Re: [hlds] Mandatory Team Fortress 2 update released

2022-10-07 Thread Jason Contreras
Something fishy with this update. Stuck at 43MB. Confirmed for others as
well

On Fri, Oct 7, 2022 at 19:34 Eric Smith - erics at valvesoftware.com (via
hlds list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 7570091. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=144159
>
> Thanks.
>
> -Eric
>
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Re: [hlds] ;)

2020-11-16 Thread Jason Contreras
Shut the fuck up

On Sun, Nov 15, 2020, 20:43 Stephanie d'Arc 
wrote:

> So I see some server admins & owners like to harass people on these lists.
>
> Just so you know. Stealth has MANY friends.
>
> -Stephanie
> International Legal Counel
>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Jason
So, as it stands now..for servers which aren't part of quickplay (due
to mods, modified respawn times, etc), nothing should change for us right?

All we need is:

Autoexec.cfg:
sv_setsteamaccount "steam account token here"

Server.cfg:
tf_server_identity_disable_quickplay 1
tf_server_identity_account_id  "service id here"
tf_server_identity_token "token here"

And nothing changes for our community server right?  We don't need to do
any other "authentication" or anything and quick play rules aren't changing
right?   I skimmed this exchange..just wanted to be sure.thanks in
advance.

On Fri, Jul 8, 2016 at 7:20 PM, N-Gon  wrote:

> I went back and reread some of these emails including the one from Lucas
> which I've included an excerpt of.
> I can't help but feel that you're talking about the Day Care 2fort
> community server cause I ran into that very same issue just a few days ago.
> These are the kinds of server that lowered the quality of the quickplay
> pool back when it was community oriented, These are the kinds of servers I
> would never want back in quickplay.
>
> If they (Valve) ever does decide to make a quickplay system for community
> servers in the future I would sincerly hope they disallow servers from
> participating that are running sourcemod plugins that have NOT been
> whitelisted, if such a thing is even possible.
>
> 
> Lucas Wagner via 
> list.valvesoftware.com
> 3:25 PM (3 hours ago)
> to Half-Life
> >>my friends and I know of a few servers in which mods are abusing
> critical chance plugins, and SM plugins in general
>
>
> On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:
>
>> I think the thing that worries me the most is that, at least with Valve
>> servers, there is a nice assortment of different maps, etc. I can find a
>> game on most maps with little or no effort. Communities largely serve the
>> interests of the server owners and operators. I know right before QP died
>> that it was very difficult to find anything but 24/7 servers focused on a
>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>> you wanted to play something like Frontier, for example, it wasn't easy to
>> find a community server offering that.
>>
>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>> that are not being played currently, and an interface for server operators
>> to queue what the community needs (Hey it'd be really great if you host
>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>> Or it can just give more referrals to maps that aren't very well supported,
>> thus giving some incentive for operators to branch out.
>>
>> I'm all for community servers provided the plugin set is clean (I don't
>> need to download all of your special files just to play a map), is
>> unobtrusive or interferes with my gaming experience (i hate plugins that
>> make me acknowledge the open menu before I can do anything), are fair (my
>> friends and I know of a few servers in which mods are abusing critical
>> chance plugins, and SM plugins in general), and perform well. Running
>> custom plugins is great and all, but it was definitely out of hand. I've
>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>> will miss them if the community cannot provide a reasonable replacement for
>> that system. I played on some last night and some were fun, some had god
>> awful performance, and some were unnecessarily encumbered with plugins.
>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>> servers receiving referrals.
>>
>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
>> wrote:
>>
>>> People said the same thing about quickpick at the time and we all know
>>> how that turned out. Everyone was claiming higher player counts at first
>>> and now they are dead.
>>>
>>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>>
 Frankly, it's a win just by shining light on the fact that there ARE
 community servers at all. For years now, they've been effectively hidden to
 the point that a large portion of the F2P playerbase didn't even know they
 existed. At least with this UI change we've got the chance for players to
 find us.

 On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
 wrote:

> I would imagine a big reason why things were so great last night was
> people just wanted to play TF2 and the only servers they could connect to
> were community servers. Not trying to rain on the parade, bu I think 
> Robert
> is right. It'll be a few weeks before we have any clue how this will all
> play out.
>
> Lucas
>
> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
> wrote:
>
>> I am not sure why everyone is celebrating 

Re: [hlds] Mandatory TF2 update released

2014-10-29 Thread Jason
What is the new mapname in full?  I don't see a new map in my maps folder
or in the halloween maps file

On Wed, Oct 29, 2014 at 8:09 PM, Paul ubyu@gmail.com wrote:

 Crashing here. Yes.

 On 30 October 2014 00:04, E. Olsen ceo.eol...@gmail.com wrote:

 Anyone else getting crashes on Windows 2008R2 servers?

 On Wed, Oct 29, 2014 at 8:00 PM, Andreas Willinger aw...@gmx.at wrote:

 Just like in last year, event247 for this year’s map
 (sd_doomsday_event), eventmix for the old ones.



 *Von:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *Im Auftrag von *E. Olsen
 *Gesendet:* Donnerstag, 30. Oktober 2014 00:48
 *An:* Half-Life dedicated Win32 server mailing list
 *Betreff:* Re: [hlds] Mandatory TF2 update released



 Is there a special SV_tag we need to set for quickplay purposes to host
 the new map?



 On Wed, Oct 29, 2014 at 7:46 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2467544.

 -Eric

 -

 Scream Fortress VI has arrived!
 Help Merasmus with his carnival!
 Comic and additional information available on the website (
 http://www.teamfortress.com/screamfortress6)
 Scream Fortress VI runs until November 12, 2014
 Added new Halloween map Carnival of Carnage
 Merasmus will spread misfortune with server wide curses
 Added a Strongmann Test-Your-Strength machine which is
 in no way an eldritch portal to Bumper Car Madness!
 Added bumper car minigames. Win by completely ghostifying the
 other team or by completing the objective
 Alt-fire to speed boost your bumper car
 Cast spells while driving
 The collision force a bumper car receives increases as the car
 takes damage
 Force is displayed in the bumper car HUD as a percentage
 Ghosts can come back to life by touching a friendly
 bumper car
 50 new Halloween-themed community cosmetics
 6 new achievements

 During Scream Fortress VI:
 A Halloween Gift Cauldron is granted to all players who play
 during the event
 Added Halloween crates to the Mann Co. Store. These crates do
 not require a key to open
 All Unusual hats and taunts that are unboxed during the event
 will receive Halloween-themed Unusual effects
 Previous Scream Fortress content is available in the Mann Co.
 Store

 General :
 Reduced the number of Fireball spells granted to 2
 Updated the tf_spells_enabled ConVar
 Removed the Teleport spell from the general spell list
 when spells are enabled outside of Helltower
 Added rare spells to the general spell list, except
 Skeletons and Monoculus
 Turning a player into a ghost now grants the attacker a kill
 credit
 Players can now fly around as a ghost by holding the jump key
 TargetID system
 Now creates a floating health indicator over the target
 Reduced size of nameplate
 Added tf_hud_target_id_alpha ConVar to control the
 transparency
 Fixed player voice transmissions not transmitting the last
 second of recording
 Fixed a dedicated server crash when the autoexec.cfg contains a
 bind command
 Fixed Unicode font performance and rendering issues for
 Mac clients
 Fixed an exploit that allowed players to remove the
 ghost condition

 Hammer :
 Added a field to the Tools-Options-3DView tab that multiplies
 the length of the rendered light_spot cone preview


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Re: [hlds] New SteamID format for TF2

2014-08-21 Thread Jason
If the old steamID is still recognized why would sourcebans no longer work?
 This REALLY freakin sucks with ZERO time to get ready for such a MAJOR
change...


On Thu, Aug 21, 2014 at 8:29 PM, Peter Jerde peter-h...@jerde.net wrote:

 Many of us who use sourcebans can use this as a temporary fix:

 1. disable your sourcebans plugin by renaming it to
 sourcebans.smx-disabled

 2. verify that tf/addons/sourcemod/configs/admins.cfg contains all your
 current admins and reserved-slot holders etc.

 3. place the script (below) into the /tf/addons/sourcemod/configs/
 directory, name it fix.php, change to that directory on your command
 line, and execute the script with php fix.php  admins-new.cfg

 4. check that it worked... look at the admins-new.cfg and compare it to
 admins.cfg to see if the conversion worked.

 5. delete your admins.cfg and rename admins-new.cfg to admins.cfg and
 restart your server.

 That will, at least, give your admins back their powers.

 Here's the script:

 --
 ?

 $f = file_get_contents(admins.cfg);

 $f = explode('',$f);

 foreach($f as $line) {
 if(substr($line,0,6)==STEAM_) {
 $a=explode(':',substr($line,8));
 echo '[U:1:'.($a[1]*2+$a[0]).']';
 }
 else echo $line.'';
 }

 ?
 --

 Of course, this assumes you have php and can run it from the command line.
 It's what I came up with, though, and I thought I'd share it since it
 worked for us.

 cheers,

  - Peter


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Re: [hlds] New SteamID format for TF2

2014-08-21 Thread Jason
Nicholas Hastings you sir, and your team of devs, are AWESOME!
 *patiently waits*


On Thu, Aug 21, 2014 at 8:41 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 This is why I been using the raw accountid for everything since forever. =)


 On Thu, Aug 21, 2014 at 8:38 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 To clarify, in SourceMod, our plan for the stable branch is to make the
 admin system and GetClientAuthString function behave as if the change never
 took place.

 The development branch will still as-is at the moment. Longer term, we
 plan to rework things to not be able to be hampered by format changes like
 this.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net

   davidaap1...@gmail.com
  Thursday, August 21, 2014 8:30 PM
 Stop trying to convert everything, The sourcemod devs are currently
 working on a hack to make it work again with old steam id formats.

 https://github.com/alliedmodders/sourcemod/pull/136

   Peter Jerde peter-h...@jerde.net
  Thursday, August 21, 2014 8:29 PM
 Many of us who use sourcebans can use this as a temporary fix:

 1. disable your sourcebans plugin by renaming it to
 sourcebans.smx-disabled

 2. verify that tf/addons/sourcemod/configs/admins.cfg contains all your
 current admins and reserved-slot holders etc.

 3. place the script (below) into the /tf/addons/sourcemod/configs/
 directory, name it fix.php, change to that directory on your command
 line, and execute the script with php fix.php  admins-new.cfg

 4. check that it worked... look at the admins-new.cfg and compare it to
 admins.cfg to see if the conversion worked.

 5. delete your admins.cfg and rename admins-new.cfg to admins.cfg and
 restart your server.

 That will, at least, give your admins back their powers.

 Here's the script:

 --
 ?

 $f = file_get_contents(admins.cfg);

 $f = explode('',$f);

 foreach($f as $line) {
 if(substr($line,0,6)==STEAM_) {
 $a=explode(':',substr($line,8));
 echo '[U:1:'.($a[1]*2+$a[0]).']';
 }
 else echo $line.'';
 }

 ?
 --

 Of course, this assumes you have php and can run it from the command
 line. It's what I came up with, though, and I thought I'd share it since it
 worked for us.

 cheers,

 - Peter


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Re: [hlds] Missing map maps/map_name.bsp, disconnecting error

2014-07-09 Thread Jason
I've seen this before as well, map downloads (same as what's on the server)
and it still gives that errorended up removing those maps from the
mapcycle had my wife test this once (made sure she didn't already have
the map), it downloaded from our fast download server and sure enough, she
got that error -- happened to about 50% of those who tried to connect.
 Cannot remember the map names (since I've removed them a while ago) -- but
you may want to see about re-bzipping them and reuploading themmight be
some sort of minor file size discrepancy maybe?  *shrugs*


On Wed, Jul 9, 2014 at 10:17 PM, Obi obidm@gmail.com wrote:

 Your player has a different version of the map than what you have on the
 server. Have them delete or move their local copy and reconnect.

 On Jul 9, 2014 9:01 PM, Drone Marviraptor marvirap...@gmail.com wrote:
 
  I'm running a TF2 server, and every once in a while, some player report
 that they can't join the server when it's running a custom map. The map
 started downloading like normal for them but when it's done they get
 disconnect and get this message Missing map maps/map_name.bsp,
 disconnecting .
  This happen for both Mac and Window player, I would be grateful for some
 help.
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[hlds] Quickplay Community Servers - 6 Months in.

2014-07-07 Thread Jason Tango
Dear TF2 Team,
We are approaching the 6 month mark to what we had been told would be a 
temporary situation (i.e. the removal of community servers from Quickplay by 
default). To my knowledge - unless I missed something somewhere - there has not 
been any communication in those six months from the TF2 development team as to 
if/when we can expect to return to a level playing field in terms of how 
community servers are treated.
At this point, it appears the change is permanent. If so, all I ask is that you 
communicate with us and let us know if that is indeed the case, and community 
servers will no longer receive equal treatment in the long term. 
In our case, we are hanging onto - and paying for - dedicated (ad-free) servers 
that have been online for over four years in the hopes that we might be able to 
see them repopulated again down the road...but again, if that will no longer be 
possible, it would simply be courteous to let us know so that we can let our 
community know we have to shut them down for good.
Thank You.___
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[hlds] Can we have a Quickplay Status report, please?

2014-05-30 Thread Jason Tango
Dear TF2 team,
Would it be possible for you to communicate a status as to if/when the 
quickplay changes you made four months ago will be reverted to allow all 
community servers to be included in quickplay again by default?
Fletcher Dunn had stated when this change was made that it would be temporary, 
yet four months later as community server after community server dies out, 
we've had zero communication on the subject from the TF2 team.
Why are you no longer talking to server operators?
Please, guys - communicate to the server community that has supported the game 
for so many years. If this is going to be the default quickplay configuration 
from now on, at least let us know so we can start shutting off servers as 
opposed to continuing to pay for hardware in the hopes that we'll be treated 
fairly again. We're hanging on here and financially supporting servers in the 
hopes that we'll be able to fill them again someday soon, but if there's no 
more hope left for us, at least let us know.
Thank you.
- JT
P.S. If I could express to you the extreme sense of hopelessness you are 
imposing on the good communities that have built themselves around TF2, I 
would. We love this game, and we see the culture that so attracted us to it 
for all these years slipping away. Please consider the harm you're doing to the 
good communities out there but effectively diverting half of the player 
traffic away from even finding us.  Spending years building a community only to 
have the rug pulled out from under us has depressed some of our members so much 
that they've walked away from the game all together.  These are long-term TF2 
players who - if they can't play on the community servers they helped build - 
are not going to play anymore at all.  ___
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[hlds] When will quickplay return to a level playing field?

2014-03-24 Thread Jason Tango
As we approach the 2-month mark since Valve's servers were made the default 
servers for all quickplay players, can the TF2 team give us a time frame when 
they will return the system to a level playing field for all servers?
As it stands, the players who want to avoid all community servers now have the 
ability to do so simply by clicking the Official Server Only button, so is it 
really necessary to keep driving nearly all quickplay traffic away from 
community servers? 
In fact, a better question would probably be - is it in TF2's best (long-term) 
interest to do so? Helping players find a home server where they become a 
regular creates long-term players, and since so much emphasis (in the design 
of the UI) has been placed on guiding players to use quickplay, the longer that 
community servers are effectively excluded from that traffic, the more 
long-term players the game will likely lose.
The players that only want random games with random people on Valve servers now 
have the option to make sure that's all they get, but preventing the rest of 
the player base from experiencing all the diversity that the TF2 community can 
provide is both unnecessary and unfair to those of us who have never broken any 
rules, or violated any policies.
With that in mind, please consider leveling the playing field again asap by 
including all community servers by default, and let the players decide for 
themselves if they don't want to be a part of that community.
Thanks, guys.


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[hlds] When will it be safe to start migrating servers to new IPs?

2014-03-01 Thread Jason Tango
Hello,
I know the TF2 team had said we needed to wait a bit before we started 
migrating servers under the new favorites system, but since I've had my servers 
registered and working under the new system now for a little over a week, I was 
wondering how much more time we need to give it before it's safe to start 
moving server to new IP addresses?
Thanks.   ___
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[hlds] Windows 2008R2 server hangs?

2014-02-13 Thread Jason Tango
Hello,
Has anyone seen an increased amount of TF2 servers hanging since the last 
couple of patches on Windows 2008R2 servers?
 I've been having 2 or 3 of these a day now (mostly payload  dustbowl maps), 
when I had gone for quite a long time without having that problem.
Server specs:
Windows 2008R2Intel Xeon 123016GB ram
CPU is at less than 25% when all server are full (only 4 servers running on 
each box at the moment)   ___
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Re: [hlds] Mediated Discussion about Quick play change

2014-02-05 Thread Jason Tango
SO - we're a little over a week into this, and here's what we've noticed:
Our 32-player and custom servers are doing relatively fine (although they 
certainly take longer to fill up in the morning, and empty out much earlier at 
night), but it is our 24-slot vanilla servers that are really suffering. They 
still fill up, but only stay full for about 1/3 of the time they normally did 
(all had/have high scores according to the system as well). At this point, if 
the traffic to the Vanilla servers continue to decline, I can see us turning 
them off all together in 6-8 weeks or so.
The tragedy with that is that players who want to play Vanilla, but don't wish 
to deal the non-Administered Valve servers filled with low-skilled, screaming, 
12 year-olds (not to mention all the rampant hackers) are going to start 
running out of places to play, and I can't see that being good for the game in 
the long run.
I suppose my biggest issue with this drastic action that Valve has taken is the 
fact that not only could it have been prevented, but that they took no steps to 
do so in the first place.
For example, in Fletcher's quoted response above, he states that But the 
player experience was really bad and we felt it called for some immediate 
action. That's all well and good, but here's the problem - they never clearly 
defined what they considered a bad experience.
Now, I'm sure we can all guess what they mean (the truly terrible video/audio 
ads, the pay to win premium crap, etc.), but since they never clearly stated 
these are things we don't want in Quickplay , they've taken this heavy-handed 
approach to enforce a code of conduct that they were NEVER clear about in the 
first place.
Don't get me wrong - I think Pinion Ads (and their ilk) and all the pay to 
win servers have absolutely NO PLACE in quickplay, and never should have been 
allowed to flourish in the first place - but againwhen Valve sits back for 
over a year while this is all happening, allows it to not only continue, but 
grow -  all without ever coming out with a well-defined, documented policy that 
says none of this, this or this on qucikplay enabled servers, only to then 
apply a blanket punishment that lumnps all the good server operators who 
have NEVER run any of that crap in with all the bad, then they are not only 
enforcing a set of rules that DID NOT AND STILL DO NOT EXIST, but they are 
doing so in such a blunt, ham fisted way as to hurt the very game they are 
trying to save.
Why not, instead, simply do the right thing? Why not come out with a revised 
Quickplay policy that is stricter and more clear as to what they DO want in 
quickplay, and simply tell server operators that they have X amount of days to 
comply, or be thrown out of quickplay permanently?
As it stands - this drastic action is tantamount to penalizing people for 
law(s) that are not even on the books, and grouping all non-offenders in with 
the offenders simply because they do not wish to take the time and effort to 
do the right thing.
When it comes to gaming, I've always thought of Valve as the smartest guys in 
the room, and this is, quite frankly, not worthy of them. It is choosing an 
easy wrong over a hard right, and it needs to be fixed in days, not months.
Do the right thing, Valve - you're better than this.
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Re: [hlds] Maps crashing clients (upward watchtower)

2014-01-10 Thread Jason
Can also confirm this and add arena_ravine to the affected map list along
w/arena_watchtower. Linux server.
On Jan 10, 2014 9:15 AM, Dondon Tudtud don...@applei.ph wrote:

 Can confirm. Happened to us on several servers, running stock and custom
 maps. Linux servers, FWIW.


 On Fri, Jan 10, 2014 at 8:37 PM, A Fearts joewatshis...@gmail.com wrote:

 This is happening on many more maps than just Watchtower and Upwards.
 These maps are also effected:

 vsh_snow_valley_v4
 ph_mountain_a2
 spooky_ravine_a1

 Probably more maps also that I haven't tried. It's very annoying to have
 your full server suddenly empty because of this. Please fix it quickly.


 On Fri, Jan 10, 2014 at 7:18 AM, Helene S hel...@gamersunited.net.auwrote:

 I have the same problem, Any solution so far?

 Regards,


 Helene Schweikert

 *Gamers United - KritzKast Team*
 *Administrator*




 This message and any attachments are confidential and are intended for
 the addressee only.



 On Fri, Jan 10, 2014 at 5:32 AM, ics i...@ics-base.net wrote:

 I guess there was hidden changes to some effects in these maps use that
 cause a crash now on the client since the servers can actually run the map
 without a crash. But this problem happens on both windows  linux, vanilla
 or modded.

 -ics

 Yun Huang Yong kirjoitti:

  Same here. I was wondering why the servers emptied out on change to
 pl_upward.

 Linux, SM 1.5.1.

 On 10/01/2014 3:06 PM, Ryan Stecker wrote:

 Can confirm this myself and with multiple reports from others.


 On Thu, Jan 9, 2014 at 9:17 PM, Alex Kowald abkow...@gmail.com
 mailto:abkow...@gmail.com wrote:

 My server causes clients to crash on the map loading screen for
 the
 maps pl_upward and arena_watchtower after today's update. This is
 on
 stock servers with no mods. It seems to affect both windows and
 linux. Anybody else seeing this behavior with any maps?

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

2013-11-07 Thread Jason Tango
This is kind of a double-edged sword. On one hand, while I certainly hope this 
deals all the quickplay ad farms a death blow (although it wouldn't surprise 
me to see the more nefarious folks create some hack(s) to once again circumvent 
these measures), it's a shame that so many long-standing features of the game 
that legitimate server operators use to convey valuable information (and assist 
in community building) are being stripped out bit by bit because of the folks 
whose only concern is/was easy ad impressions.
I still firmly believe the right way to approach the problem is by disabling 
javascript/flash/html5 in the in-game browser itself, and allowing the good old 
basic html MOTD to continue to function as it has for over 5 years. I'm not 
sure if Valve even cares anymore that this approach - while it certainly hurts 
the pinion farms - also makes it that much harder for legitimate server 
operators to build a community around the game.
Our 5+ year old community is, and always has been, fueled by member support 
(donations) that pay the server bills, and this just makes it that much harder 
to get new TF2 players to take a good look at the value we've built into the 
community.
TF2 team - please take the time and take a step back and think about what is in 
the best long-term interest of TF2. This game NEEDS communities built around it 
- they promote and build the game's audience, drive commerce within the game, 
and create and police the best servers so that they don't degenerate into 
free-for-all zones of racsim, bigotry, and a haven for hackers  cheats. 
Just about every major change you've made to the game recently, both in 
introducing quickplay in its current form, AND in stripping out MOTD 
functionality to prevent the kind of ad farms that quickplay made possible in 
the first place,  make it actually seem like you are trying to not only 
marginalize the importance of those communities, but to remove all diversity 
from the game as a whole.
Please think about it, Valve.

From: mc...@doctormckay.com
Date: Thu, 7 Nov 2013 09:59:19 -0500
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Coming soon: changes to TF HTML MOTD support

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


Dr. McKaywww.doctormckay.com




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


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

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

 Saint K.

 From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane


Sent: Thursday, November 07, 2013 3:38 PM
To: Paul Lewis; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Coming soon: changes to TF HTML MOTD support

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

Not like you can make a community around stock MvM.

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

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

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

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

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



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

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



But now this is not the case, 

Re: [hlds] An open letter to Valve about MOTDs

2013-11-07 Thread Jason Tango
Your cite Skial as an example, but what you fail to realize is that those large 
server groups only have those large number of servers because they are/were 
trying to use the quickplay system as a source of profit over and above their 
expenses, NOT as a response to the natural growth in their communities.
In other words - those kinds of communities did not grow organically, 
starting with just enough servers to support their current membership, and 
adding servers as their community grew. They threw up those huge numbers of 
servers as nothing more than quickplay ad farms, turning the playerbase into 
little more than disposable ad impressions. Do you honestly think any of those 
groups have the massive community membership necessary to require 80+ servers? 
Of course not.
Do you see the distinction? 
There are server operators who have slowly and consistently grown their server 
regulars, adding to their server fleets as both their membership and funding 
permitted, and there are those that simply threw up high-volume quickplay 
honey pot fleets of ad-farms/servers with the intent of turning the players 
into an easy source of profit.
Now,  I'm not looking down my nose at Skial (I don't really know anything about 
them), or any other of these large server fleets, BUT - the fact is that most 
new players first few experiences with the game will be through quickplay, and 
the vast number of these ad-farms (many of which were hosted by the hundreds on 
cheap, under-powered VPS servers) are/were giving these players a very negative 
first impression of the game.
While I don't necessarily agree with HOW Valve has fixed the problem (as I 
think it stinks that ALL server operators have to be made to suffer due to the 
actions of those abusing the system), I'm certainly glad Valve is taking steps 
to at least insure new players don't think that these ad-infested servers are 
the way ALL servers are run.


Date: Thu, 7 Nov 2013 21:24:00 +0100
From: sai...@specialattack.net
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] An open letter to Valve about MOTDs

Forced in-game ads are evil. You’ve already paid for the game, why watch ads? 
There never was such a problem until quickplay and motd allowing video. Build a 
good community and likable servers, and you shall have your money through 
donations. We haven’t done it any differently in the past 15 years and we’re 
still doing so today. People are willing to donate bits for a fun community to 
play at who has their own servers up and running. The whole problem here is 
quickplay, you have tons of people roaming around random servers without an 
real good opportunity to bind them to your community. Before people would 
search for likable servers and add them to their favorites. These people would 
then return and start to get familiar with other people at the servers. This 
allowed for great community building. Unfortunately I don’t expect VALVe ever 
to turn off quickplay. That’s why I think communities will slowly start to die 
out. I can remember days where 90% of the players in a server had a 
clan/community tag In front of their name, nowadays you barely ever see them. 
Saint K.From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Supreet
Sent: Thursday, November 07, 2013 7:58 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] An open letter to Valve about MOTDs Valve,
Listen. People make good money off of running their TF2 servers. Moreover, it 
helps them pay for the servers. 
Why don't you just take all our liberty away, pull an EA and cut dedicated 
servers and host them all yourself?
Quickplay has only been beneficial to free to play players or what I like to 
call Window Gamers. They try a game because its free then after a while they 
leave the game because they're bored of hopping on random servers through quick 
play and finding ads everywhere.
The liberty and freedom of browsing through a server list was an amazing idea 
so you should keep to it.
Your quick play scoring system is pretty stupid and flawed. Why? Because its 
HEAVILY BIASED.
Over time, there's just been servers that get a behemoth influx of players and 
and the quick play system starts favoring them. Therefore, ignoring the 
possibility of any potentially better servers people might like if they ended 
up on them.
You should really consider stopping your shenanigans. You can't make up your 
own mind Valve. You released an update months ago with vague release notes 
about the removal of HTML motds then you modified it and now you just released 
another update. 
If you really cared about the game server operators, you would remove this bs 
tweak and give server operators the liberty to use methods to recovery money 
to cover costs and pocket money for their efforts.
OR
Build a better dedicated server that doesn't eat up so many resources so server 
operators don't have to pay $30 a month for a single server to a hosting 
company. There 

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

2013-11-06 Thread Jason Tango
I assume this is in response to all the server operators who are using those 
MOTD ads and abusing the system?
If so - why can't you simply disable javascript/flash from working instead? 
This action punishes legit server operators (yet again) who don't use any of 
those kinds of advertisements on our servers from showing a standard HTML motd 
- something we were able to do for years until those pinion ad-farms came along.

From: fletch...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Date: Wed, 6 Nov 2013 23:03:30 +
Subject: [hlds] Coming soon: changes to TF HTML MOTD support









We’re making two changes to TF HTML MOTD support that server operators should 
be aware of:
 
1.)   
HTML MOTD’s will no longer be shown by clients that connect via quickplay.  
Those clients will show the plaintext message instead.  (The file identified by 
the convar motdfile_text, which defaults to motd_text.txt.)
2.)   
When sending a URL to the “info” panel by name, the URL must begin with 
‘http://’ or ‘https://’.  Note that this change does not affect putting a URL 
in motd.txt directly, which has always required a protocol prefix in order for 
the
 file contents to be interpreted as a URL.
 




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[hlds] Hide server from certain IP's?

2013-10-22 Thread Jason Tango
Hello,
We've had several DDOS attacks in the past several weeks. We now know the IP 
address of the person who is initiating the attacks (he has admitted as much). 
Unfortunately, he is using some kind of reflection attack that comes from 
hundreds of different IP addresses, so just blocking his IP won't do us much 
good.
My question is - is there some way to prevent our server from even appearing in 
the server browser for his IP address?
It sure would be wonderful for server operators to be able to blacklist certain 
IPs from even being able to see our servers in the server browser ;-)   
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Re: [hlds] Hide server from certain IP's?

2013-10-22 Thread Jason Tango

Yeah, we added him to our firewall(s), but the point I was making was that it 
would make a server less of a target if we could simply make them not appear in 
the server browser of designated IP's/Steam IDs at all (even though his IP is 
banned, our servers will still appear in the browser, making them a target even 
though he can no longer connect).
After all - if a user can blacklist a server (which makes it not appear in the 
browser when they search), wouldn't it make sense to allow the server to 
blacklist a user?
From: mc...@doctormckay.com
Date: Tue, 22 Oct 2013 15:00:42 -0400
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Hide server from certain IP's?

Use iptables or a similar firewall to drop all traffic from his IP.


Dr. McKaywww.doctormckay.com




On Tue, Oct 22, 2013 at 6:12 AM, Jason Tango jtrun...@outlook.com wrote:





Hello,
We've had several DDOS attacks in the past several weeks. We now know the IP 
address of the person who is initiating the attacks (he has admitted as much). 
Unfortunately, he is using some kind of reflection attack that comes from 
hundreds of different IP addresses, so just blocking his IP won't do us much 
good.


My question is - is there some way to prevent our server from even appearing in 
the server browser for his IP address?


It sure would be wonderful for server operators to be able to blacklist certain 
IPs from even being able to see our servers in the server browser ;-)   
  

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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-10-08 Thread Jason Tango
Correct - and here's something else to consider.
DOS attacks have been on the rise this year, and it only seems they are getting 
worse. Having the server's favorites NOT tied to an IP address would also help 
mitigate these attacks.
Consider this: If server favorites were tied to the 
server_identity_account_id instead of IP, if/when  a server was on the 
receiving end of a DOS or DDOS attack, it would be possible tosimply launch 
that server on a different machine/IP address if necessary.
Sure, it would add an expense of keeping a machine in reserve, but it would 
cost far less to do that than some of the DDOS mitigation hosts charge for 
hosting.
Anyway - I sure would like to hear someone from Valve weigh in on this - is 
there any reason why this change CAN'T be implemented?

 From: peter-h...@jerde.net
 Date: Sat, 28 Sep 2013 16:01:55 -0500
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 It doesn't matter whether some datacenters are helpful about IP addresses or 
 not... it's still the case that changing providers *always* results in loss 
 of former IP addresses.
 
 The whole point of this thread is that it would be nice if Steam Server 
 Favorites weren't tied to IPs, but instead to something more permanent, like 
 server_identity_account_id.
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Jason Tango
The issue in our case was the necessity to change providers/datacenters, which 
(of course) negated any chance of transferring IP's.
I just wish we could get an official answer as to why this can or can't be done 
from Valve. There are a ton of great deals out therefor new hardware we would 
love to try, but we don't dare due to the traffic hit.

 Date: Fri, 27 Sep 2013 18:30:05 +0300
 From: i...@ics-base.net
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 It depends a lot from the hoster. Usually they don't bother to go to the 
 server room. They just move things over network to a server in another 
 ip address and be done with it and wont bother change ip. Too much work 
 and would mess up their network.
 
 Our hoster keeps our machine and IP that is assigned to it. Even if we 
 change hardware, we get to keep the ip. I can see no reason to change it 
 and our hoster does not either. I can see more reasons to keep it though.
 
 -ics
 
 Kyle Sanderson kirjoitti:
  We used to have to fight our provider pretty hard to retain our IP 
  addresses. Management would say it's alright, then the rest of the 
  company would deny it ever occurred and would just close the ticket 
  feigning ignorance. The whole process would take about two days to get 
  the addresses transferred to the new, in limbo server. Now they just 
  charge everyone $20 per /29 block to move. I'm sure there are other 
  horrible providers, that still do the former.
 
  Thanks,
  Kyle.
 
 
  On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net 
  mailto:i...@ics-base.net wrote:
 
  upgrading hardware doesn't always mean IP change. We have retained
  our IP's for years. But i'm all in for keeping my servers in users
  favorite lists in other methods too.
 
  -ics
 
  Jason Tango kirjoitti:
 
 
  I would definitely be curious to know how many server
  operators have decided against upgrading their hardware (which
  would be better for the overall game's userbase in the long
  run) for this very reason.
 
  Is it simply the difficulty of implementation? Or is Valve so
  close to releasing Source 2 (that may already have this
  implemented) that they think it's a waste of time?
 
  All I DO know is that I would have to recommend against
  changing IP's to anyone that doesn't absolutely have to. It's
  a disaster to your traffic.
 
 
  
  
 
 
  Date: Thu, 26 Sep 2013 14:33:59 -0700
  From: thepauls...@gmail.com mailto:thepauls...@gmail.com
  To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com;
  hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
  Subject: Re: [hlds] Problems caused by connecting server
  favorites to IP address
 
  I said this a month ago and I explained why it would be much
  easier and better for Valve to implement DNS instead of tying
  it to the server registration system.
 
  When people upgrade you usually change hosts because the old
  ones have gone bad so you cannot keep IPs. My experience with
  most hosts is that they may let you upgrade your server, but
  they will not fix their network providers, add ddos
  protection, or reduce your costs so you stop paying $200/month
  because that was the standard price 4 years ago.
 
  I think what we need to do in order to get this implemented is
  to understand why Valve has ignored this request for so long.
 
  This isn't rocket science or as difficult as implementing
  Source3, so the problem must be because Valve doesn't think
  this will improve anything.
 
 
  On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk
  mreeu...@yahoo.com mailto:mreeu...@yahoo.com
  mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote:
 
  The only way to truly move is keeping the old servers for a
  while, and point those to the new servers so they can
  connect and
  favorite them. having a turnover time without paralel,
  would give
  no incentive to the players to add those IP's.
 
  I do agree a solution would really be nice to keep your
  playerbase
  of a server. I even proposed various workings for that
  (via steam
  group memberships to have a specific tab / option to show
  them in
  favs). But its been on deaf ears for years now.
 
  Also, I never hear anybody about having a chat with the
  hoster /
  datacenter to move the IP's to the new machines

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread Jason Tango
I would agree, however there are circumstances that can prevent that. We've 
also been with a good host for over 5 years - but unfortunately, they were sold 
to a larger corporation last year, and their number of server options/packages 
have gone down, while their prices have gone up - which is why we started 
looking elsewhere in the first place.
All we're really asking for is some flexibility that changing the favorites 
system to something more server-operator friendly would provide. The current 
system locks you into a single host/datacenter in perpetuity unless you are 
willing to start over again if/when you move.
Frankly, it seems like it would be a relatively easy fix on Valve's part, and 
since there's a huge upside to allowing operators the flexibility to improve 
their hardware, I'm not sure why it hasn't already been addressed.
Cmon, Valve.  Help us out!

 CC: hlds@list.valvesoftware.com
 From: ad...@topnotchclan.com
 Date: Fri, 27 Sep 2013 11:53:55 -0700
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP  
 address
 
 Find a good host and stick with them. Iv leased 20 or so IPs for 5 years now 
 and have had 3 different hardware configurations. 
 
 However it does suck to move when you are a smaller community. 
 
 Sent from my iPhone 5
 
  On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote:
  
  upgrading hardware doesn't always mean IP change. We have retained our IP's 
  for years. But i'm all in for keeping my servers in users favorite lists in 
  other methods too.
  
  -ics
  
  Jason Tango kirjoitti:
  
  I would definitely be curious to know how many server operators have 
  decided against upgrading their hardware (which would be better for the 
  overall game's userbase in the long run) for this very reason.
  
  Is it simply the difficulty of implementation? Or is Valve so close to 
  releasing Source 2 (that may already have this implemented) that they 
  think it's a waste of time?
  
  All I DO know is that I would have to recommend against changing IP's to 
  anyone that doesn't absolutely have to. It's a disaster to your traffic.
  
  
  
  Date: Thu, 26 Sep 2013 14:33:59 -0700
  From: thepauls...@gmail.com
  To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
  Subject: Re: [hlds] Problems caused by connecting server favorites to IP 
  address
  
  I said this a month ago and I explained why it would be much easier and 
  better for Valve to implement DNS instead of tying it to the server 
  registration system.
  
  When people upgrade you usually change hosts because the old ones have 
  gone bad so you cannot keep IPs. My experience with most hosts is that 
  they may let you upgrade your server, but they will not fix their network 
  providers, add ddos protection, or reduce your costs so you stop paying 
  $200/month because that was the standard price 4 years ago.
  
  I think what we need to do in order to get this implemented is to 
  understand why Valve has ignored this request for so long.
  
  This isn't rocket science or as difficult as implementing Source3, so the 
  problem must be because Valve doesn't think this will improve anything.
  
  
  On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
  mailto:mreeu...@yahoo.com wrote:
  
 The only way to truly move is keeping the old servers for a
 while, and point those to the new servers so they can connect and
 favorite them. having a turnover time without paralel, would give
 no incentive to the players to add those IP's.
  
 I do agree a solution would really be nice to keep your playerbase
 of a server. I even proposed various workings for that (via steam
 group memberships to have a specific tab / option to show them in
 favs). But its been on deaf ears for years now.
  
 Also, I never hear anybody about having a chat with the hoster /
 datacenter to move the IP's to the new machines.
  
 
  
 *From:* Jason Tango jtrun...@outlook.com
 mailto:jtrun...@outlook.com
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 September 2013, 22:11
 *Subject:* [hlds] Problems caused by connecting server
 favorites to IP address
  
 Hello,
  
 I know this has been brought up many, many timesbut it
 would seem that with the maturity of the server registration
 system that Valve is now in a perfect position to fix this
 issue which both negatively impacts long-established servers,
 AND prevents server operators from moving to better/improved
 hardware.
  
 I'm talking about the way server favorites work

[hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.
I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.
That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that base is virtually 
destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.
To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful, BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.
After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.
The only thing on our end that changed as far as server configuration was the 
IP - and it has essentially KILLED the traffic to those servers, forcing us to 
basically start over from scratch trying to build our server traffic back up 
(and no, we don't run any of those atrocious MOTD ads or anything - our servers 
are supported by donations only).
The fix, it would seem, would be relatively easy. Why not tie the server 
favorites to the server registration information instead?
Connecting the favorites to IP address does nothing but prevent server 
operators from upgrading/moving to better equipment and/or datacenters, and 
severely limits the options we have to improve the gaming environments for our 
players. I, for one, won't be upgrading/moving anything else if it means I have 
to change IP addresses. It's simply not worth the traffic loss you incur as a 
result.
Please make this a priority, Valve. The time has come.
Thanks.   ___
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
Sorry about that  - I'm not sure why outlook did that.

From: asher...@gmail.com
Date: Thu, 26 Sep 2013 22:18:57 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

Is your email in enough different font sizes?
~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear




On Thu, Sep 26, 2013 at 10:11 PM, Jason Tango jtrun...@outlook.com wrote:





Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.


That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that base is virtually 
destroyed if you change that server's IP address.


For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.


To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful, BTW).


Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.


After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.


The only thing on our end that changed as far as server configuration was the 
IP - and it has essentially KILLED the traffic to those servers, forcing us to 
basically start over from scratch trying to build our server traffic back up 
(and no, we don't run any of those atrocious MOTD ads or anything - our servers 
are supported by donations only).


The fix, it would seem, would be relatively easy. Why not tie the server 
favorites to the server registration information instead?
Connecting the favorites to IP address does nothing but prevent server 
operators from upgrading/moving to better equipment and/or datacenters, and 
severely limits the options we have to improve the gaming environments for our 
players. I, for one, won't be upgrading/moving anything else if it means I have 
to change IP addresses. It's simply not worth the traffic loss you incur as a 
result.


Please make this a priority, Valve. The time has come.
Thanks.   

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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango

I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.
Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?
All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.

Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.


I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.



On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.


I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 


Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 


From: Jason Tango jtrun...@outlook.com

 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 

 Sent: Thursday, 26 September 2013, 22:11
 Subject: [hlds] Problems caused by connecting server favorites to IP address
  
 



Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.

I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.

That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that
 base is virtually destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.

To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful,
 BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.

After the first 30 days, the 24-hour average is now down to 6 players, and they 
only fill up roughly 4-6 hours per day.
And therein lies the problem. We did (we believe) what was absolutely the right 
thing in that we chose to upgrade our hardware solely for the purpose of giving 
our players a better, smoother, more state of the art gaming experience. The 
server runs wonderfully (3 full servers uses less than 7% CPU!), and the 
players who ARE playing on them regularly comment on the improvement to frame 
rate, stability, and map load times.

The only
 thing on our end that changed as far as server configuration was the IP - and 
it has essentially KILLED the traffic to those servers, forcing us to basically 
start over from scratch trying to build our server traffic back up (and no, we 
don't run any of those atrocious MOTD ads or anything - our servers are 
supported

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread Jason Tango
The change asked for in that thread would be good, but using the server 
registration would (IMHO) be much simpler. Heck, they could simply make an 
announcement that server registration will now be required for ALL servers (we 
don't bother with our custom map servers at the moment), implement a change 
that stores client favorites in the steam cloud, then run a database 
query/change that links the server in the favorites to the registration info 
instead of IP addess.

Date: Thu, 26 Sep 2013 17:58:31 -0400
From: joewatshis...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

http://forums.steampowered.com/forums/showthread.php?t=2756854



On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango jtrun...@outlook.com wrote:





I would definitely be curious to know how many server operators have decided 
against upgrading their hardware (which would be better for the overall game's 
userbase in the long run) for this very reason.

Is it simply the difficulty of implementation? Or is Valve so close to 
releasing Source 2 (that may already have this implemented) that they think 
it's a waste of time?
All I DO know is that I would have to recommend against changing IP's to anyone 
that doesn't absolutely have to. It's a disaster to your traffic.


Date: Thu, 26 Sep 2013 14:33:59 -0700
From: thepauls...@gmail.com
To: mreeu...@yahoo.com; hlds@list.valvesoftware.com

Subject: Re: [hlds] Problems caused by connecting server favorites to IP
address

I said this a month ago and I explained why it would be much easier
 and better for Valve to implement DNS instead of tying it to the server
 registration system.

When people upgrade you usually change hosts because the old ones have gone bad 
so you cannot keep IPs. My experience with most hosts is that they may let you 
upgrade your server, but they will not fix their network providers, add ddos 
protection, or reduce your costs so you stop paying $200/month because that was 
the standard price 4 years ago.



I think what we need to do in order to get this implemented is to understand 
why Valve has ignored this request for so long.

This isn't rocket science or as difficult as implementing Source3, so the 
problem must be because Valve doesn't think this will improve anything.




On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

The only way to truly move is keeping the old servers for a while, and point 
those to the new servers so they can connect and favorite them. having a 
turnover time without paralel, would give no incentive to the players to add 
those IP's.



I do agree a solution would really be nice to keep your playerbase of a server. 
I even proposed various workings for that (via steam group memberships to have 
a specific tab / option to show them in favs). But its been on deaf ears for 
years now. 



Also, I never hear anybody about having a chat with the hoster / datacenter to 
move the IP's to the new machines. 


From: Jason Tango jtrun...@outlook.com


 To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com 


 Sent: Thursday, 26 September 2013, 22:11
 Subject: [hlds] Problems caused by connecting server favorites to IP address
  

 



Hello,
I know this has been brought up many, many timesbut it would seem that with 
the maturity of the server registration system that Valve is now in a perfect 
position to fix this issue which both negatively impacts long-established 
servers, AND prevents server operators from moving to better/improved hardware.


I'm talking about the way server favorites work in the server browser. 
Specifically, the fact that if  - for any reason - a server operator needs to 
change their server's IP address, it disappears from all the users clients who 
have added it to their favorites over the years.


That may not seem like a big deal, but it absolutely IS. It takes months and 
years to build up a strong base of server regulars, and that
 base is virtually destroyed if you change that server's IP address.
For examplewe recently had the opportunity to acquire hardware at a 
significant discount at another server provider that was a significant upgrade 
from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro SSD) 
for the same price we were currently paying per month. Wanting to give our 
players the best possible experience, so we decided to make the move.


To prepare, we ran a message for 30 days on the current servers informing the 
players the servers were moving (and the new address). After that 30 day 
period, we flipped the switch, and shutdown the old server, bringing the new 
ones online (the 1270v3 is ridiculously powerful,
 BTW).
Now, these are servers which had previously stayed full for 18+ hours per day 
on a regular basis, with a 24-hour average population (according to HlStats) of 
21 players.


After the first 30 days, the 24-hour average is now down

[hlds] Steam Content srvers down (east coast)

2013-09-10 Thread Jason Tango
Hello,
I've been trying to install a new TF2 server all morning, and I keep getting 
the following message:
Connecting anonymously to Steam Public...Success.ERROR! Timed out waiting for 
AppInfo update.
Are the content servers down for some reason?   
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Re: [hlds] Floating Intel glitch

2013-08-29 Thread Jason Tango
As a matter of fact, yes.

From: mc...@doctormckay.com
Date: Thu, 29 Aug 2013 13:31:11 -0400
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Floating Intel glitch

Do you use the SourceMod plugin AFK Manager?


Dr. McKaywww.doctormckay.com


On Tue, Aug 27, 2013 at 8:47 PM, Jason Tango jtrun...@outlook.com wrote:





Has anyone else seen this old glitch resurface? We've had a half dozen players 
using the floating Intel Glitch on 2Fort over the last few days.
Does anyone know how to block it?

  

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[hlds] Floating Intel glitch

2013-08-27 Thread Jason Tango
Has anyone else seen this old glitch resurface? We've had a half dozen players 
using the floating Intel Glitch on 2Fort over the last few days.
Does anyone know how to block it? ___
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[hlds] Small issues since the last patch

2013-07-26 Thread Jason Tango
Hello,
I've noticed a couple of small bugs since the last patch.
First is probably client-side (I think - but I'm not sure so I'll post it here 
as well). A number of users have complained about the Gib Messages appearing 
on their screens (the your liver, your torso, etc.) and not going away. I 
was able to duplicate that last night myself (played a few rounds of a CP map 
with those 8 of those messages stuck on my screen).
The other is a strange issue I can't identify the cause of yet - all of my 
24-slot vanilla-settings, quickplay-enabled servers have hung at least once 
today, some twice. The hung server needed a manual restart to get going again.
This is on a windows 2008R2 server. I say this issue is strange because it has 
not happened on any of my 32-slot non-quickplay servers.
Anyone else seeing these issues?

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Re: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes

2013-07-23 Thread Jason Tango
Probably a stupid question - but have you been trying it on a full server? The 
crashes we've been seeing have been happening on servers with 32 players.
I wish I had saved some of the crash dumps - I can try to get some tonight. The 
symptoms are simply this:
- server settings are mp_stalemate_enable 1 , mp_stalemate_meleeonly 1 and 
mp_stalemate_timelimit 180
- server clock runs out, and server attempts to go into sudden death
- server crashes immediately
*I've tried this with and without Sourcemod/Metamod enabled, and the crash 
persists, so I think we can eliminate Sourcemod as a cause.
From: er...@valvesoftware.com
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Date: Tue, 23 Jul 2013 21:41:48 +
Subject: Re: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes









We’ve been trying to reproduce this crash and haven’t been able to. We’ve tried 
TF2 dedicated servers for Linux and Windows (even 2008R2) and can’t get the 
server
 to crash with these settings in the server.cfg:
 
mp_stalemate_enable 1
mp_stalemate_at_timelimit 0
mp_stalemate_meleeonly 1
mp_match_end_at_timelimit 0
 
We’ve been testing on TC_Hydro by letting the round timer run out. Please email 
me if you the steps to reproduce the crash or if you have any crash dump files.
 
Thanks.
 
-Eric
 
 
 


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of Jason Tango

Sent: Monday, July 22, 2013 3:06 PM

To: hlds@list.valvesoftware.com

Subject: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes


 

Hello,

 


Ever since the July 10 balancing update, setting
mp_stalemate_enable 1  mp_stalemate_meleeonly 1 causes our windows 2008R2 
TF2 servers to crash every time.


 


Our players really miss melee-only sudden death - is a fix for this in the 
works?






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[hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes

2013-07-22 Thread Jason Tango
Hello,
Ever since the July 10 balancing update, setting mp_stalemate_enable 1  
mp_stalemate_meleeonly 1 causes our windows 2008R2 TF2 servers to crash every 
time.
Our players really miss melee-only sudden death - is a fix for this in the 
works? ___
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Re: [hlds] Mandatory TF2 update released

2013-07-11 Thread Jason
pl_upward -- we had a server where all the players got an error about this
saying it was a different version -- this is a stock map correct?  I didn't
upload a different versionanyone else seeing this?


On Thu, Jul 11, 2013 at 7:11 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1830229.

 -Eric

 --

 General:
 - Fixed Quick-Fix infinite heal exploit
 - Fixed missing Cow Mangler 5000 particles when running in DirectX8
 - Fixed Disco Beat Down unusual effect showing through walls
 - Fixed incorrect projectile speed attributes being applied to giants in
 Mann vs. Machine
 - When disguised as a teammate, the Dead Ringer will drop the body of the
 player the Spy is disguised as
 - Fixed a bug where arrows and bolts would hit friendly players
 - Fixed a bug where Strange parts and filters could not be removed from
 Strange weapons
 - Fixed the Show Entire Backpack option in the crafting panel not
 preserving empty backpack slots and forcing items to stack

 Maps:
 - Fixed an areaportal improperly rendering in pl_goldrush
 - Fixed players getting out of map in cp_standin
 - Fixed players hiding in vents in cp_standin
 - Adjusted HDR lighting in cp_process

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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Jason
Going to have to mirror what McKay said..things are fine for us --
Ubuntu Linux


On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay mc...@doctormckay.comwrote:

 Perhaps you should remove your fake players mods. Linux servers are
 working fine for me.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com

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Re: [hlds] (no subject)

2013-06-16 Thread Jason Tango
Make that four accounts.

From: serverg...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Sun, 16 Jun 2013 20:19:06 -0400
Subject: [hlds] (no subject)




Way to attack people contributing to the list!!  What makes you think they are 
the same person? because they disagree with your wrong opinion? Which one of 
those people said anything about quickplay at all? do you actually read what 
people write or do you just make things up in your head and respond in kind? A 
few loud mouths do not reflect the opinions of all.  - Original Message 
- 
From: Evourr [evo...@gmail.com]
To: Half-Life dedicated Win32 server 
mailing list 
Sent: Sunday, June 16, 2013 8:05 PM
Subject: Re: [hlds] TF2 MOTD and 
Quickplay 
 
 
The problem is this thread got derailed by one user with 
3 subscribed accounts. (Liquid Source, Steam Commander, and Valve 
Monkey.)
 
Additional information added to the return of the 
status command would suit your needs.
 
The problem with your original statement is that you 
wanted Valve to implement a restriction on the quickplay clients so the motd 
was 
completely disabled, but you only wanted it so you could detect quickplay 
clients. (That's just bad practice.)  

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Re: [hlds] NO to in game advertising

2013-06-05 Thread Jason Tango
Wow, that's brutal, even if unintended. I can see what they're trying to do - 
but this will probably alienate players even more.
I think the solution to all the player complaints would be to simply disallow 
quickplay traffic to Pinion servers. That way, server operators can still use 
it if they wish, but they will need to attract  build traffic the 
old-fashioned way (via the server browser).
I honestly think that's the litmus test for a good server environment - will it 
stay full without quickplay? For pinion/3rd party ad supported servers (that 
interrupt the natural operation/flow of the game to force an ad on players), I 
doubt they would survive without being constantly fed easy traffic.

Date: Wed, 5 Jun 2013 21:00:36 -0400
From: 1nsane...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] NO to in game advertising

It's not on purpose. Just a side effect of their implementation.
What they did was add a dynamic timer. So if there's no ad you can skip right 
away, if there is an ad it prevents you from closing it while the ad is 
playing. And all of this is queried in real time. So a 13 second ad will only 
prevent you for 13 seconds.

Where as before their system would just force everyone to wait 30 or whatever 
seconds. Even when there was no ad.
Now if you have Pinion blocked in one way or another, it will assume your video 
is taking a long time to load and will wait as long as the plugin allows (which 
was decreased to 40 seconds in the new plugin or something).

I haven't looked at the code in a while either, but that's what it was like 
before.

On Wed, Jun 5, 2013 at 8:33 PM, Doctor McKay mc...@doctormckay.com wrote:

Evidently, Pinion has implemented procedures to delay the game for players who 
block their ad server in their hosts file. I haven't looked at the code though, 
I'm only going from what SPUF has spewed forth.



Honestly, just blacklisting the servers is your best bet. If you believe that a 
server that forces advertisements on its players is of poor quality, why would 
you consciously choose to play on it? Regardless, this is a discussion for 
SPUF/SPUD, and it's already been beaten into the ground several times over 
there.




Doctor McKay
http://www.doctormckay.com

mc...@doctormckay.com


On Wed, Jun 5, 2013 at 9:58 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:



Nah, thats a blacklist for in TF2, so you don't see those servers.

technically its not a ad-blocker. creating the hosts file to block the advert 
server of pinion would be considered such.







 From: Christopher Andrews c.nathan.andr...@gmail.com



 To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
 Sent: Wednesday, 5 June 2013, 15:35



 Subject: Re: [hlds] NO to in game advertising
   
Didn't Dr. McKay already make one?




On Wed, Jun 5, 2013 at 9:33 AM, Patrick Delle Grazie 
patr...@staff.hypernia.com wrote:




Here’s an idea.  Why don’t one of you stalwarts create an in game ad blocker. J 
 But then of course you’d have to advertise it




to get people to use it. ;)  

P. 

  

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.





Sent: Wednesday, June 5, 2013 9:26 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] NO to in game advertising
 
It's a server discussion mailing list, we, the server operators make the call 
on advertisements.

No need for SPUF, perfectly valid here.



Saint K.
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Sebastian Iskra [seabas...@gmail.com]





Sent: 05 June 2013 14:18
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] NO to in game advertising
Once upon a time there was SPUF. /thread.  On Wed, Jun 5, 2013 at 8:04 AM, 
Saint K. sai...@specialattack.net wrote:




Once upon a time there was an era where community's survived on donations. 
Receiving donations was an indication of the community doing a good job, after 
all, if they weren't, they wouldn't receive donations and the community 
wouldn't last.






With crap like Pinion nowadays all that counts is luring people in to connect 
and then earn money per player being forced to watch the pinion crap in their 
MOTD (MVM matchmaking and quickplay makes for an easy task to do this).






You can host the most shittiest servers now and still earn money to survive.

I for one would like to see VALVe picks up their old policies again, where 
advertising in their games was completely prohibited.






Want to have better quality servers again VALVe? Then make sure you get rid of 
crap like Pinion.

My 2 cents.



Saint K.
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Devin [hollan...@gmail.com]





Sent: 04 June 2013 17:50 

To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] NO to in game advertising

 Valve and Pinion are independent companies. 

Re: [hlds] Fake Client Fool

2013-05-31 Thread Jason Tango


If people want to spend their time as the quickplay police force, that's fine 
by me - but I believe Valve has said on numerous occasions that this mailing 
list is not the place to name and shame other server operators. There are 
proper venues for reporting perceived violations, and this list isn't one o f 
them.
Do I think people who aren't setting the proper tags should be dropped from 
quickplay? Absolutely.but pointing fingers in a public forum just leads to 
the more nefarious readers of this list into doing things (like attacking the 
servers/community in question) against operators that may or may not be doing 
anything wrong. It's easy to accuse people (and equally easy to falsify 
evidence) - but the only people here whose responsibility to dole out 
punishment should be the Valve team.
So - how about we have enough respect for each other to use the proper channels 
for these reports, as opposed to starting virtual witch hunts.  
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Re: [hlds] Mandatory TF2 update coming

2013-05-14 Thread Jason
2 Server reboots and still getting:

Error! App '232250' state is 0x606 after update job.

Don't know what I can do other than reinstalling my server.


On Mon, May 13, 2013 at 8:04 PM, Jason pctool...@gmail.com wrote:

 I will try with validate -- but this happens even without it.


 On Mon, May 13, 2013 at 8:04 PM, Jason pctool...@gmail.com wrote:

 Not that I am aware of fletcher, I stopped the TF2 server I was updating,
 I have since rebooted the entire box just in case there was a process still
 being held onto and am still getting this error.


 On Mon, May 13, 2013 at 7:55 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Do you have any files in use, zombie processes, etc?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
 *Sent:* Monday, May 13, 2013 4:54 PM

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

 ** **

 I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
 following error -- and I know I have my install directory correct.it
 went through the update, got to 100% then continually gives out the
 following error:

 ** **

 [  0%] Checking for available updates...

 [] Verifying installation...

 Steam Console Client (c) Valve Corporation

 -- type 'quit' to exit --

 Loading Steam3...OK.

 Loading Steam2...OK.

 ** **

 Steam@ShutdownOnFailedCommand 1

 @ShutdownOnFailedCommand = 1

 ** **

 Steam@NoPromptForPassword 1

 @NoPromptForPassword = 1

 ** **

 Steamlogin anonymous

 ** **

 Connecting anonymously to Steam Public...Success.

 ** **

 Steamforce_install_dir tf2

 ** **

 Steamapp_update 232250 verify

  Initial App state (0x406) installed

  App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)

 Error! App '232250' state is 0x606 after update job.

 ** **

 

 ** **

 I tried with and without verify and it's the same result.  Also, I am
 on Ubuntu 12.04 and don't know how to get past this.any help would be
 appreciated.  

 ** **

 On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 I am using the update option through my GPS 

 ** **

 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com
 wrote:

 They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use
 validate, specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?



 On 5/13/2013 6:46 PM, Albert Davis wrote:

  WHY when you guys put an update out, you insist on causing files such
 as MOTD/MAPCYCLE to default? I find that stupidly annoying. It just
 happened again. wtf?

 ** **

 On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.com
 wrote:

 It does happen. Updates take a while to distribute through the CDN.

 ** **

 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.net
 wrote:

 Did today's different procedure somehow affect how the update was pushed
 out to clients? It took me several tries and restarting steam before my own
 client got updated, and I'm getting reports of other people unable to
 connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter




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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Jason
I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
following error -- and I know I have my install directory correct.it
went through the update, got to 100% then continually gives out the
following error:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steam@ShutdownOnFailedCommand 1
@ShutdownOnFailedCommand = 1

Steam@NoPromptForPassword 1
@NoPromptForPassword = 1

Steamlogin anonymous

Connecting anonymously to Steam Public...Success.

Steamforce_install_dir tf2

Steamapp_update 232250 verify
 Initial App state (0x406) installed
 App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)
Error! App '232250' state is 0x606 after update job.



I tried with and without verify and it's the same result.  Also, I am on
Ubuntu 12.04 and don't know how to get past this.any help would be
appreciated.


On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.comwrote:

 I am using the update option through my GPS


 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com wrote:

  They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use validate,
 specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?


 On 5/13/2013 6:46 PM, Albert Davis wrote:

 WHY when you guys put an update out, you insist on causing files such as
 MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
 again. wtf?


  On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.comwrote:

 It does happen. Updates take a while to distribute through the CDN.


 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.netwrote:

 Did today's different procedure somehow affect how the update was
 pushed out to clients? It took me several tries and restarting steam before
 my own client got updated, and I'm getting reports of other people unable
 to connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter



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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Jason
Not that I am aware of fletcher, I stopped the TF2 server I was updating, I
have since rebooted the entire box just in case there was a process still
being held onto and am still getting this error.


On Mon, May 13, 2013 at 7:55 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Do you have any files in use, zombie processes, etc?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
 *Sent:* Monday, May 13, 2013 4:54 PM

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

 ** **

 I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
 following error -- and I know I have my install directory correct.it
 went through the update, got to 100% then continually gives out the
 following error:

 ** **

 [  0%] Checking for available updates...

 [] Verifying installation...

 Steam Console Client (c) Valve Corporation

 -- type 'quit' to exit --

 Loading Steam3...OK.

 Loading Steam2...OK.

 ** **

 Steam@ShutdownOnFailedCommand 1

 @ShutdownOnFailedCommand = 1

 ** **

 Steam@NoPromptForPassword 1

 @NoPromptForPassword = 1

 ** **

 Steamlogin anonymous

 ** **

 Connecting anonymously to Steam Public...Success.

 ** **

 Steamforce_install_dir tf2

 ** **

 Steamapp_update 232250 verify

  Initial App state (0x406) installed

  App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)

 Error! App '232250' state is 0x606 after update job.

 ** **

 

 ** **

 I tried with and without verify and it's the same result.  Also, I am on
 Ubuntu 12.04 and don't know how to get past this.any help would be
 appreciated.  

 ** **

 On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 I am using the update option through my GPS 

 ** **

 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com wrote:*
 ***

 They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use validate,
 specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?



 On 5/13/2013 6:46 PM, Albert Davis wrote:

  WHY when you guys put an update out, you insist on causing files such as
 MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
 again. wtf?

 ** **

 On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.com wrote:*
 ***

 It does happen. Updates take a while to distribute through the CDN.

 ** **

 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.net
 wrote:

 Did today's different procedure somehow affect how the update was pushed
 out to clients? It took me several tries and restarting steam before my own
 client got updated, and I'm getting reports of other people unable to
 connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter




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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Jason
I will try with validate -- but this happens even without it.


On Mon, May 13, 2013 at 8:04 PM, Jason pctool...@gmail.com wrote:

 Not that I am aware of fletcher, I stopped the TF2 server I was updating,
 I have since rebooted the entire box just in case there was a process still
 being held onto and am still getting this error.


 On Mon, May 13, 2013 at 7:55 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Do you have any files in use, zombie processes, etc?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
 *Sent:* Monday, May 13, 2013 4:54 PM

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

 ** **

 I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
 following error -- and I know I have my install directory correct.it
 went through the update, got to 100% then continually gives out the
 following error:

 ** **

 [  0%] Checking for available updates...

 [] Verifying installation...

 Steam Console Client (c) Valve Corporation

 -- type 'quit' to exit --

 Loading Steam3...OK.

 Loading Steam2...OK.

 ** **

 Steam@ShutdownOnFailedCommand 1

 @ShutdownOnFailedCommand = 1

 ** **

 Steam@NoPromptForPassword 1

 @NoPromptForPassword = 1

 ** **

 Steamlogin anonymous

 ** **

 Connecting anonymously to Steam Public...Success.

 ** **

 Steamforce_install_dir tf2

 ** **

 Steamapp_update 232250 verify

  Initial App state (0x406) installed

  App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)

 Error! App '232250' state is 0x606 after update job.

 ** **

 

 ** **

 I tried with and without verify and it's the same result.  Also, I am
 on Ubuntu 12.04 and don't know how to get past this.any help would be
 appreciated.  

 ** **

 On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 I am using the update option through my GPS 

 ** **

 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com wrote:
 

 They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use validate,
 specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?



 On 5/13/2013 6:46 PM, Albert Davis wrote:

  WHY when you guys put an update out, you insist on causing files such
 as MOTD/MAPCYCLE to default? I find that stupidly annoying. It just
 happened again. wtf?

 ** **

 On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.com wrote:
 

 It does happen. Updates take a while to distribute through the CDN.

 ** **

 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.net
 wrote:

 Did today's different procedure somehow affect how the update was pushed
 out to clients? It took me several tries and restarting steam before my own
 client got updated, and I'm getting reports of other people unable to
 connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter




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[hlds] Dynamic Slots the Policy of Truth

2013-05-05 Thread Jason Tango
Fletcher Dunn and/or TF2 Team:
Can we get a ruling on the use of Dynamic Slots with TF2/CS:S servers and 
their compliance with the Policy of Truth?
Specifically, there are server operators using them to keep their servers at 24 
slots (to gain the maximum benefit from quickplay, I assume) until they fill, 
and then switching them to a higher slot count, etc. I know that there are much 
fewer server operators using these anymore (and one of the major TF2 gaming 
communities stopped using them about 6 months ago simply because they didn't 
want to run afoul of the Policy of Truth), but there are still quite a few 
operators using them, and it gives them an advantage (when filling their 
servers) as a result.
I asked Fletcher this question many months ago, but never received a reply. We 
were considering using a similar system to keep our servers at a slot count of 
24 until one of our donators needed to join a full server, at which time we 
would have the system change to a 32 slot server (and report all appropriate 
tags, etc.). We had no intention to game the system, but we wanted to 
maximize server population while preventing as many players as possible from 
getting kicked due to reserved slots. 
In the end, since we never received an answer back, we decided to err on the 
side of caution and not use a such a system.
I know this is kind of a grey area, because on one hand Fletcher has said the 
Policy of Truth says that all servers must report the correct sv_tags that 
are actively in use, so technically, as long as the server reports 
increased_maxplayers when they change to 25+ slots, then I suppose they are 
in compliance, but as I've never heard a definitive yes or no as to whether 
this type of system would cross the line, I just wanted to pose the question 
here so we can know if using the kind of system I described above (to prevent 
too many reserved-slot kicks) would be ok.
To be clear - this is not meant to call anyone out who are using dynamic 
slots, I'm merely trying to finally get a ruling on their use and compliance 
with the Policy of Truth
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Re: [hlds] Dynamic Slots the Policy of Truth

2013-05-05 Thread Jason Tango
I actually agree, in theory. In fact, the system we had been working on would 
have given the existing players on the server a 90-second warning that the 
server was going to change conditions (i.e. increase player slots), so they 
would be given fair warning if they wished to leave first. The system also 
performed checks to insure that the proper sv_tags were always set (to prevent 
any accidental omissions/glitches) when the slots were increased.
I also agree that as long as the sv-tags are correct and describe the 
current/active server conditions, then a server operator is staying within the 
letter of the law.
However, I still think it's important that we get an official ruling on this 
issue from Fletcher  co. - if for no other reason than to prevent any 
misunderstandings with the TF2 team.


From: saul.renni...@gmail.com
Date: Sun, 5 May 2013 13:57:35 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Dynamic Slots  the Policy of Truth

As long as you report increased_maxplayers when you increase your maxplayers, 
you aren't lying whatsoever, and so complying with the Policy of Truth.



Kind regards,Saul Rennison


On 5 May 2013 13:46, Jason Tango jtrun...@outlook.com wrote:





Fletcher Dunn and/or TF2 Team:
Can we get a ruling on the use of Dynamic Slots with TF2/CS:S servers and 
their compliance with the Policy of Truth?
Specifically, there are server operators using them to keep their servers at 24 
slots (to gain the maximum benefit from quickplay, I assume) until they fill, 
and then switching them to a higher slot count, etc. I know that there are much 
fewer server operators using these anymore (and one of the major TF2 gaming 
communities stopped using them about 6 months ago simply because they didn't 
want to run afoul of the Policy of Truth), but there are still quite a few 
operators using them, and it gives them an advantage (when filling their 
servers) as a result.


I asked Fletcher this question many months ago, but never received a reply. We 
were considering using a similar system to keep our servers at a slot count of 
24 until one of our donators needed to join a full server, at which time we 
would have the system change to a 32 slot server (and report all appropriate 
tags, etc.). We had no intention to game the system, but we wanted to 
maximize server population while preventing as many players as possible from 
getting kicked due to reserved slots. 


In the end, since we never received an answer back, we decided to err on the 
side of caution and not use a such a system.
I know this is kind of a grey area, because on one hand Fletcher has said the 
Policy of Truth says that all servers must report the correct sv_tags that 
are actively in use, so technically, as long as the server reports 
increased_maxplayers when they change to 25+ slots, then I suppose they are 
in compliance, but as I've never heard a definitive yes or no as to whether 
this type of system would cross the line, I just wanted to pose the question 
here so we can know if using the kind of system I described above (to prevent 
too many reserved-slot kicks) would be ok.


To be clear - this is not meant to call anyone out who are using dynamic 
slots, I'm merely trying to finally get a ruling on their use and compliance 
with the Policy of Truth


Thanks.   

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-12-21 Thread Jason
Yes, would love to know if these are still needed or if whatever fixes
were in them, have been included in the latest update -- or even if we
should *NOT* use them.

Thanks in advance!

On Fri, Dec 21, 2012 at 1:01 PM, Mike Vail supp...@boomgaming.net wrote:

 Hi Fletcher,

 ** **

 Just checking to see if I should stil be using these…

 ** **

 Thanks!

 Mike

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Wednesday, November 21, 2012 11:13 AM
 *To:* Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (hlds@list.valvesoftware.com)
 *Subject:* [hlds] Potential fix for problems on multi-honed servers

 ** **

 If you are running a multi-honed server, and your server occasionally
 drops out of the master server listing, or appears on the wrong public IP,
 then you may be interested in testing our some beta binaries that might fix
 the problem.  The problem begins with a disruption while talking on UDP
 (often during the weekly prop of Steam).  The Steam client layer then
 enters a fallback pattern of TCP, then UDP, etc.  Eventually the disruption
 is resolved, and it can be random whether your server managed to connect to
 Steam on TCP or UDP, depending on where it was in the retry pattern.  The
 problem with TCP for multi-honed servers is that it will always bind to the
 default interface, disregarding any request to bind to a particular
 interface.  This can cause Steam to see your server as coming from the
 wrong public IP.  Depending on your routing rules, NAT, etc, your server
 can drop off of the server browser because clients cannot get to you when
 they send packets to that IP.

 ** **

 Some server operators have worked around this bug with firewall rules
 preventing the server from connecting to Steam via TCP.

 ** **

 These binaries disable TCP fallback for dedicated servers.

 ** **

 http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

 http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 ** **

 Be warned that they have not been widely tested.  You should only try out
 these binaries if you think you are having problems related to multi-honed
 machines.

 ** **

 Also, note that if you do use these binaries, and then update your server,
 they will probably be reverted.

 ** **

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Re: [hlds] [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

2012-12-04 Thread Jason
So is this update coming up going to end up being mandatory or still
considered optional (for dedicated servers)?


On Tue, Dec 4, 2012 at 7:18 PM, wickedplayer494 . wickedplayer...@gmail.com
 wrote:

 Awesome, right as I sent my message. Thanks for the info.


 On Tue, Dec 4, 2012 at 6:16 PM, Eric Smith er...@valvesoftware.comwrote:

 We have a fix that we'll be releasing soon.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, December 04, 2012 4:14 PM
 To: Bjorn Wielens; Half-Life dedicated Linux server mailing list;
 Half-Life Windows dedicated server mailing
 Subject: Re: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released

 Reports on Reddit are noting that a lot of timer-like things are playing
 animations backwards, such as the cloak meter on the face of the various
 Spy watches.

 On 12/4/2012 7:12 PM, Bjorn Wielens wrote:
  I've received a report (and verified) that the control point capture
 timers are reversed as of this update. If you are capping as BLU, the
 circle indicating progress is shown as blue being covered by red instead of
 vice versa (as in it appears RED is capping a BLU point.
  I've also been told that cloak meters for spy watches are reversed, but
 have been unable to verify/duplicate that.
 
  Has anyone else seen similar issues?
 
 
 
 
 
  
From: Eric Smith er...@valvesoftware.com
  To: 'hlds@list.valvesoftware.com' hlds@list.valvesoftware.com;
  'hlds_li...@list.valvesoftware.com'
  hlds_li...@list.valvesoftware.com;
  'hlds_annou...@list.valvesoftware.com'
  hlds_annou...@list.valvesoftware.com
  Sent: Tuesday, December 4, 2012 4:25:24 PM
  Subject: [hlds_linux] Optional TF2, DoD:S, and HL2:DM updates released
 
  We've released optional (for dedicated servers) updates for Team
 Fortress 2, Day of Defeat: Source, and Half-Life 2: Deathmatch. The notes
 for the updates are below. These updates do not affect dedicated servers.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Updated to support Big Picture mode
 
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-22 Thread Jason
After updating last night, I used these beta binaries and so far, so
good.would love for them to be updated into the regular binaries (if
the beta is successful for other folks too) so we won't have to re-copy
these up after every update.

Thank you for your attention to this matter!



On Thu, Nov 22, 2012 at 5:27 AM, Didrole didr...@gmail.com wrote:

 Fletcher,
 Can't you simply remove the flag k_uNetFlagUnboundSocket passed to
 CNet::AsyncConnect in CCMInterface::Connect ?


 2012/11/22 John lists.va...@nuclearfallout.net

  Fletcher,

 I appreciate the official summary and workaround, but is any work being
 done on fixing the root cause of it not binding to the correct IP for its
 outbound TCP connection? I'm scratching my head a bit on why the Steam
 library would ignore the request to bind to a specific local address, since
 it is trivial to do this from a system programming perspective.

 (Also: Multi-ho*m*ed)

 -John


 On 11/21/2012 11:12 AM, Fletcher Dunn wrote:

  If you are running a multi-honed server, and your server occasionally
 drops out of the master server listing, or appears on the wrong public IP,
 then you may be interested in testing our some beta binaries that might fix
 the problem.  The problem begins with a disruption while talking on UDP
 (often during the weekly prop of Steam).  The Steam client layer then
 enters a fallback pattern of TCP, then UDP, etc.  Eventually the disruption
 is resolved, and it can be random whether your server managed to connect to
 Steam on TCP or UDP, depending on where it was in the retry pattern.  The
 problem with TCP for multi-honed servers is that it will always bind to the
 default interface, disregarding any request to bind to a particular
 interface.  This can cause Steam to see your server as coming from the
 wrong public IP.  Depending on your routing rules, NAT, etc, your server
 can drop off of the server browser because clients cannot get to you when
 they send packets to that IP.

 ** **

 Some server operators have worked around this bug with firewall rules
 preventing the server from connecting to Steam via TCP.

 ** **

 These binaries disable TCP fallback for dedicated servers.

 ** **

 http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

 http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 ** **

 Be warned that they have not been widely tested.  You should only try out
 these binaries if you think you are having problems related to multi-honed
 machines.

 ** **

 Also, note that if you do use these binaries, and then update your
 server, they will probably be reverted.

 ** **


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Re: [hlds] [hlds_linux] Optional Update?

2012-11-21 Thread Jason
After this update, we've had over 20 regulars tell us our servers are not
showing up in their favorites (as if they are down), but they can still go
to console and type connect IP:port and connect to our server..not
sure if it's partly why people's servers have emptied out after this
update, but just wanted to throw it out there -- maybe others are seeing
this as well?


On Tue, Nov 20, 2012 at 8:49 PM, BOOM! Gaming Support 
supp...@boomgaming.net wrote:

 Thank you Tony... Don't know why my servers emptied out when the update was
 released. I guess it was just a coincidence. I miss Eric Smith Already



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Tuesday, November 20, 2012 5:45 PM
 To: Half-Life dedicated Linux server mailing list;
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] Optional Update?

 Today's update is not required for dedicated servers. Yes, steam.inf was
 updated, but you'll notice there are two version in that file now. The
 server version was not changed.

 As with other optional updates, clients are not forced to get it, but will
 receive it next time they launch the game. Servers may download the update
 using the update tool, but are not required to do so.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Tuesday, November 20, 2012 5:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional Update?

 On 11/20/2012 5:08 PM, Ross Bemrose wrote:
  I just saw my TF2 client update and spotted these update notes on the
  TF2 blog:
 
  Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2:
  Deathmatch have been released. The updates will be applied
  automatically when your Steam client is restarted. The major changes
  include:
 
  - Source Engine Changes (TF2, DoD:S, HL2:DM)
  * Fixed a client crash in the sound emitter
 
  - Team Fortress 2
  * Fixed a dedicated server hang in bot pathfinding
  * Fixed the tf_zombie entity crashing some servers
 
  I assume that this is an optional update, since my server didn't
  auto-update.

 This one appears to actually be a required update, as steam.inf was
 updated.
 Possibly Valve has made their delayed shutdown method the default for
 auto-updates, and this is why it hasn't been applied for you yet.

 -John

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Re: [hlds] Optional Update?

2012-11-20 Thread Jason
Just odd we weren't informed ahead of time*shrugs*


On Tue, Nov 20, 2012 at 8:36 PM, John lists.va...@nuclearfallout.netwrote:

  The Steam.inf file reports the overall version is 1.2.4.0, but the
 server version is now 1.2.4.1:

 Previous:

 PatchVersion=1.2.4.0
 ClientVersion=1240
 ServerVersion=1240
 ProductName=tf
 appID=440

 Current:

 PatchVersion=1.2.4.0
 ClientVersion=1240
 ServerVersion=1241
 ProductName=tf
 appID=440

 I'm not sure why that would be.

 -John

 On 11/20/2012 5:28 PM, Formologic23 wrote:

  I just tried updating my server, but version in HLSW reports the same as
 before, 1.2.4.0

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Ross Bemrose
 *Sent:* Tuesday, November 20, 2012 5:15 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional Update?

 ** **

 Except clients usually don't force updates if a player is currently
 playing.

 On 11/20/2012 8:14 PM, wickedplayer494 . wrote:

 All updates are mandatory (for clients, at least). The mandatory/optional
 flag only applies to servers.

 On Tue, Nov 20, 2012 at 7:13 PM, BOOM! Gaming Support 
 supp...@boomgaming.net wrote:

 Sorry Ross,  I just sent a message too. Didn't mean to duplicate yours.
 Glad
 it wasn't just me.. This appears to be a mandatory update. My servers are
 draining.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, November 20, 2012 5:09 PM
 To: Half-Life Linux dedicated server mailing list; Half-Life Windows
 dedicated server mailing
 Subject: [hlds] Optional Update?

 I just saw my TF2 client update and spotted these update notes on the
 TF2 blog:

 Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2:
 Deathmatch have been released. The updates will be applied automatically
 when your Steam client is restarted. The major changes include:

 - Source Engine Changes (TF2, DoD:S, HL2:DM)
 * Fixed a client crash in the sound emitter

 - Team Fortress 2
 * Fixed a dedicated server hang in bot pathfinding
 * Fixed the tf_zombie entity crashing some servers

 I assume that this is an optional update, since my server didn't
 auto-update.

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Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Jason
Yeah, I know damn indeed about the few hours comment...this was our
four year anniversary (events planned) and we may have to
cancel/reschedule, since it's going to be so late of a release (ON A FRIDAY
NONETHELESS), and the sourcemod folks won't have a working version until
after the release and if things are borked, we're gonna have to wait how
long on a weekend for a fix?!?!

This is really a kick in the balls...*sigh*

Ah well, all those people who are gonna say it:  At least valve is still
updating the game or You should just play vanilla anyways or insert any
other non-helpful comments here.  (Hey, if I can vent, you can vent about
my venting right?  *grin*)

On Fri, Oct 26, 2012 at 5:31 PM, Brian Cagle brian...@msn.com wrote:

  Few hours? Damn

  From: fletch...@valvesoftware.com
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Date: Fri, 26 Oct 2012 21:22:14 +

  Subject: Re: [hlds] Quickplay settings for TF2 Halloween
 
  sv_tags usage examples:
 
  sv_tags event247
  sv_tags eventmix
  sv_tags eventmix,yourclantaghere,EST
 
  Achievements for past years can be earned this year.
 
  We're putting the finishing touches on the release now, and hope to have
 it out in a few hours.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM!
  Sent: Friday, October 26, 2012 2:13 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Quickplay settings for TF2 Halloween
 
 
  Awesome Info Fletcher! THANKS!
 
  Will the achievements from years past also be available on the servers
 running the mix? I have people asking if they will be able to receive the
 Bombonicon item that they never got last year.
 
  Please forgive me if this has already been answered. I just changed my
 email for the list today and may have missed a few responses to this topic.
 
  Thanks again!
  Mike Vail
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
  Sent: Friday, October 26, 2012 10:41 AM
  To: Half-Life dedicated Linux server mailing list(
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list(hlds@list.valvesoftware.com)
  Subject: [hlds] Quickplay settings for TF2 Halloween
 
  Hello!
 
  Here are some details for how to configure your server to receive
 quickplay traffic.
 
  First, the general requirements and scoring systems have not changed.
 (Your server must have an account and advertise the _registered tag, will
 be penalized or excluded for certain rule changes, etc). Details are here:
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
  This year the quickplay UI will offer players two choices for Halloween:
 
  1.) Halloween 2012. Servers exclusively running the new map 24/7.
  2.) Halloween mix. Servers running a mix of all the Halloween maps.
 
  At any given time, your server can only be in one pool or the other.
 Valve will be running servers in both pools.
 
  Your server will be placed in pool #1 if:
  * You advertise the tag event247; and
  * You are running the new map koth_lakeside_event.
 
  Your server will be placed in pool #2 if:
  * You advertise the tag eventmix; and
  * You are running one of the four Halloween maps.
 
  The eligible Halloween maps are:
  koth_harvest_event
  cp_manor_event
  koth_viaduct_event
  koth_lakeside_event
 
  If you don't set one of the two tags, you won't get any quickplay
 traffic!
 
  Also, I'd like to mention a new convar that has been added,
 mp_mapcycle_empty_timeout_seconds, which will cause your server to cycle
 the map if it has been empty for a certain period of time.
 
  - Fletch
 
 
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Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Jason
One can only hope.

On Fri, Oct 26, 2012 at 5:40 PM, 1nsane 1nsane...@gmail.com wrote:

 They better take their time and make sure it's right. So it won't end up
 being another broken release for the weekend.

 On Fri, Oct 26, 2012 at 5:31 PM, Brian Cagle brian...@msn.com wrote:

  Few hours? Damn

  From: fletch...@valvesoftware.com
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Date: Fri, 26 Oct 2012 21:22:14 +

  Subject: Re: [hlds] Quickplay settings for TF2 Halloween
 
  sv_tags usage examples:
 
  sv_tags event247
  sv_tags eventmix
  sv_tags eventmix,yourclantaghere,EST
 
  Achievements for past years can be earned this year.
 
  We're putting the finishing touches on the release now, and hope to
 have it out in a few hours.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM!
  Sent: Friday, October 26, 2012 2:13 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Quickplay settings for TF2 Halloween
 
 
  Awesome Info Fletcher! THANKS!
 
  Will the achievements from years past also be available on the servers
 running the mix? I have people asking if they will be able to receive the
 Bombonicon item that they never got last year.
 
  Please forgive me if this has already been answered. I just changed my
 email for the list today and may have missed a few responses to this topic.
 
  Thanks again!
  Mike Vail
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
  Sent: Friday, October 26, 2012 10:41 AM
  To: Half-Life dedicated Linux server mailing list(
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list(hlds@list.valvesoftware.com)
  Subject: [hlds] Quickplay settings for TF2 Halloween
 
  Hello!
 
  Here are some details for how to configure your server to receive
 quickplay traffic.
 
  First, the general requirements and scoring systems have not changed.
 (Your server must have an account and advertise the _registered tag, will
 be penalized or excluded for certain rule changes, etc). Details are here:
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
  This year the quickplay UI will offer players two choices for Halloween:
 
  1.) Halloween 2012. Servers exclusively running the new map 24/7.
  2.) Halloween mix. Servers running a mix of all the Halloween maps.
 
  At any given time, your server can only be in one pool or the other.
 Valve will be running servers in both pools.
 
  Your server will be placed in pool #1 if:
  * You advertise the tag event247; and
  * You are running the new map koth_lakeside_event.
 
  Your server will be placed in pool #2 if:
  * You advertise the tag eventmix; and
  * You are running one of the four Halloween maps.
 
  The eligible Halloween maps are:
  koth_harvest_event
  cp_manor_event
  koth_viaduct_event
  koth_lakeside_event
 
  If you don't set one of the two tags, you won't get any quickplay
 traffic!
 
  Also, I'd like to mention a new convar that has been added,
 mp_mapcycle_empty_timeout_seconds, which will cause your server to cycle
 the map if it has been empty for a certain period of time.
 
  - Fletch
 
 
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 please visit:
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Re: [hlds] Drop in users

2012-09-13 Thread Jason
Yes, we've noticed a major drop (above and beyond the normal going back to
school phase)

On Thu, Sep 13, 2012 at 11:45 AM, ics i...@ics-base.net wrote:

  No player drop, i actually have pretty much the same count of players as
 before.

 -ics

 13.9.2012 14:31, E. Olsen kirjoitti:

 Pretty typical this time of year, though. School's starting up, summer
 ending, big new games (Guild Wars 2, Borderlands 2) being released. It will
 pick back up going into the holidays.

 On Thu, Sep 13, 2012 at 7:14 AM, Lambda lambdace...@gmail.com wrote:

 We all did


 http://steamgraph.net/index.php?action=graphjstime=1appid=440from=134558640to=End+Time



 2012/9/13 Daniel Barreiro smelly.feet.you.h...@gmail.com

 I have.


 On Thu, Sep 13, 2012 at 4:38 AM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:

 Anyone noticed a significant drop in TF2 users recently?

 Especially through quickplay

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Jason
Update tool is constantly timing out and never connecting..

Checking bootstrapper version ...
Updating Installation
Command aborted

Press any key to continue . . .

On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.comwrote:

 Here we go now!
 Here we go no-no-no-no-n-no-n-no-now!

 Yo, yo look at srcds.exe
 Gettin lots of errors, like I'm Windows XP.
 Just doin' it's thing, crashin daily
 Yeah ya b-b-b-best, believe me

 Hey Valve, Help us fix this thing
 And when I say when?, lemme hear you sing
 We got the fix, we got the patch
 And now we'll show you that it'll still crash!

 When we up in a pub
 It's easy to see
 That we got crashes due to strings
 'Cause lack of fixes is what we bring

 When we releasin updates late at night
 We doing it right, right
 R-r-r-r-r-r-r-r-right!

 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Jason
If I, in my QA job, failed as much as thisI'd be fired.  I
certainly appreciate the updates, but fucking hell..there's not enough
testing and this is bullshit

On Fri, Aug 17, 2012 at 11:00 PM, Todd Pettit pettit.t...@gmail.com wrote:

 So ruining your companies reputation every 2 or 3 weeks is preferable?

 - Original Message -
 From: Robert Paulson thepauls...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 8:17:24 PM
 Subject: Re: [hlds] Mandatory TF2 update released

 It would go against their policy to hire QA's.

 - They would have to have a boss when they are supposed to have a
 bossless company.
 - They only hire the best and QA isn't a very difficult job. Anyone
 that is considered good wouldn't be stuck doing QA.
 - It would bring their money per employee down.

 http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/

 On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon bluebriansi...@gmail.com
 wrote:
  This is why they need a Quality Assurance team. Exactly for things like
  this, and for every other one of there numerous broken updates. Any
 decent
  QA team would catch these things easily.
 
  On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
  wickedplayer...@gmail.com wrote:
 
  I imagine this is quite nightmarish for Valve.
  On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit pettit.t...@gmail.com
  wrote:
 
  The cure has been far worse than the affliction. :)
 
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Jason
What FPS Booster plugin do you use?

On Thu, Aug 16, 2012 at 4:32 PM, Lorne Mock blyte_sc...@hotmail.com wrote:

   FPS  put in the server.cfg file works on a dedicated hlds server.
 But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with
 cpu usage.
 Yes sys_ticrate does affect the system globally

 mm_system
 (sleep_timer/s )
 1msmax 1000 fps
  2ms   max  500fps
 3msmax  333fps
 4msmax  250fps
 10ms   max  100fps

 i understand all of this.  I just have a hard time elaborating it in
 writing.

 Lorne M.
 a.k.a. Blyte


  From: nextra...@gmail.com
  Date: Thu, 16 Aug 2012 21:50:17 +0200
  To: tmar...@shaw.ca; hlds@list.valvesoftware.com
  Subject: Re: [hlds] Tickrate for GoldSrc
 
  Not true for HLDS as far as I know.
 
  On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote:
   tickrate actually needs to be declared at init of the srcds, fps can be
   changed on the fly, and in configs. configs are effectively changing
 cvars
   while the server is running, hence the distinction of tickrate being
   declared at init. tickrate cannot be changed once a server has started,
   however fps can. fps is not necessarily tied to tickrates, but they
 can be
   influenced by them.
  
   previously tf2 servers could exceed 100fps, and arguably see gains,
 while a
   tickrate would be set to 100.
  
   currently VALVe is trying to migrate to a static tickrate, so relying
 on
   tickrate (at least for tf2) in your init is an ill-advised decision.
  
   to declare tickrate, you add -tickrate X (X is the tickrate you
 want) to
   your init script.
  
   Just to re-iterate, tickerate changes are not avised. The -tickrate
 command
   line parameter is not available on CSS, DoD S, TF2, L4D and L4D2
 because
   changing tickrate causes server timing issues. The tickrate is set to
 66 in
   CSS, DoD S and TF2, and 30 in L4D and L4D2.
  
   source:
   https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  
   - Original Message -
   From: Lorne Mock blyte_sc...@hotmail.com
   Date: Thursday, August 16, 2012 1:13 pm
   Subject: Re: [hlds] Tickrate for GoldSrc
   To: hlds@list.valvesoftware.com
  
  
   Gold Source sys_ticrate 100 or fps 100 ( one or the other not
   both )Must / should be put in the server.cfg or the
   multiplayer.cfg .( one or the other not both )It will not
   work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
   blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
  
   Date: Thu, 16 Aug 2012 14:00:48 -0500
   Subject: Re: [hlds] Tickrate for GoldSrc
  
  
  
  
  
   sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
  
   Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
  
   To: hlds@list.valvesoftware.com
   Date: Thu, 16 Aug 2012 18:40:28 +0400
   Subject: Re: [hlds] Tickrate for GoldSrc
  
  
   So what exactly means ‘server fps’?
  
  
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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Jason
I hope when this update is pushed, someone is able to post/share step by
step instructions detailing exactly how to get a server configured for MvM
Co-op only.  I have been seeing so many details being passed in this
mailing list, and hope maybe a wiki or msg is posted with the details.
Thanks in advance to anyone who does this!

On Wed, Aug 15, 2012 at 2:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There is currently no way to select a particular server or server group in
 the matchmaking system.

 The matchmaking system is not identical to L4D, because the gameserver and
 the party members are all chosen at the same time.  It is not a two-step
 process where strangers trickle into a lobby and then you wait for a
 server.  You will never be in a lobby with strangers, only invited friends.
  Each search party waits, and then and entire match (collection of 6
 players from N parties) is started on a particular gameserver.  This is how
 the current quickplay beta works.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 11:46 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
  You can hide your server from the server browser using tf_mm_strict.
  (The Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be in.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
  Sent: Wednesday, August 15, 2012 6:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF MvM hosting questions
 
  So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server?
 If that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of
 course after the steamgroup option was added we didn't have to use it
 anymore. Any ideas if this will still work?
 
  Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?
 
  On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
  than 6 players, yes, there are no problems with switching --- that is
  true.  However, in general, switching from PvP to MvM is going to
  cause several problems.  (I believe that what would actually happen
  is that the 7th, 8th, etc. players who connect on a map change will
  be forced into spectator.  At any rate, we don't officially support
  that, so if you do it, you're on your own.)  So, you should expect to
  segregate your servers into MvM and PvP.  Don't just put the MvM maps
  into the mapcycle file, that won't work.  (Actually, the mapcycle
  file is slightly different for MvM because you really are cycling
  through missions, not the maps.  Likewise, players can vote to change
  the mission even if it's on the current map.  We'll have more
  details on all this tomorrow.)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: Tuesday, August 14, 2012 10:00 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life
  dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com)
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  We will not have Steam group functionality tomorrow.
 
  You actually have to set maxplayers to 32 to host MvM (to make room for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have more
 details on the recommended settings tomorrow.
 
  Regarding exactly what happens if a 24-player server switches to MvM:
  I actually don't think we have worked that out yet.
 
  I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the same
 as in PvP: we encourage it, provided that players are opting in to any
 major deviations from the vanilla experience.  Our servers will all be
 configured vanilla, and the matchmaking will enforce the 6 player limit,
 and the server browser will be the primary means for players to find those
 sorts of customizations.  What will the most interesting customizations be?
  What will the standard tags be used that we request 

Re: [hlds] Hide the srcds console

2012-07-11 Thread Jason
Will definitely begin using that manager when individual servers can be
stopped/started!  Thanks for sharing and looking forward to that
functionality.

On Wed, Jul 11, 2012 at 6:21 AM, Nomaan Ahmad n0man@gmail.com wrote:

 I use that srcds manager. Thanks for creating it. I am still waiting on
 update on it :)
 Where we can stop/start/restart individual servers and have option to run
 a command before server starts.

 It would be awesome if you can do that forlix :)

 Thanks!


 On 11 July 2012 11:18, Dominik Friedrichs d...@forlix.org wrote:

 You might want to try SrcDS Manager:

 http://forlix.org/gameaddons/**srcds_manager.shtmlhttp://forlix.org/gameaddons/srcds_manager.shtml

 Launches servers without a console and also provides auto-updating.



 On 2012/07/11 08:32, Bruno Garcia wrote:

 Hello,

 I'm using a tool on Windows 2003 Server called ServerChecker to leave
 auto-restart my servers, add easy command line parameters, etc...
 The only problem is , that, for each srcds server has a console of it's
 own. And it's quite annoying to have 5 or 6 srcds console on your
 desktop.

 Is there any way to run a server *without *a console (So only the
 process is running)

 Thanks



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Re: [hlds] Engine Error TF2

2012-07-09 Thread Jason
We've been seeing this on our servers as wellno weapons, civilian
glitching, and restarting the server resolves it.

On Mon, Jul 9, 2012 at 4:55 PM, Dominik Friedrichs d...@forlix.org wrote:

 On 2012/07/09 22:35, AeroliteGaming.com wrote:

 Hello guys,

 I appear to be getting an engine error quite often recently, this is a
 while past the last update. No plugins or anything edited.

 Engine Error

 539/ - tf_weapon_builder: UTIL_SetModel: not precached: D |-2r


 I've also had a strange problem regarding weapons: Found my server in a
 weird state where people would spawn without weapons and according to a
 player his game would crash when trying to change the class or loadout.
 This seemed to carry on across map changes; restarting the server fixed it.


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Re: [hlds] New Exploit to crash a server [Console flooding]

2012-06-19 Thread Jason
So that line in the server.cfg is all that's needed until this is patched?
If so, thank you very much for that.

On Tue, Jun 19, 2012 at 3:38 AM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

  Add this line to server’s config for a fast/easy fix:

 ** **

 alias listdeaths 

 ** **

 Type the alias command to server’s console too, otherwise the server will
 be vulnerable until map changes.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Bobby Light
 *Sent:* Tuesday, June 19, 2012 8:41 AM
 *To:* hlds@list.valvesoftware.com
 *Subject:* [hlds] New Exploit to crash a server [Console flooding]

 ** **

 Saw this via Reddit, and this can crash a server within seconds. I hope
 this can be patched soon.

 ** **

 Steps: 

 *This is all done in the console, or it can be done in autoexec*

 alias crash 
 listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths;listdeaths

 then you simply

 bind u crash

 This will display a lot of crap in the console of all the deaths that have
 occurred so far. Especially on 24/7 servers.

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread Jason
- Fixed a bug that sometimes prevented servers from reconnecting to the
item server after dropping connection

Our servers have been rebooted multiple times, but load-outs (and trading)
are borked for my community.is valve still doing something?  Rebooting
the servers hasn't restored connection, so as a server owner, what can I do
other than wait?  Anything?

On Thu, May 10, 2012 at 8:30 PM, Team BOOM! teamb...@comcast.net wrote:

 I wonder if I can do that with TCAdmin. I'll have to check that out. Thanks
 for the idea.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of shawn
 Sent: Thursday, May 10, 2012 4:28 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

 and I just run a master update, diff that, and apply it to all of my
 servers. even when we were running 15 servers, i only had to do the
 download once.

 Eventually, I'll see if it's faster if I just drive the 15 miles to the
 valve offices. :-)

 On 5/10/2012 3:52 PM, DontWannaName! wrote:
  I just got command aborted about 10 times and about a minute ago it
  started the update. I even tried deleting the registry blob.
 

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread Jason
/sacrifices a llamait's still down for us.

On Thu, May 10, 2012 at 9:44 PM, DarthNinja hlds...@darthninja.com wrote:

 Pray and/or provide sacrificial offerings to the deity of your choice.

 On Thu, May 10, 2012 at 9:41 PM, Jason pctool...@gmail.com wrote:

 - Fixed a bug that sometimes prevented servers from reconnecting to the
 item server after dropping connection

 Our servers have been rebooted multiple times, but load-outs (and
 trading) are borked for my community.is valve still doing something?
 Rebooting the servers hasn't restored connection, so as a server owner,
 what can I do other than wait?  Anything?


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[hlds] Pyro Teamkilling Glitch

2012-04-13 Thread Jason
Last night on one of our servers, a regular found a way to teamkill his
teammate while playing pyro.  We can replicate this consistently.  Has
anyone else encountered this issue?  Who do I report this to -- without
saying exactly how it's done so it's not widely abused until it could be
potentially patched?

Thanks in advance.
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Re: [hlds] CS GO BETA KEY

2012-04-10 Thread Jason Ergott
Once one troll got fed this was bound to happen.

On Tue, Apr 10, 2012 at 9:27 PM, John Marbury barreltr...@gmail.com wrote:

 WTS: *Counter-Strike: Global Offensive Beta Key* $49.95 OBO PST!!!1!!








 Comes with free gtfo of the mailing list guide.

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-- 
Our goal is not the victory of might, but the vindication of right; not
peace at the expense of freedom, but both peace and freedom, here in this
hemisphere, and, we hope, around the world. God willing, that goal will be
achieved.

JFK on October 22, 1962
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Re: [hlds] Mandatory TF2 update coming

2012-03-01 Thread Jason M. Sears
Strangely enough usage is 
lower this time of the eve.

http://store.steampowered.com/stats/
 

  
   
   	shawn  
  Thursday, March 
01, 2012 8:07 PM
  
  Eric,

Just a suggestion, but why not save the mandatory updates for during
 
business hours?

The evening releases are incredibly inconvenient for a LOT of people
 
that don't have some form of automatic server updates.

Just my $.02.

Shawn



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   	Eric Smith  
  Thursday, March 
01, 2012 7:56 PM
  We're working on releasing
 a mandatory TF2 update. We should have it ready soon.-Eric___hlds_announce
 mailing listhlds_annou...@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce 

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Re: [hlds] [hlds_linux] Policy of truth

2012-01-17 Thread Jason
The point is the significant drop is activity from quickplay we've seen (it
has either been since the Christmas update or thereabout when this Policy
of Truth message was initially sent (just a general correlation we
saw).we can get the server up and running as a community whenever we
want by making an annoucement to our steam group.the POINT of my
message was that the quickplay traffic is dropped off
SIGNIFICANTLY*shrugs*not relying on it to get the server
going.been doing the whole let's get the server going for years
now..I simply think the time is just upon some of my servers (and I
only speak for myself) that they are seeing slow deaths due to other new
games coming out and TF2 not being as high and mighty as it once was.
Maybe the drop in Quick Play activity is just part of this process

On Sat, Jan 14, 2012 at 7:38 PM, Admin essential...@bigpond.com wrote:

  What

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
 *Sent:* Sunday, 15 January 2012 9:53 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Policy of truth

  ** **

 It takes alot more than 4 people to get a server going these days, with or
 without quickplay. Get 8-10 active players on there, and it should fill up.
 If you have to rely on quickplay to fill any server, you're already behind
 the 8-ball.

 On Sat, Jan 14, 2012 at 4:22 PM, Jason pctool...@gmail.com wrote:

 Seems like since this announcement, one of my servers has been affected
 despite the Good status it says when starting up.  I haven't seen more
 than 4 people connect to it at any one time since this announcement (or
 thereabouts)  so how can we tell if our servers were part of this
 hit?  We don't have bots or have anything to falsly advertise our
 server...how do we get someone at valve to respond and/or look into
 this?  Prior to this announcement, we were seeing the server full of
 randoms a couple of times per day.  Now, I am lucky to fill it with more
 than 4 people - most of whom, have been on before, and probably connected
 via history or adding it as a favorite.

  

 Thanks in advance.

 On Thu, Jan 5, 2012 at 12:40 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 and fencing new players off from it by only allowing stock is (IMHO)
 shooting themselves in the foot

 If that fence was 1 foot high and easily walked around. They are free
 to use the server browser and if they know the game well enough, they
 know how to use the game browser to find what they want.


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Re: [hlds] TF2 Servers Crashing More Since Last Valve Update

2012-01-14 Thread Jason
yes, hl2.exe is crashing more for me as a client

On Sat, Jan 14, 2012 at 2:45 AM, Team BOOM! teamb...@comcast.net wrote:

 **
 Hi Clay,

 No dumps files are being written at all. The server just crashes in the
 middle of the round without warning or writing a dump file, then restarts
 under TCAdmin a few seconds later. I apologize for not saying this earlier,
 I'm running on Windows Server 2008 RC2 SP1 with plenty of RAM and HD space.
 I guess it will try updating SM to latest version. I'd sure like to know
 what's doing it though.

 Thanks,
 Mike V.

  --
 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Clay Hansen
 *Sent:* Friday, January 13, 2012 11:36 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2 Servers Crashing More Since Last Valve Update

 I'm running MM:S 1.8.7 and SM 1.4.2-dev on Ubuntu just fine. Are you
 getting any kind of special error messages or dump logs?

 On Sat, Jan 14, 2012 at 2:33 AM, Team BOOM! teamb...@comcast.net wrote:

 **
 Has anyone else noticed their TF2 servers crashing more often since the
 last update? My servers never crashed before, but with yesterday's update,
 all of them are and I have no idea why. I've had at least 6 crashes since
 last night, most often when the servers are full. Before I spend all my
 night checking into it further and getting nowhere, I just thought I ask
 here and see if anyone else has the problem and possibly a solution. I'm
 running MM:S 1.90, SourceMod 1.4.0, and some very basic plugins, nothing
 special. Like I said, all worked fine until yesterday's update.

 Thanks in advance,
 Mike V.



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Re: [hlds] [hlds_linux] Policy of truth

2012-01-14 Thread Jason
Seems like since this announcement, one of my servers has been affected
despite the Good status it says when starting up.  I haven't seen more
than 4 people connect to it at any one time since this announcement (or
thereabouts)  so how can we tell if our servers were part of this
hit?  We don't have bots or have anything to falsly advertise our
server...how do we get someone at valve to respond and/or look into
this?  Prior to this announcement, we were seeing the server full of
randoms a couple of times per day.  Now, I am lucky to fill it with more
than 4 people - most of whom, have been on before, and probably connected
via history or adding it as a favorite.

Thanks in advance.

On Thu, Jan 5, 2012 at 12:40 AM, Phillip Vector t...@mostdeadlygame.comwrote:

 and fencing new players off from it by only allowing stock is (IMHO)
 shooting themselves in the foot

 If that fence was 1 foot high and easily walked around. They are free
 to use the server browser and if they know the game well enough, they
 know how to use the game browser to find what they want.

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Re: [hlds] Replay Download Error

2012-01-11 Thread Jason
Tyler, I have the *SAME* issueand all i could do was simply turn off
replays, which made my community annoyed/sadbut, I had difficulty
browsing the FTP folder of replays as my FTP client would crash.  I had to
ask for my provider to delete most of them for me so I could at least
browse the folder.

Definitely wish it didn't leave every single replay block on the FTP ...
that just seems silly


On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies tyler.k.dav...@gmail.comwrote:

 Hey guys, not to deviate from the subject of this thread, but I'm having
 MAJOR replay issues as well.

 It's not that it isn't working, it's that it isn't working as intended. I
 didn't check on this earlier, and I just noticed. I have replays being
 accumulated and they are NEVER deleted! I have replay blocks dating back to
 August of last year sitting in the replay directory! What the heck!? Aren't
 they supposed to be removed when the server is updated? There are now more
 than 10 GB of replay blocks in just ONE of my replay directories. It
 crashes my SCP client as soon as I even open the directory.

 How can I solve this problem without deleting replays still in use by
 clients? Valve, it would be nice if the server would actually remove the
 replays when an update is pushed through just as the game client states it
 will do, and recommends for clients to save their replays if they want to
 keep them.

 Any assistance is appreciated! =]


 On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles shonte.my...@gmail.comwrote:

 Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my
 issue.


 On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog hedge...@whatthefrag.netwrote:

 replay_fileserver_port 21

 Can you comment that line? Or change it to 80?

 21 is the default FTP port, download goes over HTTP

 Cheers,

 Hedgehog


 2012/1/11 Lance Waidzunas lswa...@gmail.com

 Check and make sure the FTP server isn't full.  We had that issue with
 our servers a while back, it even prevented the map from changing.

  On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles shonte.my...@gmail.comwrote:

  I've been experiencing an issue on my servers where replay downloads
 fail everytime. The error players get is:

 Replay error system: The session info file failed to download: No
 headers. URL:
 http://stompfesttf2web.site.nfoservers.com:21/public/replayfolderhttp://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx

 Here is my config:

 replay_enable 1
 replay_block_dump_interval 15
 replay_fileserver_protocol http
 replay_fileserver_offload_enable 1

 replay_fileserver_host stompfesttf2web.site.nfoservers.com
 replay_fileserver_port 21
 replay_fileserver_path /public/replayfolder

 // Your FTP info. This data is private and not shared with the client.
 replay_fileserver_offload_protocol ftp
 replay_fileserver_offload_hostname 
 stompfesttf2web.site.nfoservers.com
 replay_fileserver_offload_port 21
 replay_fileserver_offload_remotepath /public/replayfolder
 replay_fileserver_offload_login 
 replay_fileserver_offload_password 
 replay_fileserver_offload_maxuploads 16

 Any ideas?

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Re: [hlds] Losing connection to load-outs increasing

2012-01-07 Thread Jason
Bruno, thanks for the reply.  I had seen fletcher's post, but that was
regarding the mass disconnects issue and did not see the correlation with
people who simply just cannot access their backpacks.  The more and more I
check the server browser, the less and less I see any of our 4 servers
showing up.  Only one is registered for quickplay and it's a vanilla 2fort
only server and it's getting less and less people.  Over the last 3 days,
there have been fewer than 20 connects.  Still has gotten worse since the
Christmas update too..so I dunno..

Guess I will just focus on BF3 and let my TF2 servers just die a slow and
painful death.

Regards,
Jason

On Thu, Jan 5, 2012 at 7:23 AM, Bruno Garcia garcia.bru...@gmail.comwrote:

 This issue will be fixed briefly. Check Fletcher's post.
 However, a couple of days ago some Steam servers went on maintenance
 causing the loose of your steam network connectivity, as well as your
 loadout in-game.


 On Wed, Jan 4, 2012 at 8:38 PM, Jason pctool...@gmail.com wrote:

 I was curious if this is happening for other server operators or not,
 whereby 1/3rd to a half of the server seems to experience loss of
 connectivity to their steam loadout -- which also affects trading.
 Rebooting the server doesn't seem to fix it, and it seems to go in cycles
 and we have to 'wait it out' -- often I've been told this happens when
 Valve is doing something on the backend or preparing for an upcoming update
 (not sure how true that is), but the perception is since the Christmas
 update, my servers seem affected more and more frequently.

 Is there ANYTHING I can do (server commands, adding master server list IP
 to server.cfg, or whatever) to keep this to a minimum or not happening at
 all?

 Thank you in advance for any suggestions or helpful comments.
 Regards,
 Jason

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[hlds] Losing connection to load-outs increasing

2012-01-04 Thread Jason
I was curious if this is happening for other server operators or not,
whereby 1/3rd to a half of the server seems to experience loss of
connectivity to their steam loadout -- which also affects trading.
Rebooting the server doesn't seem to fix it, and it seems to go in cycles
and we have to 'wait it out' -- often I've been told this happens when
Valve is doing something on the backend or preparing for an upcoming update
(not sure how true that is), but the perception is since the Christmas
update, my servers seem affected more and more frequently.

Is there ANYTHING I can do (server commands, adding master server list IP
to server.cfg, or whatever) to keep this to a minimum or not happening at
all?

Thank you in advance for any suggestions or helpful comments.
Regards,
Jason
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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Jason
 Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications. 

I thought Valve places these tags on a server when modifications are in
place (or at least show them if searched for)?  At least these
modifications seem to be reporting to HLSW properly..or so I thought.

So what extra do server owners have to do to their servers so that we are
not discriminated against by your anti-modding stance Valve?

Thank you.

On Wed, Jan 4, 2012 at 10:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,

 I certainly understand the reason for the penalties, and running fake
 clients/bots as humans is certainly under-handed, but I think the root of
 the problem (i.e. server operators wanting some of the quickplay traffic)
 can certainly be fixed very easily simply by giving players more CHOICE in
 the quickplay system. Instead of the strict Vanilla setting only to
 benefit from any quickplay traffic, why not give the players the option of
 what kinds of servers they are willing to accept?

 On the quickplay interface, you could have a few checkboxes that players
 can check/uncheck.

 Examples:

 [] All Servers (stock and custom)
 [] Custom Servers only
 [] Stock Servers only

 More choice is always better than less. This would also give server
 operators who have added certain mods at the request of their communities
 (i.e. faster respawn times, etc.) the opportunity to get some new blood on
 their servers.

 In addition, there are dozens upon dozens of custom maps that might never
 get discovered by players if their only choice are stock maps. We have over
 70 custom maps that many new players will never get to see, simply because
 they're now being conditioned to hit that little button, as opposed to
 finding a server they like through the browser.

 Hell...Valve could even make it an achievement for new players. Have
 everything but the Stock servers only checkbox greyed out until new
 players reach X amount of hours with each class. Make them learn the game
 on stock settings, and then ALLOW them to experience all the TF2 world has
 to offer (maybe you could even incentivise it so that they would need to
 spend a few bucks on a TF2 item?)

 Plain vanilla is not the ONLY way. There's nothing wrong with it, but
 Valve made the game moddable for a reason, and fencing new players off from
 it by only allowing stock is (IMHO) shooting themselves in the foot (not to
 mention there are those of us who have been running/supporting TF2 servers
 for 4 years now who feel left out in the cold while you channel traffic to
 new servers/communities who simply throw up vanilla servers and hope for
 the best.)

 Give the players some choice, guys, and I think both they and the server
 operators will be happier as a result. After all, if you implemented the
 above, you'd be giving them both what they want - players who are looking
 for their type of server. ;-)


 On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson ail...@gmail.com wrote:

 And one month without income for servers who depend on it hurts a lot too.

 Out of curiosity, how does the status command query look like for a
 blocked server?


 On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment
 for groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms
 that the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather
 against an entire related server group.  Hopefully the necessity for this
 policy is clear.  We took two different actions, depending on the severity
 of modification we found:
  * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and
 Quick Match system) for one month.
 
  Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and 

Re: [hlds] CSGO : BETA

2011-12-22 Thread Jason M. Sears
Ive been a Valve nerd 
since 1998, and yes I have a copy but that's aside the point right? The 
current beta is not terribly exciting, when it goes public it will 
probably be a bit more fun.

  
   
   	Knarzling  
  Thursday, 
December 22, 2011 2:11 PM
  
  Hey - i am playing CS for 
12 years now - gimme a CS:GO Beta Key ! :D___To
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   	Jacob Payton  
  Wednesday, 
December 21, 2011 2:09 PM
  You had to go to PAX or 
Eurogamer Expo. Valve were handing out free beta keys to everyone there.

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   	Jason  
  Wednesday, 
December 21, 2011 9:54 AM
  How would we go about being 
able to beta CS:GO?


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   	Jacob Payton  
  Wednesday, 
December 21, 2011 9:46 AM
  Hi,There is
 no public Counter-Strike: Global Offensive dedicated servers right now.
 It's just matchmaking on Valve's servers for now.

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   	Administrator  
  Wednesday, 
December 21, 2011 6:45 AM
  
  


  
Hi,
  
  Anyone running Counter Strike Source Go beta server ?? OR any
  update on its beta release for public usage.
  
  Thanks,
  Sachin

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-- 
Thank you,
  
Jason M. Sears  
 


IT Professional, Gamer
  732.903.8025






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Re: [hlds] CSGO : BETA

2011-12-21 Thread Jason
How would we go about being able to beta CS:GO?

On Wed, Dec 21, 2011 at 9:46 AM, Jacob Payton marinesa...@gmail.com wrote:

 Hi,

 There is no public Counter-Strike: Global Offensive dedicated servers
 right now. It's just matchmaking on Valve's servers for now.

  On Wed, Dec 21, 2011 at 6:45 AM, Administrator 
 ad...@crazyfreakgamers.com wrote:

  Hi,

 Anyone running Counter Strike Source Go beta server ?? OR any update on
 its beta release for public usage.

 Thanks,
 Sachin

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Re: [hlds] It's beginning to look a lot like Smissmas

2011-12-15 Thread Jason
Looking forward to itthanks for the heads up!

On Thu, Dec 15, 2011 at 7:58 PM, James Ives ja...@jimo.co.uk wrote:

 Thanks for the clarification!

 On Thu, Dec 15, 2011 at 15:55, Nathanael Havez na...@me.com wrote:

 Thank's for that Fletch, it will be useful :)

 Natha

 Le 16 déc. 2011 à 01:54, Fletcher Dunn a écrit :

 It’s the whole Christmas update.  I’m just bringing attention to the new
 map because I know operators will want to configure their servers
 appropriately.
 ** **
 - Fletch
 ** **
 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *James Ives
 *Sent:* Thursday, December 15, 2011 4:51 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] It's beginning to look a lot like Smissmas
 ** **

 Will this be the entire update were expecting or just the map?
 On Thu, Dec 15, 2011 at 15:46, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 A mandatory TF2 update will be released in an hour or two.
  
 We’re releasing a new map: cp_foundry.  This map will be eligible to
 receive quickplay traffic.
  
 Happy holidays,
 Fletch
  


 
 ** **

 --
 *James Ives *
 ja...@jimo.co.uk


 
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 *James Ives *
 ja...@jimo.co.uk




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[hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Jason Ruymen
Required updates are now available for Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific changes 
include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always be 
enabled, regardless of setting. Disabling this can improve compatibility with 
third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the 
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
 - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the Valve Gift Grab 2011 - DoD:S achievement
- Updated the localization files

Counter-Strike: Source
- Added the Valve Gift Grab 2011 - CS:S achievement
- Added rate limiting for connections and added the following ConVars to 
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage, 
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and 
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread Jason
Followed the latest Tribes (in Dec)and then first quarter 2012 will
be CS:GO.so is this the inevitable slow and painful TF2 death?  Who
knowsbut 4 years for a popular FPS with constant updates?  I say it's
still here for a bit longer and hats off to Valve for it.

On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com wrote:

 Modern Warfare 3 is next. That should give us a nice drop as well.


 On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.comwrote:

 I think I can confirm that as a css server operator.
 I believed it was because of the new tf2 update, but I guess BF3 and
 other games have some influence too.

 2011/11/4 E. Olsen ceo.eol...@gmail.com:
  Actually, if you'll look at the Steam stats, it's pretty obvious that
  overall TF2 traffic has taken a downturn. Add to that all the additional
  servers that went up after F2P went live, along with a pretty cluttered
  release schedule of new PC games (BF3, etc.), and I think what most
  operators are seeing is simply a symptom of less public players
 overall, and
  too many servers - not a problem with quickplay. With only 40k or so TF2
  players to go around, if you haven't built up a relatively large group
 of
  regulars, you're going to be struggling.
 
  We've seen a downturn as well (although, not in our UK-based servers,
 only
  in the US), but it's simply moving toward where traffic levels were
 prior to
  F2P/quickplay. Personally, I think operators that have been relying
 solely
  on quickplay to fill their servers are going to have a tough go at
 keeping
  full servers from now on (unless, of course, Valve has another big
 update up
  their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game
 - and
  without a large group of regulars already built up, I doubt I would
 launch
  and TF2 servers today. Building consistent traffic takes a ton of time
 and
  dedication - even when a game is new. Quickplay is a crutch, and if your
  servers can't fill without it, you're already sunk.
 
  On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies tyler.k.dav...@gmail.com
 
  wrote:
 
  I'm having the same ordeal with my servers. And I know that it's
 totally
  unrelated to the amount of time people have been playing in it because
 over
  10 people (almost constantly) had been connected for more than one
 hour on
  the day of the most recent update. Everyone who connected to the three
 of my
  servers stayed in for an avg. of 45 minutes to an hour and a half. Yet
 the
  next day, not a single soul from quickplay to be found, only the
 regular
  players. This all started happening after the Halloween update. This
 is very
  bizarre because we're normally full and people stay on for an extended
  amount of time (I'd say about 45 min - 1 1/2 hours) give or take
 65-70% of
  the time. Maybe this should be looked into? I don't know. But I will
 say
  that people play on the servers quite a bit and now quickplay is
  discriminating my servers. I've seen other servers that cannot hold a
 single
  person in for more than 45 minutes yet quickplay keeps them full all
 day and
  night. I don't like saying there is something wrong but I think
 there is
  something wrong.
 
  On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net
 wrote:
 
  I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
  them
  were running totally full of players until the day after Halloween. In
  fact
  they've been running full for months. Now all but one or two usually
 sit
  empty. It's like quickplay is not directing traffic to them anymore.
  Something is weird here. I don't get it. Is anyone else seeing
 something
  goofy like this.
 
  Mike
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Thursday, November 03, 2011 3:09 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
 
  So I'm not sure if this is related to quickplay or not, but I've
  noticed the past 2 days that my (pure vanilla, no SM or anything)
  quickplay servers have gotten next to no traffic. Which is very
  strange considering at least 1 of them usually is full of players, and
  since the start of the Halloween event they've been full nearly 20
  hours a day. Am I just drawing the short stick getting quickplay
  players, or are people just bored with the Halloween stuff already? Or
  was there a change in the backend that I might be affected by?
 
  On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
  fletch...@valvesoftware.com wrote:
   Quickplay operates based upon the same data used by the server
   browser.
  So
   whatever the max player count is as reported to the server player.
  
  
  
   Of course, the current player count is also relevant! :)
  
  
  
   - Fletch
  
  
  
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry

Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-29 Thread Jason
Crazed, if you can't handle the criticism, then maybe you shouldn't have
piped up.  Dude, suck it up...deal with it..you brought some of
this upon yourself.

On Sat, Oct 29, 2011 at 2:01 AM, Noel phre...@gmail.com wrote:

  Everyone is in agreement for this, but since its farming, is that abuse?
  

 You asked, some people responded.  No drama really.  No one told you that
 you can't do as you like on your server, it just seems like it could be
 construed as 'cheating/abuse.'  Obviously [your method] is possible, so
 unless it's an oversight (possible) then maybe it's known and they don't
 care (also possible.)  If they don't care, then nothing we say matters for
 fuckall anyway.

 Oh wait, nothing we say matters for fuckall regardless!

 Other than your original question as to whether or not what you're doing
 may be abuse, it sounds like your server is up and running ok so I guess
 this thread can die.


 On Fri, Oct 28, 2011 at 9:26 PM, Crazed Gunman bsr.crazedgun...@gmail.com
  wrote:

 **
 God could there have been a better way to drama bomb the mailing list? I
 don't think I've ever seen anything elicit such responses. I was simply
 saying, its a public server, anyone can join, we are keeping out the people
 with the mathacks, and distributing items to everyone.


 On 10/28/2011 10:39 PM, Mart-Jan Reeuwijk wrote:

 yeah, well, its exactly why the drop system is only dependent on being
 connected to a server, and nothing else...

  --
 *From:* Noel phre...@gmail.com phre...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com hlds@list.valvesoftware.com
 *Sent:* Saturday, 29 October 2011, 4:56
 *Subject:* Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting
 tool

 Gotta say, I don't really care what you do with your server (although
 that approach does sound a wee-bit exploitative -- and potentially
 lucrative considering what some of the event items seem to sell for) but I
 got a chuckle out of so everyone gets their fair share when discussing a
 means of gaming the system.

  Also liked the especially since other people are cheating worse part.

 On Fri, Oct 28, 2011 at 7:49 PM, Crazed Gunman 
 bsr.crazedgun...@gmail.com wrote:

  I have a server right now that I have several people on, running
 viaduct_event, and what we've been doing is noclipping to the gifts and
 handing them out to everyone evenly; my problem is that this could qualify
 as farming, but we're doing it for everyone evenly so everyone gets their
 fair share, especially since some people have material hacks from last year
 already for the giftbox model and instantly get to it. Everyone is in
 agreement for this, but since its farming, is that abuse?

 On 10/28/2011 6:45 PM, Emil Larsson wrote:

 I'd say it would be the nature of the server. A server that mostly
 attract lulzy players who don't mind/expects this kind of stuff? Sure.
 Average servers, no.

 Personally though, I wouldn't risk giving my players heart attacks. ;)

 On Sat, Oct 29, 2011 at 12:48 AM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 Would running this plugin count as abuse?

 http://www.youtube.com/watch?v=XVL_Xwx4LW0

 On Fri, Oct 28, 2011 at 6:08 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
  I'm pretty sure the report tool is meant to be used for servers that
  are deliberately breaking the established rules of game events and the
  like. Not I don't like the way this server is run or they do things
  that I, personally, find annoying.
 
  On Fri, Oct 28, 2011 at 6:04 PM, Jethro Seabridge jet2the...@gmail.com
 wrote:
  How about servers that embrace micspam - music played over the mic?
  - Jethro
 
  On Fri, Oct 28, 2011 at 10:14 PM, Fletcher Dunn
  fletch...@valvesoftware.com wrote:
 
  I think the best answer there is that we would probably use the abuse
  reporting mechanism as one tool to try to measure what sort of impact
 this
  sort of thing has on our community.
 
  - Fletch
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
  Sent: Friday, October 28, 2011 2:11 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting
  tool
 
  On Fri, Oct 28, 2011 at 22:31, Benedict Glover
  neobened...@hotmail.co.uk asked:
   I'm not personally going to report these but what about servers that
   offer over powered weapons if you pay real money? (Premium Servers
   (Nightteam))
 
  I don't think it's fair to name names in such a discussion, especially
  when Valve can't answer lacking data on how many people elect to
  report such servers over a fairly long period of time - the main
  metric being looked at right now.
 
  --bp is not affiliated with any such server
 
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Re: [hlds] Team Fortress 2 Update Released

2011-10-28 Thread Jason
Is there any more information on the follwing:

- Updated in-game abuse reporting tool to include option for reporting
abusive game servers

Is this for people to report halloween event abuse?  Or is this for
abuse in general?   (i.e. when someone gets butthurt that we won't allow
their racism on our servers)

Clarification on this would be appreciated, thank you in advance.


On Thu, Oct 27, 2011 at 9:44 PM, Ronny Schedel i...@ronny-schedel.dewrote:

 - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers

 How does it work? Do you penalize the server after xxx reports or do you
 check each reported server manually to avoid abusing this report tool?



 -Ursprüngliche Nachricht- From: Jason Ruymen
 Sent: Friday, October 28, 2011 9:23 AM
 To: 'hlds_linux@list.**valvesoftware.comhlds_li...@list.valvesoftware.com'
 ; 'Half-Life dedicated Win32 server mailing list' ; 'hlds_announce@list.**
 valvesoftware.com hlds_annou...@list.valvesoftware.com'

 Subject: [hlds] Team Fortress 2 Update Released

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 - Halloween 2011 Event
  - Viaduct has been haunted and is now... Eyeaduct!
  - One full multi-piece costume set has been added for each class
  - Random gifts containing costume pieces drop in Eyeaduct on registered
 servers
  - 2 new Halloween 2011 achievements
  - Any unusual hats uncrated during the event will be Halloween-themed
  - New Halloween-themed items are available in the Mann Co. store, but only
 for a limited time!
 - Updated effects for The Cow Mangler 5000
 - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers
 - Added mapcycle_halloween containing all Halloween event maps
 - Fixed team colors and styles not updating properly in store previews
 - Fixed bug in reputation trend status display for registered servers
 - Fixed a problem that could cause repeated stutters after joining a server
 - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
 - New Halloween-themed community-created items submitted to the Workshop
 are now available in the Mann Co. store!

 Jason


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Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Jason
Well, we have a set of rules and a lot of banned players who've tried
hacking us, trolling us, etc to get us back.  What rules *WE* enforce should
be our business, shouldn't it?  So we've got a large ban list of trolls,
dicks, hackers, etc.  People often do not like us for actually enforcing our
rulesand want to hate on us.  We have a decent player base who support
us and like that we take an active and often hardline approach toward the
isms (racism, sexism, ageism, etc.) as well as toward trolls/dicks in
general.

Will valve investigate and actually consult with the server
owner/community?  Do I need to start doing demos, screenshots and recordings
of folks spewing all of the hate speech and rule breaking just to cover my
back?  I ask this because compared to some other servers, we *ARE* a little
more strict than other servers.  So with this new subjective aspect, it has
me wondering what's to come.

And why now?  Free to play was implemented, which allows even more anonymous
trolls to make account after account (and even change their IP as well), and
now I gotta answer for banishing groups of them off my server?  This may
just be the end of our servers, as I never thought, as a server owner, I'd
have to answer to Valve for the server I ran when I am not violating any
terms of service in doing so.

On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That's a valid question - an abuse reporting system has been put in place,
 without telling the users what consittutes abuse (which I think would lead
 to many more false reports than not). Some guidelines (both for users and
 server operators) might be beneficial, both to keep down the number of
 nuisance reports, AND help the server operators to stay in compliance. It's
 all well and good to say that Valve reserves the right to ban servers/IP's
 for abuse, but without knowing what the rules/guidelines are, it's giving
 operators an invisible line and telling us don't cross this.

 On Fri, Oct 28, 2011 at 2:18 PM, doctor...@web.de wrote:

 What is considered as abusive behaviour?
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Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Jason
Fletch (and Saul) thank you for the clarification.  I appreciate you taking
the time to do so.

(and I submitted my post before Fletch's came in, so my post was written
before Fletch took the time to clarify, which essentially nullifies my post,
*grin*  Timing is everything right?)

On Fri, Oct 28, 2011 at 3:01 PM, Saul Rennison saul.renni...@gmail.comwrote:

 No.

 Let me reiterate so Fletcher isn't repeating himself. If your players are
 having a good time, you won't be in trouble. The point is, it's mainly
 targeted towards gift drop exploiters and other bullshit admins do to
 advantage themselves against other players.


 Kind regards,
 *Saul Rennison*



 On 28 October 2011 19:53, Jason pctool...@gmail.com wrote:

 Well, we have a set of rules and a lot of banned players who've tried
 hacking us, trolling us, etc to get us back.  What rules *WE* enforce should
 be our business, shouldn't it?  So we've got a large ban list of trolls,
 dicks, hackers, etc.  People often do not like us for actually enforcing our
 rulesand want to hate on us.  We have a decent player base who support
 us and like that we take an active and often hardline approach toward the
 isms (racism, sexism, ageism, etc.) as well as toward trolls/dicks in
 general.

 Will valve investigate and actually consult with the server
 owner/community?  Do I need to start doing demos, screenshots and recordings
 of folks spewing all of the hate speech and rule breaking just to cover my
 back?  I ask this because compared to some other servers, we *ARE* a little
 more strict than other servers.  So with this new subjective aspect, it has
 me wondering what's to come.

 And why now?  Free to play was implemented, which allows even more
 anonymous trolls to make account after account (and even change their IP as
 well), and now I gotta answer for banishing groups of them off my server?
 This may just be the end of our servers, as I never thought, as a server
 owner, I'd have to answer to Valve for the server I ran when I am not
 violating any terms of service in doing so.


 On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That's a valid question - an abuse reporting system has been put in
 place, without telling the users what consittutes abuse (which I think would
 lead to many more false reports than not). Some guidelines (both for users
 and server operators) might be beneficial, both to keep down the number of
 nuisance reports, AND help the server operators to stay in compliance. It's
 all well and good to say that Valve reserves the right to ban servers/IP's
 for abuse, but without knowing what the rules/guidelines are, it's giving
 operators an invisible line and telling us don't cross this.

 On Fri, Oct 28, 2011 at 2:18 PM, doctor...@web.de wrote:

  What is considered as abusive behaviour?
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Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Jason
Victor, I don't think that would be considered an issue now (due to the
clarification) as I read it, one bad apple (complainer) won't spoil the
bunch (the rest of the server who is having fun)

Like you, we have occasional nights where we make an announcement and it's
called Drunk Admin Nightand our community has tons of fun with it, and
they know the admins will occasionally abuse the populous for a laugh
(without affecting objectives or overall gameplay), but the whole server is
in on it, except when we get some randoms who will come in and not know and
when asked, we tell them.  They can choose to stay, or go.but I know
some of them will now register a server complaint for abuse.  Having the
explanation we got from Fletch, i am no longer worried about the overall
intent of the system).so when valve looks into it, and sees either the
context or that it is not abusive for the sake of it.it's done for fun
and the populace HAS fun in return, then there shouldn't be too much to
worry about.  (Plus, I can only drink so much, but have regulars sending me
IM's asking When's the next 'Drunk Admin Night', the last one was a
blast!!! LOL)

Hope that helps clear it up a bit better for you

On Fri, Oct 28, 2011 at 4:35 PM, Victor Voorhuis 
victor.silverd...@gmail.com wrote:

 But what is considered abuse? Sometimes some of my admins use some commands
 for fun, so that everyone can have a laugh. Last year we had a plugin that
 would launch everybody in the air and explode mid-air. We announced
 FIREWORKS! and the falling gibs were the fireworks. Everybody enjoyed this
 and laughed. But what if one person doesn't like it because he was about to
 get a kill? Should we stop doing these kind of things or can we continue
 with the occasional fun-event-adminabuse?

 2011/10/28 doctor...@web.de

 Thanks for making things clear.
 Nice to see that you guys care for mods and plugins.
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Re: [hlds] Team Fortress 2 required update coming this afternoon

2011-10-27 Thread Jason
It's past afternoon now.is it still coming tonight?

On Thu, Oct 27, 2011 at 4:16 PM, Richie Jones 
richiejonesisawes...@gmail.com wrote:

 Party Party Hardy


 On Thursday, October 27, 2011, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
  Heads up.
 
 
 
  Insanity is upon us.
 
 
 
  We'll include the Halloween map cycle file that we're going to be using
 on about 70% of our Valve servers, so you can have an example for how you
 might want to configure your servers.
 
 
 
  Your humble servant,
 
  Fletch

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[hlds] Team Fortress 2 Update Released

2011-10-27 Thread Jason Ruymen
Required updates for Team Fortress 2 are now available.  The specific changes 
include:

- Halloween 2011 Event
   - Viaduct has been haunted and is now... Eyeaduct!
   - One full multi-piece costume set has been added for each class
   - Random gifts containing costume pieces drop in Eyeaduct on registered 
servers
   - 2 new Halloween 2011 achievements
   - Any unusual hats uncrated during the event will be Halloween-themed
   - New Halloween-themed items are available in the Mann Co. store, but only 
for a limited time!
- Updated effects for The Cow Mangler 5000
- Updated in-game abuse reporting tool to include option for reporting abusive 
game servers
- Added mapcycle_halloween containing all Halloween event maps
- Fixed team colors and styles not updating properly in store previews
- Fixed bug in reputation trend status display for registered servers
- Fixed a problem that could cause repeated stutters after joining a server
- Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
- New Halloween-themed community-created items submitted to the Workshop are 
now available in the Mann Co. store!

Jason


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Re: [hlds] Halloween 2011

2011-10-24 Thread Jason
I already got itmsleeper, thanks for doing your best to make some of us
look like morons even more.  Learn a little tact and learn to respect that
some of us *do* have comprehension issues sometimes.  Peace to you and the
others who made us feel more stupid than we already did.  Cheers

On Mon, Oct 24, 2011 at 5:00 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 You're not reading the entire article then, and only skipping to the
 parts you don't like.

 The article is about how to setup your server to be quickplay enabled.
 Part of that process is that you have to register your servers - but
 that's the only part you have to follow to be eligible for the
 Halloween stuff.

 There's no criteria for your servers to be registered. The only thing
 that cares about as vanilla as possible is the quickplay matchmaking
 system. Nowhere does it say anything about that with just registering
 your server.

 How is this a hard concept to understand.

 On Sat, Oct 22, 2011 at 12:33 PM, Jason pctool...@gmail.com wrote:
  msleeper, I am not reading between the lines, because it clearly states:
   Servers should be running as vanilla as possible. In particular,
 these
  server tags (sv_tags) will disqualify a server:
 
  We don't have but ONE vanilla server, thus my concern/question.
  So to someone who may reply in a HELPFUL way:  We don't have to put the
  results of the confirmation into our server.cfg as the instructions
 state,
  correct?  Just register and that's it?
 
  Thanks in advance.
 
  On Sat, Oct 22, 2011 at 3:59 AM, msleeper mslee...@ismsleeperwrong.com
  wrote:
 
  There's nothing to be confused about. Stop trying to read between the
  lines.
 
  In order to participate in the event, you have to REGISTER your
  servers. You don't have to make them quickplay valid. You JUST have to
  register them.
 
  How is there 20 replies to this thread.
 
  On Sat, Oct 22, 2011 at 2:46 AM, Jason pctool...@gmail.com wrote:
   Ok, I am confused.  The quickplay (and registration of servers) is
 for
   servers without mods, etc.  Which is why we only have one of our five
   servers in the quickplay registration.  Yet, the OTHER servers is
   where we
   get most of our traffic.  Your quickplay registration rules say
   something
   along the lines of either getting blacklisted or ignored if you have
   modded
   servers.
   So people who have fun modded servers are simply shit out of luck?
  If
   this is not the case, then please, explain and give DETAILS of what we
   will
   need to do.  I don't mind registering my servers for the halloween
 event
   stuff, my community would love itbut if I get left out because
   we
   have mods, I think that's a bit crappy of valve.
   Let us know exactly what we need to do to participate
 please...thank
   you
   in advance.
   Jason
  
   On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu robl...@gmail.com wrote:
  
   Why even bother trying to police it.  It's a holiday special
 events.
   People who's going to cheat/abuse it is still going get what they
 want
   in
   the end.
  
   On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
   maxim_confus...@yahoo.com wrote:
  
   Would setting up a 10 person private server for you and your friends
   to
   get the gifts and not have to deal with other people be abusing the
   system?
  
   
   From: Jon Lippincott j...@valvesoftware.com
   To: Half-Life dedicated Linux server mailing list
   hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32
 server
   mailing list hlds@list.valvesoftware.com
   Cc: TF Team tft...@valvesoftware.com
   Sent: Friday, October 21, 2011 10:32 PM
   Subject: [hlds] Halloween 2011
  
   We’re going to be launching some new Halloween content in the near
   future
   and wanted to give you all a quick heads-up.  There will be random
   gift
   drops, but this year we are requiring that participants register
 their
   servers.  If you choose not to register, you can still run the
   Halloween
   maps, but no gifts will drop on your server.  By registering, your
   server
   will also be included in matchmaking, which will potentially drive
   traffic to you.  Note that cheating or otherwise abusing the gift
 drop
   system will result in losing your registration, access to gift drops
   and
   other potential value-adds in the future.
  
   You still have plenty of time, as this change won’t be going live
   until
   next week.  Registration is quick and simple, and is outlined here.
  
   -Jon
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Re: [hlds] Halloween 2011

2011-10-22 Thread Jason
Ok, I am confused.  The quickplay (and registration of servers) is for
servers without mods, etc.  Which is why we only have one of our five
servers in the quickplay registration.  Yet, the OTHER servers is where we
get most of our traffic.  Your quickplay registration rules say something
along the lines of either getting blacklisted or ignored if you have modded
servers.

So people who have fun modded servers are simply shit out of luck?  If
this is not the case, then please, explain and give DETAILS of what we will
need to do.  I don't mind registering my servers for the halloween event
stuff, my community would love itbut if I get left out because we
have mods, I think that's a bit crappy of valve.

Let us know exactly what we need to do to participate please...thank you
in advance.

Jason

On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu robl...@gmail.com wrote:

 Why even bother trying to police it.  It's a holiday special events.
 People who's going to cheat/abuse it is still going get what they want in
 the end.


 On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes maxim_confus...@yahoo.com
  wrote:

 Would setting up a 10 person private server for you and your friends to
 get the gifts and not have to deal with other people be abusing the system?

 --
 *From:* Jon Lippincott j...@valvesoftware.com
 *To:* Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 *Cc:* TF Team tft...@valvesoftware.com
 *Sent:* Friday, October 21, 2011 10:32 PM
 *Subject:* [hlds] Halloween 2011

 We’re going to be launching some new Halloween content in the near future
 and wanted to give you all a quick heads-up.  There will be random gift
 drops, but this year we are requiring that participants register their
 servers.  If you choose not to register, you can still run the Halloween
 maps, but no gifts will drop on your server.  By registering, your server
 will also be included in matchmaking, which will potentially drive
 traffic to you.  Note that cheating or otherwise abusing the gift drop
 system will result in losing your registration, access to gift drops and
 other potential value-adds in the future.

 You still have plenty of time, as this change won’t be going live until
 next week.  Registration is quick and simple, and is outlined 
 herehttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how
 .

 -Jon

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Re: [hlds] Halloween 2011

2011-10-22 Thread Jason
msleeper, I am not reading between the lines, because it clearly
states:  Servers
should be running as vanilla as possible. In particular, these server tags
(sv_tags) will disqualify a server:

We don't have but ONE vanilla server, thus my concern/question.

So to someone who may reply in a HELPFUL way:  We don't have to put the
results of the confirmation into our server.cfg as the instructions state,
correct?  Just register and that's it?

Thanks in advance.

On Sat, Oct 22, 2011 at 3:59 AM, msleeper mslee...@ismsleeperwrong.comwrote:

 There's nothing to be confused about. Stop trying to read between the
 lines.

 In order to participate in the event, you have to REGISTER your
 servers. You don't have to make them quickplay valid. You JUST have to
 register them.

 How is there 20 replies to this thread.

 On Sat, Oct 22, 2011 at 2:46 AM, Jason pctool...@gmail.com wrote:
  Ok, I am confused.  The quickplay (and registration of servers) is for
  servers without mods, etc.  Which is why we only have one of our five
  servers in the quickplay registration.  Yet, the OTHER servers is where
 we
  get most of our traffic.  Your quickplay registration rules say
 something
  along the lines of either getting blacklisted or ignored if you have
 modded
  servers.
  So people who have fun modded servers are simply shit out of luck?  If
  this is not the case, then please, explain and give DETAILS of what we
 will
  need to do.  I don't mind registering my servers for the halloween event
  stuff, my community would love itbut if I get left out because we
  have mods, I think that's a bit crappy of valve.
  Let us know exactly what we need to do to participate please...thank
 you
  in advance.
  Jason
 
  On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu robl...@gmail.com wrote:
 
  Why even bother trying to police it.  It's a holiday special events.
  People who's going to cheat/abuse it is still going get what they want
 in
  the end.
 
  On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
  maxim_confus...@yahoo.com wrote:
 
  Would setting up a 10 person private server for you and your friends to
  get the gifts and not have to deal with other people be abusing the
 system?
 
  
  From: Jon Lippincott j...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com
  Cc: TF Team tft...@valvesoftware.com
  Sent: Friday, October 21, 2011 10:32 PM
  Subject: [hlds] Halloween 2011
 
  We’re going to be launching some new Halloween content in the near
 future
  and wanted to give you all a quick heads-up.  There will be random gift
  drops, but this year we are requiring that participants register their
  servers.  If you choose not to register, you can still run the
 Halloween
  maps, but no gifts will drop on your server.  By registering, your
 server
  will also be included in matchmaking, which will potentially drive
  traffic to you.  Note that cheating or otherwise abusing the gift drop
  system will result in losing your registration, access to gift drops
 and
  other potential value-adds in the future.
 
  You still have plenty of time, as this change won’t be going live until
  next week.  Registration is quick and simple, and is outlined here.
 
  -Jon
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Re: [hlds] hlds Digest, Vol 7, Issue 125

2011-10-22 Thread Jason
Yup, same with my servers.would like an official answer/response on
this.

On Sat, Oct 22, 2011 at 7:12 AM, kelly joe whitenoi...@ntlworld.com wrote:

 Have the same problem mate, getting spammed with at least ten errors
 identical to yours listed.

 Is there any way to 'fix' these?

 Are they a problem or just like the particle error  pcg thingy?

 Thanks

 On 21 October 2011 03:31, G. Hutchinson hu...@halsplayground.com wrote:

 Few days back with the big update my servers where running fine...
 Clients on my servers where running fine... In fact running better than ever
 in months...With each patch now I get worse off. now my 2fort server is
 spammed with below as well as a few other errors. Please stop fixing
 stuff


 material models/player/items/medic/**medic_mirror has a normal map and
 $basealphae
 nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**all_halo has a normal map and
 $basealphae
 nvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**id_badge_gold has a normal map
 and $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**id_badge_silver has a normal map
 and $bas
 ealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**id_badge_platinum has a normal
 map and $b
 asealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 MDLCache: Failed load of .VVD data for player/items/all_class/skull_**
 sodlier.mdl
 material models/player/items/all_class/**spacechem_pin has a normal map
 and $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**weiner_gold has a normal map and
 $basealp
 haenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**weiner_silver has a normal map
 and $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**weiner_bronze has a normal map
 and $basea
 lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.

 material models/player/items/all_class/**etf2l_highlander_gold has a
 normal map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**etf2l_highlander_silver has a
 normal map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**etf2l_highlander_bronze has a
 normal map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**etf2l_highlander_part has a
 normal map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_participant has a
 normal m
 ap and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular
 .

 material models/player/items/all_class/**ugc_highlander_platinum_1 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/**ugc_highlander_platinum_2 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/**ugc_highlander_platinum_3 has a
 normal ma
 p and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


 material models/player/items/all_class/**ugc_highlander_silver_1 has a
 normal map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_silver_2 has a
 normal map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_silver_3 has a
 normal map
 and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_iron_1 has a
 normal map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_iron_2 has a
 normal map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.

 material models/player/items/all_class/**ugc_highlander_iron_3 has a
 normal map an
 d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
 specular.


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Re: [hlds] Team Fortress 2 Update Released

2011-10-21 Thread Jason
Has anyone noticed when starting their servers a lot of messages about
specular texture files (or something like that) and something dealing with
UGC medals among a couple other errors (one of which I have a screen shot at
home but don't have it available here at work)?  The servers come up
seemingly with no problems, but I watch my servers for errors when they
start, and they never had this before yesterday's update.anyone else see
this?

On Fri, Oct 21, 2011 at 2:43 PM, Eugenio Roman
eugenio.motanu...@gmail.comwrote:

 It works now! Thanks!


 On Fri, Oct 21, 2011 at 12:24 AM, Team BOOM! teamb...@comcast.net wrote:

 **

 Additional info:

 ** **

 I re-ran the update tool on one of our servers that was experiencing the
 client crashes for some clients. I just saw the following update came down
 evn thought I already updated the server to the latest version”

 Updating 'Team Fortress 2 Content' from version 285 to version 286
 *Updating 'Team Fortress 2 Content' from version 285 to version 286
 100.00% downloading /orangebox\tf\scripts\items\items_game.txt***

 ** **

 It seems newer clients without few items were less likely to experience
 the join-class crashes than ones with certain items. Since running the
 update again and receiving this one file, the broken clients are now able to
 join a class without crashing on our server.

 ** **

 I recommend re-running the update tool if your clients are still crashing
 when joining a class on your server.

 ** **

 ** **
  --

 *From:* **hlds-boun...@list.valvesoftware.com** [mailto:**
 hlds-boun...@list.valvesoftware.com**] *On Behalf Of *pilger
 *Sent:* Thursday, October 20, 2011 9:46 PM
 *To:* **Half-Life dedicated Win32 server mailing list**
 *Subject:* Re: [hlds] Team Fortress 2 Update Released

 ** **

 Crashing the same as before. Twice or once a map. That's probably once
 every 15 minutes.

 On 21 October 2011 00:20, Eugenio Roman eugenio.motanu...@gmail.com
 wrote:

 I also keep on crashing. Managed to get past the character selection, but
 still, crash a few minutes after.

 ** **

 On Thu, Oct 20, 2011 at 8:17 PM, Rob Liu robl...@gmail.com wrote:

 I'm having the same problem too.  I crashed the moment I pick a class.***
 *

 ** **

 On Fri, Oct 21, 2011 at 2:14 PM, Wander wander...@gmail.com wrote:

 Since this update I crash as soon as I pick a class, and I'm not the only
 one.

 Any chance a fix for this will be released within 1-2 hours? Otherwise
 I'm just gonna go sleep.



 On Fri, Oct 21, 2011 at 02:41, Eugenio Roman
 eugenio.motanu...@gmail.com wrote:
  Thanks! Will test it very soon!
 
  On Thu, Oct 20, 2011 at 7:16 PM, Tony Paloma to...@valvesoftware.com
  wrote:
 
  Required updates for Team Fortress 2 are now available.  The specific
  changes include:
 
  - Improvements to client stability related to loading mesh content
 during
  gameplay
  - Fixed an engine error that mentioned CL_CallPostDataUpdates
  - Fixed Not Usable in Crafting text not appearing under certain
  conditions on item tooltips in the trading UI
 
  Thanks,
  Tony
 
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  please visit:
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  --
  Eugenio Motanum Roman
  https://sites.google.com/site/motanumproyect/
  eugenio.motanu...@gmail.com
  http://twitter.com/#!/MotanumR
  http://steamcommunity.com/id/Motanum
  http://www.youtube.com/user/motanium
 
 
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 ** **


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 ** **

 --
 Eugenio Motanum Roman

 ** **

 https://sites.google.com/site/motanumproyect/

 eugenio.motanu...@gmail.com

 http://twitter.com/#!/MotanumR

 http://steamcommunity.com/id/Motanum

 http://www.youtube.com/user/motanium

 ** **

 ** **


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 ** **

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 --
 Eugenio Motanum Roman

 https://sites.google.com/site/motanumproyect/
 eugenio.motanu...@gmail.com
 http://twitter.com/#!/MotanumR
 

Re: [hlds] Team Fortress 2 Update Released

2011-10-18 Thread Jason
yes, both my wife and i crashed 3 times last night after the updatewe
were only crashing once a night with the previous larger update.

On Tue, Oct 18, 2011 at 3:25 AM, Cc2iscooL cc2isc...@gmail.com wrote:

 Unfortunately clients seem to be crashing even more this update than they
 were previously.

 Ouch. D:

 On Tue, Oct 18, 2011 at 2:10 AM, Emil Larsson ail...@gmail.com wrote:

 Dunno about the clientside since i yet have to try, but I agree it was
 very lame to remove the painterly option. A lot of players who didn't use
 their bought decal tools yet feels a little screwed over.

 Thanks for the fixes though, we can now run SourceTV and Replay again
 which is important for anti-cheating reasons.


 On Tue, Oct 18, 2011 at 6:06 AM, Richie Jones 
 richiejonesisawes...@gmail.com wrote:

 So far, the reaction to the removal of the painterly filter option has
 been negative. I would really recommend you add it back to the game, and if
 not, explain why it was removed.


 On Mon, Oct 17, 2011 at 8:38 PM, Jason Ruymen 
 jas...@valvesoftware.comwrote:

 An optional update for Team Fortress 2 is now available.  The specific
 changes include:

 Team Fortress 2:
 - The Mannniversary Sale has ended, though Manniversary Packages will
 continue to drop for a short time
 - The Mannniversary Paper Hat is no longer craftable
 - Removed the painterly filter option on Decal Tools
 - Added loading screen tooltip about the new abuse reporting system
 - Added a default key binding for filing an abuse report (F7)
 - Fixed a common in-game client crash
 - Fixed a client crash when opening the loadout screen
 - Fixed a client crash related to sniper dots
 - Fixed a server crash that occurred when running both SourceTV and
 Replay
 - Fixed high five taunts applying the wielded weapon's taunt effect
 - Fixed Cannot Craft text not appearing on certain item tooltips
 - Updated localization files

 Steam Workshop:
 - Fixed not being able to retrieve Steam Workshop items if any item had
 been deleted
 - Increased Steam Workshop preview image size from 256x256 to 512x512

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-10-18 Thread Jason
And the majority of folks I speak to they cannot get onto steam and/or get
their loadouts..what's going on?  Another update or issues after this
update again?

On Tue, Oct 18, 2011 at 8:52 PM, SakeFox sake...@kingdomsend.com wrote:

  getting mass amounts of crashes related to .mdl files. did a verify_all
 and getting to be a real problem.

 if you want dumps just let me know. have 3 and counting.

 Sys_Error( 411/ - tf_wearable:  UTIL_SetModel:  not precached:
 models/player/items/spy/spy_ellis.mdl )
 ys_Error( 1029/ - tf_wearable:  UTIL_SetModel:  not precached:
 models/player/items/sniper/paper_hat.mdl )
 Sys_Error( 1089/ - tf_wearable:  UTIL_SetModel:  not precached:
 models/player/items/all_class/all_domination_medic.mdl )



 On 10/18/2011 8:44 PM, Tony Paloma wrote:

  An optional update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the updates.  The specific changes include:

 ** **

 - Fixed a frequent server crash related to packfiles

 - Fixed the following items not being able to be used in the Rebuild
 Headgear recipe: Lo-Fi Longwave, Loyalty Reward, Spiral Sallet, Summer
 Shades, Scout Flip-Flops, Lucky No. 42, Summer Hat, Killer Exclusive,
 Ball-Kicking Boots, Merc's Pride Scarf, Manniversary Paper Hat

 ** **

 Thanks,

 Tony


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Re: [hlds] Team Fortress 2 Update Released

2011-10-18 Thread Jason
Ok, good Henry, as our full server became 1/4 full due to client crashes and
it happens in groupsa few at a time.I think it was 7 times for me in
90 minsbut, the server was still up.

On Wed, Oct 19, 2011 at 12:39 AM, Henry Goffin hen...@valvesoftware.comwrote:

 We are still working on another update for these crashes. This was
 primarily server changes to get something stable that clients can connect to
 as soon as we push another client update.


 On Oct 18, 2011, at 9:05 PM, pilger pilger...@gmail.com wrote:

 I, personally, crashed twice in half an hour.

 On 19 October 2011 01:41, pilger pilger...@gmail.com wrote:

 My server seems to stay up and running now, although the clients are still
 crashing quite frequently. It's still worse than it was 2 updates ago.


 On 19 October 2011 01:12, Eric Smith er...@valvesoftware.com wrote:

 An optional update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the updates.  The specific changes include:

 - Fixed a server error about unprecached models
 - Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs

 -Eric


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[hlds] Team Fortress 2 Update Released

2011-10-17 Thread Jason Ruymen
An optional update for Team Fortress 2 is now available.  The specific changes 
include:

Team Fortress 2:
- The Mannniversary Sale has ended, though Manniversary Packages will continue 
to drop for a short time
- The Mannniversary Paper Hat is no longer craftable
- Removed the painterly filter option on Decal Tools
- Added loading screen tooltip about the new abuse reporting system
- Added a default key binding for filing an abuse report (F7)
- Fixed a common in-game client crash
- Fixed a client crash when opening the loadout screen
- Fixed a client crash related to sniper dots
- Fixed a server crash that occurred when running both SourceTV and Replay
- Fixed high five taunts applying the wielded weapon's taunt effect
- Fixed Cannot Craft text not appearing on certain item tooltips
- Updated localization files

Steam Workshop:
- Fixed not being able to retrieve Steam Workshop items if any item had been 
deleted
- Increased Steam Workshop preview image size from 256x256 to 512x512

Jason


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Re: [hlds] (no subject)

2011-10-14 Thread Jason
It may not be a message board, but instead of the emails people post about
how their stuff isn't working, I would like to think the valve guys on this
list appreciate an occasional pat on the backit definitely isn't the
norm, and who knows how many of them actually are on the forums

On Fri, Oct 14, 2011 at 10:08 AM, Administrator
ad...@crazyfreakgamers.comwrote:

  You lucky!

 Our servers are not even updated yet!
 TC admin is not configured to handle css directory. :(


 On 10/14/2011 7:36 PM, Ссомов Роман wrote:

  totally great. Thanks, Valve. Played without a single lag today.



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[hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jason Ruymen
 to mp_show_voice_icons
- Updated the localization files

Jason


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Re: [hlds] [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jason Ruymen
This should be fixed for Counter-Strike: Source now.  If you haven't already, 
you may need to do a -verify_all, but then you shouldn't need to copy anything 
from the orangebox folder to the css one.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Thursday, October 13, 2011 3:17 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_li...@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

 Regardless of which srcds.exe I use it just crashes on startup (addons 
 disabled).

 Windows 2008 R2 x64

 I tried both srcds.exe's in orangebox and the new css folder.

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump 
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13 
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the 
 server before the FPS changes were made. You can ignore that 
 patch note.


 -Original Message-
 From:

hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.valvesof
tware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com] On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: 

[hlds] Team Fortress 2 Update Released

2011-09-20 Thread Jason Ruymen
Required updates for Team Fortress 2 are now available.  The specific changes 
include:

- Updated the Pilotka so it can be crafted, traded, and gift-wrapped
- Updated the Stahlhelm so it can be crafted, traded, and gift-wrapped
- Updated the physics for the Sticky Jumper projectiles so they behave like 
regular sticky bombs

Jason


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[hlds] Counter-Strike: Source Update Released

2011-09-17 Thread Jason Ruymen
A required update for Counter-Strike: Source is now available.  The specific 
changes include:

- Disabled stats reporting on both the client and the server by default until 
the reporting problems are solved

Jason


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[hlds] Team Fortress 2 Update Available

2011-09-16 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  Please download the 
update from the hldsupdatetool.  The specific changes include:

- Fixed the Demoman not being able to charge while in the air
- Fixed items not drawing correctly on disguised Spies

Jason


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[hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Jason Ruymen
Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  The specific changes 
include:



Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

- Added a server command line option called -dumplongticks which will 
generate minidumps when there are long server frames

- Fixed startmovie failing for the raw, tga, jpg, and wav options

- Fixed some HUD messages not displaying properly on widescreen resolutions

- Updated the localization files for all games



Team Fortress 2

- Fixed Demomen with the Persian Persuader equipped picking up ammo crates when 
they're already at full health

- Fixed hatless headgear not removing the player's hat

- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola

- Fixed teleporter progress being displayed incorrectly after upgrading a 
teleporter while it was recharging

- Fixed a rare server crash related to assists

- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new 
value for the cvar

- Purchased items are no longer announced in the chat text

- Reduced the amount of server console output when client commands are out of 
sync

- Added the following ConVars for proxy support for replay FTP offloading: 
replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and 
replay_fileserver_offload_proxy_port

- Removed replay_port ConVar (and the need for replay to open a port)

- Updated the matchmaking filtering to speed up searches and reduce the number 
of pinged servers

- Updated Pl_Upward

   - Fixed ending the game mid-round when mp_timelimit has been reached

   - Fixed several exploit areas

- Updated Pl_Goldrush

   - Stage 1 : Fixed overlapping train track models

   - Stage 1 : Fixed terrain seam by red spawn exit

   - Stage 1 : Fixed red spawn room door going through ceiling

   - Stage 1 : Light fixture on roof structure of red's first spawn building 
switched to non-solid

   - Stage 2 : Added func_nobuild under bridge that would get teleported 
players stuck

   - Stage 3 : Added invisible func_brushes above roofs to block blind demo 
grenade spam

   - Stage 3 : Fixed wood structure by main gate entrance so it doesn't destroy 
teleport buildables

   - Stage 3 : Added clip brush to top of main gate entrance

   - Stage 3 : Extended red's respawn room brushes to enclose entire interior

   - Stage 3 : Added respawn visualizer material to back face of blocker that 
prevents red from entering blue's respawn area from the top route

- Updated Items

   - Added the Killer Exclusive

   - Added the Mask of the Shaman to the droplist and made it craftable

   - Added the El Jefe  to the droplist and made it craftable

   - Added two new styles for the Large Luchadore

   - Fixed the Industrial Festivizer sometimes turning white

   - Updated the shading on the Crusader's Crossbow

   - Updated the Magnificent Mongolian texture and made it paintable

   - Updated the Carouser's Capotain with an improved appearance

   - Updated the Whiskered Gentlemen with an improved appearance

   - Updated the particle effects for the Cow Mangler 5000 and the Righteous 
Bison

   - Updated the Stickybomb Jumper

  - Now uses a unique texture and projectile

  - No longer causes the wielder to take increased damage from other sources



Counter-Strike: Source

Cumulative weapon updates

- All weapons now have a new accuracy model which fixes many bugs and provides 
more intuitive weapon behavior

- Weapons now have separate accuracy penalties for jumping, landing, and 
standing on ladders

- All weapons are now more accurate while crouching

- Accuracy penalties for movement no longer have a discrete threshold, but 
scale between crouch move and run speed

- All rifles are less accurate while running

- Fixed bug that caused the glock to fire burst rounds on three consecutive 
tick frames. It now fires burst rounds with a 0.05 cycle time

- Fixed a bug that cause the famas to fire burst rounds on uneven intervals 
(0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075

- Fixed bug for the bolt action sniper rifles that caused their zoom state to 
incorrectly toggle when holding down fire

- Fixed bug that would cause the suppressor state on the USP and M4A1 to not be 
accounted for correctly when the weapons were dropped with the suppressor 
attached and then picked up

- Fixed fast suppressor switch exploit

- Decreased range of shotguns, while slightly increasing damage

- Slightly increased damage of m249

- Sniper rifles now zoom faster

- AWP fire animation changed to match 1.5 second cycle time

- Fixed burst fire prediction of FAMAS

- Fixed animation issue with elite dry fire

- Fixed timing of sounds on Glock burst fire

- Weapon spread patterns are no longer square

- Dynamic crosshair now uses actual weapon accuracy, rather than a separate 
simulation

- Increased run speed for Galil and FAMAS

- Increased FAMAS 

[hlds] Team Fortress 2 Update Released

2011-09-06 Thread Jason Ruymen
An optional update for Team Fortress 2 is now available.  The specific changes 
include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Added an additional diagnostic message when a player is dropped from a server 
due to Steam authentication failure

- Added startmovie support for resolutions above 2048x2048

- Fixed a client crash caused by running startmovie with the h264 codec 
without having QuickTime installed

- Fixed a client crash related to rendering replays



Team Fortress 2

- Reorganized the tabs in the Mann Co. Store into Bundles, Guns, Hats, Misc, 
Tools, and Maps to make it easier to find specific items

- Added a new Hot Items tab to the Mann Co. Store to show real-time popularity 
of items in the Mannconomy

- The Diamondback now correctly gets guaranteed crits if an Engineer changes 
class while their buildings are sapped

- Fixed a bug that would cause the Gunslinger to draw a normal Engineer hand 
first-person sometimes when wielding other weapons

- Fixed a server crash related to bots

- Fixed a client crash related to breakables/gibs

- Added item sets to the GetSchema WebAPI

- Updated the Spiral Sallet to be equippable by all classes

Jason

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[hlds] Team Fortress 2 Update Released

2011-09-02 Thread Jason Ruymen
An optional update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the updates.  The specific changes include:

- Added a checkbox to the Advanced Options dialog that will hide the HUD during 
freezecam screenshots 
- Added a checkbox to the Backpack dialog that will colorize items based on 
their quality
- Fixed a server crash exploit caused by invalid player viewangles
- Updated the color used for Strange quality items so it doesn't conflict with 
the color used for Unique quality items

Jason


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