Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Does work for counter strike though :P
On Jul 8, 2016 4:00 PM, "ics" <i...@ics-base.net> wrote:

> Arena has always been the outside oddball. As long as the max player count
> is 18 ingame and the rest are sitting in spectator, i will never play that
> mode.
>
> Penalizing players for joining late or getting unlucky death at round
> start is something that just irks me.
>
> -ics
>
> 1nsane kirjoitti:
>
>>
>> Sadly not any of the arena maps (once temporarily) or any other that
>> valve didn't seem to like for some reason. Perhaps now arena servers and
>> some other less popular maps that did fine before can make a resurgence.
>> Variety is good, ofcourse.
>>
>> On Jul 8, 2016 3:52 PM, "N-Gon" <ngongamedes...@gmail.com > ngongamedes...@gmail.com>> wrote:
>>
>> I'm with Mr. Wagner on this one.
>> Valve's QP system let anyone join essentially any official map
>> they wanted and there would be players, this was (and still is)
>> much harder if not close to impossible to do with community
>> servers. Can any of you guys honestly tell me that you don't have
>> servers that sit dead empty unless you get all the admins to sit
>> in and play for half an hour or more to get it filled up.
>>
>> I'm hoping with this new change communities will be more open to
>> trying different maps as "Valve steals our players" is pretty much
>> a non-issue now.
>>
>> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner <lgwag...@gmail.com
>> <mailto:lgwag...@gmail.com>> wrote:
>>
>> I ran them too. And they all died. Rotation is one thing, and
>> having on-demand maps that I can join instantly is another.
>> It's a video game, nobody is interested in waiting 20 minutes
>> to play a map. The beauty of the previous Valve model was this
>> was not an issue. There was almost always a full server on any
>> given map, even some of the more obscure payload race maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com
>> <mailto:1nsane...@gmail.com>> wrote:
>>
>> There were plenty of rotation servers before quickplay. I
>> ran a bunch myself as did my friends/competitors. If it's
>> something the community wants you can bet servers will pop
>> up to provide it again.
>>
>> On Jul 8, 2016 3:27 PM, "Lucas Wagner" <lgwag...@gmail.com
>> <mailto:lgwag...@gmail.com>> wrote:
>>
>> I think the thing that worries me the most is that, at
>> least with Valve servers, there is a nice assortment
>> of different maps, etc. I can find a game on most maps
>> with little or no effort. Communities largely serve
>> the interests of the server owners and operators. I
>> know right before QP died that it was very difficult
>> to find anything but 24/7 servers focused on a small
>> handful of maps, mostly 2Fort, Dustbowl, Turbine,
>> Harvest, etc. If you wanted to play something like
>> Frontier, for example, it wasn't easy to find a
>> community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to
>> servers hosting maps that are not being played
>> currently, and an interface for server operators to
>> queue what the community needs (Hey it'd be really
>> great if you host upward next) and set the next map to
>> it within 2-3 minutes of a map ending. Or it can just
>> give more referrals to maps that aren't very well
>> supported, thus giving some incentive for operators to
>> branch out.
>>
>> I'm all for community servers provided the plugin set
>> is clean (I don't need to download all of your special
>> files just to play a map), is unobtrusive or
>> interferes with my gaming experience (i hate plugins
>> that make me acknowledge the open menu before I can do
>> anything), are fair (my friends and I know of a few
>> servers in which mods are abusing critical chance
>>   

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Sadly not any of the arena maps (once temporarily) or any other that valve
didn't seem to like for some reason. Perhaps now arena servers and some
other less popular maps that did fine before can make a resurgence. Variety
is good, ofcourse.
On Jul 8, 2016 3:52 PM, "N-Gon" <ngongamedes...@gmail.com> wrote:

> I'm with Mr. Wagner on this one.
> Valve's QP system let anyone join essentially any official map they wanted
> and there would be players, this was (and still is) much harder if not
> close to impossible to do with community servers. Can any of you guys
> honestly tell me that you don't have servers that sit dead empty unless you
> get all the admins to sit in and play for half an hour or more to get it
> filled up.
>
> I'm hoping with this new change communities will be more open to trying
> different maps as "Valve steals our players" is pretty much a non-issue now.
>
> On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner <lgwag...@gmail.com> wrote:
>
>> I ran them too. And they all died. Rotation is one thing, and having
>> on-demand maps that I can join instantly is another. It's a video game,
>> nobody is interested in waiting 20 minutes to play a map. The beauty of the
>> previous Valve model was this was not an issue. There was almost always a
>> full server on any given map, even some of the more obscure payload race
>> maps.
>>
>> I'll believe it when I see it. Until then, I remain skeptical.
>>
>> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> There were plenty of rotation servers before quickplay. I ran a bunch
>>> myself as did my friends/competitors. If it's something the community wants
>>> you can bet servers will pop up to provide it again.
>>> On Jul 8, 2016 3:27 PM, "Lucas Wagner" <lgwag...@gmail.com> wrote:
>>>
>>>> I think the thing that worries me the most is that, at least with Valve
>>>> servers, there is a nice assortment of different maps, etc. I can find a
>>>> game on most maps with little or no effort. Communities largely serve the
>>>> interests of the server owners and operators. I know right before QP died
>>>> that it was very difficult to find anything but 24/7 servers focused on a
>>>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>>>> you wanted to play something like Frontier, for example, it wasn't easy to
>>>> find a community server offering that.
>>>>
>>>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>>>> that are not being played currently, and an interface for server operators
>>>> to queue what the community needs (Hey it'd be really great if you host
>>>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>>>> Or it can just give more referrals to maps that aren't very well supported,
>>>> thus giving some incentive for operators to branch out.
>>>>
>>>> I'm all for community servers provided the plugin set is clean (I don't
>>>> need to download all of your special files just to play a map), is
>>>> unobtrusive or interferes with my gaming experience (i hate plugins that
>>>> make me acknowledge the open menu before I can do anything), are fair (my
>>>> friends and I know of a few servers in which mods are abusing critical
>>>> chance plugins, and SM plugins in general), and perform well. Running
>>>> custom plugins is great and all, but it was definitely out of hand. I've
>>>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>>>> will miss them if the community cannot provide a reasonable replacement for
>>>> that system. I played on some last night and some were fun, some had god
>>>> awful performance, and some were unnecessarily encumbered with plugins.
>>>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>>>> servers receiving referrals.
>>>>
>>>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson <thepauls...@gmail.com>
>>>> wrote:
>>>>
>>>>> People said the same thing about quickpick at the time and we all know
>>>>> how that turned out. Everyone was claiming higher player counts at first
>>>>> and now they are dead.
>>>>>
>>>>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen <ceo.eol...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Frankly, it's a win just by shining light on the fact 

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
There were plenty of rotation servers before quickplay. I ran a bunch
myself as did my friends/competitors. If it's something the community wants
you can bet servers will pop up to provide it again.
On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:

> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
> wrote:
>
>> People said the same thing about quickpick at the time and we all know
>> how that turned out. Everyone was claiming higher player counts at first
>> and now they are dead.
>>
>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>
>>> Frankly, it's a win just by shining light on the fact that there ARE
>>> community servers at all. For years now, they've been effectively hidden to
>>> the point that a large portion of the F2P playerbase didn't even know they
>>> existed. At least with this UI change we've got the chance for players to
>>> find us.
>>>
>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>>>
 I would imagine a big reason why things were so great last night was
 people just wanted to play TF2 and the only servers they could connect to
 were community servers. Not trying to rain on the parade, bu I think Robert
 is right. It'll be a few weeks before we have any clue how this will all
 play out.

 Lucas

 On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
 wrote:

> I am not sure why everyone is celebrating so early.
>
> Population is only high likely because of a new patch, summer time,
> and reportedly many Valve servers being temporarily down.
>
> Maybe casual mode is bringing in more players, but it is just as
> likely that matchmaking is yet another drain players that community 
> servers
> will never be allowed to participate in, while some of you are excited
> about fighting for scraps from other community servers.
>
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>
>

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>>>
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>>>
>>>
>>
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Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread 1nsane
This sounds promising :)
On May 13, 2016 3:51 PM, "John Schoenick"  wrote:

> Hey everyone,
>
> I wanted to give a heads-up about some upcoming changes to the way server
> accounts work in TF.
>
> In an future update, we are going to be introducing features that will
> only be available to game servers that have a registered game server
> SteamID, via the Game Server Login Token (GSLT) system.  This system has
> existed for some time, but is currently only used in TF for persistent
> favouriting in the server browser.  It has also gained some more
> restrictions recently that you should be aware of.
>
> - Game server accounts are tied to an owning Steam user account
> - This Steam account must not be currently community banned or locked.
> - This Steam account must not be limited
> .
> - This Steam account must have a qualifying registered phone
> 
> .
> - Game servers that violate the community guidelines for the game they are
> hosting may have their access suspended or revoked.
> - Game server account suspensions or bans also apply to *all* other game
> servers tied to said Steam user
>
> More info and management tools are here:
> https://steamcommunity.com/dev/managegameservers
>
> For TF specifically, being free-to-play, access to some upcoming features
> may eventually depend on the qualifications the owning Steam user account.
> So, while creating dedicated individual user accounts to own individual
> game servers is possible, it may lead to an increased burden in the
> future.  We recommend game server accounts be registered to the Steam
> account of the acting server owner -- GSPs should require clients to
> provide their own tokens.
>
> This change will allow us to have a greater level of confidence in game
> servers, by making it easier to revoke access for bad actors and better
> tying game servers to their owners.  The increased persistence gives us
> many more opportunities to assign trust to community servers, and to
> provide them access to features that would otherwise be too open for
> abuse.  It also provides a much better mechanism for dealing with abuse
> than the current IP-ban system that is both less effective and more painful
> for server providers that share IPs between clients.
>
> We will have more information once we are ready to begin rolling out these
> features, but I wanted to send this heads up such that current admins and
> server providers can look into integrating this support into their setups.
>
> Let me know if you have any questions or concerns and I will try to
> address them,
> - Neph
>
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread 1nsane
Oh, haven't actually tried it in a long time.

On Tue, Oct 13, 2015 at 9:06 AM, Asher Baker <asher...@gmail.com> wrote:

> On Tue, Oct 13, 2015 at 1:59 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> And yes there is a server side setting for that. Start the server
>> with -insecure and all clients will be able to join.
>
>
> That hasn't worked for a very long time.
>
> ~
> "Their heads are green, and their hands are blue,
>   And they went to sea in a Sieve." - Edward Lear
>
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread 1nsane
Log streaming to something like HLSW or using a plugin to record
chat/events to a database with a website.

HLSW should use even less resources than textmode client.

On Tue, Oct 13, 2015 at 8:45 AM, HD  wrote:

> Yea I saw it last night... this is beyond a wasteful change. I use it for a
> client so I can listen in a server without using a bunch of resources.
> Why was this change made and what alternative do you have besides launching
> the game in full and alt tabbing now.
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
> Sent: Tuesday, October 13, 2015 3:02 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Optional TF2 update released
>
> From the client patch notes from October 12, 2015:
>
> - Running in textmode now places the client in insecure mode
>
> On Sun, Oct 11, 2015 at 2:50 AM, HD  wrote:
> > Anyone else having issues now using a client into their servers using
> > -textmode for launch options? I log in an account this way every so
> > often to "listen" in the server while reading chat but for some reason
> > now I get the "You are in insecure mode. You must restart before you
> > can connect to secure servers.".
> >
> > I've not changed nothing - not a single thing and it just started
> > after last nights update came out. I've reinstalled TF2 on that
> > computer but nothing has changed.
> > I'm convinced something got messed up from this update as I tried it
> > on another computer and it did the exact same thing.
> >
> > Anyone able to explain this?
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Friday, October 09, 2015 5:52 PM
> > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> > Subject: [hlds] Optional TF2 update released
> >
> > We've released an optional update for TF2 that updates the Invasion
> > Community Update Coin to also count assists. This is an optional
> > dedicated server update and is not required unless you are running any
> > of the Invasion maps and would like to support this new feature.
> >
> > Thanks.
> >
> > -Eric
> >
> >
> > ___
> > 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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> please visit:
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>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread 1nsane
That's probably the reason for it.

And yes there is a server side setting for that. Start the server
with -insecure and all clients will be able to join.

On Tue, Oct 13, 2015 at 8:53 AM, HD <ad...@gamerscrib.net> wrote:

> I could do that but then I’m also missing that client logged in which
> helps seed. Every client helps these days and I can’t do that now. I will
> log my account in and just let it sit, listen and seed a while.  I
> understand the alternatives but an explaination from Valve as to why this
> change was even made is needed as there wasn’t a valid one that I can come
> up with.
>
> Perhaps a server side setting to let “insecure” clients log in.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
> *Sent:* Tuesday, October 13, 2015 8:50 AM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional TF2 update released
>
>
>
> Log streaming to something like HLSW or using a plugin to record
> chat/events to a database with a website.
>
>
>
> HLSW should use even less resources than textmode client.
>
>
>
> On Tue, Oct 13, 2015 at 8:45 AM, HD <ad...@gamerscrib.net> wrote:
>
> Yea I saw it last night... this is beyond a wasteful change. I use it for a
> client so I can listen in a server without using a bunch of resources.
> Why was this change made and what alternative do you have besides launching
> the game in full and alt tabbing now.
>
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
> Sent: Tuesday, October 13, 2015 3:02 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Optional TF2 update released
>
> From the client patch notes from October 12, 2015:
>
> - Running in textmode now places the client in insecure mode
>
> On Sun, Oct 11, 2015 at 2:50 AM, HD <ad...@gamerscrib.net> wrote:
> > Anyone else having issues now using a client into their servers using
> > -textmode for launch options? I log in an account this way every so
> > often to "listen" in the server while reading chat but for some reason
> > now I get the "You are in insecure mode. You must restart before you
> > can connect to secure servers.".
> >
> > I've not changed nothing - not a single thing and it just started
> > after last nights update came out. I've reinstalled TF2 on that
> > computer but nothing has changed.
> > I'm convinced something got messed up from this update as I tried it
> > on another computer and it did the exact same thing.
> >
> > Anyone able to explain this?
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Friday, October 09, 2015 5:52 PM
> > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> > Subject: [hlds] Optional TF2 update released
> >
> > We've released an optional update for TF2 that updates the Invasion
> > Community Update Coin to also count assists. This is an optional
> > dedicated server update and is not required unless you are running any
> > of the Invasion maps and would like to support this new feature.
> >
> > Thanks.
> >
> > -Eric
> >
> >
> > ___
> > 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:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds] Optional TF2 update released

2015-08-04 Thread 1nsane
You gotta remember that for a while hosting servers for valve's games was a
great way to get a community going in an online game. But now it's
completely different. Even EA let's you host ranked games which allow
players to rank up on them. Where you can compete for traffic with official
servers. While valve does nothing like that. We're locked out from all
that. Valve only let's you run second tier servers. You could run all the
same settings as they do and yet no one would play on such a server without
the advantages (quick play defaults) and the incentives (contracts) that
valve servers give to players.
On Aug 4, 2015 2:03 PM, Robert Paulson thepauls...@gmail.com wrote:

 If no one at Valve really cared, then official servers wouldn't have been
 removed from the browser, even if it was only for a few days. From what I
 heard, there are only a few people left on the TF team, and at least one of
 them is anti-community. The removal of official servers from the list was
 probably done by a junior employee which is why it got reversed.

 I agree there's not much chance something will change, which is why I only
 bothered to reply to this thread a month later. But we know there's at
 least one person that might care.

 And at the very least, we can keep reminding people not to devote too much
 time and effort into anything related to Valve because they will wipe out
 community servers built up over years without hesitation just like they did
 in TF2.

 If you are involved or thinking about being involved (workshop, websites,
 servers)  in the Valve ecosystem (Dota2, CS:GO) you might want to think
 twice about spending too much effort into what you are doing.

 On Tue, Aug 4, 2015 at 6:34 AM, Andreas Willinger aw...@gmx.at wrote:

 Yea, also got one.



 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Paul
 *Gesendet:* Dienstag, 04. August 2015 15:06

 *An:* Half-Life dedicated Win32 server mailing list
 *Betreff:* Re: [hlds] Optional TF2 update released



 Although off topic, is anyone here getting any spam or similar email from
 someone named 'Amy Happy'? I've had two emails via this mailing list from
 this person in the last few hours.



 On 4 August 2015 at 12:41, Andreas Willinger aw...@gmx.at wrote:

 Oh look, another ignorant person. Guess you never ran any TF2 servers
 then.



 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Brian Riedel
 *Gesendet:* Dienstag, 04. August 2015 13:03
 *An:* Half-Life dedicated Win32 server mailing list
 *Betreff:* Re: [hlds] Optional TF2 update released



 Seriously, this. If your servers can't retain people, then that's a
 problem with the strength of your community, not with the updates to
 quickplay.



 On Tue, Aug 4, 2015 at 6:58 AM, Rovanion Luckey 
 rovanion.luc...@gmail.com wrote:

 Is there an email list on which I can get the update announcements and
 without the constant whining?



 2015-08-04 12:54 GMT+02:00 Rowedahelicon theoneando...@rowedahelicon.com
 :

 Can I get a confirmation my emails go in?

 Anyway, wait until Dota II stops being popular, that's where the money is
 and that's where the focus is! Thing is is that the TF2 community as a
 whole doesn't seem to understand why TF2 is as bad as it is, far too many
 people think that everyone Valve does is for the best and that they're
 never wrong ever. The response may be more effective if a much larger
 portion of the community raise their voice about it.



 On Tue, Aug 4, 2015 at 5:32 AM, Paul ubyu@gmail.com wrote:

 Since Valve appears to have more or less confirmed their lack of support
 towards communities these days I haven't bothered spending a single
 penny/cent on games such as Team Fortress 2, especially not on these
 contracts. I also asked a good number of my friends to see what their
 opinion was and quite a number of them aren't either apparently. It's so
 disappointing to see that a company who originally developed great games
 has gone from being open and fair to being closed and apparently mostly
 interested in ways to pull more cash from their games. There are so many
 good ideas here which are being ignored, as workarounds. If things ever
 changed for the better then I, along with quite a number of other people
 I'm sure, would be motivated in buying items on games such as Team Fortress
 2 again. Come on Valve, open your mind to us - the community which made
 Team Fortress 2 towards what it is today (prior to it beginning to lose
 support for the community servers)! Somewhere you must surely care about
 them still?



 On 4 August 2015 at 04:40, Rowedahelicon theoneando...@rowedahelicon.com
 wrote:

 Oh they know the setup is unfair, they said so from the very start a few
 years ago, and last year they promised they'd give us a middle ground. They
 don't care you see, Valve employees have said how money drives direction at
 Valve now, and Valve servers mean 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread 1nsane
You don't have to worry about that. Check this out:
tf_matchmaking_retry_cooldown_seconds = 300
 - Time to remember quickplay join attempt, and apply scoring penalty to
rejoin the same server


On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org wrote:

 I never bothered to add them to favorites. I simply used the history tab
 to pick a Valve server with the map of choice. Now my history tab is empty
 and while I can use Quickplay/Show servers to pick a certain map, I cant
 right click there to View server info in order to find out if thats the
 server I just left for whatever repelling reason. Guess it will be trial
 and error from now on - oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing in
 safety that Valve would never implement it.


 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play
 your terrible 24/7 server with class limits. There definitely needs to
 be a toggle to include valve servers in the server browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their attachments
 - Fixed spies that have picked up a dropped Your
 Eternal Reward or Wanga Prick being able to manually
 disguise
 - Fixed Spy sometimes not being able to use the
 Disguise Kit after picking up a new Knife
 - Fixed newly created items not becoming Strange
 quality, despite receiving the ability to track
 kills. Existing items in this state will not be
 retroactively fixed.
 - Fixed skinned weapons appearing 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread 1nsane
If we had a monopoly over the quickplay defaults, sure. That be pretty
awesome.

On Sat, Jul 4, 2015 at 11:10 AM, Phillip Vector t...@mostdeadlygame.com
wrote:

 Would you say the same thing if the situation was reversed and they took
 away the community servers?

 No. I didn't think so.

 On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com mailto:
 ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%.  Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their attachments
 - Fixed 

Re: [hlds] Mandatory TF2 update released

2015-06-02 Thread 1nsane
To allow running commands on the server (from the map as added by the map
maker).

Could be a security risk.

On Tue, Jun 2, 2015 at 6:12 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Awesome news on the custom map front.

 Could you elaborate a bit on exactly what the sv_allow_point_servercommand
 cvar would be used for?

 On Tue, Jun 2, 2015 at 5:39 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2806431.

 -Eric

 -

 - Announcing the Maps Workshop Beta!
 - Added bsp_repack command to repack a BSP file with optimal
 compression
 - Maps uploaded to the workshop are automatically compressed
 - Added tf_workshop_refresh command to recheck tracked workshop
 maps and refresh subscriptions
 - Added tf_workshop_map_sync command to immediately install a map
 from the workshop by ID
 - Added sv_allow_point_servercommand to disable
 point_servercommand entities. Defaults to official Valve maps only. Can
 also be set to disallow and always.


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Re: [hlds] TF2 and the Policy of Truth

2015-02-11 Thread 1nsane
I wanted to check out some other payload servers now. First
quickplay server I get sent to is half-full of players that look like
robots and the frigging payload cart has the audacity to shoot at me! Can
you imagine the horror? Well I had to experience it in person...

Second try at it was even worse if you can imagine. Won't even discuss it
as such. Pretty sure the policy of truth has long since been forgotten. Or
maybe it was never meant to be enforced. Ban a few servers here and there
and hope that everyone else is too scared to do it. Because reporting
servers that were blatantly abusing it got us either nowhere or took many
months before any action came around. Then they would just spawn some new
servers and repeat. Making everything harder for both the players who want
to have fun and the server owners who wanted to provide a fun place to be.

There's many ways to solve this. Trust new servers less until they prove
themselves. After all they have the least to lose if they get banned. Can
be fully automated and delisting will actually mean something. Imagine if
quickplay had some sort of a working scoring system. If only valve would
consider it.

Or maybe implement something like CS:GO's overwatch (except for servers)
and let certain players look at server reports from other players
(anonymously). The less policing valve has to do manually the more likely
it is to make everyone in the community happy. Server ops and players alike.

On Wed, Feb 11, 2015 at 3:58 PM, E. Olsen ceo.eol...@gmail.com wrote:

 If you've found server violating the policy, by all means report them to
 Valve, but I don't think conducting a public witch hunt on the mailing
 list is a good idea. All I've seen in the past is quite a few false
 accusations, etc.  Hell, I remember a couple of years back someone getting
 our servers added to a reddit-based blacklist of servers that used Pinion
 advertising - even though we've NEVER used any advertising on our servers.
 It took a dozen people actually standing up and saying uh, these guys
 don't use pinion before they removed us.

 Honestly - I doubt even those people violating the policy are getting much
 in the way of quickplay traffic anyway. I only have less than half of our
 servers quickplay-enabled anymore, and those have sat empty since about a
 month after the change last year.

 When you think about it, what really needs to be addressed is the reasons
 people feel they need to violate that policy. Considering that you never
 heard of server owners hiding their server settings until Valve
 bifurcated the TF2's traffic by saying you'll only get access to the main
 source of traffic if you make your server identical to every other vanilla
 server.

 Should those folks be thrown out of quickplay for breaking the rules? Sure
 thingbut perhaps it's the rules themselves (and the way they are
 implemented to remove/stifle any and all diversity) that need to be
 changed, as does the implementation of quickplay itself.

 Take, for instance, the rules against class limits. Why is that still
 listed in the policy when valve now allows class limit votes? If a class
 limit vote passes on a quickplay-enabled server, are we now in violation -
 even though it's part of the engine itself?

 How about another scenario: Let's say an operator wants to run his servers
 plain-jane, 24-slot vanilla during the slow hours of the day to help during
 daytime traffic, but at night during prime time manually changes their
 settings to 32-slot, fast respawn servers. He's not hiding anything - all
 the appropriate sv_tags get set - but during prime time the extra slots are
 needed for our supporters. Is he now in violation of the policy because
 he's changed his settings?

 Of course not - but I'm sure some folks would perceive it that way.

 and therein lies the problem. When valve decided that an automated
 system for throwing players into a random server was superior to a player
 choosing a server on their own from the server browser, they caused more
 problems than they solved.

 If there are folks out there breaking those rules - I'm sure Valve will
 catch them, but frankly, If every single one of them were thrown out of
 quickplay, it wouldn't help any other community operators one bitand
 will probably just hasten the demise of community servers all together.

 On Wed, Feb 11, 2015 at 3:28 PM, Lucas Wagner lgwag...@gmail.com wrote:

 I think the policy either needs to be enforced, or abandoned completely.
 In the current state the policy only affects those server operators that
 have the honor to follow it. This is not news to anyone, but it is a bit
 disconcerting to read a policy, understand its meaning, follow it, and then
 watch as others violate it without consequence. Sure I can sleep at night
 knowing I did right by Valve but that doesn't keep my servers filled.


 On Wed, Feb 11, 2015 at 10:52 AM, N-Gon ngongamedes...@gmail.com wrote:

 Sounds like a great title for a SFM short 

Re: [hlds] TF2 and the Policy of Truth

2015-02-11 Thread 1nsane
Killing off competition? That's not what I was getting at. A proper scoring
system for quickplay would show which servers are good and liked by
players. Be it valve's own or certain community servers. It would also make
it easy for valve to see what features are liked the most. Bad servers will
always pop up. Having a system to combat that would make everybody happy.

And if we are talking about competition that's abusing quickplay. They
are the ones being rewarded when valve adds such measures. As they aren't
afraid to lose their playbase with a ban on their server. Which itself is
something that may or may not happen ever again. In the meantime they can
do what they want to keep players on their servers longer. Even when it's
against the quickplay rules. This sort of thing adds up. More players join
such servers and the competition suffers and dies. Then you get some of
their players as well :).

If valve no longer feels like enforcing their own rules then it will only
get worse. Little risk and why should we share players when we can take
each other's? This is the sort of thinking that got us into this mess and
these sort of people will always be around. But there's always ways to deal
with them. Some easier than others.

Any communication from valve would help. They can always go for a bandaid
solution again. It wouldn't help much but it would be very easy to do and
still help a bit in the short term. Make an announcement about a renewed
commitment to the policy of truth (similar to the one before) and do
nothing. Takes very little time and it will scare some people just like it
did last time

On Wed, Feb 11, 2015 at 4:37 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Very few players use community quickplay anymore and it was like that
 before a few servers started breaking quickplay rules. I assume you are
 talking about the Stop the Tank server. Yes it should be delisted, but even
 if it happens right now it isn't going to make any difference to your
 server population. All the other vanilla servers are empty.

 The dev who did this knew it was going to kill off communities, so they
 wouldn't have to spend any time cleaning up community servers. Complaining
 about this only validates his position. If server owners can't tolerate a
 few bad servers, how can you expect players to do the same?

 It is sad that we are arguing with each other and trying to add
 restrictions on our servers, including ones that don't exist on official
 ones such as class limits. If we are more interested in killing off
 competition than reversing the quickplay ban, we will all die together.


 On Wed, Feb 11, 2015 at 1:19 PM, 1nsane 1nsane...@gmail.com wrote:

 I wanted to check out some other payload servers now. First
 quickplay server I get sent to is half-full of players that look like
 robots and the frigging payload cart has the audacity to shoot at me! Can
 you imagine the horror? Well I had to experience it in person...

 Second try at it was even worse if you can imagine. Won't even discuss it
 as such. Pretty sure the policy of truth has long since been forgotten. Or
 maybe it was never meant to be enforced. Ban a few servers here and there
 and hope that everyone else is too scared to do it. Because reporting
 servers that were blatantly abusing it got us either nowhere or took many
 months before any action came around. Then they would just spawn some new
 servers and repeat. Making everything harder for both the players who want
 to have fun and the server owners who wanted to provide a fun place to be.

 There's many ways to solve this. Trust new servers less until they prove
 themselves. After all they have the least to lose if they get banned. Can
 be fully automated and delisting will actually mean something. Imagine if
 quickplay had some sort of a working scoring system. If only valve would
 consider it.

 Or maybe implement something like CS:GO's overwatch (except for servers)
 and let certain players look at server reports from other players
 (anonymously). The less policing valve has to do manually the more likely
 it is to make everyone in the community happy. Server ops and players alike.

 On Wed, Feb 11, 2015 at 3:58 PM, E. Olsen ceo.eol...@gmail.com wrote:

 If you've found server violating the policy, by all means report them to
 Valve, but I don't think conducting a public witch hunt on the mailing
 list is a good idea. All I've seen in the past is quite a few false
 accusations, etc.  Hell, I remember a couple of years back someone getting
 our servers added to a reddit-based blacklist of servers that used Pinion
 advertising - even though we've NEVER used any advertising on our servers.
 It took a dozen people actually standing up and saying uh, these guys
 don't use pinion before they removed us.

 Honestly - I doubt even those people violating the policy are getting
 much in the way of quickplay traffic anyway. I only have less than half of
 our servers quickplay-enabled anymore

Re: [hlds] Optional TF2 dedicated server update released

2014-12-09 Thread 1nsane
And when quickplay doesn't find any valve servers it just tells players to
try again later. Nothing about using the server browser or community
quickplay.

Seems they would rather have new players not play at all than play on
community servers.

Would be nice if they edited that message. Eh valve? Please? Pretty please?
:D

On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 wickedplayer...@gmail.com
wrote:

  If Valve wanted to do that, they'd just outright say yeah hey we're
 done with this game, see ya and/or shut off all their servers leaving only
 community ones running.


 On 12/9/2014 5:09 PM, Paul wrote:

 A wild theory, but erhaps Valve are intentionally wanting players to
 slowly lose interest in Team Fortress 2 for some reason?

 On 9 December 2014 at 23:01, Robert Paulson thepauls...@gmail.com wrote:

  I would argue that it is related to third party dedicated servers.

  The people left in charge of TF2 have been out of touch with players
 for a while and only now is it becoming more obvious. We face the brunt of
 these bad policies because we don't have a stream of new mann co store
 fodder from quickplay. A few years ago the thought of making a major patch
 locked behind an uncraftable purchase would not even have crossed their
 minds.

  Despite 3 major non-MvM patches, global player counts are again on
 their way to declining back to beginning of the year levels. With the
 amount of developer time spent on the game, TF2 should not be 1/5th the
 size of CS. I've seen many quality servers die out this year. Custom
 servers are also dying because new players aren't being exposed enough to
 the fact that custom servers exist.

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Re: [hlds] Class limit policy on QP-enabled servers

2014-11-15 Thread 1nsane
Until they change they change/update that page you shouldn't use them.
Don't give them a reason to ban you. After all maybe for some reason they
don't want class limits enforced on community servers... who knows.

On Fri, Nov 14, 2014 at 9:18 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,

 Since there are now class-limit votes on Valve servers, can we have an
 official clarification from the TF2 team on the class limit policy as
 outlined here:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513


 Specifically, under the section Modifications not allowed in quickplay,
 it still says

 Enforcing class limits is not allowed, but obviously with class limit
 votes now on official Valve QP servers, it would seem that the policy needs
 to be updated(?)

 Thanks!



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Re: [hlds] Mandatory TF2 update coming

2014-10-22 Thread 1nsane
I like updates.

We want valve to keep updating this game as often as possible. Especially
with content.

On Wed, Oct 22, 2014 at 2:16 PM, Albert Davis davis.alb...@gmail.com
wrote:

 What is with all the updates? This is  insane.


 On Wed, Oct 22, 2014 at 1:53 PM, Paul ubyu@gmail.com wrote:

 At least it's not coming out in the middle of the night (UK).

 On 22 October 2014 18:51, big john brewskii...@gmail.com wrote:

 Crap its too early for my servers to crash. 
 On Oct 22, 2014 1:43 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Another mandatory TF2 update released

2014-10-20 Thread 1nsane
What did you set the cvar to?
  tf_player_spell_drop_on_death_rate 5
  tf_player_spell_drop_on_death_rate 0.5
or
  tf_player_spell_drop_on_death_rate 0.05

On Mon, Oct 20, 2014 at 9:05 PM, Anthony Duncan anth...@kinevonetwork.com
wrote:

 So I’ve been playing with the new spell cvar
 tf_player_spell_drop_on_death_rate with it a 5% but it still seems to drop
 on every players death regardless.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mike Vail
 *Sent:* 21 October 2014 00:51
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Another mandatory TF2 update released



 Thanks for the help Weasel, Big John and Mike B.



 All the servers are in their own folders, I have the most recent version
 of Steam Command installed and I don't have the Steam client installed on
 the server. I ran the reg delete command anyway just to make sure and it
 didn't find the reg key in question.



 I've hijacked this thread enough guys. Thanks for your help. I just wanted
 to make sure it wasn't related to the update. I'll keep looking for the fix
 elsewhere. I just don't understand how random stuff like this happens when
 I change nothing. In the past it's almost always come back to some ninja
 work done by Valve so I didn't want to spend hours researching it like I
 have before if this was the case again. Very weird.



 Thanks again.

 Mike



 On Mon, Oct 20, 2014 at 4:21 PM, mike bradford 007g...@gmail.com wrote:

 When I had the issue running this in a cmd/batch file would normally fix it



 reg delete HKCU\Software\Valve\Steam\ActiveProcess /f



 On Mon, Oct 20, 2014 at 6:17 PM, big john brewskii...@gmail.com wrote:

 Try reinstalling steamcmd I had a problem like that once. I couldn't
 figure it out. Wound up scrapping the whole server (it was a dev server
 though)

 On Oct 20, 2014 7:12 PM, Weasels Lair wea...@weaselslair.com wrote:

 Mike, regarding FoF servers.  I run both FoF and TF2 and have not seen
 anything you mentioned about the TF2 update somehow messing-up my FoF
 servers.  I am hosting on Debian (Linux) however, not Windows.



 You don't have any common directories shared between the two type of
 game-servers somehow?  If they are in different install directories, there
 really should not be a way for an update on one to corrupt something on the
 other.



 On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail supp...@boomgaming.net wrote:

 This is going to sound bizarre, but I have to ask.



 I run 4 Fistful of Frags servers on the same Windows 2008 dedicated server
 box as my TF2 servers. I took the opportunity to restart the FoF servers
 along with the TF2 servers and now none of the FoF servers are Unable to
 load Steam Support Library. They are all stuck in LAN Mode. I haven't done
 anything but run the TF2 Updates to the server today and all 4 FoF servers
 were working perfectly prior to this update. I even installed a fresh
 vanilla FoF server to make sure the installs weren't corrupted, which would
 have been impossible since all 4 are having identical problems.The fresh
 install does the same thing. It's not my firewall and I don't have Steam
 installed on the box. So did something get changed or corrupted with Steam
 today related to this update that could bork FoF servers? It's just too
 coincidental to have this happen at the same time when I did nothing else
 on the box.



 Thanks







 On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released another mandatory update for TF2. The notes for the update
 are below. The new version number is 2452105.

 -Eric

 -

 - Fixed a server crash related to gamestats

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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread 1nsane
An update a day keeps the bugs away (hopefully).

Thanks for the heads up.

On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread 1nsane
They won't have enough servers. Well get to participate.
On Sep 17, 2014 9:13 PM, Robert Paulson thepauls...@gmail.com wrote:

 Why do people think community servers will even get to participate in the
 Halloween update?

 I bet you it will turn out just like the new beta maps and the q word
 (lol filter)? If not this year then the next.

 On Wed, Sep 17, 2014 at 6:00 PM, big john brewskii...@gmail.com wrote:

 Why do people keep saying that like the Halloween update isnt going to
 totally break everything.
 On Sep 17, 2014 8:58 PM, Weasels Lair wea...@weaselslair.com wrote:

 Better now, than like the day before Halloween.

 On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 Seriously? 3 days in a row now?

 On Wed, Sep 17, 2014 at 8:15 PM, 1nsane 1nsane...@gmail.com wrote:

 An update a day keeps the bugs away (hopefully).

 Thanks for the heads up.

 On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread 1nsane
That's what we can expect. :/
On Sep 17, 2014 9:18 PM, Chris Oryschak ch...@oryschak.com wrote:

 yay. the scraps/overflow for us :D

 On Wed, Sep 17, 2014 at 9:14 PM, 1nsane 1nsane...@gmail.com wrote:

 They won't have enough servers. Well get to participate.
 On Sep 17, 2014 9:13 PM, Robert Paulson thepauls...@gmail.com wrote:

 Why do people think community servers will even get to participate in
 the Halloween update?

 I bet you it will turn out just like the new beta maps and the q word
 (lol filter)? If not this year then the next.

 On Wed, Sep 17, 2014 at 6:00 PM, big john brewskii...@gmail.com wrote:

 Why do people keep saying that like the Halloween update isnt going to
 totally break everything.
 On Sep 17, 2014 8:58 PM, Weasels Lair wea...@weaselslair.com wrote:

 Better now, than like the day before Halloween.

 On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 Seriously? 3 days in a row now?

 On Wed, Sep 17, 2014 at 8:15 PM, 1nsane 1nsane...@gmail.com wrote:

 An update a day keeps the bugs away (hopefully).

 Thanks for the heads up.

 On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith er...@valvesoftware.com
  wrote:

 We're working on a mandatory update for TF2. We should have it
 ready soon.

 -Eric


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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread 1nsane
Yes, why can't community servers participate in beta map quickplay? :(


On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote:

 Selecting Play Beta Maps forces the quickplay settings to default
 and unchecking the box doesn't revert it. You have to redo your custom
 quickplay settings afterwards.

 Why can't we participate in quickplay for the new maps?

 On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote:
  You think? Just look at the maps. They look something like someone can do
  within a week.
 
  -ics
 
  Jordan Olling kirjoitti:
 
  I think they're called beta because we're getting a sneak peek of them,
  but they might not be completely finished yet.
 
 
  On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
  Just to make this clear, you know that all server installs have
  rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?
   Calling them beta makes it sound like they're restricted to only
  some servers.
 
 
  On 7/8/2014 6:55 PM, Eric Smith wrote:
 
  We've released a mandatory update for TF2. The notes for the
  update are below. The new version number is 2314660.
 
  -Eric
 
  -
 
  - Added Mann Co. Beta Maps - Early Access program
  - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon
  - Beta maps can be accessed via the quickplay menu by
  clicking the Play Beta Maps option
  - Added a new startup music track from Expiration Date
  - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4
  Season 1, and Tumblr Vs Reddit Season 2 medals
  - Fixed the server browser not properly filtering for the US
  - East region when selected
  - Fixed a bug where players that are taunting would not use
  the correct animation
  - Fixed Australium weapons using the incorrect arm skin for
  the Blue team
  - Fixed Mutated Milk not being a valid item for the Scout's
  Special Delivery item set
  - Fixed The Stealth Steeler not using the correct team materials
  - Fixed some festive weapons using the lowest LOD for the
  first person view
  - Minigun: Winding up via secondary attack now counts toward
  reducing the one-second accuracy penalty
  - Updated the equip_regions for The Southie Shinobi, The
  Chronomancer, and The Pencil Pusher
  - Updated the localization files
  - Updated The Towering Pillar of Summer Shades
  - Fixed not using the correct team materials
  - Updated to be paintable
 
  - Reminder - Bread Boxes can no longer be crafted after
  tomorrow (July 9th)
  - Craft them via the crafting system
  (Items-Crafting-Special Blueprint-Fabricate Bread Box)
 
 
 
 
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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread 1nsane
Ahh so we will never it then to help fill up community servers? Right? I
don't follow your logic, because it doesn't make sense. Maybe what you are
experiencing has something to do with:
1) There being no valve beta map servers at this moment
2) These maps have just been released and are of interest to a lot of
players

I don't see the interest in holding. It doesn't hold for finished maps it
definitely won't hold for unfinished ones.


On Tue, Jul 8, 2014 at 8:11 PM, Silencio Delgato silenciodelg...@gmail.com
wrote:

 Don't know why you need Quickplay for these, I set up 24/7 servers for
 both and both of these are now full of players, especially asteroids which
 filled first.

 Currently, the demand for these servers is pretty high, so QP isn't needed
 atm. Take advantage of the situation, good sirs and madams, and just have
 fun with it. No point in spending all this time and money on worries and
 heartaches.


 On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote:

 Yes, why can't community servers participate in beta map quickplay? :(


 On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote:

 Selecting Play Beta Maps forces the quickplay settings to default
 and unchecking the box doesn't revert it. You have to redo your custom
 quickplay settings afterwards.

 Why can't we participate in quickplay for the new maps?

 On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote:
  You think? Just look at the maps. They look something like someone can
 do
  within a week.
 
  -ics
 
  Jordan Olling kirjoitti:
 
  I think they're called beta because we're getting a sneak peek of
 them,
  but they might not be completely finished yet.
 
 
  On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
  Just to make this clear, you know that all server installs have
  rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?
   Calling them beta makes it sound like they're restricted to only
  some servers.
 
 
  On 7/8/2014 6:55 PM, Eric Smith wrote:
 
  We've released a mandatory update for TF2. The notes for the
  update are below. The new version number is 2314660.
 
  -Eric
 
  -
 
  - Added Mann Co. Beta Maps - Early Access program
  - Added 2 new beta maps: RD_Asteroid and
 PL_CactusCanyon
  - Beta maps can be accessed via the quickplay menu by
  clicking the Play Beta Maps option
  - Added a new startup music track from Expiration Date
  - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4
  Season 1, and Tumblr Vs Reddit Season 2 medals
  - Fixed the server browser not properly filtering for the US
  - East region when selected
  - Fixed a bug where players that are taunting would not use
  the correct animation
  - Fixed Australium weapons using the incorrect arm skin for
  the Blue team
  - Fixed Mutated Milk not being a valid item for the Scout's
  Special Delivery item set
  - Fixed The Stealth Steeler not using the correct team
 materials
  - Fixed some festive weapons using the lowest LOD for the
  first person view
  - Minigun: Winding up via secondary attack now counts toward
  reducing the one-second accuracy penalty
  - Updated the equip_regions for The Southie Shinobi, The
  Chronomancer, and The Pencil Pusher
  - Updated the localization files
  - Updated The Towering Pillar of Summer Shades
  - Fixed not using the correct team materials
  - Updated to be paintable
 
  - Reminder - Bread Boxes can no longer be crafted after
  tomorrow (July 9th)
  - Craft them via the crafting system
  (Items-Crafting-Special Blueprint-Fabricate Bread Box)
 
 
 
 
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  archives, please visit:
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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread 1nsane
It's always fun when a new map comes out :) Even more fun when it turns out
to be good and the community keeps playing it for a long time. Hopefully
having these maps out in the open so early will lead to something
interesting.


On Tue, Jul 8, 2014 at 9:01 PM, Silencio Delgato silenciodelg...@gmail.com
wrote:

 I wasn't posting to be logical or be offensive, just trying to say have
 fun with it/be encouraging. Not sure about you, but I'm pretty tired of
 worrying about whether to not Valve is throwing us a bone, so I'm not going
 to wait for them to to do so. I'm just going to host servers for this
 because I can just to see what all the fuss is about and have fun with it.

 We may as well get the ball rolling on getting these maps out there and
 enjoy them with there rest of the community right now, because I'm sure
 tomorrow Valve will have their own servers for them. I hope you guys have a
 good evening :)


 On Tue, Jul 8, 2014 at 5:15 PM, 1nsane 1nsane...@gmail.com wrote:

 Ahh so we will never it then to help fill up community servers? Right? I
 don't follow your logic, because it doesn't make sense. Maybe what you are
 experiencing has something to do with:
 1) There being no valve beta map servers at this moment
 2) These maps have just been released and are of interest to a lot of
 players

 I don't see the interest in holding. It doesn't hold for finished maps it
 definitely won't hold for unfinished ones.


 On Tue, Jul 8, 2014 at 8:11 PM, Silencio Delgato 
 silenciodelg...@gmail.com wrote:

 Don't know why you need Quickplay for these, I set up 24/7 servers for
 both and both of these are now full of players, especially asteroids which
 filled first.

 Currently, the demand for these servers is pretty high, so QP isn't
 needed atm. Take advantage of the situation, good sirs and madams, and just
 have fun with it. No point in spending all this time and money on worries
 and heartaches.


 On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote:

 Yes, why can't community servers participate in beta map quickplay? :(


 On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com
 wrote:

 Selecting Play Beta Maps forces the quickplay settings to default
 and unchecking the box doesn't revert it. You have to redo your custom
 quickplay settings afterwards.

 Why can't we participate in quickplay for the new maps?

 On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote:
  You think? Just look at the maps. They look something like someone
 can do
  within a week.
 
  -ics
 
  Jordan Olling kirjoitti:
 
  I think they're called beta because we're getting a sneak peek of
 them,
  but they might not be completely finished yet.
 
 
  On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
  Just to make this clear, you know that all server installs have
  rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?
   Calling them beta makes it sound like they're restricted to
 only
  some servers.
 
 
  On 7/8/2014 6:55 PM, Eric Smith wrote:
 
  We've released a mandatory update for TF2. The notes for the
  update are below. The new version number is 2314660.
 
  -Eric
 
  -
 
  - Added Mann Co. Beta Maps - Early Access program
  - Added 2 new beta maps: RD_Asteroid and
 PL_CactusCanyon
  - Beta maps can be accessed via the quickplay menu
 by
  clicking the Play Beta Maps option
  - Added a new startup music track from Expiration Date
  - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4
  Season 1, and Tumblr Vs Reddit Season 2 medals
  - Fixed the server browser not properly filtering for the
 US
  - East region when selected
  - Fixed a bug where players that are taunting would not use
  the correct animation
  - Fixed Australium weapons using the incorrect arm skin for
  the Blue team
  - Fixed Mutated Milk not being a valid item for the Scout's
  Special Delivery item set
  - Fixed The Stealth Steeler not using the correct team
 materials
  - Fixed some festive weapons using the lowest LOD for the
  first person view
  - Minigun: Winding up via secondary attack now counts toward
  reducing the one-second accuracy penalty
  - Updated the equip_regions for The Southie Shinobi, The
  Chronomancer, and The Pencil Pusher
  - Updated the localization files
  - Updated The Towering Pillar of Summer Shades
  - Fixed not using the correct team materials
  - Updated to be paintable
 
  - Reminder - Bread Boxes can no longer be crafted after
  tomorrow (July 9th)
  - Craft them via the crafting system
  (Items-Crafting-Special Blueprint-Fabricate Bread Box

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-04 Thread 1nsane
That wasn't the reason. The scoring system was bad to begin with.

There is a limit to how many points an account can give. So having the same
23 people shouldn't influence it. Then if the real players were leaving
after seeing those fake players the score should drop.

I had servers that were really popular for years and that didn't matter.
Someone put up a bunch of servers with fakes in the area and quickplay
sends them traffic first.  Not a very good system. The score was nearly
meaningless.




On Wed, Jun 4, 2014 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:

 That one's easy... they used real Steam accounts to act as bots to always
 have a presence on their server.

 If you have, say, 23 or 31 accounts always connected to your server, the
 server's score ends up being very high.

 On Wed, Jun 4, 2014 at 1:50 PM, E. Olsen ceo.eol...@gmail.com wrote


 On a side note, I would also like to know why the server scoring system
 (apparently) didn't work, and why it wasn't more effectively used to weed
 out all the bad apples in the first place.



 --
 Ross Bemrose

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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-04 Thread 1nsane
And if the scoring system was better those kind of servers would have
started losing out on players.

Because surely these kind of servers would have more people leave
immediately after join (compared to servers that don't do this).
And as such if you punish your players by preventing them from playing
properly you should only be punishing yourself.




On Wed, Jun 4, 2014 at 4:49 PM, Saint K. sai...@specialattack.net wrote:

 There are servers out there detecting the disablehtml cvar and effectively
 punishing you for it.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Paul
 *Sent:* Wednesday, June 04, 2014 10:29 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Can we have a Quickplay Status report, please? 2



 And that's why cl_disablehtmlmotd exists, to allow the choice. All
 disabling Flash and other elements in a HTML MOTD for all servers will do
 is just punish everyone, it's hardly a solution really. You may as well say
 lets take away all abilities to customise any element in the game from
 GSO's, because little by little that's what it's becoming if that happens.
 Now, if users had the options to disable certain elements within the HTML
 MOTD, rather than disable the HTML MOTD entirely with cl_disablehtmlmotd,
 then that might be a reasonable solution.







 On 4 June 2014 18:50, E. Olsen ceo.eol...@gmail.com wrote:

 I agree that disabling javascript/flash/html5 is less than an ideal
 solution, but for the very minor things it would disable (source radio,
 etc.), if it would allow Valve to return to a level playing field it would
 be a very small sacrifice. I'm sure if Valve came to all of us and said
 we'll enable all servers by default, but we need to remove those elements
 from the web browser to do so we would all jump at that chance. I honestly
 believe as long as operators have the ability to run those kinds of ads it
 will be abused by the blackhat folks to the point that they ruin it for the
 rest of us.



 I fully agree that mass punishment is/was a seriously ham-fisted approach
 to dealing with the issues, and was the wrong (and frankly, unethical) way
 to treat all server operators.



 I like your ideas for better informing the players regarding quickplay
 options, but as with any system of this kind, I think it should start with
 maximum diversity fully enabled by default, and allow the players to opt
 out, instead of opting in. Only then will it be a truly level playing field
 for all servers.



 On a side note, I would also like to know why the server scoring system
 (apparently) didn't work, and why it wasn't more effectively used to weed
 out all the bad apples in the first place.



 On Wed, Jun 4, 2014 at 11:25 AM, Alexander Corn mc...@doctormckay.com
 wrote:

 

 ​

 Further - if Valve wanted to get rid of those horrendous MOTD ads (and I
 wish to hell they would), they could easily do it by disabling
 flash/javascript/html5 from functioning in the in-game web browser (which
 would have probably fixed the problem almost entirely).



 This is still not an ideal solution. Plenty of community servers rely on
 the MOTD and features such as JavaScript and Flash (mostly for audio
 streams, but many are switching to HTML5 audio elements) for their custom
 features. Removing those features is still removing features that have
 existed for a very long time due to the abusive tendencies of a few.



 Those that are abusive should be dealt with. There is no reason why
 everyone should suffer in order to punish a few. It goes back to grade
 school gym class. Weren't you pissed when the teacher/coach made everyone
 run laps or whatever because 3-4 kids wouldn't stop talking? That's how
 we're being treated now.



 I could live with the default Valve-only option if it were more obvious
 how to switch it. When the player first starts up TF2, they're shown popups
 directing them to the store, showing them how the backpack works, etc.
 Ironically, these popups really only cover the item system, which most can
 agree comes second to actual gameplay. There's no coaching regarding how to
 actually join a game.



 Display a balloon that points to the Quickplay button and says something
 like, Click here to be quickly matched into a game based on gamemode and
 one that points to the servers button and says something like, Click here
 to fine-tune your desired game settings.



 Also show a balloon in the Quickplay dialog that points to the settings
 button (which isn't exactly immediately apparent as being clickable) and
 also a dialog that explains the difference between official and community
 servers.



 Official servers offer an unmodified and uncustomized experience.



 Community servers typically offer better moderation, some minor gameplay
 modifications, and a greater sense of community.




 Dr. McKay

 www.doctormckay.com



 On Mon, Jun 2, 2014 at 5:45 PM, E. Olsen ceo.eol...@gmail.com 

Re: [hlds] When will quickplay return to a level playing field?

2014-03-24 Thread 1nsane
What about something similar like before where valve servers had an
advantage over community servers with new players being sent to them (due
to the valve server score boost)?

Except this time just make it so all new players get sent to valve servers
by default. And then after a certain amount of hours played it either
defaults to all servers or pops up a message asking if community servers
should be included and explaining a little bit about the other quickplay
options and how to access them.

I talked to plenty of players who weren't aware that quickplay search can
be customized or that you need to click on the gear icon to bring up
advanced search options. There's plenty of people who hate crits or default
respawn times and yet they're not even aware of this functionality being
part of quickplay. Or perhaps that's on purpose and maybe that's the reason
why the icon is so tiny...


On Thu, Mar 20, 2014 at 7:31 PM, Jason Tango jtrun...@outlook.com wrote:

 As we approach the 2-month mark since Valve's servers were made the
 default servers for all quickplay players, can the TF2 team give us a
 time frame when they will return the system to a level playing field for
 all servers?

 As it stands, the players who want to avoid all community servers now have
 the ability to do so simply by clicking the Official Server Only button,
 so is it really necessary to keep driving nearly all quickplay traffic away
 from community servers?

 In fact, a better question would probably be - is it in TF2's best
 (long-term) interest to do so? Helping players find a home server where
 they become a regular creates long-term players, and since so much
 emphasis (in the design of the UI) has been placed on guiding players to
 use quickplay, the longer that community servers are effectively excluded
 from that traffic, the more long-term players the game will likely lose.

 The players that only want random games with random people on Valve
 servers now have the option to make sure that's all they get, but
 preventing the rest of the player base from experiencing all the diversity
 that the TF2 community can provide is both unnecessary and unfair to those
 of us who have never broken any rules, or violated any policies.

 With that in mind, please consider leveling the playing field again asap
 by including all community servers by default, and let the players decide
 for themselves if they don't want to be a part of that community.

 Thanks, guys.




 ___
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 please visit:
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Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread 1nsane
What about the title of this thread? DDOS.

That's a great reason to update the IP more often. It would allow one to
almost provide continuous service.

IP is under attack so you can nullroute it and start the server on another
IP. Then change it back when needed.


On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 As I said: do you plan to change IP that often then???

 It almost sounds like you want to change IP every hour or w/e and push the
 changes to the clients right away...  And pushing all those changes would
 be way too much imo. Its not for playing around with hourly updates to the
 players and pushing all that to 10's of millions of users.

 Use this feature for what its intended, and long asked for:
 Server owners near painless changing provider / server / VPS or whatever
 hosting that rare time you need to change this, and have your playerbase
 informed/moved to the new IP for your server.

 I love the new feature, it allows us to give our users that have our
 servers Favorited a good service and keep them when we need to change to a
 new host.

 I really cannot see any greater added value in having this update any
 faster. You know you going to have less players anyway when moving over to
 a new IP, and now they will come back gradually after a day, after 2 days
 everybody will be updated. Plan the transition on your lowest usage days of
 the week, and the pain is the least. I think Valve set it to 24 hours for
 keeping stuff moderate with transferring between servers, clients, keeping
 up with the stuff etc, while they measure what bandwith/CPU costs it
 generates with 10.000s of servers, and millions of users.

 So answer this: why would you want to change that often / fast of IP?

 Again, I do not see much added value, for a service you may only do use
 once in so many months. The only answers I can come up with have to do with
 trying to exploit some or whatever. Don't know, don't wanna know, and I am
 against such. I've been looking around, but not planning to move over
 within a month or so. Meanwhile letting all my players getting the ID.

   --
  *From:* Jimmy Dorry jimmydo...@gmail.com
 *To:* Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Win32
 server mailing list hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 15:17

 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server Accounts
 Resolve These Issues Now?

 It would be nicer for steam to push changes instead requiring the clients
 to pull.

 If you change ip, under the current scheme, you basically have to expect
 no/reduced favourited joins for 24hours.

 Sent from my iPad

 On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 quote: 4. Would it be possible to increase the update rate in the future?

 Do you plan to keep changing your IP's every day? I really don't see the
 need.

   --
  *From:* Bottiger bottige...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 2:42
 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server Accounts
 Resolve These Issues Now?

 Thanks for the update. I have a few questions.

 1. Does the user need to be online in order to load account ids into their
 favorites?
 2. If people were already logged in right before an IP change does this
 mean they won't see the new server for another 24 hours?
 3. If we leave a notice server up without an account at the old address,
 will there be no update because there was a working server at that address?
 4. Would it be possible to increase the update rate in the future?



 On Tue, Feb 25, 2014 at 1:28 PM, Tony Paloma to...@valvesoftware.comwrote:

  Yes, you can change IP, port, or both and user's favorites will update
 within a day or the next time they refresh their favorites list thereafter.
 What I mean by that is, the Steam client only asks for updated IP:port
 information at most once every 24 hours. At the same time as that request,
 the Steam client will also look at all the favorites it doesn't know the
 Steam ID for and check to see if it has a persistent account and then fill
 it in if so. So you may want to wait a few days before changing your IP or
 port to ensure people get the Steam update and get a chance to get your
 game server's Steam ID in their favorites list.

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair
 *Sent:* Tuesday, February 25, 2014 1:19 PM
 *To:* Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list
 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server Accounts
 Resolve These Issues Now?

  Related question to this ...
  In addition to tracking what IP ADDRESS the server moved to, I *assume*
 it will track the before/after PORT?  In other words ADDRESS:PORT, not just
 

Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread 1nsane
I've never had an attack stop immediately after shutting down the server
being attacked. Sometimes the attacks went on for hours with no change.
Other times the IP would get null routed and then restored later only to be
nullrouted again for even longer as the attack was ongoing.

Most of them would assume the server is dead while the attack is ongoing.
Just like it was before.
Also different datacenters handle attacks differently. Some can filter them
sometimes, others charge very high fees or just nullroute.

But if the location that server is in can't deal with a DDOS, yet I had the
opportunity to temporarily shift it to a host 1031 KM away then I might
just do that.


On Wed, Feb 26, 2014 at 12:47 PM, Nomaan Ahmad n0man@gmail.com wrote:

 I think the panels used by these skiddies to ddos servers have the
 ability to stop an attack and then continue the attack your newer IP.
 So I think its kinda useless for that purpose.


 On 26 February 2014 18:21, 1nsane 1nsane...@gmail.com wrote:

 What about the title of this thread? DDOS.

 That's a great reason to update the IP more often. It would allow one to
 almost provide continuous service.

 IP is under attack so you can nullroute it and start the server on
 another IP. Then change it back when needed.


 On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.comwrote:

 As I said: do you plan to change IP that often then???

 It almost sounds like you want to change IP every hour or w/e and push
 the changes to the clients right away...  And pushing all those changes
 would be way too much imo. Its not for playing around with hourly updates
 to the players and pushing all that to 10's of millions of users.

 Use this feature for what its intended, and long asked for:
 Server owners near painless changing provider / server / VPS or whatever
 hosting that rare time you need to change this, and have your playerbase
 informed/moved to the new IP for your server.

 I love the new feature, it allows us to give our users that have our
 servers Favorited a good service and keep them when we need to change to a
 new host.

 I really cannot see any greater added value in having this update any
 faster. You know you going to have less players anyway when moving over to
 a new IP, and now they will come back gradually after a day, after 2 days
 everybody will be updated. Plan the transition on your lowest usage days of
 the week, and the pain is the least. I think Valve set it to 24 hours for
 keeping stuff moderate with transferring between servers, clients, keeping
 up with the stuff etc, while they measure what bandwith/CPU costs it
 generates with 10.000s of servers, and millions of users.

 So answer this: why would you want to change that often / fast of IP?

 Again, I do not see much added value, for a service you may only do use
 once in so many months. The only answers I can come up with have to do with
 trying to exploit some or whatever. Don't know, don't wanna know, and I am
 against such. I've been looking around, but not planning to move over
 within a month or so. Meanwhile letting all my players getting the ID.

   --
  *From:* Jimmy Dorry jimmydo...@gmail.com
 *To:* Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Win32
 server mailing list hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 15:17

 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server
 Accounts Resolve These Issues Now?

 It would be nicer for steam to push changes instead requiring the
 clients to pull.

 If you change ip, under the current scheme, you basically have to expect
 no/reduced favourited joins for 24hours.

 Sent from my iPad

 On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:

 quote: 4. Would it be possible to increase the update rate in the future?

 Do you plan to keep changing your IP's every day? I really don't see the
 need.

   --
  *From:* Bottiger bottige...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 2:42
 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server
 Accounts Resolve These Issues Now?

 Thanks for the update. I have a few questions.

 1. Does the user need to be online in order to load account ids into
 their favorites?
 2. If people were already logged in right before an IP change does this
 mean they won't see the new server for another 24 hours?
 3. If we leave a notice server up without an account at the old address,
 will there be no update because there was a working server at that address?
 4. Would it be possible to increase the update rate in the future?



 On Tue, Feb 25, 2014 at 1:28 PM, Tony Paloma to...@valvesoftware.comwrote:

  Yes, you can change IP, port, or both and user's favorites will update
 within a day or the next time they refresh their favorites list thereafter.
 What I mean by that is, the Steam

Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-26 Thread 1nsane
Its unpredictable really. Two servers yesterday one today.

Yesterday a server got attacked because the people on it at the time
votebanned a hacker for 30 minutes. Though the attack lasted much longer
than the ban itself and better yet the people playing on the server
obviously moved on immediately.




On Wed, Feb 26, 2014 at 2:52 PM, Dill Bates dillbat...@gmail.com wrote:

 Just curious how often you guys get DDOS attacks on your servers? I've
 been attacked one time ever, and it was because I banned a couple of
 trolls.

 -Dill

 Sent from my iPhone

 On Feb 26, 2014, at 10:57 AM, 1nsane 1nsane...@gmail.com wrote:

 I've never had an attack stop immediately after shutting down the server
 being attacked. Sometimes the attacks went on for hours with no change.
 Other times the IP would get null routed and then restored later only to be
 nullrouted again for even longer as the attack was ongoing.

 Most of them would assume the server is dead while the attack is ongoing.
 Just like it was before.
 Also different datacenters handle attacks differently. Some can filter
 them sometimes, others charge very high fees or just nullroute.

 But if the location that server is in can't deal with a DDOS, yet I had
 the opportunity to temporarily shift it to a host 1031 KM away then I might
 just do that.


 On Wed, Feb 26, 2014 at 12:47 PM, Nomaan Ahmad n0man@gmail.comwrote:

 I think the panels used by these skiddies to ddos servers have the
 ability to stop an attack and then continue the attack your newer IP.
 So I think its kinda useless for that purpose.


 On 26 February 2014 18:21, 1nsane 1nsane...@gmail.com wrote:

 What about the title of this thread? DDOS.

 That's a great reason to update the IP more often. It would allow one to
 almost provide continuous service.

 IP is under attack so you can nullroute it and start the server on
 another IP. Then change it back when needed.


 On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.comwrote:

 As I said: do you plan to change IP that often then???

 It almost sounds like you want to change IP every hour or w/e and push
 the changes to the clients right away...  And pushing all those changes
 would be way too much imo. Its not for playing around with hourly updates
 to the players and pushing all that to 10's of millions of users.

 Use this feature for what its intended, and long asked for:
 Server owners near painless changing provider / server / VPS or
 whatever hosting that rare time you need to change this, and have your
 playerbase informed/moved to the new IP for your server.

 I love the new feature, it allows us to give our users that have our
 servers Favorited a good service and keep them when we need to change to a
 new host.

 I really cannot see any greater added value in having this update any
 faster. You know you going to have less players anyway when moving over to
 a new IP, and now they will come back gradually after a day, after 2 days
 everybody will be updated. Plan the transition on your lowest usage days of
 the week, and the pain is the least. I think Valve set it to 24 hours for
 keeping stuff moderate with transferring between servers, clients, keeping
 up with the stuff etc, while they measure what bandwith/CPU costs it
 generates with 10.000s of servers, and millions of users.

 So answer this: why would you want to change that often / fast of IP?

 Again, I do not see much added value, for a service you may only do use
 once in so many months. The only answers I can come up with have to do with
 trying to exploit some or whatever. Don't know, don't wanna know, and I am
 against such. I've been looking around, but not planning to move over
 within a month or so. Meanwhile letting all my players getting the ID.

   --
  *From:* Jimmy Dorry jimmydo...@gmail.com
 *To:* Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated
 Win32 server mailing list hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 15:17

 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server
 Accounts Resolve These Issues Now?

 It would be nicer for steam to push changes instead requiring the
 clients to pull.

 If you change ip, under the current scheme, you basically have to
 expect no/reduced favourited joins for 24hours.

 Sent from my iPad

 On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:

 quote: 4. Would it be possible to increase the update rate in the
 future?

 Do you plan to keep changing your IP's every day? I really don't see
 the need.

   --
  *From:* Bottiger bottige...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 26 February 2014, 2:42
 *Subject:* Re: [hlds] IP Changes  DDOS Attacks - Do Game Server
 Accounts Resolve These Issues Now?

 Thanks for the update. I have a few questions.

 1. Does the user need to be online in order to load account ids

Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread 1nsane
Not because it was a bad idea, but because when faced with losing revenue
from ads (HTML ads) and pay to win slots, the custom server people cheated
and didn't follow the rules.

Ads? What?  There were no ads back then. HTML motd had no flash support and
no javascript support either. Clearly you have no idea what you are talking
about.


On Wed, Feb 26, 2014 at 4:12 PM, Phillip Vector t...@mostdeadlygame.comwrote:

 You also claim..


 There was another situation like this long before quickplay where
 community servers were put in a custom tab. Thankfully someone at Valve
 came to their senses and removed it.

 What you forget (or more likely, decided not to mention) is that the
 reason they removed it was because several custom servers cheated their way
 out of the custom tab and onto the main tab. Not because it was a bad idea,
 but because when faced with losing revenue from ads (HTML ads) and pay to
 win slots, the custom server people cheated and didn't follow the rules.

 Also, back in Nov 1, 2011 at 7:40 PM, you said on this very list...

 To save Valve the administration overhead and abuse, and to satisfy both
 server administrators and players, I suggest dropping the server report
 function and adding either of these 2 features.

 1. Add a check-box for Valve-only/Favorites-only Quickplay servers.

 So they followed your suggestion. Why are you now complaining? What
 happened to you?



 On Wed, Feb 26, 2014 at 2:01 PM, Robert Paulson thepauls...@gmail.comwrote:

 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

 The change happened on January 23. I rest my case.

 No its not.

 Gametracker stats clearly proves this. I didn't take a screenshot of
 Gametracker before this change but I am sure most people here who visited
 Gametracker can vouch for me. Where's your proof besides your own opinion?


 On Wed, Feb 26, 2014 at 1:53 PM, davidaap1...@gmail.com wrote:

  TF2 player count dropping is proof that this decision was a mistake.
 The player experience was not improved by any significant amount from this
 change.
 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.

 It was already proved the community experience is superior to Valve
 servers.
 No its not.

 -- Original Message --
 From: Robert Paulson thepauls...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: 26-2-2014 22:27:57
 Subject: Re: [hlds] Petitioning Valve TF2 Development


  How are we responsible for communities like bets.tf using redirect
 exploits? We do not have any influence over these people. Valve is
 punishing the majority of us who did nothing wrong.

 TF2 player count dropping is proof that this decision was a mistake. The
 player experience was not improved by any significant amount from this
 change.

 It was already proved the community experience is superior to Valve
 servers. There wasn't an official server in the top 200 before this change
 and now look at gametracker. It is now dominated by official servers
 because they get all the new players. If there were 32 slot official
 servers they would also be in the top 20.

 http://www.gametracker.com/search/tf2/?query=srcdssearchipp=50.

 There was another situation like this long before quickplay where
 community servers were put in a custom tab. Thankfully someone at Valve
 came to their senses and removed it. I hope there is someone still working
 on TF2 with the good sense to remove official servers by default as well.




 On Wed, Feb 26, 2014 at 9:52 AM, Silencio Delgato 
 silenciodelg...@gmail.com wrote:

  I think there is more to the Quickplay issue than just whether or not
 QP should default to Valve servers or not. QP itself has caused a lot of
 issues and became the center of controversy ever since it came out in 2011.
 Though some of the changes that have been added recently are a step in the
 right direction, there are still many issues with this functionality that
 need to be addressed and improved upon.

 I'm all for wanting change to this functionality for the better to
 benefit everyone involved, but this petition (and please take no offense)
 seems a bit too short and vague to actually get the kind of change needed
 to make Quickplay a beneficial, reasonable, and extensible system for
 server ops and the community at large. It does not address many of the
 issues that have ended up creating this current situation we are all in and
 does not have a list of concerns or changes or anything that could be
 specifically addressed, it only has a demand and presents a solution that
 is based on an idea that we as server owners deserve players in our
 servers, which is the wrong way to go about this. And lets 

Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread 1nsane
Again you have no idea what you are talking about. Apart from not having
flash support up until the HTML motd renderer update there were very few
(if any) pay to win servers. Saigns was probably the only one. And I
don't know if it was always pay to win.

Sourcemod was very basic and lacked many of the plugins you see today. The
admin plugins of the time Mani Admin/Beetlesmod and the like were plugins
focused on administration and not providing TF2 specific pay to win
benefits. So pay to win either didn't exist or was private and on VERY
few servers.

Remember this was 6 years ago and yet you are acting like it was exactly
the same as it is today.


On Wed, Feb 26, 2014 at 4:34 PM, Phillip Vector t...@mostdeadlygame.comwrote:

 Fine then. They were losing players and losing players means they didn't
 have people to pay to win.


 On Wed, Feb 26, 2014 at 2:30 PM, 1nsane 1nsane...@gmail.com wrote:

 Not because it was a bad idea, but because when faced with losing
 revenue from ads (HTML ads) and pay to win slots, the custom server people
 cheated and didn't follow the rules.

 Ads? What?  There were no ads back then. HTML motd had no flash support
 and no javascript support either. Clearly you have no idea what you are
 talking about.


 On Wed, Feb 26, 2014 at 4:12 PM, Phillip Vector 
 t...@mostdeadlygame.comwrote:

 You also claim..


 There was another situation like this long before quickplay where
 community servers were put in a custom tab. Thankfully someone at Valve
 came to their senses and removed it.

 What you forget (or more likely, decided not to mention) is that the
 reason they removed it was because several custom servers cheated their way
 out of the custom tab and onto the main tab. Not because it was a bad idea,
 but because when faced with losing revenue from ads (HTML ads) and pay to
 win slots, the custom server people cheated and didn't follow the rules.

 Also, back in Nov 1, 2011 at 7:40 PM, you said on this very list...

 To save Valve the administration overhead and abuse, and to satisfy both
 server administrators and players, I suggest dropping the server report
 function and adding either of these 2 features.

 1. Add a check-box for Valve-only/Favorites-only Quickplay servers.

 So they followed your suggestion. Why are you now complaining? What
 happened to you?



 On Wed, Feb 26, 2014 at 2:01 PM, Robert Paulson 
 thepauls...@gmail.comwrote:

 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

 The change happened on January 23. I rest my case.

 No its not.

 Gametracker stats clearly proves this. I didn't take a screenshot of
 Gametracker before this change but I am sure most people here who visited
 Gametracker can vouch for me. Where's your proof besides your own opinion?


 On Wed, Feb 26, 2014 at 1:53 PM, davidaap1...@gmail.com wrote:

  TF2 player count dropping is proof that this decision was a
 mistake. The player experience was not improved by any significant amount
 from this change.
 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.

 It was already proved the community experience is superior to Valve
 servers.
 No its not.

 -- Original Message --
 From: Robert Paulson thepauls...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: 26-2-2014 22:27:57
 Subject: Re: [hlds] Petitioning Valve TF2 Development


  How are we responsible for communities like bets.tf using redirect
 exploits? We do not have any influence over these people. Valve is
 punishing the majority of us who did nothing wrong.

 TF2 player count dropping is proof that this decision was a mistake.
 The player experience was not improved by any significant amount from this
 change.

 It was already proved the community experience is superior to Valve
 servers. There wasn't an official server in the top 200 before this change
 and now look at gametracker. It is now dominated by official servers
 because they get all the new players. If there were 32 slot official
 servers they would also be in the top 20.

 http://www.gametracker.com/search/tf2/?query=srcdssearchipp=50.

 There was another situation like this long before quickplay where
 community servers were put in a custom tab. Thankfully someone at Valve
 came to their senses and removed it. I hope there is someone still working
 on TF2 with the good sense to remove official servers by default as well.




 On Wed, Feb 26, 2014 at 9:52 AM, Silencio Delgato 
 silenciodelg...@gmail.com wrote:

  I think there is more to the Quickplay issue than just whether or
 not QP should default to Valve servers or not. QP itself has caused a lot
 of issues and became the center of controversy ever since

Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?

2014-02-25 Thread 1nsane
Soon as I got this update all my favorites were deleted.

Anyone else had this issue happen to them?


On Tue, Feb 25, 2014 at 3:16 PM, Mike Vail supp...@boomgaming.net wrote:

 I just got a Steam Client update this morning that included the following
 in the General update notes:



 Add IP tracking to game server favorites. Favorites will automatically
 update to new server IP addresses if the game server is using a persistent
 account.



 I'm assuming that this feature is no longer just a beta client feature
 now, which is wonderful news for anyone looking to change their IP
 addess(es).









 *From:* Mike Vail [mailto:supp...@boomgaming.net]
 *Sent:* Saturday, February 15, 2014 10:49 AM
 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* [hlds] IP Changes  DDOS Attacks - Do Game Server Accounts
 Resolve These Issues Now?



 So this week for the first time since I started running Valve servers
 almost 10 years ago, I began getting ddos attacked on one of my servers.
 The datacenter null-routed the IP, which is typical in these cases. I don't
 have advanced firewall protection right now other than Windows 2008
 Firewall so I'm kinda stuck. I don't even know the nature of the attack
 because the datacenter isn't helpful at all. Wireshark hangs and crashes
 every 30 minutes so it too is useless in identifying the attack.  I also
 learned another server-op who runs a similar server is having the same
 attacks so it's likely the same guy trying to take us both down so he can
 start his own server like ours.



 So then I started thinking about these new game server accounts. My
 affected server is by no means stock. It runs a custom map, has instant
 respawn and 100% crits, which disqualifies it from Quick-play. That's fine
 but here's my question. As I read the recent thread about the new Game
 server account feature, by adding my server to a game server account, I can
 change the IP and players with it saved in their favorites will receive the
 new server IP address because their favorites will update after the IP
 change. Is this correct? If so, I should be able to change the IP after
 registering it and people should find the server through their favorites
 like before even though the server won't work with quick-play right?



 Lastly, with game server accounts becoming the norm, would it not make
 since for Valve to game servers' IP addresses from everyone in the future
 so the ability to attack them would be greatly diminished? I realize that
 dedicated attackers will always find a way to do evil, but by hiding the IP
 addresses from players, it may go a long way to reducing the frequency of
 attacks by script kiddies.



 What do you guys think?



 Happy Saturday,

 Mike

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Re: [hlds] Windows 2008R2 server hangs?

2014-02-16 Thread 1nsane
I'm seeing this as well. Except I'm not running Windows. Linux here.


On Fri, Feb 14, 2014 at 2:00 PM, big john brewskii...@gmail.com wrote:

 Im having the same problem with my windows 2008 server.


 On Thu, Feb 13, 2014 at 5:00 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Well, at least that solved the memory leak problem ;)

   --
  *From:* Jason Tango jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Thursday, 13 February 2014, 5:35
 *Subject:* [hlds] Windows 2008R2 server hangs?

 Hello,

 Has anyone seen an increased amount of TF2 servers hanging since the
 last couple of patches on Windows 2008R2 servers?

  I've been having 2 or 3 of these a day now (mostly payload  dustbowl
 maps), when I had gone for quite a long time without having that problem.

 Server specs:

 Windows 2008R2
 Intel Xeon 1230
 16GB ram

 CPU is at less than 25% when all server are full (only 4 servers running
 on each box at the moment)

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Re: [hlds] TF2 lost connection to the item server

2014-02-15 Thread 1nsane
This was a valve issue yesterday. There were plenty of complaints on the
steam forums like this:
http://forums.steampowered.com/forums/showthread.php?t=3224774




On Sat, Feb 15, 2014 at 11:38 AM, Weasels Lair wea...@weaselslair.comwrote:

 Definitely seemed yesterday to be rather wide-spread.  But one wierd thing
 I noticed yesterday was how it was effecting some of my servers, but not
 ALL of them:
 [*] I have THREE TF2 server instances are on the same IP address (on
 Linux).
 [*] No changes to firewalls or really anything recently.
 [*] Both game/host/server port and Steam port are specified at
 command-line for each instance.  Client port currently dynamic/automatic.
 [*] TWO of those THREE server instances were perfectly fine.
 [*] ONE instance (the most heavily used of course) was giving players the
 can't find an item server stuff.
 [*] All the on-line tools I have checked (http://steamstat.us/,
 http://status.tf2lists.com/, etc.), show the items servers were up?  I
 checked that first, otherwise I wouldn't have even bothered to post to the
 list.
 [*] I noticed that same ONE server instance (that was NOT working), was no
 longer accepting or using the tf_server_identity_account_id and
 tf_server_identity_token values. When I did as status command on the
 console it said ...

 account : not logged in (No account specified).

 [*] For the TWO server instances that WERE working - they showed that they
 were successfully logged-in.

 That leads me to suspect that some of this may have had something to do
 with the process of replacing the old TF2 server registration system with
 the Steam (sv_setsteamaccount) registration system?  Maybe some upgrade or
 conversion process going-on at the back-end?  I would hope that would not
 have done that in a way that breaks the item server stuff?

 If not that, then I guess it's just another random/mysterious Item Server
 event - The Valentine's Day Item Server Massacre?


 On Sat, Feb 15, 2014 at 4:55 AM, Alexander Kolev sashko...@gmail.comwrote:

 Our servers are running on Windows and there is no problem with the
 firewall...i think something is bugged with the connection on the ports.
 For example, i am having two servers but the first one is running fine with
 vac/items but the 2nd which has different port is running without vac and
 items :( Thanks for the help in advance! :)


 2014-02-15 14:15 GMT+02:00 Valentin G. nextra...@gmail.com:

 Are you guys on Linux or Windows? Any special firewall configurations
 you might need to check?

 I've left the steamport command line options in there when it recently
 broke on Linux, maybe you can try that out. I haven't had any issues
 in the recent days.


 And Mtvnoob: What would this mailing list be for otherwise? If you
 don't want hlds/scrds related discussion in your inbox then why are
 you even subscribed to this list? Subscribe to hlds_announce if you
 only want the update notifications.


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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread 1nsane
Yes.


On Fri, Feb 7, 2014 at 6:39 PM, Saint K. sai...@specialattack.net wrote:

 I'm confused.



 Do I need a unique key for each server for the sv_setsteamaccount value?



 Saint K.

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, February 07, 2014 10:42 PM

 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 You'll need one token per server.  The logon only accepts the token, so
 the token serves as account+password.



 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Gamers Exile
 *Sent:* Friday, February 07, 2014 1:40 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 I'm unsure if this is a generate 1 token for upto 50 servers or 50
 individual tokens?



 Anyone?



 Thanks GE



 Sent Via Pigeon

 *From: *Silencio Delgato

 *Sent: *Friday, February 7, 2014 2:32 PM

 *To: *Half-Life dedicated Win32 server mailing list

 *Reply To: *Half-Life dedicated Win32 server mailing list

 *Subject: *Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 Thank you very much Ross, I'll be sure to use this when I finally get some
 time to myself later today.



 On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

 er... registering a server using an API key for my last post.  Whoops.



 On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
 yourkey
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
 

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login 

Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
Personally I have plenty of hidden slots so no one ever needs to get kicked.

But what's to prevent someone from kicking players who joined through the
server browser instead and leave quickplay players alone?

Does this satisfy the requirements? And if not, who would even know how
this works? How can valve possibly figure this out? How is this different
from what we had with the previous quickplay implementation?

It would be really unfortunate if the people who followed these rules ended
up with a disadvantage because valve doesn't enforce it. Worse yet I'd hate
it for valve to take more nuclear action to deal with it and punish all
those who follow the rules.

I hope there's more to this than we are seeing at the moment. But who
knows... All I know is that there's a 100% chance someone will abuse this
system regardless of what valve says. Will we end up being punished again
because of what those people do?


On Thu, Feb 6, 2014 at 2:48 AM, Yun Huang Yong gumby_li...@mooh.org wrote:

 Not specifically but I'd suggest the main reason for wanting to qualify
 for Quickplay is to keep servers filled. From that POV those Quickplay
 players *are* valuable to your community. You shouldn't turn around and
 punt them because their job is now done.

 For newer players -- the typical Quickplay user -- it's a pretty confusing
 and negative experience. I get kicked for... playing the game like everyone
 else?

 Personally I've never liked reserved slots, and it was one of the reasons
 I started my servers. Either I am a valued member of your community and you
 treat me with the same basic respect as everyone else (assuming I behave
 appropriately), or I'm not. Don't use me to populate your servers then
 throw me away.


 On 6/02/2014 6:25 PM, Doctor McKay wrote:

 It's not like people discriminate against Quickplay users when
 determining someone to kick for a reserved slot. It's not unreasonable
 for donors to be given priority access to the server that they are
 financially supporting (same with admins as they're supporting it with
 their volunteer efforts).


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



 On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong gumby_li...@mooh.org
 mailto:gumby_li...@mooh.org wrote:

 I think the spirit of the Kicking players to make room for reserved
 slots item is really about treating Quickplay players with respect.

 i.e. don't treat Quickplay players simply as seat warmers until your
 regulars/donors/admins feel like joining into a full server
 populated because of Quickplay.

  From an enforcement POV there are obviously ways around many of
 the Quickplay disqualification modifications. For this one it would
 be pretty easy to tell by simply looking at the relevant groups'
 donor perks.

 Of course some groups may attempt to subvert the system by secretly
 have such a feature but not advertise it but that's a reasonable
 outcome - if it makes it harder for server owners to do undesirable
 things (such as selling reserved slots) that's still a win.


 On 6/02/2014 5:20 PM, Andreas Grimm wrote:

 ... Kicking players to make room for reserved slots

 How does this check work?

 What happens, when an admin kicks a player for flaming and that
 player
 reports the server with they kicked me to make room for
 reserved slots?

 Same with plugins like anti cheat - Our anti cheat system stores
 dectected cheaters in a database and it kicks the players when
 they
 connect to a server of our network or when they use cheats while
 playing. Usually we also send a kick message like you are
 banned for
 using cheats bla bla, but a kicked player could easily say
 they make
 room for reserved slots

- Andreas

 *From:*hlds-bounces@list.__valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-bounces@list.__valvesoftware.com

 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
 *Fletcher Dunn
 *Sent:* Thursday, February 06, 2014 12:52 AM
 *To:* Half-Life dedicated Win32 server mailing list

 (hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com); Half-Life dedicated Linux
 server mailing
 list (hlds_linux@list.__valvesoftware.com
 mailto:hlds_li...@list.valvesoftware.com);
 hlds_announce@list.__valvesoftware.com
 mailto:hlds_annou...@list.valvesoftware.com

 *Subject:* [hlds] Important changes to TF2 coming soon


 There are some changes coming that TF2 server operators should
 know about.

 CHANGES TO QUICKPLAY

 --__-


 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay
 search, but
 instead of 

Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
It was crap anyway really. Make a new server put fakeplayers on it and you
are the top. Doesn't matter how overloaded or otherwise laggy the server
might be.


On Thu, Feb 6, 2014 at 10:16 AM, E. Olsen ceo.eol...@gmail.com wrote:

 I've been saying for some time that adding community stamps to the
 system (that would work in a similar way to the map stamps) would be a nice
 way to give back to communities who have been supporting the game for a
 long time. ;-)

 As for the reserved slot thing - I can see it from Valve's point of view,
 but I still think it's misguided and asking a bit much. You don't reward
 people who are financially supporting your infrastructure by telling them
 they have to stand in line to use the very hardware they're paying for.
 We've been using reserved slots this way for 6 years now, with nary a
 complaint (and rarely a kick, since we keep two slots hidden for supporters
 to direct connect to).

 At any rate - unless/until the Valve servers by default is changed to
 simply the best server matching the search criteria, then the trickle of
 traffic quickplay will send community servers makes the whole discussion
 moot. It also saddens me that the whole server scoring system has been
 thrown out - it seemed like such an elegant way to allow the best servers
 to rise to the top.

 I hope you guys realize how hard you're making it for community servers to
 survive in the long-term, and find a better middle ground than this.


 On Thu, Feb 6, 2014 at 8:23 AM, ED-E e...@chello.at wrote:

 I don't want to turn off some of my wacky features (most of them
 cosmetic, some of them not) and some even useful features (like SMAC, AFK
 Manager, Sniper/Spy limits on blue on certain cp/pl attack maps) to obey
 all the strict rules of Quickplay, just to run a moderated vanilla server
 for Valve for free.



 Since this announcement was again a straight forward Deal with it
 message with no discussion (at least here with participation from Valve)
 beforehand, I go on to remove my servers from it. We are a little community
 with mostly custom servers, so it really doesn't matter for us or Valve to
 give a f



 However I suggest Valve to help the other server owner who provide a
 moderated vanilla experience to find a way to compensate them. Like players
 who have these servers in their favorites (and play on them) to share even
 a small monthly income to help these owners (like you do for hat/map
 makers). On the long rung it's probably cheaper for you (overall) and an
 even a better experience for new players.



 Kind regards

 ED-E





 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Doctor McKay
 *Gesendet:* Donnerstag, 06. Februar 2014 09:37
 *An:* Half-Life dedicated Win32 server mailing list
 *Betreff:* Re: [hlds] Important changes to TF2 coming soon



 An update has been released.



 - Removed the ability for servers to kick arbitrary players




 Dr. McKay

 www.doctormckay.com

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
Is the limit for registering servers in the new system going to be the same
as with the current one (100 servers)?

Also providing there is a limit at all will the limit be global (per
account) or per game?



On Thu, Feb 6, 2014 at 2:05 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Oops, sorry.  That's a work in progress and shouldn't have blocked
 anybody.  I'll fix that now.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Chris Oryschak
 *Sent:* Thursday, February 06, 2014 10:50 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 account : not logged in  (In order to log into your gameserver account,
 you need to confirm that you have ready the latest policy.

 See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513for 
 more information.)



 How do i confirm?  The new method isn't being pushed out till the next
 update?  Also there is a typo ready.







 On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. nextra...@gmail.com wrote:

 That's how we have always done it, and Fletcher said this is pretty
 much how it should be done. Players don't get matched to a 24/24
 server even if there are hidden slots.


 On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.net wrote:
  Quickplay will still respect sv_visiblemaxplayers, right? So if we run a
 32-slot server with visiblemaxplayers at 24, quickplay would never give us
 a 25th player?
 
  Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via
 console -- that would meet the new criteria? Quickplay would never try to
 stuff a player into a reserved slot, and Sourcemod would never kick a
 player who's already playing, only those trying to join via console.
 
  As it has been mentioned by others, it sounds like this would be very
 hard to enforce, as someone from Valve would have to manually investigate
 reports of violators. We still want to play by the rules, though, and the
 more I think about it I agree with the rationale -- if you've been matched
 to a server which then seemingly at random kicks you for Slot Reservation
 that is indeed a bad player experience. (Though one which has certainly
 encouraged some of our players to donate to us).
 
   - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
At all? Or is what Fletcher said earlier regarding Arena still valid?
We don't have an option to search for it explicitly, but there is a don't
care option.


On Thu, Feb 6, 2014 at 2:38 PM, Jacob Urman jac...@valvesoftware.comwrote:

  The list has been updated and categorized. Arena, Degroot Keep and Hydro
 do not qualify for Quickplay.



 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Wednesday, February 05, 2014 9:30 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Process, Snakewater, and Standin are listed in the
 mapcycle_quickplay_cp.txt that ships with the game, so it's safe to bet
 that they're Quickplay-eligible. Degroot Keep and Hydro are not eligible,
 nor are any Arena maps.




 Dr. McKay

 www.doctormckay.com



 On Wed, Feb 5, 2014 at 11:50 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps

 Is the omission of these maps deliberate?

 cp_degrootkeep

 cp_process_final
 cp_snakewater_final1
 cp_standin_final

 tc_hydro

 We run a full rotation server so am wondering if I should remove these
 maps for Quickplay...

 Yarr! goosmurf
 http://steamcommunity.com/id/goosmurf/



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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
Will we be able to see which token is assigned to which ip once the
interface for managing steam game servers is up?
This can't be done with the current TF2 registration system far as I recall.


On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  The two accounts (Steam vs TF) currently serve different purposes.  So
 for now you can just your Steam account for favorites migration, but not
 your TF account, which is currently only needed for quickplay.  Eventually
 that won't work when we delete the TF accounts, so if you want to run with
 options not allowed in quickplay, you'll just need to opt out of
 quickplay.  The FAQ article explains how.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the idea of
 linking my non-QP server to my account to take advantage of the favorites
 functionality, but this server is not (and most likely never will be)
 eligible for QP as it runs a custom map and a few other things like res
 slots. If I link this server, will this or my other QP eligible servers be
 banned from TF2?



 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Resetting token is planned if not already implemented.



 We don't have anything planned to transfer server ownership at the moment.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will here be a way to transfer servers between accounts? Also, will here
 be a way to re-generate access token for existing server?



 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com:

  Max 50 steam gameserver accounts per user account.

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
And another question :P

'Once you have a gameserver login token, you can specify your login
credentials on a Source engine server by executing this console command
sometime before it loads the first map:
sv_setsteamaccount login token

Does this mean adding it to the server.cfg file is too late?


On Thu, Feb 6, 2014 at 3:21 PM, Tony Paloma to...@valvesoftware.com wrote:

  The IGameServersService/GetServerIPsBySteamID API can be used for this.
 The server_steamids parameter is an array of steam IDs, so pass them in
 like:


 http://api.steampowered.com/IGameServersService/GetServerIPsBySteamID/v0001?key=keyhereserver_steamids[0]=85568392920039425



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, February 06, 2014 11:57 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will we be able to see which token is assigned to which ip once the
 interface for managing steam game servers is up?

 This can't be done with the current TF2 registration system far as I
 recall.



 On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 The two accounts (Steam vs TF) currently serve different purposes.  So for
 now you can just your Steam account for favorites migration, but not your
 TF account, which is currently only needed for quickplay.  Eventually that
 won't work when we delete the TF accounts, so if you want to run with
 options not allowed in quickplay, you'll just need to opt out of
 quickplay.  The FAQ article explains how.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the idea of
 linking my non-QP server to my account to take advantage of the favorites
 functionality, but this server is not (and most likely never will be)
 eligible for QP as it runs a custom map and a few other things like res
 slots. If I link this server, will this or my other QP eligible servers be
 banned from TF2?



 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Resetting token is planned if not already implemented.



 We don't have anything planned to transfer server ownership at the moment.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will here be a way to transfer servers between accounts? Also, will here
 be a way to re-generate access token for existing server?



 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com:

  Max 50 steam gameserver accounts per user account.

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
Yeah... easy enough for me to do. But what about those who might not have
full control over their startup cmd line?


On Thu, Feb 6, 2014 at 3:44 PM, ics i...@ics-base.net wrote:

 Put it in server start line. That's what i did.

 -ics

 1nsane kirjoitti:

 And another question :P

 'Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:
 sv_setsteamaccount login token

 Does this mean adding it to the server.cfg file is too late?


 On Thu, Feb 6, 2014 at 3:21 PM, Tony Paloma to...@valvesoftware.commailto:
 to...@valvesoftware.com wrote:

 The IGameServersService/GetServerIPsBySteamID API can be used for
 this. The server_steamids parameter is an array of steam IDs, so
 pass them in like:

 http://api.steampowered.com/IGameServersService/
 GetServerIPsBySteamID/v0001?key=keyhereserver_steamids[0]
 =85568392920039425
 http://api.steampowered.com/IGameServersService/
 GetServerIPsBySteamID/v0001?key=keyhereserver_steamids%
 5b0%5d=85568392920039425

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, February 06, 2014 11:57 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will we be able to see which token is assigned to which ip once
 the interface for managing steam game servers is up?

 This can't be done with the current TF2 registration system far as
 I recall.

 On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
 fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com

 wrote:

 The two accounts (Steam vs TF) currently serve different purposes.
 So for now you can just your Steam account for favorites
 migration, but not your TF account, which is currently only needed
 for quickplay. Eventually that won't work when we delete the TF
 accounts, so if you want to run with options not allowed in
 quickplay, you'll just need to opt out of quickplay. The FAQ
 article explains how.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com

 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
 *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the
 idea of linking my non-QP server to my account to take advantage
 of the favorites functionality, but this server is not (and most
 likely never will be) eligible for QP as it runs a custom map and
 a few other things like res slots. If I link this server, will
 this or my other QP eligible servers be banned from TF2?

 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn
 fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com

 wrote:

 Resetting token is planned if not already implemented.

 We don't have anything planned to transfer server ownership at the
 moment.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis
 Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will here be a way to transfer servers between accounts? Also,
 will here be a way to re-generate access token for existing server?

 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com:


 Max 50 steam gameserver accounts per user account.

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Re: [hlds] Mediated Discussion about Quick play change

2014-02-05 Thread 1nsane
Why do people keep bringing Pinion up? It has nothing to do with this.
Pinion hosts OFFICIAL servers for CS:GO and L4D2 (yes with ads). Pinion
requested HTML5 and that happened too. They wouldn't be partners if Pinion
did something wrong.

The actions taken by valve were never against Pinion or servers running
Pinion. But rather against those who spammed ads (Pinion doesn't allow this
and there's more than one place to get ads from) and used
fakeplayers/exploits to force ads on players.


On Wed, Feb 5, 2014 at 9:06 AM, Jason Tango jtrun...@outlook.com wrote:

 SO - we're a little over a week into this, and here's what we've noticed:

 Our 32-player and custom servers are doing relatively fine (although they
 certainly take longer to fill up in the morning, and empty out much earlier
 at night), but it is our 24-slot vanilla servers that are really suffering.
 They still fill up, but only stay full for about 1/3 of the time they
 normally did (all had/have high scores according to the system as well). At
 this point, if the traffic to the Vanilla servers continue to decline, I
 can see us turning them off all together in 6-8 weeks or so.

 The tragedy with that is that players who want to play Vanilla, but don't
 wish to deal the non-Administered Valve servers filled with low-skilled,
 screaming, 12 year-olds (not to mention all the rampant hackers) are going
 to start running out of places to play, and I can't see that being good for
 the game in the long run.

 I suppose my biggest issue with this drastic action that Valve has taken
 is the fact that not only could it have been prevented, *but that they
 took no steps to do so in the first place.*

 For example, in Fletcher's quoted response above, he states that *But
 the player experience was really bad and we felt it called for some
 immediate action.* That's all well and good, but here's the problem -
 they never clearly defined what they considered a bad experience.

 Now, I'm sure we can all *guess* what they mean (the truly terrible
 video/audio ads, the pay to win premium crap, etc.), but since they never
 clearly stated these are things we don't want in Quickplay , they've
 taken this heavy-handed approach to enforce a code of conduct that they
 were *NEVER clear about in the first place*.

 Don't get me wrong - I think Pinion Ads (and their ilk) and all the pay
 to win servers have absolutely NO PLACE in quickplay, and never should
 have been allowed to flourish in the first place - but againwhen Valve
 sits back for over a year while this is all happening, allows it to not
 only continue, but grow -  all without ever coming out with a well-defined,
 documented policy that says *none of this, this or this on qucikplay
 enabled servers*, only to then apply a blanket punishment that lumnps
 all the good server operators who have NEVER run any of that crap in with
 all the bad, then they are not only enforcing a set of rules that *DID
 NOT AND STILL DO NOT EXIST*, but they are doing so in such a blunt, ham
 fisted way as to hurt the very game they are trying to save.

 Why not, instead, simply do the right thing? Why not come out with a
 revised Quickplay policy that is stricter and more clear as to what they DO
 want in quickplay, and simply tell server operators that they have X amount
 of days to comply, or be thrown out of quickplay permanently?

 As it stands - this drastic action is tantamount to penalizing people for
 law(s) that are not even on the books, and grouping all non-offenders in
 with the offenders simply because they do not wish to take the time and
 effort to do the right thing.

 When it comes to gaming, I've always thought of Valve as the smartest
 guys in the room, and this is, quite frankly, not worthy of them. It is
 choosing an easy wrong over a hard right, and it needs to be fixed in days,
 not months.

 Do the right thing, Valve - you're better than this.

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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
Will Arena be an option as well now?


On Wed, Feb 5, 2014 at 7:25 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hiya Fletcher,

 You mentioned: * We've added an advanced options page that allows players
 to opt into the most commonly-requested non-vanilla rules changes: nocrits,
 maxplayers, and instant respawn.

 Will you include fast respawn (i.e. respawntimes) in that as well?


 On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair wea...@weaselslair.comwrote:

 Holy almost-name-resolution Batman!

  Gameserver accounts are now a Steam feature.
  The feature is currently in beta.
 
  Using a steam gameserver account provides one
  important advantage right now: client favorite lists
  are keyed by the Steam account if present.
  This means that you can move your server to
  another IP address, and clients who have your
  server in their favorites or history will follow you
  to your new location.

 Been waiting from something like this (for years).
 Thanks!

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Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
Surely that's not a legitimate question? Playing as a sentry buster is
definitely not stock TF2.


On Thu, Feb 6, 2014 at 1:05 AM, Andreas Grimm l...@gmx.net wrote:

  ...Modifying stock maps, models, or materials



 Q: Does that include changing setup timers and round timers, too?

 Q: Is it still allowed to remove entities in stock maps which cause a high
 server crash rate due to no free edicts, when there are 32 people playing?



 ...Giving or selling gameplay advantage to players



 Q: Is round end immunity an advantage?

 Q: Are character plugins like Playing as Sentrybuster allowed? It
 changes the gameplay of a player, but it isn't really an advantage compared
 to the others.



 - Andreas





 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Thursday, February 06, 2014 12:52 AM
 *To:* Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list (hlds_li...@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 *Subject:* [hlds] Important changes to TF2 coming soon



 There are some changes coming that TF2 server operators should know about.



 CHANGES TO QUICKPLAY

 ---



 The next TF2 update will make two changes to quickplay:



 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.

 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.



 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.



 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.



 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 STEAM GAMESERVER ACCOUNTS

 -



 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.



 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.



 CREATING AN ACCOUNT:



 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:

 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/



 The POST arguments should be:

   appid=440 (for Team Fortress)

   key=your WebAPIKey



 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)



 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.



 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:


 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkey
 



 LOGGING IN TO YOUR ACCOUNT (TF only for now):



 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:



 sv_setsteamaccount login token



 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)



 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
But will this even be enforced? Because for the longest time ever there
were servers on quickplay with quick respawn, modified crits and so on. It
was never enforced. But things like fast respawn are usually enjoyed by
players and so they make these servers more popular. But they do turn the
game into TDM, which is definitely not what valve wanted quickplay players
to experience.

So will the servers that remove tags or otherwise modify the game and still
receive quickplay traffic be punished?


On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong gumby_li...@mooh.org wrote:

 I think the spirit of the Kicking players to make room for reserved
 slots item is really about treating Quickplay players with respect.

 i.e. don't treat Quickplay players simply as seat warmers until your
 regulars/donors/admins feel like joining into a full server populated
 because of Quickplay.

 From an enforcement POV there are obviously ways around many of the
 Quickplay disqualification modifications. For this one it would be pretty
 easy to tell by simply looking at the relevant groups' donor perks.

 Of course some groups may attempt to subvert the system by secretly have
 such a feature but not advertise it but that's a reasonable outcome - if it
 makes it harder for server owners to do undesirable things (such as selling
 reserved slots) that's still a win.


 On 6/02/2014 5:20 PM, Andreas Grimm wrote:

 ... Kicking players to make room for reserved slots

 How does this check work?

 What happens, when an admin kicks a player for flaming and that player
 reports the server with they kicked me to make room for reserved slots?

 Same with plugins like anti cheat - Our anti cheat system stores
 dectected cheaters in a database and it kicks the players when they
 connect to a server of our network or when they use cheats while
 playing. Usually we also send a kick message like you are banned for
 using cheats bla bla, but a kicked player could easily say they make
 room for reserved slots

   - Andreas

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Thursday, February 06, 2014 12:52 AM
 *To:* Half-Life dedicated Win32 server mailing list

 (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list (hlds_li...@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 *Subject:* [hlds] Important changes to TF2 coming soon


 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY

 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the
 user with an ordered list of about 20 servers and lets them pick.  This
 gives players much of the convenience of quickplay by finding servers
 with a good ping and players on them, but also an easy way to express a
 preference over the map, server community, etc.

 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits,
 maxplayers, and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any
 of the supported modifications, then they must land on a community
 server, since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS

 -

 Gameserver accounts are now a Steam feature.  The feature is currently
 in beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.
 This means that you can move your server to another IP address, and
 clients who have your server in their favorites or history will follow
 you to your new location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:

 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:

appid=440 (for Team Fortress)

key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.
 This key is an authentication token in some respects and makes it
 possible to do certain actions on your 

Re: [hlds] Feedback: tf_quickplay_pref_community_servers ( def. 0 ) == Valve Servers Only

2014-01-25 Thread 1nsane
New players were getting valve servers in the beginning anyway. That was
the advantage that valve servers always had.


On Sat, Jan 25, 2014 at 7:41 AM, Phillip Vector t...@mostdeadlygame.comwrote:

 New players, should for their first experience with the game, play it
 vanilla. If they want to enable 32 player fast respawn no crits
 koth_nippletwister, then they are intelligent to uncheck a box. But by
 default, it should be the game the way Valve intends for it to played.

 When was the last time you bought a game and even before playing it, you
 installed so many mods that it didn't resemble the game anymore?

 As for those people who run Vanilla servers that are saying they put in
 the proper tags, as we have seen, the tags can be manipulated and are not
 trustworthy.


 On Sat, Jan 25, 2014 at 12:40 AM, Andreas Grimm l...@gmx.net wrote:

  Hello,



 I am not an english native speaker, so I keep it short just give a
 feedback about the new client convar tf_quickplay_pref_community_servers.



 tf_quickplay_pref_community_servers = 0 ( def. 0 )

  - 0=Valve only, 1=Community only, 2=Either



 This convar decides, if our client's quickplay searches for valve
 servers, community servers or for both.



 In general, I think it was a good idea to add that offical servers only
 option to the quickplay menu.

 I guess, that there were a lot of people requestion that.



 But I think, that this option shoudln't be enabled by default.



 People can disable custom download content, when they don't like it (
 cl_downloadfilter ), people can disable html motds, when they don't like it
 ( cl_disablehtmlmod ) it and they should be able to disable community
 servers in quickplay, when they don't like it.



 It just feels wrong, that this convar is set to 0 by default. It's like
 a punch against all community members who try to create something or spend
 a lot of time and work to keep the TF2 playerbase and creativity alive. It
 also creates the false impression, that community servers are bad and
 shouldn't be used anymore.



 All I can say is, that I would appreciate it very much, when you@Valvechange 
 the default value of tf_quickplay_pref_community_servers from 0
 back to 2.

 The offical Valve servers are back and the option to disable community
 servers is there too, isn't that enough for the moment?



 Thanks for reading  regards

  - Andreas

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Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread 1nsane
Unfortunately valve doesn't really need us anymore. They can't monetize
maps or custom game modes. Once quickplay was added with its preference for
certain noob friendly maps a number of valve's own maps (and game modes)
stopped being played. You'd think they would want more variety so players
stick around for longer. Other online FPS games tend to rotate through all
their maps.

At this point the only important part of the user generated content for
them is the item creators as they make the money. But this seems to be
shortsighted, like you said custom maps and custom game modes that valve
previously loved to take and add officially to their games will now become
a rarity.



On Fri, Jan 24, 2014 at 6:17 AM, E. Olsen ceo.eol...@gmail.com wrote:

 Agreed.

 It's one thing to make such a drastic change, it's another to re-route
 40-50% of all TF2 traffic away from every non-valve server on the planet in
 one fell swoop. If this change stands as-is, there's not a single server
 operator on the planet that will be able to launch a new vanilla server (or
 almost any kind of server, for that matter), because unless a server
 already has a following, it will never be able to build up the momentum
 when less than half the player base will even be able to find it.

 Here's the thing, folks:

 It's been proven time and time again that Mods extend the lifetime of a
 game (look at what Day Z did last year for Arma 2). The diversity of TF2 is
 what has kept it going all these yearsyet a change like this actively
 steers half (or more) of the current playerbase, and probably the vast
 majority of *every* new player AWAY from ever finding a custom map, mod,
 or game mode.

 If official valve vanilla is all you want - then this change is
 wonderful for you (and you should have that option), but should this
 remain the default setting that every client is now set to, Valve has
 hastened along the death of the very game they are trying to protect.

 Why would anyone even bother creating a map for TF2 now? How would it ever
 see any kind of significant traffic?

 How about custom game modes? We were hosting a King of the Hill server
 (using custom maps made for that game mode) for over a year BEFORE it
 became an official game mode with official maps - think anyone will or
 would be able to throw up a new server or game mode under these conditions?

 I think we all understand why Valve thinks they had to do this - all the
 Pinion Profiteers made them think this was necessary - but make no
 mistake, these were problems that were CREATED by quickplay in the first
 place, so in one fell swoop, Valve has not only created the problem, but
 they have used the same system that created it to essentially throw out all
 the good servers with the bad. Any non-valve server that does not already
 have a significant amount of regulars will now die on the vineand
 there won't be any new non-valve servers going up to replace them.

 It's a shame, folks. This change effectively takes the community out of
 TF2, and turns it into just another random, casual, anonymous FPS.

 It's was a rarity already to have a game that was 7+ years old that still
 had new clans and communities forming around it - but a change like this
 will make it all but impossible for any new TF2 communities to even get
 started.


 On Fri, Jan 24, 2014 at 4:55 AM, Emil Larsson ail...@gmail.com wrote:

 I wouldn't had mind the valve only server option, but it shouldn't be the
 default certainly. We're also certainly noticing a decrease of players now,
 and I just feel punished for playing by the rules.


 On Fri, Jan 24, 2014 at 3:38 AM, Stephen A. Yates syate...@cfl.rr.comwrote:

 I am not trying to start shit… I am just stating my opinion. Quickplay
 has been killing our servers for a long time.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lyrai
 *Sent:* Thursday, January 23, 2014 9:25 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 It looks like that community's servers were already shutting down due to
 admin burnout. Nothing related to this in any way. Maybe just an attempt to
 start shit.



 On Thu, Jan 23, 2014 at 6:20 PM, Ragorism ragor...@gmail.com wrote:

 That's why it's called an 'option', you fucking mongoloid.



 On Thu, Jan 23, 2014 at 8:08 PM, Stephen A. Yates syate...@cfl.rr.com
 wrote:

 Really?


 - Add quickplay option to only connect to official Valve servers

 We have been running Vanilla 24 player servers since the month after the
 launch of Orangebox. Valve did not seem to have an issue with us when we
 were helping to build the TF2 community. This should pretty much put an
 end
 to new players finding their way to our servers and community.

 Thanks Valve. Enjoy your cash.

 We will be closing our community down at the end of this month.

 Peace out.

 -SpikerNoob





 

Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread 1nsane
That's good. But its a Friday so there should be extra people playing and
this change just went into effect.

Lets see what effect this has on attracting new players to our servers in
the near future.


On Fri, Jan 24, 2014 at 1:41 PM, ics i...@ics-base.net wrote:

 Yeah, even that would have been better option.

 But for quick update, 90/96 players and _one_ through quickplay. Rest
 serverbrowser_favorites, serverbrowser_history, serverbrowser_internet,
 serverbrowser_friends and steam.

 -ics

 Doctor McKay kirjoitti:


 I agree. The checkbox should read Include community servers instead as
 long as it's going to be a default.

 Even as it is, the label is incredibly misleading. Official servers
 only. Even if I'd been playing the game for a month I wouldn't uncheck it
 because it seems to imply that it's bad. What could an unofficial server
 mean? Does unofficial mean that it doesn't have VAC? Are unofficial servers
 those that haven't received some stamp of approval?

 On Jan 24, 2014 12:30 PM, ED-E e...@chello.at mailto:e...@chello.at
 wrote:

 I agree.

 While I can understand why they added this option, why enable this
 by default? Reverse it as Including Community servers and enable
 it by default. Since the way it is now, it doesnt make any sense
 anymore to press the Quickplay rules on us.

 Another thing would be to make a separate Community Mod's
 quickplay option for custom mods which have a certain server tag
 in them (like FreakFortress or Randomizer and so on).

 Even though we server owners invest more time and effort than any
 of the hat and map makers out there, we don't get a single dime
 from Valve. All we get is rules and punishments. And I don't even
 have pinion or ads in general on my server to deserve this.

 Am 24.01.2014 17:42, schrieb ics:

 This is my opinion as well. Communities slowly start dying
 because their regulars cannot go to a populated server to play
 on when they have time to play themselves. The regulars get
 things started but quickplay was nice filling of the servers.

 67/96 players now on the regular servers, and not a single
 quikcplay player. All players through favorites, history or
 steam. Used to be 10-20% quickplay for us.

 -ics

 Lucas Wagner kirjoitti:

 This exactly.

 In my experience, quickplay was useful for filling servers
 after you had 12-14 players on it, and retaining already
 full servers. Regulars are what makes your server
 successful, but quickplay can help bridge gaps of
 inactivity by your loyal player base. This option will
 only reduce the referrals (it remains to be seen how much)
 meaning that seeding efforts will require players to stay
 longer and servers will be more fragile and susceptible to
 depopulation. It will add volatility to a lot of
 communities and I'll be watching how their servers fare in
 the weeks to come.



 On Fri, Jan 24, 2014 at 9:32 AM, 1nsane
 1nsane...@gmail.com mailto:1nsane...@gmail.com
 mailto:1nsane...@gmail.com mailto:1nsane...@gmail.com

 wrote:

 Unfortunately valve doesn't really need us anymore. They can't
 monetize maps or custom game modes. Once quickplay was
 added with
 its preference for certain noob friendly maps a number of
 valve's own maps (and game modes) stopped being played. You'd
 think they would want more variety so players stick around for
 longer. Other online FPS games tend to rotate through all
 their maps.

 At this point the only important part of the user generated
 content for them is the item creators as they make the
 money. But
 this seems to be shortsighted, like you said custom maps and
 custom game modes that valve previously loved to take and add
 officially to their games will now become a rarity.



 On Fri, Jan 24, 2014 at 6:17 AM, E. Olsen
 ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com
 mailto:ceo.eol...@gmail.com

 mailto:ceo.eol...@gmail.com wrote:

 Agreed.

 It's one thing to make such a drastic change, it's another to
 re-route 40-50% of all TF2 traffic away from every non-valve
 server on the planet in one fell swoop. If this change stands
 as-is, there's not a single server operator on the planet that
 will be able to launch a new vanilla server (or almost any
 kind of server, for that matter), because unless a server
 already has a following, it will never be able to build up the
 momentum when less than half the player base

Re: [hlds] [hlds_announce] Mandatory TF2 update released

2013-12-19 Thread 1nsane
This does not look legit.


On Thu, Dec 19, 2013 at 11:25 PM, Peter Jerde peter-h...@jerde.net wrote:


 On Dec 19, 2013, at 22:13, Eric Smith er...@valvesoftware.com wrote:

  We've released a mandatory TF2 update.

 It seems to be taking an awfully long time to actually come out...

  Full log here.
  http://www.teamfortress.com/post.php?id=2262

 That URL is to a blog post from 2009.

 Color me confused. I have all my servers shut down, and players asking me
 why.

  - Peter
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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread 1nsane
Yes. All the server browser tabs and a bunch of other things.


On Tue, Nov 12, 2013 at 2:08 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how their
 clients are connecting to their server.  The latest TF update added a new
 client convar, cl_connectmethod, that contains a string value that
 indicates how the client connected to your server.  It's sent in the same
 way as cl_rate and others, and a plugin should be able to access this
 information.  It will be empty if joined directly through a console
 connect command.  I apologize that I don't have the list of values at
 hand, but I'm sure some helpful server operator or plugin author will post
 the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required to
 secure it is not trivial.  Without too much effort a client could send you
 pretty much any string they want.  So this is best used for general
 reporting purposes and understanding where your players are coming from,
 not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, DoD:S,
 and HL2:DM in the next update for those games.
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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
There wasn't much point to running MvM servers before. Even less so now it
seems.

Not like you can make a community around stock MvM.


On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

 I imagine many communities will close up on using TF2 Quickplay, whether
 they will successfully move to a different game or game mode is another
 question though. I'm switching from having 23 Mann vs Machine servers to
 trying Slender Fortress. If servers switch to being non-reliant on
 Quickplay then in my view that's partly good, as Quickplay from day one was
 a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.

 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).


 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions resulting
 in my small community of players being able to play on servers setup the
 way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for my
 community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being met
 each month. But when i added them to the quickplay pool, i was then able to
 use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest
 idea


 I will NOT pay for these servers out of my own pocket, nor will i beg for
 money from my free community


 So thanks valve, you successfully killed my community, i guess my members
 will move to some other community... the Skial scum maybe?




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



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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
Good old fashioned community building would be great if quickplay didn't
come along.

Most players use that, probably all new players use that.

Thanks to quickplay there's a good number of maps and gamemodes that come
with the game yet are rarely played anymore.
There's less no crit servers, there's also less custom servers compared to
before quickplay (and idle/trade servers don't cout as part of real
servers).


On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I care they
 disable the HTML functionality all together.



 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 There wasn't much point to running MvM servers before. Even less so now it
 seems.

 Not like you can make a community around stock MvM.



 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

 I imagine many communities will close up on using TF2 Quickplay, whether
 they will successfully move to a different game or game mode is another
 question though. I'm switching from having 23 Mann vs Machine servers to
 trying Slender Fortress. If servers switch to being non-reliant on
 Quickplay then in my view that's partly good, as Quickplay from day one was
 a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.



 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).



 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions resulting
 in my small community of players being able to play on servers setup the
 way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for my
 community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being met
 each month. But when i added them to the quickplay pool, i was then able to
 use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest idea


 I will NOT pay for these servers out of my own pocket, nor will i beg for
 money from my free community


 So thanks valve, you successfully killed my community, i guess my members
 will move to some other community... the Skial scum maybe?





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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
Valve added a server command for that sv_motd_unload_on_dismissal.
I use it on my servers to prevent such a thing from happening.

They could have made it a clientside option instead.


On Thu, Nov 7, 2013 at 10:33 AM, Andreas Grimm l...@gmx.net wrote:

  Joining and leaving a gameserver with ads is not the problem ... But
 hearing audio from ads (even when I am already disconnected from the
 server) in hidden background websites without any possibility to turn them
 off (except closing my game client) would be a problem for me personally



 Most of my Quickplay connects did result in a situation, where I had to
 restart my game client before I was able to try it again - just to get rid
 of annoying ads sounds.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Thursday, November 07, 2013 3:59 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 Nobody forces you to go on servers that have ads. I fail to understand how
 the fact that some servers might use advertisements affects you personally
 when you can easily ignore them.




 Dr. McKay

 www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I care they
 disable the HTML functionality all together.



 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 There wasn't much point to running MvM servers before. Even less so now it
 seems.

 Not like you can make a community around stock MvM.



 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

  I imagine many communities will close up on using TF2 Quickplay, whether
 they will successfully move to a different game or game mode is another
 question though. I'm switching from having 23 Mann vs Machine servers to
 trying Slender Fortress. If servers switch to being non-reliant on
 Quickplay then in my view that's partly good, as Quickplay from day one was
 a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.



 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).



 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions resulting
 in my small community of players being able to play on servers setup the
 way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for my
 community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being met
 each month. But when i added them to the quickplay pool, i was then able to
 use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest idea


 I will NOT pay for these servers out of my own pocket, nor will i beg for
 money from my free community


 So thanks valve, you successfully killed my community, i guess my members
 will move to some other community... the Skial scum maybe?





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




 ___
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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
Most? More like barely anyone.

You assume people are so inquisitive that they actually look through the
options? Hah.
Then they probably all use the server browser too and quickplay servers
should be dead.

Less than 2% of players on my servers have it turned off. It's easy to
check who has it on and off via plugin.


On Thu, Nov 7, 2013 at 10:48 AM, James Haikin jfrra...@gmail.com wrote:

 Not sure why people are kvetching about this, considering most people turn
 off HTML MOTD client-side anyway.

 -James


 On Thu, Nov 7, 2013 at 7:37 AM, 1nsane 1nsane...@gmail.com wrote:

 Valve added a server command for that sv_motd_unload_on_dismissal.
 I use it on my servers to prevent such a thing from happening.

 They could have made it a clientside option instead.


 On Thu, Nov 7, 2013 at 10:33 AM, Andreas Grimm l...@gmx.net wrote:

  Joining and leaving a gameserver with ads is not the problem ... But
 hearing audio from ads (even when I am already disconnected from the
 server) in hidden background websites without any possibility to turn them
 off (except closing my game client) would be a problem for me personally



 Most of my Quickplay connects did result in a situation, where I had to
 restart my game client before I was able to try it again - just to get rid
 of annoying ads sounds.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Thursday, November 07, 2013 3:59 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 Nobody forces you to go on servers that have ads. I fail to understand
 how the fact that some servers might use advertisements affects you
 personally when you can easily ignore them.




 Dr. McKay

 www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.net
 wrote:

 Anything they do to battle them ad’s gets my vote. For all I care they
 disable the HTML functionality all together.



 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 There wasn't much point to running MvM servers before. Even less so now
 it seems.

 Not like you can make a community around stock MvM.



 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

  I imagine many communities will close up on using TF2 Quickplay,
 whether they will successfully move to a different game or game mode is
 another question though. I'm switching from having 23 Mann vs Machine
 servers to trying Slender Fortress. If servers switch to being non-reliant
 on Quickplay then in my view that's partly good, as Quickplay from day one
 was a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.



 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).



 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions
 resulting in my small community of players being able to play on servers
 setup the way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for
 my community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being
 met each month. But when i added them to the quickplay pool, i was then
 able to use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest
 idea


 I will NOT pay for these servers out of my own pocket, nor will i beg
 for money from my free community


 So thanks valve, you successfully killed my community, i guess my
 members will move to some other community... the Skial scum maybe?





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

Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
That is exactly it.


On Thu, Nov 7, 2013 at 10:52 AM, Lambda lambdace...@gmail.com wrote:

 Most people dont even know that such option exists
 El 07/11/2013 16:50, James Haikin jfrra...@gmail.com escribió:

 Not sure why people are kvetching about this, considering most people turn
 off HTML MOTD client-side anyway.

 -James


 On Thu, Nov 7, 2013 at 7:37 AM, 1nsane 1nsane...@gmail.com wrote:

 Valve added a server command for that sv_motd_unload_on_dismissal.
 I use it on my servers to prevent such a thing from happening.

 They could have made it a clientside option instead.


 On Thu, Nov 7, 2013 at 10:33 AM, Andreas Grimm l...@gmx.net wrote:

  Joining and leaving a gameserver with ads is not the problem ... But
 hearing audio from ads (even when I am already disconnected from the
 server) in hidden background websites without any possibility to turn them
 off (except closing my game client) would be a problem for me personally



 Most of my Quickplay connects did result in a situation, where I had to
 restart my game client before I was able to try it again - just to get rid
 of annoying ads sounds.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Thursday, November 07, 2013 3:59 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 Nobody forces you to go on servers that have ads. I fail to understand
 how the fact that some servers might use advertisements affects you
 personally when you can easily ignore them.




 Dr. McKay

 www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.net
 wrote:

 Anything they do to battle them ad’s gets my vote. For all I care they
 disable the HTML functionality all together.



 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.



 Saint K.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support



 There wasn't much point to running MvM servers before. Even less so now
 it seems.

 Not like you can make a community around stock MvM.



 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:

  I imagine many communities will close up on using TF2 Quickplay,
 whether they will successfully move to a different game or game mode is
 another question though. I'm switching from having 23 Mann vs Machine
 servers to trying Slender Fortress. If servers switch to being non-reliant
 on Quickplay then in my view that's partly good, as Quickplay from day one
 was a bad idea in my opinion. It doesn't promote or offer options to join
 servers which are run in an unofficial way (e.g. custom gamemodes or custom
 maps). In the days of Team Fortress Classic players had to use the server
 browser, and those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.



 It's impossible to use the MOTD for even simple images and links, so is
 practically impossible for a community to make links to things such as
 donation pages to help them cover costs of their servers. I'm expecting to
 see the number of Quickplay servers drop by a reasonable amount, and
 possibly more non-Quickplay servers to open (custom gamemodes and/or custom
 maps).



 On 7 November 2013 11:00, Element elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD impressions
 resulting in my small community of players being able to play on servers
 setup the way they like, for FREE.

 My servers are in the quickplay pool to help fill the empty spaces for
 my community members, generating mostly full servers consisting of around a
 50-50 mix of members and quickplay traffic.

 With my community impressions alone, server costs weren't quite being
 met each month. But when i added them to the quickplay pool, i was then
 able to use the advertising revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and greatest
 idea


 I will NOT pay for these servers out of my own pocket, nor will i beg
 for money from my free community


 So thanks valve, you successfully killed my community, i guess my
 members will move to some other community... the Skial scum maybe?





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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
Well there are better ways of doing it. Like for example why did they make
it so the other MOTD windows open up invisible for quickplay players in the
first place?
It did nothing for ads but broke other legitimate plugins. What was the
point of that? Seriously.

Why not just do it right and make it so you can only open a MOTD window for
quickplay players once and that's it?
No more after that, visible or invisible.


On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run ads!
 Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want my
 HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when they
 change it. Get over yourselves. If you run a good community, you should be
 able to pay via donations. If you don't get enough donations, just pay for
 it from your own pocket. If you care about your community as much as you
 guys act like you do, you should be glad to pay out of your own pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's from
 Quickplay connecting clients, not just for when you connect but also during
 the game (still only plain text but hidden anyway)? Am I wrong in that
 assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This change
 was not aimed against any of us, but the people who set up servers to drain
 quickplay traffic do get advertisements showing. Correct me if i'm wrong
 but these advertisement abusers can still open window to the background and
 display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage to
 the people who do this, so they disable motd adds from quickplay users,
 leaving these plugins that open that crap to background in the game and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can benefit
 from advertisements on the motd and servers that participate in quickplay
 can benefit from that adds crap in background window. Who was the real
 winner here? No one.

 -ics

 Doctor McKay kirjoitti:

 Nobody forces you to go on servers that have ads. I fail to understand
 how the fact that some servers might use advertisements affects you
 personally when you can easily ignore them.


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. sai...@specialattack.netmailto:
 sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I care
 they disable the HTML functionality all together.

 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.

 Saint K.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support


 There wasn't much point to running MvM servers before. Even less
 so now it seems.

 Not like you can make a community around stock MvM.

 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 I imagine many communities will close up on using TF2
 Quickplay, whether they will successfully move to a different
 game or game mode is another question though. I'm switching
 from having 23 Mann vs Machine servers to trying Slender
 Fortress. If servers switch to being non-reliant on Quickplay
 then in my view that's partly good, as Quickplay from day one
 was a bad idea in my opinion. It doesn't promote or offer
 options to join servers which are run in an unofficial way
 (e.g. custom gamemodes or custom maps). In the days of Team
 Fortress Classic players had to use the server browser, and
 those days were better in my view. Custom run servers saw more
 players back then than they typically do in TF2 these days.

 It's impossible to use the MOTD for even simple images and
 links, so is practically impossible for a community to make
 links to things such as donation pages to help them cover
 costs of their servers. I'm expecting to see the number of
 Quickplay servers drop by a reasonable amount, and possibly
 more non-Quickplay servers to open (custom gamemodes and/or
 custom maps).

 On 7 November 2013 11:00, Element elem...@idle.tf
 mailto:elem...@idle.tf wrote:

 I

Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
But if you can load that you can load some other ads as well. Not all ads
need flash/video. And if it allows invisible motds again then the original
issue comes back.


On Thu, Nov 7, 2013 at 12:03 PM, Paul ubyu@gmail.com wrote:

 Or back to the drawing board, disallow/filter out Flash and HTML5
 audio/video elements if the person has connected via Quickplay. This would
 allow things such as Google Analytics to still work, as they don't impact
 the user's experience (e.g. doesn't make sounds). Google Analytics was
 useful in seeing who connected from where, and some other statistics for
 the curious. I'm sure there are other useful examples that would work under
 a similar restriction.


 On 7 November 2013 16:59, thesupremecommander thesupremec...@gmail.comwrote:

 There's also another solution that would pretty much completely fix every
 problem - allow an MOTD at initial connect, unload that MOTD, and then
 allow further MOTD windows to be opened up iff the player accepts it.

 Seriously, approval-based server redirection has been in the game a while
 and it works well for the purpose. Why couldn't we do the same for MOTDs?


 On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane...@gmail.com wrote:

 Well there are better ways of doing it. Like for example why did they
 make it so the other MOTD windows open up invisible for quickplay players
 in the first place?
 It did nothing for ads but broke other legitimate plugins. What was the
 point of that? Seriously.

 Why not just do it right and make it so you can only open a MOTD window
 for quickplay players once and that's it?
 No more after that, visible or invisible.


 On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run
 ads! Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want my
 HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when
 they change it. Get over yourselves. If you run a good community, you
 should be able to pay via donations. If you don't get enough donations,
 just pay for it from your own pocket. If you care about your community as
 much as you guys act like you do, you should be glad to pay out of your own
 pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's
 from Quickplay connecting clients, not just for when you connect but also
 during the game (still only plain text but hidden anyway)? Am I wrong in
 that assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This change
 was not aimed against any of us, but the people who set up servers to 
 drain
 quickplay traffic do get advertisements showing. Correct me if i'm wrong
 but these advertisement abusers can still open window to the background 
 and
 display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage to
 the people who do this, so they disable motd adds from quickplay users,
 leaving these plugins that open that crap to background in the game and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can benefit
 from advertisements on the motd and servers that participate in quickplay
 can benefit from that adds crap in background window. Who was the real
 winner here? No one.

 -ics

 Doctor McKay kirjoitti:

 Nobody forces you to go on servers that have ads. I fail to
 understand how the fact that some servers might use advertisements 
 affects
 you personally when you can easily ignore them.


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. 
 sai...@specialattack.netmailto:
 sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I care
 they disable the HTML functionality all together.

 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.

 Saint K.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
 *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD
 support


 There wasn't much point to running MvM servers before. Even less
 so now it seems.

 Not like you can make a community around stock MvM.

 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 I imagine many communities will close up on using TF2
 Quickplay, whether they will successfully move

Re: [hlds] Coming soon: changes to TF HTML MOTD support (Doctor McKay)

2013-11-07 Thread 1nsane
Like they really want to spend time working on the MOTD like that.

If anything is changed at all they will go for the simplest and fastest
solution. Which should not involve changing the MOTD code that much.


On Thu, Nov 7, 2013 at 12:44 PM, Weasel's Lair wea...@weaselslair.comwrote:

 I think a better solution would be to replace the browser with BBCode-ish
 renderer.  That way the could allow formatted text, and maybe inline static
 images, while intentionally leaving-oh video embedding and stuff like
 that.

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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
I don't think valve is against Pinion. They aren't blocking it on their
other games and are still partners for CS:GO.
As such I doubt they would mind a single ad that once closed stays closed.

Why they decided to do it the way they did I'm not sure.
Maybe it was to show that they don't like it being abused this way and to
warn people that the MOTD could go away entirely.
Not that those people would care. If there's some way to abuse it and make
money it will be done.
And then when it's all disabled we can suffer because of them.


On Thu, Nov 7, 2013 at 12:32 PM, Doctor McKay mc...@doctormckay.com wrote:

 In my opinion, the best course of action would be to allow a single HTML
 MOTD with Flash/HTML5 fancy features disabled, unload it when the client
 closes it, and then refuse to load any additional MOTDs (not just loading
 them in the background).


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 7, 2013 at 12:08 PM, 1nsane 1nsane...@gmail.com wrote:

 But if you can load that you can load some other ads as well. Not all ads
 need flash/video. And if it allows invisible motds again then the original
 issue comes back.


 On Thu, Nov 7, 2013 at 12:03 PM, Paul ubyu@gmail.com wrote:

 Or back to the drawing board, disallow/filter out Flash and HTML5
 audio/video elements if the person has connected via Quickplay. This would
 allow things such as Google Analytics to still work, as they don't impact
 the user's experience (e.g. doesn't make sounds). Google Analytics was
 useful in seeing who connected from where, and some other statistics for
 the curious. I'm sure there are other useful examples that would work under
 a similar restriction.


 On 7 November 2013 16:59, thesupremecommander 
 thesupremec...@gmail.comwrote:

 There's also another solution that would pretty much completely fix
 every problem - allow an MOTD at initial connect, unload that MOTD, and
 then allow further MOTD windows to be opened up iff the player accepts it.

 Seriously, approval-based server redirection has been in the game a
 while and it works well for the purpose. Why couldn't we do the same for
 MOTDs?


 On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane...@gmail.com wrote:

 Well there are better ways of doing it. Like for example why did they
 make it so the other MOTD windows open up invisible for quickplay players
 in the first place?
 It did nothing for ads but broke other legitimate plugins. What was
 the point of that? Seriously.

 Why not just do it right and make it so you can only open a MOTD
 window for quickplay players once and that's it?
 No more after that, visible or invisible.


 On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run
 ads! Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want
 my HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when
 they change it. Get over yourselves. If you run a good community, you
 should be able to pay via donations. If you don't get enough donations,
 just pay for it from your own pocket. If you care about your community as
 much as you guys act like you do, you should be glad to pay out of your 
 own
 pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's
 from Quickplay connecting clients, not just for when you connect but 
 also
 during the game (still only plain text but hidden anyway)? Am I wrong in
 that assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This
 change was not aimed against any of us, but the people who set up 
 servers
 to drain quickplay traffic do get advertisements showing. Correct me 
 if i'm
 wrong but these advertisement abusers can still open window to the
 background and display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage
 to the people who do this, so they disable motd adds from quickplay 
 users,
 leaving these plugins that open that crap to background in the game and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can
 benefit from advertisements on the motd and servers that participate in
 quickplay can benefit from that adds crap in background window. Who 
 was the
 real winner here? No one.

 -ics

 Doctor McKay kirjoitti:

 Nobody forces you to go on servers that have ads. I fail to
 understand how the fact that some servers might use advertisements 
 affects
 you personally when you can easily ignore them.


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. 
 sai...@specialattack.netmailto:
 sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I
 care

Re: [hlds] An open letter to Valve about MOTDs

2013-11-07 Thread 1nsane
That would be much worse than it being removed entirely. When most players
(especially the new ones) use just quickplay we'll end up with tons of dead
servers and little variety in the game.
Which will mean the game will die sooner than it has to as well.


On Thu, Nov 7, 2013 at 2:11 PM, Paul ubyu@gmail.com wrote:

 Quickplay is a bad idea, it's exploited, and I can easily imagine that it
 will still be abused by server owners that know how to exploit it, whether
 or not they can play ads.

 Quickplay should either be removed from the game, forcing players to
 explore the server browser listing and make use of favourites (like in the
 past with TFC), or Quickplay should be used only for Valve official vanilla
 servers. That's my two cents...


 On 7 November 2013 18:57, Supreet coachcrock...@gmail.com wrote:

 Valve,

 Listen. People make good money off of running their TF2 servers.
 Moreover, it helps them pay for the servers.

 Why don't you just take all our liberty away, pull an EA and cut
 dedicated servers and host them all yourself?

 Quickplay has only been beneficial to free to play players or what I like
 to call Window Gamers. They try a game because its free then after a
 while they leave the game because they're bored of hopping on random
 servers through quick play and finding ads everywhere.

 The liberty and freedom of browsing through a server list was an amazing
 idea so you should keep to it.

 Your quick play scoring system is pretty stupid and flawed. Why? Because
 its HEAVILY BIASED.

 Over time, there's just been servers that get a behemoth influx of
 players and and the quick play system starts favoring them. Therefore,
 ignoring the possibility of any potentially better servers people might
 like if they ended up on them.

 You should really consider stopping your shenanigans. You can't make up
 your own mind Valve. You released an update months ago with vague release
 notes about the removal of HTML motds then you modified it and now you just
 released another update.
 If you really cared about the game server operators, you would remove
 this bs tweak and give server operators the liberty to use methods to
 recovery money to cover costs and pocket money for their efforts.

 OR

 Build a better dedicated server that doesn't eat up so many resources so
 server operators don't have to pay $30 a month for a single server to a
 hosting company. There are communities that run great servers and multiple
 of them. Imagine the frikkin cost of servers Skial has to deal with, with
 their massive 80 something servers.

 These ads help pay for these expensive DDoS protected servers hosted by
 big communities.

 A lot of concerned people have offered their tiny bits of tweaks and
 solutions to your update but it will never stop.

 Either pull an EA and remove MOTDs overall, doom us all so we can get
 some closure and move on LOL or let server operators have the freedom to
 run their server the way they want.

 Why don't you just work with the ad companies and get them to make a
 variable that tells the quickplay system read if the server is ad enabled,
 or maybe through sv_tags and DEDUCT score off of quickplay.

 It'll make all the complaining kids happy. 50% less chance I'll end up on
 an ad enabled server.

 Many thanks and regards.

 Please contribute to this discussion in a professional and cognitively
 inclined manner and refrain from being monkeys yelling at each other on the
 mailing list.

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Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread 1nsane
How long was this bug around? Just for the Halloween update or before as
well?


On Thu, Oct 31, 2013 at 12:32 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage.  This could change
 traffic patterns.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here... seeing the same issue on 12servers all where full
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:

  Server was full last night before update..but no one has been on since
  the update.
 
  Thankfully I am not the only one with this issue!
 
 
  On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
  thesupremec...@gmail.com wrote:
 
   Seeing problems on my end as well. A server holding at 24/24
   constant before the update has seen all of its traffic vanish even
   with a few players to seed QuickPlay traffic.
  
  
   On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
  
VAC secure mode is activated.
Connection to game coordinator established.
Current item schema is up-to-date with version 553324E3.
Received auth challenge; signing into gameserver account...
L 10/31/2013 - 06:01:08: Received auth challenge; signing into
  gameserver
account...
L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
Game server authentication: SUCCESS! Standing: Good. Trend: Upward
Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS!
 Standing:
Good. Trend: Upward Fast
   
   
I'm not seeing any bad ratings on mine, but quickplay traffic just
vanished.
   
   
- Original Message - From: Lambda
lambdace...@gmail.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
  **
valvesoftware.com hlds_li...@list.valvesoftware.com
Sent: Thursday, October 31, 2013 11:29 AM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
   
   
 Same here, i checked the quickplay status and it went from Good
to
   Bad
out of a sudden, funny thing is that the client command to list
the identities and the status says that they're all good but upon
server launch it says that its Bad
   
   
2013/10/31 Calvin Judy evo...@gmail.com
   
 http://i.imgur.com/bejbG1m.png
   
There has been a significant drop in quickplay traffic on our
servers
   as
well.
   
   
- Original Message - From: Todd Pettit 
   pettit.t...@gmail.com
   
To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.
   **
valvesoftware.com hlds_linux@list.**valvesoftware.com
   hlds_li...@list.valvesoftware.com

Sent: Thursday, October 31, 2013 11:13 AM
Subject: [hlds_linux] Is sv_tags event247 broken after the
 update?
   
   
   
 I noticed Halloween servers running plr_hightower_event are no
  longer
   
receiving quickplay traffic after the last update.
Is anyone else having the same issue? Normal servers seem
  unaffected.
   
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Re: [hlds] TF2: New exploit in today's update

2013-07-10 Thread 1nsane
There's probably some Sourcemod plugin that can replace the quickfix with a
normal medic or just remove it entirely.

It's making the rounds being posted on a good number of TF2 communities. So
I'm sure valve will fix it tomorrow anyway.




On Thu, Jul 11, 2013 at 12:48 AM, Ross Bemrose rbemr...@gmail.com wrote:

 I've only seen this in videos, but apparently the healing effects of the
 quick-fix uber are not ending if the round resets (such as by ending or
 restart vote).  Meaning that the former medic (and their patient?)
 continually have the quick fix effect applied forever, even after they die
 (i.e. headshot or backstab) and respawn.

 This can be exploited easily on the winning team, since they can still
 activate ubers before the end of the round.

 http://www.twitch.tv/ggglygy/**b/428663081http://www.twitch.tv/ggglygy/b/428663081has
  an example at around 2:53:00.

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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread 1nsane
I know that Pinion asked Valve to add the ability to detect if a player
connects from quickplay. It hasn't happened yet but it should.

Pinion would need this functionality in order to keep their average
impressions higher.
And we could use this for other things, such as tracking how many people
connect through quickplay and how many through other methods.


On Sun, Jun 16, 2013 at 3:41 PM, Doctor McKay mc...@doctormckay.com wrote:

 The problem is, many players are apparently incapable of pressing the F7
 button, which led Valve to cripple it in the first place.

 I mainly want Valve to prevent MOTDs from being loaded on Quickplay
 clients so that I can detect if the client joined from Quickplay or not
 (force the client to load a hidden page, then check if the page was
 loaded). If there was some way to detect this, then I wouldn't necessarily
 want this change to be made.

 As it stands, however, there is no way to determine whether or not a
 client is able to view an MOTD window.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Sun, Jun 16, 2013 at 3:36 PM, Paul ubyu@gmail.com wrote:

 This idea would cripple functionality for radio on quickplay servers,
 just being one example of something it would further ruin for TF2 if such a
 restriction was imposed. I myself can't say I've come across servers like
 this, and if there are any then I imagine it's a mere handful (minor
 percentage of all QP servers). All players have to do in such instances of
 finding a server is just blacklist it and/or report it in-game, case
 closed. Alternatively if something is decided to be done in view of one
 complaint then disabling window.open would eliminate any new windows that
 you might be talking about even if that's the case. As I say, I haven't
 found this when going on servers myself.


 On 16 June 2013 20:19, Doctor McKay mc...@doctormckay.com wrote:

 As I'm sure most are aware, a little while ago Valve changed the TF2
 MOTD panel so that it can't be reopened by the server if the client joins
 via Quickplay (or using the matchmaking argument on the connect command).
 However, this just prevents the MOTD panel itself from redisplaying. The
 server can still open pages in the client's MOTD panel in the background.

 This means that the server can still spam traffic-to-cash URLs on
 clients, many of which have noise-making Flash embedded or which open popup
 windows using JavaScript. In order to maintain the sterile bubble in
 Quickplay, Valve might want to consider preventing servers from opening
 webpages on Quickplay-joining clients entirely, not just preventing the
 panel from being redisplayed.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com

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Re: [hlds] NO to in game advertising

2013-06-06 Thread 1nsane
It's on the client, so through matchmaking they can't force you to stay at
the motd in any way. Just click continue.

In regards to the sound, for me it stops when I click through and spawn.
But I suppose it's possible someone might have it misconfigured or use an
old version.

In that case matchmaking + disable html motds and you won't even see a hint
of ads.

Now to servers having good ping and lagging, heh people complain about lag
on valve's own servers. And I know that the defaults for mvm will create
lag in certain situation unless changed.

But I leave my mvm servers at defaults, my real TF2 servers need to have
the priority and availability of most resources. As such I won't set the
mvm rates to be the same as 32 player servers.
The defaults are there for a reason, so they must surely be adequate*.

* I don't apply said logic to real TF2 servers.


On Thu, Jun 6, 2013 at 5:06 AM, Saint K. sai...@specialattack.net wrote:

  The problem being, sometimes at the mids of a night I like to play a
 game of MVM. Our own servers are empty then, so I go to matchmaking to find
 me a game.

 What I find there shocks me. Every single server it sends me to spams me
 with Pinion ads, trying to force me to watch the crap. By the time I manage
 to disconnect, iIve been long enough on the server for the owner to earn
 money with my connection attempt. Regardless of any updates VALVe pushed
 out, I still either can't close the MOTD or the ad keeps playing in the
 background, which is annoying as hell.

 Also, matchmaking tends so send you to the same servers over and over
 again during those time periods, making it so that you keep joining the
 same crappy servers. These servers often also are very poorly configured,
 it lags like shit(while the ping reports good) and is stuffed with tons of
 crap. A Mystery to me why players continue to play there, but a theory is
 that they simply don't know better. That's how they know TF2 these days.

 VALVe has made a lot of attempts to get better quality servers with the
 ranking and everything, however, because they let their no advertisement
 policies go at some point, this is the result we're stuck with.

 Saint K.

 P.s. My location is Europe based, so these things that happen go on in
 Europe. I can't speak for any other parts of the world
  --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Doctor McKay [
 mc...@doctormckay.com]
 *Sent:* 06 June 2013 02:33
 *To:* Mart-Jan Reeuwijk; Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] NO to in game advertising

Evidently, Pinion has implemented procedures to delay the game for
 players who block their ad server in their hosts file. I haven't looked at
 the code though, I'm only going from what SPUF has spewed forth.

  Honestly, just blacklisting the servers is your best bet. If you believe
 that a server that forces advertisements on its players is of poor quality,
 why would you consciously choose to play on it? Regardless, this is a
 discussion for SPUF/SPUD, and it's already been beaten into the ground
 several times over there.



  Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Wed, Jun 5, 2013 at 9:58 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

  Nah, thats a blacklist for in TF2, so you don't see those servers.

 technically its not a ad-blocker. creating the hosts file to block the
 advert server of pinion would be considered such.

--
 *From:* Christopher Andrews c.nathan.andr...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 5 June 2013, 15:35

 *Subject:* Re: [hlds] NO to in game advertising

  Didn't Dr. McKay already make one?


 On Wed, Jun 5, 2013 at 9:33 AM, Patrick Delle Grazie 
 patr...@staff.hypernia.com wrote:

  Here’s an idea.  Why don’t one of you stalwarts create an in game ad
 blocker. J  But then of course you’d have to advertise it
 to get people to use it. ;)

 P.



  *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Saint K.
 *Sent:* Wednesday, June 5, 2013 9:26 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] NO to in game advertising

  It's a server discussion mailing list, we, the server operators make
 the call on advertisements.

 No need for SPUF, perfectly valid here.

 Saint K.
  --
  *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Sebastian Iskra [
 seabas...@gmail.com]
 *Sent:* 05 June 2013 14:18
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] NO to in game advertising
   Once upon a time there was SPUF. /thread.

  On Wed, Jun 5, 2013 at 8:04 AM, Saint K. sai...@specialattack.net
 wrote:
  Once upon a time there was an era where community's survived on
 donations. 

Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread 1nsane
So then perhaps your GSP is the one that overwrites those files.

How about figuring out who's at fault first before blaming anyone?


On Wed, Jun 5, 2013 at 2:21 PM, Albert Davis davis.alb...@gmail.com wrote:

 Mine aren't in the CFG and aren't by default, they are in the root of the
 TF folder and if you are talking to me Cc2, no idea who you are and telling
 someone to learn something in a snide tone, no thanks, I should not need
 to learn anything, my GSP uses a option in CP to update my main TF2
 server. So piss off with your snide learn shit..


 On Wed, Jun 5, 2013 at 1:52 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 Haven't I told you this before already? Learn to use -motdfile and
 -mapcylefile.


 On Wed, Jun 5, 2013 at 1:28 PM, Albert Davis davis.alb...@gmail.comwrote:

 And the update before, and before, and so on.


 On Wed, Jun 5, 2013 at 1:28 PM, Albert Davis davis.alb...@gmail.comwrote:

 Oh really, then that it happened on this last update means it's fixed?
 Yea...ok


 On Wed, Jun 5, 2013 at 12:49 PM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/06/05 18:36, Albert Davis wrote:

 How about quitting overwriting files like MOTD and MAPCYCLE...that
 shit
 is annoying as hell...


 Fixed long ago.



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Re: [hlds] NO to in game advertising

2013-06-05 Thread 1nsane
It's not on purpose. Just a side effect of their implementation.

What they did was add a dynamic timer. So if there's no ad you can skip
right away, if there is an ad it prevents you from closing it while the ad
is playing. And all of this is queried in real time. So a 13 second ad will
only prevent you for 13 seconds.

Where as before their system would just force everyone to wait 30 or
whatever seconds. Even when there was no ad.

Now if you have Pinion blocked in one way or another, it will assume your
video is taking a long time to load and will wait as long as the plugin
allows (which was decreased to 40 seconds in the new plugin or something).

I haven't looked at the code in a while either, but that's what it was like
before.


On Wed, Jun 5, 2013 at 8:33 PM, Doctor McKay mc...@doctormckay.com wrote:

 Evidently, Pinion has implemented procedures to delay the game for players
 who block their ad server in their hosts file. I haven't looked at the code
 though, I'm only going from what SPUF has spewed forth.

 Honestly, just blacklisting the servers is your best bet. If you believe
 that a server that forces advertisements on its players is of poor quality,
 why would you consciously choose to play on it? Regardless, this is a
 discussion for SPUF/SPUD, and it's already been beaten into the ground
 several times over there.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Wed, Jun 5, 2013 at 9:58 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Nah, thats a blacklist for in TF2, so you don't see those servers.

 technically its not a ad-blocker. creating the hosts file to block the
 advert server of pinion would be considered such.

   --
  *From:* Christopher Andrews c.nathan.andr...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 5 June 2013, 15:35

 *Subject:* Re: [hlds] NO to in game advertising

 Didn't Dr. McKay already make one?


 On Wed, Jun 5, 2013 at 9:33 AM, Patrick Delle Grazie 
 patr...@staff.hypernia.com wrote:

 Here’s an idea.  Why don’t one of you stalwarts create an in game ad
 blocker. J  But then of course you’d have to advertise it
 to get people to use it. ;)

 P.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Saint K.
 *Sent:* Wednesday, June 5, 2013 9:26 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] NO to in game advertising

 It's a server discussion mailing list, we, the server operators make the
 call on advertisements.

 No need for SPUF, perfectly valid here.

 Saint K.
 --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Sebastian Iskra [
 seabas...@gmail.com]
 *Sent:* 05 June 2013 14:18
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] NO to in game advertising
 Once upon a time there was SPUF. /thread.

 On Wed, Jun 5, 2013 at 8:04 AM, Saint K. sai...@specialattack.net
 wrote:
 Once upon a time there was an era where community's survived on
 donations. Receiving donations was an indication of the community doing a
 good job, after all, if they weren't, they wouldn't receive donations and
 the community wouldn't last.

 With crap like Pinion nowadays all that counts is luring people in to
 connect and then earn money per player being forced to watch the pinion
 crap in their MOTD (MVM matchmaking and quickplay makes for an easy task to
 do this).

 You can host the most shittiest servers now and still earn money to
 survive.

 I for one would like to see VALVe picks up their old policies again,
 where advertising in their games was completely prohibited.

 Want to have better quality servers again VALVe? Then make sure you get
 rid of crap like Pinion.

 My 2 cents.

 Saint K.
 --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Devin [
 hollan...@gmail.com]
 *Sent:* 04 June 2013 17:50

 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] NO to in game advertising

 Valve and Pinion are independent companies. Pinion is designed to help
 offset the overhead required to host servers, web sites, etc. Valve isn’t
 going to force you to start using pinion. My goodness, use some brain power
 at some point. Don’t just spew your knee-jerk reactions on a mailing list
 that end up harassing people with your bonehead thoughts.


 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Doctor McKay
 *Sent:* Monday, June 03, 2013 4:49 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] NO to in game advertising

 This mailing list is for server operators, not for players. Please take
 it to SPUF or SPUD if you want to discuss this.



 Doctor McKay
 http://www.doctormckay.com
 

Re: [hlds] NO to in game advertising

2013-06-05 Thread 1nsane
No matchmaking? Expect a ton of MvM servers to disappear then. Especially
in locations where valve doesn't have any servers.

No incentive to host it really. You can't build a community around that,
not unless you make it custom and rely on the server browser more.


On Wed, Jun 5, 2013 at 9:10 PM, Jason Tango jtrun...@outlook.com wrote:

 Wow, that's brutal, even if unintended. I can see what they're trying to
 do - but this will probably alienate players even more.

 I think the solution to all the player complaints would be to simply
 disallow quickplay traffic to Pinion servers. That way, server operators
 can still use it if they wish, but they will need to attract  build
 traffic the old-fashioned way (via the server browser).

 I honestly think that's the litmus test for a good server environment -
 will it stay full without quickplay? For pinion/3rd party ad supported
 servers (that interrupt the natural operation/flow of the game to force an
 ad on players), I doubt they would survive without being constantly fed
 easy traffic.


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Re: [hlds] NO to in game advertising

2013-06-05 Thread 1nsane
MvM is pretty much matchmaking only unless you make it custom.

It's not that kind of game mode. You don't really have an mvm community.
The rest of TF2 game modes are though.



On Wed, Jun 5, 2013 at 10:22 PM, Phillip Vector t...@mostdeadlygame.comwrote:

 No incentive to host it really.

 It used to be that server owners used to actually run good servers and the
 thrill of running a thriving community was reward enough.


 On Wed, Jun 5, 2013 at 7:12 PM, 1nsane 1nsane...@gmail.com wrote:

 No matchmaking? Expect a ton of MvM servers to disappear then. Especially
 in locations where valve doesn't have any servers.

 No incentive to host it really. You can't build a community around that,
 not unless you make it custom and rely on the server browser more.


 On Wed, Jun 5, 2013 at 9:10 PM, Jason Tango jtrun...@outlook.com wrote:

 Wow, that's brutal, even if unintended. I can see what they're trying to
 do - but this will probably alienate players even more.

 I think the solution to all the player complaints would be to simply
 disallow quickplay traffic to Pinion servers. That way, server operators
 can still use it if they wish, but they will need to attract  build
 traffic the old-fashioned way (via the server browser).

 I honestly think that's the litmus test for a good server environment -
 will it stay full without quickplay? For pinion/3rd party ad supported
 servers (that interrupt the natural operation/flow of the game to force an
 ad on players), I doubt they would survive without being constantly fed
 easy traffic.


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Re: [hlds] NO to in game advertising

2013-06-05 Thread 1nsane
I meant to say You don't really have an mvm server community. I dont know
how it is now but before you couldn't even join valve mvm servers through
the server browser, said matchmaking only.

Building a community around matchmaking only? Not possible when people
can't come back to any specific server.

Ofcourse custom mvm server communities exist, like the ones with 9 human
players or any other mods. Those work through the server browser.


On Wed, Jun 5, 2013 at 10:25 PM, 1nsane 1nsane...@gmail.com wrote:

 MvM is pretty much matchmaking only unless you make it custom.

 It's not that kind of game mode. You don't really have an mvm community.
 The rest of TF2 game modes are though.



 On Wed, Jun 5, 2013 at 10:22 PM, Phillip Vector 
 t...@mostdeadlygame.comwrote:

 No incentive to host it really.

 It used to be that server owners used to actually run good servers and
 the thrill of running a thriving community was reward enough.


 On Wed, Jun 5, 2013 at 7:12 PM, 1nsane 1nsane...@gmail.com wrote:

 No matchmaking? Expect a ton of MvM servers to disappear then.
 Especially in locations where valve doesn't have any servers.

 No incentive to host it really. You can't build a community around that,
 not unless you make it custom and rely on the server browser more.


 On Wed, Jun 5, 2013 at 9:10 PM, Jason Tango jtrun...@outlook.comwrote:

 Wow, that's brutal, even if unintended. I can see what they're trying
 to do - but this will probably alienate players even more.

 I think the solution to all the player complaints would be to simply
 disallow quickplay traffic to Pinion servers. That way, server operators
 can still use it if they wish, but they will need to attract  build
 traffic the old-fashioned way (via the server browser).

 I honestly think that's the litmus test for a good server environment -
 will it stay full without quickplay? For pinion/3rd party ad supported
 servers (that interrupt the natural operation/flow of the game to force an
 ad on players), I doubt they would survive without being constantly fed
 easy traffic.


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Re: [hlds] steampipe + verify_all

2013-05-23 Thread 1nsane
It's been replaced with validate.

app_update id validate



On Thu, May 23, 2013 at 3:42 PM, T Marler bloodyi...@shaw.ca wrote:

 Hey Folks,

 I'm finally getting time to address SteamPipe for my servers. Does
 verify_all mean anything for the new SteamPipe infrastructure?

 I used to have it in my updates so that I wouldn't need to run multiple
 updates.

 Also, if anyone can point me to a documentation for some of the more
 hardcore quirks for SteamPipe vs srcds I'd appreciate that (like rcon not
 working without a bound IP for example).

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Re: [hlds] TF2 server performance spikes

2013-05-13 Thread 1nsane
You got lucky that there were no mandatory updates. The announcement was
that April 30th was the last day for TF2 through hldsupdatetool.

That was plenty of time to get setup (including the beta). If anything it
being retired entirely will force those plugins to get updated, or you'll
need to find alternatives if their authors no longer maintain them.


On Mon, May 13, 2013 at 12:27 PM, Supreet Sahni coachcrock...@gmail.comwrote:

 I haven't updated 20 of my servers to SteamPipe. Running fine here in
 terms of CPU usage spikes. However, I do notice jittery gameplay which is
 perhaps client side. FPS is up around 150-250 so it seems like a minor
 performance tweak in the future.

 Little off topic, how long can I survive on the old hldsupdatetool
 utility. I haven't updated to SteamPipe simply because of complications
 after install and lack of detailed support documentation.

 Supreet

 On May 13, 2013, at 12:11 PM, hlds-requ...@list.valvesoftware.com wrote:

  Send hlds mailing list submissions to
 hlds@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  or, via email, send a message with subject or body 'help' to
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  You can reach the person managing the list at
 hlds-ow...@list.valvesoftware.com
 
  When replying, please edit your Subject line so it is more specific
  than Re: Contents of hlds digest...
 
 
  Today's Topics:
 
1. SteamPipe might have driven off some TF2 players (ElitePowered .)
2. Re: SteamPipe might have driven off some TF2 players (ics)
3. Re: SteamPipe might have driven off some TF2 players (Paul)
4. Re: File keep downloading each map change (Albert Davis)
5. Re: File keep downloading each map change (Albert Davis)
6. TF2 server performance spikes (Fletcher Dunn)
 
 
  --
 
  Message: 1
  Date: Sun, 12 May 2013 21:50:43 -0400
  From: ElitePowered . elitepowe...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: [hlds] SteamPipe might have driven off some TF2 players
  Message-ID:
 cahivad7uynjj7sqewxngkleio_9xzobk2u0+wceq0j2fowp...@mail.gmail.com
  Content-Type: text/plain; charset=iso-8859-1
 
  I have noticed some of my friends not playing TF2 anymore and I asked
 them
  why. Many of them told me that TF2 was being buggy for clients. It caused
  random crashes (which I have also experienced first hand) and it would
 lag
  them (which I have also experienced first hand). No, it's not the lack of
  performance from the gaming machine but rather the game. Anyone else
  getting these issues?
 
  **My regular players have also experienced lag on my servers which is
 weird
  because they were fine before the pipe update**
 
  Yours truly,
  Ab
  -- next part --
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  Message: 2
  Date: Mon, 13 May 2013 08:31:34 +0300
  From: ics i...@ics-base.net
  To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Subject: Re: [hlds] SteamPipe might have driven off some TF2 players
  Message-ID: 51907ab6.9020...@ics-base.net
  Content-Type: text/plain; charset=ISO-8859-1; format=flowed
 
  A lot of my players also complain about lag on our servers. Slight
  twitching lag here and there. I know it's not my machines as other
  servers have them too. Yesterday i played mann-up on Valve servers and
  the same sort of lag was clearly visible there time to time, as it
  always happens.
 
  Ingame it seems like player moves from place to another without a trail,
  as it warp. Then the server apparently sends full snapshot of the world
  to all players, which could explain why some people reported their
  servers doing so according to trace. Due to this, suddenly something
  happens that should not happen.
 
  I think the issue dates back to April 4 update and to last line of it
  partly, atleast on linux: Improved performance of Linux dedicated server
  binaries. It's the point when i started seeing these issues. However you
  have Windows server, so both are somehow affected either by this or
  something else Valve did.
 
  -ics
 
  ElitePowered . kirjoitti:
  I have noticed some of my friends not playing TF2 anymore and I asked
  them why. Many of them told me that TF2 was being buggy for clients.
  It caused random crashes (which I have also experienced first hand)
  and it would lag them (which I have also experienced first hand). No,
  it's not the lack of performance from the gaming machine but rather
  the game. Anyone else getting these issues?
 
  **My regular players have also experienced lag on my servers which is
  weird because they were fine before the pipe update**
 
  Yours truly,
  Ab
 
 
  

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread 1nsane
Prelease branch for early updates sounds great.


On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 We're still working out the kinks.  It is a bit odd to sync a server and
 the find it immediately not be compatible with the latest released client,
 even if that window of time when they are out of sync is small.  Perhaps we
 could release the new server on a different branch.  (Perhaps
 prerelease?)  That way, syncing to the default branch would always sync
 to whatever server is compatible with the latest client.  If you don't want
 to download your server ahead of time, you don't have to mess with any of
 this.

 Switching an installation between branches on steampipe is not a
 complicated thing, it is exactly the same as doing an update.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Monday, May 13, 2013 1:38 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update coming

 Actually in the past many server owners wanted server updates in advance
 so that they were able to have a server online ready for players and not to
 update at the same time when update hits to players. That was due to
 content servers being too busy at those times and we were unable to update
 servers. Personally i like the new way so far.

 -ics

 Mike Vail kirjoitti:
 
  Eric,
 
  I'm sorry, but I don't like this at all. Why are you changing the way
  releases are done? Please don't release future updates like this. It
  worked just fine before and after years of doing client and server
  updates at the same time, people know how to deal with them and this
  will create more confusion when it just isn't needed. And Lord help us
  if the Client update is delayed after the server update is released.
  People won't be able to play on a ton of updated servers. Thank you
  for your consideration.
 
  *From:*hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
  *fiveofeight
  *Sent:* Monday, May 13, 2013 1:22 PM
  *To:* Half-Life dedicated Win32 server mailing list
  *Subject:* Re: [hlds] Mandatory TF2 update coming
 
  I'm pretty sure it will say The server is running a newer version of
  the software., since this is a mandatory update.
 
  On Mon, May 13, 2013 at 4:18 PM, Albert Davis davis.alb...@gmail.com
  mailto:davis.alb...@gmail.com wrote:
 
  Will the clients still be able to join the updated server until the
  clients been updated?
 
  On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.net
  mailto:lists.va...@nuclearfallout.net wrote:
 
  Eric,
 
  We're working a mandatory update for Team Fortress 2. The dedicated
  server update is now available for you to download ahead of time...
 
 
  For those of us that have automated systems that look at these
  announcements and check for updates, this sort of pre-release can
  cause servers to be upgraded too soon and kick a lot of clients who
  then cannot reconnect. It may be better to send out pre-releases under
  the optional update channel, or with some sort of other special tag.
 
  -John
 
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread 1nsane
Try validate instead of verify.


On Mon, May 13, 2013 at 7:54 PM, Jason pctool...@gmail.com wrote:

 I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
 following error -- and I know I have my install directory correct.it
 went through the update, got to 100% then continually gives out the
 following error:

 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...OK.
 Loading Steam2...OK.

 Steam@ShutdownOnFailedCommand 1
 @ShutdownOnFailedCommand = 1

 Steam@NoPromptForPassword 1
 @NoPromptForPassword = 1

 Steamlogin anonymous

 Connecting anonymously to Steam Public...Success.

 Steamforce_install_dir tf2

 Steamapp_update 232250 verify
  Initial App state (0x406) installed
  App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)
 Error! App '232250' state is 0x606 after update job.

 

 I tried with and without verify and it's the same result.  Also, I am on
 Ubuntu 12.04 and don't know how to get past this.any help would be
 appreciated.


 On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.comwrote:

 I am using the update option through my GPS


 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com wrote:

  They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use
 validate, specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?


 On 5/13/2013 6:46 PM, Albert Davis wrote:

 WHY when you guys put an update out, you insist on causing files such as
 MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
 again. wtf?


  On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.comwrote:

 It does happen. Updates take a while to distribute through the CDN.


 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.netwrote:

 Did today's different procedure somehow affect how the update was
 pushed out to clients? It took me several tries and restarting steam 
 before
 my own client got updated, and I'm getting reports of other people unable
 to connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter



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Re: [hlds] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-05-06 Thread 1nsane
Looks like you'll have to get used to that.That's going to be the trend
going forward.
There's 3 or 4 versions of TF2 at the moment (including one pre steampipe)
out there. All of them are listed on the server browser.
Other source games might have something similar as well.

Fletcher said:
In general, I think our general policy is going to be to make all updates
optional unless they need to be mandatory.  Unless we know that a server
crash is really widespread, we probably will not release it as mandatory
and impose the attending disruption on the whole community.




On Mon, May 6, 2013 at 4:31 PM, John lists.va...@nuclearfallout.net wrote:

 When will the next required versions of GoldSrc and its mods be released?
 With multiple optional versions out there and customers receiving different
 experiences as a result, it has become more difficult to support these
 games.

 -John


 On 4/2/2013 9:46 AM, Alfred Reynolds wrote:

 We have released an update for these 3 games, the changes include:
 - Report bomb position more frequently to T team members when dropped,
 fixes it appearing at the wrong location on the radar
 -Improved firing behavior in Counter-Strike, Counter-Strike:Condition
 Zero and Half-Life Deathmatch, it is no longer dependant on client or
 server frame rate. This change needs both your client and server updates to
 see the improvements.
 -Added logging of developer messages when using -condebug
 -Strip trailing and leading whitespace on player names, and strip all
 styles of whitespace now unicode is supported
 -Don't keep playing the door open sound if it is blocked
 -Force cl_bobcycle to be a minimum of 0.1 to prevent game exploits
 - Fixed defuse bar staying up across round restart if you died while
 defusing without the defuse kit
 - Fixed crash if you picked up a grenade in non-standard game styles

 You can get a dedicated install for it by using the following command
 line:
 steamcmd +logon anonymous +force_install_dir ..\hlds +app_update 90
 -beta beta +quit

 Note you will need to use +app_set_config 90 mod czero before the
 +app_update command if you want to update condition zero.

 This is an optional, but strongly encouraged due to the game fixes,
 update.

 - Alfred



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Re: [hlds] [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread 1nsane
You can always copy your configs to the /custom/ folder. That will prevent
the updates from overwriting them. Just move anything you edit there.


On Tue, Apr 30, 2013 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Make sure to include config_arena.cfg in that list.

 For that matter, it'd be nice if we got separate config files for other
 game modes as well like CS:GO has...


 On Tue, Apr 30, 2013 at 3:25 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Yes, it's possible.  We're going through and getting rid of any places
 where we expect users to edit a shipping file.  I'll add the replay config
 files to the list of files to fix.

 In the meantime, you *should* be able to put your custom//cfg folder,
 which avoids the problem.  (I have not personally tested this.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, April 30, 2013 12:22 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
 clients to convert soon.

 I just found out the hard way that validating TF2's files causes the
 steamcmd to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg

 Or at least I hope it's because I validated, because just updating
 shouldn't be messing with those files.

 Is this intended?

 On Tue, Apr 30, 2013 at 3:16 PM, Saint K. sai...@specialattack.net
 wrote:

  I have kind off missed the entire discussion on SteamPipe.
 
  Will instructions etc. be posted along with the coming update/switch?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
  [ fletch...@valvesoftware.com]
  Sent: 30 April 2013 21:07
  To: Half-Life dedicated Win32 server mailing list (
  hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
  list (hlds_li...@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
  clients to convert soon.
 
  We've released an optional update to the TF2 SteamPipe beta.  Here are
  the change notes (since the last SteamPipe beta):
 
  Team Fortress 2:
  * Fixed network incompatibility causing custom names and descriptions
  to not display on client
 
  Source engine:
  * Fix sprays trying to load from the wrong directory
  * Restored VPK file cache, with tuned size to reduce memory usage and
  improve client boot and map load times
 
  This server is compatible with all currently running clients.
  (SteamPipe and non-SteamPipe.)
 
  We expect to flip the switch to force all clients to convert to
  SteamPipe in a few hours.  (Approx 2:00 PM Seattle time.)  At this
  time, the Steampipe beta server which has just been released will
  become the official server.  There will not be another update.
 
  If you were waiting for the right time to start flipping your servers
  to SteamPipe, now is it.
 
  Thanks,
  Fletch
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  please visit:
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 Ross Bemrose
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Re: [hlds] [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread 1nsane
It can auto search. Just like it was placed in the /cfg/ folder.


On Tue, Apr 30, 2013 at 3:39 PM, Devin O'Malley omalley@gmail.comwrote:

 Will you have to read them differently, then? Like on command like will
 they require a path or will it auto search?


 On Tue, Apr 30, 2013 at 4:37 PM, 1nsane 1nsane...@gmail.com wrote:

 You can always copy your configs to the /custom/ folder. That will
 prevent the updates from overwriting them. Just move anything you edit
 there.


 On Tue, Apr 30, 2013 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Make sure to include config_arena.cfg in that list.

 For that matter, it'd be nice if we got separate config files for other
 game modes as well like CS:GO has...


 On Tue, Apr 30, 2013 at 3:25 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Yes, it's possible.  We're going through and getting rid of any places
 where we expect users to edit a shipping file.  I'll add the replay config
 files to the list of files to fix.

 In the meantime, you *should* be able to put your custom//cfg
 folder, which avoids the problem.  (I have not personally tested this.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, April 30, 2013 12:22 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing
 all clients to convert soon.

 I just found out the hard way that validating TF2's files causes the
 steamcmd to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg

 Or at least I hope it's because I validated, because just updating
 shouldn't be messing with those files.

 Is this intended?

 On Tue, Apr 30, 2013 at 3:16 PM, Saint K. sai...@specialattack.net
 wrote:

  I have kind off missed the entire discussion on SteamPipe.
 
  Will instructions etc. be posted along with the coming update/switch?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
  [ fletch...@valvesoftware.com]
  Sent: 30 April 2013 21:07
  To: Half-Life dedicated Win32 server mailing list (
  hlds@list.valvesoftware.com); Half-Life dedicated Linux server
 mailing
  list (hlds_li...@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
  clients to convert soon.
 
  We've released an optional update to the TF2 SteamPipe beta.  Here are
  the change notes (since the last SteamPipe beta):
 
  Team Fortress 2:
  * Fixed network incompatibility causing custom names and descriptions
  to not display on client
 
  Source engine:
  * Fix sprays trying to load from the wrong directory
  * Restored VPK file cache, with tuned size to reduce memory usage and
  improve client boot and map load times
 
  This server is compatible with all currently running clients.
  (SteamPipe and non-SteamPipe.)
 
  We expect to flip the switch to force all clients to convert to
  SteamPipe in a few hours.  (Approx 2:00 PM Seattle time.)  At this
  time, the Steampipe beta server which has just been released will
  become the official server.  There will not be another update.
 
  If you were waiting for the right time to start flipping your servers
  to SteamPipe, now is it.
 
  Thanks,
  Fletch
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  please visit:
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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-24 Thread 1nsane
Can server.cfg and motd.txt be loaded from the /custom folder?

This /addons/ and /custom/ would be the only folders needed in order to
customize the server. Makes updating multiple servers really easy too.


On Tue, Apr 23, 2013 at 2:12 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  A mandatory update to the TF2 SteamPipe beta has been released.
 Although the update is “mandatory” (the PatchVersion has been bumped so you
 will need to upgrade your server in order to host clients running the
 latest version), your server will not automatically restart.

 ** **

 Team Fortress 2:

 * Synced with release version of game

 ** **

 Source engine:

 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.

 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.

 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.

 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory

 * Mapcycle file parsing allows C-style comments and blank lines

 ** **

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread 1nsane
Yes, we will have to wait for an update.


On Tue, Apr 23, 2013 at 6:20 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 Did this update break Metamod for anyone else?


 On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik 
 and...@donshikfamily.comwrote:

 Aww. No ham.

 -Andrew

 On Apr 23, 2013, at 6:03 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We've released a mandatory update for Team Fortress 2. The notes for
 the update are below. The new version number for TF2 as of this release is
 1734532. This is a departure from our previous version system so it can be
 consistent with what Fletcher is using for the SteamPipe releases.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added Only allow map files to the possible selections in the
 download filter option for clients
  - Fixed a client crash related to the material system
  - Fixed Diamond/Carbonado Botkiller weapons using incorrect team
 materials for the arms
  - Fixed a vphysics regression where some items would travel farther
 than they should
  - Improved performance and stability for the Linux version
  - Removed range restrictions from viewmodel_fov_demo
  - Updated the Ap-Sap so it can be gift-wrapped and have custom
 names/descriptions applied to it
 
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Re: [hlds] Ad Company

2013-04-08 Thread 1nsane
Ugh... Valve's business is earning money from the work of others (Steam
publishing games).

Also TF2 is a free to play game that requires a big number of servers to
keep the game easily accessible for everyone all over the world.
There's practically no reason to host MvM servers because you can't exactly
build a community around that mode if you run it stock.
It's all just random players sent by matchmaking yet the resource usage can
be equal to a server full of real people.

If the Steam forums are to be believed then there's no ad-free servers in
Australia.
Not everyone is willing to do charity work for random people on the
internet so they don't have to wait hours in the matchmaking line.


On Mon, Apr 8, 2013 at 4:05 AM, Andre Müller gbs.dead...@gmail.com wrote:

 I hate advertising in games. If I'm hosting my own servers, I will pay for
 it. If I do not have the money, I can't rent dedicated servers. Easy thing.
 To make money with the work from others (plugindevelopers/valve) is the
 wrong way. Programm your own shit server and then you are able to earn
 money. Big communitys has much members, which are able to pay together.
 This point doesn't count, that big communnitys dies, when they aren't able
 to advertising.
 Am 08.04.2013 02:29 schrieb Charlie sprayp...@gmail.com:

 Also, no advertising agency I know of comes close to $10CPM ads, unless
 they have a 0% fillrate.


 On Sun, Apr 7, 2013 at 2:22 PM, Gavin Langdon puttabu...@gmail.comwrote:

 Certainly, which I think is the main reason AlliedModders put that in
 there. I just wanted to inform Harsh that it's actually legally iffy for
 this person to do what they're doing.

 sent from mobile
 On Apr 7, 2013 5:19 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 My apologies, my reading comprehension was not working. Please ignore
 my previous message.

 I would be leery of anyone sending out a sourcemod plugin without
 giving the source code out, just because of what it can do.


 On Sun, Apr 7, 2013 at 5:08 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 I think they're likely more worried about a malicious plugin than a
 license.


 On Sun, Apr 7, 2013 at 5:06 PM, Gavin Langdon puttabu...@gmail.comwrote:

 It's actually against the license to distribute smx files without
 also distributing source code.

 sent from mobile
 On Apr 7, 2013 4:21 PM, Harsh Baid harshbai...@gmail.com wrote:

  Just finished talking with him. Apparently he privately contacts
 communities and doesn't want to become another pinion according to 
 him.
 Also he won't let anyone see the source code to his .smx plugin and with
 that i flat out denied and said no, i don't want to participate.

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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread 1nsane
Valve and Pinion have always been in contact, and IIRC they even opened an
office in the same state as valve.

I'm sure they could come up with some solution that can't be abused if
there's a need.

Such as better client integration for Pinion to prevent abuse.
For example whitelisitng URLs on the client and only allowing
javascript/flash to run on them.

This way legitimate websites that need these could get approved by valve.
Well just an idea.





On Sat, Mar 30, 2013 at 4:11 PM, Asher Baker asher...@gmail.com wrote:

 The except posted was from a very long conversation discussing IDEAS
 not PLANS, and was intended specifically in relation to the plugin
 thread it was posted in. There was really no reason for it to explode
 this much, but I do hope the immediate backlash will avoid any changes
 at all - I think the current system is fine and that it's Quickplay
 that's flawed not the MOTD. My apologies to DF for how people have
 twisted this out of all proportion.

 On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
  Asherkin would not put words into DF's mouth, thats for sure.
 
  One can question ofc if its really going to be removed, but with the
  game-changing properties of the pinion plugin, its easy to see that Valve
  isn't liking it:
  - 30 seconds added before able to start with the game. (after connecting
  etc)
  - With map restarts (and therefore round re-start) Uber build up at
 start of
  round is impossible, with 30 seconds missing of the round start time of 1
  minute, they cannot build up the uber charge when the ad gets shown. Same
  goes for Engy to build up his equipment. Essentially killing any way for
  those classes to be ready for a defense and offense. Thats quite
  game-changing imo.
  - loads of players complaining about it.
 
 
  As I said in another reply, a way for players to block MOTD based on the
  connected server (using their ID's or IP's?) would alleviate some. And
 as I
  see complaints bout this in the Quickplay, disable this feature per
 default
  when using Quickplay servers might be something.
 
  Think that would kill off the pinions and alike fast enough.
 
  There is a lot of legit ways of using the MOTD, and I really would not
 want
  to lose those.
 
  And for those that use the Digest, PLEASE, when you REPLY, rename the
  subject to the subject you reply to, and remove the 50k characters below,
  leaving only the message you reply to.
 
  
  From: ics i...@ics-base.net
  To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, 30 March 2013, 19:55
  Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
 
  Pretty sure it wasn't flawed.
 
  -ics
 
  Paul kirjoitti:
  The only source was based on a rumor of a chat log on a forum thread
  showing Drunken_F00l (employee at Valve) talking to asherkin (a
  Sourcemod dev) about it. Perhaps the source was flawed information
  after all then.
 
 
  On 30 March 2013 18:34, ElitePowered . elitepowe...@gmail.com
  mailto:elitepowe...@gmail.com wrote:
 
 Valve would never remove MOTD. They partnered with Pinion to put
 ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
 wouldn't work. Such include: SLAG, Pinion, Donation pages, Rules
 pages, and anything else that requires MOTD. I don't even know why
 anyone would think it would be removed.
 
 
 
 
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread 1nsane
Could lead to even worse abuse.

Steam overlay is logged in to steam. It's been like this forever, there's
thing that rely on it staying that way.

Since it is logged into steam it would allow malicious servers to do
automatically on their steam accounts. Starting with putting you in a steam
community group soon as you join a server without your consent. To using
exploits and doing much worse things like say forcing you to leave groups
you are an admin of or changing your settings.

Ages ago when Steam used IE I reported an exploit able to do these things
and valve fixed it.


On Sat, Mar 30, 2013 at 5:15 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 **

 I thought I might just put my 2 cents in, so please don't shoot me.



 Here is what the text I received over chat:



 This info was taken from a discussion on IRC between SourceMod's Asher
 Baker (Asherkin) and Valve's Tony Paloma (Druken_F00l). Asherkin posted it
 in a discussion then deleted it, but not before someone quoted it.
 And just to make sure it doesn't get lost, I'm also going to quote it here
 too.
 Drunken_F00l so i think we're gonna nuke the info panel
 Drunken_F00l or at least the ability to send it at arbitrary times
 @asherkin :|
 @asherkin why?
 Drunken_F00l because pinion
 Drunken_F00l or more like server ops abusing pinion
 @asherkin thus killing things that have existed forever, like using it
 to view stats or to listen to streaming radio
 Drunken_F00l it sucks that it might break plugins or game modes using it
 for legit reasons though
 Drunken_F00l ya



 In any case I think what they will only stop motd after initial connect
 thus blocking any abuse by server owners. However I would rather, after
 initial connect, to have links opened by the steam overlay browser. This
 would first fix the issue of Pinion spamming as the player could quickly
 exit out and continue playing there game, not to mention this harms the
 said owner that is spamming the Ad during normal game play because of the
 required completions, and not being able to hold the session for 30
 seconds. It would also be nicer because you could use this as a simple way
 to open radio programs and such, and in new tabs. Thus no longer will radio
 be quit out once you type !bp. It could also have the added functionality
 of going to a common tab for similar links so if you already had radio
 open, and you open radio again you won't be spammed by two radios playing.



 Just some thoughts.

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Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread 1nsane
That be a small price to pay considering the other possibility in losing
HTML MOTD entirely. Having to convert your website to just plain HTML so it
works in the ingame browse would be nothing in comparison. And if you truly
need full access you could convince valve to whitelist your website.

I was just suggesting that as a quick alternative. But it likely won't be
needed based on what Asher wrote earlier today about it being simply an
idea and not a valve's plan to remove the MOTD.


On Sat, Mar 30, 2013 at 5:48 PM, Paul ubyu@gmail.com wrote:

 Although an interesting idea, some community based websites (not Steam
 community, I mean actual server community) may use at least JavaScript,
 e.g. jQuery for a fancy design, or perhaps even to identify statistics of
 the players connecting to the server (I use Google Analytics). If Valve
 must do something, then it should be something that won't be a detriment to
 the existing ideas out there that utilise the MOTD, such as the in-game
 radio plugins. Valve could just simply block plugin access to the MOTD if
 the webpage currently loaded in the MOTD is recognised as a Pinion
 advertisement.


 On 30 March 2013 20:18, 1nsane 1nsane...@gmail.com wrote:

 Valve and Pinion have always been in contact, and IIRC they even opened
 an office in the same state as valve.

 I'm sure they could come up with some solution that can't be abused if
 there's a need.

 Such as better client integration for Pinion to prevent abuse.
 For example whitelisitng URLs on the client and only allowing
 javascript/flash to run on them.

 This way legitimate websites that need these could get approved by valve.
 Well just an idea.





 On Sat, Mar 30, 2013 at 4:11 PM, Asher Baker asher...@gmail.com wrote:

 The except posted was from a very long conversation discussing IDEAS
 not PLANS, and was intended specifically in relation to the plugin
 thread it was posted in. There was really no reason for it to explode
 this much, but I do hope the immediate backlash will avoid any changes
 at all - I think the current system is fine and that it's Quickplay
 that's flawed not the MOTD. My apologies to DF for how people have
 twisted this out of all proportion.

 On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
  Asherkin would not put words into DF's mouth, thats for sure.
 
  One can question ofc if its really going to be removed, but with the
  game-changing properties of the pinion plugin, its easy to see that
 Valve
  isn't liking it:
  - 30 seconds added before able to start with the game. (after
 connecting
  etc)
  - With map restarts (and therefore round re-start) Uber build up at
 start of
  round is impossible, with 30 seconds missing of the round start time
 of 1
  minute, they cannot build up the uber charge when the ad gets shown.
 Same
  goes for Engy to build up his equipment. Essentially killing any way
 for
  those classes to be ready for a defense and offense. Thats quite
  game-changing imo.
  - loads of players complaining about it.
 
 
  As I said in another reply, a way for players to block MOTD based on
 the
  connected server (using their ID's or IP's?) would alleviate some. And
 as I
  see complaints bout this in the Quickplay, disable this feature per
 default
  when using Quickplay servers might be something.
 
  Think that would kill off the pinions and alike fast enough.
 
  There is a lot of legit ways of using the MOTD, and I really would not
 want
  to lose those.
 
  And for those that use the Digest, PLEASE, when you REPLY, rename the
  subject to the subject you reply to, and remove the 50k characters
 below,
  leaving only the message you reply to.
 
  
  From: ics i...@ics-base.net
  To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, 30 March 2013, 19:55
  Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
 
  Pretty sure it wasn't flawed.
 
  -ics
 
  Paul kirjoitti:
  The only source was based on a rumor of a chat log on a forum thread
  showing Drunken_F00l (employee at Valve) talking to asherkin (a
  Sourcemod dev) about it. Perhaps the source was flawed information
  after all then.
 
 
  On 30 March 2013 18:34, ElitePowered . elitepowe...@gmail.com
  mailto:elitepowe...@gmail.com wrote:
 
 Valve would never remove MOTD. They partnered with Pinion to put
 ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
 wouldn't work. Such include: SLAG, Pinion, Donation pages, Rules
 pages, and anything else that requires MOTD. I don't even know why
 anyone would think it would be removed.
 
 
 
 
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  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 

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 To unsubscribe, edit your list preferences, or view

Re: [hlds] Suggestion and query regarding MOTD

2013-03-30 Thread 1nsane
What does that have to do with what I said?

I suggested disabling javascript unless whitelisted, not disabling HTML.

Two completely different things.


On Sat, Mar 30, 2013 at 7:00 PM, IBIS Customer Service 
ibis.serv...@gmail.com wrote:

 I thought players already had cl_disablehtmlmotd hence the existance of:
 https://forums.alliedmods.net/showthread.php?p=1603281


 On Sat, Mar 30, 2013 at 5:56 PM, 1nsane 1nsane...@gmail.com wrote:

 That be a small price to pay considering the other possibility in losing
 HTML MOTD entirely. Having to convert your website to just plain HTML so it
 works in the ingame browse would be nothing in comparison. And if you truly
 need full access you could convince valve to whitelist your website.

 I was just suggesting that as a quick alternative. But it likely won't be
 needed based on what Asher wrote earlier today about it being simply an
 idea and not a valve's plan to remove the MOTD.


 On Sat, Mar 30, 2013 at 5:48 PM, Paul ubyu@gmail.com wrote:

 Although an interesting idea, some community based websites (not Steam
 community, I mean actual server community) may use at least JavaScript,
 e.g. jQuery for a fancy design, or perhaps even to identify statistics of
 the players connecting to the server (I use Google Analytics). If Valve
 must do something, then it should be something that won't be a detriment to
 the existing ideas out there that utilise the MOTD, such as the in-game
 radio plugins. Valve could just simply block plugin access to the MOTD if
 the webpage currently loaded in the MOTD is recognised as a Pinion
 advertisement.


 On 30 March 2013 20:18, 1nsane 1nsane...@gmail.com wrote:

 Valve and Pinion have always been in contact, and IIRC they even opened
 an office in the same state as valve.

 I'm sure they could come up with some solution that can't be abused if
 there's a need.

 Such as better client integration for Pinion to prevent abuse.
 For example whitelisitng URLs on the client and only allowing
 javascript/flash to run on them.

 This way legitimate websites that need these could get approved by
 valve. Well just an idea.





 On Sat, Mar 30, 2013 at 4:11 PM, Asher Baker asher...@gmail.comwrote:

 The except posted was from a very long conversation discussing IDEAS
 not PLANS, and was intended specifically in relation to the plugin
 thread it was posted in. There was really no reason for it to explode
 this much, but I do hope the immediate backlash will avoid any changes
 at all - I think the current system is fine and that it's Quickplay
 that's flawed not the MOTD. My apologies to DF for how people have
 twisted this out of all proportion.

 On Sat, Mar 30, 2013 at 8:05 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
  Asherkin would not put words into DF's mouth, thats for sure.
 
  One can question ofc if its really going to be removed, but with the
  game-changing properties of the pinion plugin, its easy to see that
 Valve
  isn't liking it:
  - 30 seconds added before able to start with the game. (after
 connecting
  etc)
  - With map restarts (and therefore round re-start) Uber build up at
 start of
  round is impossible, with 30 seconds missing of the round start time
 of 1
  minute, they cannot build up the uber charge when the ad gets shown.
 Same
  goes for Engy to build up his equipment. Essentially killing any way
 for
  those classes to be ready for a defense and offense. Thats quite
  game-changing imo.
  - loads of players complaining about it.
 
 
  As I said in another reply, a way for players to block MOTD based on
 the
  connected server (using their ID's or IP's?) would alleviate some.
 And as I
  see complaints bout this in the Quickplay, disable this feature per
 default
  when using Quickplay servers might be something.
 
  Think that would kill off the pinions and alike fast enough.
 
  There is a lot of legit ways of using the MOTD, and I really would
 not want
  to lose those.
 
  And for those that use the Digest, PLEASE, when you REPLY, rename the
  subject to the subject you reply to, and remove the 50k characters
 below,
  leaving only the message you reply to.
 
  
  From: ics i...@ics-base.net
  To: ubyu@gmail.com; Half-Life dedicated Win32 server mailing
 list
  hlds@list.valvesoftware.com
  Sent: Saturday, 30 March 2013, 19:55
  Subject: Re: [hlds] hlds Digest, Vol 24, Issue 77
 
  Pretty sure it wasn't flawed.
 
  -ics
 
  Paul kirjoitti:
  The only source was based on a rumor of a chat log on a forum thread
  showing Drunken_F00l (employee at Valve) talking to asherkin (a
  Sourcemod dev) about it. Perhaps the source was flawed information
  after all then.
 
 
  On 30 March 2013 18:34, ElitePowered . elitepowe...@gmail.com
  mailto:elitepowe...@gmail.com wrote:
 
 Valve would never remove MOTD. They partnered with Pinion to put
 ads in CS:GO servers. If MOTD was taken off, a lot of TF2 mods
 wouldn't work. Such include: SLAG, Pinion, Donation

Re: [hlds] (no subject)

2013-03-30 Thread 1nsane
As for the Valve+Pinion relationship... If Valve is in bed with pinion
then why are they not listed on the pinion list of customers?! I know why,
because it's an outright lie. The a-holes collecting pinion funds started
the lie to legitimize themselves.

Oh so clearly Pinion must have hacked valve then to do:
1) Host official CS:GO servers alongside valve
2) Get special status on the official steam forums:
http://forums.steampowered.com/forums/showpost.php?p=33997052postcount=4
http://forums.steampowered.com/forums/showpost.php?p=34167637postcount=7

Valve must be a really incompetent company not to notice these things for
months... right?


On Sat, Mar 30, 2013 at 10:16 PM, Crapware Wardon 
crapware.war...@hotmail.com wrote:

 ok, the best solution would be to leave the motd option, but, if the
 motd.txt contains anything other than the default motd.txt that ships via
 steamcmd... the server simply does not get listed in the server browser. I
 would also go as far as to say that the vac secured flag also be set to 0
 for those servers.

 As for the Valve+Pinion relationship... If Valve is in bed with pinion
 then why are they not listed on the pinion list of customers?! I know why,
 because it's an outright lie. The a-holes collecting pinion funds started
 the lie to legitimize themselves.

Ok, So all the pro-pinion hijackware guys claim valve is down with
 their program. The research indicates that this is an outright lie. No ad
 time has been purchased by Valve. I am sure there are a few Valve employees
 that are receiving kickbacks for their support of this blatantly
 unscrupulous activity. It may even shed a little light on the fact that
 good ol' Gabe did some house cleaning recently. Anyways.. down to
 business...
 If you want to defeat these dirtbags force-feeding your cpu with
 hijackware and your running a windows machine...
 1) Open your hosts file (generally: c:\windows\system32\drivers\etc\hosts
 ) with a good ol' text editor.
 2) Add the following to the end of your hosts file...
 # Pinion Server Adware
 127.0.0.1  pinion.gg
 127.0.0.1  bin.pinion.gg
 127.0.0.1  cdn.pinion.gg
 127.0.0.1  crm.pinion.gg
 127.0.0.1  delivery.pinion.gg
 127.0.0.1  docs.pinion.gg
 127.0.0.1  kermit.pinion.gg
 127.0.0.1  log.pinion.gg
 127.0.0.1  mail.pinion.gg
 127.0.0.1  motd.pinion.gg
 3) Save the file to your desktop.
 4) If your text editor added .txt to the file name remove the .txt (select
 the file on your desktop, hit F2 and remove the .txt characters).
 5) Copy the host file from your desktop into the
 'C:\windows\system32\drivers\etc' folder and let the new one overwrite the
 existing one.
 Enjoy hijackware free gaming!!

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Re: [hlds] SkepticalGaming uses Fake Clients

2013-03-30 Thread 1nsane
Get some demos, include the other proof you have. Send it to valve.

They delisted servers previously when presented with proof.
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread 1nsane
Where did you hear this rumor from?


On Fri, Mar 29, 2013 at 2:15 PM, Paul ubyu@gmail.com wrote:

 Disabling window.open(...)'s JavaScript function wouldn't effect pop-up
 screens, however if the rumor that I've heard is true then that would
 indeed be bad for such plugins, and could see the community shrink on TF2
 as a result.


 On 29 March 2013 16:42, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:


 Hmm, pop-up screens for plugins like !bp and many others are done by
 users, but its the server's plugin that pops the requested webpage to the
 client. I'd hate to see such go, unless some can be worked out with the
 steam overlay browser, but that would cause a lot of abuse is my guess.
 (servers loading up a huge site in there without the player aware etc).

 If it would be in the form of temporary links (bookmark) in the bar on
 top of the overlay browser, that those only get opened when the client
 clicks on them, that would end any form of abuse.

--
 *From:* Paul ubyu@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Friday, 29 March 2013, 10:15

 *Subject:* Re: [hlds] Suggestion and query regarding MOTD

 Hi guys,
 Yes I understand what you're saying. That isn't what I mean though. I've
 heard rumors (yes, on a forum, not exactly a reliable source I know) that
 there are plans in the works to make a massive change to the MOTD so that
 it can't be used by server plugins mid-game, and that it will only be
 usable at the beginning (when you connect), presumably due to rare problems
 such as what I mentioned occurring on certain servers. I'm guessing the
 rumors aren't true, but even so I was suggesting that it if the rumors are
 true that instead of doing that you could fix the problem by disabling the
 functionality of JavaScript's window.open(...), alert(...) and confirm(...)
 functions. Disabling those three functions would prevent any webpages that
 are loaded in the MOTD from either making an additional popup window, or
 temporarily losing mouse focus in the game to an alert/confirm box.
 Hopefully I've made myself a little clearer now, I didn't mean Java, I do
 mean JavaScript.

 Many thanks,
 Paul.

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Re: [hlds] [hlds_linux] Day of Defeat:Source has ben converted toSteamPipedelivery.

2013-03-29 Thread 1nsane
What about querying the API with appid 232290?



On Fri, Mar 29, 2013 at 4:00 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 We have had two existing to tell if the server needed to restart:

 * Source engine servers know that they are out of date and can be told to
 shut down at appropriate times.
 * The up-to-date WebAPI can be polled by an external process.


 https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001?appid=300version=1702177

 {
 response: {
 success: true,
 up_to_date: false,
 version_is_listable: false,
 required_version: 1717992,
 message: Your server is out of date, please upgrade
 }
 }

 Both of those mechanisms still work.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, March 29, 2013 12:32 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Day of Defeat:Source has ben converted
 toSteamPipedelivery.

 It be great if Valve post update notifications to both appids at the same.
 So we wouldn't need workarounds.


 On Fri, Mar 29, 2013 at 3:00 PM, Andre Müller gbs.dead...@gmail.com
 wrote:

  Well only for valve Iv'e coded  a shit workaround in my updater.
 
 
  BEFORE:
  {
  'Game' : 'Day of Defeat: Source PIPE',
  'VersCheckAppID' : '232290',
  'UpdateAppID' : '232290',
  'Updater' : UDTA,
  'MasterServer' : 'dods_pipe',
  'VersionCheckable' : True,
  'steaminf' : 'dod/steam.inf',
  'VersionCheckRegex' : REGEX_NORMAL
  },
 
  AFTER:
  {
  'Game' : 'Day of Defeat: Source PIPE',
  'VersCheckAppID' : '300',
  'UpdateAppID' : '232290',
  'Updater' : UDTA,
  'MasterServer' : 'dods_pipe',
  'VersionCheckable' : True,
  'steaminf' : 'dod/steam.inf',
  'VersionCheckRegex' : REGEX_NORMAL
  },
 
 
  Output:
 
 
 +-+-+---+--+---+-+
  | Day of Defeat: Source PIPE  | 232290  | Nein
   | 1702177  | 1717992   | updatetool_anon |
 
 
 +-+-+---+--+---+-+
 
 
  By the way UDTA is UpdateTool from Didrole. This tool works since 3
  weeks very well.
 
 
  Greetings DeaD_EyE
 
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Re: [hlds] Suggestion and query regarding MOTD

2013-03-29 Thread 1nsane
Yes I already linked that thread earlier.


On Fri, Mar 29, 2013 at 4:30 PM, Doctor McKay mc...@doctormckay.com wrote:

 Rumor that Valve is considering removing the MOTD 
 entirely.https://forums.alliedmods.net/showthread.php?p=1922141#post1922141

 Because of this, I decided to compile a 
 listhttps://docs.google.com/document/d/14GFAlNwhtuoNq4XKqSFvPuAA7iZYmcztQiRT85FjTzU/edit?usp=sharingof
  plugins that would entirely or partially break if this change was made.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Fri, Mar 29, 2013 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote:

 Where did you hear this rumor from?


 On Fri, Mar 29, 2013 at 2:15 PM, Paul ubyu@gmail.com wrote:

 Disabling window.open(...)'s JavaScript function wouldn't effect pop-up
 screens, however if the rumor that I've heard is true then that would
 indeed be bad for such plugins, and could see the community shrink on TF2
 as a result.


 On 29 March 2013 16:42, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:


 Hmm, pop-up screens for plugins like !bp and many others are done by
 users, but its the server's plugin that pops the requested webpage to the
 client. I'd hate to see such go, unless some can be worked out with the
 steam overlay browser, but that would cause a lot of abuse is my guess.
 (servers loading up a huge site in there without the player aware etc).

 If it would be in the form of temporary links (bookmark) in the bar
 on top of the overlay browser, that those only get opened when the client
 clicks on them, that would end any form of abuse.

--
 *From:* Paul ubyu@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Friday, 29 March 2013, 10:15

 *Subject:* Re: [hlds] Suggestion and query regarding MOTD

 Hi guys,
 Yes I understand what you're saying. That isn't what I mean though.
 I've heard rumors (yes, on a forum, not exactly a reliable source I know)
 that there are plans in the works to make a massive change to the MOTD so
 that it can't be used by server plugins mid-game, and that it will only be
 usable at the beginning (when you connect), presumably due to rare problems
 such as what I mentioned occurring on certain servers. I'm guessing the
 rumors aren't true, but even so I was suggesting that it if the rumors are
 true that instead of doing that you could fix the problem by disabling the
 functionality of JavaScript's window.open(...), alert(...) and confirm(...)
 functions. Disabling those three functions would prevent any webpages that
 are loaded in the MOTD from either making an additional popup window, or
 temporarily losing mouse focus in the game to an alert/confirm box.
 Hopefully I've made myself a little clearer now, I didn't mean Java, I do
 mean JavaScript.

 Many thanks,
 Paul.

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Re: [hlds] Mandatory updates released for SteamPipe betas for Source engine

2013-03-26 Thread 1nsane
Hi,

Is DOD:S still on track for release this week?

Thanks.

On Tue, Mar 26, 2013 at 5:06 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  All Source engine games:

 * VPK tool: improved command line parsing and help text

 * VPK tool: fixed several bugs building standalone (non-multi-chunk) VPK
 files.

 * VPK tool: fixed tool not putting CRCs into file unless -P was used.

 * Fixed pure servers kicking clients with custom VPKs

 * Fixed formatting of pure server rules

 ** **

 TF2 Beta:

 * Fix crash bug after connecting to game coordinator

 ** **

 DoD:S:

 * Moved map HTML files outside of VPK so they can be displayed by in-game
 browser

 ** **

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Re: [hlds] SteamPipe beta schedule

2013-03-26 Thread 1nsane
In regards to pure, it appears to report correctly if the server
changes/reloads map at least once.

But on first start up it won't be shown correctly.

I can replicate it using this short command line:
./srcds_run -game dod +sv_pure 1 +map dod_anzio

Connected to the server immediately and got sv_pure 2 still.

On Tue, Mar 26, 2013 at 5:23 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Is DOD:S still on track for release this week?
 Probably not.  We have a few outstanding regressions.

 ** **

 I could use some help gathering data to reproduce these bugs or confirm
 them closed.

 ** **

 Audio files specified in .RES file not downloaded.  (Possibly related to
 Linux case sensitivity?)

 https://github.com/ValveSoftware/Source-1-Games/issues/194

 ** **

 Sounds in .bsp not playing.  (It would help to have an example .bsp that
 has sounds in it that don’t play, and doesn’t involve a bunch of extra
 custom assets outside the .bsp.)

 https://github.com/ValveSoftware/Source-1-Games/issues/240

 ** **

 Any examples of clients not reporting the sv_pure status properly?

 https://github.com/ValveSoftware/Source-1-Games/issues/234

 ** **

 Hopefully we can fix any important regressions (i.e. bugs that are not
 newly introduced by the SteamPipe filesystem changes) in a week or so.

 ** **

 We’ll give everybody on this list several days notice before we flip the
 release game to SteamPipe.

 ** **

 - Fletch

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Re: [hlds] SteamPipe beta schedule

2013-03-26 Thread 1nsane
Your post on the bug report explains it actually.

Because sv_pure 1 is default and I have no pure whitelist then the server
reports sv_pure 2 to the client.

Guess it works correctly then, just a bit confusing :).

On Tue, Mar 26, 2013 at 5:44 PM, 1nsane 1nsane...@gmail.com wrote:

 In regards to pure, it appears to report correctly if the server
 changes/reloads map at least once.

 But on first start up it won't be shown correctly.

 I can replicate it using this short command line:
 ./srcds_run -game dod +sv_pure 1 +map dod_anzio

 Connected to the server immediately and got sv_pure 2 still.

 On Tue, Mar 26, 2013 at 5:23 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Is DOD:S still on track for release this week?
 Probably not.  We have a few outstanding regressions.

 ** **

 I could use some help gathering data to reproduce these bugs or confirm
 them closed.

 ** **

 Audio files specified in .RES file not downloaded.  (Possibly related to
 Linux case sensitivity?)

 https://github.com/ValveSoftware/Source-1-Games/issues/194

 ** **

 Sounds in .bsp not playing.  (It would help to have an example .bsp that
 has sounds in it that don’t play, and doesn’t involve a bunch of extra
 custom assets outside the .bsp.)

 https://github.com/ValveSoftware/Source-1-Games/issues/240

 ** **

 Any examples of clients not reporting the sv_pure status properly?

 https://github.com/ValveSoftware/Source-1-Games/issues/234

 ** **

 Hopefully we can fix any important regressions (i.e. bugs that are not
 newly introduced by the SteamPipe filesystem changes) in a week or so.***
 *

 ** **

 We’ll give everybody on this list several days notice before we flip the
 release game to SteamPipe.

 ** **

 - Fletch

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Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread 1nsane
Was this update marked as required?

On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status

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Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread 1nsane
Derp. No that's what optional means.

Too earger to test autoupdate.

On Wed, Mar 20, 2013 at 5:42 PM, 1nsane 1nsane...@gmail.com wrote:

 Was this update marked as required?

 On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status

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Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread 1nsane
Ahh alright. Good to know.

On Wed, Mar 20, 2013 at 5:45 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  BTW, the autoupdate feature will only work for the TF beta.  (Since it
 is a separate app.)

 ** **

 For the other apps, the server will need to be restarted manually.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Wednesday, March 20, 2013 2:43 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional updates to Source engine betas released

 ** **

 Derp. No that's what optional means.

 ** **

 Too earger to test autoupdate.

 On Wed, Mar 20, 2013 at 5:42 PM, 1nsane 1nsane...@gmail.com wrote:

 Was this update marked as required?

 On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

   Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status

 ** **

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  ** **

 ** **

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Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread 1nsane
I think I see a bug. Spotted in DODS:

Server:
Current sv_pure value is -1.

Client:
The server is using sv_pure 2.  (Fully pure)

On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status

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Re: [hlds] Optional updates to Source engine betas released

2013-03-20 Thread 1nsane
Client: Windows 8
Server: Debian Squeeze

command line:
-game dod -ip x.x.x.x -port 27015 -nobreakpad +maxplayers 32 +servercfgfile
dods.cfg +motdfile motd_dods.txt +log on +fps_max 0 +sv_pure -1 +map
dod_donner +rcon_password blah

It is also set in the server.cfg:
// Pure
sv_pure -1
sv_pure_kick_clients 0


On Wed, Mar 20, 2013 at 6:30 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  I’m not reproducing this.

 ** **

 What is your server command line?

 Where does sv_pure appear in your config?

 What OS are you using for the client / server?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Wednesday, March 20, 2013 3:03 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional updates to Source engine betas released

 ** **

 I think I see a bug. Spotted in DODS:


 Server:

 Current sv_pure value is -1.

 ** **

 Client:

 The server is using sv_pure 2.  (Fully pure)

 ** **

 On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status


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 ** **

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming

2013-03-19 Thread 1nsane
Doubtful. They said we'd have early warning and the files would be
available prior to the update itself by a day or so.

On Tue, Mar 19, 2013 at 2:53 PM, T Marler bloodyi...@shaw.ca wrote:

 Is this SteamPipe coming?

 - Original Message -
 From: Eric Smith er...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing
 list hlds_li...@list.valvesoftware.com, 
 hlds_annou...@list.valvesoftware.com 
 hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, March 19, 2013 12:51:54 PM
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming

 We're working on mandatory updates for TF2, DoD:S, and HL2:DM. We should
 have them ready soon.

 -Eric


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Re: [hlds] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released

2013-03-15 Thread 1nsane
No, he mentioned previously that one won't be used.

Check the link he posted on info for getting into the beta.

On Fri, Mar 15, 2013 at 12:29 PM, Dominik Friedrichs d...@forlix.org wrote:

 Fletcher, is this the CS:S beta client you are talking about?
 http://steamcommunity.com/app/**260/ http://steamcommunity.com/app/260/
 I'm irritated by the fact that it still downloads GCF files, also the last
 news post is from 2011.


 On 2013/03/15 17:18, Fletcher Dunn wrote:

 A patch for the beta Counter-Strike:Source server and client has been
 released.

 The game is ready for testing.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Thursday, March 14, 2013 7:59 PM
 To: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list 
 (hlds_linux@list.**valvesoftware.comhlds_li...@list.valvesoftware.com);
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 2: Deathmatch and Counter-Strike:
 Source SteamPipe Betas released

 Well, the Counter-strike:Source server just released doesn't boot.
  Whoops!

 This will be fixed tomorrow.

 If you want to start the download now and let it run, the bandwidth won't
 be wasted.  The patch tomorrow with the fix will be small.

 My apologies.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Thursday, March 14, 2013 7:19 PM
 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com); Half-Life
 dedicated Win32 server mailing list (hlds@list.valvesoftware.com);
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 Subject: [hlds] Half-Life 2: Deathmatch and Counter-Strike: Source
 SteamPipe Betas released

 SteamPipe Betas have been released for Half-Life 2: Deathmatch and
 Counter-Strike: Source.

 For each game, we have released a SteamPipe version of the dedicated
 server, which is a separate installation that should be installed using the
 SteamCMD tool, and a client beta that you can opt in to.

 The regular (non-beta) dedicated server and client are not affected by
 this beta.

 Further information about the SteamPipe conversion of the Source engine
 games can be found here:
 https://support.steampowered.**com/kb_article.php?ref=7388-**QPFN-2491https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 We will keep the games in beta as long as significant bugs are being
 reported.  You can help ensure that your favorite feature works without any
 disruption by helping to test it!  In particular, the following features
 are sensitive to the filesystem changes and could use extra testing:


 * Custom maps and server-side mods, and downloading of custom
 content from servers.

 * Pure servers

 Thanks for testing!
 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] [hlds_announce] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released

2013-03-15 Thread 1nsane
The what now?

What are you trying to do with the .vpk? Do you want to extract them?
If so: http://nemesis.thewavelength.net/index.php?p=26

If you want to add your custom content into the .vpk file. Don't. You don't
need to right now. The clients won't be able to download a .vpk file from
your server currently.

On Fri, Mar 15, 2013 at 3:59 PM, GREFFIER Jonathan
centaureo...@orange.frwrote:

 Le 15/03/2013 17:18, Fletcher Dunn a écrit :

  A patch for the beta Counter-Strike:Source server and client has been
 released.

 The game is ready for testing.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Thursday, March 14, 2013 7:59 PM
 To: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list 
 (hlds_linux@list.**valvesoftware.comhlds_li...@list.valvesoftware.com);
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 2: Deathmatch and Counter-Strike:
 Source SteamPipe Betas released

 Well, the Counter-strike:Source server just released doesn't boot.
  Whoops!

 This will be fixed tomorrow.

 If you want to start the download now and let it run, the bandwidth won't
 be wasted.  The patch tomorrow with the fix will be small.

 My apologies.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Thursday, March 14, 2013 7:19 PM
 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com); Half-Life
 dedicated Win32 server mailing list (hlds@list.valvesoftware.com);
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 Subject: [hlds] Half-Life 2: Deathmatch and Counter-Strike: Source
 SteamPipe Betas released

 SteamPipe Betas have been released for Half-Life 2: Deathmatch and
 Counter-Strike: Source.

 For each game, we have released a SteamPipe version of the dedicated
 server, which is a separate installation that should be installed using the
 SteamCMD tool, and a client beta that you can opt in to.

 The regular (non-beta) dedicated server and client are not affected by
 this beta.

 Further information about the SteamPipe conversion of the Source engine
 games can be found here:
 https://support.steampowered.**com/kb_article.php?ref=7388-**QPFN-2491https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 We will keep the games in beta as long as significant bugs are being
 reported.  You can help ensure that your favorite feature works without any
 disruption by helping to test it!  In particular, the following features
 are sensitive to the filesystem changes and could use extra testing:


 * Custom maps and server-side mods, and downloading of custom
 content from servers.

 * Pure servers

 Thanks for testing!
 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 __**_
 hlds_announce mailing list
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_announcehttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce

  Hello,

 If I understand correctly, on the server, it is necessary to customize the
 content in the folder custom as follow:

 custom / my_folder / materials / etc ...
 custom / my_folder / models / etc ...
 custom / my_folder / sound / etc ...

 but what I can not understand is how to convert the file. vpk?


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