RE: [hlds] ;)
“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: ;)
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 > > ___ > 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/ ___ 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/
RE: [hlds] Re: ;)
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 ___ 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/
RE: [hlds] ;)
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/ >>> >>> ___ >>> 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/ > > ___ > 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/ ___ 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/
RE: [hlds] ;)
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/ >> >> ___ >> 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/ ___ 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/
RE: [hlds] ;)
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 ___ 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/
RE: [hlds] Re: 64 bit Steam concept
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
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 > > ___ > 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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
RE: [hlds] Re: CEF broken in Valve games
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
RE: [hlds] Re: CEF broken in Valve games
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⸀挀漀洀⼀ഀ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlds] The End
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 update released
Are you absolutely nuts? From: JacobTo: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://li
Re: [hlds] Mandatory TF2 update coming
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 listSubject: 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.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 51, Issue 47
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 update released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Desperately Need Some Killing Floor 2 Servers Up
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___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TF2] Community Issues/Suggestions
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Rethinking the community quickplay ban
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Sons robots mvm servers
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.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Can we have a Quickplay Status report, please? 2
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)!
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] DDOS Prevention with IPV6
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Advertise a server using account ID
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Advertise a server using account ID
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
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
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
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] IP Tunneling Doesnt Work With SRCDS
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Coming soon: changes to TF HTML MOTD support
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] An open letter to Valve about MOTDs
Forced in-game ads are evil. You’ve already paid for the game, why watch ads? There never was such a problem until quickplay and motd allowing video. Build a good community and likable servers, and you shall have your money through donations. We haven’t done it any differently in the past 15 years and we’re still doing so today. People are willing to donate bits for a fun community to play at who has their own servers up and running. The whole problem here is quickplay, you have tons of people roaming around random servers without an real good opportunity to bind them to your community. Before people would search for likable servers and add them to their favorites. These people would then return and start to get familiar with other people at the servers. This allowed for great community building. Unfortunately I don’t expect VALVe ever to turn off quickplay. That’s why I think communities will slowly start to die out. I can remember days where 90% of the players in a server had a clan/community tag In front of their name, nowadays you barely ever see them. Saint K. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Supreet Sent: Thursday, November 07, 2013 7:58 PM To: hlds@list.valvesoftware.com Subject: [hlds] An open letter to Valve about MOTDs Valve, Listen. People make good money off of running their TF2 servers. Moreover, it helps them pay for the servers. Why don't you just take all our liberty away, pull an EA and cut dedicated servers and host them all yourself? Quickplay has only been beneficial to free to play players or what I like to call Window Gamers. They try a game because its free then after a while they leave the game because they're bored of hopping on random servers through quick play and finding ads everywhere. The liberty and freedom of browsing through a server list was an amazing idea so you should keep to it. Your quick play scoring system is pretty stupid and flawed. Why? Because its HEAVILY BIASED. Over time, there's just been servers that get a behemoth influx of players and and the quick play system starts favoring them. Therefore, ignoring the possibility of any potentially better servers people might like if they ended up on them. You should really consider stopping your shenanigans. You can't make up your own mind Valve. You released an update months ago with vague release notes about the removal of HTML motds then you modified it and now you just released another update. If you really cared about the game server operators, you would remove this bs tweak and give server operators the liberty to use methods to recovery money to cover costs and pocket money for their efforts. OR Build a better dedicated server that doesn't eat up so many resources so server operators don't have to pay $30 a month for a single server to a hosting company. There are communities that run great servers and multiple of them. Imagine the frikkin cost of servers Skial has to deal with, with their massive 80 something servers. These ads help pay for these expensive DDoS protected servers hosted by big communities. A lot of concerned people have offered their tiny bits of tweaks and solutions to your update but it will never stop. Either pull an EA and remove MOTDs overall, doom us all so we can get some closure and move on LOL or let server operators have the freedom to run their server the way they want. Why don't you just work with the ad companies and get them to make a variable that tells the quickplay system read if the server is ad enabled, or maybe through sv_tags and DEDUCT score off of quickplay. It'll make all the complaining kids happy. 50% less chance I'll end up on an ad enabled server. Many thanks and regards. Please contribute to this discussion in a professional and cognitively inclined manner and refrain from being monkeys yelling at each other on the mailing list.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] high five taunt crashes server
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Hide server from certain IP's?
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 ;-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] NO to in game advertising
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
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
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Rising Storm Full Game Launch Tomorrow, May 30th 2013
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Required Rising Storm Beta Server Update Imminent
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory update 1765266 for TF2 released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Rising Storm Pre Order Beta Server Hosting
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] steacmd segfaults
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released
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 ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] MvM server browser player counts and improtant note regarding replay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] MvM server browser player counts and improtant note regarding replay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF MvM hosting questions
I 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF MvM hosting questions
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF MvM hosting questions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of truth
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Policy of Truth??
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. -- This communication is for use by the intended recipient and contains information that may be Privileged, confidential or copyrighted under applicable law. If you are not the intended recipient, you are hereby formally notified that any use, copying or distribution of this e-mail, in whole or in part, is strictly prohibited. Please notify the sender by return e-mail and delete this e-mail from your system. Unless explicitly and conspicuously designated as E-Contract Intended, this e-mail does not constitute a contract offer, a contract amendment, or an acceptance of a contract offer. Any/All other Pricing/Quotes are governed by WonkaGaming Systems Terms Conditions. This e-mail DOES NOT constitute a consent to the use of sender's contact information for direct marketing purposes or for transfers of data to third parties. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Question on Dedicated Server
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds] CS GO BETA KEY
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Max FPS
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] ranked servers registration
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Overtime bug?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Overtime bug?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Signup Page for Red Orchestra 2 Ranked Servers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Optional TF2 update coming soon
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server crashes (E. Olsen)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 crashes
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Lower server-side FPS with recent updates?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Lower server-side FPS with recent updates?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Incorrect player counts in server browser
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Updates Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available
Just add cfg's for pl_ maps with a higher number configured. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik Sent: Thursday, September 30, 2010 9:07 PM To: hlds@list.valvesoftware.com Cc: hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available On 30.09.2010 22:27, Jason Ruymen wrote: Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2) I think this will be ultimately broken on pl maps, where windiff is usually over 5. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Massive TF2 Server Crashing
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. :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (tf2) pl_thundermountain server crash
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Massive TF2 server cpu hike caused by 2010-07-20 update/-threads results part 1
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 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server lag, one server on one box
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Update Released
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 --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 servers not reporting correct number of players in server browser
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Black Listed / De-listed Servers
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mirrors
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} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list
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} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlds] Mirrors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mirrors
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Regards, Patrick Shelley www.SideSteal.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Please
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ New, Used, Demo, Dealer or Private? Find it at CarPoint.com.au http://clk.atdmt.com/NMN/go/206222968/direct/01
Re: [hlds] Please
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2 Masters Have Moved
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds