update when I move 
servers to different addresses.

On 3/5/2014 8:16 AM, n...@elite-hunterz.infomailto:n...@elite-hunterz.info 
wrote:

Please do so!
It's not mainly for the IP which is easily grabbed anyway, instead this would 
be awesome to implement as when server owners like me have to change the ip of 
huge servers they don't lose all their players!
It would be just perfect if players of source games could finally connect using 
either a server_id or its ip!

Greetings,
Niko



Can you please let server owners advertise their server using account ID only,
without showing the IP address anywhere?




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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Valentin G.
This system is already designed to automatically update the IP when
the server moves its location. No need to advertise using an account
id for that reason.

On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com wrote:
 What is this new fangled technology!?!?

 I'm surprised more people aren't using dns.


 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Ross Bemrose
 Date:03/05/2014 8:19 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

 I use these crazy things called domain names which I update when I move
 servers to different addresses.

 On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:

 Please do so!
 It's not mainly for the IP which is easily grabbed anyway, instead this
 would be awesome to implement as when server owners like me have to change
 the ip of huge servers they don't lose all their players!
 It would be just perfect if players of source games could finally connect
 using either a server_id or its ip!

 Greetings,
 Niko

 Can you please let server owners advertise their server using account ID
 only,
 without showing the IP address anywhere?



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



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Will Moggridge
Maybe using domain names is a great solution for you but it is hardly a
perfect solution.
If it is possible to have a cleaner solution, why not push for that?

What if the port changes? (I am assuming the IDs track IP + port.)
Maybe people would rather give out an ID that is always relevant?


On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead this
  would be awesome to implement as when server owners like me have to
 change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account ID
  only,
  without showing the IP address anywhere?
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Nomaan Ahmad
I agree with Will.

Domain doesn't solve the port move problem. What if you move your
gameserver instance to another machine but the port is already in use?

Also its a lot simpler to just advertise game server id. Don't need to
worry about updating it from everywhere.

Please don't be against it if you have no use for it. Its a good feature so
I think it should be welcomed.


On 5 March 2014 13:42, Will Moggridge darkxdra...@gmail.com wrote:

 Maybe using domain names is a great solution for you but it is hardly a
 perfect solution.
 If it is possible to have a cleaner solution, why not push for that?

 What if the port changes? (I am assuming the IDs track IP + port.)
 Maybe people would rather give out an ID that is always relevant?


 On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I
 move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead this
  would be awesome to implement as when server owners like me have to
 change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally
 connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account ID
  only,
  without showing the IP address anywhere?
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Valentin G.
I'm not against it. It's just that people are painting use cases here
that make no sense. As a convenience feature it could definitiely be
viable.

On Wed, Mar 5, 2014 at 2:53 PM, Nomaan Ahmad n0man@gmail.com wrote:
 I agree with Will.

 Domain doesn't solve the port move problem. What if you move your gameserver
 instance to another machine but the port is already in use?

 Also its a lot simpler to just advertise game server id. Don't need to worry
 about updating it from everywhere.

 Please don't be against it if you have no use for it. Its a good feature so
 I think it should be welcomed.


 On 5 March 2014 13:42, Will Moggridge darkxdra...@gmail.com wrote:

 Maybe using domain names is a great solution for you but it is hardly a
 perfect solution.
 If it is possible to have a cleaner solution, why not push for that?

 What if the port changes? (I am assuming the IDs track IP + port.)
 Maybe people would rather give out an ID that is always relevant?


 On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I
  move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead this
  would be awesome to implement as when server owners like me have to
  change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally
  connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account
  ID
  only,
  without showing the IP address anywhere?
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Bobby Broughton
If you have huge servers, it may be more cost effective to run your own 
hardware. Then you control the port.


Sent from my Verizon Wireless 4G LTE smartphone


 Original message 
From: Nomaan Ahmad
Date:03/05/2014 8:55 AM (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID

I agree with Will.

Domain doesn't solve the port move problem. What if you move your gameserver 
instance to another machine but the port is already in use?

Also its a lot simpler to just advertise game server id. Don't need to worry 
about updating it from everywhere.

Please don't be against it if you have no use for it. Its a good feature so I 
think it should be welcomed.


On 5 March 2014 13:42, Will Moggridge 
darkxdra...@gmail.commailto:darkxdra...@gmail.com wrote:
Maybe using domain names is a great solution for you but it is hardly a perfect 
solution.
If it is possible to have a cleaner solution, why not push for that?

What if the port changes? (I am assuming the IDs track IP + port.)
Maybe people would rather give out an ID that is always relevant?


On 5 March 2014 13:24, Valentin G. 
nextra...@gmail.commailto:nextra...@gmail.com wrote:
This system is already designed to automatically update the IP when
the server moves its location. No need to advertise using an account
id for that reason.

On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton 
bo...@invehosting.commailto:bo...@invehosting.com wrote:
 What is this new fangled technology!?!?

 I'm surprised more people aren't using dns.


 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Ross Bemrose
 Date:03/05/2014 8:19 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

 I use these crazy things called domain names which I update when I move
 servers to different addresses.

 On 3/5/2014 8:16 AM, n...@elite-hunterz.infomailto:n...@elite-hunterz.info 
 wrote:

 Please do so!
 It's not mainly for the IP which is easily grabbed anyway, instead this
 would be awesome to implement as when server owners like me have to change
 the ip of huge servers they don't lose all their players!
 It would be just perfect if players of source games could finally connect
 using either a server_id or its ip!

 Greetings,
 Niko

 Can you please let server owners advertise their server using account ID
 only,
 without showing the IP address anywhere?



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



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Nomaan Ahmad
Bobby, Steam server browser doesn't support domain names. When you manually
add a domain like: sv1.domain.com:27015, it will resolve into IP e.g.
127.0.0.1:27015 and then save it for use.
There goes your domain method :)


On 5 March 2014 14:01, Bobby Broughton bo...@invehosting.com wrote:

  If you have huge servers, it may be more cost effective to run your own
 hardware. Then you control the port.


  Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Nomaan Ahmad
 Date:03/05/2014 8:55 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

   I agree with Will.

  Domain doesn't solve the port move problem. What if you move your
 gameserver instance to another machine but the port is already in use?

  Also its a lot simpler to just advertise game server id. Don't need to
 worry about updating it from everywhere.

  Please don't be against it if you have no use for it. Its a good feature
 so I think it should be welcomed.


 On 5 March 2014 13:42, Will Moggridge darkxdra...@gmail.com wrote:

  Maybe using domain names is a great solution for you but it is hardly a
 perfect solution.
  If it is possible to have a cleaner solution, why not push for that?

  What if the port changes? (I am assuming the IDs track IP + port.)
 Maybe people would rather give out an ID that is always relevant?


 On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I
 move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead this
  would be awesome to implement as when server owners like me have to
 change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally
 connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account
 ID
  only,
  without showing the IP address anywhere?
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Bobby Broughton
Not really. It's still valid. Say you move servers you can say just to try the 
domain again.


Sent from my Verizon Wireless 4G LTE smartphone


 Original message 
From: Nomaan Ahmad
Date:03/05/2014 9:12 AM (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID

Bobby, Steam server browser doesn't support domain names. When you manually add 
a domain like: sv1.domain.com:27015http://sv1.domain.com:27015, it will 
resolve into IP e.g. 127.0.0.1:27015http://127.0.0.1:27015 and then save it 
for use.
There goes your domain method :)


On 5 March 2014 14:01, Bobby Broughton 
bo...@invehosting.commailto:bo...@invehosting.com wrote:
If you have huge servers, it may be more cost effective to run your own 
hardware. Then you control the port.


Sent from my Verizon Wireless 4G LTE smartphone


 Original message 
From: Nomaan Ahmad
Date:03/05/2014 8:55 AM (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID

I agree with Will.

Domain doesn't solve the port move problem. What if you move your gameserver 
instance to another machine but the port is already in use?

Also its a lot simpler to just advertise game server id. Don't need to worry 
about updating it from everywhere.

Please don't be against it if you have no use for it. Its a good feature so I 
think it should be welcomed.


On 5 March 2014 13:42, Will Moggridge 
darkxdra...@gmail.commailto:darkxdra...@gmail.com wrote:
Maybe using domain names is a great solution for you but it is hardly a perfect 
solution.
If it is possible to have a cleaner solution, why not push for that?

What if the port changes? (I am assuming the IDs track IP + port.)
Maybe people would rather give out an ID that is always relevant?


On 5 March 2014 13:24, Valentin G. 
nextra...@gmail.commailto:nextra...@gmail.com wrote:
This system is already designed to automatically update the IP when
the server moves its location. No need to advertise using an account
id for that reason.

On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton 
bo...@invehosting.commailto:bo...@invehosting.com wrote:
 What is this new fangled technology!?!?

 I'm surprised more people aren't using dns.


 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Ross Bemrose
 Date:03/05/2014 8:19 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

 I use these crazy things called domain names which I update when I move
 servers to different addresses.

 On 3/5/2014 8:16 AM, n...@elite-hunterz.infomailto:n...@elite-hunterz.info 
 wrote:

 Please do so!
 It's not mainly for the IP which is easily grabbed anyway, instead this
 would be awesome to implement as when server owners like me have to change
 the ip of huge servers they don't lose all their players!
 It would be just perfect if players of source games could finally connect
 using either a server_id or its ip!

 Greetings,
 Niko

 Can you please let server owners advertise their server using account ID
 only,
 without showing the IP address anywhere?



 ___
 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] Advertise a server using account ID

2014-03-05 Thread Dominik Friedrichs
I'd have preferred a DNS solution that uses subdomains to address the 
specific servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Ross Bemrose
Assuming a user intends to add the server to their favorites list, the only
time they need the IP and port is when they go to join the server the first
time.  Once that's done, they'll have favorited the server's account ID
which updates when the server changes IPs and ports.


On Wed, Mar 5, 2014 at 9:11 AM, Nomaan Ahmad n0man@gmail.com wrote:

 Bobby, Steam server browser doesn't support domain names. When you
 manually add a domain like: sv1.domain.com:27015, it will resolve into IP
 e.g. 127.0.0.1:27015 and then save it for use.
 There goes your domain method :)


 On 5 March 2014 14:01, Bobby Broughton bo...@invehosting.com wrote:

  If you have huge servers, it may be more cost effective to run your own
 hardware. Then you control the port.


  Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Nomaan Ahmad
 Date:03/05/2014 8:55 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

   I agree with Will.

  Domain doesn't solve the port move problem. What if you move your
 gameserver instance to another machine but the port is already in use?

  Also its a lot simpler to just advertise game server id. Don't need to
 worry about updating it from everywhere.

  Please don't be against it if you have no use for it. Its a good feature
 so I think it should be welcomed.


 On 5 March 2014 13:42, Will Moggridge darkxdra...@gmail.com wrote:

  Maybe using domain names is a great solution for you but it is hardly
 a perfect solution.
  If it is possible to have a cleaner solution, why not push for that?

  What if the port changes? (I am assuming the IDs track IP + port.)
 Maybe people would rather give out an ID that is always relevant?


 On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I
 move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead
 this
  would be awesome to implement as when server owners like me have to
 change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally
 connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account
 ID
  only,
  without showing the IP address anywhere?
 
 
 
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-- 
Ross Bemrose
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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Nomaan Ahmad
I also use subdomains for each IP address I have at the moment.
This method is not close to being perfect for client use. Its only good for
me as server own as I don't need to remember IP address when connecting to
server.

Most of my clients use favourites tab or history tab. But Steam browser
wont update the IP if you had used domain name to add the server as it had
already resolved the domain when you first added the server with the domain
name.

For players, I think steam://connectid/Server ID is more convenient on a
webpage and once its added it will auto update every 24 hours or until the
client manually refreshes his server list.

Also a console command connectid would also be nice.


On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:

 I'd have preferred a DNS solution that uses subdomains to address the
 specific servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Andre Müller
Someone made an improvment sugestion years ago about the srv entry in dns
for a serverport. So we don't need valves proprietary protocol if they are
realizing that there are existing technologies we can use. The only change
is on clientside to save DNS in favourites and lookup for a srv record for
a domain/subdomain. It is also compatible with ipv6. So I can't understand
why they aren't doing this easy change. It's better for serveradmins and
players.

Greetings
Andre Müller


2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:

 I also use subdomains for each IP address I have at the moment.
 This method is not close to being perfect for client use. Its only good
 for me as server own as I don't need to remember IP address when connecting
 to server.

 Most of my clients use favourites tab or history tab. But Steam browser
 wont update the IP if you had used domain name to add the server as it had
 already resolved the domain when you first added the server with the domain
 name.

 For players, I think steam://connectid/Server ID is more convenient on a
 webpage and once its added it will auto update every 24 hours or until the
 client manually refreshes his server list.

 Also a console command connectid would also be nice.


 On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:

 I'd have preferred a DNS solution that uses subdomains to address the
 specific servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Saint K.
Does no one seem to understand that there is a downside is on using DNS?
 
The clients need to resolve each DNS entry before the server can get queried, 
this takes time, not to mention that DNS servers might have defense mechanisms 
at work such as throttling the amount of incoming requests from one user.
 
Relying on external DNS servers to do this is just not the way to go.
 
VALVe has created exactly what we´ve been requesting all those years. A system 
where we can retain our servers in clients favorites after they have been 
moved. Who really cares what mechanisms are at work here to reach that goal?
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 4:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
Someone made an improvment sugestion years ago about the srv entry in dns for a 
serverport. So we don't need valves proprietary protocol if they are realizing 
that there are existing technologies we can use. The only change is on 
clientside to save DNS in favourites and lookup for a srv record for a 
domain/subdomain. It is also compatible with ipv6. So I can't understand why 
they aren't doing this easy change. It's better for serveradmins and players.
Greetings
Andre Müller
 
2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:
I also use subdomains for each IP address I have at the moment.
This method is not close to being perfect for client use. Its only good for me 
as server own as I don't need to remember IP address when connecting to server.
Most of my clients use favourites tab or history tab. But Steam browser wont 
update the IP if you had used domain name to add the server as it had already 
resolved the domain when you first added the server with the domain name.
 
For players, I think steam://connectid/Server ID is more convenient on a 
webpage and once its added it will auto update every 24 hours or until the 
client manually refreshes his server list.
Also a console command connectid would also be nice.
 
On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:
I'd have preferred a DNS solution that uses subdomains to address the specific 
servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Andre Müller
What is the problem to the read the entry one time and than caching the srv
entry (servertype, ip, port) for an active session? Other tools like hlsw
can also do this with a little change. Also open source query tools are
able to add this feature quickly. This is trivial...

I don't understand your consider with flooding a dns. There such other
services with much more traffic receiving from a dns server. So, most
importand part is a logic which is deciding between saving an ip or a dns
entry into your favorites. This is also trivial. (REGEX)
Look at some webpages which are including ads. So one site let the client
do more than one dns request.
There is much more than one advertisement provider.

So please do not try to tell us this can be a problem. For example
Teamspeak (i don't like this software) supports it also. Additional they've
added a service called tsdns for those, who aren't able to set a srv-entry
(dynamically).


2014-03-05 16:33 GMT+01:00 Saint K. sai...@specialattack.net:

 Does no one seem to understand that there is a downside is on using DNS?



 The clients need to resolve each DNS entry before the server can get
 queried, this takes time, not to mention that DNS servers might have
 defense mechanisms at work such as throttling the amount of incoming
 requests from one user.



 Relying on external DNS servers to do this is just not the way to go.



 VALVe has created exactly what we've been requesting all those years. A
 system where we can retain our servers in clients favorites after they have
 been moved. Who really cares what mechanisms are at work here to reach that
 goal?



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Andre Müller
 *Sent:* Wednesday, March 05, 2014 4:11 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Advertise a server using account ID



 Someone made an improvment sugestion years ago about the srv entry in dns
 for a serverport. So we don't need valves proprietary protocol if they are
 realizing that there are existing technologies we can use. The only change
 is on clientside to save DNS in favourites and lookup for a srv record for
 a domain/subdomain. It is also compatible with ipv6. So I can't understand
 why they aren't doing this easy change. It's better for serveradmins and
 players.

 Greetings

 Andre Müller



 2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:

 I also use subdomains for each IP address I have at the moment.

 This method is not close to being perfect for client use. Its only good
 for me as server own as I don't need to remember IP address when connecting
 to server.

 Most of my clients use favourites tab or history tab. But Steam browser
 wont update the IP if you had used domain name to add the server as it had
 already resolved the domain when you first added the server with the domain
 name.



 For players, I think steam://connectid/Server ID is more convenient on a
 webpage and once its added it will auto update every 24 hours or until the
 client manually refreshes his server list.

 Also a console command connectid would also be nice.



 On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:

 I'd have preferred a DNS solution that uses subdomains to address the
 specific servers on an IP.




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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Saint K.
If you want to support DNS listings and all servers use this, when a client 
wants to do a full server listing you get all the queries. The other systems 
you name have a much lower rate of DNS querying.
 
Your proposed systems just don´t make any sense when VALVe deals with it just 
fine this way.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 5:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
What is the problem to the read the entry one time and than caching the srv 
entry (servertype, ip, port) for an active session? Other tools like hlsw can 
also do this with a little change. Also open source query tools are able to add 
this feature quickly. This is trivial...
I don't understand your consider with flooding a dns. There such other services 
with much more traffic receiving from a dns server. So, most importand part is 
a logic which is deciding between saving an ip or a dns entry into your 
favorites. This is also trivial. (REGEX) 
Look at some webpages which are including ads. So one site let the client do 
more than one dns request.
There is much more than one advertisement provider. 
So please do not try to tell us this can be a problem. For example Teamspeak (i 
don't like this software) supports it also. Additional they've added a service 
called tsdns for those, who aren't able to set a srv-entry (dynamically).
 
2014-03-05 16:33 GMT+01:00 Saint K. sai...@specialattack.net:
Does no one seem to understand that there is a downside is on using DNS?
 
The clients need to resolve each DNS entry before the server can get queried, 
this takes time, not to mention that DNS servers might have defense mechanisms 
at work such as throttling the amount of incoming requests from one user.
 
Relying on external DNS servers to do this is just not the way to go.
 
VALVe has created exactly what we´ve been requesting all those years. A system 
where we can retain our servers in clients favorites after they have been 
moved. Who really cares what mechanisms are at work here to reach that goal?
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 4:11 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
Someone made an improvment sugestion years ago about the srv entry in dns for a 
serverport. So we don't need valves proprietary protocol if they are realizing 
that there are existing technologies we can use. The only change is on 
clientside to save DNS in favourites and lookup for a srv record for a 
domain/subdomain. It is also compatible with ipv6. So I can't understand why 
they aren't doing this easy change. It's better for serveradmins and players.
Greetings
Andre Müller
 
2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:
I also use subdomains for each IP address I have at the moment.
This method is not close to being perfect for client use. Its only good for me 
as server own as I don't need to remember IP address when connecting to server.
Most of my clients use favourites tab or history tab. But Steam browser wont 
update the IP if you had used domain name to add the server as it had already 
resolved the domain when you first added the server with the domain name.
 
For players, I think steam://connectid/Server ID is more convenient on a 
webpage and once its added it will auto update every 24 hours or until the 
client manually refreshes his server list.
Also a console command connectid would also be nice.
 
On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:
I'd have preferred a DNS solution that uses subdomains to address the specific 
servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Dominik Friedrichs

On 2014/03/05 16:33, Saint K. wrote:

Does no one seem to understand that there is a downside is on using DNS?

The clients need to resolve each DNS entry before the server can get
queried, this takes time, not to mention that DNS servers might have
defense mechanisms at work such as throttling the amount of incoming
requests from one user.


Thats right, DNS has a kind of defense mechanism against multiple 
queries from a single user - its called caching and it works great... 
plus it would eliminate all the people asking for a lower update 
interval of the IP, as they could easily set whatever TTL they wanted 
for their records.


But I guess Valve did their own thing because they wanted an 
all-integrated solution so the less tech-savvy server ops wouldnt have 
to bother setting up DNS.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Dominik Friedrichs

On 2014/03/05 17:27, Saint K. wrote:

If you want to support DNS listings and all servers use this, when a
client wants to do a full server listing you get all the queries. The
other systems you name have a much lower rate of DNS querying.


Your servers already get A2S_INFO queries upon those listings anyway. A 
single DNS request to resolve the IP beforehand wouldnt add much.



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[hlds] TF2 servers do not connect to itemserver anymore

2014-03-05 Thread ED-E

Hello,

My TF2 servers are running for ~2 years, but since the last days my 
server have permanently lost connection to the itemserver.


I have no idea what to do and why this is happen. People dont like to 
play long in that case. The only change i made the last few days was 
registering an SteamID for the servers and I remove them today but still 
not working. Is there a way to force a reconnect or any other tips?


ED-E

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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Andre Müller
To provide the same performance for gameserver searching, there are need no
change on masterserver side. The masterserver can provide only ip and ports
as before. To tell the client, that the server has a dns, an entry with a
public cvar like publicdns, is enough. Only favourites and connect should
provide this dns feature.

I like it to discuss things, but not when nothing will happen. So I think
not, that valve is doing anything on this side.


2014-03-05 17:42 GMT+01:00 Dominik Friedrichs d...@forlix.org:

 On 2014/03/05 17:27, Saint K. wrote:

 If you want to support DNS listings and all servers use this, when a
 client wants to do a full server listing you get all the queries. The
 other systems you name have a much lower rate of DNS querying.


 Your servers already get A2S_INFO queries upon those listings anyway. A
 single DNS request to resolve the IP beforehand wouldnt add much.



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[hlds] Mandatory TF2 update coming

2014-03-05 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Doctor McKay
DNS-based favorites wouldn't work if you moved ports in addition to hosts.

I have accounts on all of my servers but I don't bother to set up domain
names because that's a waste of time. It would be far easier to provide
steam://connectid links.


Dr. McKay
www.doctormckay.com


On Wed, Mar 5, 2014 at 2:36 PM, Andre Müller gbs.dead...@gmail.com wrote:

 To provide the same performance for gameserver searching, there are need
 no change on masterserver side. The masterserver can provide only ip and
 ports as before. To tell the client, that the server has a dns, an entry
 with a public cvar like publicdns, is enough. Only favourites and connect
 should provide this dns feature.

 I like it to discuss things, but not when nothing will happen. So I think
 not, that valve is doing anything on this side.


 2014-03-05 17:42 GMT+01:00 Dominik Friedrichs d...@forlix.org:

 On 2014/03/05 17:27, Saint K. wrote:

 If you want to support DNS listings and all servers use this, when a
 client wants to do a full server listing you get all the queries. The
 other systems you name have a much lower rate of DNS querying.


 Your servers already get A2S_INFO queries upon those listings anyway. A
 single DNS request to resolve the IP beforehand wouldnt add much.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Weasels Lair
Actually SRV records could solve that, if implemented properly.  But,
hey... I am happy for anyway for players to re-find the server after an IP
address change.  We'll have to just wait and see how well the intended
scheme actually works in practice.

On Wed, Mar 5, 2014 at 4:55 PM, Doctor McKay mc...@doctormckay.com wrote:

 DNS-based favorites wouldn't work if you moved ports in addition to hosts.


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[hlds] Mandatory TF2 update released

2014-03-05 Thread Eric Smith
We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 2142131.

-Eric

--

- Fixed an infinite healing exploit related to loadout presets
- Fixed a bug where Medics would be unable to deploy their ÜberCharge
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for 
free
- Fixed workshop contributors not being able to view all of their submitted 
items using the in-game menus
- Fixed Strange versions of The Southern Hospitality not tracking sentry kills
- Fixed The Fortified Compound not triggering the same taunts and voice lines 
as The Huntsman
- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The 
Infernal Orchestrina on Mann vs. Machine maps
- Fixed Natascha using the wrong material for the viewmodel
- Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat 
Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin' Targe, 
and The Splendid Screen
- Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, 
The Lucky Shot, and The Soldier's Stash
- Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use 
the same crosshair as The Huntsman
- Updated cp_dustbowl
 - Fixed Red team's stage 1 spawn door pushing players in the air
 - Fixed collision on windows, props, and rooflines
 - Fixed floating props
 - Fixed players building inside the alternate exit from the Red spawn in 
stage 3
- Updated cp_mountainlab
 - Fixed exploit on rafters near control point 2
- Updated ctf_2fort
 - Fixed collision on train-wheels prop outside Blu base
 - Fixed clipping on window ledges
 - Fixed collision on pipes in flag rooms
 - Fixed texture alignment on world map textures
 - Fixed clipping issue in the middle where Blu could stand in the sky
- Updated pl_goldrush
 - Added nobuild area under the train tracks to prevent teleport trap near 
Blu spawn in stage 1
- Community request:
 - Added convar hud_combattext_batching_window to be used with 
hud_combattext_batching 
      - maximum delay between damage events in order to batch 
numbers
      - min 0.1, max 2.0, default 0.2


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Re: [hlds] Mandatory TF2 update released

2014-03-05 Thread A Fearts
In the News area on Steam it says:

An update to Team Fortress 2 has been released. The update will be applied
automatically when you restart Team Fortress 2. Game servers do not need to
apply the update. The major changes include:

Game servers do not need to apply the update.


Why does it say this when we obviously do need to update our servers for
people to connect.



On Wed, Mar 5, 2014 at 8:29 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2142131.

 -Eric

 --

 - Fixed an infinite healing exploit related to loadout presets
 - Fixed a bug where Medics would be unable to deploy their ÜberCharge
 - Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades
 for free
 - Fixed workshop contributors not being able to view all of their
 submitted items using the in-game menus
 - Fixed Strange versions of The Southern Hospitality not tracking sentry
 kills
 - Fixed The Fortified Compound not triggering the same taunts and voice
 lines as The Huntsman
 - Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The
 Infernal Orchestrina on Mann vs. Machine maps
 - Fixed Natascha using the wrong material for the viewmodel
 - Fixed Killstreak sheen effects for the Flying Guillotine (style), The
 Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin'
 Targe, and The Splendid Screen
 - Updated the equip_regions for The Sangu Sleeves, The Huntsman's
 Essentials, The Lucky Shot, and The Soldier's Stash
 - Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to
 use the same crosshair as The Huntsman
 - Updated cp_dustbowl
  - Fixed Red team's stage 1 spawn door pushing players in the air
  - Fixed collision on windows, props, and rooflines
  - Fixed floating props
  - Fixed players building inside the alternate exit from the Red spawn
 in stage 3
 - Updated cp_mountainlab
  - Fixed exploit on rafters near control point 2
 - Updated ctf_2fort
  - Fixed collision on train-wheels prop outside Blu base
  - Fixed clipping on window ledges
  - Fixed collision on pipes in flag rooms
  - Fixed texture alignment on world map textures
  - Fixed clipping issue in the middle where Blu could stand in the sky
 - Updated pl_goldrush
  - Added nobuild area under the train tracks to prevent teleport trap
 near Blu spawn in stage 1
 - Community request:
  - Added convar hud_combattext_batching_window to be used with
 hud_combattext_batching
   - maximum delay between damage events in order to
 batch numbers
   - min 0.1, max 2.0, default 0.2


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Re: [hlds] Mandatory TF2 update released

2014-03-05 Thread Eric Smith
It's been fixed. Thanks.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of A Fearts
Sent: Wednesday, March 05, 2014 6:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

In the News area on Steam it says:

An update to Team Fortress 2 has been released. The update will be applied 
automatically when you restart Team Fortress 2. Game servers do not need to 
apply the update. The major changes include:

Game servers do not need to apply the update.

Why does it say this when we obviously do need to update our servers for people 
to connect.


On Wed, Mar 5, 2014 at 8:29 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 2142131.

-Eric

--

- Fixed an infinite healing exploit related to loadout presets
- Fixed a bug where Medics would be unable to deploy their ÜberCharge
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for 
free
- Fixed workshop contributors not being able to view all of their submitted 
items using the in-game menus
- Fixed Strange versions of The Southern Hospitality not tracking sentry kills
- Fixed The Fortified Compound not triggering the same taunts and voice lines 
as The Huntsman
- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The 
Infernal Orchestrina on Mann vs. Machine maps
- Fixed Natascha using the wrong material for the viewmodel
- Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat 
Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin' Targe, 
and The Splendid Screen
- Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, 
The Lucky Shot, and The Soldier's Stash
- Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use 
the same crosshair as The Huntsman
- Updated cp_dustbowl
 - Fixed Red team's stage 1 spawn door pushing players in the air
 - Fixed collision on windows, props, and rooflines
 - Fixed floating props
 - Fixed players building inside the alternate exit from the Red spawn in 
stage 3
- Updated cp_mountainlab
 - Fixed exploit on rafters near control point 2
- Updated ctf_2fort
 - Fixed collision on train-wheels prop outside Blu base
 - Fixed clipping on window ledges
 - Fixed collision on pipes in flag rooms
 - Fixed texture alignment on world map textures
 - Fixed clipping issue in the middle where Blu could stand in the sky
- Updated pl_goldrush
 - Added nobuild area under the train tracks to prevent teleport trap near 
Blu spawn in stage 1
- Community request:
 - Added convar hud_combattext_batching_window to be used with 
hud_combattext_batching
  - maximum delay between damage events in order to batch 
numbers
  - min 0.1, max 2.0, default 0.2


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