Re: [hlds] [hlds_linux] Where is my traffic coming from?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] An open letter to Valve about MOTDs
If servers were able to survive for the past 10 years why do we need ads now? It used to be you create a good community or your servers die. Now it's lets out up tons of ads and let my sub par servers survive without the need of a community. In my opinion servers should be running to foster a community, it's a game not a billboard for COD. Sent from my iPhone 5 On Nov 8, 2013, at 9:49 AM, hutch hu...@halsplayground.com wrote: I don't want quick-play players to see the ads either. Not on my servers at least. But I do know I want them to see and ignore my motd, not a txt file. If you do not know what I was rambling on about, I rest my case. You confuse the html issue with the sanction of ads. Hutch ___ 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
Re: [hlds] An open letter to Valve about MOTDs
Tldr run what you can afford. Fixes everything. Sent from my iPhone 5 On Nov 7, 2013, at 10:57 AM, 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. ___ 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
Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?
The update just came out! Of course there is going to be a surge that plateaus. :| Sent from my iPhone 5 On Oct 31, 2013, at 12:42 PM, Gamers Exile gamersex...@shaw.ca wrote: I too was seeing great traffic on our Halloween servers till late last night and now you could count the tumble weeds rolling through... and there are no disqualifying mods running... GE From: Daniel Barreiro Sent: Thursday, October 31, 2013 11:33 AM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update? So I I'd assume you guys just put up a ton of servers, spreading the traffic out. On Thu, Oct 31, 2013 at 1:30 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There were no Valve event servers running until last night. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, October 31, 2013 10:13 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? Never run any bots, all of my servers were full yesterday and are completely dead last night until now. Only change was the update. One of the servers wasn't registered until this event (converted it from a custom server temporarily just to get a 24/7 helltower server for the week), so it was a brand new ID. On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote: None of my servers are running any sort of bots, and they all dropped quickplay traffic completely last night. Can you double check to verify this update didn't create an additional issue, as it sure does look like something is wrong. ~6000 players in 24h to 0 in 12h, doesn't really make any sense. - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_li...@list.valvesoftware.com Cc: hlds@list.valvesoftware.com Sent: Thursday, October 31, 2013 12:32 PM Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update? 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-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto: hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v alvesoftware.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_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa re.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
Re: [hlds] Problems caused by connecting server favorites to IP address
Find a good host and stick with them. Iv leased 20 or so IPs for 5 years now and have had 3 different hardware configurations. However it does suck to move when you are a smaller community. Sent from my iPhone 5 On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote: upgrading hardware doesn't always mean IP change. We have retained our IP's for years. But i'm all in for keeping my servers in users favorite lists in other methods too. -ics Jason Tango kirjoitti: I would definitely be curious to know how many server operators have decided against upgrading their hardware (which would be better for the overall game's userbase in the long run) for this very reason. Is it simply the difficulty of implementation? Or is Valve so close to releasing Source 2 (that may already have this implemented) that they think it's a waste of time? All I DO know is that I would have to recommend against changing IP's to anyone that doesn't absolutely have to. It's a disaster to your traffic. Date: Thu, 26 Sep 2013 14:33:59 -0700 From: thepauls...@gmail.com To: mreeu...@yahoo.com; hlds@list.valvesoftware.com Subject: Re: [hlds] Problems caused by connecting server favorites to IP address I said this a month ago and I explained why it would be much easier and better for Valve to implement DNS instead of tying it to the server registration system. When people upgrade you usually change hosts because the old ones have gone bad so you cannot keep IPs. My experience with most hosts is that they may let you upgrade your server, but they will not fix their network providers, add ddos protection, or reduce your costs so you stop paying $200/month because that was the standard price 4 years ago. I think what we need to do in order to get this implemented is to understand why Valve has ignored this request for so long. This isn't rocket science or as difficult as implementing Source3, so the problem must be because Valve doesn't think this will improve anything. On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote: The only way to truly move is keeping the old servers for a while, and point those to the new servers so they can connect and favorite them. having a turnover time without paralel, would give no incentive to the players to add those IP's. I do agree a solution would really be nice to keep your playerbase of a server. I even proposed various workings for that (via steam group memberships to have a specific tab / option to show them in favs). But its been on deaf ears for years now. Also, I never hear anybody about having a chat with the hoster / datacenter to move the IP's to the new machines. *From:* Jason Tango jtrun...@outlook.com mailto:jtrun...@outlook.com *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Thursday, 26 September 2013, 22:11 *Subject:* [hlds] Problems caused by connecting server favorites to IP address Hello, I know this has been brought up many, many timesbut it would seem that with the maturity of the server registration system that Valve is now in a perfect position to fix this issue which both negatively impacts long-established servers, AND prevents server operators from moving to better/improved hardware. I'm talking about the way server favorites work in the server browser. Specifically, the fact that if - for any reason - a server operator needs to change their server's IP address, it disappears from all the users clients who have added it to their favorites over the years. That may not seem like a big deal, but it absolutely IS. It takes months and years to build up a strong base of server regulars, and that base is virtually destroyed if you change that server's IP address. For examplewe recently had the opportunity to acquire hardware at a significant discount at another server provider that was a significant upgrade from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same price we were currently paying per month. Wanting to give our players the best possible experience, so we decided to make the move. To prepare, we ran a message for 30 days on the current servers informing the players the servers were moving (and the new address). After that 30 day period, we flipped the switch, and shutdown the old server, bringing the new ones
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
Are you sure? It seems right to me right now. Sent from my iPhone 5 On Jul 24, 2013, at 7:13 PM, Jesse Molina je...@opendreams.net wrote: You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds] Mandatory TF2 update coming soon
My servers are updated and running with the new SM game data. It looks like players can get in too. Sent from my iPhone 5 On Jul 10, 2013, at 3:58 PM, John lists.va...@nuclearfallout.net wrote: On 7/10/2013 3:51 PM, Ryan Stecker wrote: Your update system should be checking the UpToDate webapi, which wasn't flipped until the update was released to clients. That's one potential workaround when it comes to whether the rollout is triggered. However, it would not solve the related problem of the latest files not matching what is needed for client support -- which isn't necessary and leads to problems for anyone who tries to just pull down the latest release. It would be much better for optional/pre-release updates to be in a separate channel. -John ___ 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
Re: [hlds] Mandatory TF2 update coming soon
I'm on windows. Linux is another story. Sent from my iPhone 5 On Jul 10, 2013, at 4:53 PM, Russell Smith ve...@tinylittlerobots.us wrote: Fixed on Windows only? I still see crashes on Linux with latest gamedata. On 10.07.2013 16:49, j m wrote: I can confirm this On Jul 10, 2013 4:28 PM, DontWannaName! ad...@topnotchclan.com [4] wrote: My servers are updated and running with the new SM game data. It looks like players can get in too. Sent from my iPhone 5 On Jul 10, 2013, at 3:58 PM, John lists.va...@nuclearfallout.net [1] wrote: On 7/10/2013 3:51 PM, Ryan Stecker wrote: Your update system should be checking the UpToDate webapi, which wasnt flipped until the update was released to clients. Thats one potential workaround when it comes to whether the rollout is triggered. However, it would not solve the related problem of the latest files not matching what is needed for client support -- which isnt necessary and leads to problems for anyone who tries to just pull down the latest release. It would be much better for optional/pre-release updates to be in a separate channel. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [2] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [3] Links: -- [1] mailto:lists.va...@nuclearfallout.net [2] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [3] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [4] mailto:ad...@topnotchclan.com ___ 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
Re: [hlds] Mandatory TF2 update released
No that's the solution. They will overwrite the files. Sent from my iPhone On Jun 5, 2013, at 11:42 AM, CScrivener . ctscrive...@gmail.com wrote: Maybe I'm wrong, but wasn't this brought up awhile ago and the solution was to drop all modified versions of shipped files into the custom folder? That way you would have all the shipped files unmodified in their original location and have all your modified versions in a single location (custom folder), as well as updates NOT overwriting all the changes made? I thought Fletcher mentioned this awhile ago but perhaps I am wrong. Could have swore I saw this written out somewhere and sent through the mailing listif not, my bad. *shrug* On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This update will be the last time that happens. We’re getting rid of all instances where we encourage people to modify shipping files. For all such customizations in the future, thingsa re setup to encourage people to copy it to a new file and modify that one. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne Sent: Monday, June 03, 2013 7:22 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Hey all, Is it normal for SteamCMD to delete files during the conversion process from HLDSUpdateTool? I kept seeing files vanish, so I put SteamCMD on the left side of my screen with my 'cfg' folder on the right, and after a few seconds of running SteamCMD on a directory that was previously updated by HLDSUpdateTool, the cfg files disappeared as if they were deleted. According to this article it says files will only be moved, not deleted, but I have not found this to be true. I have had several other users ask me about this issue, too. I did some research with Process Monitor and found that SteamCMD does in fact overwrite the cfg files in addition to several others. Note the highlighted line here (SetRenameInformationFile): http://tinypic.com/r/9zn38m/5 So in the article's question My XYZ file got deleted. Where did it go? The conversion process does not delete any user files. - this is technically true, however, the conversion process does overwrite files. User files outside of a specific set are not modified, like the 'addons' folder or 'server.cfg'. Thoughts? Thank you, Brady Osborne m...@bradyosborne.com On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com ad...@aerolitegaming.co.uk wrote: Thank you very much for that, it worked. On 03/06/2013 23:46, Nicholas Hastings wrote: If you have the Steam client installed on your server, launch it and check for updates. That error can happen when they update the shipped steam_api (they did) and you have an older steamclient installed on the machine. -- Nicholas Hastings AlliedMods.net image001.jpg AeroliteGaming.com Monday, June 03, 2013 6:43 PM Having troubles after this update: ** * ** * * Unable to load Steam support library. * * Unable to load Steam support library. * * This server will operate in LAN mode only. * * This server will operate in LAN mode only. * ** * ** * Tried validating and still no luck. ___ 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 ___ 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
Re: [hlds] Mandatory TF2 update released
Well you have to do it right But yeah it will fix those issues. Sent from my iPhone On Jun 5, 2013, at 12:06 PM, Albert Davis davis.alb...@gmail.com wrote: Sure, I'll drop them in the custom folder and see what happens next update. On Wed, Jun 5, 2013 at 2:44 PM, DontWannaName! ad...@topnotchclan.com wrote: No that's the solution. They will overwrite the files. Sent from my iPhone On Jun 5, 2013, at 11:42 AM, CScrivener . ctscrive...@gmail.com wrote: Maybe I'm wrong, but wasn't this brought up awhile ago and the solution was to drop all modified versions of shipped files into the custom folder? That way you would have all the shipped files unmodified in their original location and have all your modified versions in a single location (custom folder), as well as updates NOT overwriting all the changes made? I thought Fletcher mentioned this awhile ago but perhaps I am wrong. Could have swore I saw this written out somewhere and sent through the mailing listif not, my bad. *shrug* On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This update will be the last time that happens. We’re getting rid of all instances where we encourage people to modify shipping files. For all such customizations in the future, thingsa re setup to encourage people to copy it to a new file and modify that one. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne Sent: Monday, June 03, 2013 7:22 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Hey all, Is it normal for SteamCMD to delete files during the conversion process from HLDSUpdateTool? I kept seeing files vanish, so I put SteamCMD on the left side of my screen with my 'cfg' folder on the right, and after a few seconds of running SteamCMD on a directory that was previously updated by HLDSUpdateTool, the cfg files disappeared as if they were deleted. According to this article it says files will only be moved, not deleted, but I have not found this to be true. I have had several other users ask me about this issue, too. I did some research with Process Monitor and found that SteamCMD does in fact overwrite the cfg files in addition to several others. Note the highlighted line here (SetRenameInformationFile): http://tinypic.com/r/9zn38m/5 So in the article's question My XYZ file got deleted. Where did it go? The conversion process does not delete any user files. - this is technically true, however, the conversion process does overwrite files. User files outside of a specific set are not modified, like the 'addons' folder or 'server.cfg'. Thoughts? Thank you, Brady Osborne m...@bradyosborne.com On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com ad...@aerolitegaming.co.uk wrote: Thank you very much for that, it worked. On 03/06/2013 23:46, Nicholas Hastings wrote: If you have the Steam client installed on your server, launch it and check for updates. That error can happen when they update the shipped steam_api (they did) and you have an older steamclient installed on the machine. -- Nicholas Hastings AlliedMods.net image001.jpg AeroliteGaming.com Monday, June 03, 2013 6:43 PM Having troubles after this update: ** * ** * * Unable to load Steam support library. * * Unable to load Steam support library. * * This server will operate in LAN mode only. * * This server will operate in LAN mode only. * ** * ** * Tried validating and still no luck. ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
Was the heavy crash exploit fixed? Sent from my iPhone 5 On Jun 3, 2013, at 2:50 PM, E. Olsen ceo.eol...@gmail.com wrote: Also - you guys are still overwriting (actually, deleting) the replay.cfg file. On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote: Does this fix the Taunt exploit that is currently crashing servers, or do we still need to use a plugin to block it? On Mon, Jun 3, 2013 at 5:42 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 1783578. -Eric -- Team Fortress 2 - Added new Adult Swim items to the Mann Co. Store - The Breather Bag, The Weather Master, and The Bacteria Blocker - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament medals - Fixed mat_viewportupscale using an error material for clients using DirectX8 - Fixed config_arena.cfg being replaced by the default version when dedicated servers update - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Fixed a missing LOD on the dispenser - Updated the -insert_search_path delimiter to be a comma instead of a semi-colon - Updated the equip region on the Practitioner's Processing Mask to match the Physician's Procedure Mask - Updated The Conscientious Objector and The Bat Outta Hell so they can be crafted and can be used to craft other items ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
Ah Linux only? Sent from my iPhone 5 On May 17, 2013, at 11:51 AM, Cody Woodson xxwoodyman123...@sbcglobal.net wrote: Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after start up Sent from my iPhone On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote: You will most likely crash the moment you have a player join... Thanks, Kyle. On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote: How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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 ___ 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
Re: [hlds] ETA on the fix for hammer?
I think they are working on getting it moved over too. They wouldn't leave their tools broken. Sent from my iPhone 5 On May 2, 2013, at 10:47 PM, The Mighty Gerbil themightyger...@agapegraphics.com wrote: Hi I tried the mapping mailing list first but didn't get a response so I was wondered if you guys know. Is if there an ETA on the fix for hammer and the SDK tools after Steampipe broke them? I just want to know so I can decide if I should go through the trouble of hunting for a workaround which may or may not exist or just wait a few days for the official fix. Thank you. ___ 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
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
Yeah this is what I'm doing. It works just like the client. If replay is enabled but not configured the server will crash on map change. Sent from my iPhone 5 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca wrote: Just add your replay configs to /custom/mystuff/cfg Sent Via Pigeon From: Flubber Sent: Thursday, May 2, 2013 6:02 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP As the previous one, this update keep overwriting the 3 replay related cfg file in /cfg. 2013/5/2 Fletcher Dunn fletch...@valvesoftware.com It doesn’t now. We’re working on a new executive script in Python. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Thursday, May 02, 2013 2:19 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP How does the auto update work with windows? On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: If the plugins are tightly coupled with particular builds, then they probably should be versioned. The ServerVersion field found in steam.inf uniquely identifies a build. It will change every update, even if the PatchVersion does not. (This field is currently only in TF, but if this is useful, we can easily add it to the other games.) I believe that somehow associating any tightly-coupled plugin data with that identifier is the best solution to this problem. Also, I think this problem is not really exclusive to optional updates. Clients now only find servers with the matching version in the server browser. So the urgency to delist out of date servers is greatly reduced. In fact, the only real remaining reason we still do it is because it is the only mechanism we have by which to signal automatic updates! Once we've improved that channel of communication, we will be in a position to make the transition across an update that requires changing the Patch Version much more graceful. We have had feedback on many occasions from this mailing list that the harsh transition that currently happens, including the scramble to be the first to get your server up, was not a desirable situation. It's definitely not a good experience for clients to be dumped from server and start downloading the update in unison. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 1:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP Well, I'm glad something is being done so that we can tell when optional updates are pushed, because traditionally optional updates don't show up However, there's still one problem: The last two optional TF2 updates have both required changes to mods (SourceMod and EventScripts to name two major ones). However, since they're optional updates, we now need 3 different sets of configurations for servers for these mods depending on which optional updates they have. Oh, and there are 2 (or more?) different configurations for the other three games depending on which optional updates they have. This becomes a serious problem very quickly. On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: 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. We are working on some mechanisms so that you can tell (and gracefully roll over to) a new version when an optional update is released. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Thursday, May 02, 2013 11:54 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP And on that note, can we please get server crash fixes as required updates rather than optional updates? Clients already auto-update to the optional updates, but servers *don't*. On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Just a warning to those who update. There's a good chance due to the class changes in this update your server will not function properly with SourceMod and other addons that utilize static offsets. Until the majority of servers update to this (3rd) optional update, I
Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP
Maybe move default replay CFGs to root then load custom in the cfg folder first if overwriting can't be stopped. Sent from my iPhone 5 On May 3, 2013, at 11:16 AM, ics i...@ics-base.net wrote: However, it would be a whole lot of better if certain things that were configurable by anyone and had been configured previously, would not be overwritten by each update. A lot of server operators aren't not his list and aware of these things as things used to be different before the change. -ics DontWannaName! kirjoitti: Yeah this is what I'm doing. It works just like the client. If replay is enabled but not configured the server will crash on map change. Sent from my iPhone 5 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca mailto:gamersex...@shaw.ca wrote: Just add your replay configs to /custom/mystuff/cfg Sent Via Pigeon *From: *Flubber *Sent: *Thursday, May 2, 2013 6:02 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP As the previous one, this update keep overwriting the 3 replay related cfg file in /cfg. ___ 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
Re: [hlds] [hlds_linux] SteamPipe Replay autoexec.cfg player count bug
Aren't you only suppose to enable replay from the command line? Sent from my iPhone 5 On Apr 29, 2013, at 6:18 PM, Ross Bemrose rbemr...@gmail.com wrote: So, I just ran into this neat little bug on a vanilla (no addons directory) Linux SteamPipe server I'm preparing as a backup for tomorrow's changeover. If replay is loaded from autoexec.cfg, it incorrect subtracts one from the displayed max players. That is, if sv_visiblemaxplayers is set to 24 or -1 (on a maxplayers 24 server), it shows as 0/23 in the Steam and TF2 server browsers. This persists after a map change. Starting with -replay on the command line shows 0/24 as expected. Unfortunately, I don't have access to the command line on another server, and this issue WILL cause problems there because of it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory update to TF2 SteamPipe beta released
From what I understand there needs to be updated game data for steam pipe but they can't be synced in SM until its released. Sent from my iPhone 5 On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote: It seems that any plugins using GetPlayerEyePosition() are casing crashes. Spraytrace is one example. I would imagine SMAC has a component that does so as well. From: thesupremecommander thesupremec...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, April 24, 2013 10:40:34 PM Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released I'll try reverting, then, but I did try dropping in the latest SM 1.5 snapshot earlier to no avail. I'll probably just stick with the core plugins until I can do more extensive testing. On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings psycho...@alliedmods.net wrote: SM does not officially support the beta version yet and will not until closer to its release, else it would be broken for the release version of the game. -- Nicholas Hastings AlliedMods.net compose-unknown-contact.jpgthesupremecommander Wednesday, April 24, 2013 9:04 PM Is anybody getting constant crashing with SourceMod? I seem to be getting the standard segfault whenever someone joins the server and can't pin it onto any one plugin, although crashing consistently disappears when I strip down to the latest SM 1.6 and MM:S 1.10 snapshots. -- thesupremecommander (Steam) Chief Admin, SPUFserver Chief Admin, OverPowered League ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds compose-unknown-contact.jpgFletcher Dunn Tuesday, April 23, 2013 2:12 PM 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- thesupremecommander (Steam) Chief Admin, SPUFserver Chief Admin, OverPowered League ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] VPK Tool Wiki Page
I have updated the VPK tool wiki page with as much information as I can at the moment. It is now up to date and formatted. https://developer.valvesoftware.com/wiki/VPK For those of you having problems with key values, I added an example of how to correctly create one: https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK If you have any questions feel free to ask here and I can update the page with answers when we get them or add to it. -DWN ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game
Only Linux has that ability as always. Sent from my iPhone 5 On Apr 24, 2013, at 11:16 AM, big john brewskii...@gmail.com wrote: Do the steam pipe servers auto update usually? I don't remember seeing anything about that. On Apr 24, 2013 2:03 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: We’ve released a mandatory update to the SteamPipe beta. Please note that your server will NOT automatically detect that it is out of date and restart; you will need to manually update it. (This should be the last such manual restart.) We’ve also released an optional update to the non-SteamPipe version of TF2. If you restart your server you may get an update to engine.dll/.so, but there are no relevant changes to the dedicated server so updating is not necessary. These changes make the SteamPipe server and client interoperable with the non-SteamPipe server and client. (Any client can connect with any server.) We expect many more clients to opt into the beta after this change. (And remember, we are planning on flipping the switch next Tuesday which forces all clients to convert.) - Fletch ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SteamPipe is coming. Download the TF beta
Delete everything but Addons cfg logs motd map cycle maps and maplist then retain folder structure and update with steam pipe. Sent from my iPhone 5 On Apr 18, 2013, at 1:30 PM, Robert Whelan mrrjwhe...@yahoo.com wrote: I've been out of the hosting scene awhile though still try to keep up with what's new. Anyways, I was hoping to clarify 2 things. From the dev/faq pages... you know, the pages we're NOT supposed to read, lol. Quote: There is no automated conversion process for the dedicated server. It will be a full re-download. Am I to understand using the new SteamCMD w/ app_update WON'T update my existing hlds/srcds servers that were built using the old HldsUpdateTool? Quote: The Source engine games do not use the mod feature of SteamCMD. Each game has its own AppID and is a seperate installation with no shared content. I used to rely on the HldsUpdateTool to create the install directories of all my hlds/srcds games, all I ever did was define a base directory ie; c:\hlds or c:\srcds. The old method created unique paths, ie; C:\SRCDS\css\cstrike C:\SRCDS\l4d\left4dead C:\SRCDS\left4dead2\left4dead2 C:\SRCDS\orangebox\hl2mp C:\SRCDS\orangebox\tf C:\SRCDS\tf2beta\tf_beta With that said, I started downloading files using the SteamCMD into a unique folder and noted that tf2 beta files would write over tf2 etc. being all I used was force_install_dir ../srcdsx So, I was wondering whats the new safe practice if app_update WON'T update my existing hlds/srcds files? Can HldsUpdateTool and SteamCMD dl's safely be in the same base folder as long as newer app_id's being added are specified? OR will this just cause further headaches? Example:- force_install_dir ../srcdsx/css force_install_dir ../srcdsx/hl2mp force_install_dir ../srcdsx/tf2 force_install_dir ../srcdsx/tf2beta Anyways, I'm just looking to update my testbox and convert over to SteamCMD and was wondering what others are doing. Thx. From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com Sent: Tuesday, February 19, 2013 8:36 PM Subject: [hlds] SteamPipe is coming. Download the TF beta The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s new-and-improved content delivery system. SteamPipe is currently used by most games on Steam. This change will impact server operators in at least two significant ways: · You will use steamcmd instead of the HLDSUpdateTool to install/update the server. · The conversion will entail significant changes to the way the files appear in the local filesystem on the server and client. The client no longer uses GCF files. Instead, most assets are packed up into VPK, and those VPKs are the same on the server and the client. The server no longer uses 1000’s of loose files. We’re using the TF beta to test these changes and identify the bugs, and give everybody a chance to make sure their favorite mod or plugin will work in the new system. Everybody is encouraged to download the TF beta! We’ve prepared an FAQ that discusses the details of the change and answers the questions we anticipate: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 Please report gameserver related bugs in this mailing list. Client bugs can be reported through this mailing list, or in the TF beta forum. http://forums.steampowered.com/forums/forumdisplay.php?f=1038 Thanks for your help, and happy testing! (And remember, playtime in the beta counts towards item drops in the release game.) - Fletch ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] TF2 Steampipe version release?
Valve time is a lie. Sent from my iPhone 5 On Apr 17, 2013, at 12:05 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Expectations unshattered. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Wednesday, April 17, 2013 12:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] TF2 Steampipe version release? Guess you didnt fail to deliver this time! On Apr 17, 2013 2:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: The server is indeed available for download if anybody wants to start the download now. However, we're still working on getting the client beta configured, so there isn't a client yet that is compatible with it. We'll let the list know when it's available and you can actually test things. It seems likely that the TF2 switchover planned for next Tuesday will be delayed. We want to make sure people have plenty of time to get setup and test against the official client. And the cstrike release found some bugs we are working on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of LouLouBizou Sent: Wednesday, April 17, 2013 10:38 AM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release? released ... 2013/4/17 Fletcher Dunn fletch...@valvesoftware.com Hopefully today. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of big john Sent: Wednesday, April 17, 2013 8:37 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 Steampipe version release? When will the TF2 Dedicated Server for steam pipe be released? App ID 232250 I suppose. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SteamPipe is coming. Download the TF beta
As with the other games I think they are just converted over. Sent from my iPhone 5 On Feb 19, 2013, at 6:51 PM, 1nsane 1nsane...@gmail.com wrote: I too wonder if there's any time frame for this. On Tue, Feb 19, 2013 at 9:45 PM, Todd Pettit pettit.t...@gmail.com wrote: Fletcher is there a set date for this conversion? Is there going to be any overlap period? I didn't see those answers in the FAQ. - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com, hlds announce hlds_annou...@list.valvesoftware.com Sent: Tuesday, February 19, 2013 9:36:01 PM Subject: [hlds] SteamPipe is coming. Download the TF beta The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s new-and-improved content delivery system. SteamPipe is currently used by most games on Steam. This change will impact server operators in at least two significant ways: · You will use steamcmd instead of the HLDSUpdateTool to install/update the server. · The conversion will entail significant changes to the way the files appear in the local filesystem on the server and client. The client no longer uses GCF files. Instead, most assets are packed up into VPK, and those VPKs are the same on the server and the client. The server no longer uses 1000’s of loose files. We’re using the TF beta to test these changes and identify the bugs, and give everybody a chance to make sure their favorite mod or plugin will work in the new system. Everybody is encouraged to download the TF beta! We’ve prepared an FAQ that discusses the details of the change and answers the questions we anticipate: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 Please report gameserver related bugs in this mailing list. Client bugs can be reported through this mailing list, or in the TF beta forum. http://forums.steampowered.com/forums/forumdisplay.php?f=1038 Thanks for your help, and happy testing! (And remember, playtime in the beta counts towards item drops in the release game.) - Fletch ___ 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 ___ 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
Re: [hlds] Reminder about server tags
Cut off from view or cut off from quickplay? Are truncated tags searchable? Sent from my iPhone 5 On Feb 12, 2013, at 10:32 PM, Doctor McKay li...@doctormckay.com wrote: I second this. I just had an issue applying tags in a plugin due to the truncation issue. At the present moment, it's not feasable for plugins to force tags (such as respawntimes, friendlyfire, etc) since the tag might end up getting cut off. Dr. McKay http://www.doctormckay.com - Original Message - From: Kyle Sanderson To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux server mailing list Sent: Wednesday, February 13, 2013 12:29 AM Subject: Re: [hlds] Reminder about server tags Unfortunately, I don't believe anything has changed since you requested this last year Fletcher. I could be totally wrong, but the truncation issue still exists (today, I checked). This is still, absolutely impossible to achieve if you're a server owner. Valve has to either raise the character limit, or move to another method of applying tags. I'd love to have all my server tags show, but they're still getting cut off. I'm not really that concerned with prioritizing tags to the front. Thanks, Kyle. -- Forwarded message -- From: Kyle Sanderson kyle.l...@gmail.com Date: Thu, Jan 5, 2012 at 4:42 PM Subject: Re: [hlds] Plugins that modify game ruels should also set the tags To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com Sorry for the previous email, I wasn't at home. The overflow seems to have been worked around by hard limiting to 127 characters. Can this actually get fixed instead of the current inplace hack? At the moment, it's whomever loads first gets their tags set, and the rest are left out to dry. I should probably alsomention that tags are overwriting other tags at the moment if there's no room, which is of course gross. No one can actually comply with this, Kyle. On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Hello all, This is a reminder to make sure that your properly advertises the appropriate tags (e.g. respawntimes, norespawntime, friendly, nodmgspread , nocrits, and increased_maxplayers), when the associated gameplay changes are in effect. If you are using a plugin to achieve these changes, the plugin should set the tag. Your humble servant, Fletch ___ 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 ___ 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
[hlds] Cached MOTDs
For some reason my motd keeps getting cached ingame. I have changed it yet it loads the cached version in the browser. There's obviously no F5 ingame and I want clients to see the new version. The URL shows correctly out of game. Is this some setting in WebKit? Sent from my iPhone 5 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 22, Issue 29
Delete the steam binaries in the install and update again. Sent from my iPhone 5 On Jan 19, 2013, at 5:51 PM, [BT]Black V bt.bla...@gmail.com wrote: I'm sure you had a backup.. On 20 Jan 2013 13:24, Lob (UK) lobukfunserv...@googlemail.com wrote: On Sat, Jan 19, 2013 at 8:00 PM, hlds-requ...@list.valvesoftware.com wrote: Re: L4D2 Update Released This update busted my Windows Dedi Server. Server is unable to load certain steam libraries and will only run LAN and as a consequence, i lost 3 years contents of my banned_user.cfg as regards it emptied the contents on start up. This is nothing to do with MMS or SM as it does exactly the same in vanilla. Verify_all found nothing. Was hoping that valve would have released a patch for the patch before the weekend but sadly not meaning the Server is dead until at least next week. Server has been running since the game was released 3 years ago. - Lob (UK) ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD Browser
I think it depends on the HTML code... Sent from my iPhone 5 On Dec 18, 2012, at 7:40 PM, pilger pilger...@gmail.com wrote: This has been discussed on another e-mail thread a couple of weeks ago already. It's been happening just to some people so it seems client related, although it affects the server administrators to the reasons mentioned above. We got no response from Valve on ETA or whether this is being looked into. On 19 December 2012 00:59, li...@doctormckay.com wrote: This is happening quite often to my players: http://i.imgur.com/Z3qAl.png I use my MOTD for important information and such. I've heard that Valve is working on some solutions to this, but is there any ETA for when this will be fixed? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
You mean this? https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933 On Tue, Oct 9, 2012 at 5:51 PM, Brendan Cosman brendan.cos...@mammothmedia.com.au wrote: Hi, Can we please have documentation on how to setup a proper tour of duty on an unofficial server. According to http://www.teamfortress.com/post.php?id=8985 Remember: as always, loot is the only difference between MvM on the unofficial Boot Camp server and official Mann Up servers. Otherwise the gameplay is identical. but we don't have documentation on how to configure a server to run the tour of duty. I last requested this on 5 September, I've included a copy of that request below. Regards, Brendan. - Hi, We still don't seem to have documentation on how to properly setup an MvM server with an advanced map rotation. We can use the map.cfg files to change the popfile, but at best that gives us one advanced mode per map per host (not even per server), rather than allowing us to rotate through all 6 advanced modes. We'd like to support your new game mode properly and in a professional manner, but we need documentation on how to do it. (Also, playing MannUp mode with 200+ ping is horrible, we'd love to run some Australian servers for you - we do it for EA's play for free titles Heroes BFP4F) Regards, Brendan. - - 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: Wednesday, 10 October, 2012 7:37:16 AM GMT +10:00 Brisbane Subject: [hlds] Mandatory Team Fortress 2 update released We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed HTTP downloads on Mac not sending an HTTP referer Team Fortress 2 - Updated materials/models for the Champ Stamp, King of Scotland Cape, Stovepipe Sniper Shako, and Freedom Staff - Fixed a server crash that could occur if a Spy was disguised holding the Gunslinger - Fixed the Lacking Moral Fiber Mask being tagged as a misc item instead of a hat - Fixed the Gunslinger not accepting Sappers Removed strange parts - Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions - Added tf_dingalingaling_repeat_delay (default 0) which limits how often the dingalingaling sound can play - Removed outdated tip about the Spy's Enforcer - Updated the localization files - Vote system - Allow kicking of connected players that haven't joined a team in Mann vs. Machine - Added sv_vote_issue_kick_spectators_mvm (default 0) which allows players to kick anyone that isn't team invaders, as long as they've passed the sv_vote_issue_kick_min_connect_time_mvm timer, if enabled - Mann vs. Machine - Added two new tours of duty, each with new unique loot: - Operation Oil Spill, with 6 new intermediate skill missions - Operation Gear Grinder, with 3 new expert skill missions - If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect - After victory on a Mann Up server, the players will be put into a lobby together. - Improved matchmaking searching status screen - Mann vs. Machine balance changes: - Explosive Headshots - damage is now 150 regardless of upgrade level - damage is done in one tick instead of the previous six - added a slowing effect based on upgrade level (50%-80% slow, 2-4 second duration) - radius still scales with upgrade level (unchanged) - Marked For Death duration reduced to 7 seconds from 15 seconds when the target is a giant robot - Reduced the effect bar recharge rate increased upgrade from 20% increments with an 80% cap to 15% increments with a 60% cap ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
Unless there is a cvar to change it, you must use the default and edit it accordingly with notepad. On Tue, Oct 9, 2012 at 8:22 PM, Brendan Cosman brendan.cos...@mammothmedia.com.au wrote: Hi, Unless I'm missing something, nothing in that article explains how to have an unofficial MvM server rotate through a series of different maps with appropriate popfiles. tf_mvm_missioncycle.res appears to have changed in today's patch, but I'm still unsure how to tell a TF2 server to use a specific mission cycle. Also, that file appears to be per install, not per server instance, which is surprising considering all other configuration files are per-instance. The only information I can find by searching the archive of this list is this statement before MvM was released by Fletcher that the file was self explanatory. I've asked this question on this list a few times and so far we've been unable to find the actual answer. Regards, Brendan. - Original Message - From: DontWannaName! ad...@topnotchclan.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, 10 October, 2012 12:28:35 PM GMT +10:00 Brisbane Subject: Re: [hlds] Mandatory Team Fortress 2 update released You mean this? https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933 On Tue, Oct 9, 2012 at 5:51 PM, Brendan Cosman brendan.cos...@mammothmedia.com.au wrote: Hi, Can we please have documentation on how to setup a proper tour of duty on an unofficial server. According to http://www.teamfortress.com/post.php?id=8985 Remember: as always, loot is the only difference between MvM on the unofficial Boot Camp server and official Mann Up servers. Otherwise the gameplay is identical. but we don't have documentation on how to configure a server to run the tour of duty. I last requested this on 5 September, I've included a copy of that request below. Regards, Brendan. - Hi, We still don't seem to have documentation on how to properly setup an MvM server with an advanced map rotation. We can use the map.cfg files to change the popfile, but at best that gives us one advanced mode per map per host (not even per server), rather than allowing us to rotate through all 6 advanced modes. We'd like to support your new game mode properly and in a professional manner, but we need documentation on how to do it. (Also, playing MannUp mode with 200+ ping is horrible, we'd love to run some Australian servers for you - we do it for EA's play for free titles Heroes BFP4F) Regards, Brendan. - - 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: Wednesday, 10 October, 2012 7:37:16 AM GMT +10:00 Brisbane Subject: [hlds] Mandatory Team Fortress 2 update released We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed HTTP downloads on Mac not sending an HTTP referer Team Fortress 2 - Updated materials/models for the Champ Stamp, King of Scotland Cape, Stovepipe Sniper Shako, and Freedom Staff - Fixed a server crash that could occur if a Spy was disguised holding the Gunslinger - Fixed the Lacking Moral Fiber Mask being tagged as a misc item instead of a hat - Fixed the Gunslinger not accepting Sappers Removed strange parts - Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions - Added tf_dingalingaling_repeat_delay (default 0) which limits how often the dingalingaling sound can play - Removed outdated tip about the Spy's Enforcer - Updated the localization files - Vote system - Allow kicking of connected players that haven't joined a team in Mann vs. Machine - Added sv_vote_issue_kick_spectators_mvm (default 0) which allows players to kick anyone that isn't team invaders, as long as they've passed the sv_vote_issue_kick_min_connect_time_mvm timer, if enabled - Mann vs. Machine - Added two new tours of duty, each with new unique loot: - Operation Oil Spill, with 6 new intermediate skill missions - Operation Gear Grinder, with 3 new expert skill missions - If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect - After victory on a Mann Up server, the players will be put into a lobby together. - Improved matchmaking searching status screen - Mann vs. Machine balance changes: - Explosive Headshots - damage is now 150 regardless of upgrade level - damage is done in one tick instead
Re: [hlds] Another mandatory TF update coming in an hour or so
Here ya go https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933 On Fri, Sep 21, 2012 at 4:26 PM, Peter HLDS peter-h...@jerde.net wrote: Is there an updated kb article or other source of definitive documentation for how matchmaking works in all its permutations? https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 seems out of date, since it doesn't include tf_mm_servermode at all. - Peter ___ 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
Re: [hlds] [hlds_linux] TF MvM hosting questions
I am in favor of this. Sent from my iPhone 4 On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: tf_mm_strict 1 does two things: * hides the server from the server browser list results * causes your server to reject direct joins not negotiated through matchmaking. We could easily make that a 3-values variable, if people thing it would be useful. (Allow direct connections but not be visible on the server browser). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Friday, August 17, 2012 3:54 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions On 15.08.2012 23:14, Ross Bemrose wrote: Also, does tf_mm_strict 1 let people who have the server favorited see it in their favorites list? tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see the server in their list is kind of moot. /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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
Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
My servers hostname and password is being used on all of my servers, so weird... On Fri, Aug 17, 2012 at 6:47 PM, Adam Nowacki nowa...@platinum.linux.pl wrote: Mine updated and everything is fine. On 2012-08-18 03:46, Jason wrote: Update tool is constantly timing out and never connecting.. Checking bootstrapper version ... Updating Installation Command aborted Press any key to continue . . . On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.com mailto:kritskring...@gmail.com wrote: Here we go now! Here we go no-no-no-no-n-no-n-no-now! Yo, yo look at srcds.exe Gettin lots of errors, like I'm Windows XP. Just doin' it's thing, crashin daily Yeah ya b-b-b-best, believe me Hey Valve, Help us fix this thing And when I say when?, lemme hear you sing We got the fix, we got the patch And now we'll show you that it'll still crash! When we up in a pub It's easy to see That we got crashes due to strings 'Cause lack of fixes is what we bring When we releasin updates late at night We doing it right, right R-r-r-r-r-r-r-r-right! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! Crashin is my kryptonite! ___ 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 ___ 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
Re: [hlds] TF MvM hosting questions
I already asked and I don't think there will be. SM may not work for a bit. I remember there being a plugin that only allowed admins in, but I cant find it anywhere!? On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote: Is there any way to force your 6 man group to use a certain server? On 8/15/2012 10:49 AM, Fletcher Dunn wrote: You can hide your server from the server browser using tf_mm_strict. (The Valve servers will be configured this way.) However that setting is entirely unrelated to which matchmaking pool you wish your server to be in. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams Sent: Wednesday, August 15, 2012 6:42 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions So if I'm understanding this correctly will TF2 have a lobby similar to the L4D lobby where 6 people will join and start the search for a server? If that is correct I remember using the ms_force_dedicated_server command back in L4D one to force matchmaking to point to a certain server. Of course after the steamgroup option was added we didn't have to use it anymore. Any ideas if this will still work? Also if you leave out the tf_mm_servermode 2 from the server.cfg will the server basically be hidden from all public matchmaking? On 8/14/2012 12:16 PM, Fletcher Dunn wrote: OK, a little investigating reveals that this statement I made: * You can switch the server in and out of any matchmaking mode pool or back to any regular game mode at any time. Is not really accurate! Sorry! If the server is EMPTY or has fewer than 6 players, yes, there are no problems with switching --- that is true. However, in general, switching from PvP to MvM is going to cause several problems. (I believe that what would actually happen is that the 7th, 8th, etc. players who connect on a map change will be forced into spectator. At any rate, we don't officially support that, so if you do it, you're on your own.) So, you should expect to segregate your servers into MvM and PvP. Don't just put the MvM maps into the mapcycle file, that won't work. (Actually, the mapcycle file is slightly different for MvM because you really are cycling through missions, not the maps. Likewise, players can vote to change the mission even if it's on the current map. We'll have more details on all this tomorrow.) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Tuesday, August 14, 2012 10:00 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions We will not have Steam group functionality tomorrow. You actually have to set maxplayers to 32 to host MvM (to make room for all the bots). That's why the mode is expensive CPU-wise, to not only simulate all those players but run their AI logic as well. We'll have more details on the recommended settings tomorrow. Regarding exactly what happens if a 24-player server switches to MvM: I actually don't think we have worked that out yet. I'm pretty sure on day one there will be lots of people trying out all sorts of things. Our approach to experimentation in MvM will be the same as in PvP: we encourage it, provided that players are opting in to any major deviations from the vanilla experience. Our servers will all be configured vanilla, and the matchmaking will enforce the 6 player limit, and the server browser will be the primary means for players to find those sorts of customizations. What will the most interesting customizations be? What will the standard tags be used that we request server operators to set in order to help players find the modifications they want or avoid the ones they don't like? We can't know that yet. That's something we expect you guys and your players to figure out. I will hazard a guess that raising the player count well above 6 would be detrimental the experience. There ratio of humans to bots would be off and the human defending team would not have enough challenge. (As an extreme example: imagine a 32-player server where everybody is defending an there are no bots.) Exactly how far it can be raised above 6 without totally breaking the game is speculation of course. I think a smart server operator will start out with the server configured relatively vanilla, and then watch how the game unfolds and listen to their players, and try to make smart decisions about which areas to experiment, rather than assuming the same sorts of adjustments your community prefers in PvP will automatically apply to this mode. A fun co-op mode with more than six players is likely to require entirely new missions. (The mission
Re: [hlds] Mann Up Matchmaking
You cant switch between the two modes. You MUST pick one and use the cvar to lock it on one for MvM. On Wed, Aug 15, 2012 at 7:24 PM, Formologic23 formologi...@cynicalgamers.com wrote: My 24 man server was updated, and for fun I thought I would change to a MvM map, and my server filled instantly. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, August 15, 2012 7:07 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Mann Up Matchmaking FYI I've been in the Mann Up lobby by myself (while the rest of my crew patches) for 30 minutes. Players in queue started at 100, now it's up to 740. Empty gameservers: started at 900, then resets at 0, now it's up to 950. No active gameservers. No full gameservers. __ Information from ESET NOD32 Antivirus, version of virus signature database 7389 (20120815) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ 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
Re: [hlds] TF MvM hosting questions
The Windows build is taking a lot longer than an hour. Is there any news on it? On Wed, Aug 15, 2012 at 4:58 PM, Lucio Botello botelloluc...@yahoo.com wrote: Awesome, I'll run this by my friend to see if he'd like to make a server. --Lucio-- From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com Sent: Monday, August 13, 2012 10:39 PM Subject: [hlds] TF MvM hosting questions Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To accept matchmaking traffic, you must select which sort of traffic you want. (Regular PvP traffic or MvM traffic.) Set “tf_mm_servermode 2” to be placed in the MvM pool. * For MvM matchmaking, if 6 players are sent to your server to start a new game, it will switch to whatever map the players selected. * You will need a TF gameserver account to accept matchmaking traffic. * You can switch the server in and out of any matchmaking mode pool or back to any regular game mode at any time. * The CPU usage for a 6 player MvM game is about the same as for a regular TF server. (Yep, this mode requires significantly more CPU cycles per player than the PvP mode, that’s an unfortunate fact.) Given the surge of players that comes with any major release, and the player / server ratio of this game mode, the demand for MvM servers will probably be high. We expect that a large number of players will want to try out the new mode, so we will be converting most of our servers to host MvM, and then adjust the allocation based on what players are playing. I, for one, DO NOT welcome our new robot overlords! - Fletch ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
I am highly against these ads. They are being forced upon users and can play in the background. They can crash clients, be forced to open twice or anytime in the game. They are also displayed after the motd. The coders that are making these are simply paid to get it done. My players would never stand for such poor quality servers. You should be ashamed. Also. I think delisted servers should lose their steam group as well. The blow would be much harder. Maybe they will think twice. Sent from my iPhone 4 On Aug 10, 2012, at 2:38 PM, Sampson Rogers kritskring...@gmail.com wrote: Please don't misunderstand me. I don't have a problem with ads either. My servers run them. I have a problem with a community that fools the system in to sending players to their servers for their views. This can be abused all hours of the day and night. ___ 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
Re: [hlds] Server Delisting, does it need some changes?
The motd was never suppose to be for ads. It's a screen to show your players your site, rules news etc. not a giant ad video. Your losing out with the ad in the end. Sent from my iPhone 4 On Aug 10, 2012, at 3:20 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: +1, aggreed if a community become successful enough to make a profit, all too them. However exploitation by using a system that draws players into a fly trap just for an impression is purely wrong and I think that this should be brought up to the ad company to remove there ad account. On 8/10/2012 3:16 PM, Sampson Rogers wrote: If communities want to make or can make money off of donations and ads I have no problem with it. They're providing game play servers for us to play on and if they profit, they profit. It also takes considerable time to manage that many servers. The problem are these owners who throw their servers up, constantly redisplay advertisements and use fake clients. But once again, for the fourth time, this isn't about advertisements, can we please stop making it about advertisements? Please? This is about addressing the ease with which abusive communities can get around server delistings if they're well established. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
I'm funded 100 percent through donations. Not one dime out of pocket. When will you guys learn that you don't need ads, fake clients and cheating to get players. Are there any legit communities out there left? Sent from my iPhone 4 On Aug 10, 2012, at 3:35 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Then how do you pay for your servers? If there is a better way I would love it. On 8/10/2012 3:34 PM, DontWannaName! wrote: The motd was never suppose to be for ads. It's a screen to show your players your site, rules news etc. not a giant ad video. Your losing out with the ad in the end. Sent from my iPhone 4 On Aug 10, 2012, at 3:20 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: +1, aggreed if a community become successful enough to make a profit, all too them. However exploitation by using a system that draws players into a fly trap just for an impression is purely wrong and I think that this should be brought up to the ad company to remove there ad account. On 8/10/2012 3:16 PM, Sampson Rogers wrote: If communities want to make or can make money off of donations and ads I have no problem with it. They're providing game play servers for us to play on and if they profit, they profit. It also takes considerable time to manage that many servers. The problem are these owners who throw their servers up, constantly redisplay advertisements and use fake clients. But once again, for the fourth time, this isn't about advertisements, can we please stop making it about advertisements? Please? This is about addressing the ease with which abusive communities can get around server delistings if they're well established. ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
Ads are pretty relevant to what these servers are doing. Most delisted servers so far have also ran these motds in a modified fashion. Sent from my iPhone 4 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote: The point is that at the moment advertisements aren't really breaking any Valve policy. This thread is about more effective ways to handle abusive communities through delisting. Can we stop shifting the focus to advertisements? ___ 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
Re: [hlds] Server Delisting, does it need some changes?
The ads unless ran abusively will not provide enough money to keep a server online. It may supplement the bill but won't pay it all. Something should be done to stop abusive ads. I also think delisted servers should lose their steam group since it would ruin their ability to leverage past users to mitigate the after effect of their ban. Sent from my iPhone 4 On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Though half or more of the legitimate servers also run Ads. So the fact still remains that some servers are breaking the rules. If valve killed ads then good bye community after community. Frankly the world is in a recession and people are more and more into keeping there money in their pockets. So server owners have gone to a new idea called ads to support themselves. On 8/10/2012 4:11 PM, DontWannaName! wrote: Ads are pretty relevant to what these servers are doing. Most delisted servers so far have also ran these motds in a modified fashion. Sent from my iPhone 4 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote: The point is that at the moment advertisements aren't really breaking any Valve policy. This thread is about more effective ways to handle abusive communities through delisting. Can we stop shifting the focus to advertisements? ___ 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 ___ 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
Re: [hlds] Server Delisting, does it need some changes?
Hey... A kids gotta get his fix. Sent from my iPhone 4 On Aug 10, 2012, at 4:16 PM, Russell Smith ve...@tinylittlerobots.us wrote: Out of curiosity, how many servers are you running for these 15 year olds that this is such a necessity? On 10.08.2012 16:03, Cameron Munroe wrote: As I stated before most of my players are below 15 years and can't access either paypal, or don't have the money so I can't run off donations. I just simply can't. ___ 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
Re: [hlds] Server Delisting, does it need some changes?
Maybe a single ran server. Those are cheap. Maybe 15 bucks for 32 slots. Sent from my iPhone 4 On Aug 10, 2012, at 4:21 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Your statement is false as already proved early by someone talking about lotusclan. You can make enough money via ads to at least pay for the bills if you are setup correctly. On 8/10/2012 4:19 PM, DontWannaName! wrote: The ads unless ran abusively will not provide enough money to keep a server online. It may supplement the bill but won't pay it all. Something should be done to stop abusive ads. I also think delisted servers should lose their steam group since it would ruin their ability to leverage past users to mitigate the after effect of their ban. Sent from my iPhone 4 On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Though half or more of the legitimate servers also run Ads. So the fact still remains that some servers are breaking the rules. If valve killed ads then good bye community after community. Frankly the world is in a recession and people are more and more into keeping there money in their pockets. So server owners have gone to a new idea called ads to support themselves. On 8/10/2012 4:11 PM, DontWannaName! wrote: Ads are pretty relevant to what these servers are doing. Most delisted servers so far have also ran these motds in a modified fashion. Sent from my iPhone 4 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote: The point is that at the moment advertisements aren't really breaking any Valve policy. This thread is about more effective ways to handle abusive communities through delisting. Can we stop shifting the focus to advertisements? ___ 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 ___ 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 ___ 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
Re: [hlds] Server Delisting, does it need some changes?
Pinion should tell its ad providers that no one actually watches the ad and that a view is considered less than a second. It's a failed idea in my opinion. Sent from my iPhone 4 On Aug 10, 2012, at 4:24 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: My community does this as well and it supports it 100% off of Pinion. Pinion is actually now starting a game hosting company that runs ads on your MOTD, and you only pay if the ads don't make enough. Even then, you just pay the difference. It's an ingenious idea, but it's off topic, so let's not get into that one right now. On Fri, Aug 10, 2012 at 7:22 PM, Sampson Rogers kritskring...@gmail.com wrote: Agreed fully with your second point DWN but as to the first point, that's not true at all. We run MOTD on initial connection only (When you normally see the MOTD) and 100% cover the server cost off of pinion alone. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
Oh that's sweet Russel :) I didn't either. The more you get caught in the more you end up like just another McDonalds. Iv seen a lot since I started running servers 6 years ago, these types of ads are new and are being abused. Sent from my iPhone 4 On Aug 10, 2012, at 4:49 PM, Russell Smith ve...@tinylittlerobots.us wrote: Sorry, I didn't mean to seem like I was attacking you. I am just curious what would bring you to the decision of setting up ads in the motd. Is your goal to try and grow your community to the size of Lotus? Before I set up my servers I played on DWN's servers and modeled mine after his. I didn't even know ads in the motd were a thing until this thread. On 10.08.2012 16:38, Cameron Munroe wrote: Im going off on your topic since you seem to be attacking me. Lets talk about donations then. I used to play on lotusclan which had heavy amounts of donators. These donators were pretty much given semi admin rights on the servers where they could do what ever the hell they wanted and no one could do anything about it. I left and built my own servers because of lotusclan and the fact that donators were harming players that were fun, and enjoyable to have on the server. A successful [Owner]: provide an enviorment where any player, can join and have fun without fearing segregation because of age, race, location, or ethnicity. On 8/10/2012 4:33 PM, Russell Smith wrote: How do you define being a successful admin? On 10.08.2012 16:31, Cameron Munroe wrote: Actually I don't. The way I have come to slowly realize is that people weren't going to donate in my bracket of players. i.e. the Free to Play Generation. For me to be successful I need servers with MOTDs. ___ 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
Re: [hlds] Server Delisting, does it need some changes?
Im sure valve would look into such claims if you reported them. They usually respond. On Fri, Aug 10, 2012 at 5:02 PM, 1nsane 1nsane...@gmail.com wrote: You can't say whether a statement is false or not based on random assumptions by someone who isn't even part of that community or has access to any real stats. Everyone's situation/setup is different. Servers that go through lots of players will make more from ads then servers that keep players playing longer. Can you really say that a server will get 750+ views a day? No, you can't. However this topic is not about communities that never got delisted (like Lotus) using ads. But rather about those that are being delisted and keep coming back with new ips doing the same thing again (and successfully). On Fri, Aug 10, 2012 at 7:21 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Your statement is false as already proved early by someone talking about lotusclan. You can make enough money via ads to at least pay for the bills if you are setup correctly. On 8/10/2012 4:19 PM, DontWannaName! wrote: The ads unless ran abusively will not provide enough money to keep a server online. It may supplement the bill but won't pay it all. Something should be done to stop abusive ads. I also think delisted servers should lose their steam group since it would ruin their ability to leverage past users to mitigate the after effect of their ban. Sent from my iPhone 4 On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Though half or more of the legitimate servers also run Ads. So the fact still remains that some servers are breaking the rules. If valve killed ads then good bye community after community. Frankly the world is in a recession and people are more and more into keeping there money in their pockets. So server owners have gone to a new idea called ads to support themselves. On 8/10/2012 4:11 PM, DontWannaName! wrote: Ads are pretty relevant to what these servers are doing. Most delisted servers so far have also ran these motds in a modified fashion. Sent from my iPhone 4 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote: The point is that at the moment advertisements aren't really breaking any Valve policy. This thread is about more effective ways to handle abusive communities through delisting. Can we stop shifting the focus to advertisements? ___ 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 ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
Well if they continue to do it from new IPs I would just report them again. It worked the first time? On Fri, Aug 10, 2012 at 5:46 PM, Sampson Rogers kritskring...@gmail.com wrote: Yeah DWN I've reported the server and they've responded. They are, as you said, pretty good about responding to reports. It's just a little concerning that such servers can mitigate the consequences by swapping IPs and Quickplay IDs. ___ 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
Re: [hlds] Server Delisting, does it need some changes?
You are naive... On Fri, Aug 10, 2012 at 6:29 PM, Todd Pettit pettit.t...@gmail.com wrote: Maybe you should tell Google, Facebook, NBC, ABC, CBS, CNN, TNT, BRAVO, BET, MTV, SPIKE, HULU All of which 100 percent of their revenue from ADs! What morons they are. Maybe you should go right to the source and tell Coca-Cola, Pepsi, McDonalds, Subway, Intel, ATI, Nvidia, GE, Toyota, Ford... I hope you are about 10 years old. You have much to learn young padawan. - Original Message - From: DontWannaName! ad...@topnotchclan.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, August 10, 2012 7:27:05 PM Subject: Re: [hlds] Server Delisting, does it need some changes? Pinion should tell its ad providers that no one actually watches the ad and that a view is considered less than a second. It's a failed idea in my opinion. Sent from my iPhone 4 On Aug 10, 2012, at 4:24 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: My community does this as well and it supports it 100% off of Pinion. Pinion is actually now starting a game hosting company that runs ads on your MOTD, and you only pay if the ads don't make enough. Even then, you just pay the difference. It's an ingenious idea, but it's off topic, so let's not get into that one right now. On Fri, Aug 10, 2012 at 7:22 PM, Sampson Rogers kritskring...@gmail.com wrote: Agreed fully with your second point DWN but as to the first point, that's not true at all. We run MOTD on initial connection only (When you normally see the MOTD) and 100% cover the server cost off of pinion alone. ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] [hlds_linux] Mandatory TF2 update released
Mine are crashing with it in server cfg. They won't start unless I remove the cvar. Sent from my iPhone 4 On Aug 2, 2012, at 5:23 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: OK, I think putting it in a server.cfg is the workaround for now. We'll fix it to make it legal to set it in autoexec in a later update. Thanks for the bug report. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta Sent: Thursday, August 02, 2012 5:21 PM To: Half-Life dedicated Win32 server mailing list Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released setting it later from rcon doesn't crash On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn fletch...@valvesoftware.comwrote: Thanks, we'll look into it. Try setting it later, does it still crash for you? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta Sent: Thursday, August 02, 2012 5:15 PM To: Eric Smith Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released having tf_mm_servermode 1 in autoexec.cfg will make the server crash at startup verified on a dozen windows and linux servers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Is the policy of truth still going?
Or email fletcher, he usually is the one to handle these reports on the list. Sent from my iPhone 4 On Jul 15, 2012, at 12:02 PM, ics i...@ics-base.net wrote: Press F7 on a abusive or bad gameserver that breaks the rules to report it (or to report a player). Sadly not many people know about this feature. -ics 15.7.2012 21:18, Daniel Barreiro kirjoitti: I personally think that Valve should rework the report system. I'm not sure about how it currently works on their side but maybe add a button to the report server window that allows you to report it for breaking the policy of truth. Then if a single server or multiple servers on one steam account get enough reports (5-15 maybe) Valve looks into it and if they're doing something major they are delisted until they fix the cause (I.e. remove the fake players) and once they fix it they are relisted. Then they are given a major quickplay penalty that slowly goes away over time. Then if they start breaking the policy again it'll take less reports to get the community looked into again and if they are breaking it they get a set time delist and an even larger quickplay penalty and this repeats with more severe punishments eventually leading to a permanent delist and the people who ran the servers can never make new ones. The one problem I see with the quickplay penalty is they will just make new identities. You could punish all the servers linked to one steam account but seeing what they do now they'll just find some other way to bypass it And if the steam accounts get banned what stops them from making a new account. I have no idea how the fake players work except I heard something about packet spoofing, so I don't know if it's fixable, but I'm guessing not easily. I would say add a button to quickplay that allows if people want vanilla or modified servers, but then the cheating servers would take over the modified server connections. Maybe add a way for quickplay people to select specific tags they want I.e. norespawntimes. But then the servers would just make servers to.fit each option and fake it from there. The major thing that pisses me off about these servers is how much money they make from the ads that the owners use to put up more of them and use for their own gain. One of my servers is a 32 slot Deathrun server and it has 24-31 people on it regularly (reserved slots) and I get from 1.50-3.50$ a DAY from it. The advertising money goes to the servers and I never use any of it. My community has 4 servers. A Deathrun, a Mario Kart, a ff2 and a. 24 slot stock map server. The stock map one never gets filled by quickplay unless there are 12 people it but he identity list says it's good and steady. I have to check the numbers. That's the only one that uses quickplay since the others can't. Sent from my Android phone so ignore any errors E. Olsen ceo.eol...@gmail.com wrote: Personally, I think quickplay has caused more problems than it has solved - primarily causing some server operators to rely on it almost exclusively to get their servers going every day. The only true long-term way to build consistent traffic is by having a group of like-minded people who are interested in the success of your community/servers who will seed those servers (i.e. play on low-population servers to get them going) each and every day. Without that, you will always be at the mercy of both a system, and an anonymous/fickle traffic pool over which you have zero control. It's almost ridicuous to me to read complaints about how quickplay isn't filling my servers anymore!! when those of us who have been doing this for years actually had to work to provide something of value to get players to take note of our servers, favorite them, and keep them coming back. How many people complaining about quicklplay have held special events, ran tournaments, or created custom game modes/plugins/services not available anywhere else to make your servers stand out? If your only complaint is I've made my servers as plain as possible, yet quickplay still won't fill them. , then I suppose I have to ask what exactly you have to offer than Valve's hundreds of servers do not? I would actually prefer quickplay's settings to be more weighted towards established, seasoned servers that maintain a high server score, as opposed to randomly throwing players at servers that meet vanilla specs. That would both reward server operators that maintain high-quality servers that attract long-term players, AND force new server operators to actually do some traffic building, as opposed just to throwing up a dozen vanilla boxes and pressing the quickplay easy button to try and fill them. Don't get me wrong, I'm not looking down my nose at new server operators, or those that prefer vanilla-style gameplay. My point is - quickplay is a crutch, not a solution. If
Re: [hlds] TF2 Pyromania update coming soon!
I believe, I believe! On Wed, Jun 27, 2012 at 5:13 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: The new map name in today’s update is “sd_doomsday” ** ** Believe in magic! ** ** - Fletcher Dunn ___ 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
Re: [hlds] Mandatory Team Fortress 2 Update Released
I just got command aborted about 10 times and about a minute ago it started the update. I even tried deleting the registry blob. On Thu, May 10, 2012 at 3:43 PM, Team BOOM! teamb...@comcast.net wrote: I sure wish the updates would run the first time I try. I'm constantly getting messages like this and have to restart them after 10 mins of waiting, over and over again: Starting the Steam Update... Don't close this window. If you close this window the update will still be executed on the server Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Command aborted Starting the game server... Game server has been started. The Steam update has completed. You may close this window. I know the Content servers are busy, but this just shouldn't happen these days. The jobs shouldn't abort. G!!! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, May 10, 2012 3:21 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Mandatory Team Fortress 2 Update Released We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added The Front Runner - Added new promotional items - Added the UGC Highlander Season 6 medals - Fixed a bug that sometimes prevented servers from reconnecting to the item server after dropping connection - Fixed a client crash when using custom main menu .res files - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes - Updated the localisation files - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity - Added ability to add custom colors in chat messages. Use either: - \x07 followed by a hex code in RRGGBB format - \x08 followed by a hex code with alpha in RRGGBBAA format ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released
CSS is a separate update I believe. Im sure it will be released later. On Tue, Apr 17, 2012 at 5:32 PM, Dominik Friedrichs d...@forlix.org wrote: On 2012/04/18 01:59, Kyle Sanderson wrote: Can we get a CS:S sync? Nope.avi __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://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
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released
It doesnt say CSS in the news... On Tue, Apr 17, 2012 at 5:44 PM, Nomaan Ahmad n0man@gmail.com wrote: Well TF2, HL2DM and CSS all got the update at the same time on steam client... ___ 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
Re: [hlds] HLDS Update Tool released
I suggest you output to a file but then the console output is gone. Sent from my iPhone 4 On Apr 13, 2012, at 9:36 AM, Saul Rennison saul.renni...@gmail.com wrote: If it's automated why do you care about the amount of output? Surely you aren't going to be looking at the output, and if you are, then something probably went wrong. In which case, the output is helpful. I can see absolutely 0 advantages, and several disadvantages, to disabling verbose output. Kind regards, Saul Rennison On 13 April 2012 17:29, Dominik Friedrichs d...@forlix.org wrote: I dont suppose there is an option such as -nonverbose to prevent the huge amount of diagnostic lines from being displayed, for example for automated applications? On 2012/04/12 23:43, Fletcher Dunn wrote: A new version of the HLDS Update Tool has been released. The tool should automatically self-update the next time you run it. (Linux users may need to re-run the tool after it self-updates to complete the installation operation that was intended when launching the tool.) Changes: * Added significant diagnostic output * Fix bug causing the tool to restart the update process all over from the beginning if there was an error with a single depot. * Fix spurious connection reset by peer error when closing connection to content server, which could cause the update to restart from the beginning. * Tool will now reuse a connection to a depot, rather than disconnecting and reconnecting * If the determines in the first pass that no files would actually be updated from a particular depot, it will no longer needlessly connect to that depot in the second pass * Added -nobootstrapupdate option Basically, we fixed a few of the most egregious things the tool was doing that make a slow update much slower. Queuing to connect to a content server still takes up the bulk of the update time during peak times after a major update is released; so don't expect miracles. However, we are hopeful that most users will see modest speedup. We also added quite verbose diagnostic output, so at least you can tell what the tool is doing. Be aware that this output may contain what appear to be errors, especially when the tool is trying to connect to a content server. Failures to connect are normal and the tool has always experienced them and automatically retried. The only thing new is that it is telling you what it is doing. Linux users: If you get the error message Bad uSizeOfSignature, then you probably have a bad version of the tool, which was posted mistakenly for a few hours yesterday. To get unstuck, replace the executable named steam with this one: http://media.steampowered.com/apps/440/linuxhldsupdatetool_48/steam Thanks to those of you who helped beta test this tool. Thanks, Fletcher ___ 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 ___ 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
Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released
I feel like a loser for getting my phone out to scan that haha. On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed IP bans not applying to RCON access Team Fortress 2 - Added The Cozy Camper - Added a new TF2 sub-forum: Competitive Team Play and League discussion - Fixed Solider buffs and rage meters not always being reset - Updated The Black Rose so it can be gift wrapped - Updated The Phlogistinator: - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast enough to allow it to be infinitely chained - Direct damage reduced by 10%. Afterburn damage is unchanged - Defense buff time during taunt lowered from 12 seconds to 10 seconds - Updated arena_nucleus - Fixed z-fighting bug on lower platform - Community Requests - Added player_carryobject and player_dropobject game events - http://media.steampowered.com/apps/tf2/blog/7535.png ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Hackers on the rise
I thought something similar was already included in smac. Sent from my iPhone 4 On Mar 2, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: My server hasn't had any incidents that I'm aware of since I started using SourceMod Anti-Cheat a couple months back. If you're not running that you can try it out. Also check out Powerlord's plugin that will kick/ban anyone with the fast name change scripts: http://forums.alliedmods.net/showthread.php?t=161320 On 3/2/2012 2:52 PM, Aerolite Gaming wrote: The amount of hackers is rising bigtime, ones with name change scripts and ones that stop the status command from working, basically making banning them complicated. Since it's gone F2P people can just make a new account, i've noticed this because they Haven't set up their steam profile yet. Speedhackers + Aimbotters etc coming in every day. Anyone else faced with this? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Hackers on the rise
True and unfortunate but the general detections are hard to get around due to the number of ways to actually do something. Such as aim bot, it detects the degrees in change, most aimbots jump from one player to another and there's not many ways to do that... Unless they change their aimbot to be less suspicious making it less useful. Sent from my iPhone 4 On Mar 2, 2012, at 2:59 PM, AnAkIn . anakin...@gmail.com wrote: SMAC and other plugins won't detect all cheaters. Many cheat coders are testing their cheats against SMAC and change their code to remain undetectable. 2012/3/2 Russell Smith ve...@tinylittlerobots.us: Oh? Good to know. Thanks. On 3/2/2012 2:56 PM, Ross Bemrose wrote: SMAC has its own version of the fast name change kicker, so you shouldn't need mine as well. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ 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
[hlds] Replay Crashing Me
I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Replay Crashing Me
My webhost is Dreamhost which seems to be down at the moment for me... lovely... I have tried both, the domain name is just an A record pointing to the IP anyways. Both gave me that error. On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: are you using a DNS name, if so change this to a direct ip. Also who hosts your webserver? On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote: I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Replay Crashing Me
I run my own hardware. Game server hosts are not my thing after running servers for so long. If it helps the IIS server works fine. On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Is this TF2 server a server that you host on a vps or deadicated server or is this a server that you purchase via slot? On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote: My webhost is Dreamhost which seems to be down at the moment for me... lovely... I have tried both, the domain name is just an A record pointing to the IP anyways. Both gave me that error. On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: are you using a DNS name, if so change this to a direct ip. Also who hosts your webserver? On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote: I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Replay Crashing Me
Turns out my web host's server is down for a file check, the one server im on... This same kind of crash has happened when replay cant connect to my website. The fail safe of disabling replay doesnt stop the crash, however replay being disabled is logged. The crash comes after. Local http is better anyways, its not that much bandwidth. On Thu, Mar 1, 2012 at 9:14 PM, DontWannaName! ad...@topnotchclan.comwrote: I run my own hardware. Game server hosts are not my thing after running servers for so long. If it helps the IIS server works fine. On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Is this TF2 server a server that you host on a vps or deadicated server or is this a server that you purchase via slot? On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote: My webhost is Dreamhost which seems to be down at the moment for me... lovely... I have tried both, the domain name is just an A record pointing to the IP anyways. Both gave me that error. On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: are you using a DNS name, if so change this to a direct ip. Also who hosts your webserver? On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote: I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Replay Crashing Me
Yes, they are going to hear it from me. But for future stability I want to get this to work. I already run IIS and id like to get this working. That error message doesnt mean much to me at all. Especially when everything else checks out before it just fine. On Thu, Mar 1, 2012 at 9:17 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: You can always host an apache server on that box to host the replays if you are having massive outages from dreamhost. I would suggest getting in contact with them and informing them of your outages and how it is not on par with what they should be providing. If it is windows server I suggest WAMP. On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote: I run my own hardware. Game server hosts are not my thing after running servers for so long. If it helps the IIS server works fine. On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Is this TF2 server a server that you host on a vps or deadicated server or is this a server that you purchase via slot? On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote: My webhost is Dreamhost which seems to be down at the moment for me... lovely... I have tried both, the domain name is just an A record pointing to the IP anyways. Both gave me that error. On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: are you using a DNS name, if so change this to a direct ip. Also who hosts your webserver? On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote: I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Replay Crashing Me
Ok I think its .dmx and application/octet-stream so I added that... unsure if that would fix it though. The error sounds like some domain issue. On Thu, Mar 1, 2012 at 9:29 PM, netshr...@gmail.com wrote: While I'm not sure what the error is exactly based on what you pasted into the first email, make sure you have a MIME mapping set in IIS for the file extensions the replay system uses. On 02/03/2012, at 4:26 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: Here is an example of how powerful apache is. http://apache.org/server-status Even if you dont use it for your other sites it would be great for tf2 replays. On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote: I run my own hardware. Game server hosts are not my thing after running servers for so long. If it helps the IIS server works fine. On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Is this TF2 server a server that you host on a vps or deadicated server or is this a server that you purchase via slot? On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote: My webhost is Dreamhost which seems to be down at the moment for me... lovely... I have tried both, the domain name is just an A record pointing to the IP anyways. Both gave me that error. On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: are you using a DNS name, if so change this to a direct ip. Also who hosts your webserver? On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote: I cant seem to get my replay system to work correctly. When my website goes down, it completely crashes me servers and they do not recover until the website comes back online. I dont think this is intended, however I am trying to avoid this problem. I am trying to setup a local http server and that is also causing the same crashes, the error I get doesnt make sense. I dont know what empty means because I set my host name correctly in the local http config. It does in fact generate minidumps. Also, every web host has downtime eventually, so no comment... * Testing file publisher... * L 03/01/2012 - 20:57:07: * Fileserver type:Remote Web server L 03/01/2012 - 20:57:07: * Upload protocol:ftp L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: OK L 03/01/2012 - 20:57:07: * *L 03/01/2012 - 20:57:07: * Hostname: L 03/01/2012 - 20:57:07: * Validating...L 03/01/2012 - 20:57:07: FAILED * L 03/01/2012 - 20:57:07: * ** * ** ERROR: Empty!* * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * FAILURE - REPLAY DISABLED! replay_enable is now 0. L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * L 03/01/2012 - 20:57:07: * Address any failures above and re-exec replay.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Servers Randomly Drop Off Master Server List - WHY?
Is your master server list ini up to date? You could try deleting the directories that aren't in the tf folder. The only thing that's there that matters is the sv pure white list. Then you can dl a fresh copy of those steam files from the tool. Sent from my iPhone 4 On Jan 24, 2012, at 1:38 AM, Mike @ BOOM! teamb...@comcast.net wrote: Fellow Server Operators and Valve Readers, I have gotten into the habit of checking my TF2 servers to make sure they are appearing in the Valve master server list because about every week or so they just stop showing up and my player counts fall through the floor. At least one or more of my servers will just randomly stop showing up in the server list while the others show up just fine. It's not always the same one(s) and I have no idea why it happens. If I simply restart the server(s), they still won't show again until I run the HLDSupdatetool on them, even when there's nothing to be updated. After running the update tool and seeing no updates, the broken servers begin to show up in the list again after they restart. I just ran an experiment and copied the InstallRecord.blob file from a working server I had just run the empty update on to one that still didn't show up in the server list. I restarted it and it showed up correctly after receiving the new InstallRecord.blob file from the other server. WTF? Has anyone else noticed this and/or know how to stop it from happening? It's very frustrating to find my servers simply gone from the list and running empty. Thanks in advance for any advice. Mike V. ___ 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
Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released
I think the delay between the news and when the files are actually put on the servers or are accessible is quite long. I just was able to start updating both my client and server. My client and server started at the same time, both were getting errors before. This happens with most large updates. On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Limit the effective FOV of players using wide-screen resolutions with aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar can be changed to remove the restriction or make the restriction also apply to full-screen players. Team Fortress 2 - Fixed Cp_Foundry not ending the map in the middle of a round when mp_timelimit is hit - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines - Fixed incorrect player animations for the Buff Banner and the Battalion's Backup - Fixed some cases where strange Ullapool Cabers and wrenches would fail to correctly count kills - Improvements for client stability - Updated the localization files - Crafting changes: - Added crafting recipes for weapons introduced during the holiday update - When selecting items for use in crafting, the items selected will show their quality in addition to the item name - Ellis's Cap can now be used as a crafting reagent - Item changes - Added The Lucky Shot helmet - Added The Killer Exclusive to the Mann Co. store - Added Mask of the Shaman to the item drop list - Fixed particle display problems for items with multiple effects - Fixed the Dr. Whoa paint not drawing correctly for the Blue team - Updated the Desert Marauder and the Villain's Veil so they can be equipped together - Updated the Fancy Dress Uniform and the Kringle Collection so they can be equipped together - The Bombinomicon no longer shakes the screen and has a delay before the explosion so that Snipers, Spies, and others can get better feedback on the actual cause of death - The Bazaar Bargain functionality has changed: only one stored head is lost on a miss or a bodyshot and no heads are gained when missing while crit-boosted ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Policy of truth
Well that is good news, however a month is a very liberal punishment for groups that have been doing this for 3 years. Sent from my iPhone 4 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Today the Team Fortress team took action to bring certain server operators into compliance with our previously announced honest server policy. Examples of server modifications that resulted in this policy include: * Running bots and trying to make them appear that they were human players * Running bots and circumventing or modifying the usual mechanisms that the bots are advertised to the server browser * Running with significant gameplay modifications, such as respawn times, without having the proper tags on their server designed to alert quickplay and automated searches about those modifications. We have not taken action against individual servers, but rather against an entire related server group. Hopefully the necessity for this policy is clear. We took two different actions, depending on the severity of modification we found: * Preventing IP addresses from logging a TF gameserver account, which excludes them from quickplay. * Delisting IP addresses from the master server (server browser and Quick Match system) for one month. Finally, we would like to say thanks to the server operators who have continued to run honest servers, and to those who heeded our earlier warning and subsequently changed their practices. We thank you for that. We hope that our actions today show that we want to help you compete for player traffic on the basis of providing a good environment for players. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
I am being plagued with command aborted. :( Sent from my iPhone 4 On Nov 10, 2011, at 4:24 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for Team Fortress 2. The notes for the update are below. Thanks. -Eric Source Engine Changes (TF2, DoD:S, HL2:DM) - Added rate limiting for connections and added the following ConVars to support that: - sv_max_connects_sec - sv_max_connects_window - sv_max_connects_sec_global Team Fortress 2 - Added a full moon background for the main menu - Added new promo items - Fixed a Linux dedicated server crash when using +randommap on the command line - Fixed some bugs with the way items appear in the Steam Community and Steam Trading - Optimized several materials to improvement performance - Updated the localization files ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Valve Security Breach
Im sure Steam Support will get to it as soon as they can. They dont let these guys get away. On Tue, Nov 8, 2011 at 9:59 AM, Mattie Casper mat...@mattie.net wrote: I won't discuss further here, because it's not HLDS related. But see this thread about reaper0628's account that got hacked: http://sourceop.com/modules.php?name=Forumsfile=viewtopict=90261 Here is the before and after of the fellow's items: Before: http://www.tf2items.com/id/reaper0268?time=1320668218 After: http://www.tf2items.com/id/reaper0268?time=1320739158 This trader had massive reputation and buys/sells thousands of dollars in unusuals every month, so with the hijacked account, the hacker then proceeded to try to scam dozens if not 100+ people out of their collectables. He came to me and offered $1100 for two of mine, which is market value for them, but it seemed suspicious. Other people didn't get their spider-sense in time, and I know of at least ~$3,000 more items that they scammed away. I know Valve is overloaded right now, and so I guess the hijackers took the opportunity to hit hard on the TF2 collector economy. Now there are a whole lot more Steam Support tickets rolling in for this stuff. :( -Mattie On Tue, Nov 8, 2011 at 11:44 AM, Jake Haldeman jake.halde...@neumont.eduwrote: Yeah to continue flooding this mailing list with something unrelated to HLDS… ** ** Is there a source to the claim that that account was hijacked? ** ** kthxbai ** ** ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Noel *Sent:* Tuesday, November 08, 2011 10:19 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Valve Security Breach ** ** Hey now, it's not spam, he told a good joke: (probably $30,000+ in value) ** ** On a more serious note, if anyone is re-using their credentials such that this creates some sort of security liability for their HLDS they are doing it wrong wrong wrong. ** ** ** ** On Tue, Nov 8, 2011 at 9:16 AM, Saul Rennison saul.renni...@gmail.com wrote: Hi Mattie. ** ** ** ** Kind regards, *Saul Rennison* On 8 November 2011 17:11, Mattie Casper mat...@mattie.net wrote: Possibly unrelated, but the highest profile TF2 account with regards to unusual hats (probably $30,000+ in value) was hijacked last night. May just be opportunists taking advantage of the Steam forum chaos to make the biggest collectable heist in TF2 history, but it's probably wise to change your passwords. I'm not sure if Steam Support has locked the hijacked account yet, but it's causing incredible amounts of concern. :( Crummy situation all around. -Mattie ** ** On Tue, Nov 8, 2011 at 11:06 AM, eugenio.motanu...@gmail.com wrote: If you use the same username and password, it might be a good idea to change your password for steam. Although steam guard would keep you generally safe Enviado desde mi oficina móvil BlackBerry® de Telcel -Original Message- From: James Ives ja...@jimo.co.uk Sender: hlds-boun...@list.valvesoftware.com Date: Tue, 8 Nov 2011 08:02:56 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Reply-To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Valve Security Breach ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Report abusive servers from the main menu
They should be shut down or delisted. They have been faking crap for way too long. On Sat, Nov 5, 2011 at 9:34 PM, Drogen Viech drogenvi...@googlemail.comwrote: The saigns.de guys banned me for whatever reason, probably for calling their servers pay-to-win-infested bullshit - so i'd wanted to join and report them for giving out items to players they don't have (obviously valve didn't want this days back when purposely denying player-attachments?) (Also, they seem to fake alot of messages to trick people into thinking their bots are real players - they even managed to modify the status command output afaik) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Plea to Valve: Fix STV For DODS
I just got a 4mb download for DODS. Try updating your server, are there any updated files? On Fri, Nov 4, 2011 at 6:13 PM, Chet Michals the.drki...@gmail.com wrote: I just remembered something, this is actually broken for TF2 also. Or at the very least, it is a bug that I have encountered. A server I am an admin on has source TV set up, but I can't connect to it when the game is full, which makes it a bit redundant for us (It was set up for players to be able to view the server when it is full). Could it be something wrong with the way the server operator set it up? On Thu, Nov 3, 2011 at 8:20 PM, John Moroney morone...@bigpond.comwrote: I know it is an old forgotten game to most but for those that do still play the game would like updates to TF2 not to screw the game too much. STV has been broken for an eternity. We had a workaround using the sv_master_legacy_mode 1 command but that has even been removed now. STV is only shown as an IP:Port now without the set STV name. In fact most STV commands are now useless. The actual game server slots are displayed instead of STV slots. So in other words if a 100 slot STV channel is setup for a game server with 12 slots the STV will be 12 slots only. IT USES THE ACTUAL GAME SERVER SLOTS!!! Passwords also migrate from the fame server. A vast amount of DODS server operators would like to see DODS move off the TF2 update schedule as CSS has even. Just fix the STV at least or give us a workaround as we had before. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Player Count Drop After Halloween
Maybe valve turned off their extra event servers :p Sent from my iPhone 4 On Nov 4, 2011, at 8:05 PM, RSS List User li...@redspeedservers.com wrote: Same just happened to me! On 11/4/2011 11:04 PM, Team BOOM! wrote: ALL 7 my servers are full again! How bizarre! From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Sent: Friday, November 04, 2011 12:51 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Player Count Drop After Halloween Followed the latest Tribes (in Dec)and then first quarter 2012 will be CS:GO.so is this the inevitable slow and painful TF2 death? Who knowsbut 4 years for a popular FPS with constant updates? I say it's still here for a bit longer and hats off to Valve for it. On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com wrote: Modern Warfare 3 is next. That should give us a nice drop as well. On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.com wrote: I think I can confirm that as a css server operator. I believed it was because of the new tf2 update, but I guess BF3 and other games have some influence too. 2011/11/4 E. Olsen ceo.eol...@gmail.com: Actually, if you'll look at the Steam stats, it's pretty obvious that overall TF2 traffic has taken a downturn. Add to that all the additional servers that went up after F2P went live, along with a pretty cluttered release schedule of new PC games (BF3, etc.), and I think what most operators are seeing is simply a symptom of less public players overall, and too many servers - not a problem with quickplay. With only 40k or so TF2 players to go around, if you haven't built up a relatively large group of regulars, you're going to be struggling. We've seen a downturn as well (although, not in our UK-based servers, only in the US), but it's simply moving toward where traffic levels were prior to F2P/quickplay. Personally, I think operators that have been relying solely on quickplay to fill their servers are going to have a tough go at keeping full servers from now on (unless, of course, Valve has another big update up their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - and without a large group of regulars already built up, I doubt I would launch and TF2 servers today. Building consistent traffic takes a ton of time and dedication - even when a game is new. Quickplay is a crutch, and if your servers can't fill without it, you're already sunk. On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies tyler.k.dav...@gmail.com wrote: I'm having the same ordeal with my servers. And I know that it's totally unrelated to the amount of time people have been playing in it because over 10 people (almost constantly) had been connected for more than one hour on the day of the most recent update. Everyone who connected to the three of my servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the next day, not a single soul from quickplay to be found, only the regular players. This all started happening after the Halloween update. This is very bizarre because we're normally full and people stay on for an extended amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of the time. Maybe this should be looked into? I don't know. But I will say that people play on the servers quite a bit and now quickplay is discriminating my servers. I've seen other servers that cannot hold a single person in for more than 45 minutes yet quickplay keeps them full all day and night. I don't like saying there is something wrong but I think there is something wrong. On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net wrote: I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them were running totally full of players until the day after Halloween. In fact they've been running full for months. Now all but one or two usually sit empty. It's like quickplay is not directing traffic to them anymore. Something is weird here. I don't get it. Is anyone else seeing something goofy like this. Mike -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, November 03, 2011 3:09 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty So I'm not sure if this is related to quickplay or not, but I've noticed the past 2 days that my (pure vanilla, no SM or anything) quickplay servers have gotten next to no traffic. Which is very strange considering at least 1 of them usually is full of players, and since the start of the Halloween event they've been full nearly 20 hours a day. Am I just drawing the short stick getting quickplay players, or
Re: [hlds] Team Fortress 2 Update Released
I am getting... L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - Disabling detour to prevent crashes with the new SM 1.4 Snapshot. On Thu, Oct 27, 2011 at 7:47 PM, RSS List User li...@redspeedservers.comwrote: For quickplay/matchmaking, friendly fire needs to be on or off? On 10/27/2011 10:36 PM, Andrew DeMerse wrote: No crashes with SM off (unless you go to harvest) On Thu, Oct 27, 2011 at 10:21 PM, msleeper mslee...@ismsleeperwrong.comwrote: I'm getting this spew again on cp_manor_event: DataTable warning: player: Out-of-range value (346.00) in SendPropFloat 'm_angEyeAngles[0]', clamping. On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse ademe...@gmail.com wrote: Yep, my servers are crashing. i just disabled all plugins to see if that'll fix it. On Thu, Oct 27, 2011 at 10:17 PM, formologi...@cynicalgamers.com wrote: My server crashed once already. I'm still investigating and have a backup server with no plugins to try to rule out that. Anyone else having issues? Sent from my Verizon Wireless BlackBerry -Original Message- From: Jason Ruymen jas...@valvesoftware.com Sender: hlds-boun...@list.valvesoftware.com Date: Fri, 28 Oct 2011 01:23:47 To: 'hlds_li...@list.valvesoftware.com'hlds_li...@list.valvesoftware.com ; 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com Reply-To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Halloween 2011 Event - Viaduct has been haunted and is now... Eyeaduct! - One full multi-piece costume set has been added for each class - Random gifts containing costume pieces drop in Eyeaduct on registered servers - 2 new Halloween 2011 achievements - Any unusual hats uncrated during the event will be Halloween-themed - New Halloween-themed items are available in the Mann Co. store, but only for a limited time! - Updated effects for The Cow Mangler 5000 - Updated in-game abuse reporting tool to include option for reporting abusive game servers - Added mapcycle_halloween containing all Halloween event maps - Fixed team colors and styles not updating properly in store previews - Fixed bug in reputation trend status display for registered servers - Fixed a problem that could cause repeated stutters after joining a server - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers - New Halloween-themed community-created items submitted to the Workshop are now available in the Mann Co. store! Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Halloween 2011
Are you going to whitelist cp_manor_event for just Halloween? Its currently not enabled for match making in the FAQ. On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott j...@valvesoftware.comwrote: We’re going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but no gifts will drop on your server. By registering, your server will also be included in matchmaking, which will potentially drive traffic to you. Note that cheating or otherwise abusing the gift drop system will result in losing your registration, access to gift drops and other potential value-adds in the future. ** ** You still have plenty of time, as this change won’t be going live until next week. Registration is quick and simple, and is outlined herehttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how . ** ** -Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent
Maybe it's time to appoint a volunteer moderator so there is less garbage on the list and more helpful information. It would help all of us! :) Sent from my iPhone 4 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This post is a reminder to everybody that this email distribution list has a standard language that everybody should use. I'm not talking about using Portuguese or English. I'm talking about being nice instead of being a jerk. New people come and go all the time. Sometimes they repeat questions that have already been answered before they subscribed. Sometimes they don't know what is on topic or off topic. There's a way to let them know politely if their question is off topic, or should be directed elsewhere. If is too difficult for you to use kind words, then of course there's also the option of just ignoring it. Your posts (like most things on the Internet) are both public and permanent. By bearing this in mind, some people could save themselves embarrassment and regret by refraining from posting childishly. Even better would be to act kindly and help the person get to the correct place where they can find the answer they are seeking. Please just be kind and helpful. Try to relax. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent
If we all remember, the lists were going to be moved to the forums for archiving, readability and for easy moderation. This wasn't done because we all prefer the mailing list. However, we should find a balance with more moderation. You don't even have to run a server to be on this list. Sent from my iPhone 4 On Oct 20, 2011, at 10:43 AM, Chad Hedstrom chad.hedst...@gmail.com wrote: That's not a bad idea. In the last six months this went from a high quality, low traffic list to something similar in appearance to a tier-2 steam customer service support thread. While I definitely do appreciate this under-the-radar outreach to the community of server administrators, perhaps it is time to think about expanding to a moderated style mailing list. Thanks again for all your (Valve employees!) hard work and prompt replies to questions posed in this thread. On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName! ad...@topnotchclan.com wrote: Maybe it's time to appoint a volunteer moderator so there is less garbage on the list and more helpful information. It would help all of us! :) Sent from my iPhone 4 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This post is a reminder to everybody that this email distribution list has a standard language that everybody should use. I'm not talking about using Portuguese or English. I'm talking about being nice instead of being a jerk. New people come and go all the time. Sometimes they repeat questions that have already been answered before they subscribed. Sometimes they don't know what is on topic or off topic. There's a way to let them know politely if their question is off topic, or should be directed elsewhere. If is too difficult for you to use kind words, then of course there's also the option of just ignoring it. Your posts (like most things on the Internet) are both public and permanent. By bearing this in mind, some people could save themselves embarrassment and regret by refraining from posting childishly. Even better would be to act kindly and help the person get to the correct place where they can find the answer they are seeking. Please just be kind and helpful. Try to relax. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent
I was thinking more like a ban from posting on the list type of moderation. A moderation queue works too. Maybe for certain users only. Newer users? Ruder users? Sent from my iPhone 4 On Oct 20, 2011, at 10:56 AM, gamead...@127001.org wrote: Actually, archiving is the one reason I _prefer_ this list - I have a copy of everything ever posted, I don't have to worry about a thread derailment causing useful info to be possibly deleted. That being said, moderation would be easier on a forum, because you can do it after the fact - a moderated email list requires pre-approval of every post, which basically means you need round-the-clock mods available. Not practical imo -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: 20 October 2011 18:47 To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent If we all remember, the lists were going to be moved to the forums for archiving, readability and for easy moderation. This wasn't done because we all prefer the mailing list. However, we should find a balance with more moderation. You don't even have to run a server to be on this list. Sent from my iPhone 4 On Oct 20, 2011, at 10:43 AM, Chad Hedstrom chad.hedst...@gmail.com wrote: That's not a bad idea. In the last six months this went from a high quality, low traffic list to something similar in appearance to a tier-2 steam customer service support thread. While I definitely do appreciate this under-the-radar outreach to the community of server administrators, perhaps it is time to think about expanding to a moderated style mailing list. Thanks again for all your (Valve employees!) hard work and prompt replies to questions posed in this thread. On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName! ad...@topnotchclan.com wrote: Maybe it's time to appoint a volunteer moderator so there is less garbage on the list and more helpful information. It would help all of us! :) Sent from my iPhone 4 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This post is a reminder to everybody that this email distribution list has a standard language that everybody should use. I'm not talking about using Portuguese or English. I'm talking about being nice instead of being a jerk. New people come and go all the time. Sometimes they repeat questions that have already been answered before they subscribed. Sometimes they don't know what is on topic or off topic. There's a way to let them know politely if their question is off topic, or should be directed elsewhere. If is too difficult for you to use kind words, then of course there's also the option of just ignoring it. Your posts (like most things on the Internet) are both public and permanent. By bearing this in mind, some people could save themselves embarrassment and regret by refraining from posting childishly. Even better would be to act kindly and help the person get to the correct place where they can find the answer they are seeking. Please just be kind and helpful. Try to relax. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11
The gamedata changed and when you updated SM you updated to the new gamedata. Gamedata updates are only automatic on release builds of SM, not the snapshot branches including 1.4. On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote: Fellow Admins and Sys-ops, The client crashes related to player class selection that appeared with today's update appears to have resolved itself for our players. Hopefully that's behind us. I did however discover another problem you may not be aware of. We were running a 1-2 week old Snapshot of SourceMod (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying someone using my SourceMod Admin menu, my server would crash immediately. Perhaps this issue is also causing other SourceMod related functions to fail as well? I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be resolved. You may wish to check you versions as well to see if it helps stabilize your servers. Best of luck. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Thursday, October 20, 2011 5:16 PM To: hlds@list.valvesoftware.com Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Improvements to client stability related to loading mesh content during gameplay - Fixed an engine error that mentioned CL_CallPostDataUpdates - Fixed Not Usable in Crafting text not appearing under certain conditions on item tooltips in the trading UI Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11
I can never quite keep up with you guys. :D On Thu, Oct 20, 2011 at 9:12 PM, Nicholas Hastings nshasti...@gmail.comwrote: That's only half true as of five minutes ago. We've updated the updater to work with snapshots from the stable branch (1.3.x atm) now as well as releases. On 10/20/2011 11:52 PM, DontWannaName! wrote: The gamedata changed and when you updated SM you updated to the new gamedata. Gamedata updates are only automatic on release builds of SM, not the snapshot branches including 1.4. On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote: Fellow Admins and Sys-ops, The client crashes related to player class selection that appeared with today's update appears to have resolved itself for our players. Hopefully that's behind us. I did however discover another problem you may not be aware of. We were running a 1-2 week old Snapshot of SourceMod (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying someone using my SourceMod Admin menu, my server would crash immediately. Perhaps this issue is also causing other SourceMod related functions to fail as well? I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be resolved. You may wish to check you versions as well to see if it helps stabilize your servers. Best of luck. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Thursday, October 20, 2011 5:16 PM To: hlds@list.valvesoftware.com Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Improvements to client stability related to loading mesh content during gameplay - Fixed an engine error that mentioned CL_CallPostDataUpdates - Fixed Not Usable in Crafting text not appearing under certain conditions on item tooltips in the trading UI Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Max FPS
Both! There is a meta mod version, an exe and a windows service version. Sent from my iPhone 4 On Oct 17, 2011, at 11:47 AM, gamead...@127001.org wrote: Just to clarify, because I don't know the specific product: Is sourcefpsbooster an actual server mod, or just one of those programs people use in order to make windows use high resolution timers by default? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Henry Goffin Sent: 17 October 2011 19:45 To: mu...@anbservers.net; Half-Life dedicated Win32 server mailinglist Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Max FPS Oh. I kind of assumed that people wouldn't still be running those FPS boost hacks now. I'm sure that they interact terribly with the new timing code. Please get rid of those. We probably should have called that out in the update notice. On Oct 17, 2011, at 11:21 AM, mu...@anbservers.net mu...@anbservers.net wrote: This maybe useful to some people. I was running higher FPS servers (500 fps) 0n my win 2008R2 server with sourcefpsbooster running. After the update I noticed lots of lag but once I disabled the fps booster the lag went away. As there is no need for it when the tick/fps is locked at 66. So maybe that will help some of you. I personally now can't tell a difference. -Original message- From: Dominik Friedrichs d...@forlix.org Date: Mon, 17 Oct 2011 11:22:06 -0400 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Max FPS I too couldn't care less about the raging nerds who try to squeeze the last bit of performance out of their game, even if it gives them an unfair advantage over the majority of other players. The game should be fun and fair for everyone. Believe it or not, I'm still playing with a PC dated 2005 and my client FPS drop below 20 quite often in TF2. I highly doubt that anyone would notice any difference in server FPS playing from such a machine, and I'm quite happy that Valve levels the playing field in this regard. If - for some people - the in-game experience isn't smooth enough, I recommend getting a life. On 2011/10/17 16:54, Drogen Viech wrote: Just one thing - keep going valve, i really appreciate the changes you guys are doing regarding fps and tickrate! I might even start playing css again because of this :) (Please don't start flaming me for spamming your inboxes, i'm just trying to give valve a heads up instead of raging about locked server side fps sucks :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] RO2 Customer Service Tactics
Lol how can you pin this on him when you provide no background on the rest of the important discussion. Sent from my iPhone 4 On Oct 13, 2011, at 12:45 PM, Chris Brunelle warbuck...@gmail.com wrote: He's stating the obvious. Troll. Now go away. On Thu, Oct 13, 2011 at 1:40 PM, Bubka3 bub...@gmail.com wrote: Here's how John, CEO of Tripwire Interactive does customer service. One can only imagine what his employees are like. If you don't care good for you. PS. I'm not stupid enough to get help with the same name. Thanks, - Bubka3 On 10/13/2011 10:10 AM, John Gibson wrote: I apologize, I mistook you for someone that actually needed support and politely tried to help you. As it turns out you were just trying to be a troll with an axe to grind. I'll know to ignore you in the future. Regards, John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from my Commodore64 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update today?
Be patient... I'm guessing 3-6 window pst. Sent from my iPhone 4 On Oct 13, 2011, at 1:31 PM, Nathanael Havez na...@me.com wrote: Tony said that the update will be released today. Sent from my iPad. Le 13 oct. 2011 à 22:26, RSS List User li...@redspeedservers.com a écrit : Did Tony say anything about the update getting pushed back today as well? Or are we still on plan? Thanks! On 10/13/2011 4:23 PM, Jonah Hirsch wrote: There has been no update released yet today. --- Jonah Hirsch On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com wrote: Hello, Does anyone know if the update for source engine 2009 has been released? I believe it's the one which locks FPS. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
I think they do it to offer uses a known place where players can expect to play the game totally vanilla. From: IBIS Customer Service ibis.serv...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 6, 2011 6:45 PM Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows Why does valve even need to b running servers? It just gives them incentives to try to push out compeating servers, so they can control the game more. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
1. it is very hard to know for sure if its a true vanilla server 2. you can set non vanilla settings and 3. Valve is a dependable reliable name that newer users can rely on From: IBIS Customer Service ibis.serv...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com; DontWannaName! dontwannaname...@yahoo.com Sent: Saturday, August 6, 2011 6:50 PM Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows If players wanted a particular type of server inviroment logically the independent server owners would launch more servers of that type to capatilize on demand. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
It was a small update in size. Less stress on the servers and less time to download. From: o k bigboomer...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Fri, July 29, 2011 3:34:19 PM Subject: Re: [hlds] Team Fortress 2 Update Released The update went exceptionally fast today for once! i hope this continues :-) Usually I have to run it a few time before it goes, and then wait. Today it went right away :-) On Fri, Jul 29, 2011 at 5:22 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Added From Dust promotional content. - Fixed a problem with the application of team-colored paints. - Fixed Mac-only replay editor crash. - Meet the Medic startup music added. - Definitely did not add cheats for upcoming Free-2-Play Invitational Cup. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Is this update required? I got a new server.dll, a new items file and version changes. On Mon, Feb 7, 2011 at 3:17 PM, Jason Ruymen jas...@valvesoftware.comwrote: Updates to Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Increased the base damage for the Scout's Sun-on-a-Stick, and changed it to always mini-crit against burning targets if the attack is not already critical. - Fixed burning deaths to always use the death notice icon for the weapon that started the burn. - Updated the RIFT pre-order items to be not-tradable until the RIFT pre-order period is over. - Updated the burn effect from the Pyro's Sharpened Volcano Fragment to only last for a limited time on enemies. - Updated the description of the Well Spun Hat claim code item. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server being DDoS/Exploited
If that doesn't work you could try this one: https://forums.alliedmods.net/showpost.php?p=1384993postcount=42 On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote: My server is under attack from a DDoS/Exploit. The server is still online and responds to simple pings no problem, but any traffic going to port 27015 is shut down. I’ve been doing research and came across a plugin called “ServerSecure2” (URL: https://forums.alliedmods.net/showthread.php?t=135679 ) Which has semi-fixed the exploit I’m being hit with. The server responds instantly for all rcon requests, no time outs in that department once I have that plugin running. But users can still not connect to the server, use HLSW to get it’s status (shows server is timing out) Anyone have any ideas/suggestions on resolving this? Note: It’s a windows rented server and I don’t have remote access to it, just FTP / Web Control Panel. Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server being DDoS/Exploited
Did you restart the server and use the version I linked to? Sent from my iPhone 4 On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote: Ohh actually i'm getting this with the querycache extension. [03] FAILED file querycache.ext.dll: The specified module could not be found. On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote: Just tried it, makes the server bounce online for 1-2seconds with a ping of 300 then goes to 1300 then goes down for about 10seconds, does a loop. I tried DFENS which is a little more successful at bringing it up, but still goes down just as often. On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName! ad...@topnotchclan.com wrote: If that doesn't work you could try this one: https://forums.alliedmods.net/showpost.php?p=1384993postcount=42 On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote: My server is under attack from a DDoS/Exploit. The server is still online and responds to simple pings no problem, but any traffic going to port 27015 is shut down. I’ve been doing research and came across a plugin called “ServerSecure2” (URL: https://forums.alliedmods.net/showthread.php?t=135679 ) Which has semi-fixed the exploit I’m being hit with. The server responds instantly for all rcon requests, no time outs in that department once I have that plugin running. But users can still not connect to the server, use HLSW to get it’s status (shows server is timing out) Anyone have any ideas/suggestions on resolving this? Note: It’s a windows rented server and I don’t have remote access to it, just FTP / Web Control Panel. Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Normal srcds FPS Behavior?
Normal with TF2. FPS jumps around and players won't notice as long as you have a high enough max. Sent from my iPhone 4 On Nov 10, 2010, at 8:01 AM, フゴ☆ _ hfctavares-p...@hotmail.com wrote: Not Norrmal but it happens also with my server, same stuff To: hlds@list.valvesoftware.com Date: Wed, 10 Nov 2010 07:07:11 -0800 From: ohn...@maxpowergc.com Subject: [hlds] Normal srcds FPS Behavior? OK, so I'm wondering if some people could share their experiences with me on this issue. I'm running a TF2 srcds server... and I've tried it on Ubuntu 10.10, Gentoo, Windows Server 2008, and Windows Server 2003, yet I get the same results in FPS. I've been noticing on my server that FPS can be like 1000.00, then 5 seconds later be 998.06, then 5 seconds later be 210.74..., 1000.00, 985.37, 21.75, 30.58, 1000.00, 1000.00... and so forth; in other words, its high at times, but then has these brief periods of drops in FPS when the server has players. When the server is empty, it doesn't drop as low... but I can still see it drop down into the lower hundreds. So, in terms of FPS, is this normal? What is normal FPS behavior? If it drops below 66 on a 66 tick server config, does that mean there's prediction loss and/or lag? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Engineer building exploit
Valve has been notified, im sure there will be a fix soon. On Sun, Oct 17, 2010 at 12:15 PM, Chris Beesley kibeekir...@gmail.comwrote: Quoted from Facepunch, if and when they snip the exploit in an attempt to stop Valve noticing (ha). 1. Taunt and pickup an engineer building 2. Make sure to have Respawn after loadout changes enabled (multiplayer advanced) 3. Switch your loadout inside your respawn (you should respawn after doing so) 4. Depending on what building you glitched, type: Build 0 0 dispensers / Build 1 0 entrance / Build 1 1 exit / Build 2 0 sentry 5. If done correctly you should be able to build endlessly On 17 October 2010 19:25, Thomas m...@fearswe.net wrote: I can confirm too that it's working. I had everyone on my server try reproduce the exploit after the plugin was put on. No one was able to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Optional? :( On Tue, Oct 12, 2010 at 5:37 PM, DarthNinja darthni...@darthninja.comwrote: *Added Automatically respawn after loadout changes in respawn zones option to the Options-Multiplayer-Advanced dialog* I am very happy for this addition. Not to mention the sandman fix. On Tue, Oct 12, 2010 at 8:33 PM, Jason Ruymen jas...@valvesoftware.com wrote: An optional update for Team Fortress 2 is now available. The specific changes include: - Fixed server crash caused by a Scout using the Sandman on an enemy Scout who has used Bonk! - Made Ellis' Cap and the Frying Pan tradable - Added Automatically respawn after loadout changes in respawn zones option to the Options-Multiplayer-Advanced dialog - Fixed a problem with the Lugermorph model Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤ http://www.DarthNinja.com http://www.GoRClan.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available
ServerBrowser now sorts by ping by default once again. Woo, no more battle of the tags... play nice everyone. On Wed, Oct 6, 2010 at 3:02 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Shared changes (CS:S, DoD:S, HL2:DM, and TF2) * ServerBrowser now sorts by ping by default once again. * Fixed Mac crash on launch when running Mac OSX 10.5.8. * Fixed spectator bug where spectating a Sniper looking through scope didn't zoom fov. Team Fortress 2 General Fixes * Fixed an issue that caused some old demos to crash. * The server browser now sorts by ping by default. * The Trading dialog now starts with the chat window having focus. * Fixed a bug that caused overheal to not work properly. * Fixed the Sandvich cooldown not occurring when the Heavy is hurt. * Fixed the Heavy's hands being invisible. * Soldiers no longer maintain their rage level when changing loadout. * Alerts now sort on top of achievement status. * Prevented a bad state occurring when someone tried to trade with themselves. * Fixed a dueling related crash caused by custom scoreboard UIs. * Fixed players not being able to set their default FOV correctly. * Fixed being unable to equip customized shotguns pistols on some classes. * Improved the explanation of the item set bonus in set item descriptions. * Fixed a bug where items with particle systems would show up at the player's feet or pelvis. * Fixed the wrench number for the Golden Wrench not displaying properly. * Fixed the medal number for the Gentle Manne's Service Medal not displaying properly. * Fixed client seeing incorrect message when changing team while participating in a duel. Economy Changes * Added Remove Name and Remove Paint features. * Achievement items and store promotion items are now usable in crafting. * Gifted items are now craftable and tradable. * Attempting to craft a non tradable item will result in a warning that the items produced by the craft will also be marked as non tradable. * Community, Self-Made, and Valve items are not tradable or usable in crafting. * Changed Not Craftable description to Not Usable in Crafting to increase clarity. Item Changes * The TF badge on the Glengarry Bonnet is no longer team colored. * Restored the missing PDA2 Slot Token. * Restored the appearance of the Tippler's Tricorne to the version prior to the Mannconomy Update. This item is now paintable. * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new Tricorne style appearance. * The Earbuds are now nameable. * Duel fixes: * Fixed Dueling badges using the wrong texture. * Fixed an issue where dueling stats did not show up on dueling badges above Bronze. * During a duel, the Dueling mini-game item used to initiate the duel cannot be deleted, traded or crafted. * The following hats now allow the paint to affect their color more (colors should not be washed out): * The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock * Dueling Mini-Game now drops with 5 uses. Weapon Changes * The Battalion's Backup no longer gives rage for falling damage. * The Shortstop is now affected by tf_use_fixed_weaponspreads. * The Gloves of Running Urgently now using the boxing taunt and boxing glove weapons are now of the type Boxing Gloves instead of Fists. * Your Eternal Reward no longer disguises the Spy if the victim survives the backstabbing attempt (because of Ubercharge, The Razorback, etc) * Your Eternal Reward no longer disguises the Spy if they are carrying the flag. * The Holy Mackerel no longer displays a fish hit message when a Spy disguised as the attacker's team is hit. * The Holy Mackerel no longer triggers other death events (like achievements or stats mods) improperly. * The Sydney Sleeper no longer penetrates targets. * The Sydney Sleeper no longer randomly crits. * Milk will no longer spray from the barrels of other Scout weapons when switching from the Mad Milk. Counter-Strike: Source * Fixed a bug where the player crouching/standing animations were delayed until after (from the player's local viewpoint). * Changed the way that scope zooming works so that it is no longer affected by client-server latency, and zooming begins immediately for the local player. This fixes an issue that would give an advantage to lower ping players and penalize higher ping players. * Fixed animation problem caused by aborting bomb plant by switching weapons (crab walk). * Crosshairs now have customizable size, thickness, and
Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available
I just got it after taking off the DL location restrictionl. On Wed, Oct 6, 2010 at 3:29 PM, JäKë Rawr can_kic...@hotmail.com wrote: Also sitting here stuck Wish one day shit would work right... Sucks having to take down our servers for 30+ minutes and still not have any % downloaded. Date: Wed, 6 Oct 2010 17:23:59 -0500 From: infl...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available anyone been able to get the update that can link it? sitting here waiting 20min on 3 different servers, just retrying every 30 seconds On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Upset that Valve removed the penetration from the Sydney Sleeper. (The Sydney Sleeper no longer penetrates targets.) :( Ambassador also used to have it before they removed it, and it was a skill/luck based thing. I very rarely saw a double kill/hit from it but when you did it left you feeling quite exhilarated. Now obviously that's gone :( On Wed, Oct 6, 2010 at 3:12 PM, 1nsane 1nsane...@gmail.com wrote: Once again none of my TF2 servers are showing a Master Request Restart message. However my DODS server does. On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Shared changes (CS:S, DoD:S, HL2:DM, and TF2) * ServerBrowser now sorts by ping by default once again. * Fixed Mac crash on launch when running Mac OSX 10.5.8. * Fixed spectator bug where spectating a Sniper looking through scope didn't zoom fov. Team Fortress 2 General Fixes * Fixed an issue that caused some old demos to crash. * The server browser now sorts by ping by default. * The Trading dialog now starts with the chat window having focus. * Fixed a bug that caused overheal to not work properly. * Fixed the Sandvich cooldown not occurring when the Heavy is hurt. * Fixed the Heavy's hands being invisible. * Soldiers no longer maintain their rage level when changing loadout. * Alerts now sort on top of achievement status. * Prevented a bad state occurring when someone tried to trade with themselves. * Fixed a dueling related crash caused by custom scoreboard UIs. * Fixed players not being able to set their default FOV correctly. * Fixed being unable to equip customized shotguns pistols on some classes. * Improved the explanation of the item set bonus in set item descriptions. * Fixed a bug where items with particle systems would show up at the player's feet or pelvis. * Fixed the wrench number for the Golden Wrench not displaying properly. * Fixed the medal number for the Gentle Manne's Service Medal not displaying properly. * Fixed client seeing incorrect message when changing team while participating in a duel. Economy Changes * Added Remove Name and Remove Paint features. * Achievement items and store promotion items are now usable in crafting. * Gifted items are now craftable and tradable. * Attempting to craft a non tradable item will result in a warning that the items produced by the craft will also be marked as non tradable. * Community, Self-Made, and Valve items are not tradable or usable in crafting. * Changed Not Craftable description to Not Usable in Crafting to increase clarity. Item Changes * The TF badge on the Glengarry Bonnet is no longer team colored. * Restored the missing PDA2 Slot Token. * Restored the appearance of the Tippler's Tricorne to the version prior to the Mannconomy Update. This item is now paintable. * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new Tricorne style appearance. * The Earbuds are now nameable. * Duel fixes: * Fixed Dueling badges using the wrong texture. * Fixed an issue where dueling stats did not show up on dueling badges above Bronze. * During a duel, the Dueling mini-game item used to initiate the duel cannot be deleted, traded or crafted. * The following hats now allow the paint to affect their color more (colors should not be washed out): * The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock * Dueling Mini-Game now drops with 5 uses. Weapon Changes * The Battalion's Backup no longer gives rage for falling damage. * The Shortstop is now
Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available
We know all the hax On Wed, Oct 6, 2010 at 3:49 PM, Luigi30 luig...@gmail.com wrote: Hey, that did it. Downloaded the update in about 30 seconds. On Wed, Oct 6, 2010 at 6:43 PM, ics i...@ics-base.net wrote: You can't take it off but you can select preferred content servers with doing Steam.cfg file next to the steam binary and put there one line: PreferredContentServerIDs = 23 46 150 Where the numbers in tose are the content servers from this list: http://store.steampowered.com/stats/content/ There is no guarantee that they are used but it should look into downloading updates from those first. -ics 7.10.2010 1:38, o k kirjoitti: I would also like to know how to take off download location restriction? Thanks On Wed, Oct 6, 2010 at 6:35 PM, Shizzle Nizzleinfl...@gmail.com wrote: how do you take off download location restriction? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available
If SM is working on Linux in TF2 then only the Windows gamedata has changed, not Linux. On Thu, Sep 30, 2010 at 1:37 PM, k e mfnt...@gmail.com wrote: I've renamed my addons folder and all if fine, so you all can do that, but you'll lose all your plugins and admin mods and shit until they update, but at least you can run the server On Thu, Sep 30, 2010 at 4:34 PM, clad iron cladi...@gmail.com wrote: i think the only SM version working is the newest snapshot for linux version. On Thu, Sep 30, 2010 at 4:28 PM, k e mfnt...@gmail.com wrote: Updating SM snapshot did not work for my TF2 servers.. (Windows) On Thu, Sep 30, 2010 at 4:14 PM, clad iron cladi...@gmail.com wrote: can anyone else verify adding a bot will crash the server in tf2 16:10:29 tf_bot_quota 2 16:10:37 tf_bot_join_after_player 0 16:10:46 tf_bot_add server crashes. On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis mkur...@gmail.com wrote: If you have SourceMod, update to the latest snapshot if you can. Worked for me. 1.3.5-hg3040 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip On Thu, Sep 30, 2010 at 12:44 PM, k e mfnt...@gmail.com wrote: Updated servers not allowing people to join :/ On Thu, Sep 30, 2010 at 3:09 PM, Saint K. sai...@specialattack.net wrote: Just add cfg's for pl_ maps with a higher number configured. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik Sent: Thursday, September 30, 2010 9:07 PM To: hlds@list.valvesoftware.com Cc: hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available On 30.09.2010 22:27, Jason Ruymen wrote: Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2) I think this will be ultimately broken on pl maps, where windiff is usually over 5. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available
If you would listen to me... Simply delete the TF2 extension in the extensions folder when the server is off. That will unload all plugins that use them and the TF2 gamedata. Once the gamedata is updated you can reload the extension. On Thu, Sep 30, 2010 at 2:42 PM, KrAzYeTy krazy...@gmail.com wrote: Disabled plugins, servers working now. No in game admin, reserved slots etc etc but no crashing. People are trading like krazy. On Thu, Sep 30, 2010 at 1:55 PM, Mike Vail mike_v...@boomgaming.net wrote: I have no problems with adding or removing bots on a generic TF2 server under Windows 2008 running without any plugins or Sourcemod. However kicking bots / adding bots, or if a player joins the server which causes a bot to auto-vacate, our CSS servers will crash immediately. We are using the latest SourceMod 1.3.5 snapshot for Windows. Mike -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Thursday, September 30, 2010 1:14 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available can anyone else verify adding a bot will crash the server in tf2 16:10:29 tf_bot_quota 2 16:10:37 tf_bot_join_after_player 0 16:10:46 tf_bot_add server crashes. On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis mkur...@gmail.com wrote: If you have SourceMod, update to the latest snapshot if you can. Worked for me. 1.3.5-hg3040 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip On Thu, Sep 30, 2010 at 12:44 PM, k e mfnt...@gmail.com wrote: Updated servers not allowing people to join :/ On Thu, Sep 30, 2010 at 3:09 PM, Saint K. sai...@specialattack.net wrote: Just add cfg's for pl_ maps with a higher number configured. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik Sent: Thursday, September 30, 2010 9:07 PM To: hlds@list.valvesoftware.com Cc: hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available On 30.09.2010 22:27, Jason Ruymen wrote: Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2) I think this will be ultimately broken on pl maps, where windiff is usually over 5. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Massive TF2 Server Crashing
Valve is aware of the issue but it's the weekend now and it won't get fixed until the next update. Whether they choose to update just to fix this is up to them. Sent from my iPhone 4 On Sep 19, 2010, at 3:21 PM, 1nsane 1nsane...@gmail.com wrote: Seems they get deleted after being uploaded to Valve sometimes. On Sun, Sep 19, 2010 at 6:15 PM, Shizzle Nizzle infl...@gmail.com wrote: yea i know what a minidump is there arent any with this crash On Sun, Sep 19, 2010 at 4:45 PM, HL-SDK Synths syntron...@gmail.com wrote: To actually help valve, attach mdmp files. They went through the trouble of building minidump functionality in for a reason. On Sep 19, 2010 2:23 PM, Shizzle Nizzle infl...@gmail.com wrote: sorry for the doublepost.. another connectionlog for valve to look at. Those disconnects are within 5 minutes of massive server crashing [2010-09-16 20:14:48][0,0] : Log session started [2010-09-16 20:14:48][0,0] : SetSteamID( [A:1:0:0] ) [2010-09-16 20:14:48][1,2] : Connect() starting connection (eNetQOSLevelLow, 208.111.133.85:27017, UDP) [2010-09-16 20:14:49][1,2] : ConnectionCompleted() (72.165.61.174:27017, UDP) [2010-09-16 20:14:49][1,2] : RecvMsgClientLogOnResponse() : 'OK' [2010-09-17 10:37:44][3,2] : RecvMsgClientLoggedOff('Service Unavailable') [2010-09-17 10:37:44][3,2] : AsyncDisconnect() [2010-09-17 10:37:44][0,0] : ConnectionDisconnected('Disconnected By Remote Host') : 'Service Unavailable' (72.165.61.174:27017, UDP) [2010-09-17 10:37:44][0,0] : [2010-09-17 10:37:44][0,0] : StartAutoReconnect() will start in 5 seconds [2010-09-17 10:37:49][1,6] : Connect() starting connection (eNetQOSLevelMedium, 208.111.133.85:27017, UDP) [2010-09-17 10:37:49][1,6] : ConnectionCompleted() (72.165.61.175:27017, UDP) [2010-09-17 10:37:55][0,6] : RecvMsgClientLogOnResponse() : 'Service Unavailable' [2010-09-17 10:37:55][0,0] : ConnectionDisconnected('Disconnected By Remote Host') : 'Failure' (72.165.61.175:27017, UDP) [2010-09-17 10:37:55][0,0] : [2010-09-17 10:37:55][0,0] : StartAutoReconnect() will start in 3 seconds [2010-09-17 10:37:58][1,8] : Connect() starting connection (eNetQOSLevelMedium, 208.111.133.85:27017, UDP) [2010-09-17 10:38:00][1,8] : ConnectionCompleted() (72.165.61.176:27017, UDP) [2010-09-17 10:38:01][1,8] : RecvMsgClientLogOnResponse() : 'Service Unavailable' [2010-09-17 10:38:01][0,0] : ConnectionDisconnected('Disconnected By Remote Host') : 'Failure' (72.165.61.176:27017, UDP) [2010-09-17 10:38:01][0,0] : [2010-09-17 10:38:01][0,0] : StartAutoReconnect() will start in 7 seconds [2010-09-17 10:38:08][1,10] : Connect() starting connection (eNetQOSLevelMedium, 208.111.133.85:27017, UDP) [2010-09-17 10:38:09][1,10] : ConnectionCompleted() ( 68.142.116.178:27017, UDP) [2010-09-17 10:38:09][1,10] : RecvMsgClientLogOnResponse() : 'OK' [2010-09-17 10:40:33][3,10] : RecvMsgClientLoggedOff('Service Unavailable') [2010-09-17 10:40:33][3,10] : AsyncDisconnect() [2010-09-17 10:40:33][0,0] : ConnectionDisconnected('Disconnected By Remote Host') : 'Service Unavailable' (68.142.116.178:27017, UDP) [2010-09-17 10:40:33][0,0] : [2010-09-17 10:40:33][0,0] : StartAutoReconnect() will start in 3 seconds [2010-09-17 10:40:36][1,12] : Connect() starting connection (eNetQOSLevelMedium, 208.111.133.85:27017, UDP) [2010-09-17 10:40:38][1,12] : ConnectFailed('Disconnected By Remote Host') ( 72.165.61.187:27017, UDP) [2010-09-17 10:40:38][0,0] : StartAutoReconnect() will start in 3 seconds [2010-09-17 10:40:41][1,14] : Connect() starting connection (eNetQOSLevelMedium, 208.111.133.85:27017, UDP) [2010-09-17 10:40:42][1,14] : ConnectionCompleted() (72.165.61.175:27017 , UDP) [2010-09-17 10:40:42][1,14] : RecvMsgClientLogOnResponse() : 'OK' On Sun, Sep 19, 2010 at 1:17 PM, Shizzle Nizzle infl...@gmail.com wrote: it isn't sourcemod. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] script for transferring group members?
This crap is only going to make you look bad. Just because you will get potentially many new members to your steam group doesn't mean those people are going to give a hoot about what the group is about. This auto invite crap is abusing the system. I use to invite users one by one who I thought would want to join my group, not invite every single user who joins my server. Sent from my iPhone 4 On Sep 16, 2010, at 8:36 AM, Nicholas Hastings nshasti...@gmail.com wrote: Which, frankly, should be lower. What real person has a need to manually invite 300 users each day? Even 50 would per week should be more than a 'real' user should ever hit. All of the incoming group invite spam gets old quick. On 9/16/2010 11:28 AM, ics wrote: I just want to say that this method sucks really. Due to tricks like this there is a 300 invite limit per day in Steam these days. -ics 16.9.2010 17:12, Allan Button kirjoitti: HL, I assume your your talking about my scripts. Mine worked as a bolt on to hlstatsx pulling new players and adding them to our group. The secret was, using a different steam account then your main to add them. To add users you need at least one game on your account. Once your set up, you just open a cookie jar, log in to steam powered, then start firing the group invites in. I did 5 at a time, then I'd log out and take a 5 second break. I'd be willing to sell the code, but not give it away. It did get us around 1000 new members to our group iirc. Sent from my iPad On Sep 16, 2010, at 6:55 AM, C-F Stridwor...@gmail.com wrote: Check what the HTTP request looks like when you invite someone on steamcommunity.com, then automate it with cURL, HttpRequest (.NET) or whatever. Also you'll need to be able to log in. I'll post up some samples once I get home (~20ish GMT+1). 2010/9/13 HL-SDK Synthssyntron...@gmail.com I know a guy who did this with php, yes. He reads this list too On Sep 11, 2010 2:34 AM, Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com wrote: Tip: You can do it with PHP or C++. You will need HTTPRequest + a list of steam ids :P 2010/9/11 Harry Strongburgharry.h...@harry.lu On Sat, Sep 11, 2010 at 12:51:49PM +1000, sten rulz wrote: How can i send group invites to ev... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] script for transferring group members?
That's what l duke said when he created fake clients. There should be punishment for abusing the system instead of fixes that band aid the real issue of the lack of good honest game server practices. Sent from my iPhone 4 On Sep 16, 2010, at 8:57 AM, Allan Button abut...@netaccess.ca wrote: It is what it is. I do not come here to preach ethics today. Sent from my iPad On Sep 16, 2010, at 11:55 AM, DontWannaName! ad...@topnotchclan.com wrote: This crap is only going to make you look bad. Just because you will get potentially many new members to your steam group doesn't mean those people are going to give a hoot about what the group is about. This auto invite crap is abusing the system. I use to invite users one by one who I thought would want to join my group, not invite every single user who joins my server. Sent from my iPhone 4 On Sep 16, 2010, at 8:36 AM, Nicholas Hastings nshasti...@gmail.com wrote: Which, frankly, should be lower. What real person has a need to manually invite 300 users each day? Even 50 would per week should be more than a 'real' user should ever hit. All of the incoming group invite spam gets old quick. On 9/16/2010 11:28 AM, ics wrote: I just want to say that this method sucks really. Due to tricks like this there is a 300 invite limit per day in Steam these days. -ics 16.9.2010 17:12, Allan Button kirjoitti: HL, I assume your your talking about my scripts. Mine worked as a bolt on to hlstatsx pulling new players and adding them to our group. The secret was, using a different steam account then your main to add them. To add users you need at least one game on your account. Once your set up, you just open a cookie jar, log in to steam powered, then start firing the group invites in. I did 5 at a time, then I'd log out and take a 5 second break. I'd be willing to sell the code, but not give it away. It did get us around 1000 new members to our group iirc. Sent from my iPad On Sep 16, 2010, at 6:55 AM, C-F Stridwor...@gmail.com wrote: Check what the HTTP request looks like when you invite someone on steamcommunity.com, then automate it with cURL, HttpRequest (.NET) or whatever. Also you'll need to be able to log in. I'll post up some samples once I get home (~20ish GMT+1). 2010/9/13 HL-SDK Synthssyntron...@gmail.com I know a guy who did this with php, yes. He reads this list too On Sep 11, 2010 2:34 AM, Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com wrote: Tip: You can do it with PHP or C++. You will need HTTPRequest + a list of steam ids :P 2010/9/11 Harry Strongburgharry.h...@harry.lu On Sat, Sep 11, 2010 at 12:51:49PM +1000, sten rulz wrote: How can i send group invites to ev... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds