RE: [hlds] ;)

2020-11-16 Thread Saint K.
“You have also committed sexual harassment at this point. By not referring to 
the proper gender identifier, HER.”

I’m tapping out hahahahaha

Next round of popcorn and drinks is on me. Enjoy the show!

Saint K.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stephanie d'Arc
Sent: 16 November 2020 22:24
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] ;)

For the persons engaging in criminal conduct on these lists. You are the reason 
vALVE is losing their hosting. You are going to prison. And you are civilly 
going to be working to pay damages for the rest of your lives. Now you can say 
oh no they don't do that. Or this won't happen. That's a manifestation of the 
psychosis that is causing you to engage in these criminal behaviors. XOGNITIVE 
BRHAVIORAL DISTORTIONS. And to the Orstralian on this list that is constantly 
privately messaging me, and Stealth. Sit tight. Your government was just 
contacted as well.

You have also committed sexual harassment at this point. By not referring to 
the proper gender identifier, HER. And keep stating to cyberstalk by trying to 
research info you cannot access. Yeah google Stephanie d'Arc. There are more 
than one Stephanie d'Arcs, but my info is not on public platforms. You cannot 
access swiss records, nor French records.

Au Revoir

Quote

Cyberbullying is using technology to threaten, harass, embarrass or target 
another person. Some of the most common types of cyberbullying include:

§Threats on online social media
§Rude texts
§Mean or negative tweets
§Posting personal information and/or videos that are intended to hurt and 
embarrass someone

In some cases, cyberbullying actually can be considered a form of harassment. 
Intimidation or meanness that focus on your gender, sexual orientation, race or 
religion would be considered harassment. No matter if the bullying is done in 
person or via the Web, this type of nastiness qualifies as discrimination and 
is actually illegal in many states today. This means that law enforcement can 
get involved in extreme cases of cyberbullying, and bullies can face 
prosecution.

Cyberbullying has unique aspects that differentiate it from other types of 
bullying:

§Persistent: Digital devices allow people to communicate all the time, 24 hours 
per day, 7 days per week. It can be hard for children and teens who are being 
bullied to get any relief.
§Permanent: Most information that is stated online is both public and permanent 
unless specific action is taking to remove it. Having negative online items 
about oneself can lead to negative effects including difficulty getting work, 
getting into college and getting scholarships.
§Hard to see: Teachers and parents may be unaware of much of the bullying that 
occurs online because it cannot be seen or heard.
In some cases, [federal stalking 
charges](http://www.cnn.com/2013/10/25/us/rebecca-sedwick-bullying-suicide-case/)
 can be brought against offenders.

Many states have enacted laws outlawing cyberstalking and cyber harassment. 
Also, many states are now enacting laws that explicitly outlaw cyberbullying. 
At least 44 states have some laws on cyberbullying.

Different Types of Cyberbullying

There are many types of cyberbullying that can eventually lead to criminal 
charges in the worst cases. If you or someone you know engages in these types 
of behaviors, a criminal charge is possible:

§Harassment: The bully sends malicious and offensive messages to a person and 
does so many times. This is a form of cyberstalking in the worst cases, and 
involves constant threatening and rude messages. It can eventually lead to 
physical harassment.
§Flaming: This activity is similar to harassment. The difference is that it is 
a fight that occurs online that is done via email, texts and chat. It is a form 
of public, online bullying that can lead to very serious outcomes with harsh 
language and images shared about a particular person.
§Exclusion: This is the act of singling out a person and leaving him or her out 
of an online group or site. The group will then harass the person that has been 
left out of the group.
§Outing: When a bully shares a person’s personal and private information, 
including images and video in some cases. A person has been ‘outed’ if that 
person’s information is widely available online.
§Masquerading: This is where the bully creates a false identity to harass a 
person on an anonymous basis. The cyberbully may also impersonate another 
person so to send that person nasty messages in the other person’s name.
§Fraping: When a person logs onto the victim’s social media accounts and 
pretends to be that person. This is a very serious offense that some may think 
is entertaining but it can ruin another person’s reputation. Google generally 
will not forget anything that has been posted even if it is deleted so this is 
a very serious form of cyberbullying.
§Trolling: This is the intentional act of getting a response online by using 
insults and bad language

RE: [hlds] Re: ;)

2020-11-16 Thread Saint K.
Mister Saint K., or my dear lord for you. Pick one.

Never thought we’d experience the poor state of US healthcare all the way here 
in Europe.

Saint K.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stephanie d'Arc
Sent: 16 November 2020 22:12
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: ;)

1) Evidence is filed with law enforcement, and the Courts.

2) Yes Saint encourage people to cyberstalking. Conspiracy to commit 
cyberstalking.

3) Evidence of Cyberbullying / Harassment / and Cyberstalking are provided in 
these emails. From these lists. The archives are full of additional evidence.

4) Use of a what you think is anonymous email clients /- VPN, is not so 
anonymous when protonmail / proton vpn is a client of my clients.

5) Saint? By 4encouraging others to Cyberstalk me as Stealths Counsel? You have 
committed cyberstalking, and now have proven conspiracy to cyberstalk. A 20 
year federal felony offense.

These are very serious charges being brought against you. I suggest before ever 
saying another thing you consult with your Attorneys.

Unless you like spending 5-10 yrs in a federal, or international prison.

End of Communications upon penalty of law.

-Stephanie

International Legal Counsel

On Mon, Nov 16, 2020, 16:05 Saint K.  wrote:

> Just google his name, Steaphanie d’Arc, it will tell you enough 
>
> From: hlds@list.valvesoftware.com  On Behalf Of 
> Melvyn Depeyrot
> Sent: 16 November 2020 22:01
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Re: ;)
>
> Also wanted to share on hlds, instead of hlds_linux
>
> -- Forwarded Message -
>
> From: Melvyn Depeyrot 
>
> Subject: Re: [hlds_linux] Re: ;)
>
> Date: Nov 16 2020, at 8:24 am
>
> To: hlds_li...@list.valvesoftware.com
>
> Man's trying to silence me on personal email. Weird phonetic alphabet 
> subject, vague threats, and everthing u'd expect. This guy seems like a full 
> blown edgy teenager tbh, and with a power complex at that. have a read:
>
> https://files.catbox.moe/rqvu4s.pdf
>
> ___
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RE: [hlds] Re: ;)

2020-11-16 Thread Saint K.
Just google his name, Steaphanie d’Arc, it will tell you enough 

From: hlds@list.valvesoftware.com  On Behalf Of 
Melvyn Depeyrot
Sent: 16 November 2020 22:01
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: ;)

Also wanted to share on hlds, instead of hlds_linux

-- Forwarded Message -

From: Melvyn Depeyrot 

Subject: Re: [hlds_linux] Re: ;)

Date: Nov 16 2020, at 8:24 am

To: hlds_li...@list.valvesoftware.com

Man's trying to silence me on personal email. Weird phonetic alphabet subject, 
vague threats, and everthing u'd expect. This guy seems like a full blown edgy 
teenager tbh, and with a power complex at that. have a read:

https://files.catbox.moe/rqvu4s.pdf

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RE: [hlds] ;)

2020-11-16 Thread Saint K.
I’m terrified, also quite high.

Sorry for the rest suffering through these mails. I find them rather 
entertaining.

Saint K.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stephanie d'Arc
Sent: 16 November 2020 16:28
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] ;)

Again, negative comment attempting to damage someone's character. Belittling, 
outing, putdowns.

Would you like a defamation of character, libel lawsuit Saint?

On Mon, Nov 16, 2020, 10:24 Saint K.  wrote:

> I’ll have whatever crack he’s smoking.
>
> From: hlds@list.valvesoftware.com  On Behalf Of 
> Stephanie d'Arc
> Sent: 16 November 2020 15:59
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] ;)
>
> End Quote.
>
> Goodbye criminals.
>
> -Stephanie
>
> Internarional Legal Counsel
>
> On Mon, Nov 16, 2020, 09:51 Boris Borealis  wrote:
>
>>> No further responses will be made.
>> Finally, thanks god.
>>
>> пн, 16 нояб. 2020 г. в 17:45, Stephanie d'Arc 
>> :
>>
>>> I guess you cyberbullies, and criminals did not see Stealths theead about 
>>> it.
>>>
>>> Since you missed it.
>>>
>>> [quote]
>>>
>>> I see that you all continue to engage in criminal behavior on these lists.
>>>
>>> You have now been reported to Interpol, and the FBI of the United States.
>>>
>>> In case you thought you were smart. With your harassment, and attempted 
>>> cyberbullyingknow thisyou have conducted yourselves in a manner 
>>> that violates federal laws regarding harassment, and cyberbullying.
>>>
>>> Sit tight kids. You indicted yourselves.
>>>
>>> /OneFingerSalute
>>>
>>> Class dismissed.
>>>
>>> Also
>>>
>>> Congratulations. You win the 1 delta 10 tango award.
>>>
>>> The lists are now reported to the hosting company. vALVE is about to lose 
>>> service of both email, and these lists.
>>>
>>> You can thank yourselves for this. Sinplelists.com has one been involved.
>>>
>>> Have a nice day!!
>>>
>>> ️‍️‍
>>>
>>> I really wish I did not have to do this.
>>>
>>> But it's time you all got held accountable for your criminal behaviors.
>>>
>>> [EndQuote]
>>>
>>> In closing, it is apparent you block Stealth, or you would know 
>>> simplelists.com is noe serving vALVE a termination of services notice for 
>>> abuse of their platform in violation of Terms of Service.
>>>
>>> And your emails are now sitting at the FBI Cybercrimes division. As charges 
>>> for Cyberbullying , and Harassment were brought against those responsible.
>>>
>>> Isn't it Ironic. Shit talking cyberbullied talk shit, and try to bully a 
>>> Transgendered person, and then block them, continuing to talk shit. Giving 
>>> more evidence that they are indeed criminals engaging in criminal behavior 
>>> on these lists.
>>>
>>> Have fun in prison.
>>>
>>> No further responses will be made. As criminals are about to get arrested.
>>>
>>> -Steaphanie
>>>
>>> Internarional Legal Counsel
>>>
>>> On Mon, Nov 16, 2020, 08:58 Jason Contreras  
>>> wrote:
>>>
>>>> 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
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/
>>>
>>> ___
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>>> please visit:
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>>
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RE: [hlds] ;)

2020-11-16 Thread Saint K.
I’ll have whatever crack he’s smoking.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stephanie d'Arc
Sent: 16 November 2020 15:59
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] ;)

End Quote.

Goodbye criminals.

-Stephanie

Internarional Legal Counsel

On Mon, Nov 16, 2020, 09:51 Boris Borealis  wrote:

>> No further responses will be made.
> Finally, thanks god.
>
> пн, 16 нояб. 2020 г. в 17:45, Stephanie d'Arc :
>
>> I guess you cyberbullies, and criminals did not see Stealths theead about it.
>>
>> Since you missed it.
>>
>> [quote]
>>
>> I see that you all continue to engage in criminal behavior on these lists.
>>
>> You have now been reported to Interpol, and the FBI of the United States.
>>
>> In case you thought you were smart. With your harassment, and attempted 
>> cyberbullyingknow thisyou have conducted yourselves in a manner that 
>> violates federal laws regarding harassment, and cyberbullying.
>>
>> Sit tight kids. You indicted yourselves.
>>
>> /OneFingerSalute
>>
>> Class dismissed.
>>
>> Also
>>
>> Congratulations. You win the 1 delta 10 tango award.
>>
>> The lists are now reported to the hosting company. vALVE is about to lose 
>> service of both email, and these lists.
>>
>> You can thank yourselves for this. Sinplelists.com has one been involved.
>>
>> Have a nice day!!
>>
>> ️‍️‍
>>
>> I really wish I did not have to do this.
>>
>> But it's time you all got held accountable for your criminal behaviors.
>>
>> [EndQuote]
>>
>> In closing, it is apparent you block Stealth, or you would know 
>> simplelists.com is noe serving vALVE a termination of services notice for 
>> abuse of their platform in violation of Terms of Service.
>>
>> And your emails are now sitting at the FBI Cybercrimes division. As charges 
>> for Cyberbullying , and Harassment were brought against those responsible.
>>
>> Isn't it Ironic. Shit talking cyberbullied talk shit, and try to bully a 
>> Transgendered person, and then block them, continuing to talk shit. Giving 
>> more evidence that they are indeed criminals engaging in criminal behavior 
>> on these lists.
>>
>> Have fun in prison.
>>
>> No further responses will be made. As criminals are about to get arrested.
>>
>> -Steaphanie
>>
>> Internarional Legal Counsel
>>
>> On Mon, Nov 16, 2020, 08:58 Jason Contreras  
>> wrote:
>>
>>> 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

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/
>>
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RE: [hlds] ;)

2020-11-16 Thread Saint K.
Hahaha, I knew it! The vibes were right. It’s that same idiot again.

Well, he’s been quiet long enough. Guess we’ll just need to wait for a list 
admin to dish out some list bans again.

Saint K.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stephanie d'Arc
Sent: 16 November 2020 03:43
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: [hlds] ;)

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] Re: 64 bit Steam concept

2020-11-15 Thread Saint K.
STEAM_0:0:2328 reporting in.

Y’all remember that American dude ranting and raving on this list before it got 
migrated to the newer system? Feel the vibes!

Unfortunately I haven’t kept my hlds archive and his name has slipped my mind.

Saint K.

From: hlds@list.valvesoftware.com  On Behalf Of 
Stealthmode Hu
Sent: 15 November 2020 06:33
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: 64 bit Steam concept

Clayton,

Post tour 4 digit non spoofed steamid. Then post your WONID.

If you cant then shutup.

Respectfully,

Dr. StealthMode Hu

Sovereign Ambassador of the Hu Civilization

All Rights / Rites Reserved

On Sat, Nov 14, 2020, 23:41 Clayton Macleod  wrote:

> Mine's four-digit. Your F5 skills are lacking. Just because I didn't mention 
> WONID doesn't mean I don't know what it is. I was present at a Valve demo of 
> Half-Life before it was released. *shrug* And I've been gaming since before 
> you were born. So keep on acting like you're old school. Nobody cares. 
> Dumbass.
>
> On Sat, 14 Nov 2020 at 20:26, Stealthmode Hu  
> wrote:
>
>> Ok Cley-ton.
>>
>> Yeah 5 digit. Steam beta ended. Everyones accounts got wiped. Then official 
>> release happened. Network was so muffed up you couldn't register for two 
>> hours. That launch was not the best. But it was a brand new platform back 
>> then. And they did not anticipate the bandwidth needs.
>>
>> ButI did notice you failed to recognize a WONID.
>>
>> So that tells me all I need to know.
>>
>> And seriously. It has everything to do with these lists.
>>
>> Know why there are not more old heads around?
>>
>> Intellectual Theft.
>>
>> Which has everything to do with these lists.
>>
>> So again, troll, keep off my threads.
>>
>> Buh bye.
>>
>> Respectfully,
>>
>> Dr. StealthMode Hu
>>
>> Sovereign Ambassador of the Hu Civilization
>>
>> All Rights / Rites Reserved
>>
>> On Sat, Nov 14, 2020, 23:19 Clayton Macleod  wrote:
>>
>>> Five-digit steamid? Newb. Seriously, no matter what is or is not going on 
>>> between you and Valve it has absolutely nothing to do with this mailing 
>>> list and nothing you say here is going to change anything. This is an 
>>> ancient mailing list for notifying server admins about stuff related to an 
>>> ancient piece of game server software. Nobody here cares about your deal. 
>>> You're accomplishing nothing beyond making yourself look like a tool and 
>>> pissing random people off by wasting their time. Heh. Give it a rest. You 
>>> got a legal issue with Valve, deal with it as though it were a legal issue. 
>>> This mailing list ain't gonna do nothin' for you on that front. SMRT
>>>
>>> On Sat, 14 Nov 2020 at 19:56, Stealthmode Hu  
>>> wrote:
>>>
>>>> I walk away after this next post. Forgive me Ook. And Wally.
>>>>
>>>> https://steamcommunity.com/id/StealthMode/
>>>>
>>>> Steamid: in Cs1.6 Stesm_0:0:28918 ( add multiplier for newer games ).
>>>>
>>>> WONID: 2116995
>>>>
>>>> Most of you do not even know what WON was.
>>>>
>>>> So please do not ever try to troll another post I make.
>>>>
>>>> Thank you.
>>>>
>>>> Respectfully,
>>>>
>>>> Dr. StealthMode Hu
>>>>
>>>> Sovereign Ambassador of the Hu Civilization
>>>>
>>>> All Rights / Rites Reserved
>>>>
>>>> On Sat, Nov 14, 2020, 22:33 Stealthmode Hu  
>>>> wrote:
>>>>
>>>>> Hey Wally. Thank the kids. I wouldn't have posted any further. But since 
>>>>> Stephanie's post, my notifications blew up to.
>>>>>
>>>>> Respectfully,
>>>>>
>>>>> Dr. StealthMode Hu
>>>>>
>>>>> Sovereign Ambassador of the Hu Civilization
>>>>>
>>>>> All Rights / Rites Reserved
>>>>>
>>>>> On Sat, Nov 14, 2020, 22:25 Wally Z  wrote:
>>>>>
>>>>>> This list has hundreds of people in it that just got 26 email 
>>>>>> notifications in the past hour.
>>>>>>
>>>>>> Take this shit to private messages somewhere
>>>>>>
>>>>>> On Sat, Nov 14, 2020 at 10:23 PM Brie  wrote:
>>>>>>
>>>>>>> I'm not a fanboy, I just use this for early update warnings lol I just 
>>>>>>> wanna know what the hell i

[hlds] RE: [hlds_linux] Thanks for everything

2020-05-01 Thread Saint K.
It's dead, Jim.



-Original Message-
From: hlds_li...@list.valvesoftware.com  On 
Behalf Of Sammi
Sent: 30 April 2020 22:24
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: Re: [hlds_linux] Thanks for everything


Sorry to see you go. Though the writing was on the wall as more anti-community 
changes were released over the years.

But has anyone been able to get any sort of response from the devs or are they 
ignoring absolutely everyone now? Is this a new policy from Gabe Newell not to 
reply to anyone in the public or just us? We've had people send them 
information about the compression exploit a week before hackers started using 
it to crash casual servers everywhere.
And now our reports of servers using fake players for months are being ignored.

Does anyone know if fake player spoofing is being enforced anymore? Is it being 
enforced in CS:GO?

Is there any way to get any sort of response other than being on the front page 
of Reddit?

A simple "yes it will be dealt with we just haven't had the time yet"
would be helpful. Or even a "no we don't care anymore" would both help clean up 
their inboxes and save us time and effort trying to reach them.

On Thu, Apr 30, 2020 at 8:47 AM ics  wrote:
>
> First of all, please do not reply to this message, to reduce spam on 
> the list.
>
> I just want to say this and thank everyone who has been here on this 
> list, talking, helping and giving help, to issues i've had over the 
> years and interacted with me regarding replies, bug reports, test 
> builds, questions and whatever there ever was.
>
> I am shutting my game servers down at the end of June '20. 16 years 
> was a long time but awesome as well. This doesnt stop or affect my 
> other interests like playing games though.
>
> So long story short thank you and shouts to some of the Valve people 
> i've had pleasure of interacting with: Fletcher, Jon and especially 
> Eric, for posting the TF2 update notes for so long. Long after CSGO 
> and
> L4D2 folks stopped.
>
> Thanks!
>
> -ics
>
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RE: [hlds] Re: CEF broken in Valve games

2019-01-14 Thread Saint K.
Apparently writing a smilie on this mailing list translates into a whole lot of 
weird gibberish being sent. 

-Original Message-
From: hlds@list.valvesoftware.com  On Behalf Of 
Saint K.
Sent: 14 January 2019 09:59
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Re: CEF broken in Valve games

Quickplay killed TF2 communities 


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RE: [hlds] Re: CEF broken in Valve games

2019-01-14 Thread Saint K.
Quickplay killed TF2 communities ৘ෞ਀ഀ਀ⴀ伀爀椀最椀渀愀氀 䴀攀猀猀愀最攀ⴀഀ਀䘀爀漀洀㨀 
栀氀搀猀䀀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀 㰀栀氀搀猀䀀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀㸀 伀渀 䈀攀栀愀氀昀 伀昀 
伀漀欀ഀ਀匀攀渀琀㨀 ㄀㐀 䨀愀渀甀愀爀礀 ㈀ ㄀㤀   㨀㐀 ഀ਀吀漀㨀 栀氀搀猀䀀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀ഀ਀匀甀戀樀攀挀琀㨀 刀攀㨀 
嬀栀氀搀猀崀 刀攀㨀 䌀䔀䘀 戀爀漀欀攀渀 椀渀 嘀愀氀瘀攀 最愀洀攀猀ഀ਀ഀ਀倀攀漀瀀氀攀 猀琀椀氀氀 瀀氀愀礀 吀䘀㈀㼀 䤀 爀攀洀攀洀戀攀爀 眀栀攀渀 
琀栀椀猀 洀愀椀氀 氀椀猀琀 眀愀猀 栀甀最攀Ⰰ 氀漀琀猀 漀昀 琀爀愀昀昀椀挀⸀ 䈀甀琀 琀栀愀琀 眀愀猀 愀 氀漀渀最 琀椀洀攀 愀最漀 
㰀猀椀最栀㸀⸀⸀⸀ഀ਀ഀ਀㈀㌀ 瀀攀漀瀀氀攀 瀀氀愀礀椀渀最 伀倀㐀 爀椀最栀琀 渀漀眀⸀ 䄀渀搀 洀漀猀琀 漀昀 琀栀漀猀攀 愀爀攀 
戀漀琀猀ഀ਀ഀ਀䤀 愀洀 猀琀椀氀氀 琀栀攀 漀昀昀椀挀椀愀氀 挀甀猀琀漀搀椀愀渀 漀昀 琀栀攀 吀䠀圀䄀䌀䬀 猀琀椀挀欀Ⰰ 戀甀琀 搀漀攀猀 
愀渀礀漀渀攀 栀攀爀攀 攀瘀攀渀 爀攀洀攀洀戀攀爀 琀栀愀琀㼀ഀ਀ഀ਀ഀ਀ഀ਀伀渀 ㄀⼀㜀⼀㄀㤀 㤀㨀㔀㄀ 倀䴀Ⰰ 刀漀戀 一攀氀猀漀渀 眀爀漀琀攀㨀ഀ਀㸀 
䤀 搀漀渀✀琀 欀渀漀眀 眀栀礀 礀漀甀 猀琀椀氀氀 戀漀琀栀攀爀⸀ഀ਀㸀ഀ਀㸀 伀渀 ㄀⼀㜀⼀㈀ ㄀㤀 㜀㨀㈀㄀ 倀䴀Ⰰ 䬀礀氀攀 匀愀渀搀攀爀猀漀渀 
眀爀漀琀攀㨀ഀ਀㸀㸀 一攀眀 礀攀愀爀 猀愀洀攀 戀甀最 㨀ⴀ⠀⸀ഀ਀㸀㸀ഀ਀㸀㸀 吀攀愀洀Ⰰഀ਀㸀㸀ഀ਀㸀㸀 䄀渀礀 氀甀挀欀 眀椀琀栀 爀攀猀漀氀瘀椀渀最 
琀栀椀猀 漀渀攀ⴀ氀椀渀攀爀㼀ഀ਀㸀㸀ഀ਀㸀㸀 䬀礀氀攀⸀ഀ਀㸀㸀ഀ਀㸀㸀 伀渀 䘀爀椀Ⰰ 䐀攀挀 ㈀㄀Ⰰ ㈀ ㄀㠀 愀琀 ㄀ 㨀 ㄀ 倀䴀 䬀礀氀攀 
匀愀渀搀攀爀猀漀渀 㰀欀礀氀攀⸀氀攀攀琀䀀最洀愀椀氀⸀挀漀洀㸀 ഀ਀㸀㸀 眀爀漀琀攀㨀ഀ਀㸀㸀 㸀ഀ਀㸀㸀 㸀 匀琀椀氀氀 戀爀漀欀攀渀 琀攀愀洀 ㈀ 
洀漀渀琀栀猀 氀愀琀攀爀 㨀⠀ 䄀猀 愀 爀攀猀甀氀琀 䤀 栀愀瘀攀 栀漀爀爀椀戀氀攀 唀堀 渀漀眀ഀ਀㸀㸀 㸀 愀猀 甀猀攀爀猀 渀攀攀搀 琀漀 挀氀椀挀欀 
椀渀琀漀 愀 瘀椀猀椀戀氀攀 眀椀渀搀漀眀 昀漀爀 愀甀搀椀漀 琀漀ഀ਀㸀㸀 㸀 愀甀琀漀洀愀琀椀挀愀氀氀礀 欀椀挀欀 漀渀 愀渀搀 琀栀攀渀 
搀椀猀愀瀀瀀攀愀爀⸀⸀⸀ 攀瘀攀爀礀 猀椀渀最氀攀 洀愀瀀 挀栀愀渀最攀⸀⸀⸀ഀ਀㸀㸀 㸀 洀愀欀椀渀最 琀栀攀 挀漀洀洀愀渀搀猀 渀漀琀 愀猀 
栀攀氀瀀昀甀氀 愀猀 琀栀攀礀 眀攀爀攀⸀ഀ਀㸀㸀 㸀ഀ਀㸀㸀 㸀 吀栀椀猀 椀猀 氀漀漀欀椀渀最 氀椀欀攀 愀 猀椀洀瀀氀攀 漀渀攀ⴀ氀椀渀攀爀Ⰰഀ਀㸀㸀 
㸀 怀挀漀洀洀愀渀搀开氀椀渀攀ⴀ㸀䄀瀀瀀攀渀搀匀眀椀琀挀栀圀椀琀栀嘀愀氀甀攀⠀∀愀甀琀漀瀀氀愀礀ⴀ瀀漀氀椀挀礀∀Ⰰഀ਀㸀㸀 㸀 
∀渀漀ⴀ甀猀攀爀ⴀ最攀猀琀甀爀攀ⴀ爀攀焀甀椀爀攀搀∀⤀㬀怀⸀ 䴀漀爀攀 琀栀愀渀 栀愀瀀瀀礀 琀漀 挀漀洀洀椀琀 琀栀椀猀 洀礀猀攀氀昀㬀ഀ਀㸀㸀 㸀 
愀氀琀攀爀渀愀琀椀瘀攀氀礀 瀀氀攀愀猀攀 氀攀琀 洀攀 欀渀漀眀 眀栀攀渀 猀漀洀攀漀渀攀 椀渀琀攀爀渀愀氀氀礀 挀愀渀 爀攀猀漀氀瘀攀ഀ਀㸀㸀 㸀 琀栀椀猀 
攀愀猀礀 椀猀猀甀攀 㨀ⴀ⤀⸀ഀ਀㸀㸀 㸀ഀ਀㸀㸀 㸀 䬀礀氀攀⸀ഀ਀㸀㸀 㸀ഀ਀㸀㸀 㸀 伀渀 䘀爀椀Ⰰ 一漀瘀 㤀Ⰰ ㈀ ㄀㠀 愀琀 㘀㨀㌀  倀䴀 
䬀礀氀攀 匀愀渀搀攀爀猀漀渀 㰀欀礀氀攀⸀氀攀攀琀䀀最洀愀椀氀⸀挀漀洀㸀 ഀ਀㸀㸀 眀爀漀琀攀㨀ഀ਀㸀㸀 㸀㸀ഀ਀㸀㸀 㸀㸀 䄀渀礀 甀瀀搀愀琀攀 漀渀 
琀栀椀猀 琀攀愀洀㼀ഀ਀㸀㸀 㸀㸀 伀渀 圀攀搀Ⰰ 伀挀琀 ㌀㄀Ⰰ ㈀ ㄀㠀 愀琀 ㄀㈀㨀㐀㠀 倀䴀 䬀礀氀攀 匀愀渀搀攀爀猀漀渀 ഀ਀㸀㸀 
㰀欀礀氀攀⸀氀攀攀琀䀀最洀愀椀氀⸀挀漀洀㸀 眀爀漀琀攀㨀ഀ਀㸀㸀 㸀㸀㸀ഀ਀㸀㸀 㸀㸀㸀 䄀渀礀 甀瀀搀愀琀攀 漀渀 琀栀椀猀 琀攀愀洀㼀ഀ਀㸀㸀 
㸀㸀㸀ഀ਀㸀㸀 㸀㸀㸀 䬀礀氀攀⸀ഀ਀㸀㸀 㸀㸀㸀 伀渀 吀栀甀Ⰰ 伀挀琀 ㈀㔀Ⰰ ㈀ ㄀㠀 愀琀 ㄀㄀㨀 㜀 䄀䴀 䬀礀氀攀 匀愀渀搀攀爀猀漀渀 ഀ਀㸀㸀 
㰀欀礀氀攀⸀氀攀攀琀䀀最洀愀椀氀⸀挀漀洀㸀 眀爀漀琀攀㨀ഀ਀㸀㸀 ഀ਀㸀㸀  䰀漀渀最 琀椀洀攀 渀漀 洀愀椀氀⸀ഀ਀㸀㸀 ഀ਀㸀㸀 
 䄀猀 椀渀搀甀猀琀爀礀 氀攀愀搀攀爀猀 氀椀欀攀 䜀漀漀最氀攀 甀渀椀昀漀爀洀氀礀 搀攀猀琀爀漀礀 琀栀攀 眀攀戀 愀猀 瀀攀爀ഀ਀㸀㸀  
ഀ਀㸀㸀 栀琀琀瀀猀㨀⼀⼀搀攀瘀攀氀漀瀀攀爀猀⸀最漀漀最氀攀⸀挀漀洀⼀眀攀戀⼀甀瀀搀愀琀攀猀⼀㈀ ㄀㜀⼀ 
㤀⼀愀甀琀漀瀀氀愀礀ⴀ瀀漀氀椀挀礀ⴀ挀栀愀渀最攀猀ഀ਀㸀㸀  Ⰰ 琀栀椀猀 栀愀猀 椀洀瀀愀挀琀攀搀 䴀伀吀䐀 愀甀搀椀漀 瀀氀愀礀戀愀挀欀 椀渀 
嘀愀氀瘀攀 最愀洀攀猀⸀ 䤀 ⠀甀猀攀搀 琀漀ഀ਀㸀㸀  戀攀昀漀爀攀 琀爀愀瘀攀氀氀椀渀最 猀漀 洀甀挀栀 渀漀眀⤀ 瀀氀愀礀 洀甀猀椀挀 
爀攀最甀氀愀爀氀礀 漀瘀攀爀 䤀挀攀挀愀猀琀㈀⸀ഀ਀㸀㸀  倀氀愀礀攀爀猀 渀漀眀 樀漀椀渀 琀栀攀 猀琀爀攀愀洀Ⰰ 戀甀琀 愀爀攀 
瀀爀攀瘀攀渀琀攀搀 昀爀漀洀 栀攀愀爀椀渀最 愀渀礀 ഀ਀㸀㸀 愀甀搀椀漀ഀ਀㸀㸀  戀攀挀愀甀猀攀 琀栀攀 䐀伀䴀 漀戀樀攀挀琀 椀猀 
戀氀漀挀欀攀搀⸀ 吀栀攀 甀猀愀最攀 漀昀 琀栀攀 爀愀搀椀漀 椀猀 搀爀椀瘀攀渀ഀ਀㸀㸀  琀栀爀漀甀最栀 瀀氀甀最椀渀 甀猀愀最攀 琀漀 
愀搀樀甀猀琀 瘀漀氀甀洀攀Ⰰ 漀瀀琀ⴀ漀甀琀Ⰰ 瘀椀攀眀 琀椀琀氀攀Ⰰ ഀ਀㸀㸀 爀攀焀甀攀猀琀猀Ⰰഀ਀㸀㸀  攀琀挀⸀ഀ਀㸀㸀 ഀ਀㸀㸀 
 伀琀栀攀爀 椀渀搀甀猀琀爀礀 氀攀愀搀攀爀猀 氀椀欀攀 栀琀琀瀀㨀⼀⼀眀眀眀⸀猀栀愀爀欀猀眀椀琀栀眀栀攀攀氀猀⸀挀漀洀⼀ 愀爀攀ഀ਀㸀㸀  
瀀爀攀猀攀渀琀氀礀 戀爀漀欀攀渀 眀栀椀氀攀 栀琀琀瀀猀㨀⼀⼀愀爀攀眀攀瀀漀渀礀礀攀琀⸀挀漀洀⼀ 愀搀搀攀搀 愀 ഀ਀㸀㸀 挀氀椀挀欀ⴀ琀栀爀漀甀最栀ഀ਀㸀㸀 
 氀愀猀琀 渀椀最栀琀⸀ഀ਀㸀㸀 ഀ਀㸀㸀  䌀愀渀 眀攀 瀀氀攀愀猀攀 琀漀最最氀攀 琀栀攀 瀀爀攀昀攀爀攀渀挀攀 漀昀昀 琀漀 
爀攀猀琀漀爀攀 琀栀椀猀 ഀ਀㸀㸀 昀甀渀挀琀椀漀渀愀氀椀琀礀㼀ഀ਀㸀㸀  吀栀攀 氀愀猀琀 琀栀椀渀最 䤀 眀愀渀琀 琀漀 搀漀 椀猀 瀀漀瀀ⴀ甀瀀 
愀 眀椀渀搀漀眀 琀栀愀琀 瀀攀漀瀀氀攀 栀愀瘀攀 琀漀ഀ਀㸀㸀  挀氀椀挀欀 椀渀ⴀ琀漀 眀栀椀挀栀 眀漀甀氀搀 搀椀猀爀甀瀀琀 琀栀攀椀爀 
最愀洀攀⸀ഀ਀㸀㸀 ഀ਀㸀㸀  䬀礀氀攀⸀ഀ਀㸀㸀 
开开开ഀ਀㸀㸀 吀漀 甀渀猀甀戀猀挀爀椀戀攀Ⰰ 攀搀椀琀 礀漀甀爀 
氀椀猀琀 瀀爀攀昀攀爀攀渀挀攀猀Ⰰ 漀爀 瘀椀攀眀 琀栀攀 氀椀猀琀 愀爀挀栀椀瘀攀猀Ⰰഀ਀㸀㸀 瀀氀攀愀猀攀 瘀椀猀椀琀㨀ഀ਀㸀㸀 
栀琀琀瀀猀㨀⼀⼀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀⼀ഀ਀㸀㸀ഀ਀㸀ഀ਀㸀 
开开开ഀ਀㸀 吀漀 甀渀猀甀戀猀挀爀椀戀攀Ⰰ 攀搀椀琀 礀漀甀爀 
氀椀猀琀 瀀爀攀昀攀爀攀渀挀攀猀Ⰰ 漀爀 瘀椀攀眀 琀栀攀 氀椀猀琀 愀爀挀栀椀瘀攀猀Ⰰഀ਀㸀 瀀氀攀愀猀攀 瘀椀猀椀琀㨀ഀ਀㸀 
栀琀琀瀀猀㨀⼀⼀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀⼀ഀ਀ഀ਀开开开ഀ਀吀漀
 甀渀猀甀戀猀挀爀椀戀攀Ⰰ 攀搀椀琀 礀漀甀爀 氀椀猀琀 瀀爀攀昀攀爀攀渀挀攀猀Ⰰ 漀爀 瘀椀攀眀 琀栀攀 氀椀猀琀 愀爀挀栀椀瘀攀猀Ⰰഀ਀瀀氀攀愀猀攀 
瘀椀猀椀琀㨀ഀ਀栀琀琀瀀猀㨀⼀⼀氀椀猀琀⸀瘀愀氀瘀攀猀漀昀琀眀愀爀攀⸀挀漀洀⼀ഀ਀
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Re: [hlds] The End

2016-10-27 Thread Saint K.
Not to become over dramatic, but us from SpecialAttack have decided to go down 
the same route.


It's a shame, but that's how life works. Saying goodbye to VALVe hosted games 
after some 17(!) years.


It's been a rocky ride with a very sour tasting end, but it is what it is.


Cheers all,


Saint K.



 From:   Richard Green <i...@rgb-services.co.uk> 
 To:   <hlds@list.valvesoftware.com> 
 Sent:   10/27/2016 8:02 AM 
 Subject:   [hlds] The End 




 
After years of watching our community dwindle to no more than a group of 
friends it’s time to put the last nail in the coffin, Simiancage.org has been 
around since pre 2004 and most of the founders like myself were cs 1.3/4/5/6 
clan members who started Simiancage.
This has always been cs/css/csgo based community and tf2 was a great community 
builder as was L4D2 however as we all know those days are gone and it is time 
to say adjure, valve have succeeded in killing 1 more cs/tf based community as 
we now look towards running new servers of a new style.
Good luck valve in killing your own reputation further.
This is not a moan just a statement of Simiancage’s refusal to prop valve in 
these games any further.
Regards to all 
D3vilfish
PS Ive enjoyed some of the helpful emails over the years to sort 
server/sourcemod problems out, I remember when updates to tf2 would come out on 
new years eve…..
ICS you have been most helpful over the years too, good luck m8
 
 

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Re: [hlds] Optional TF2 update released

2016-07-08 Thread Saint K.
Are you absolutely nuts?



 From:   Jacob  
 To:   Half-Life dedicated Win32 server mailing list 
 
 Sent:   7/8/2016 7:08 AM 
 Subject:   Re: [hlds] Optional TF2 update released 



This might not be the correct place for this, and I'm sorry if it's not, but 
are there any plans to return quickplay?

On Jul 8, 2016, at 12:58 AM, Eric Smith  wrote:


 
 
We’ve released an optional dedicated server update the fixes the Medic’s run 
speed not adjusting when his heal target is killed. You do not need this update 
unless you are experiencing this problem. 
  
Thanks. 
  
-Eric 
  
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[hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread Saint K.
Hi all,

I'd just like to point you to an (what I think) is an excellent analysis of the 
Quickplay problems, the mistakes that have been made and how this has hurt 
communities and community building.

Machine vs. Man - The mistakes of quickplay and the value of community servers
https://www.youtube.com/watch?v=kHQLq7acFhE

Please share your thoughts on this topic after you've watched the analysis. As 
an early 90's-and on- gamer I cannot help but feel that the creator of this 
video hit's the nail right on its head.

Call me nostalgic, but I think he makes a very valid point and I hope VALVe and 
other developers will take notice of this analysis.

In short; We miss community building as it used to be.

Cheers,

Saint K.


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Re: [hlds] Mandatory Team Fortress 2 update released

2016-02-04 Thread Saint K.
Hi,
 
I have to agree with the user below. In the field of security it’s absolutely 
necessary to disclose full detail of said issue so other people can verify if 
they have been compromised or not.
 
If we don’t know any of the details we neither know what to look for. 
 
Running the servers with least privilege is the absolute minimum you should do. 
But as you are probably aware, most systems that get compromised have been 
hacked through a whole series of weaknesses. One exploit could open up a way to 
execute other exploits, etc.
 
Regards,
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Hasser Css
Sent: Wednesday, February 03, 2016 11:01 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
 
Thanks for being one of the few Valve people who give any kind of 
communication, but that is a pretty bad explanation.
 
One can say it is unlikely that people have been exploited because it was 
disclosed privately and such... but that is not a good security mindset. What 
exactly is the harm in saying the scope of the vulnerability, especially now 
that it is fixed? :/
 
On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <jo...@valvesoftware.com> wrote:
The issue in question was discovered and reported to us privately, so we don't 
expect any action should be necessary for up-to-date servers.

It is always, of course, a good idea to ensure you are running servers with the 
least necessary privilege to limit the scope of any vulnerabilities future or 
present.

- John
 
On 02/02/2016 02:55 PM, Emil Larsson wrote:
What was this security issue exactly? Any concerns for us server owners for 
previously leaked rcon passwords? Or files being uploaded that aren't sprays?
Den 2 feb 2016 23:26 skrev "Eric Smith" <er...@valvesoftware.com>:
We've released a mandatory update for TF2. The update notes are below. The new 
version is 3271684.

-Eric

---

- Fixed a security issue related to the file system (thanks to Simon Pinfold 
for this report)
- Fixed a client crash related to the material system
- Fixed a crash when using medium or low texture quality on maps with static 
prop lighting
- Fixed not seeing team names when using custom scoreboards
- Fixed leaderboards occasionally not displaying when changing map
- Improved bspzip tool stability when packing maps with large amounts of custom 
assets
- Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate, the 
Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co. 
Stockpile Crate
- Updated the model/materials for the Crusader's Getup and Arthropod's Aspect
- Updated The HazMat Headcase so it can be equipped by the Sniper
- Updated The Mustachioed Mann so it can be equipped by all classes and added a 
second style
- Updated The Special Eyes so it can be equipped by the Pyro and added a second 
style
- Updated The Frenchman's Formals to hide the Scout's dog-tags
- Updated the equip_region for the Cheater's Lament and added a new style
- Updated the Backburner to add the pilot light
- Updated the Rainblower to remove the pilot light
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated pl_borneo
- Fixed an exploit where players could get outside the map
- Updated ctf_landfall
- Fixed some material issues
- Updated cp_vanguard
- Added new path to the last point
- New geometry to reduce sightlines on the middle point
- Reorganized spawn points to better exit final spawns
- Fixed Red forward spawn door blocking when held open
- Fixed some material issues

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Re: [hlds] Mandatory Team Fortress 2 update released

2016-02-04 Thread Saint K.
Ah, sorry. I was not aware that the problem also existed in other branches and 
were yet to be patched. You are absolutely correct.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Thursday, February 04, 2016 12:17 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
 
Full disclosure happens AFTER fixes are released.
As has already been said, there are patches pending release for numerous other 
engine branches.
While the ship is halfway to sea given that a patch has released for at least 
one engine, It would be irresponsible to expose the several thousand game 
servers on the other mainline branches to attack.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear
 
On Thu, Feb 4, 2016 at 10:54 AM, Saint K. <sai...@specialattack.net> wrote:
Hi,
 
I have to agree with the user below. In the field of security it’s absolutely 
necessary to disclose full detail of said issue so other people can verify if 
they have been compromised or not.
 
If we don’t know any of the details we neither know what to look for. 
 
Running the servers with least privilege is the absolute minimum you should do. 
But as you are probably aware, most systems that get compromised have been 
hacked through a whole series of weaknesses. One exploit could open up a way to 
execute other exploits, etc.
 
Regards,
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Hasser Css
Sent: Wednesday, February 03, 2016 11:01 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
 
Thanks for being one of the few Valve people who give any kind of 
communication, but that is a pretty bad explanation.
 
One can say it is unlikely that people have been exploited because it was 
disclosed privately and such... but that is not a good security mindset. What 
exactly is the harm in saying the scope of the vulnerability, especially now 
that it is fixed? :/
 
On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <jo...@valvesoftware.com> wrote:
The issue in question was discovered and reported to us privately, so we don't 
expect any action should be necessary for up-to-date servers.

It is always, of course, a good idea to ensure you are running servers with the 
least necessary privilege to limit the scope of any vulnerabilities future or 
present.

- John
 
On 02/02/2016 02:55 PM, Emil Larsson wrote:
What was this security issue exactly? Any concerns for us server owners for 
previously leaked rcon passwords? Or files being uploaded that aren't sprays?
Den 2 feb 2016 23:26 skrev "Eric Smith" <er...@valvesoftware.com>:
We've released a mandatory update for TF2. The update notes are below. The new 
version is 3271684.

-Eric

---

- Fixed a security issue related to the file system (thanks to Simon Pinfold 
for this report)
- Fixed a client crash related to the material system
- Fixed a crash when using medium or low texture quality on maps with static 
prop lighting
- Fixed not seeing team names when using custom scoreboards
- Fixed leaderboards occasionally not displaying when changing map
- Improved bspzip tool stability when packing maps with large amounts of custom 
assets
- Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate, the 
Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co. 
Stockpile Crate
- Updated the model/materials for the Crusader's Getup and Arthropod's Aspect
- Updated The HazMat Headcase so it can be equipped by the Sniper
- Updated The Mustachioed Mann so it can be equipped by all classes and added a 
second style
- Updated The Special Eyes so it can be equipped by the Pyro and added a second 
style
- Updated The Frenchman's Formals to hide the Scout's dog-tags
- Updated the equip_region for the Cheater's Lament and added a new style
- Updated the Backburner to add the pilot light
- Updated the Rainblower to remove the pilot light
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated pl_borneo
- Fixed an exploit where players could get outside the map
- Updated ctf_landfall
- Fixed some material issues
- Updated cp_vanguard
- Added new path to the last point
- New geometry to reduce sightlines on the middle point
- Reorganized spawn points to better exit final spawns
- Fixed Red forward spawn door blocking when held open
- Fixed some material issues

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Re: [hlds] Mandatory TF2 update coming

2015-12-20 Thread Saint K.
Ad income has replaced the value of proper community hosting.
 
And for the rest, the best analogy I’ve seen lately is that TF2 been turned 
into this rubber tile playground where the millenniums grew up on. 
 
Let me just make a final statement that I am greatly disappointed in what VALVe 
has become. They seem to have forgotten where they came from, but that’s most 
likely also expectable as people come and go as well.
 
Ah well, towel, ring, I’m out this discussion.
 
Cheers,
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
Sent: Sunday, December 20, 2015 3:09 AM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Mandatory TF2 update coming
 
If we are talking about transparency I think we need to talk about a few 
people's bizarre fixation on ads even though after being repeatedly told they 
were 100% blocked for quickplay players long before the official server change.
 
If you were a normal player, you would have known that. But you are not one. 
You are a custom server owner which is why you don't even know this and you are 
pretending to be a concerned player. I doubt you even have this problem because 
you can figure out how to host a server, so you shouldn't be too dumb to figure 
out how to valve in the tag box.
 
No one was asking for the MOTD to be re-enabled for quickplay users, we were 
all asking for quickplay defaulting to official servers to be removed.
 
So I think I know what you are trying to do. You are expecting something like 
this.
 
1. Your competitors using ads gets killed for you.
2. That Valve only has quickplay to kill ads (proven wrong multiple times) and 
you think they will actually remove quickplay so your servers will get the same 
coverage as quickplay compatible servers.
 
This doesn't have a sliver of a chance of happening in your favor.
 
> Look at the CSGO server operators, they have it much worse then their tf2 
> counter parts but they are not on here spamming a mailing list about it every 
> week. Instead they are coming up with incentives for players to use their 
> servers.
 
No they don't really. They have 10 times the players and official CS:GO servers 
don't clog up the browser. They have matchmaking, but soon TF2 will too so it 
will become strictly worse than CS:GO in every regard. 
 
And not to mention everyone knew you couldn't host matchmaking servers before 
the game was even released. People bought the game knowing full well that they 
would not be able to compete with official servers fairly and that is why the 
game was deader than CSS until illegal betting became a thing. The CS:GO devs 
did not pull a bait and switch.
 
I also prefer not to take any advice from someone who probably contributed this 
mess by extensively using fake players and then selling the plugin to ProTF2 
after getting blacklisted.
 
If Valve doesn't care anymore then so be it. As long as someone brings this up, 
I will use the opportunity to warn people away from hosting or having anything 
to do with Valve games other than just playing them.___
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Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread Saint K.
With TWI you pre-register your IP’s to be “ranked”. This, imo, would make the 
best system for banning unwanted servers from VALVe’s side.
 
Seems like a perfect solution to me.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cats From Above
Sent: Friday, December 18, 2015 3:17 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory TF2 update coming
 
E. Olsen’s suggestions are all fine and dandy, except for the following 
remaining questions:
1. How do you propose that Valve deal with operators who split their servers 
into different Steam IDs and regularly replace the Steam ID of their widely 
blacklisted server with a new one? Given that Valve can’t/won’t stop 10 year 
olds creating hundreds of Steam Accounts from the same computer and then using 
them to run LMAOBox on servers, I’m sceptical that they’d have the fortitude to 
deal with this issue either. And no, IP/IP:Port bans are not the answer (Too 
easy to change/Shared hosting considerations) nor is creating a barrier to 
entry for new server operators.
2. How do you propose competitive matchmaking / lobbies etc fit into this new 
UI? It’s looking rather over-crowded as it is.
3. Why do you believe that privately-run servers should be given equal 
preference, when on any other Valve game official is the default option?
4. How does any of what has been suggested negate the rising trend of official 
server exclusive content, such as contracts etc, that would naturally bias a 
new player toward Valve servers?
5. Do you believe competitive / matchmaking games will be matched to official 
servers only to ensure a stock experience and to negate cheating the 
match/economy? If so, what’s the point of discussing any of this if the biggest 
player drain from private servers is yet to come and this addresses none of it?
Sorry to be the one to ask the tough questions (not really), but someone needed 
to play devil’s advocate.
 
On Sat, Dec 19, 2015 at 12:10 AM, E. Olsen <ceo.eol...@gmail.com> wrote:
Just FYI, the whole "if players found community servers valuable, they would be 
playing on them", isn't even remotely valid. If you owned a popular restaurant, 
and the government came in and built an expressway that bypassed that 
restaurant completely (and only your existing customers even knew there was an 
off ramp somewhere to get to you), eventually you would close your doors, and 
through no fault of your own.
 
Any and all perceived "problems" Valve might have had with community server 
could be easily and quickplay fixed, simply by doing the following:
 
1. Make the client server-blacklisting system work across the board with both 
the server browser AND quickplay.
 
2. Allow players to blacklist individual servers and/or whole groups of servers 
that belong to a particular Steam ID (which would prevent them from ever being 
re-connected to those servers/groups of servers).
 
3. After doing the above, default quickplay to "all" when using the "play 
multiplayer" button (if they choose to continue to use that horrible design 
choice) OR even better - break the buttons up as suggested in THIS UI design 
proposal.
 
That's it - that's all it would take. 
 
Do that, and community servers would be self-policing (bad servers would 
naturally be blacklisted over time), and players would be exposed again to all 
options they have in terms of diversity and choice (something which is slowly, 
but surely, being stamped out of the game).
 
There can be no question that the game experience is better in the long-term on 
good community servers. Skill levels are higher, communication is better, and 
teamwork actually exists on a regular basis. Members of the TF2 team have 
admitted that themselves on this very mailing list. It doesn't need to be an 
"us against them" scenario, as again - all the TF2 team need do is expand 
existing tools available to the players to police their own experience to once 
again allow equitable treatment to community servers.
 
...but again, this has all been said time and again via this list, and I doubt 
anyone on the TF2 team even reads it anymore. I think if they planned to carry 
though on "supporting communities passionate about the game" as they once again 
mentioned just 5 months ago, then they would have done so by now.___
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Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread Saint K.
It works wonderful, so I don’t see why this should be a problem in srcds based 
games.
 
Sure, there are a few things you need to tackle, but nothing you can’t work out.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cats From Above
Sent: Friday, December 18, 2015 3:54 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory TF2 update coming
 
Actually! My mistake, found the page in question. 
Interesting, though again, I imagine it's a bit of an issue when it comes to 
the two previous examples. In any case, I doubt Valve want to run a 
preregistration program for the tens of thousands of servers across thier 
various games.
 
On Sat, Dec 19, 2015 at 1:18 AM, Cats From Above <spotsfromab...@gmail.com> 
wrote:
Oh and also, according to the information I found, TWI does not ask for server 
IP Addresses; They ask for a contact email, something that would be easy to 
bypass.

http://www.twiladder.com/page/twilpcwmut#Registration
 
On Sat, Dec 19, 2015 at 12:56 AM, Saint K. <sai...@specialattack.net> wrote:
With TWI you pre-register your IP’s to be “ranked”. This, imo, would make the 
best system for banning unwanted servers from VALVe’s side.
 
Seems like a perfect solution to me.
 
Saint K.___
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Re: [hlds] hlds Digest, Vol 51, Issue 47

2015-07-05 Thread Saint K.
We are a donation driven community that’s always been able to purchase their 
own hardware for colocation.
 
Up until the time that advertisement in the MOTD and QP came around there was 
nothing seriously wrong.
 
Properly ran community servers received donations and could sustain themselves.
 
I for one never understood why the situation was handled like this. Allowing 
the advertisements and introducing QP has simply killed off a lot of community 
servers and the community building it involved.
 
Maybe I am too much stuck in the past, hosting VALVe games since 1999, but this 
is just my view on things.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Sunday, July 05, 2015 7:07 PM
To: Just a random guy; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] hlds Digest, Vol 51, Issue 47
 
Trying to run donation-driven servers is getting harder and harder every day, 
and unless you have a very large community(~400 concurrent players at all times 
or more) - you're simply not going to afford the hardware you need to run said 
servers.
 
 
Perhaps if you try to throw up dozens of servers without a supporting community 
behind it, but if you grow your community organically (i.e. starting with a 
single server and expanding as your community grows), then the costs involved 
are minimal. A couple dozen like-minded folks are all it takes to get the first 
server off the ground.  
 
On Sun, Jul 5, 2015 at 12:40 PM, Just a random guy andrey...@mail.ru wrote:
I'd like to step in and make a a point, even though none of you know me, nor 
have I participated in this discussion.
My servers(currently six 32-slotters with all custom gamemodes/maps) run MOTDgd 
advertisements, and my entire playerbase is happy and contempt with them, 
except the three occasional non-regulars that come on once a week and bitch  
about the ads. And it's not even the annoyance of the ads, their toasters 
simply cannot run anything past a staic page in the MOTD.
My point is - your ads have to be unobtrusive(or, at least, not annoying) 
and you still have to provide a high quality gameplay/experience to 
anyone that joins.
Trying to run donation-driven servers is getting harder and harder every day, 
and unless you have a very large community(~400 concurrent players at all times 
or more) - you're simply not going to afford the hardware you need to run said 
servers.

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Re: [hlds] Optional TF2 update released

2015-07-05 Thread Saint K.
Amen.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthias 
InstantMuffin Kollek
Sent: Sunday, July 05, 2015 8:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update released
 
I don't know if the last paragraph is meant sarcastically, but ads are a huge 
problem on community servers. Feel free to write a script that connects to all 
tf2 servers and keep the speakers on.
Yes, motds can be turned off client-side. But please don't expect the average 
joe to be able to do anything else other than maybe setting his display 
resolution.

In the good old days younger people would just gather a few friends, create a 
clan and throw together part of their allowance to rent a gameserver. Later on 
they would actually survive on donations. Hosting was driven by passion.
Nowadays every person that can barely even write and their mother wants to run 
a server and pay nothing for it. And use ads and whatnot to earn money from the 
servers. Sorry, it never worked that way.
Solution is fairly simple. Have a strict report system to remove servers from 
the list. Yes, for gods sake, it won't remove every single shit server there 
is, but it's a decent first step. Evaluate, and go from there. It's not like 
Valve wouldn't spit in server-ops' faces. The issue is they don't pick the 
right ones.

Luckily, I can't say much about the pinion-official-server debate, we were 
quite unaffected in the EU. I must say however, the pinion people on spuf get a 
lot of respect from me. A lot of people shit on them for the right reasons, and 
they keep it together. I couldn't do that, god only knows.
On 05.07.2015 19:59, Alexander Corn wrote:
Are we just ignoring the fact that for a long time, Pinion hosted many of the 
CS:GO official matchmaking servers, which had terrible performance issues (like 
Valve servers now!) *and* ran MOTD ads? It's okay for Valve, a 
multi-billion-dollar corporation to do it, but not average Joe trying to make 
some money back on what already isn't a negligible expense?
But I digress. Ads really aren't a problem anymore in TF2 and if players still 
have that delusion, then there's really nothing that can be done about it. Best 
to just flip the switch back to all servers by default (and reset Valve's 
quickplay scores, they're very artificially inflated now).
 
On Sun, Jul 5, 2015 at 10:29 AM, E. Olsen ceo.eol...@gmail.com wrote:
Agreed. 
 
Donation-driven communities were how servers were operated for years (and how 
many still do). To suggest that there has been some kind of fundamental shift 
in the game's demographic that would prevent that model from working now is 
simply not true.
 
In fact, those very same people who were willing to support a server community 
in the first years of TF2 existence now have even more disposable income should 
they wish to do so.
 
The difference between the two funding models is that as opposed to those MOTD 
ads, a server community that is supported through donations has to provide 
enough actual value to players that they CHOOSE to support that 
community/server. MOTD ads simply monetize anyone that connects, without 
providing any additional value (and in so many cases, because the system is so 
open to abuse, the servers are/were barely suitable for running TF2 at all in 
terms of performance).
 
There seems to be a misconception here, though. I'm certainly not saying that 
all servers/communities that run those ads are bad. Far from it. Nor am I 
saying that those who use them are somehow doing so in a malicious or 
underhanded manner.
 
However, I AM saying that when something that has been allowed to be used on 
community servers sullies the general reputation of those very servers so much 
that we actually have players that resist the slightest change that would give 
community servers a little more exposure, then perhaps it is time to start the 
conversation about whether it is in the best interest of community servers 
operators as a whole to continue to allow those ads to function.
 
Frankly, if we have choose between restoring and rebuilding player confidence 
in the quality of community servers, or  allowing those ads to run until there 
are no players left willing to set foot on a community server, the answer would 
seem to be an easy one.
 
 
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Re: [hlds] [TWI Serveradmins] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Saint K.
We’re at full capacity, but I’ll shutdown the RO2 servers 2mo and temp. allow 
more KF servers to come online.
 
Currently the server crashes aren’t helping much either, but I know you’re 
working on it J
 
From: Serveradmins [mailto:serveradmins-boun...@list.tripwireinteractive.com] 
On Behalf Of John Gibson
Sent: Tuesday, April 21, 2015 8:45 PM
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: Re: [TWI Serveradmins] Desperately Need Some Killing Floor 2 Servers Up
 
Sorry everyone, let me try this again, without accidentially hitting send in 
the middle of the e-mail :)

So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV off 
the Steam top sellers in about 15 minutes. The bad news is, 17,000 people are 
trying to play KF2 right now (and it's going up a couple thousand every few 
minutes) and we've got enough servers up to handle about 7,000 players. Success 
is a good problem to have, but wow this really blew away our expectations.

As such we're in dire needs of LOTS of servers up. Right now there are enough 
servers to handle about 5,000 players, and we have over 16,000 people playing 
right now. Within the next few hours we'll likely pass 25,000, and by tomorrow 
we could be at 50,000 players. 
 
Can you all get servers up to help us meet this initial peak? The game is 
selling like crazy, but we're really in serious need of servers as soon as 
possible. 
Thanks everyone!
 
 

John Gibson
President
Tripwire Interactive
www.tripwireinteractive.com
 
On Tue, Apr 21, 2015 at 2:43 PM, John Gibson j...@tripwireinteractive.com 
wrote:
Hello everyone,
So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV off 
the Steam top sellers in about 15 minutes. The bad news is, 17,000 people are 
trying to play KF2 right now (and it's going up a couple thousand every few 
minutes) and we've got enough servers up to handle about 7,000 players. Success 
is a good problem to have, but wow this really blew away our expectations. 

John Gibson
President
Tripwire Interactive
www.tripwireinteractive.com___
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Re: [hlds] [TF2] Community Issues/Suggestions

2015-03-03 Thread Saint K.
That’s where VALVe went wrong. His response says it all. Once upon a time 
VALVe’s customers were important to them. Now they’re just a complaining bunch 
of necessary annoyance in order to earn money.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
Sent: Tuesday, March 03, 2015 9:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Community Issues/Suggestions
 
I thought this post by a Valve employee might be relevant to the discussion.
 
http://forums.steampowered.com/forums/showpost.php?p=22337462postcount=10
 
Unfortunately I don't think we're ever going to get the sheer numbers needed to 
force Valve's hand because the average player doesn't understand the problem. 
Most players remaining joined after the change, and they have no concept of how 
things could be better. Most of the veterans that quit assumed that their 
favorites servers naturally died instead of being killed by Valve. As you can 
see, that reddit post only has around 40 votes total.
 
I tried to warn everyone that the continued removal of server owner rights 
would lead to problems for everyone, but many people here thought that it 
wouldn't affect them as much as the bad servers, and all the players from the 
bad server would end up on their servers. Every removal was praised not only 
by trolls that didn't even play the game anymore for years, but also quite a 
few community owners. 
 
It is probably only up to Valve (or Eric, since I heard he was the only one 
working on TF2 now) to realize they made a mistake by looking at how the player 
counts are faring and seeing the drop in retention rates.
 
On Tue, Mar 3, 2015 at 6:04 AM, Rowedahelicon theoneando...@rowedahelicon.com 
wrote:
http://www.reddit.com/r/tf2/comments/2xkyad/fix_quickplay_now_an_appeal/cp2wdir 
I've posted my take on the whole situation here, after seeing some comments in 
the thread I am very worried this will turn into a giant argument of what 
should be done instead, and ultimately will have the issue collapse on itself.

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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread Saint K.
I completely agree with McKay below here.


As extra addition I'd like to add that I feel royally screwed by VALVe. I run 
VALVe based gameservers since 1999, that's 16 years in the business of trying 
to provide a proper platform for players to game on. We always ran by the 
philosophy that we wanted to provide the games as meant by VALVe. The 
quickplay system at first looked like a blessing to us, as we complied with all 
the rules already before it even launched, however, somehow, the system rates 
us poorly and we lost all of our public players.


Just the old crew is still around and we still enjoy our games of TF2. It's 
just a god damn shame we cannot realize any growth or renewal of our playerbase 
in this game anymore.


Saint K.
  _  

From: Alexander Corn [mailto:mc...@doctormckay.com]
To: 'Half-Life dedicated Win32 server mailing list' 
[mailto:hlds@list.valvesoftware.com]
Sent: Tue, 10 Feb 2015 05:44:53 +0100
Subject: Re: [hlds] Rethinking the community quickplay ban




I’ve reached the point where I no longer lose sleep over this. At this point I 
don’t expect any growth of TF2. All I care about anymore is trying to keep my 
the people in my community around as long as they still care about TF2. Trying 
to convince Valve of anything is a waste of time for me. I’d have better luck 
arguing with a brick wall.

 

Valve is dead. TF2 is dying. All I care about anymore is logging on from time 
to time to play some Dustbowl or payload or something. I liked trading for a 
while but even that is tedious and boring now that I have to alt-tab out of the 
game to check my email every time I want to swap a weapon.

 

Valve used to make intelligent decisions. I don’t know what happened, but that 
company is no more. And it’s a damn shame.

 


Alexander Corn

“Dr. McKay”

http://www.doctormckay.com

 



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Willinger
Sent: Monday, February 9, 2015 1:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Rethinking the community quickplay ban

 

So, we will let this thread die again?

Great Valve, really great, you used to be a nice company.

 

Von: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von Tim Anderson
Gesendet: Donnerstag, 05. Februar 2015 22:12
An: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Betreff: [hlds] Rethinking the community quickplay ban

 



To the TF2 team,


 


It has now been over a year since the decision to essentially ban community 
servers from quickplay by defaulting to official ones. Here are some facts of 
what has happened since then.


 


- Player gain dropped 4% from the year before.


- UGC highlander teams dropped 17%


- Highly reduced map variety from community servers.


- Even top non-quickplay servers have drastically fewer players than in 2013.


 


You may have guaranteed new players a vanilla experience, but this is ruining 
the experience for the rest. 


 


Maybe nothing is being done because you do not see enough complaints about this 
from reddit or spuf. This is because the problem is obvious when someone 
connects to a pay to win server while it is not as obvious when a server is 
dying over the span of several months because official ones are getting all the 
new players.


 


Most of the people that I talked to even knew about this change so the thought 
about complaining about it never crossed their minds. But just because they 
never knew about it doesn't mean it wasn't a problem.


 


I hope you realize that this change is doing more harm than good. It may have 
stopped some complaints but this is hurting TF2 in the long run.  ___
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[hlds] Sons robots mvm servers

2014-11-28 Thread Saint K.
Hi,
 
Is the owner of the “Sons robots” mvm servers on this list?
 
If so, could you please do everyone a favor and have a look at your MVM 
servers? You have a whole bunch of servers online who are highly overbooked on 
your hardware. As soon as the wave starts it becomes laggy as fuck and 
completely unplayable.
 
Unfortunately VALVe’s quickplay system fails here (as always) because it bloody 
keeps assigning me to your crappy ass servers.
 
Please fix this, thanks.___
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-04 Thread Saint K.
There are servers out there detecting the disablehtml cvar and effectively 
punishing you for it.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Paul
Sent: Wednesday, June 04, 2014 10:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Can we have a Quickplay Status report, please? 2
 
And that's why cl_disablehtmlmotd exists, to allow the choice. All disabling 
Flash and other elements in a HTML MOTD for all servers will do is just punish 
everyone, it's hardly a solution really. You may as well say lets take away 
all abilities to customise any element in the game from GSO's, because little 
by little that's what it's becoming if that happens. Now, if users had the 
options to disable certain elements within the HTML MOTD, rather than disable 
the HTML MOTD entirely with cl_disablehtmlmotd, then that might be a reasonable 
solution.
 
 
 
On 4 June 2014 18:50, E. Olsen ceo.eol...@gmail.com wrote:
I agree that disabling javascript/flash/html5 is less than an ideal solution, 
but for the very minor things it would disable (source radio, etc.), if it 
would allow Valve to return to a level playing field it would be a very small 
sacrifice. I'm sure if Valve came to all of us and said we'll enable all 
servers by default, but we need to remove those elements from the web browser 
to do so we would all jump at that chance. I honestly believe as long as 
operators have the ability to run those kinds of ads it will be abused by the 
blackhat folks to the point that they ruin it for the rest of us.
 
I fully agree that mass punishment is/was a seriously ham-fisted approach to 
dealing with the issues, and was the wrong (and frankly, unethical) way to 
treat all server operators. 
 
I like your ideas for better informing the players regarding quickplay options, 
but as with any system of this kind, I think it should start with maximum 
diversity fully enabled by default, and allow the players to opt out, instead 
of opting in. Only then will it be a truly level playing field for all servers.
 
On a side note, I would also like to know why the server scoring system 
(apparently) didn't work, and why it wasn't more effectively used to weed out 
all the bad apples in the first place.
 
On Wed, Jun 4, 2014 at 11:25 AM, Alexander Corn mc...@doctormckay.com wrote:
 
​
Further - if Valve wanted to get rid of those horrendous MOTD ads (and I wish 
to hell they would), they could easily do it by disabling 
flash/javascript/html5 from functioning in the in-game web browser (which would 
have probably fixed the problem almost entirely).
 
This is still not an ideal solution. Plenty of community servers rely on the 
MOTD and features such as JavaScript and Flash (mostly for audio streams, but 
many are switching to HTML5 audio elements) for their custom features. Removing 
those features is still removing features that have existed for a very long 
time due to the abusive tendencies of a few.
 
Those that are abusive should be dealt with. There is no reason why everyone 
should suffer in order to punish a few. It goes back to grade school gym class. 
Weren't you pissed when the teacher/coach made everyone run laps or whatever 
because 3-4 kids wouldn't stop talking? That's how we're being treated now.
 
I could live with the default Valve-only option if it were more obvious how to 
switch it. When the player first starts up TF2, they're shown popups directing 
them to the store, showing them how the backpack works, etc. Ironically, these 
popups really only cover the item system, which most can agree comes second to 
actual gameplay. There's no coaching regarding how to actually join a game.
 
Display a balloon that points to the Quickplay button and says something like, 
Click here to be quickly matched into a game based on gamemode and one that 
points to the servers button and says something like, Click here to fine-tune 
your desired game settings.
 
Also show a balloon in the Quickplay dialog that points to the settings button 
(which isn't exactly immediately apparent as being clickable) and also a dialog 
that explains the difference between official and community servers.
 
Official servers offer an unmodified and uncustomized experience.
 
Community servers typically offer better moderation, some minor gameplay 
modifications, and a greater sense of community.

 
Dr. McKay
www.doctormckay.com
 
On Mon, Jun 2, 2014 at 5:45 PM, E. Olsen ceo.eol...@gmail.com wrote:
Perhaps it's time to examine the possibility that Valve is very purposefully 
forcing community run servers into the minority because they're straight tired 
of having to play code-counter-code withe people like the fuckjobs who 
programmed plugins to force ads down players throats and other like-minded 
stains. 
 
I guess I would consider that a valid argument if it wasn't Valve who had 
enabled the ad farms in the first place. Those things were never a problem 
before 

Re: [hlds] [hlds_linux] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-15 Thread Saint K.
Does anyone have a solution for adding a hidden reserved slot without having to 
go to a max of 19 visible slots?

The cBase and connect extentions from sourcemod don't seem to work on FoF and 
the engine locks at 20 players.

Cheers,

Saint K.


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Re: [hlds] DDOS Prevention with IPV6

2014-03-26 Thread Saint K.

IPv6 is not yet supported. Furthermore, changing from IPv4 to IPv6 won't help 
you anyway in case of the DDoS.
Saint K.

Ariel Pinto , 3/26/2014 3:12 PM:
Hi everyone,
Is it possible to prevent/reduce DDOS attacks on game servers if I start to use 
IPV6 instead of IPV4 ?
Thanks in advanced!
 

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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Saint K.
Does no one seem to understand that there is a downside is on using DNS?
 
The clients need to resolve each DNS entry before the server can get queried, 
this takes time, not to mention that DNS servers might have defense mechanisms 
at work such as throttling the amount of incoming requests from one user.
 
Relying on external DNS servers to do this is just not the way to go.
 
VALVe has created exactly what we´ve been requesting all those years. A system 
where we can retain our servers in clients favorites after they have been 
moved. Who really cares what mechanisms are at work here to reach that goal?
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 4:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
Someone made an improvment sugestion years ago about the srv entry in dns for a 
serverport. So we don't need valves proprietary protocol if they are realizing 
that there are existing technologies we can use. The only change is on 
clientside to save DNS in favourites and lookup for a srv record for a 
domain/subdomain. It is also compatible with ipv6. So I can't understand why 
they aren't doing this easy change. It's better for serveradmins and players.
Greetings
Andre Müller
 
2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:
I also use subdomains for each IP address I have at the moment.
This method is not close to being perfect for client use. Its only good for me 
as server own as I don't need to remember IP address when connecting to server.
Most of my clients use favourites tab or history tab. But Steam browser wont 
update the IP if you had used domain name to add the server as it had already 
resolved the domain when you first added the server with the domain name.
 
For players, I think steam://connectid/Server ID is more convenient on a 
webpage and once its added it will auto update every 24 hours or until the 
client manually refreshes his server list.
Also a console command connectid would also be nice.
 
On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:
I'd have preferred a DNS solution that uses subdomains to address the specific 
servers on an IP.



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Saint K.
If you want to support DNS listings and all servers use this, when a client 
wants to do a full server listing you get all the queries. The other systems 
you name have a much lower rate of DNS querying.
 
Your proposed systems just don´t make any sense when VALVe deals with it just 
fine this way.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 5:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
What is the problem to the read the entry one time and than caching the srv 
entry (servertype, ip, port) for an active session? Other tools like hlsw can 
also do this with a little change. Also open source query tools are able to add 
this feature quickly. This is trivial...
I don't understand your consider with flooding a dns. There such other services 
with much more traffic receiving from a dns server. So, most importand part is 
a logic which is deciding between saving an ip or a dns entry into your 
favorites. This is also trivial. (REGEX) 
Look at some webpages which are including ads. So one site let the client do 
more than one dns request.
There is much more than one advertisement provider. 
So please do not try to tell us this can be a problem. For example Teamspeak (i 
don't like this software) supports it also. Additional they've added a service 
called tsdns for those, who aren't able to set a srv-entry (dynamically).
 
2014-03-05 16:33 GMT+01:00 Saint K. sai...@specialattack.net:
Does no one seem to understand that there is a downside is on using DNS?
 
The clients need to resolve each DNS entry before the server can get queried, 
this takes time, not to mention that DNS servers might have defense mechanisms 
at work such as throttling the amount of incoming requests from one user.
 
Relying on external DNS servers to do this is just not the way to go.
 
VALVe has created exactly what we´ve been requesting all those years. A system 
where we can retain our servers in clients favorites after they have been 
moved. Who really cares what mechanisms are at work here to reach that goal?
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, March 05, 2014 4:11 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Advertise a server using account ID
 
Someone made an improvment sugestion years ago about the srv entry in dns for a 
serverport. So we don't need valves proprietary protocol if they are realizing 
that there are existing technologies we can use. The only change is on 
clientside to save DNS in favourites and lookup for a srv record for a 
domain/subdomain. It is also compatible with ipv6. So I can't understand why 
they aren't doing this easy change. It's better for serveradmins and players.
Greetings
Andre Müller
 
2014-03-05 15:30 GMT+01:00 Nomaan Ahmad n0man@gmail.com:
I also use subdomains for each IP address I have at the moment.
This method is not close to being perfect for client use. Its only good for me 
as server own as I don't need to remember IP address when connecting to server.
Most of my clients use favourites tab or history tab. But Steam browser wont 
update the IP if you had used domain name to add the server as it had already 
resolved the domain when you first added the server with the domain name.
 
For players, I think steam://connectid/Server ID is more convenient on a 
webpage and once its added it will auto update every 24 hours or until the 
client manually refreshes his server list.
Also a console command connectid would also be nice.
 
On 5 March 2014 14:20, Dominik Friedrichs d...@forlix.org wrote:
I'd have preferred a DNS solution that uses subdomains to address the specific 
servers on an IP.



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

2014-02-07 Thread Saint K.
I’m confused.
 
Do I need a unique key for each server for the sv_setsteamaccount value?
 
Saint K.
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎? 
 
Anyone?
 
‎Thanks GE
 
Sent Via Pigeon
 
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.
 
On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.
 
On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

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

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

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

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

STEAM GAMESERVER ACCOUNTS
-

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

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

CREATING AN ACCOUNT:

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

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

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

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

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

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

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

sv_setsteamaccount login token

The server output should make it clear when

Re: [hlds] Mediated Discussion about Quick play change

2014-01-26 Thread Saint K.
They should have a look at the people of RO2.
 
We have to whitelist our servers there in order to be ranked. If we screw up 
the servers, they'll easily unrank us. Works like a charm.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, January 26, 2014 11:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mediated Discussion about Quick play change
 
A member of my community received a response from Fletcher in reply to an email:
 
We're hoping the nuclear option isn't permanent, because it isn't ideal.  I 
cannot promise anything in particular or any time frame, but I can say that we 
are looking for better solutions to this problem.  We understand that we are 
basically using radiation to kill cancer.  But the player experience was really 
bad and we felt it called for some immediate action.  We hope it is not the 
long term solution.
 
- Fletch

 
Dr. McKay
www.doctormckay.com
 
On Sun, Jan 26, 2014 at 5:01 AM, ics i...@ics-base.net wrote:
They are not going to kill TF2. It still brings them money and while people 
make contributions to workshop and new content, they can just pack it in and 
use that in the game. People buy keys and they get money that way.

But i don't think we get a reply, they have become too big to answer us little 
folks.

-ics

Paul kirjoitti:
They're obviously content with the idea they wish to slowly kill Team Fortress 
2, or at the very least try to. They seem to be happy to ignore our complaints 
as always :x. I agree that the option to make official servers not default 
would be somewhat the answer, but getting Valve to do that or someone at Valve 
to answer our concerns is probably going to be a miracle. Perhaps if we keep up 
with the complaints on the mailing list they will eventually respond and agree.

On 26 January 2014 05:57, ics i...@ics-base.net mailto:i...@ics-base.net 
wrote:

Yes lets think about the end user that has been enjoying community
servers and the care we take of our players, keeping cheaters out
and other troublemaking trollers and especially offering a place
to play on. For over 6 years our communities have helped TF2 grow.
Only after game went Free to Play, Valve added their own servers.
Do you even know where the players played before that? On our
community servers only. It was decided that when game goes free to
play, they will add extra servers to get new players to get on and
get familiar to the game. Thats what they have been doing all
along and they did thought the end user. Now grip tightens for
unknown reason.

The existing players will keep playing on our servers but due to
severe lack of new ones ever finding our servers, it will get our
servers emptied. The decision that was made is absolutely horrible
and one sided. Yes, it's their game and they can do whatever they
want but simply forgetting every server owner contribution to this
game in the past, especially the ones that have been here since
TF2 release and before, it's really sad to see it was made without
atleast warning us ahead of the change and telling why it has to
be like this.

-ics

Jon Just kirjoitti:

Until valve can get rid of premium servers, ad farms, and
server chains that monopolize the quick play system, I think
that this change should stay. I feel bad that community
servers have to be punished as well, but you need to think of
the average tf2 player before the server owner.

Sent from my iPod

On Jan 25, 2014, at 2:32 PM, Supreet coachcrock...@gmail.com
mailto:coachcrock...@gmail.com
mailto:coachcrock...@gmail.com

mailto:coachcrock...@gmail.com wrote:

Hello,

I think it is very wrong to accuse certain communities and
players who may or may not be exploiting the quick play
system.

Saigns or NightTeam is famous because there's a
considerable amount of population that loves the
customized gameplay. On the other hand, Skial I believe
runs the best vanilla servers along with Lotus being one
of the first largest TF2 communities who is still alive.

You have to be understanding and give every community
member credit and a pat on the back for their hard work.
If it weren't for them, a lot of the TF2 population would
be undecided in terms of their server preference.

The problem at hand:
New players are uneducated or lazy about unchecking a box
that might be irrelevant to them.

We cannot do much to fix it. By bickering and repeatedly
complaining, Valve will not be interested in reading our
comments. Let's keep our thoughts and ideas organized in a
thread

Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread Saint K.
- Add quickplay option to only connect to official Valve servers

This should have been:

- Removed quickplay for normal games (MvM only)

Your killing us.

Thanks for your support communities, but here's a giant fuck you - VALVe

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, January 24, 2014 1:38 AM
To: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 2085489.

-Eric

--

- Add quickplay option to only connect to official Valve servers 
- Prevent game servers from redirecting players to alternate servers when 
players connect through quickplay 
- Fixed the show_htmlpage command bypassing the cl_disablehtmlmotd convar on 
the client
- Fixed the loading screen not rendering correctly for Mac clients
- Fixed Asian fonts not rendering correctly for Linux clients
- Fixed a client crash related to Killstreak effects
- Fixed a client crash caused by trying to load an invalid URL in the MOTD
- Fixed a server crash related to screen fades
- Fixed color correction being based off the wrong player's origin in 
multiplayer games
- Fixed the Heavy's fists not showing the Killstreak effects 
- Fixed The War on Smissmas Battle Socks hiding the Soldier's grenades
- Fixed the Meet the Medic taunt not releasing doves during the taunt
- Fixed HUD elements not drawing correctly after beginning to record a demo
- Fixed the Short Circuit particles not always being removed on player death
- Fixed an exploit where players could run the MVM_Revive_Response, MVM_Respec, 
and use_action_slot_item commands on behalf of other players
- Updated the Unidentified Following Object, Carrion Companion, and Chucklenuts 
so they can get assists in Pyrovision 
- Updated the Festive Gloves of Running Urgently to include a blue material 
when equipped by the Blue team  
- Updated The Brainiac Hairpiece so it can be equipped with items like The 
Grizzled Growth  and added a no helmet style
- Updated The Map Maker's Medallion so name/description tags can be applied to 
it
- Updated the Short Circuit to use the Engineer's melee taunt
- Updated The Scotsman's Skullcutter to use the Demoman's secondary taunt
- Updated The TF2VRH and The Virtual Viewfinder so they can be equipped with 
hats
- Added UGC Highlander Season 11 and 6vs6 Season 13 medals
- Updated the localization files
- Updated pl_upward
- Fixed being able to construct buildings in the skybox
- Updated Mann vs. Machine
- Fixed the bots not being able to equip multiple cosmetic items
- Fixed Scout bots not playing the correct animation when stunned with 
the Sandman
- Fixed not being able to reset the countdown timer if a player 
disconnects while Ready
- Updated the countdown logic to un-Ready a team if someone quits 
during the final 10 seconds or disconnects while everyone else is Ready
- Updated MvM to un-ready a team if everyone but the disconnecting 
player was ready
- Updated mvm_rottenburg
- Improved collision near barricade to reduce players getting 
stuck
- Fixed credits not always being collected when they fall into 
the barricade
- Updated mvm_mannhattan
- Fixed being able to construct buildings inside the respawn 
room
- Fixed a material problem near the hatch

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Re: [hlds] IP Tunneling Doesnt Work With SRCDS

2013-11-26 Thread Saint K.
What does your IPsec SA look like? 10.1.0.x/32 to 0.0.0.0/0 ?

Do you see decap traffic on your IPsec SA on your srcds side when query packets 
are send towards the server?

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 3Turtles
Sent: Monday, November 25, 2013 9:11 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] IP Tunneling Doesnt Work With SRCDS

I know this isin't exactly the place to ask about this, but i dont know where 
else to ask:

I got an IPSec tunnel to mitigate DDoS attacks and the tunnel is working 
properly as i can view my tunneled game control panel (UGCC) fine. My problem 
is that my TF2 server cannot be queried or joined.

I have SRCDS listening on the internal ip (10.1.0.x) and it displays the public 
ip in the console fine but i still can't query it.

On the DDoS VPS, i have IpTables set to allow all incoming and outgoing 
traffic. Also, it can't be the box my game server runs on because when i set it 
to listen to the regular non ddos protected IP, i can query and connect to it 
fine.

Any idea what's happening?

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

2013-11-07 Thread Saint K.
Anything they do to battle them ad's gets my vote. For all I care they disable 
the HTML functionality all together.
 
Back to oldskool community building where one can only survive on donations. 
Donations means your servers are appreciated.
 
Saint K.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Thursday, November 07, 2013 3:38 PM
To: Paul Lewis; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Coming soon: changes to TF HTML MOTD support
 
There wasn't much point to running MvM servers before. Even less so now it 
seems.

Not like you can make a community around stock MvM.
 
On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:
I imagine many communities will close up on using TF2 Quickplay, whether they 
will successfully move to a different game or game mode is another question 
though. I'm switching from having 23 Mann vs Machine servers to trying Slender 
Fortress. If servers switch to being non-reliant on Quickplay then in my view 
that's partly good, as Quickplay from day one was a bad idea in my opinion. It 
doesn't promote or offer options to join servers which are run in an unofficial 
way (e.g. custom gamemodes or custom maps). In the days of Team Fortress 
Classic players had to use the server browser, and those days were better in my 
view. Custom run servers saw more players back then than they typically do in 
TF2 these days.
 
It's impossible to use the MOTD for even simple images and links, so is 
practically impossible for a community to make links to things such as donation 
pages to help them cover costs of their servers. I'm expecting to see the 
number of Quickplay servers drop by a reasonable amount, and possibly more 
non-Quickplay servers to open (custom gamemodes and/or custom maps).
 
On 7 November 2013 11:00, Element elem...@idle.tf wrote:
I run a group of servers which are funded from MOTD impressions resulting in my 
small community of players being able to play on servers setup the way they 
like, for FREE.

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

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

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


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


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




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

2013-11-07 Thread Saint K.
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 are communities that run great servers and multiple of them. 
Imagine the frikkin cost of servers Skial has to deal with, with their massive 
80 something servers. 
These ads help pay for these expensive DDoS protected servers hosted by big 
communities.
A lot of concerned people have offered their tiny bits of tweaks and solutions 
to your update but it will never stop. 
Either pull an EA and remove MOTDs overall, doom us all so we can get some 
closure and move on LOL or let server operators have the freedom to run their 
server the way they want.
Why don't you just work with the ad companies and get them to make a variable 
that tells the quickplay system read if the server is ad enabled, or maybe 
through sv_tags and DEDUCT score off of quickplay.
It'll make all the complaining kids happy. 50% less chance I'll end up on an ad 
enabled server.
Many thanks and regards.
Please contribute to this discussion in a professional and cognitively inclined 
manner and refrain from being monkeys yelling at each other on the mailing list.___
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Re: [hlds] [hlds_linux] high five taunt crashes server

2013-10-30 Thread Saint K.
Does anyone know a workaround for the crashes by any chance?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, October 30, 2013 3:17 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] high five taunt crashes server

We're investigating.  Thanks for the report.

-Eric


On Oct 29, 2013, at 6:49 PM, big john 
brewskii...@gmail.commailto:brewskii...@gmail.com wrote:


Yep I can confirm as well

On Oct 29, 2013 9:17 PM, Peter Jerde 
peter-h...@jerde.netmailto:peter-h...@jerde.net wrote:
If two soldiers or two demomen highfive, the server crashes. Just verified it 
on a server with the addons folder completely removed, though I haven't tested 
it on a fully vanilla server (no config files) yet.

- Peter
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Re: [hlds] Hide server from certain IP's?

2013-10-22 Thread Saint K.
In this case, If you've got the evidence, you're better off filing a case with 
the authorities.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
Sent: Tuesday, October 22, 2013 9:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hide server from certain IP's?

As Jason said, just blocking his IP isn't good enough since the attack comes 
from many other IP's. And since the server queries go through Valve's master 
servers, I don't think what Jason wants to accomplish is possible.

On Tue, Oct 22, 2013 at 9:00 PM, Doctor McKay mc...@doctormckay.com wrote:
 Use iptables or a similar firewall to drop all traffic from his IP.


 Dr. McKay
 www.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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--
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

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Re: [hlds] TF2 MOTD and Quickplay

2013-06-17 Thread Saint K .
A good community and it's servers are supported by it's donors, not by highly 
intrusive advertisements.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Supreet Sahni [coachcrock...@gmail.com]
Sent: 17 June 2013 01:13
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 MOTD and Quickplay

Doctor, why don't you pay the $300-400 dedicated server bills and other 
expenses that server owners have to pay to keep their community running.

It's as simple as this, a server forces you to see ads, leave it and don't come 
back. Why are you trying to be a Nazi government trying to control what server 
owners want to do.

Look Valve, we pay for these servers okay. Dedicated servers aren't cheap, we 
need to make money to recovery costs. What you are basically doing is stunting 
one community's growth.

If you continue to create features that will just add more and more 
restrictions for server owners, why don't you just become like one of the game 
publishers that don't even let users host dedicated servers.

Just take away our server powers and how about this Valve? Why don't you just 
host all the servers for us and leave us the headache? How much extra server 
dollars will that cost you Valve, and also how much manpower will you need to 
maintain those 1000s of servers running plugins that people LOVE!

It's easy for you to just toss up Vanilla servers in there with no 
configurations and setups but do realize the amount of hours and hardwork 
server owners put in their community. We build it from ground up. How would you 
like it Valve is Example Gaming Regulation told you, you can't push certain 
updates and release a set group of weapons and items.

The point is this - we pay full cost for our communities, so let us do THINGS 
to cover for the cost. Otherwise, make srcds use less RAM and CPU so we don't 
have to buy expensive servers.

I speak on behalf of many community owners who are irritated by people stirring 
up something every few weeks for no reason. Yeah I'm talking about you Doctor.

Your TF2 would be NOTHING if it wasn't for us hard working community owners who 
provide great servers for your playerbase to play at.


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Re: [hlds] NO to in game advertising

2013-06-06 Thread Saint K .
The problem being, sometimes at the mids of a night I like to play a game of 
MVM. Our own servers are empty then, so I go to matchmaking to find me a game.

What I find there shocks me. Every single server it sends me to spams me with 
Pinion ads, trying to force me to watch the crap. By the time I manage to 
disconnect, iIve been long enough on the server for the owner to earn money 
with my connection attempt. Regardless of any updates VALVe pushed out, I still 
either can't close the MOTD or the ad keeps playing in the background, which is 
annoying as hell.

Also, matchmaking tends so send you to the same servers over and over again 
during those time periods, making it so that you keep joining the same crappy 
servers. These servers often also are very poorly configured, it lags like 
shit(while the ping reports good) and is stuffed with tons of crap. A Mystery 
to me why players continue to play there, but a theory is that they simply 
don't know better. That's how they know TF2 these days.

VALVe has made a lot of attempts to get better quality servers with the ranking 
and everything, however, because they let their no advertisement policies go at 
some point, this is the result we're stuck with.

Saint K.

P.s. My location is Europe based, so these things that happen go on in Europe. 
I can't speak for any other parts of the world

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Doctor McKay [mc...@doctormckay.com]
Sent: 06 June 2013 02:33
To: Mart-Jan Reeuwijk; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] NO to in game advertising

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

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



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


On Wed, Jun 5, 2013 at 9:58 AM, Mart-Jan Reeuwijk 
mreeu...@yahoo.commailto: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.commailto:c.nathan.andr...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto: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.commailto:patr...@staff.hypernia.com wrote:
Here’s an idea.  Why don’t one of you stalwarts create an in game ad blocker. 
:)  But then of course you’d have to advertise it
to get people to use it. ;)

P.



From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto: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.commailto:hlds-boun...@list.valvesoftware.com 
[hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 on behalf of Sebastian Iskra [seabas...@gmail.commailto: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.netmailto: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

Re: [hlds] NO to in game advertising

2013-06-05 Thread Saint K .
Once upon a time there was an era where community's survived on donations. 
Receiving donations was an indication of the community doing a good job, after 
all, if they weren't, they wouldn't receive donations and the community 
wouldn't last.

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

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

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

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

My 2 cents.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Devin [hollan...@gmail.com]
Sent: 04 June 2013 17:50
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] NO to in game advertising

Valve and Pinion are independent companies. Pinion is designed to help offset 
the overhead required to host servers, web sites, etc. Valve isn’t going to 
force you to start using pinion. My goodness, use some brain power at some 
point. Don’t just spew your knee-jerk reactions on a mailing list that end up 
harassing people with your bonehead thoughts.


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Monday, June 03, 2013 4:49 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] NO to in game advertising

This mailing list is for server operators, not for players. Please take it to 
SPUF or SPUD if you want to discuss this.



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

On Mon, Jun 3, 2013 at 11:49 AM, big john 
brewskii...@gmail.commailto:brewskii...@gmail.com wrote:

What the hell is this random mumbo jumbo. It was clear in the first 2 sentences 
the you have no idea what you are talking about.
On Jun 3, 2013 11:47 AM, proto mon 
prototypefr...@gmail.commailto:prototypefr...@gmail.com wrote:
Holy Jesus Please disable these ads
They are getting so god damn annoying, And the audio ads are even worst. They 
keep playing somehow even if you switch the server. You literally have to quit 
the game to stop the ads.



On Sun, Mar 31, 2013 at 2:42 AM, G. Hutchinson 
hu...@halsplayground.commailto:hu...@halsplayground.com wrote:
This pinion thing first visited the list a month or two back and I wrote a 
response to the list voicing my two cents. However I did this from my phone and 
it got bounced back for because of the previous posts not being cropped down. 
In short it essentially said Shame on Valve for even entertaining something 
like pinion pertaining to any in game advertising.

Valve is selling hats, drop items, etc etc etc... The game is still generating 
money. To play the game we see advertising when we log in to steam. I don't 
want to see ads when playing games  for Viagra, Uncle Bucks Beer, and Lysol. 
Everyone knows Uncle Buck is in the Klan. If Valve wants to pursue money in 
advertising, then replace the cereal boxes in L4D with Honeycomb and Fruit Loop 
boxes. Make the soda cans in the games that are lying around Pepsi cans and 
profit that way. You're welcome for the idea... (% my way).

MAKE MOVIES...

If other community owners want to show ads on their MOTD, have at it. Whether 
it is through pinion, or by bypassing pinion and seeking ads through other 
means and cutting out the middle man, ie; pinon. Live and let live.

However, my fear is about the day Valve forces the servers I run to show ads 
or do anything through the in game browser I am unaware of for that matter, of 
such nature. They are ran on my hardware, at my expense, running essentially an 
open source game server file(s). Or at least that's how it started out. So if 
this changes, I would expect to see a full disclosure on the matter, and expect 
to have to click something saying I approve of the conditions before 
downloading the new server files to my server prior to implementation. 
Warranting today's society, a class action suit undoubtedly would pop up and 
surely Valve is clever enough to think of such matters, thus dropping such a 
concept of pinion rather quickly.

Now through my own absurdity I hope it makes Valve see it's own... If any of 
this pinion crap is true.

I am reasonable... I would expect 50,000% profit for my share of monies 
generated. That is fifty thousand percent, not 50 percent. I am reasonable 
after all...  Should the day come that I entertained a partnership with Valve 
as an advertising agency. This would cover any future potential and probably 
legal expenses expected to incur. And that's what would occur... My hardware 
would them become a venue of advertising the game more so than I

Re: [hlds] NO to in game advertising

2013-06-05 Thread Saint K .
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.netmailto: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.commailto:hlds-boun...@list.valvesoftware.com 
[hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 on behalf of Devin [hollan...@gmail.commailto:hollan...@gmail.com]
Sent: 04 June 2013 17:50

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

Valve and Pinion are independent companies. Pinion is designed to help offset 
the overhead required to host servers, web sites, etc. Valve isn’t going to 
force you to start using pinion. My goodness, use some brain power at some 
point. Don’t just spew your knee-jerk reactions on a mailing list that end up 
harassing people with your bonehead thoughts.


From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Doctor McKay
Sent: Monday, June 03, 2013 4:49 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] NO to in game advertising

This mailing list is for server operators, not for players. Please take it to 
SPUF or SPUD if you want to discuss this.



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

On Mon, Jun 3, 2013 at 11:49 AM, big john 
brewskii...@gmail.commailto:brewskii...@gmail.com wrote:

What the hell is this random mumbo jumbo. It was clear in the first 2 sentences 
the you have no idea what you are talking about.
On Jun 3, 2013 11:47 AM, proto mon 
prototypefr...@gmail.commailto:prototypefr...@gmail.com wrote:
Holy Jesus Please disable these ads
They are getting so god damn annoying, And the audio ads are even worst. They 
keep playing somehow even if you switch the server. You literally have to quit 
the game to stop the ads.



On Sun, Mar 31, 2013 at 2:42 AM, G. Hutchinson 
hu...@halsplayground.commailto:hu...@halsplayground.com wrote:
This pinion thing first visited the list a month or two back and I wrote a 
response to the list voicing my two cents. However I did this from my phone and 
it got bounced back for because of the previous posts not being cropped down. 
In short it essentially said Shame on Valve for even entertaining something 
like pinion pertaining to any in game advertising.

Valve is selling hats, drop items, etc etc etc... The game is still generating 
money. To play the game we see advertising when we log in to steam. I don't 
want to see ads when playing games  for Viagra, Uncle Bucks Beer, and Lysol. 
Everyone knows Uncle Buck is in the Klan. If Valve wants to pursue money in 
advertising, then replace the cereal boxes in L4D with Honeycomb and Fruit Loop 
boxes. Make the soda cans in the games that are lying around Pepsi cans and 
profit that way. You're welcome for the idea... (% my way).

MAKE MOVIES...

If other community owners want to show ads on their MOTD, have at it. Whether 
it is through pinion, or by bypassing pinion and seeking ads through other 
means and cutting out the middle man, ie; pinon. Live and let live.

However, my fear is about the day Valve forces the servers I run to show ads 
or do anything through the in game browser I am unaware of for that matter, of 
such nature. They are ran on my hardware, at my expense, running essentially an 
open source game server file(s). Or at least that's how it started out. So if 
this changes, I would expect to see a full disclosure on the matter, and expect 
to have to click something saying I approve of the conditions before 
downloading the new server files to my

Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013

2013-05-30 Thread Saint K .
We've applied the update as instructed, however our servers refuse to launch. 
They crash instantly when being booted.

Am I missing something?

Before the console closes I can read a few warnings about:

Warning: Warning, failed to load outer for resource 'perweaponkillsta
same error for perweaponassistS, perweapinshotsta etc etc.

This is while loading rste-Saipan (our default launch map).

I ran the updater a few times to make sure everything is validated, but no joy.

Cheers,

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 30 May 2013 01:13
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: Re: [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 
30th 2013

We've noticed that SteamCMD can be a bit finicky when using branching (by 
finicky I mean that batch files and shortcuts may not work). If you need to 
grab the early access Rising Storm/RO2 server files manually from SteamCMD here 
are step by step instructions:

start up SteamCMD
Enter the following commands:
login yourname yourpass
force_install_dir the dir where you want to put the serverfiles
app_update 212542 validate -beta risingstorm

That will cause SteamCMD to download the early access server files.

Thanks,

John

On Wed, May 29, 2013 at 3:45 PM, John Gibson 
j...@tripwireinteractive.commailto:j...@tripwireinteractive.com wrote:
Everyone,

Rising Storm is launching tomorrow at 1PM EST (10AM Pacific). Early tomorrow 
morning we'll be cutting off the beta in preparation for the full game's 
launch. To enable you all to get your servers converted over from the beta to 
the full game (or to update your RO2 servers to RO2/Rising Storm merged) we 
have set up early access to the server files on SteamCMD. To download the 
server files from Steam command (or to update an existing Red Orchestra 2 
server) you will need to update through SteamCMD with the RO2 app ID of 212542. 
Additionally, to update your servers prior to the launch you'll need to add 
this to your SteamCMD update/download commandline:

-beta risingstorm

Adding that to your commandline will download the server files that will be set 
live for everyone at 1PM EST tomorrow.

Thanks to everyone that hosted servers for the Rising Storm beta!

Cheers,

John

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Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013

2013-05-30 Thread Saint K .
Hmm, looks like doing a clean install and take the long way does the trick.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Saint K. [sai...@specialattack.net]
Sent: 30 May 2013 10:15
To: serveradm...@tripwireinteractive.com; Half-Life dedicated Win32 server 
mailing list
Subject: Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, 
May 30th 2013

We've applied the update as instructed, however our servers refuse to launch. 
They crash instantly when being booted.

Am I missing something?

Before the console closes I can read a few warnings about:

Warning: Warning, failed to load outer for resource 'perweaponkillsta
same error for perweaponassistS, perweapinshotsta etc etc.

This is while loading rste-Saipan (our default launch map).

I ran the updater a few times to make sure everything is validated, but no joy.

Cheers,

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 30 May 2013 01:13
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: Re: [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 
30th 2013

We've noticed that SteamCMD can be a bit finicky when using branching (by 
finicky I mean that batch files and shortcuts may not work). If you need to 
grab the early access Rising Storm/RO2 server files manually from SteamCMD here 
are step by step instructions:

start up SteamCMD
Enter the following commands:
login yourname yourpass
force_install_dir the dir where you want to put the serverfiles
app_update 212542 validate -beta risingstorm

That will cause SteamCMD to download the early access server files.

Thanks,

John

On Wed, May 29, 2013 at 3:45 PM, John Gibson 
j...@tripwireinteractive.commailto:j...@tripwireinteractive.com wrote:
Everyone,

Rising Storm is launching tomorrow at 1PM EST (10AM Pacific). Early tomorrow 
morning we'll be cutting off the beta in preparation for the full game's 
launch. To enable you all to get your servers converted over from the beta to 
the full game (or to update your RO2 servers to RO2/Rising Storm merged) we 
have set up early access to the server files on SteamCMD. To download the 
server files from Steam command (or to update an existing Red Orchestra 2 
server) you will need to update through SteamCMD with the RO2 app ID of 212542. 
Additionally, to update your servers prior to the launch you'll need to add 
this to your SteamCMD update/download commandline:

-beta risingstorm

Adding that to your commandline will download the server files that will be set 
live for everyone at 1PM EST tomorrow.

Thanks to everyone that hosted servers for the Rising Storm beta!

Cheers,

John

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Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013

2013-05-30 Thread Saint K .
Thanks, congrats with the launch!

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 30 May 2013 18:49
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: Re: [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 
30th 2013

Everyone,

We have now set the Rising Storm/RO2 merged servers live completely. So you no 
longer need the beta flag. You can now update your servers normally with the 
RO2 app ID of 212542.

Thanks,

John

On Wed, May 29, 2013 at 3:45 PM, John Gibson 
j...@tripwireinteractive.commailto:j...@tripwireinteractive.com wrote:
Everyone,

Rising Storm is launching tomorrow at 1PM EST (10AM Pacific). Early tomorrow 
morning we'll be cutting off the beta in preparation for the full game's 
launch. To enable you all to get your servers converted over from the beta to 
the full game (or to update your RO2 servers to RO2/Rising Storm merged) we 
have set up early access to the server files on SteamCMD. To download the 
server files from Steam command (or to update an existing Red Orchestra 2 
server) you will need to update through SteamCMD with the RO2 app ID of 212542. 
Additionally, to update your servers prior to the launch you'll need to add 
this to your SteamCMD update/download commandline:

-beta risingstorm

Adding that to your commandline will download the server files that will be set 
live for everyone at 1PM EST tomorrow.

Thanks to everyone that hosted servers for the Rising Storm beta!

Cheers,

John

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Re: [hlds] [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent

2013-05-21 Thread Saint K .
Alright thanks.

Is there anyone on this list who has made an auto update feature that they are 
willing to share?

Cheers,

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 21 May 2013 00:29
To: Half-Life dedicated Win32 server mailing list
Cc: serveradm...@tripwireinteractive.com
Subject: Re: [TWI Serveradmins] [hlds] Required Rising Storm Beta Server Update 
Imminent

There is no built in autoupdate functionality, although server hosts may have 
some scripts that they use.

On Mon, May 20, 2013 at 6:40 PM, Saint K. 
sai...@specialattack.netmailto:sai...@specialattack.net wrote:
Quick question, is there a autoupdate function for RO2 servers?

Saint K.

From: Serveradmins 
[serveradmins-boun...@list.tripwireinteractive.commailto:serveradmins-boun...@list.tripwireinteractive.com]
 on behalf of John Gibson 
[j...@tripwireinteractive.commailto:j...@tripwireinteractive.com]
Sent: 20 May 2013 23:25
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent

A required server update for Rising Storm beta is imminent. This update fixes 
another issue that would cause Iwo Jima's objectives to break under certain 
circumstances.

Thanks,

John

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Re: [hlds] [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent

2013-05-20 Thread Saint K .
Quick question, is there a autoupdate function for RO2 servers?

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 20 May 2013 23:25
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent

A required server update for Rising Storm beta is imminent. This update fixes 
another issue that would cause Iwo Jima's objectives to break under certain 
circumstances.

Thanks,

John
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Re: [hlds] Mandatory update 1765266 for TF2 released

2013-05-17 Thread Saint K .
MVM mode is well bugged.

Sentry busters keep spawning like mad, teleports destroy at round end, zappers 
get attached which can't be removed, etc.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 17 May 2013 22:58
To: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Mandatory update 1765266 for TF2 released

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

==

Source Engine Changes
- Fixed server crash in packet compression

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Re: [hlds] [TWI Serveradmins] Rising Storm Pre Order Beta Server Hosting

2013-05-16 Thread Saint K .
Excellent news, and hurray for the ability to host ranked servers without being 
required to rent them!

A huge plus for this!

From what I gather by quickly reading some info, Linux hosting is not 
supported, is this correct? If so, any plans to support?

Cheers,

Saint K.

From: Serveradmins [serveradmins-boun...@list.tripwireinteractive.com] on 
behalf of John Gibson [j...@tripwireinteractive.com]
Sent: 16 May 2013 02:15
To: TWI Server Admins; Half-Life dedicated Win32 server mailing list
Subject: [TWI Serveradmins] Rising Storm Pre Order Beta Server Hosting

Everyone,

Very soon we will be launching the Pre Order beta for Rising Storm. This means 
that anyone that pre-orders the game can play in the beta instantly (well 
instantly after they download the beta client). In preparation for this we have 
just released the server files for the beta. You can grab them off of SteamCMD 
and the AppID for the beta is 238690. Read on for more detailed information 
about Rising Storm and hosting servers if you are interested in hosting a 
Rising Storm server.

What is Rising Storm?

First off here is a press kit and trailer for the game. The press kit includes 
info on the game, logos, key art, etc.

http://www.tripwireinteractive.com/media/PressKit.rar

http://www.tripwireinteractive.com/media/RisingStorm_GDC_Trailer.rar

Rising Storm is the next game in the Red Orchestra franchise and features the 
battles between the US and the Japanese in WWII. Rising Storm and RO2 are fully 
multiplayer compatible. The actual dedicated server app for Rising Storm will 
be the same AppID in Steam as the RO2 server was when the game launches (for 
the purposes of the beta you need to use a different AppID). The two games are 
essentially merged at release. If you already have an RO2 server, on the day 
Rising Storm launches (fully launches, not just Pre-order) when you update your 
server it becomes a Rising Storm/RO2 server. On the client end, we will let 
anyone that owns RO2 play on Rising Storm maps.

What we're trying is a bit of an experiment. Rather than splinter our community 
with DLC (like some other games have done), we're going to let everyone that 
owns RO2 play Rising Storm, but with limited access. So they won't be able to 
play with all the cool new toys, but they can try the game out and play as long 
as they want with the basic weapons. That way we keep the game's community 
growing, instead of subdividing our player base.

Hosting a server for Rising Storm will function exactly like hosting a server 
for RO2. Just like with RO2 we are not limiting our Ranked Servers, anyone can 
host them. Any ranked server IPs you registered for RO2 will still be valid, 
and you can continue to request IPs to be registered as ranked for Rising Storm 
if you run out of the IPs you have registered. If you are looking to get a 
server for the RS beta or Rising Storm we have some recommended server 
providers (of course as mentioned you can still host your own). You can find 
the list of Recommended Server Providers here: 
http://www.heroesofstalingrad.com/faq/recommended-server-hosting-partners/

If you are an individual or a gaming group that would like to host a server (or 
a few servers) and would like to register your server as Ranked, please apply 
here: http://rsp.heroesofstalingrad.com/

If you are a server hosting company and would like to get a block of IPs ranked 
please e-mail 
whitel...@tripwireinteractive.commailto:whitel...@tripwireinteractive.com. 
Please provide the name of your server hosting company, a link to your website, 
and the IP range you would like to request in CIDR notation.

The general information about hosting an RO2 server found on the RO2 dedicated 
server forums is still valid (with the exception of the RS Beta Server App ID 
of 238690) so please go here if you are new to hosting servers for RO2/RS: 
http://forums.tripwireinteractive.com/forumdisplay.php?f=80

Thanks,

John Gibson
President
Tripwire Interactive
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[hlds] steacmd segfaults

2013-05-14 Thread Saint K .
Hi,

when I run the servers with steamcmd and the autoupdate feature I get segfaults 
on steamcmd. The server boots correctly after it. Any idea what could be 
causing that?

Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.
./steamcmd.sh: line 30: 14432 Segmentation fault  $DEBUGGER 
$STEAMROOT/$PLATFORM/$STEAMEXE $@


Saint K.
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2013-02-22 Thread Saint K .
When you say - Improved performance for the Linux version, I assume that's 
for the Linux client?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, February 22, 2013 7:42 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

We've released mandatory updates for Team Fortress 2, Day of Defeat: Source, 
and Half-Life 2: Deathmatch. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to rendering models
- Fixed a client crash related to audio in the web browser
- Fixed servers crashing with the error message Overflow error writing string 
table baseline
- Fixed a missing material when setting mat_viewportscale to anything other 
than 1
- Fixed windowed mode under certain window managers for the Linux version
- Improved performance for the Linux version

Team Fortress 2
- Added new promo items
- Fixed buildings not always being downgraded at the same rate by the Red-Tape 
Recorder
- Fixed not hearing the sound for the Shred Alert taunt while playing Mann Vs. 
Machine
- Fixed players spamming the Shred Alert taunt in spawn rooms by changing their 
loadout presets
- Fixed giant robots sometimes getting stuck in Mann Vs. Machine
- Fixed a problem where traders that send in-game trade requests would receive 
the error message The other player is currently busy trading with someone 
else when the problem was actually related to Steam Guard settings

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Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-12-21 Thread Saint K .
Update SM and MM:S to latest snapshots.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Albert Davis [davis.alb...@gmail.com]
Sent: 21 December 2012 17:22
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S,   and HL2:DM 
updates released

Sourcemod broken again after this update? Also, the tf_weapon_criticals 1 isn't 
turning on crits? I was using a plugin but it seems it's broke now.

On Thu, Dec 20, 2012 at 7:14 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
Any particular reason that the TF2 Item servers are down while the Portal 2 
(among others) item server is still up?


On 12/20/2012 6:12 PM, Eric Smith wrote:
Sorry, we forgot part of the notes:

- Added three new community weapons
- The Vaccinator
- The Loose Cannon
- The Rescue Ranger


-Eric



-Original Message-
From: 
hlds_announce-boun...@list.valvesoftware.commailto:hlds_announce-boun...@list.valvesoftware.com
 
[mailto:hlds_announce-boun...@list.valvesoftware.commailto:hlds_announce-boun...@list.valvesoftware.com]
 On Behalf Of Eric Smith
Sent: Thursday, December 20, 2012 2:59 PM
To: Half-Life dedicated Win32 server mailing list; 
'hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com'; 
'hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com'
Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes for the 
updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated some Big Picture features
- Additional improvements for client stability

Team Fortress 2
- Australian Christmas has begun!
- Added community-contributed winter event items
- Added Naughty and Nice winter keys to the Mann Co. Store
- Mann Vs. Machine
- Added a new tour of duty with unique loot:
  - Operation Mecha Engine, with 3 new advanced skill missions
  - New map mvm_bigrock
  - New Engineer Botkiller items
- Added new Engineer robot
- Added new Strange Filter items to the Mann Co. Store to support community map 
makers
- Added new checkout dialogs and taunt-activated effect to raise awareness for 
Community Map Stamps
- Added +context_action command (defaults to X for controllers). This will use 
the action slot if your Canteen contains a charge and will taunt otherwise3
- Added +attack3 command (defaults to middle-mouse button)
- Added Adult Swim items to the Mann Co. Store
- Fixed an exploit that allowed players to be permanently invulnerable
- Fixed the Pyro's airblast not working correctly when facing downhill
- Made Force-A-Nature pushback more consistent
- Updated pl_barnblitz
- Fixed various map exploits
- Updated sd_doomsday
- Fixed various map exploits
- Updated the localization files


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Re: [hlds] [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-22 Thread Saint K .
I've set mp_allowspectators 0, however, the server still permits the spectators.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Saint K. [sai...@specialattack.net]
Sent: 21 August 2012 22:43
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] MvM server browser player counts and improtant 
note regarding replay

Never knew that CVAR existed!

Thanks

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Lance Waidzunas [lswa...@gmail.com]
Sent: 21 August 2012 22:39
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] MvM server browser player counts and improtant 
note regarding replay

Won't mp_allowspectators 0 do that, theoretically?

On Tue, Aug 21, 2012 at 3:32 PM, Saint K. 
sai...@specialattack.netmailto:sai...@specialattack.net wrote:
Ah, that figures. Disregard my last mail.

Any chance we can get a CVAR for that, so we can close the spec slots? I don't 
really see why we should allow spec's to join.

Saint K.

From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.commailto:fletch...@valvesoftware.com]
Sent: 21 August 2012 22:19
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list 
(hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com)
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:

 We made some changes in today's update to make MvM player counts in
 the server browser make as much sense as possible within the current 
 framework.

 Here's how it works:

 Bots should do not show at all in any client-visible way.  (Although,
 they still show in the status output.)

 sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

 In this scheme, your server appears to have space if a player can join
 and play on the defending team, it appears to be full if this is not the case.
  The existing server browser framework does not make it
 straightforward to clients connected as spectator from the player
 count.  This logic was the best compromise.

 One final note: We discovered a small problem with today's update.  If
 you have replay enabled, the above logic will think replay is a
 spectator and your server will show 7 max players.  We'll fix this in an 
 upcoming update.

 - Fletch
 ___
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Re: [hlds] [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Saint K .
Ah, that figures. Disregard my last mail.

Any chance we can get a CVAR for that, so we can close the spec slots? I don't 
really see why we should allow spec's to join.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 21 August 2012 22:19
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 We made some changes in today's update to make MvM player counts in
 the server browser make as much sense as possible within the current 
 framework.

 Here's how it works:

 Bots should do not show at all in any client-visible way.  (Although,
 they still show in the status output.)

 sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

 In this scheme, your server appears to have space if a player can join
 and play on the defending team, it appears to be full if this is not the case.
  The existing server browser framework does not make it
 straightforward to clients connected as spectator from the player
 count.  This logic was the best compromise.

 One final note: We discovered a small problem with today's update.  If
 you have replay enabled, the above logic will think replay is a
 spectator and your server will show 7 max players.  We'll fix this in an 
 upcoming update.

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

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Re: [hlds] [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread Saint K .
Never knew that CVAR existed!

Thanks

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Lance Waidzunas [lswa...@gmail.com]
Sent: 21 August 2012 22:39
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] MvM server browser player counts and improtant 
note regarding replay

Won't mp_allowspectators 0 do that, theoretically?

On Tue, Aug 21, 2012 at 3:32 PM, Saint K. 
sai...@specialattack.netmailto:sai...@specialattack.net wrote:
Ah, that figures. Disregard my last mail.

Any chance we can get a CVAR for that, so we can close the spec slots? I don't 
really see why we should allow spec's to join.

Saint K.

From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.commailto:fletch...@valvesoftware.com]
Sent: 21 August 2012 22:19
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list 
(hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com)
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

There are (currently) 4 slots reserved for spectators.  The game currently 
never spawns more than 22 bots at a time.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of doc
Sent: Tuesday, August 21, 2012 12:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM server browser player counts and improtant note 
regarding replay

Wait you can have spectators in MvM? I was under the impression 26 slots needed 
to be free for bot generation.

On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:

 We made some changes in today's update to make MvM player counts in
 the server browser make as much sense as possible within the current 
 framework.

 Here's how it works:

 Bots should do not show at all in any client-visible way.  (Although,
 they still show in the status output.)

 sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

 In this scheme, your server appears to have space if a player can join
 and play on the defending team, it appears to be full if this is not the case.
  The existing server browser framework does not make it
 straightforward to clients connected as spectator from the player
 count.  This logic was the best compromise.

 One final note: We discovered a small problem with today's update.  If
 you have replay enabled, the above logic will think replay is a
 spectator and your server will show 7 max players.  We'll fix this in an 
 upcoming update.

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

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Saint K .
Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Andreas Grimm [l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in 
console:

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Saint K .
We're seeing crashes as well across our normal PvP servers. MvM seems to run 
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; Red triggered captureblocked (cp 0) (cpname 
#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Andreas Grimm [l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF MvM hosting questions

2012-08-14 Thread Saint K .
I kind off missed the info about MvM. Was it announced whenabouts this will be 
released?

Cheers,

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 14 August 2012 08:52
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] TF MvM hosting questions

MvM matchmaking will be restricted to 6 players at launch.

The matchmaking also supports joining games in progress to fill an empty slot, 
in which case of course the current map will not be changed.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
Sent: Monday, August 13, 2012 11:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Is MvM matchmaking going to be limited to 6 players or was the 6 players join, 
map changes logic just an indicator of server behavior to expect?
- Reply message -
From: Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com) 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com) 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: [hlds] TF MvM hosting questions
Date: Tue, Aug 14, 2012 06:39

Here are some answers to questions regarding hosting MvM servers:

* Players can join your server through any means they can join PvP games: the 
server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
* To accept matchmaking traffic, you must select which sort of traffic you 
want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be 
placed in the MvM pool.
* For MvM matchmaking, if 6 players are sent to your server to start a new 
game, it will switch to whatever map the players selected.
* You will need a TF gameserver account to accept matchmaking traffic.
* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.
* The CPU usage for a 6 player MvM game is about the same as for a regular TF 
server.  (Yep, this mode requires significantly more CPU cycles per player than 
the PvP mode, that’s an unfortunate fact.)

Given the surge of players that comes with any major release, and the player / 
server ratio of this game mode, the demand for MvM servers will probably be 
high.  We expect that a large number of players will want to try out the new 
mode, so we will be converting most of our servers to host MvM, and then adjust 
the allocation based on what players are playing.

I, for one, DO NOT welcome our new robot overlords!

- Fletch

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Re: [hlds] TF MvM hosting questions

2012-08-14 Thread Saint K .
Ah, thanks!

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Peter HLDS [peter-h...@jerde.net]
Sent: 14 August 2012 09:23
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

On Aug 14, 2012, at 2:21 AM, Saint K. wrote:

 I kind off missed the info about MvM. Was it announced whenabouts this will 
 be released?

http://tf2.com/

(psst... Wednesday)
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Re: [hlds] TF MvM hosting questions

2012-08-14 Thread Saint K .
Will we be able to restrict a MvM server to people in the steamgroup only, like 
in L4D2?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 14 August 2012 08:52
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] TF MvM hosting questions

MvM matchmaking will be restricted to 6 players at launch.

The matchmaking also supports joining games in progress to fill an empty slot, 
in which case of course the current map will not be changed.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
Sent: Monday, August 13, 2012 11:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Is MvM matchmaking going to be limited to 6 players or was the 6 players join, 
map changes logic just an indicator of server behavior to expect?
- Reply message -
From: Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com) 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com) 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: [hlds] TF MvM hosting questions
Date: Tue, Aug 14, 2012 06:39

Here are some answers to questions regarding hosting MvM servers:

* Players can join your server through any means they can join PvP games: the 
server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
* To accept matchmaking traffic, you must select which sort of traffic you 
want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be 
placed in the MvM pool.
* For MvM matchmaking, if 6 players are sent to your server to start a new 
game, it will switch to whatever map the players selected.
* You will need a TF gameserver account to accept matchmaking traffic.
* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.
* The CPU usage for a 6 player MvM game is about the same as for a regular TF 
server.  (Yep, this mode requires significantly more CPU cycles per player than 
the PvP mode, that’s an unfortunate fact.)

Given the surge of players that comes with any major release, and the player / 
server ratio of this game mode, the demand for MvM servers will probably be 
high.  We expect that a large number of players will want to try out the new 
mode, so we will be converting most of our servers to host MvM, and then adjust 
the allocation based on what players are playing.

I, for one, DO NOT welcome our new robot overlords!

- Fletch

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Re: [hlds] Policy of truth

2012-05-18 Thread Saint K .
Thanks for the effort fletch, we appriciate this policy and its enforcing of 
it! 

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 18 May 2012 02:22
To: Half-Life dedicated Linux server mailing list   
(hlds_li...@list.valvesoftware.com)
Cc: Half-Life dedicated Win32 server mailing list   
(hlds@list.valvesoftware.com)
Subject: [hlds] Policy of truth

Last week the TF2 team banned some server groups that were in violation of the 
Policy of Truth.

We received numerous complaints from server operators about a handful of 
servers, and we investigated those reports.  Any action we have taken was based 
upon violations that we witnessed firsthand.

Bans are applied to the group itself, not to any particular IP address range.

These bans will last 6 weeks.

Thank you,
The Team Fortress Team

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Re: [hlds] Policy of Truth??

2012-05-04 Thread Saint K .
Now here's a good bit of entertainment in the morning :)

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of admin [ad...@wonkagaming.com]
Sent: 04 May 2012 01:02
To: hlds@list.valvesoftware.com
Subject: [hlds] Policy of Truth??

Is Policy of Truth still in effect? Because I see users with fakeclient spoof + 
bot join time running


ON WELL OVER 80 SERVERS


or does this only apply to WONKAGAMING? for when you banned me for one month?!

Fletcher Dunn? Hello i'll start posting in here because you tend not to care 
for users running it


I will be releasing fix to FAKE CLIENT + BOT JOIN TIME in hlds if these server 
are not banned.



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Re: [hlds] Question on Dedicated Server

2012-03-22 Thread Saint K .
Your own back yard with a 10gig fiber uplink...

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Albert Davis [davis.alb...@gmail.com]
Sent: 22 March 2012 16:16
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Question on Dedicated Server

what is a GOOD colo location?


On Thu, Mar 22, 2012 at 9:37 AM, Cc2iscooL 
cc2isc...@gmail.commailto:cc2isc...@gmail.com wrote:
If he's getting it from a major cable provider a 24 slot TF2 server will eat 
his bandwidth limitations per month (sounds like a comcast plan, 250gb/mo 
regardless of plan unless he has a business line.)

1 24 slot tf2 server (if you consider it being always near full) will roughly 
use 200gb up/down, at least from my experience, on maximum rates needed to 
sustain no choke @ 24 players per month. You could probably squeeze by by 
adjusting the rates, but your best bet would be to colo or a business 
connection. Colo would probably be cheaper and you wouldn't have to worry about 
using personal bandwidth (downloads, etc) causing interruptions on your server.


On Thu, Mar 22, 2012 at 8:46 AM, Albert Davis 
davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote:
No, it's a separate box, I am just trying to find a good colo right now, got a 
buddy who is getting a 50/20 connection soon so I may toss it up on that when 
he gets it.

On Thu, Mar 22, 2012 at 8:29 AM, Herover 
leon.l.a.niel...@gmail.commailto:leon.l.a.niel...@gmail.com wrote:
Try use the stats command on your server. This might tell you a
little about how powerfull your server is.
I run a 16 player counter-strike:source on fy_poolparty_v* on my own
homeserver, much like your (RAM, internetconnection) and I've have
never had any problems.
Poolparty is a very static map, but I guess you should be able to run
one or two... (my css server is not alone)

2012/3/22 ics i...@ics-base.netmailto:i...@ics-base.net:
 Mitchell is correct in one thing, a full 24 slot tf2 server eats 2,8-3,3
 megs of bandwidth out, at some point perhaps even more. Your connection is 2
 megs out , with quick calculation, without any issues, you could run max 14
 slots. With that said, your hardware should be sufficient for that. So, 1
 server instance only. If you play yourself with the same connection, then
 perhaps 12 slots could be better.

 -ics

 22.3.2012 13:15, Bruno Garcia kirjoitti:

 3-4 servers? I wouldn't say so.
 1 server, 2 top... *Maybe.

 * It all depends on your Bandwidth, and if you're going to be playing the
 game in the same PC where you host the server.
 I'm not too keen on house servers...

 On Thu, Mar 22, 2012 at 8:07 AM, Albert Davis 
 davis.alb...@gmail.commailto:davis.alb...@gmail.com
 wrote:

 All default with the exception of MM/SM/Mani mostly

 On Thu, Mar 22, 2012 at 12:02 AM, Cameron Munroe
 cmun...@cameronmunroe.commailto:cmun...@cameronmunroe.com wrote:

 about a server per core.


 On 03/21/2012 08:32 PM, Kyle Sanderson wrote:

 All depends on your clock rate (and other factors, but you haven't given
 us much, so...). I think you'd be lucky to run two though if it's just a
 dual core.

 Kyle.

 On Wed, Mar 21, 2012 at 5:09 PM, Albert Davis 
 davis.alb...@gmail.commailto:davis.alb...@gmail.com
 wrote:

 I am looking to run 2 TF2 server on a Dual Core AMD with 4gb of DDR2,
 what kind of performance hit should I see? Would this type of box be able to
 handle 3-4 servers?

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Re: [hlds] CS GO BETA KEY

2012-03-19 Thread Saint K .
In my 10 years on this list the SNR has never really changed, always been a 
combination of (very) helpful support, bitching and pointless whining, kinda 
like the entire internet.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Yuki [d...@dazzozo.com]
Sent: 19 March 2012 14:09
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] CS GO BETA KEY

Not new here at all. You've got to notice the worsening SNR too.

ics i...@ics-base.net wrote:
You are obviously relatively new here Yuki. SPUF won't do the same job. If you 
search the archives, you can read yourself why.

However, I didn't mean here's a key to all of you on this list or sharing 
them just like that. I just made an opinion based on my ~7 years on running 
servers and community.

-ics

19.3.2012 14:58, Yuki kirjoitti:
I often question why the mailing list exists. I mean SPUF does the same job 
right?

Saulo Marchiori saulomarchi...@gmail.commailto:saulomarchi...@gmail.com 
wrote:
http://blog.counter-strike.net/index.php/2012/02/survey/

works


--
Saulo Marchiori



Em 19 de março de 2012 09:51, lwf 
l...@rocketblast.commailto:l...@rocketblast.com escreveu:
On the other hand, if keys were to be handed out on the mailing list
you would have all of SPUF here asking for keys in every single
thread, followed by years of people asking how to unsubscribe. It's
not worth it.

On Mon, Mar 19, 2012 at 13:43, ics 
i...@ics-base.netmailto:i...@ics-base.net wrote:
 Just a side observation of this topic - server admins, that play the game
 themselves and not just rent servers for others to play on are perhaps the
 most valuable audience of game testing. If there are keys out there to
 share, those admins and their most active players could provide the most
 valuable feedback.

 -ics

 19.3.2012 14:35, Eduard Osman kirjoitti:

 Where did you get a beta key?

 On Mar 19, 2012 10:42 AM, Sachin Sud 
 ad...@crazyfreakgamers.commailto:ad...@crazyfreakgamers.com wrote:


 Thanks for the polite answer.

 But hey I got the key .



 From: John Marburybarreltr...@gmail.commailto:barreltr...@gmail.com
 Date: 16 Mar. 2012 01:12 PM
 Subject: Re: [hlds] CS GO BETA KEY

 This is a server mailing list reserved for dealing with server related
 issues.  Vagrants from SPUF begging for keys are not welcome here.
 Try asking on the Worthless Twat Mailing List.


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Re: [hlds] Max FPS

2011-10-17 Thread Saint K .
Here is a good start; 
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of lwf [l...@rocketblast.com]
Sent: 17 October 2011 16:09
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Max FPS

What is needed is some official, easy to understand but still complete
documentation so that server OPs and players don't rely on hearsay.

For example, what does tickrate mean? How does client and server FPS
affect the game other than just how often I can get a new image on my
monitor? What are the reasons for the default cmdrate, updaterate,
rate, interp and interp_ratio values and what do they mean? What
happens if you increase them? What if you decrease them? Are different
values better for different kinds of weapons or classes? Can a high
ping give you an advantage? Can a low ping give you an advantage? If I
copy the settings of self proclaimed CS 1.6 experts, will I get more
headshots? Which number is the prettiest, 66, 67, 101 or 121? Is it a
good idea to force every client to run at the highest possible
cmd/updaterate? Should I simultaneously also force a really low rate
while doing this?

There is already some great stuff on the Valve dev wiki, but it's
neither complete nor easy to understand. Better information will be
the only way you could bury misconceptions and everyone (almost) will
gain from it.

On Mon, Oct 17, 2011 at 07:00, Henry Goffin hen...@valvesoftware.com wrote:
 There have been long threads about this in the past. Higher FPS had an
 unpredictable and small, but real, impact on jitter - depending on server
 OS settings and other complicated factors, a 1000 FPS server might have
 processed packets a few milliseconds sooner than the same server at 500
 FPS... Or not. The engine has been significantly reworked to eliminate this
 extremely subtle effect. Chances are that most players would not have passed
 a double-blind A/B test for guessing if a server on equivalent hardware and
 CPU load was running at 300 or 1000 FPS. But that is irrelevant because the
 engine now has less jitter at 66 than it used to at 1000 under any
 conditions.
 Let's please bury the FPS topic forever now. There are other issues worth
 focusing on, and I would hope that server admins have better things to do
 than debate irrelevant numbers over the Internet. ... Well, I can dream,
 can't I? :)

 On Oct 16, 2011, at 9:46 PM, Travis Brown tbrown7...@gmail.com wrote:

 I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
 make it work properly but they dont. even locked at 66 tick as it is now
 isnt stable at all. If it boiled down to FPS greater then tickrate then why
 is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
 kind of throws the pointless out the window.

 On Mon, Oct 17, 2011 at 12:39 AM, James Botting bottswan...@googlemail.com
 wrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.
 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin hen...@valvesoftware.com
 wrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)
 In short, don't worry about it and don't change anything unless you
 really feel the need to tinker.

 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Your client FPS is completely separate to server FPS...


 Kind regards,
 Saul Rennison


 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:

 Some of my people are getting 250 to 290 fps in css.




[hlds] ranked servers registration

2011-09-18 Thread Saint K .
Hi,

Could you please whitelist our IP's for RO2 ranked servers in preparation for 
when the Linux files get released?

85.17.60.96/32
85.17.60.102/32

www.specialattack.net

Cheers,

Saint K.
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Re: [hlds] ranked servers registration

2011-09-18 Thread Saint K .
Sorry, sunday mornings don't do well on trying to arrange stuff.

That was meant to be a private mail.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Saint K. [sai...@specialattack.net]
Sent: 18 September 2011 10:33
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] ranked servers registration

Hi,

Could you please whitelist our IP's for RO2 ranked servers in preparation for 
when the Linux files get released?

85.17.60.96/32
85.17.60.102/32

www.specialattack.net

Cheers,

Saint K.
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Re: [hlds] [TF2] Overtime bug?

2011-09-15 Thread Saint K .
There is another overtime bug where overtime kicks in, people are making the 
cap, but it finishes anyway after the 5 seconds.

Saint k.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of SakeFox [sake...@kingdomsend.com]
Sent: 15 September 2011 19:25
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] [TF2] Overtime bug?

I have noticed with gravelpit, gorge and seems like just the 3cp maps,
but when the blue team has point A and then goes into overtime all they
have to do is cap B and they will win. It doesn't seem to add time on
the clock and make them cap C to win the map.

Just recently started playing TF2 again so not sure if this was known
issue or a setting needing to be change to fix it, but have seem it on a
few servers so I thought I would ask.

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Re: [hlds] [TF2] Overtime bug?

2011-09-15 Thread Saint K .
So you imply that in a case of, for example goldrush, where one team has done 
the full attack (6 points), the other team is up to try, reaches overtime at 
say stage 1, cap 2, it ends overtime after 5 sec and grants the win to the 
other team, even while the blu's are still pushing the cart(during over time)?

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Mike O'Laughlen [molaugh...@gmail.com]
Sent: 15 September 2011 19:49
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Overtime bug?

If one team has won more rounds and time expires for map change then the team 
that won more rounds wins the map.

On Thursday, September 15, 2011, Saint K. 
sai...@specialattack.netmailto:sai...@specialattack.net wrote:
 There is another overtime bug where overtime kicks in, people are making the 
 cap, but it finishes anyway after the 5 seconds.

 Saint k.
 
 From: 
 hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
  
 [hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
  On Behalf Of SakeFox 
 [sake...@kingdomsend.commailto:sake...@kingdomsend.com]
 Sent: 15 September 2011 19:25
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] [TF2] Overtime bug?

 I have noticed with gravelpit, gorge and seems like just the 3cp maps,
 but when the blue team has point A and then goes into overtime all they
 have to do is cap B and they will win. It doesn't seem to add time on
 the clock and make them cap C to win the map.

 Just recently started playing TF2 again so not sure if this was known
 issue or a setting needing to be change to fix it, but have seem it on a
 few servers so I thought I would ask.

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Re: [hlds] Signup Page for Red Orchestra 2 Ranked Servers

2011-09-12 Thread Saint K .
Any word on a Linux release of the server files, when can we expect them?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of John Gibson [j...@tripwireinteractive.com]
Sent: 13 September 2011 06:14
To: Half-Life dedicated Win32 server mailing list; TWI Server Admins
Subject: [hlds] Signup Page for Red Orchestra 2 Ranked Servers

The page for applying to have your server(s) as official Ranked servers for RO2 
is now live. A couple of things to keep in mind before you go sign up:

- We are being very open (more open than any game ever that i know of) in 
regards to allowing a wide range of people/groups/companies host official 
ranked servers for RO2. But not EVERYONE will be approved. You must be an 
established Clan, GSP, or Gaming community with an actual website.

- It is up to you to ensure that your hardware/network are up to hosting a 
server that will provide a positive gameplay experience for the gamers joining 
your server. If we see servers that are running too many slots for their 
CPU/Network bandwidth we'll likely pull that IP out of official ranked servers.

- There are going to be hundred if not thousands of applications for ranked 
server approval in the next few days. We're not a huge company, and it will 
likely take us a few days to chew through the initial batch of applications. So 
if you don't get an approval outright, don't spam the mailing list with it's 
been 2 hours and I haven't been approved yet. We'll get to them as fast as we 
can.

Here is the link to apply. Remember, fill out the forms completely. Failure to 
do so will result in rejection of your application.

http://rsp.heroesofstalingrad.com/

And just to reiterate my earlier posting on the subject:

Hosting Ranked Servers

We're doing things a bit different than what other studios/publishers have 
done. We plan to let clans/gaming communities as well as any legitimate GSPs 
run ranked servers. For clans/gaming communities, it must be an established and 
legitimate group of some sort. Individuals or GSPs will provide us with the IP 
addresses that they will host the ranked servers on, and then on our backend 
we'll basically turn on those IP's having the ability to be ranked. Our goal 
here is to not be overly restrictive with our ranked servers. If we see some 
funny business happening with ranking on a server, we'll pull its IP out of the 
ranked system and contact the GSP or clan/gaming community. Now if we see a 
rash of funny business across the board at a GSP or clan/gaming community we 
may well pull all of their IPs out of ranked status until they get the issue 
sorted. So it will be up to the GSPs to make their server hosting as open or 
closed as they want with regards to modifying files. We do however want to 
ensure that modding and community content are not hindered, so bear that in 
mind. Whatever system a GSP uses must allow community made maps and community 
made content to be installed on the server. Total conversion mods (i.e. someone 
turning RO2 into a space shooter or something) however will not be allowed by 
us for ranked server play.

We're looking forward collaborating with you all in this first of it's kind 
venture. We thing having an open system for hosting official servers will be 
good for the game and the community alike. So we'll see you all on the 
battlefield!

Cheers,

John

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Re: [hlds] Optional TF2 update coming soon

2011-09-03 Thread Saint K .
The only thing that catches my attention on these hangs is users joining 
without a validation message, which you normally see after a client joined a 
server.

L 05/14/2011 - 12:06:18: lalalalala14STEAM_0:1:25375192 STEAM USERID 
validated - these messages are not appearing

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of E. Olsen [ceo.eol...@gmail.com]
Sent: 03 September 2011 14:06
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update coming soon

We have discussed this previously on the list. The hangs seems to be occurring 
most frequently right after a map change while players are joining the server. 
There is no crash (or crash dump), the server simply hangs and needs a manual 
restart. There are no errors in the logs when it occurs.

It's been difficult to track down because it has occurred on every possible 
server config (with and without sourcemod, 24  32 player servers, pure vanilla 
configs, stock and custom maps, etc.). I am running Windows server 2008 R2 on 
(underloaded) dual quad core boxes with at least 24GB of ram.

On Sat, Sep 3, 2011 at 2:33 AM, Ronny Schedel 
i...@ronny-schedel.demailto:i...@ronny-schedel.de wrote:
We had server hangs when replay and sourcetv were enabled. Sorry, no steps to 
reproduce it.

From: Jon Lippincottmailto:j...@valvesoftware.com
Sent: Saturday, September 03, 2011 2:06 AM
To: Half-Life dedicated Win32 server mailing 
listmailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Optional TF2 update coming soon

If anyone can figure out a set of steps to reproduce the hang we should be able 
to get it fixed quickly.

-Jon

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of E. Olsen
Sent: Friday, September 02, 2011 2:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update coming soon

Any chance this is to address the server hang issue(s)?


On Fri, Sep 2, 2011 at 5:41 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We're going to release an optional (for servers) TF2 update in a little while.  
This is just a heads-up that it's coming.

-Eric


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Re: [hlds] Server crashes (E. Olsen)

2011-08-15 Thread Saint K .
I've pulled my servers off auto restart and noticed most of them when they 
crash, they simple freeze up right after mapchange while clients are joining 
the game and selecting their teams.

This is on Linux servers however, but we both seem to suffer the same bug.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of E. Olsen [ceo.eol...@gmail.com]
Sent: 15 August 2011 20:25
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashes (E. Olsen)

Yeah...this is going to be a tough one to track down. I've been on a server a 
couple of times that it's happened, and there was no discernible cause, other 
than it seemed to happen most often right after a map change while players were 
choosing their teams. But again, there was no crash dump, and no error messages 
in the logs, so it's all but impossible to put my finger on the cause. It's 
happened on both 24  32 player servers, stock and custom maps, with Sourcemod 
and without, etc. Server specs are:

2 x e5620 (dual quad core)
24 GB ram
2 x 500GB drives (both defragged daily)
5 TF2 instances per box (and nothing else at the moment - servers stay at 35% 
CPU usage or less)

It's more an annoyance than anything elsethe servers are all very stable 
(actually, they've been more stable in the last couple of months than ever 
before), and almost never crash, with exception of this hang once or twice 
per day. Some server will go for days without it occurring, then they'll have 
1-2 hangs on the same day.

Perhaps if there was some kind of verbose logging/debug file we could put on 
the server(s) for a couple of weeks that would detail exactly what was 
happening during each hang, we could be a bit more helpful to Valve in finding 
the problem?



On Mon, Aug 15, 2011 at 1:54 PM, Hutch 
hu...@halsplayground.commailto:hu...@halsplayground.com wrote:
Breaking your mail to the list out Olsen because this in particular caught my 
interest.

E. Olsen ceo.eol...@gmail.commailto:ceo.eol...@gmail.com Wrote:
I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
No crash, no crash dump, the server just hangs and needs a manual restart...

Ditto, same OS have been seeing this for about 2 months now. Server instance 
just freezes and required manual restart. I started eliminating plugins and 
double checking SM, using latest stable, about to try latest snapshot though I 
tend to prefer to not use snapshots. Did fresh server installs as well just to 
cut any junk files that may have been left behind that are no longer valid for 
the servers that could cause conflict. Nothing has been revealed. Most times, 
again the instance just freezes. Occasionally it will outright close and rarely 
do I get an error. Rarely I am blessed with a dump. Seems to happen every 6 to 
12 hrs on servers that have decent traffic.
Looking at the dumps doesn't speak to me much.  I have seen server.dll error if 
I am not mistaking. Hardware has been thoroughly tested and retested and all 
appears well on that end.

Dunno, but then I am not proficient with the dump files. My wife gripes at me 
cause I can't find the mustard right there in the fridge. Apparently you have 
to move stuff out of the way when looking for it.
Hutch


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Re: [hlds] TF2 crashes

2011-07-25 Thread Saint K .
It's quite a silly suggestion. You'll have to configure your webserver to 
actually serve stuff based on typing the IP in the browser. Normally you send a 
URL along so your webserver knows which website+files you try to reach.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Jesse Porter [reacherg...@gmail.com]
Sent: 26 July 2011 05:33
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 crashes

On Mon, Jul 25, 2011 at 2:15 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Hey guys,

A status update on the crashes.  I have identified what I think are 3 different 
problems.

1.) There's a bug in the replay system due to a flaw in libcurl using a signal 
to handle DNS timeout.  You can avoid this bug by using IP addresses in your 
replay config, rather than DNS names.  We will have a software workaround in 
the next update or so that essentially does this same thing automatically.


Something's gone wobbly here: I changed config files to point to the server by 
IP address, and while the replay test in the console logs says that replays are 
enabled, nobody can download anything from the server. Here's a screenshot from 
the replay menu:

http://cloud.steampowered.com/ugc/559788841099066014/B4C8C4810C2A0BB81029B77ACFCEA7196849ED54/

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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-08 Thread Saint K .
I've been playing with the net split value, but there doesn't seem to be any 
change in my netgraph whether I set it to the default 15k or any thing up to 
60k.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of LordVader! [lordva...@clanao.com]
Sent: 08 July 2011 03:08
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

I wish i could remember the formula and I can't test for the default value
right now. Set it higher than your minrate for sure. I run high rates on my
server min of 40k and max of 65k I have the spit set to 45k over my min rate
value and it works great.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, July 07, 2011 5:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

min 20k max 60k

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 07 July 2011 02:40
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K. sai...@specialattack.net wrote:
 Interesting read.

 What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).

 What am I be looking at here?

 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
 Sent: 06 July 2011 16:03
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Lower server-side FPS with recent updates?

 Let us educate ourselves... Myself included.
 Visit this and move on
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking


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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-07 Thread Saint K .
min 20k max 60k

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of LordVader! [lordva...@clanao.com]
Sent: 07 July 2011 02:40
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K. sai...@specialattack.net wrote:
 Interesting read.

 What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).

 What am I be looking at here?

 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
 Sent: 06 July 2011 16:03
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Lower server-side FPS with recent updates?

 Let us educate ourselves... Myself included.
 Visit this and move on
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking


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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-06 Thread Saint K .
Interesting read.

What I wonder, I just checked my servers, and I notice in the netgraph that 
after large packets, there mostly is a gap (indicating packetloss). Now I 
wonder where this could come from. The server in question has lots of CPU load 
left on its cores, it runs high FPS relatively stable, and the network 
connection is 100% operating without any packetloss whatsoever (tested on small 
and large packets @ 100Mbit/sec).

What am I be looking at here?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of G. Hutchinson [hu...@halsplayground.com]
Sent: 06 July 2011 16:03
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Lower server-side FPS with recent updates?

Let us educate ourselves... Myself included.
Visit this and move on
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking


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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-06 Thread Saint K .
What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Kyle Sanderson [kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K. sai...@specialattack.net wrote:
 Interesting read.

 What I wonder, I just checked my servers, and I notice in the netgraph that 
 after large packets, there mostly is a gap (indicating packetloss). Now I 
 wonder where this could come from. The server in question has lots of CPU 
 load left on its cores, it runs high FPS relatively stable, and the network 
 connection is 100% operating without any packetloss whatsoever (tested on 
 small and large packets @ 100Mbit/sec).

 What am I be looking at here?

 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson 
 [hu...@halsplayground.com]
 Sent: 06 July 2011 16:03
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Lower server-side FPS with recent updates?

 Let us educate ourselves... Myself included.
 Visit this and move on
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking


 ___
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 visit:
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Re: [hlds] Incorrect player counts in server browser

2011-07-04 Thread Saint K .
Hi,

Re: zombie slots

We had an interesting case, it was a server, password protected, with both 
SourceTV and replay enabled, sitting there empty. It slowly started to get 
these ghost players without any activity, until I shut down the server at some 
point where it showed 42/32 where it was actually an empty server.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 04 July 2011 20:54
To: 'hlds@list.valvesoftware.com'
Subject: [hlds] Incorrect player counts in server browser

Hello all.

This email is about the inaccurate player counts showing up in the server 
browser.   There are have been three distinct problems that we know about.

--
ZERO PLAYER COUNT
--
First, if your server always shows a ZERO player count, the most likely cause 
is that your server is using some old Steam libraries.  For example, on Windows 
you may have a steam client installed that you have not run in a while.  The 
engine may be finding DLLs in that installation and using them.  Either delete 
the old DLL's, or run the steam client to get them up-to-date.  If you are 
confident that you are running with no other steam DLL's on your server, and 
the player count is still always zero, then we have a new problem.


ZOMBIE SLOTS

Second, we are aware of the problem with the zombie player slots.  We believe 
this happens when a player authenticates, and then when they leave the server, 
their authentication record is not deleted.  We had hoped that the July 1st 
update would correct these issues, but apparently it has not.

Of course, if somebody actually knows a method for reliably reproducing the 
problem, then please post the precise steps, and we'll jump on it immediately!

Otherwise, if you are experiencing this problem, you can help us understand how 
to reproduce it so we can fix it.  I could use some very clear logs.
* First, please make sure you are running the July 1st update.  (I think that 
update was optional.)
* Attach logs of a server session where the problem occurred.   Please don't 
truncate or edit anything.
* Please try to narrow down the time when the zombied slot appeared, as 
accurately as possible.
* Please indicate the name(s) or IPs or any other identifying information for 
the players that caused the zombied slots, if possible.
* Please tell us your offset from GMT so we can match up your logs with our own 
backend logs.
* Ideally, send the log as soon as the you notice the first zombie slot.
* Please post all replies this thread.

--
SOURCE TV AND REPLAY
--
Finally, there were some minor fixes to the way bots, replay, and source TV 
were reported in the July 1st update.  Previously, in a few situations the 
player count would be of-by-one.  If you don't have any zombied players, your 
player count *should* always be correct in the server browser.  Neither Source 
TV nor replay should count as a player in the server browser, either in the 
current player count, or the max number of players.  (They may show up as a 
player in the detailed player list.)  For example, if you set your max players 
to 24, and Source bumps up the player count to 25 to make room the SourceTV, 
your server should show as having 24 max players in the server browser.  If 
this is not the case and we still have issues, please post a description of the 
problem to this thread.

Please help me understand the zombie player problem so I can fix it.

Thanks,
- Fletch

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Re: [hlds] Incorrect player counts in server browser

2011-07-04 Thread Saint K .
Sorry, this had to be on the Linux list.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Saint K. [sai...@specialattack.net]
Sent: 04 July 2011 21:27
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Incorrect player counts in server browser

Hi,

Re: zombie slots

We had an interesting case, it was a server, password protected, with both 
SourceTV and replay enabled, sitting there empty. It slowly started to get 
these ghost players without any activity, until I shut down the server at some 
point where it showed 42/32 where it was actually an empty server.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 04 July 2011 20:54
To: 'hlds@list.valvesoftware.com'
Subject: [hlds] Incorrect player counts in server browser

Hello all.

This email is about the inaccurate player counts showing up in the server 
browser.   There are have been three distinct problems that we know about.

--
ZERO PLAYER COUNT
--
First, if your server always shows a ZERO player count, the most likely cause 
is that your server is using some old Steam libraries.  For example, on Windows 
you may have a steam client installed that you have not run in a while.  The 
engine may be finding DLLs in that installation and using them.  Either delete 
the old DLL's, or run the steam client to get them up-to-date.  If you are 
confident that you are running with no other steam DLL's on your server, and 
the player count is still always zero, then we have a new problem.


ZOMBIE SLOTS

Second, we are aware of the problem with the zombie player slots.  We believe 
this happens when a player authenticates, and then when they leave the server, 
their authentication record is not deleted.  We had hoped that the July 1st 
update would correct these issues, but apparently it has not.

Of course, if somebody actually knows a method for reliably reproducing the 
problem, then please post the precise steps, and we'll jump on it immediately!

Otherwise, if you are experiencing this problem, you can help us understand how 
to reproduce it so we can fix it.  I could use some very clear logs.
* First, please make sure you are running the July 1st update.  (I think that 
update was optional.)
* Attach logs of a server session where the problem occurred.   Please don't 
truncate or edit anything.
* Please try to narrow down the time when the zombied slot appeared, as 
accurately as possible.
* Please indicate the name(s) or IPs or any other identifying information for 
the players that caused the zombied slots, if possible.
* Please tell us your offset from GMT so we can match up your logs with our own 
backend logs.
* Ideally, send the log as soon as the you notice the first zombie slot.
* Please post all replies this thread.

--
SOURCE TV AND REPLAY
--
Finally, there were some minor fixes to the way bots, replay, and source TV 
were reported in the July 1st update.  Previously, in a few situations the 
player count would be of-by-one.  If you don't have any zombied players, your 
player count *should* always be correct in the server browser.  Neither Source 
TV nor replay should count as a player in the server browser, either in the 
current player count, or the max number of players.  (They may show up as a 
player in the detailed player list.)  For example, if you set your max players 
to 24, and Source bumps up the player count to 25 to make room the SourceTV, 
your server should show as having 24 max players in the server browser.  If 
this is not the case and we still have issues, please post a description of the 
problem to this thread.

Please help me understand the zombie player problem so I can fix it.

Thanks,
- Fletch

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Re: [hlds] Team Fortress 2 Updates Released

2011-06-15 Thread Saint K .
Now I'm generally not so whiny about things and quite patient. But this is 
really starting to take the piss.

Perhaps less focus for once on complete and utter bullshit crap hats, and get 
some bug fixing going?

Current relay issues:
- Server causes to show 1 less player when player has been spec and replay has 
been in the server
- Above bug causing reserved slots from not working properly, a filled (24/24) 
server will show 23/24 and clients can't use auto connect
- When used in combination with SourceTV the server crashes when passing 13-ish 
active SourceTV clients + 4 ingame clients
- SourceTV spectators are counted as real players if SourceTV is ran directly 
non-proxy

(Linux btw, but the rage is on windows, so I'll join in there).

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Jason Ruymen [jas...@valvesoftware.com]
Sent: 15 June 2011 01:29
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 
server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Updates Released

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

- Added the Spiral Knights promotional hat
- Updated The Superfan, The Essential Accessories, and The Hero's Hachimaki so 
they can be painted
- Updated The Conjurer's Cowl and The Maul so they can be crafted and traded

Jason


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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-05-16 Thread Saint K .
I have to agree on the fact that Friday is a retarded day to release patches.

The L4D2 updates have been doing our head in for ages, with as result that we 
decided to take all but one L4D2 server offline (we had 30 running).

These days we care less and less about the updates on Friday as we have a life 
of our own as well, with mostly as result the servers are down either till 
somewhere Saturday or the entire weekend.

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Black V . [bla...@paradise.net.nz]
Sent: 16 May 2011 12:54
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

Mate its only Friday for you 99% of the rest of the planet are in a different 
time zone.

Valve have to make someone unhappy that's the way it goes
I'd rather they do it during the day/evenings  when some one is there (at 
valve) and I'm not getting more expensive games cause someone is doing this 
update in their overtime

-Original Message-
From: Kyle Sanderson
Sent: Monday, 16 May 2011 10:02
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Friday updates are just stupid. They work for no one, and when things
go wrong (ie 20% of the time for actual updates), they're not fixed
until Monday. They work on the West Coast in the States, it isn't an
acceptable time for anyone in North America.

Apparently competitive TF2 is cared about by Valve, and they're
supposedly doing everything they can to preserve it. However with
these unthoughtful, ill-thought out update dates, they're just killing
communities. No one has an infinite amount of money to continue
supporting servers for these games while the system requirements to
run them continue to increase. As an Example, Sandy Bridge should
bring CSS back to what we were at with Episode 1. This is a year later
after the 'new' engine came out. Sure, you get the fanboys that say
It's not like you're forced to run servers, you're right, we're not.
We do it for fun, because we enjoy the games, because we have friends
who enjoy the games. Eventually the money train and patience is going
to run out, then we're going to be where we are for L4D (Mind you it
was setup for failure). On a side note, my client is still completely
buggered from the April 14th update. I cannot seem to play for more
then 20minutes without crashing out with an invalid pointer. While
some may find this acceptable, for match play, it simply isn't.

Dedicate some time for SRCDS. While focusing on clients brings in
revenue, without servers, you're just as hooped. Better server
software makes it easier for Communities to expand, and host larger
servers which is what players enjoy. It's a push and pull system,
without servers you wont get clients. If it's cheap to throw up
servers, more clients will buy your game.
Kyle.

http://www.youtube.com/watch?v=MKXp17Udsjkhd=1

On Sun, May 15, 2011 at 12:14 PM, Black V . bla...@paradise.net.nz wrote:
 Oh we'll get the tf2 team to mail you directly next time to see if it's a 
 convenient time in your busy schedule for them to release a patch

 -Original Message-
 From: alon.gub...@gmail.com
 Sent: Sunday, 15 May 2011 10:54
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 +1.

 On Sat, May 14, 2011 at 4:46 AM, Ross Bemrose rbemr...@vgmusic.com wrote:

 If by in time you meant during I'd agree.


 On 5/13/2011 9:43 PM, Eli Witt wrote:

 Right in time for our weekly community event!

 Thanks guys ;)



 On Fri, May 13, 2011 at 9:18 PM, Jason Ruymenjas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  The specific
 changes include:

 - Fixed a server crash caused by a mismatched items schema

 Jason


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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Saint K .
Just add cfg's for pl_ maps with a higher number configured.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik
Sent: Thursday, September 30, 2010 9:07 PM
To: hlds@list.valvesoftware.com
Cc: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: 
Source/Half-Life 2: Deathmatch Updates Available

On 30.09.2010 22:27, Jason Ruymen wrote:
 Set mp_scrambleteams_auto_windifference to set the number of round wins a 
 team must lead by in order to trigger an auto scramble (default is 2)

I think this will be ultimately broken on pl maps, where windiff is 
usually over 5.


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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread Saint K .
As of today our Linux TF2 servers do massive crashes as well. Strangely enough 
with the last massive crash 2 servers remained running.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lambda
Sent: Sunday, September 19, 2010 7:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 Server Crashing

Again, i was playing and my client have crashed too.

2010/9/19 ics i...@ics-base.net

  It requires to have players on the server at the time that the thing
 occurs.

 -ics

 19.9.2010 20:17, Formologic23 kirjoitti:

  Mine has yet to crash.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Yatin Vadhia
 Sent: Sunday, September 19, 2010 9:56 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Massive TF2 Server Crashing

 I can confirm mine went down as well. Incredibly annoying. :/



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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Saint K .
It's fkin 23:30 Friday night here. We ever going to stop with this crap?

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, September 10, 2010 11:21 PM
To: 'Half-Life dedicated Linux server mailing list'; 
'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Released

A required update to Team Fortress 2 is now available.  The specific changes 
include:

Engine (CS:S, DoD:S, TF2):
- Fixed clients locking up while attempting to load the game and re-enabled 
signature checking.

Team Fortress 2:
- Fixed a case where some items would display an empty string for their name.

Jason


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Re: [hlds] Team Fortress 2 Update Released

2010-09-10 Thread Saint K .
Nuthin is happening. By now its 12:40 and in Europe we're pissed.

Drunken administrator syndrome 4tw. I hold you accountable :D

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, September 11, 2010 12:30 AM
To: Jason Ruymen; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life 
dedicated Linux server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

And this is fixed now.  So if you run a Team Fortress 2 server, please run 
hldsupdatetool again to allow customers to connect.

Jason 

-Original Message-
From: Jason Ruymen 
Sent: Friday, September 10, 2010 3:03 PM
To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated Linux 
server mailing list'
Subject: RE: [hlds] Team Fortress 2 Update Released

Yes, we're working on fixing this and should have it resolved soon.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, September 10, 2010 2:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

  Yeah, it's all messed up now. I guess we can expect another update soon.

-ics

11.9.2010 0:56, 1nsane kirjoitti:
 Both the client and the server have old version steam.inf (1.1.0.6), master
 is expecting new version (1.1.0.7)

 On Fri, Sep 10, 2010 at 5:45 PM, Kevin b erkevin-b...@starmen.net  wrote:

 Master server complaining about version.  What should the patch version be?

 On Fri, Sep 10, 2010 at 4:41 PM, 1nsane1nsane...@gmail.com  wrote:

 Friday updates are usually awesome. Especially when they break things
 that
 don't get fixed until Monday or Tuesday, I love those especially.

 On Fri, Sep 10, 2010 at 5:35 PM, Tony Palomadrunkenf...@hotmail.com
 wrote:
 This update did not include changed steam.inf with correct version.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Friday, September 10, 2010 2:21 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Released

 A required update to Team Fortress 2 is now available.  The specific
 changes
 include:

 Engine (CS:S, DoD:S, TF2):
 - Fixed clients locking up while attempting to load the game and
 re-enabled
 signature checking.

 Team Fortress 2:
 - Fixed a case where some items would display an empty string for their
 name.

 Jason


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Re: [hlds] (tf2) pl_thundermountain server crash

2010-08-04 Thread Saint K .
Problem confirmed for Linux.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
Sent: Wednesday, August 04, 2010 5:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] (tf2) pl_thundermountain server crash

I'm experiencing crashes only on the pl_thundermountain map
Crashes occur between rounds, and not every time the map is played. The new
round begins, clients get swapped in the other team, and then crash. The
last line in the log is always something like
nameidSTEAM_0:1:23456Red triggered medic_death
against nameidSTEAM_0:1:23456Red (healing 0) (ubercharge 0)
This is an excerpt from the log file http://pastebin.com/Sfwuipjx
Is anyone having similar problems?

A side question: the last crash dumps I have in the orangebox/bin/dumps
folder for any tf2 server I run was made on 06/24/2010.
Crash dumps for CSS, L4D and other gameservers are being generated fine. Is
there a magic command line argument to enable them again?
windows 2008

Thank you in advance
Claudio

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Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/-threads results part 1

2010-07-26 Thread Saint K .
8.8.8.8 for all your DNS loving.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
Sent: Monday, July 26, 2010 7:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 
update/-threads results part 1

I would be careful there you may have a virus or something else
hijacking your dns.

I would definitely run a scan to be sure.

Regards
Steve

- Original Message - 
From: Mike Stiehm mikesti...@gmail.com


 Looks like its something with my DNS server. Its working on another
 connection.



This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
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Re: [hlds] Server lag, one server on one box

2010-07-22 Thread Saint K .
That calculator seems bogus to me.

This is what it produces for a 32slot SCRDS server with a 100Mbit pipe, 2.4Ghz 
CPU and 8GB mem:

sv_minrate 0
sv_maxrate 185547
sv_minupdaterate 4
sv_maxupdaterate 618

I could output random numbers like that as well...

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Thursday, July 22, 2010 8:21 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server lag, one server on one box

You can always use Drek's srcds calculator for recommend rates.

http://www.reece-eu.net/drekrates.php

Allan

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, July 22, 2010 1:48 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server lag, one server on one box

On Windows, from what I can recall FPS is directly linked to CPU usage.
Rates are wrong, including what Левинчук Федор said besides sv_maxcmdrate set 
to 0, which is probably your main issue.

For sure:
sv_mincmdrate 33
sv_minupdaterate 33
sv_maxcmdrate 66
sv_maxupdaterate 66

Assuming:
sv_minrate 35000
sv_maxrate 7

Also, try not using the FPS Booster and see if the lag persists.
Kyle.

On Wed, Jul 21, 2010 at 9:35 PM, Steven Polley zellers.shi...@gmail.com wrote:
 So I noticed a few of you people were experiencing server lag.  Welll, 
 so am I.  I have a 1gbps up/down net speed, with a dual e5620 setup, 
 and I decided to run one, yes one TF2 server on a fresh install of Windows 
 Server 08.

 Yes, I am getting lag.  I am using the FPS boost pluging, running a 
 2000 max FPS server, which averages at close to 1,700 FPS.

 I set my rates to be

 sv_maxcmdrate 0
 sv_maxrate 0
 sv_maxreplay 2
 sv_maxupdaterate 100
 sv_mincmdrate 0
 sv_minrate 0
 sv_minupdaterate 30


 Basically, with unlimited computing resources allowed... what are the 
 best rates?
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Re: [hlds] Left 4 Dead 2 Update Released

2010-06-26 Thread Saint K .
Hmm, are mutations no longer a required update? I get no protocol version 
change on Linux.

Saint k.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Friday, June 25, 2010 9:27 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds] Left 4 Dead 2 Update Released

Weekly mutation update... go get 'em.
Jonah Hirsch
---
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.830 / Virus Database: 271.1.1/2961 - Release Date: 06/25/10 
08:35:00

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Re: [hlds] TF2 servers not reporting correct number of players in server browser

2010-06-18 Thread Saint K .
Hi,

We're experiencing incorrect playercounts on Linux (a max difference of 1 
player more or less being displayed in the serverbrowser).

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Noel
Sent: Friday, June 18, 2010 7:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 servers not reporting correct number of players in 
server browser

Just starting today, I've noticed behavior where a fully updated TF2 server
is reporting 23/24 players in the server browser despite being filled to 24
players in-game.  Because the server reports as 23/24, it does not allow
auto-join -- players attempting to get in appear to be joining then
immediately receive the Server is full error.

Anyone else experiencing this at all?
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.829 / Virus Database: 271.1.1/2944 - Release Date: 06/17/10 
13:33:00

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Re: [hlds] Black Listed / De-listed Servers‏

2010-06-14 Thread Saint K .
1) Create your own topic
2) You might want to specify what games, what did you test to rule out 3rd 
party plugins etc etc etc.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Qlimax Povar
Sent: Monday, June 14, 2010 3:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Black Listed / De-listed Servers‏

I dont know where to post it, so I will post it here, I think we all have a
problem with the server hang problem. Whenever there is 32/32 players and
the server changes the map, the server just HANGS, after 5min the server
starts responding. ANY FIXES COMING?
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.829 / Virus Database: 271.1.1/2934 - Release Date: 06/13/10 
21:45:00

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Re: [hlds] Mirrors

2010-05-21 Thread Saint K .
Just an update on this, I've never received a reply on my mail, so I don't 
think we'll ever be able to provide a solution ourselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Saturday, May 08, 2010 10:09 PM
To: ad...@oneskylitnight.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

I will. I've send an email asking VALVe to look into the proposal of setting up 
a private content server were admins can pay a monthly fee for access (non 
profit). The bandwidth here is pretty cheap, and for a private resource I think 
we could get the price to be extremely low per IP.

Just hoping that VALVe will see this as a solution and help us out, they don't 
seem to want to provide a fix themselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Friday, May 07, 2010 10:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Looking at that... they might get more servers if window wasn't a 
requirement.

@Saint K: Let us know how it goes!

On 5/7/2010 9:04 AM, Patrick Shelley wrote:
 Becoming a Steam Content Provider:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 On Fri, May 7, 2010 at 9:36 AM, Saint K.sai...@specialattack.net  wrote:


 Isn't it a possibility that we host a private content server for anyone who
 chips in a few bucks? I would be more than willing to pay a few to have a
 private content server to be able to update my servers decently without the
 standard steam update hell. I have all the possibilities to set up a thing
 such as this. Just don't know how this is arranged with VALVe.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, May 07, 2010 10:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mirrors

 How much bandwidth a month? I didnt say it would be cheap, if people helped
 pay for it though it could work. Adding IPs works just as well.

 On Fri, May 7, 2010 at 12:08 AM, Ben Jenszfh-l...@3fl.net  wrote:

  
 The unused content servers probably don't have the update on them to
 serve out to users at that particular point in time for some reason or
 other.  Filtered content servers are restricted by IP address ranges,
 not to specific Steam user accounts.

 Running your own content server is a significant investment not just in
 hardware (thats the small part really), but also bandwidth as they can
 use extreme amounts.  Our two in Australia (that aren't filtered
 currently) do a combined peak of well over 1.5Gbit of traffic, lately a
 lot more than that (one of them is running at around 900Mbit right now,
 the other one not far behind that).



 1nsane wrote:

 But wait... how about Valve fixes the updatetool to not use overloaded
 servers? :D

 There's plenty of unused content servers when an update happens, piles
  
 of
  
 them!

 On Thu, May 6, 2010 at 12:19 PM, 1nsane1nsane...@gmail.com  wrote:


  
 I believe this would surplus the requirements:
 http://www.100tb.com/


 On Thu, May 6, 2010 at 11:57 AM, Mark Gunnettmgunnett4...@gmail.com

 wrote:
  


 I believe Valve would Approve. Like the KB Article Page says, you
  
 need
  
 those
 req's to be a content host. If you look at the stats page, nearly all
  
 the

 non-valve Content providers are filtered and only serve a few people,
  
 not

 the entire valve network. So it's possible. The Server though would
  
 be
  
 pretty expensive though looking at those minimum specs. Then again,
  
 The
  
 most
 expensive thing would be the bandwidth

 --
 All programmers are playwrights and all computers are lousy actors.
   - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that is
  
 my
  
 religion.
   - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}
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 archives,
  
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Re: [hlds] Mirrors

2010-05-08 Thread Saint K .
I will. I've send an email asking VALVe to look into the proposal of setting up 
a private content server were admins can pay a monthly fee for access (non 
profit). The bandwidth here is pretty cheap, and for a private resource I think 
we could get the price to be extremely low per IP.

Just hoping that VALVe will see this as a solution and help us out, they don't 
seem to want to provide a fix themselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Friday, May 07, 2010 10:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Looking at that... they might get more servers if window wasn't a 
requirement.

@Saint K: Let us know how it goes!

On 5/7/2010 9:04 AM, Patrick Shelley wrote:
 Becoming a Steam Content Provider:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 On Fri, May 7, 2010 at 9:36 AM, Saint K.sai...@specialattack.net  wrote:


 Isn't it a possibility that we host a private content server for anyone who
 chips in a few bucks? I would be more than willing to pay a few to have a
 private content server to be able to update my servers decently without the
 standard steam update hell. I have all the possibilities to set up a thing
 such as this. Just don't know how this is arranged with VALVe.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, May 07, 2010 10:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mirrors

 How much bandwidth a month? I didnt say it would be cheap, if people helped
 pay for it though it could work. Adding IPs works just as well.

 On Fri, May 7, 2010 at 12:08 AM, Ben Jenszfh-l...@3fl.net  wrote:

  
 The unused content servers probably don't have the update on them to
 serve out to users at that particular point in time for some reason or
 other.  Filtered content servers are restricted by IP address ranges,
 not to specific Steam user accounts.

 Running your own content server is a significant investment not just in
 hardware (thats the small part really), but also bandwidth as they can
 use extreme amounts.  Our two in Australia (that aren't filtered
 currently) do a combined peak of well over 1.5Gbit of traffic, lately a
 lot more than that (one of them is running at around 900Mbit right now,
 the other one not far behind that).



 1nsane wrote:

 But wait... how about Valve fixes the updatetool to not use overloaded
 servers? :D

 There's plenty of unused content servers when an update happens, piles
  
 of
  
 them!

 On Thu, May 6, 2010 at 12:19 PM, 1nsane1nsane...@gmail.com  wrote:


  
 I believe this would surplus the requirements:
 http://www.100tb.com/


 On Thu, May 6, 2010 at 11:57 AM, Mark Gunnettmgunnett4...@gmail.com

 wrote:
  


 I believe Valve would Approve. Like the KB Article Page says, you
  
 need
  
 those
 req's to be a content host. If you look at the stats page, nearly all
  
 the

 non-valve Content providers are filtered and only serve a few people,
  
 not

 the entire valve network. So it's possible. The Server though would
  
 be
  
 pretty expensive though looking at those minimum specs. Then again,
  
 The
  
 most
 expensive thing would be the bandwidth

 --
 All programmers are playwrights and all computers are lousy actors.
   - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that is
  
 my
  
 religion.
   - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}
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 archives,
  
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Re: [hlds] Mirrors

2010-05-07 Thread Saint K .
Isn't it a possibility that we host a private content server for anyone who 
chips in a few bucks? I would be more than willing to pay a few to have a 
private content server to be able to update my servers decently without the 
standard steam update hell. I have all the possibilities to set up a thing such 
as this. Just don't know how this is arranged with VALVe.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, May 07, 2010 10:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

How much bandwidth a month? I didnt say it would be cheap, if people helped
pay for it though it could work. Adding IPs works just as well.

On Fri, May 7, 2010 at 12:08 AM, Ben Jensz fh-l...@3fl.net wrote:

 The unused content servers probably don't have the update on them to
 serve out to users at that particular point in time for some reason or
 other.  Filtered content servers are restricted by IP address ranges,
 not to specific Steam user accounts.

 Running your own content server is a significant investment not just in
 hardware (thats the small part really), but also bandwidth as they can
 use extreme amounts.  Our two in Australia (that aren't filtered
 currently) do a combined peak of well over 1.5Gbit of traffic, lately a
 lot more than that (one of them is running at around 900Mbit right now,
 the other one not far behind that).



 1nsane wrote:
  But wait... how about Valve fixes the updatetool to not use overloaded
  servers? :D
 
  There's plenty of unused content servers when an update happens, piles of
  them!
 
  On Thu, May 6, 2010 at 12:19 PM, 1nsane 1nsane...@gmail.com wrote:
 
 
  I believe this would surplus the requirements:
  http://www.100tb.com/
 
 
  On Thu, May 6, 2010 at 11:57 AM, Mark Gunnett mgunnett4...@gmail.com
 wrote:
 
 
  I believe Valve would Approve. Like the KB Article Page says, you need
  those
  req's to be a content host. If you look at the stats page, nearly all
 the
  non-valve Content providers are filtered and only serve a few people,
 not
  the entire valve network. So it's possible. The Server though would be
  pretty expensive though looking at those minimum specs. Then again, The
  most
  expensive thing would be the bandwidth
 
  --
  All programmers are playwrights and all computers are lousy actors.
   - Unknown
 
  When I do good, I feel good; when I do bad, I feel bad, and that is my
  religion.
   - Abraham Lincoln
 
  Mark J. Gunnett
  [EoE]SniperFodder{AL}
  ___
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  please visit:
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Re: [hlds] Mirrors

2010-05-07 Thread Saint K .
Thanks,

I've send them a mail.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick Shelley
Sent: Friday, May 07, 2010 3:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Becoming a Steam Content Provider:

https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

On Fri, May 7, 2010 at 9:36 AM, Saint K. sai...@specialattack.net wrote:

 Isn't it a possibility that we host a private content server for anyone who
 chips in a few bucks? I would be more than willing to pay a few to have a
 private content server to be able to update my servers decently without the
 standard steam update hell. I have all the possibilities to set up a thing
 such as this. Just don't know how this is arranged with VALVe.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, May 07, 2010 10:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mirrors

 How much bandwidth a month? I didnt say it would be cheap, if people helped
 pay for it though it could work. Adding IPs works just as well.

 On Fri, May 7, 2010 at 12:08 AM, Ben Jensz fh-l...@3fl.net wrote:

  The unused content servers probably don't have the update on them to
  serve out to users at that particular point in time for some reason or
  other.  Filtered content servers are restricted by IP address ranges,
  not to specific Steam user accounts.
 
  Running your own content server is a significant investment not just in
  hardware (thats the small part really), but also bandwidth as they can
  use extreme amounts.  Our two in Australia (that aren't filtered
  currently) do a combined peak of well over 1.5Gbit of traffic, lately a
  lot more than that (one of them is running at around 900Mbit right now,
  the other one not far behind that).
 
 
 
  1nsane wrote:
   But wait... how about Valve fixes the updatetool to not use overloaded
   servers? :D
  
   There's plenty of unused content servers when an update happens, piles
 of
   them!
  
   On Thu, May 6, 2010 at 12:19 PM, 1nsane 1nsane...@gmail.com wrote:
  
  
   I believe this would surplus the requirements:
   http://www.100tb.com/
  
  
   On Thu, May 6, 2010 at 11:57 AM, Mark Gunnett mgunnett4...@gmail.com
  wrote:
  
  
   I believe Valve would Approve. Like the KB Article Page says, you
 need
   those
   req's to be a content host. If you look at the stats page, nearly all
  the
   non-valve Content providers are filtered and only serve a few people,
  not
   the entire valve network. So it's possible. The Server though would
 be
   pretty expensive though looking at those minimum specs. Then again,
 The
   most
   expensive thing would be the bandwidth
  
   --
   All programmers are playwrights and all computers are lousy actors.
- Unknown
  
   When I do good, I feel good; when I do bad, I feel bad, and that is
 my
   religion.
- Abraham Lincoln
  
   Mark J. Gunnett
   [EoE]SniperFodder{AL}
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
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  please visit:
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-- 
Regards,

Patrick Shelley

www.SideSteal.com
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Re: [hlds] Please

2010-05-05 Thread Saint K .
VALVe suggested to close this mailing list a while back. I've been on this list 
many many years, and it always has been a great resource. Lately it just became 
another trashplace for the same scum I ban on my servers for behaving like 
under aged kids. For over 8 years we managed to keep this list clean of 
trashtalk and childish behavior. From what it looks like this list cannot be 
cleaned out anymore. Remove the trolls and they'll just return with different 
accounts. I know I could resign from this list and be done with it, but I 
won't, because I won't have a decent alternative. Perhaps by closing this list 
and moving this to the official forums we can have some more moderation and 
cleaner, useful topics for people to help one and other. 

You people ought to be ashamed of yourselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
Sent: Wednesday, May 05, 2010 5:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Please

You call this a garbage thread? This is a garbage thread!

You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend

You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend

You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend
You're an alien sex fiend

And you go la la lala la la la la lala la la...

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
Sent: May-05-10 11:39 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Please

You aren't alone at all.  But the fact that you created an off topic thread and 
fed all the trolls is another matter.  Inadvertently you created just another 
garbage thread.

-f0rkz

On Wed, 2010-05-05 at 09:16 -0500, Msilbys12 wrote:
 Yea, it is nice to see that I am not alone !!
 
 Sent from the best phone ever
 
 On May 5, 2010, at 6:35 AM, HL-SDK Synths syntron...@gmail.com wrote:
 
  Buy Half life 5 and get iron man 6 tickets for preordering
 
  On Tue, May 4, 2010 at 10:50 AM, Allan Button abut...@netaccess.ca
  wrote:
 
  Iron man 4 is so good the decided to skip 3.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of Derek Denholm
  Sent: Tuesday, May 04, 2010 10:47 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Please
 
  They decided to go from Iron Man 2 to 4 and skipping 3.
 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
  Sent: May-04-10 12:19 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Please
 
 
  Where's Iron Man 3?
 
  From: gamerzwo...@gmail.com
  Date: Mon, 3 May 2010 22:37:02 -0400
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Please
 
  Brian, it takes a lot of testers to test L4D3.
 
  On Mon, May 3, 2010 at 10:24 PM, Saber 0sab...@gmail.com wrote:
 
  Nope.avi
 
  2010/5/3 Radu Suciu radusu...@gmail.com
 
  Anyone see Iron Man 2 yet?
 
  On Mon, May 3, 2010 at 10:00 PM, Olly oli...@gmail.com wrote:
 
  Must be the new moderator valve brought in.
 
  On 4 May 2010 02:23, Matthew Gottlieb 
  matthew.j.gottl...@gmail.com
  wrote:
 
  And you are?
 
  On Mon, May 3, 2010 at 7:51 PM, Msilbys12 
  msilby...@righttorule.com
 
  wrote:
  Please keep the email to problems or bugs found.
 
  Thx
 
  ___
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  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  ___
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  archives,
  please visit:
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  _
  New, Used, Demo, Dealer or Private? Find it at CarPoint.com.au 
  http://clk.atdmt.com/NMN/go/206222968/direct/01

Re: [hlds] Please

2010-05-05 Thread Saint K .
The problem is, I *shouldn't* have too. I've never have. All I have is a filter 
in my outlook to redirect the messages to a subfolder. I want to read every 
message, because up until a while ago every message could potentially hold 
useful information.

A lot of bugs and issues I've encountered I already knew about by reading this 
list. Often within no-time there are workarounds published which could be 
implemented. Also often stuff just holds value to get new ideas for your own 
servers etc. Also the social effect, you get help, you help some. With all this 
spam and nonsense, the you help some part becomes very unattractive as you just 
can't be bothered anymore.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
Sent: Wednesday, May 05, 2010 7:30 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Please

Send the list email to a gmail account setup a filter to mark everything
from the list as read already. Filter out the update emails or subscribe to
the update email list. You can still take a quick look at the email subjects
but they don't fill your inbox with worthless unread baby talk.

Its a good way to ignore the mentally handicapped on this list yet still be
able to pick up the few pieces of good information.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, May 05, 2010 12:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Please

I have to agree with Saint K. Stop wasting everyones time and don't post 
crap into the lists. Keep it in-line. Thanks.

-ics

5.5.2010 19:57, Saint K. kirjoitti:
 VALVe suggested to close this mailing list a while back. I've been on this
list many many years, and it always has been a great resource. Lately it
just became another trashplace for the same scum I ban on my servers for
behaving like under aged kids. For over 8 years we managed to keep this list
clean of trashtalk and childish behavior. From what it looks like this list
cannot be cleaned out anymore. Remove the trolls and they'll just return
with different accounts. I know I could resign from this list and be done
with it, but I won't, because I won't have a decent alternative. Perhaps by
closing this list and moving this to the official forums we can have some
more moderation and cleaner, useful topics for people to help one and other.

 You people ought to be ashamed of yourselves.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Allan Button
 Sent: Wednesday, May 05, 2010 5:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Please

 You call this a garbage thread? This is a garbage thread!

 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend

 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend

 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend
 You're an alien sex fiend

 And you go la la lala la la la la lala la la...

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
 Sent: May-05-10 11:39 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Please

 You aren't alone at all.  But the fact that you created an off topic
thread and fed all the trolls is another matter.  Inadvertently you created
just another garbage thread.

 -f0rkz

 On Wed, 2010-05-05 at 09:16 -0500, Msilbys12 wrote:

 Yea, it is nice to see that I am not alone !!

 Sent from the best phone ever

 On May 5, 2010, at 6:35 AM, HL-SDK Synthssyntron...@gmail.com  wrote:

  
 Buy Half life 5 and get iron man 6 tickets for preordering

 On Tue, May 4, 2010 at 10:50 AM, Allan Buttonabut...@netaccess.ca
 wrote:


 Iron man 4 is so good the decided to skip 3.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Derek Denholm
 Sent: Tuesday, May 04, 2010 10:47 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Please

 They decided to go from Iron Man 2 to 4 and skipping 3.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
 Sent: May-04-10 12:19 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Please


 Where's Iron Man 3?

  
 From: gamerzwo...@gmail.com
 Date: Mon, 3 May 2010 22:37:02 -0400
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Please

 Brian, it takes a lot of testers to test L4D3.

 On Mon, May 3, 2010 at 10:24 PM, Saber0sab...@gmail.com  wrote:


 Nope.avi

 2010/5/3 Radu

Re: [hlds] Left 4 Dead 2 Update Released

2010-04-22 Thread Saint K .
Steam server hammer time! (looks like A LOT of people were waiting for this)

Looking forward to play it =)

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Thursday, April 22, 2010 10:34 PM
To: 'Half-Life dedicated Linux server mailing list'; 
'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Left 4 Dead 2 Update Released

A required update for Left 4 Dead 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

- Added The Passing.  Includes 3 new maps, new weekly game modes (Mutations), a 
new 'uncommon common', new melee weapons and support for infected bot play in 
Versus mode

Jason

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Re: [hlds] Team Fortress 2 Update Available

2010-04-16 Thread Saint K .
Hi,

Number 1 on your list is not new, it has been around from a few updates back 
(we actually got a 6 second loop).

Cheers,

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
Sent: Friday, April 16, 2010 9:39 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Available

Our server noticed 2 things occur tonight from the update:

1.  Spawn time gets in a loop at 1 sec-prepare to spawn.  Have to kick start
out of it by changing classes.

2.  For a full server, a client is not seeing the Auto Join feature, which
had to options of like when slot immediately opens and I don't remember the
other option to pick from the radio buttons.


Can anyone confirm or refute this?

Thanks,

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com




 -- Forwarded message --
 From: Jason Ruymen jas...@valvesoftware.com
 To: 'Half-Life dedicated Linux server mailing list' 
 hlds_li...@list.valvesoftware.com, 'hlds@list.valvesoftware.com' 
 hlds@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 15 Apr 2010 12:57:57 -0700
 Subject: [hlds] Team Fortress 2 Update Available
 A required update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Added Sam  Max items
 - Fixed the Demoman's Fro not cloaking properly when being used by a
 disguised Spy
 - Reduced the damage bonus the Equalizer receives as the player loses
 health
- The speed boost was not changed

 Community Request:
 - Added a flag to info_particle_system to mark particle systems as
 weather effects

 Jason



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 please visit:
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Re: [hlds] Team Fortress 2 Update Available

2010-04-16 Thread Saint K .
The plugin is not running on the 2 servers which had the problem reported. It 
might be something general in SM, as I didn't test it without SM (also don't 
know how to reproduce it).

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, April 16, 2010 10:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

Number one is actually caused by Rcon Lock, if you look around page 26 in
that thread there is a discussion about it. Im not sure what exactly causes
it but I would try the legacy version.

On Fri, Apr 16, 2010 at 1:01 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Number 1 on your list is not new, it has been around from a few updates
 back (we actually got a 6 second loop).

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
 Sent: Friday, April 16, 2010 9:39 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Available

 Our server noticed 2 things occur tonight from the update:

 1.  Spawn time gets in a loop at 1 sec-prepare to spawn.  Have to kick
 start
 out of it by changing classes.

 2.  For a full server, a client is not seeing the Auto Join feature,
 which
 had to options of like when slot immediately opens and I don't remember the
 other option to pick from the radio buttons.


 Can anyone confirm or refute this?

 Thanks,

 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com



 
  -- Forwarded message --
  From: Jason Ruymen jas...@valvesoftware.com
  To: 'Half-Life dedicated Linux server mailing list' 
  hlds_li...@list.valvesoftware.com, 'hlds@list.valvesoftware.com' 
  hlds@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' 
  hlds_annou...@list.valvesoftware.com
  Date: Thu, 15 Apr 2010 12:57:57 -0700
  Subject: [hlds] Team Fortress 2 Update Available
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added Sam  Max items
  - Fixed the Demoman's Fro not cloaking properly when being used by a
  disguised Spy
  - Reduced the damage bonus the Equalizer receives as the player loses
  health
 - The speed boost was not changed
 
  Community Request:
  - Added a flag to info_particle_system to mark particle systems as
  weather effects
 
  Jason
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] HL2 Masters Have Moved

2010-04-15 Thread Saint K .
Yes,

We're dead in the water on L4D2 as well. TF2 is doing fine (same environment). 
Location Amsterdam.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Green
Sent: Thursday, April 15, 2010 7:25 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] HL2 Masters Have Moved

We've noticed a huge drop off in traffic on our 5 * l4d2 servers since the
master server move, checked sv_region and restarted the servers and
confirmed new master servers address's. Our raq is located Maidenhead UK,
anyone else suffering from this problem?

Regards
D3v 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: 15 April 2010 04:58
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Masters Have Moved

The old masters are no longer working for Source based games DWN, if you can
see anything you're using the new system.

Kyle.

On Wed, Apr 14, 2010 at 5:08 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 How do I know for sure I am using the new master servers on my client?
 Servers are getting sorted by sv_pure ingame, TF2. :( Of course Lotus
would
 take advantage and make the first characters of sv_pure to be
 unrecognizable
 characters to appear first.

 On Wed, Apr 14, 2010 at 4:41 PM, Andrew Armstrong and...@mammoth.com.au
 wrote:

  Nice work; just queried qstat myself and immediately saw local
Australian
  servers instead of the American one's I usually start to see :)
 
  - Andrew
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
  Sent: Thursday, 15 April 2010 6:56 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] HL2 Masters Have Moved
 
  Regions are still supported and work exactly like before.  In general
 they
  aren't widely used and now that we do IP geographical ordering they are
  less
  useful since you will get sent servers near you first.
 
  There are two current IPs for the masters.  One of the major changes was
  rewriting them to be multithreaded so now a single multicore machine can
  handle many more players requesting server lists.  We have two masters
 for
  redundancy and they replicate all server data to each other.
 
  --
  /// Zoid.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Wednesday, April 14, 2010 1:40 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] HL2 Masters Have Moved
 
  I'd say those are the only servers you get assigned to. Atleast everyone
  i've talked about have only those including all our servers. Must be
  somekind of front end machines for the rest of the masters.
 
  -ics
 
  14.4.2010 23:34, Kyle Sanderson kirjoitti:
   Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does
 anyone
  have
   the complete updated list?
   Kyle.
 
 
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