[hlds] TF2 Delisting Information
Right now, we're not trying to provide a finely tuned quality difference between servers to players looking for a server. Instead, we're focused on finding and removing the very worst servers. This is why we're not showing server scores in the serverbrowser. If we did that, we think it'd be very hard for new servers to build communities, which a number of you have already identified as a problem. Our first pass was a manual one, so we knew there wouldn't be an exploitation issue. Going forward, we'll be making this into an automatic process, with the following additions: - Each player will be able to negatively affect a server's score only once per day. - We'll add a new message printed to the server console that tells the server where it stands score-wise. It'll be focused on warning you if you're heading towards being delisted. Some minor notes in response to questions being posed on the list: - Reserved slots won't result in any scoring implications if you're using them correctly (i.e. have set sv_visiblemaxplayers properly, or are using a SourceMod method) - Bots aren't counted in the scoring. - Delistings are temporary (1 month right now) - Level changes do not affect scoring (i.e. players are not considered as having disconnected reconnected over a level change) - Servers with low connection counts are not subject to being delisted. This means if you're testing something on your new server you don't have much to worry about. At least for now, this isn't meant to be a method to tell us or the community as a whole how good a server is. It is strictly for identifying servers that are doing really bad things like lying about their player count or redirecting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Blog Post: Server Scoring
We went around an spot checked some of the servers that we were about to delist, and they all fell into this category. Is there anyone here on the list that got delisted that doesn't feel like they should have? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Friday, March 13, 2009 1:59 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Blog Post: Server Scoring That's a good point, is that server delisted yet? On Fri, Mar 13, 2009 at 1:38 PM, Bengt Rosenberger bengt.rosenber...@gmx.de wrote: And mass-banning servers aka honeypot servers. ___ 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 Digest, Vol 10, Issue 13
We're currently hosting about 5,000 game servers for Left 4 Dead on the PC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Stifler Sent: Thursday, December 04, 2008 7:29 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] hlds Digest, Vol 10, Issue 13 Ummm, if plain servers are the intention here then maybe Valve should prevent all mods or better yet just host the servers themselves?? On 12/4/08, Richard Eid [EMAIL PROTECTED] wrote: In my opinion, I think Left 4 Dead is being 'locked down' because of all the problems that appeared during the last year with TF2. It became nearly impossible to find a plain Jane vanilla TF2 server. It's like every single one of them had some mod installed that changed gameplay. I'm not against the modding community, though I'd like to just be able to play the game as it was intended. I feel that Valve and it's playtesters know a bit more about what makes a game fun than Joe Blow modder...so I'd like to see what Valve has to offer and not what 32-man, insta-spawn, fast ubercharge, longer spawn for non-clan members, less damage for non-clan members, etc. server op has to offer. Left 4 Dead is quickly becoming what TF2 became. A different game. Last night I was on a versus server that spawned a Tank ~1 minute into each round. Rounds ended quickly and no team ever made it to the Safe Room. It was plain old not fun. Maybe that server op likes playing that way, but nobody on the server at the time did...so we voted back to the lobby. The next server had sv_cheats 0 in its config so we faced random issues, like Infected only being able to spawn 3 at a time and not 4. The list goes on. While, as a server op, I'd like to have a bit more control over my own server, I welcome these changes being introduced to the game. Just because a server op likes to play the game a certain way does NOT mean everybody does. I'm not too keen on the Normal difficulty for Versus mode, but we'll see what happens. I think Valve is doing this for the community and not for any other reason. Most of the complaints I hear are about how this server or that server sucks because of x or y changes made to it. Locking certain aspects of the gameplay down seems almost a necessary evil when combined with how we now connect to servers. Give it time. Valve is obviously listening to the feedback being given and are making changes as they see fit. Just last night I was chatting with someone from Valve about certain aspects of server management. He had explained in detail what things could be changed and how they would affect our servers. I thought I had understood the whole conversation, but I had completely missed the bigger scope of the issues. Maybe we're not looking at the long-term and only seeing the short-term. Like I said...give it some time. -Richard Eid On Thu, Dec 4, 2008 at 9:28 PM, Kevin Kolk [EMAIL PROTECTED] wrote: I'd like to chime in here and second this. I love versus mode but by far I've had the most fun in versus playing on servers running on Hard difficulty or better. I find normal is just way to easy and too forgiving on the survivors. If anything I think in an ideal world I would be able to CHOOSE the difficulty for versus when creating the lobby. Why Valve feels versus should only be played with wimpy normal difficulty zombies I have no idea. Let the players play it at the difficulty they want, don't lock my server down so I can't play how I please. This is by far the worst game that I've ever operated a server for. I feel like Valve is expecting people to run these as basically a public service to them. If you want this level of control valve you should pay to run your own servers. And at this rate you may have to. [EMAIL PROTECTED] wrote: Message: 1 Date: Thu, 4 Dec 2008 16:46:25 -0800 From: Formologic23 [EMAIL PROTECTED] Subject: Re: [hlds] Left 4 Dead Update Available To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Why on earth would you lock the Versus difficulty? That is a pretty lame forced update in my opinion. Normal is too easy, and most of the people I have talked with prefer to play Versus on Advanced. So why would you LOCK the difficulty? I really am considering shutting down my servers because if I can't have control over them (including the clients to a certain degree), then I really am not interested in supporting this particular game anymore. I love the game, but seriously, this is ludicrous. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Left 4 Dead Update Available
It's a pretty close answer to a number of the ones that people have brought up here. The game was built to play against other people, not fight the horde and fight other real people. Its also nearly impossible for players to know what kind of experience they are going to be getting into. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of P1cwh0r3 Sent: Friday, December 05, 2008 7:11 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead Update Available C-mon folks. As if reactions like that are going to help. Jason / Valve, What was the main point behind Valve locking the difficulty? Same question... 2 different ways of asking. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Saturday, 6 December 2008 12:53 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available - Versus mode is now locked to Normal difficulty -- are you stupid?! What the hell is that? We can't set the difficulty we want? Cold ___ 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 Digest, Vol 10, Issue 13
Mostly quad core CPUs in a blade setup. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm Sent: Friday, December 05, 2008 11:28 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] hlds Digest, Vol 10, Issue 13 What kind of hardware do you guys use to host your L4D servers Erik? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Friday, December 05, 2008 12:55 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] hlds Digest, Vol 10, Issue 13 We're currently hosting about 5,000 game servers for Left 4 Dead on the PC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Stifler Sent: Thursday, December 04, 2008 7:29 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] hlds Digest, Vol 10, Issue 13 Ummm, if plain servers are the intention here then maybe Valve should prevent all mods or better yet just host the servers themselves?? On 12/4/08, Richard Eid [EMAIL PROTECTED] wrote: In my opinion, I think Left 4 Dead is being 'locked down' because of all the problems that appeared during the last year with TF2. It became nearly impossible to find a plain Jane vanilla TF2 server. It's like every single one of them had some mod installed that changed gameplay. I'm not against the modding community, though I'd like to just be able to play the game as it was intended. I feel that Valve and it's playtesters know a bit more about what makes a game fun than Joe Blow modder...so I'd like to see what Valve has to offer and not what 32-man, insta-spawn, fast ubercharge, longer spawn for non-clan members, less damage for non-clan members, etc. server op has to offer. Left 4 Dead is quickly becoming what TF2 became. A different game. Last night I was on a versus server that spawned a Tank ~1 minute into each round. Rounds ended quickly and no team ever made it to the Safe Room. It was plain old not fun. Maybe that server op likes playing that way, but nobody on the server at the time did...so we voted back to the lobby. The next server had sv_cheats 0 in its config so we faced random issues, like Infected only being able to spawn 3 at a time and not 4. The list goes on. While, as a server op, I'd like to have a bit more control over my own server, I welcome these changes being introduced to the game. Just because a server op likes to play the game a certain way does NOT mean everybody does. I'm not too keen on the Normal difficulty for Versus mode, but we'll see what happens. I think Valve is doing this for the community and not for any other reason. Most of the complaints I hear are about how this server or that server sucks because of x or y changes made to it. Locking certain aspects of the gameplay down seems almost a necessary evil when combined with how we now connect to servers. Give it time. Valve is obviously listening to the feedback being given and are making changes as they see fit. Just last night I was chatting with someone from Valve about certain aspects of server management. He had explained in detail what things could be changed and how they would affect our servers. I thought I had understood the whole conversation, but I had completely missed the bigger scope of the issues. Maybe we're not looking at the long-term and only seeing the short-term. Like I said...give it some time. -Richard Eid On Thu, Dec 4, 2008 at 9:28 PM, Kevin Kolk [EMAIL PROTECTED] wrote: I'd like to chime in here and second this. I love versus mode but by far I've had the most fun in versus playing on servers running on Hard difficulty or better. I find normal is just way to easy and too forgiving on the survivors. If anything I think in an ideal world I would be able to CHOOSE the difficulty for versus when creating the lobby. Why Valve feels versus should only be played with wimpy normal difficulty zombies I have no idea. Let the players play it at the difficulty they want, don't lock my server down so I can't play how I please. This is by far the worst game that I've ever operated a server for. I feel like Valve is expecting people to run these as basically a public service to them. If you want this level of control valve you should pay to run your own servers. And at this rate you may have to. [EMAIL PROTECTED] wrote: Message: 1 Date: Thu, 4 Dec 2008 16:46:25 -0800 From: Formologic23 [EMAIL PROTECTED] Subject: Re: [hlds] Left 4 Dead Update Available To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Why on earth would you lock the Versus difficulty? That is a pretty lame forced update in my opinion
Re: [hlds] Left 4 Dead Demo Update Available
Sv_steamgroup_exclusive should work for this now. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Flubber Sent: Monday, November 17, 2008 1:10 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Demo Update Available Still nothing for blocking connexion completely for players who are not from the community linked with a server. Please let us have real private server. 2008/11/17 Steve [EMAIL PROTECTED] I also found that if a witch is after you, you can close the safe room door and let your teammates gun her down while she attacks the door trying to get you. tested and is working. there is one small bug i keep forgetting to add. if you go into the safe room and close the door (yes one person must be outside the door) you can shoot through the door and kill the zombies on the other side. You wont hurt friendlies. Found this to a bit odd heh. SakeFox wrote: hooray!! - Fixed problem with split packet/reassembly on level transition. This would cause the game to feel laggy for some period after a level transition Jason Ruymen wrote: A required update for the Left 4 Dead Demo is now available. Please run hldsupdatetool to receive the files. The specific changes include: - Fixed problem where the group browser was showing servers for groups you were not a member of - Fixed problem with split packet/reassembly on level transition. This would cause the game to feel laggy for some period after a level transition - Fixed a crash when connecting to a dedicated server 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
[hlds] Steam community group features
Ok, we're getting ready to ship the first round of the group features we've been working on this week. There is a new cvar called sv_steamgroup, which takes the Steam group number (which is now visible on the group's administrative page). The server will still be part of matchmaking, but users that are in that group will be able to browse directly to it from the main menu. Also, if this value is set, there will be a button near the message of the day that allows users to go directly to that group's page. This allows them to join that group if they like, and then be able to browse back to it in the future. There is another convar in there called sv_steamgroup_exclusive, which isn't completely implemented yet. The goal if it will be to make a server only joinable by users within that group, but there are some edge cases where matchmaking could still potentially put users on there. People are welcome to play around with it for now, and we should have it fully implemented in the next few days or so. Hopefully this addresses some of the concerns server admins have brought up. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
You can't do this yet. On Nov 14, 2008, at 7:54 PM, Jeff Sugar [EMAIL PROTECTED] wrote: Is it possible to let sv_steamgroup have multiple groups, separated by commas? I don't necessarily want to limit it to one group only. Thanks, -Jeff On Fri, Nov 14, 2008 at 7:45 PM, msleeper [EMAIL PROTECTED] wrote: They said that the sv_steamgroup_exclusive is not functioning yet. On Sat, 2008-11-15 at 03:41 +, Kitteny Berk wrote: Also seems that sv_steamgroup_exclusive 1 doesn't work at all, the 2 servers I tried removing the password on filled immediately. sv_password seems to be buggered too (though it could be openserverbrowser related), my remaining passworded server will let me connect from the server browser, puts me into a lobby that lasts about 3 seconds, loads a map and crashes my client. Andrew Armstrong wrote: Just another quick (bug?) report, if you click 'Create Lobby' from the 'Play on Steam Group Server' screen, it goes to a find lobby screen instead of one with the 'create lobby' button. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Saturday, 15 November 2008 12:54 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] Steam community group features Ok, we're getting ready to ship the first round of the group features we've been working on this week. There is a new cvar called sv_steamgroup, which takes the Steam group number (which is now visible on the group's administrative page). The server will still be part of matchmaking, but users that are in that group will be able to browse directly to it from the main menu. Also, if this value is set, there will be a button near the message of the day that allows users to go directly to that group's page. This allows them to join that group if they like, and then be able to browse back to it in the future. There is another convar in there called sv_steamgroup_exclusive, which isn't completely implemented yet. The goal if it will be to make a server only joinable by users within that group, but there are some edge cases where matchmaking could still potentially put users on there. People are welcome to play around with it for now, and we should have it fully implemented in the next few days or so. Hopefully this addresses some of the concerns server admins have brought up. Erik ___ 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] Steam community group features
It will work in most cases, just not all yet. We'd like people to test it though. On Nov 14, 2008, at 7:51 PM, Kitteny Berk [EMAIL PROTECTED] wrote: They said it's not completely implemented, which to me reads like test it, it might explode something amusingly. Was mostly just mentioning it doesn't work, and given the password doesn't appear to work quite right, We could be stuck without private servers, which is A Bad Thing™ msleeper wrote: They said that the sv_steamgroup_exclusive is not functioning yet. On Sat, 2008-11-15 at 03:41 +, Kitteny Berk wrote: Also seems that sv_steamgroup_exclusive 1 doesn't work at all, the 2 servers I tried removing the password on filled immediately. sv_password seems to be buggered too (though it could be openserverbrowser related), my remaining passworded server will let me connect from the server browser, puts me into a lobby that lasts about 3 seconds, loads a map and crashes my client. Andrew Armstrong wrote: Just another quick (bug?) report, if you click 'Create Lobby' from the 'Play on Steam Group Server' screen, it goes to a find lobby screen instead of one with the 'create lobby' button. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Saturday, 15 November 2008 12:54 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] Steam community group features Ok, we're getting ready to ship the first round of the group features we've been working on this week. There is a new cvar called sv_steamgroup, which takes the Steam group number (which is now visible on the group's administrative page). The server will still be part of matchmaking, but users that are in that group will be able to browse directly to it from the main menu. Also, if this value is set, there will be a button near the message of the day that allows users to go directly to that group's page. This allows them to join that group if they like, and then be able to browse back to it in the future. There is another convar in there called sv_steamgroup_exclusive, which isn't completely implemented yet. The goal if it will be to make a server only joinable by users within that group, but there are some edge cases where matchmaking could still potentially put users on there. People are welcome to play around with it for now, and we should have it fully implemented in the next few days or so. Hopefully this addresses some of the concerns server admins have brought up. Erik ___ 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] L4d vote kicking
This is in the realm of a non constructive thread. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener Sent: Thursday, November 13, 2008 3:37 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4d vote kicking It really frightens me that kids are growing up with this unrealistic belief that everything is supposed to be fair to the point they cannot take the rejection of being kicked from a game server. Life isn't fair. Pick yourself up and dust yourself off and just find another server Cc2iscooL wrote: Even though I consider voogru generally annoying... ;) He does have a point. You own the server, you own the rights to do whatever you want and enforce whatever rules you want. Period. If you don't like the way admins run their servers, start up a listen server and bitch to the people that join and then complain that the game is laggy. :) On Thu, Nov 13, 2008 at 5:14 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Mob ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church Sent: Thursday, November 13, 2008 5:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4d vote kicking I seriously don't want to argue the point more then I already did. It appears other server operators feel differently and the mob will rule on this one. Comparing a rented server to your house or nightclub is silly. Also, comparing kicking someone equaling murder is also silly. Decide what you want. I'm out of the L4D game. Timothy L Havener wrote: So Valve is going to go down that road and blacklist the IP of anyone who kicks someone unfairly? Besides that is also only for ranked servers. There are unranked servers that do not have those rules and you can do as you please. J T wrote: Battlefiedl 2 ROE was a means of allowing 10 year olds play the game and not get his feelings hurt. In essence, you couldn't do what you liked with your server if it conflicted with the ROE. Like pistol only servers. On Thu, Nov 13, 2008 at 2:15 PM, Timothy L Havener [EMAIL PROTECTED] wrote: Why not argue the point? If you are going to make such a ludicrous statement please back it up with logic. So I pay for a server for my friends and I to play on or just for the heck of it and I should have no say as to what goes on? Who in their right mind would waste the time? If Valve wants to control the gaming experience so some ten year old doesn't get his feelings hurt then let them pay for their own servers. I am not going to pay for them to have a place for other people to play where I have no say. Everyone is afraid of the big bad admin. Do this and see how quickly you have no community and no where to play. Leonard L. Church wrote: I am serious Spencer. I know we don't agree on allot of things and this appears to be another one, so let's kindly not argue the point. Spencer 'voogru' MacDonald wrote: You can't be serious. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church Sent: Thursday, November 13, 2008 9:40 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4d vote kicking Personally, I think that if you open up your server to the public (and you are by listing on the lobby server), then your rights go out the window as far as you never being kicked or choosing what things get voted on. I think this would be a step backwards as abusive admins can just sit and wait for people to join up, grief them until they leave, then wait for them to rejoin. Valve, please don't do this. ___ 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
Re: [hlds] Status
For these lists to be useful, both to admins and us, these kinds of threads need to stop. If you want to get super angry in e-mail, people should send it directly to me and not to a list with over a thousand e-mail addresses on it. Criticism is completely OK on this list as long as it is constructive, which 90% of it has been. Grandstanding and talking about how much you hate Valve is not really useful to anyone. I'm going to try the 1 strike and you're out policy for a while on the list and see how that goes. If people are really upset about something and want to shoot me an e-mail, that is OK and won't get you banned. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener Sent: Wednesday, November 12, 2008 11:04 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status I overreact when I'm frustrated...as I am with Valve. I love their games but I am getting really tired of hosting servers for their games when they are continually twisting my arm as an admin to accept things which make it harder to build a community around those same games. It just feels like they have forgotten what got them where they are. Leonard L. Church wrote: So why are you still on this list? Give up already. Timothy L Havener wrote: I had that hope after the custom tab debacle. I now no longer hold onto it. I give up on Valve. [ЯтR] The-/iller wrote: Hopefully its only nibbling in ignorance, as we are they're bread and butter, and hopefully it will be balanced in the end, keep console as console and PC above it all. Timothy L Havener wrote: Where once Valve was an innovator in the way we play online games they have no become a force of complete destruction to the way we play PC games. By reverting to a console style server browser they have devolved their game into an Idoit's Guide to Online Gaming. This is just another move on the chess board to marginalize server admins and take complete control of the gaming experience. Anyone who doesn't see that is blind. I had a little respect for them left after TF2 and it is now gone. Keep pissing off admins, Valve, its always good to bite the hand that feeds you. I'm sure those uneducated gamers out there that you are catering to will step up to the plate when all of us are gone. Good luck with that. Dj Satane wrote: Let me get something straight, Erik wrote: When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. Erik, you don't explain the matchmaking how it solves the problem you are talking about. How does console style matchmaking solves the problem of people leaving a left 4 dead game? How does server browser supposedly does not solve this problem? On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote: First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ 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
[hlds] Status
First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
In what we're building, this should be pretty straight-forward. Our thinking is that you'll tie a Steam group directly to your game server, and then allowing people inside of that group to browse and connect to it. The server would be able to pull people from this method, and from matchmaking at the same time. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status Would it be possible to add a feature, so that we could select our own server in the match making system? Rather than using someone else's server. That way some of us that like matchmaking can still use the matchmaking system with our own server. The sv_search_key feature is already in place. Why not add an option to the matchmaking lobby, so the lobby leader can select a server based on its sv_search_key setting. That alone would give me a lot more incentive to keep my dedicated servers up after the game is released. Its nice to be able to use our own servers. On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote: First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ 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] Status
Just Left 4 Dead for starters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger Sent: Monday, November 10, 2008 11:49 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Status And this would be for every steam game, not just for L4D, correct? Keep up the good work :) . From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Mon, 10 Nov 2008 11:35:54 -0800 Subject: Re: [hlds] Status In what we're building, this should be pretty straight-forward. Our thinking is that you'll tie a Steam group directly to your game server, and then allowing people inside of that group to browse and connect to it. The server would be able to pull people from this method, and from matchmaking at the same time.-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status Would it be possible to add a feature, so that we could select our own server in the match making system? Rather than using someone else's server. That way some of us that like matchmaking can still use the matchmaking system with our own server. The sv_search_key feature is already in place. Why not add an option to the matchmaking lobby, so the lobby leader can select a server based on its sv_search_key setting.That alone would give me a lot more incentive to keep my dedicated servers up after the game is released. Its nice to be able to use our own servers. On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote: First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ 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 _ Stay up to date on your PC, the Web, and your mobile phone with Windows Live http://clk.atdmt.com/MRT/go/119462413/direct/01/ ___ 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] Status
Yes, it should support multiple servers. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk Sent: Monday, November 10, 2008 11:52 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status I trust it'll support multiple servers? Right now we have 8 L4D servers running and I imagine larger communities have more, so It'd be pretty important to our users to be able to join any of them. Erik Johnson wrote: In what we're building, this should be pretty straight-forward. Our thinking is that you'll tie a Steam group directly to your game server, and then allowing people inside of that group to browse and connect to it. The server would be able to pull people from this method, and from matchmaking at the same time. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status Would it be possible to add a feature, so that we could select our own server in the match making system? Rather than using someone else's server. That way some of us that like matchmaking can still use the matchmaking system with our own server. The sv_search_key feature is already in place. Why not add an option to the matchmaking lobby, so the lobby leader can select a server based on its sv_search_key setting. That alone would give me a lot more incentive to keep my dedicated servers up after the game is released. Its nice to be able to use our own servers. On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote: First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3600 (20081110) __ 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: 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] Status
We're planning on getting it done before next week. I guess someone should add the above quote to this page if we don't make it: http://developer.valvesoftware.com/wiki/Valve_time -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett Sent: Monday, November 10, 2008 11:50 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status This is an excellent idea, how likely is this to be included at launch? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: 10 November 2008 19:36 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status In what we're building, this should be pretty straight-forward. Our thinking is that you'll tie a Steam group directly to your game server, and then allowing people inside of that group to browse and connect to it. The server would be able to pull people from this method, and from matchmaking at the same time. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status Would it be possible to add a feature, so that we could select our own server in the match making system? Rather than using someone else's server. That way some of us that like matchmaking can still use the matchmaking system with our own server. The sv_search_key feature is already in place. Why not add an option to the matchmaking lobby, so the lobby leader can select a server based on its sv_search_key setting. That alone would give me a lot more incentive to keep my dedicated servers up after the game is released. Its nice to be able to use our own servers. On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote: First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ 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] Status
I don't actually know what feature you're describing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church Sent: Monday, November 10, 2008 1:35 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Status You know.. It's concerning to me that Eric answered everyones questions but mine... Do I smell? :) ___ 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] Allow non lobby connecting
This is a bug, and we're going to release a fix for it. Passwords are going to work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joe Weasel Sent: Thursday, November 06, 2008 3:38 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Allow non lobby connecting ..Is there any way to stop clients from connecting to a dedicated server? Moreso, is there even a way to make something private? Passwording doesn't seem to be working. 2008/11/6 AnAkIn . [EMAIL PROTECTED] Setting it to 0 makes you able to connect with the connect command, but it seems that people could still join it from the lobby, and then I had to kick everybody or I had an error like can't join because of players from a lobby. 2008/11/6 [ЯтR] The-/iller [EMAIL PROTECTED] sv_allow_lobby_connect_only = 1 - If set, players may only join this server from matchmaking lobby, may not connect directly. Set this to 0, connect via ip/dns and it allows you in, question is, is it still joinable via lobby ___ 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
[hlds] Valve testing servers
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We're running a bunch of games servers right now to get some performance data, but we need to get a bunch more clients to connected to make it worthwhile. Our goal is to make the servers pretty much fall over from the load, or crash from lack of memory. If people have any spare cycles, connect to one of the 16 servers running at: 207.173.176.220:27045 through 207.173.176.220:27060 They will be running all the time, so getting a good sample of data would be really useful. Thanks Erik -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Valve testing servers
The best thing would be to have full servers with people playing like normal. If we can start getting them full then I would expect the game experience to get worse and worse, but playing through this is where we would get the most useful data. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Darren Sent: Tuesday, February 26, 2008 11:41 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Valve testing servers Does just connecting and joining a team help or do we need to be able to run around and whatnot? On Feb 26, 2008, at 11:18 AM, Erik Johnson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We're running a bunch of games servers right now to get some performance data, but we need to get a bunch more clients to connected to make it worthwhile. Our goal is to make the servers pretty much fall over from the load, or crash from lack of memory. If people have any spare cycles, connect to one of the 16 servers running at: 207.173.176.220:27045 through 207.173.176.220:27060 They will be running all the time, so getting a good sample of data would be really useful. Thanks Erik -- ___ 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
[hlds] Server Release
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error
We're working on the release for this, it should be out within the hour. Sorry about this one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mikee Sent: Friday, September 23, 2005 3:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error Just wanted to change the subject line to catch Erik's attention. This patch has broken all custom mods from launching. When anyone tries to launch HL2-CTF, HL2 Promod, or any other Third Party Mod, you get a player popup Error which says: modname\gameinfo.txt is missing. This file is not missing, however... - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 2:33 PM Subject: [hlds] Server Release This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ 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] RE: Mandatory Source engine update later today...
Bad news folks, we ran into another problem that is going to push us into tomorrow. Sorry for the false start. Erik -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Miller Sent: Thursday, September 22, 2005 6:58 PM To: hlds@list.valvesoftware.com Cc: hlds_linux@list.valvesoftware.com Subject: Re: [hlds] RE: Mandatory Source engine update later today... -- [ Picked text/plain from multipart/alternative ] Doug said there would be a client update along with this one. Is that also schedule to go with the server release? Or will the client release come tomorrow as per-usual Friday updates? -- ___ 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] SRDS constantly bombing
Hang in there with us, we'll have an update out for the crashes very soon (next day or two). Erik -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Graeme Miller Sent: Wednesday, August 18, 2004 9:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] SRDS constantly bombing Both the servers im running do this aswell, I think the problem is with the way srcds handles attempted connections when the server is full. I've had srcds runnign 48hours uptime with people playing on the v2 protocol server aslong as its not full. As soon as the server is full and continues to receive connection attempts it will crash. The issue needs addressed urgently by valve, as the beta is a a crucial stage and lots of servers are sufferign this fate. It will become less common as more servers are put up and the initial rush to play has died down but the underlying problem will remain. and will continue to happen if you server receive too many concurrent connections. On Wed, 18 Aug 2004 22:29:37 -0500, John [EMAIL PROTECTED] wrote: Mike Donahue wrote: since the update - getting constant terminations (within 30 seconds of startup) with The instruction at 0x0040 referenced memory at 0x0040. The memory could not be read. Windows 2003 server. Fairly generic. Help! Mike Same here. I believe this is happening to most everyone. ___ 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
[hlds] RE: [hlds_linux] Valve responding? [was: Re: Punkbuster]
We're working now on our own anti-cheating technology now. It's our highest priority for the next Half-Life engine release. Erik -Original Message- From: Jon Paul Nollmann [mailto:[EMAIL PROTECTED]] Sent: Wednesday, October 24, 2001 12:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Valve responding? [was: Re: Punkbuster] On 23/10/2001, 20:49:31, God [EMAIL PROTECTED] wrote regarding Re: [hlds_linux] Re: Punkbuster: Valve ... get off your fucking ass and at least _respond_ ... thats all we ask :( In Valve's defense, though they are slow to respond sometimes, once they do they're really on the ball. Perhaps, as a server admin who doesn't regularly bash on Valve on public mailing lists, I get faster responses from Erik/c and Yahn than some others? hehe. :) Seriously, though, I'm more than willing to accept a habitual silence from Valve as evidence that they're all slavishly pumping out code for TF2. Valve has earned my rarely-granted trust, and when they say that they're gaining a lot of valuable experience with HL that they're actively coding into TF2, I believe them. This is one admin who's gonna be more than happy to shell out some $$ for TF2 when it comes out (especially if there's a native Linux client for it... mmm. (No, Valve hasn't said there will be a native Linux client, but can't I be allowed to indulge my little fantasies once in a while?) ___ 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
[hlds] List Archives
The list archives are up and working for this list now. You can get to them here: http://list.valvesoftware.com/pipermail/hlds/ Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] List Archives
No, it's [EMAIL PROTECTED] -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 23, 2001 3:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] List Archives Thanks Erik! That archive interface reminds me a little of congiman's archive. FYI, the footer on the mailman pages has hlds list run by [EMAIL PROTECTED] which should really be [EMAIL PROTECTED] HoundDawg http://www.phpGamingSite.com http://www.unitedadmins.com http://www.unitedadmins.com/hlbp - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: Half-Life Dedicated Server Mailing List [EMAIL PROTECTED] Sent: Tuesday, October 23, 2001 2:16 PM Subject: [hlds] List Archives The list archives are up and working for this list now. You can get to them here: http://list.valvesoftware.com/pipermail/hlds/ Erik ___ 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] List Archives
[EMAIL PROTECTED] should just go away now. If you are pointing people to where they can sign for the lists, go to here: www.valvesoftware.com/serveradmin.htm [EMAIL PROTECTED] is an alias to me, and it's just for handling the older subscription requests (like if someone runs one of the older Win32 installers, or picks up an older readme). After the next full client release [EMAIL PROTECTED] will pretty much go away as a place for people to subscribe. Little confusing right now I know. Only point people to www.valvesoftware.com/serveradmin.htm for subscription information. Erik -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 23, 2001 3:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] List Archives Ok, so that link and email box is different than the automated listadmin box? If not, then you need to verify that, because everything else has [EMAIL PROTECTED] HoundDawg http://www.phpGamingSite.com http://www.unitedadmins.com http://www.unitedadmins.com/hlbp - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: Half-Life Dedicated Server Mailing List [EMAIL PROTECTED] Sent: Tuesday, October 23, 2001 3:31 PM Subject: RE: [hlds] List Archives No, it's [EMAIL PROTECTED] -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 23, 2001 3:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] List Archives Thanks Erik! That archive interface reminds me a little of congiman's archive. FYI, the footer on the mailman pages has hlds list run by [EMAIL PROTECTED] which should really be [EMAIL PROTECTED] HoundDawg http://www.phpGamingSite.com http://www.unitedadmins.com http://www.unitedadmins.com/hlbp - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: Half-Life Dedicated Server Mailing List [EMAIL PROTECTED] Sent: Tuesday, October 23, 2001 2:16 PM Subject: [hlds] List Archives The list archives are up and working for this list now. You can get to them here: http://list.valvesoftware.com/pipermail/hlds/ Erik ___ 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] List Archives
This is quite cool. Thanks for the link. -Original Message- From: Ryan McCullough [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 23, 2001 3:34 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlds] List Archives Yeah, the archives are nice Erik. Thanks. There are also some archives that are SEARCHABLE!! at www.mail-archive.com search for hlds. -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 23, 2001 3:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] List Archives Thanks Erik! That archive interface reminds me a little of congiman's archive. FYI, the footer on the mailman pages has hlds list run by [EMAIL PROTECTED] which should really be [EMAIL PROTECTED] HoundDawg http://www.phpGamingSite.com http://www.unitedadmins.com http://www.unitedadmins.com/hlbp - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: Half-Life Dedicated Server Mailing List [EMAIL PROTECTED] Sent: Tuesday, October 23, 2001 2:16 PM Subject: [hlds] List Archives The list archives are up and working for this list now. You can get to them here: http://list.valvesoftware.com/pipermail/hlds/ Erik ___ 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] no won id's
It's a problem with the backend servers, it should start to fix itself over the next couple of days. This is not an attack, don't ban these people off your server. Erik -Original Message- From: Dave R. Meyers [mailto:[EMAIL PROTECTED]] Sent: Monday, October 15, 2001 10:29 AM To: [EMAIL PROTECTED] Subject: [hlds] no won id's I am starting to see players on my server, that have no wonids? Any ideas. I usually check my server every now and then when I can, and just started to notice this. It was a shock at first, as I run bot's, and have been debugging the hell out of them. I thought that maybe I had spawned an extra one somehow(thinking maybe new bug in count code), but then I noticed the fact that it had an ip, and a ping of over 200? Any ideas?? The ip listed was: 65.64.138.170:64604 Named Player. 8( Dave R. Meyers aka Starbreaker www.starbraker.com http://www.starbraker.com Lead Coder Oz Deathmatch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Test Message
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RE: [hlds] test ?
Test reply. Please post mail if you are seeing this. -Original Message- From: Scott Cassaday [mailto:[EMAIL PROTECTED]] Sent: Thursday, October 11, 2001 1:41 PM To: [EMAIL PROTECTED] Subject: [hlds] test ? this is a test of the.. ___ Hlds mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [Hlds] Nondeliverable mail
We're running the new software now for the list(s). Hopefully, this will be the last one of these that we see. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Thursday, October 11, 2001 11:28 AM To: [EMAIL PROTECTED] Subject: [Hlds] Nondeliverable mail --Transcript of session follows --- [EMAIL PROTECTED] The intended recipient's mailbox is full. ___ hlds mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds
[Hlds] Test Message
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[Hlds] Test Reply to address
___ Hlds mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds
RE: Nondeliverable mail
This is definitely something that people are doing on purpose. -Original Message- From: viosys [mailto:[EMAIL PROTECTED]] Sent: Tuesday, October 09, 2001 6:31 AM To: [EMAIL PROTECTED] Subject: Re: Nondeliverable mail I would almost say that they are doing this on purpose. If i remember correctly, the server doesnt foward emails from people on the list, and so why is it fowarding email from those accounts? Not only that, it always occurs on 3-4 email addresses each time this happens. - Original Message - From: Stan Hoeppner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 08, 2001 7:21 PM Subject: RE: Nondeliverable mail Speaking of Exchange, was anyone else able to filter all those non-deliverables at their Exchange server? I couldn't get that accomplished, and was forced to create rules in Outlook to delete them. I HATE not being able to filter at my Exchange server. Someone said yesterday it is because Valve is wrapping the emails in an X-mailer. Valve? Eric/k? What gives? I used to be able to filter the sender's address with Exchange. Now I can't. Can you please explain this to us, and please change the listserver config back the way it used to be, so I can filter at my Exchange server? Thx. StanTheMan TheHardwareFreak www.hardwarefreak.devastation.cc [EMAIL PROTECTED] -Original Message- From: Sysop [mailto:[EMAIL PROTECTED]] Sent: Monday, October 08, 2001 4:18 PM To: [EMAIL PROTECTED] Subject: Re: Nondeliverable mail The mail que was so filled up with these that I wouldn't be suprised to get a few more. Ryan, you would appreciate that if you ran a mail server. The mail server being MS Exchange just adds to the fun... Ryan McCullough wrote: and still going. c'mon its 11am on the west coast valve. Isn't someone there? I am still getting bounces from netgames-uk.com. sorry to email you directly eric/k but I am still getting these and we have not heard from you(as is the norm) that these peeps have been removed. Thanks. -Original Message- From: Kevin J. Anderson [mailto:[EMAIL PROTECTED]] Sent: Sunday, October 07, 2001 11:18 PM To: [EMAIL PROTECTED] Subject: Re: Nondeliverable mail dont you mean exponential loop? - Original Message - From: CP [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 08, 2001 1:40 AM Subject: Re: Nondeliverable mail | | Don't you love how it's an infinite loop? | | Chris | - Original Message - | From: Stan Hoeppner [EMAIL PROTECTED] | To: [EMAIL PROTECTED] | Sent: Sunday, October 07, 2001 8:24 PM | Subject: RE: Nondeliverable mail | | | | Ok, this is getting out of hand. Time to dig into Exchange... | | Stan | | -Original Message- | From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] | Sent: Sunday, October 07, 2001 6:27 PM | To: [EMAIL PROTECTED] | Subject: Nondeliverable mail | | | --Transcript of session follows --- | [EMAIL PROTECTED] | The intended recipient's mailbox is full. | | | | | | | | |
RE: Nondeliverable mail
We're working on it right now. -Original Message- From: Ryan McCullough [mailto:[EMAIL PROTECTED]] Sent: Monday, October 08, 2001 10:57 AM To: '[EMAIL PROTECTED]'; '[EMAIL PROTECTED]'; '[EMAIL PROTECTED]' Subject: RE: Nondeliverable mail and still going. c'mon its 11am on the west coast valve. Isn't someone there? I am still getting bounces from netgames-uk.com. sorry to email you directly eric/k but I am still getting these and we have not heard from you(as is the norm) that these peeps have been removed. Thanks. -Original Message- From: Kevin J. Anderson [mailto:[EMAIL PROTECTED]] Sent: Sunday, October 07, 2001 11:18 PM To: [EMAIL PROTECTED] Subject: Re: Nondeliverable mail dont you mean exponential loop? - Original Message - From: CP [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, October 08, 2001 1:40 AM Subject: Re: Nondeliverable mail | | Don't you love how it's an infinite loop? | | Chris | - Original Message - | From: Stan Hoeppner [EMAIL PROTECTED] | To: [EMAIL PROTECTED] | Sent: Sunday, October 07, 2001 8:24 PM | Subject: RE: Nondeliverable mail | | | | Ok, this is getting out of hand. Time to dig into Exchange... | | Stan | | -Original Message- | From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] | Sent: Sunday, October 07, 2001 6:27 PM | To: [EMAIL PROTECTED] | Subject: Nondeliverable mail | | | --Transcript of session follows --- | [EMAIL PROTECTED] | The intended recipient's mailbox is full. | | | | | | | | |
RE: Nondeliverable mail
Sorry about this guys. Exchange wasn't filtering out messages from postmaster@ addresses. -Original Message- From: DarkClown [mailto:[EMAIL PROTECTED]] Sent: Monday, October 08, 2001 11:55 AM To: [EMAIL PROTECTED] Subject: RE: Nondeliverable mail When is valve going to release a patch to fix this undeliverable mail hack? I'm sorry, I know this only makes it worse. But damn this is funny. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Monday, October 08, 2001 6:57 AM To: [EMAIL PROTECTED] Subject: Nondeliverable mail --Transcript of session follows --- [EMAIL PROTECTED] The intended recipient's mailbox is full.
RE: [OT]Re: Valve
Anyone that is on the list, and can't unsubscribe, send a mail to me ([EMAIL PROTECTED]) or Eric Smith ([EMAIL PROTECTED]). We'll manually remove you. Erik -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Wednesday, October 03, 2001 5:38 AM To: [EMAIL PROTECTED] Subject: Re: [OT]Re: Valve The problem is, people are not getting removed from the list. As an example, on September 22 I sent an unsubscribe email. The following Tuesday I got the confirmation message. I replied to it, and now, I am still on the list... It's been over a week since replying to the confirmation! So, some of these people may have tried to get off here, and are stuck here with the rest of us. - Original Message - From: Richard C. Ryzner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, October 03, 2001 1:01 AM Subject: [OT]Re: Valve Instead of whining and complaining why don't those not interested see the message from hounddawg regarding leaving the list. We really don't want you here anyway.
RE: 4.1.0.8 Server crash - I give.
http://www.counter-strike.net/ There are a few links to it there. Sounds like you might have a different problem, but it's worth trying this. -Original Message- From: Noctaire [mailto:[EMAIL PROTECTED]] Sent: Friday, September 28, 2001 11:17 AM To: [EMAIL PROTECTED] Cc: [EMAIL PROTECTED] Subject: Re: 4.1.0.8 Server crash - I give. Did you install the newest version of the beta server (out last night)? :( No I did not -- what's the link? I'll clear my other installs and put it up this evening. Noc.
RE: PB issue non-response from Valve. Shut all our serversdowntoboycott?
This is pretty ridiculous to say that we don't do anything to help third party developers for our games. Erik -Original Message- From: HoundDawg [mailto:[EMAIL PROTECTED]] Sent: Thursday, September 27, 2001 8:06 AM To: [EMAIL PROTECTED] Subject: Re: PB issue non-response from Valve. Shut all our serversdownto boycott? - Original Message - From: Ronin [EMAIL PROTECTED] You know what this sounds like? A bunch of kids who aren't getting their way. You are now trying to force Valve into an answer. They already gave one, as posted by Tony Ray. They have chosen to not financial support PB and its efforts. So what? They are not required to, nor should they have to. If Tony and his folks got involved with PB in the hopes of making money off of Valve, that's a poor, poor business plan. For starters, most of the 3rd party developers with major projects (not the simple scripts) are not little kids and we're not asking for money. I still haven't read anywhere from Tony that he was after money. This is nothing but an assumption and interpretation of his news post. I'd also like to note that Tony patched PB more than Valve ever did. While offering a great tool, PB was just as infallible as the HL engine, folks. Get a grip and collect the information. What you choose to do is your business. If you want to bring your servers down, fine. This list, whether you know it or not, is comprised of a very small minority of the server admin community, not the majority. What you're proposing wouldn't even put a dent in the server population, and it probably wouldn't be noticed. That's unfortunate, because HLDS still has issues from versions back that still need addressing. I'd rather see quicker patch releases with fixes than longer patch releases with new features and a new slew of bugs. If a boycott campaign were initiated, I doubt that it would just be with this list. There are many ways to reach the server admins out there. Heck, we could always just run HLDS and AdminMOD, set the # of users to 1. Then, set a MOTD to display as the player is connecting. Set the mp_timelimit to 5. Then renmae the hostname to something like Valve Boycott (url). I suppose that the AdminMOD is optional. That may be a better way than just shutting down the server. It'll provide more information to both the players and other admins. You will not force Valve into doing something they do not want to do. This is not a democracy, nor will they be bullied. Capitalistic bastards? Who are you, and do you have a clue what you're talking about? Give me a break. There isn't an online game out there that does not have cheats. It's a known fact. Q3, UT, you name it, it's out I think that you're missing the overall issue here. Although, I don't have all of the facts regarding PB's issues, based on past experiences, I do know the typical reaction of Valve to help out 3rd Party developers, or even the MOD developers and mappers. It is the fundamental principle of Valve not helping or implementing the requested fixes and features that their clients request. Also, the priorities are a little shifted. Another silence isn't going to help their reputation either. I don't know how much development you have done with the SDK. But, Ronin, running an information site like UA or counter-server is a completely different realm. It is a lot easier. there. I shudder to think the other communities react the way the children here have. I've lost quite a bit of respect for some of you folks on the list, and I'm ashamed to say I'm even affiliated at this point. Sad, folks..just plain sad. Those are some pretty ignorant and lame comments there. I was actually a little surprised that you said them. =\ HoundDawg http://www.phpGamingSite.com http://www.unitedadmins.com http://www.unitedadmins.com/hlbp
RE: Higher CPU Usage for CS Servers
The Counter-Strike models use 9 way blending (parametric animation), which means that there are a bunch of different animations per model that get blended together to give you more fluid movement. If you compare this to the standard HLDM models, for instance, you can imagine how much more math is being done to keep the hitboxes in check. Sorry about the lack of notice on this folks, it was an oversight on our part. -Original Message- From: Eric Hall [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 1:37 AM To: [EMAIL PROTECTED] Subject: RE: Higher CPU Usage for CS Servers Honestly, I'd be interested to find out why correct hitboxes would ever increase CPU usage... Why does CS have this problem when no other Quake-based games (including HL and HL mods besides CS) I can think of share in this weakness? Eric (the Deacon remix) http://www.firekite.com -Original Message- From: Nathan Woodcock [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 3:14 AM To: [EMAIL PROTECTED] Subject: Re: Higher CPU Usage for CS Servers On Thu, Sep 20, 2001 at 04:38:36PM -0700, Eric Smith wrote: Several Counter-Strike server administrators have reported seeing higher CPU usage on their servers after updating to the latest version of Counter-Strike (1.3). This increase in CPU usage is related to the fix for the hitbox problems experienced in earlier versions of Counter-Strike. The blending the server must do to accurately reflect each player's position and hitboxes has been reworked to be more accurate than it was in previous versions. The trade-off for more accurate hitboxes is that the server must do more work blending the models, hence the higher CPU usage. Eric, some warning would have been appreciated. It's thrown our boxes and setup into diasarray (we run 50 odd CS servers, and more again of normal HL). A CPU increase of 1/3rd is extremely high.
RE: Higher CPU Usage for CS Servers
This isn't to say that we're going to leave things as-is. We're going check into where we're spending the most CPU cycles, and maybe we can make things run a little faster. We'll have updates on this and a bunch of other server issues early next week. -Original Message- From: Eric Hall [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 9:04 AM To: [EMAIL PROTECTED] Subject: RE: Higher CPU Usage for CS Servers Ah, yeah, I guess it does add up after all :) Eric (the Deacon remix) http://www.firekite.com -Original Message- From: Erik Johnson [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 10:31 AM To: [EMAIL PROTECTED] Subject: RE: Higher CPU Usage for CS Servers The Counter-Strike models use 9 way blending (parametric animation), which means that there are a bunch of different animations per model that get blended together to give you more fluid movement. If you compare this to the standard HLDM models, for instance, you can imagine how much more math is being done to keep the hitboxes in check. Sorry about the lack of notice on this folks, it was an oversight on our part. -Original Message- From: Eric Hall [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 1:37 AM To: [EMAIL PROTECTED] Subject: RE: Higher CPU Usage for CS Servers Honestly, I'd be interested to find out why correct hitboxes would ever increase CPU usage... Why does CS have this problem when no other Quake-based games (including HL and HL mods besides CS) I can think of share in this weakness? Eric (the Deacon remix) http://www.firekite.com -Original Message- From: Nathan Woodcock [mailto:[EMAIL PROTECTED]] Sent: Friday, September 21, 2001 3:14 AM To: [EMAIL PROTECTED] Subject: Re: Higher CPU Usage for CS Servers On Thu, Sep 20, 2001 at 04:38:36PM -0700, Eric Smith wrote: Several Counter-Strike server administrators have reported seeing higher CPU usage on their servers after updating to the latest version of Counter-Strike (1.3). This increase in CPU usage is related to the fix for the hitbox problems experienced in earlier versions of Counter-Strike. The blending the server must do to accurately reflect each player's position and hitboxes has been reworked to be more accurate than it was in previous versions. The trade-off for more accurate hitboxes is that the server must do more work blending the models, hence the higher CPU usage. Eric, some warning would have been appreciated. It's thrown our boxes and setup into diasarray (we run 50 odd CS servers, and more again of normal HL). A CPU increase of 1/3rd is extremely high.
RE: Primary Server Update
No, there isn't any difference. It's just so people don't have to buy Half-Life to run a server. -Original Message- From: HL Server [mailto:[EMAIL PROTECTED]] Sent: Tuesday, September 18, 2001 11:25 PM To: [EMAIL PROTECTED] Subject: RE: Primary Server Update At 01:09 AM 09/19/2001 -0500, you wrote: I see the Linux CS update there, but no Win32 update. That will come later? Btw...after midnight over in Valveland. Such dedication is heartwarming :) Hmm ... my message was time stamped before 11pm ... still, to any programmer, that's early! Oh ... X-Mailer: Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0) this explains everything ... I still want to know what the difference is in running the HLDS listed below (4108) and the hlds.exe that will be in the HalfLife directory with 1108? I did a little digging and couldn't come up with an answer ... I supposed that it was for people that didn't have to actually purchase HalfLife itself? Like, you can run a server for free, but have pay to play? I don't know, I'm just speculating ... Eric (the Deacon remix) http://www.firekite.com -Original Message- From: Eric Smith [mailto:[EMAIL PROTECTED]] Sent: Wednesday, September 19, 2001 12:57 AM To: [EMAIL PROTECTED] Cc: Eric Smith; Erik Johnson Subject: Primary Server Update Importance: High Here are the addresses of a few mirrors for the Half-Life server update. ** BE SURE TO CHECK THE MD5SUMS FOR THE FILES YOU DOWNLOAD. IF THEY DO NOT MATCH, DELETE THEM AND DOWNLOAD THE FILES FROM SOMEWHERE ELSE. ** You can download and mirror these files for other server administrators, but you should NOT install them yet. This is just the pre-release of these files. The update will go live tomorrow morning, Wednesday, September 19, 2001, at 11:00am PST. 1.1.0.7 clients WILL NOT be able to connect to your server if you update now Thanks. -Eric === HL Win32 Full md5sum: 4d132ca14919370fd795da832004d53e http://files.cstrike.org/mirrors/valve/hlserver/hlserver4108.exe www.redphive.org/files/hlserver4108.exe http://ftp.ipgn.com.au/Halflife/Windows/Official/hlserver4108.exe HL Win32 Upgrade md5sum: a5bc8778ebcf399bc0425dd4133d99a5 http://files.cstrike.org/mirrors/valve/hlserver/hlds41074108.exe www.redphive.org/files/hlds41074108.exe http://ftp.ipgn.com.au/Halflife/Windows/Official/hlds41074108.exe HL Linux Full md5sum: e034c77e5835bca3bb26c6d058efa30c http://files.cstrike.org/mirrors/valve/hlserver/hlds_l_3108_full.tar.gz www.redphive.org/files/hlds_l_3108_full.tar.gz http://ftp.ipgn.com.au/Halflife/Linux/Official/hlds_l_3108_full.tar.gz HL Linux Upgrade md5sum: c1f4e12c169793022f2bb5910fd69006 http://files.cstrike.org/mirrors/valve/hlserver/hlds_l_3108_upgrade.tar.gz www.redphive.org/files/hlds_l_3108_upgrade.tar.gz http://ftp.ipgn.com.au/Halflife/Linux/Official/hlds_l_3108_upgrade.tar.gz CS Linux Full md5sum: c17b30da26ee20db65c89eb5ac24bb63 www.redphive.org/files/cs_13_full.tar.gz http://ftp.ipgn.com.au/Halflife/Linux/CounterStrike/cs_13_full.tar.gz CS Linux Upgrade md5sum: 49439643a8a3ffcc8b32b1a6e3a7a5c9 www.redphive.org/files/cs_13_upgrade.tar.gz http://ftp.ipgn.com.au/Halflife/Linux/CounterStrike/cs_13_upgrade.tar.gz
Listserver
Our listserver was having a little trouble this morning (I think it can smell a release). If you got a mail bounced back to you, go ahead and resend and everything should work. Erik
Status
Everyone just hang tight for a bit. Everything is still on as scheduled. Erik
1108/1003 Release
Just wanted to drop everyone a quick note about the release. As of right now, everything is pointing towards the release happening on Wednesday of this week at 11:00am PST. Most of you have all been through this once before, so you know the drill. Sometime tomorrow we'll post some information on where you can grab the necessary files to run a server for the new release. You should have enough time to download the server tomorrow to be ready to flip your server over to the new code when the client is released. This is going to be a pretty major release. The network protocol has been changed significantly, which means that old clients will not be compatible with the new server. There isn't going to be any more news today on this, just wanted to give everyone a heads up. If you're interested in mirroring the server files for the release tomorrow, send a mail to [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] . People here on the list are pretty efficient in passing links to their personal servers, so I'd suggest that people hold off tomorrow from jumping on the first link that goes around. There are generally about 10 mirrors after about an hour of the initial release. Please don't post this to any news sites, as things could change with the release if something comes up at the last second. This mail is just so server admins can be ready for the party tomorrow, and the rest of the week. Thanks for running servers everyone, and as always, send me a mail if you have any questions. Erik Johnson VALVe