[hlds] TF2 Delisting Information

2009-03-16 Thread Erik Johnson
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.
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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-13 Thread Erik Johnson
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.


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Re: [hlds] hlds Digest, Vol 10, Issue 13

2008-12-05 Thread Erik Johnson
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.
  
  
  
  
  
 
 
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  please visit:
  

Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread Erik Johnson
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




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Re: [hlds] hlds Digest, Vol 10, Issue 13

2008-12-05 Thread Erik Johnson
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

2008-11-17 Thread Erik Johnson
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
 
 
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[hlds] Steam community group features

2008-11-14 Thread Erik Johnson
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
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Re: [hlds] Steam community group features

2008-11-14 Thread Erik Johnson
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
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Re: [hlds] Steam community group features

2008-11-14 Thread Erik Johnson
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
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Re: [hlds] L4d vote kicking

2008-11-13 Thread Erik Johnson
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.

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Re: [hlds] Status

2008-11-12 Thread Erik Johnson
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:
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[hlds] Status

2008-11-10 Thread Erik Johnson
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.

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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
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.

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
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.   
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
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


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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
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

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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
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? :)

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Re: [hlds] Allow non lobby connecting

2008-11-06 Thread Erik Johnson
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
 
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[hlds] Valve testing servers

2008-02-26 Thread Erik Johnson
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
--

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RE: [hlds] Valve testing servers

2008-02-26 Thread Erik Johnson
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
 --

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[hlds] Server Release

2005-09-23 Thread Erik Johnson
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.
--

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RE: [hlds] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error

2005-09-23 Thread Erik Johnson
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.
 --

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RE: [hlds] RE: Mandatory Source engine update later today...

2005-09-22 Thread Erik Johnson
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?
--

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RE: [hlds] SRDS constantly bombing

2004-08-18 Thread Erik Johnson
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.




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[hlds] RE: [hlds_linux] Valve responding? [was: Re: Punkbuster]

2001-10-24 Thread Erik Johnson

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?)

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[hlds] List Archives

2001-10-23 Thread Erik Johnson

The list archives are up and working for this list now. You can get to them
here:

http://list.valvesoftware.com/pipermail/hlds/

Erik
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RE: [hlds] List Archives

2001-10-23 Thread Erik Johnson

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
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RE: [hlds] List Archives

2001-10-23 Thread Erik Johnson

[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
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RE: [hlds] List Archives

2001-10-23 Thread Erik Johnson

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
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RE: [hlds] no won id's

2001-10-15 Thread Erik Johnson

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

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[hlds] Test Message

2001-10-11 Thread Erik Johnson


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RE: [hlds] test ?

2001-10-11 Thread Erik Johnson

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..

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RE: [Hlds] Nondeliverable mail

2001-10-11 Thread Erik Johnson

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.


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[Hlds] Test Message

2001-10-11 Thread Erik Johnson


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[Hlds] Test Reply to address

2001-10-11 Thread Erik Johnson


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RE: Nondeliverable mail

2001-10-09 Thread Erik Johnson


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

2001-10-08 Thread Erik Johnson


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

2001-10-08 Thread Erik Johnson


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

2001-10-03 Thread Erik Johnson


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.

2001-09-28 Thread Erik Johnson


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?

2001-09-27 Thread Erik Johnson


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

2001-09-21 Thread Erik Johnson


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

2001-09-21 Thread Erik Johnson


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

2001-09-19 Thread Erik Johnson


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

2001-09-18 Thread Erik Johnson


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

2001-09-18 Thread Erik Johnson


Everyone just hang tight for a bit. Everything is still on as scheduled.

Erik





1108/1003 Release

2001-09-17 Thread Erik Johnson


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