Re: [hlds] Mandatory TF2 update coming
I would like to see a strange professional killstreak community server that works after all these updates : On Wed, Oct 1, 2014 at 3:39 PM, Daniel Barreiro dbarreiro1...@gmail.com wrote: Any chance we could see the Saxxies made strange professional killstreak like the Golden Pan is? On Wed, Oct 1, 2014 at 6:24 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: libdl-2.15.so f76ff000-f770 rw-p 3000 08:01 522258 /lib32/ libdl-2.15.so f770-f7729000 r-xp 08:01 522254 /lib32/ libm-2.15.so f7729000-f772a000 r--p 00028000 08:01 522254 /lib32/ libm-2.15.so f772a000-f772b000 rw-p 00029000 08:01 522254 /lib32/ libm-2.15.so f772b000-f772d000 rw-p 00:00 0 f772d000-f7733000 rw-p 00:00 0 f7733000-f7734000 r-xp 00:00 0 [vdso] f7734000-f7754000 r-xp 08:01 522255 /lib32/ ld-2.15.so f7754000-f7755000 r--p 0001f000 08:01 522255 /lib32/ ld-2.15.so f7755000-f7756000 rw-p 0002 08:01 522255 /lib32/ ld-2.15.so ff7ea000-ff814000 rw-p 00:00 0 [stack] ./srcds_run: line 324: 13075 Aborted $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help wit h solving this problem Wed Oct 1 18:24:09 EDT 2014: Server restart in 10 seconds RIP Ubuntu 64bit On Wed, Oct 1, 2014 at 6:20 PM, Emil Larsson ail...@gmail.com wrote: My gut feeling is that it's just simple more bugfixes, so no need to disable sourcemod ;). There was a couple of animation related glitches for one. On Thu, Oct 2, 2014 at 12:16 AM, Alexander Kolev sashko...@gmail.com wrote: Please do not break Sourcemod and TFTrue!!! :( 2014-10-02 1:08 GMT+03:00 Eric Smith er...@valvesoftware.com: We're working on a mandatory update for TF2. We should have it ready in a few minutes. -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 ___ 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 TF2 update released
Same here, my windows server will not start up either. I am also running Windows Server 2008 R2. On Thu, Aug 7, 2014 at 2:04 PM, Gamers Exile gamersex...@shaw.ca wrote: Yes, instantaneous crash loading server on win2008r2. Sent Via Pigeon *From: *big john *Sent: *Thursday, August 7, 2014 3:04 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] Mandatory TF2 update released Anyone else crashing after update? On Aug 7, 2014 4:54 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2351233. -Eric - - Dedicated server performance/stability improvements - Added a new startup music track from Expiration Date - Added missing photos/thumb images for koth_badlands - Fixed a client crash related to the snd_restart command for Linux clients - Fixed a dedicated server crash related to arrows - Fixed the Bolt Boy using the wrong material for the Blu team - Improved memory usage for Linux clients - Updated the Restart Game and Scramble Teams votes to always have a mandatory cool-down period - Updated sv_memlimit to not be marked as a cheat convar - Added sv_minuptimelimit and sv_maxuptimelimit to manage the server restart window - Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and Vive La France - Updated the localization files - Updated pl_cactuscanyon - Removed rollback leading to the final capture point in stage 2 - Reworked fence position on forward spawn building in stage 2 - Expanded back alley near the final capture point in stage 2 - Expanded back pathway near the final capture point in stage 1 - Added small room inside building half way up the zig-zag in stage 1 - Adjusted health kits and ammo packs - Adjusted spawn times in stage 1 and 2 - Updated rd_asteroid - Widened left side spawn exit - Players can no longer build inside the staircase near A robots - Fixed sticky stair collision when coming out of the water near B robots - Changed medium health kit near the C robots to a small health kit - Removed alert from voice over lines that announce your team has dropped the reactor core - Fixed missing patch overlay under small health near center bridge ___ 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 TF2 update released
Don't know why you need Quickplay for these, I set up 24/7 servers for both and both of these are now full of players, especially asteroids which filled first. Currently, the demand for these servers is pretty high, so QP isn't needed atm. Take advantage of the situation, good sirs and madams, and just have fun with it. No point in spending all this time and money on worries and heartaches. On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote: Yes, why can't community servers participate in beta map quickplay? :( On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote: Selecting Play Beta Maps forces the quickplay settings to default and unchecking the box doesn't revert it. You have to redo your custom quickplay settings afterwards. Why can't we participate in quickplay for the new maps? On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote: You think? Just look at the maps. They look something like someone can do within a week. -ics Jordan Olling kirjoitti: I think they're called beta because we're getting a sneak peek of them, but they might not be completely finished yet. On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com mailto:rbemr...@gmail.com wrote: Just to make this clear, you know that all server installs have rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right? Calling them beta makes it sound like they're restricted to only some servers. On 7/8/2014 6:55 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2314660. -Eric - - Added Mann Co. Beta Maps - Early Access program - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon - Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option - Added a new startup music track from Expiration Date - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1, and Tumblr Vs Reddit Season 2 medals - Fixed the server browser not properly filtering for the US - East region when selected - Fixed a bug where players that are taunting would not use the correct animation - Fixed Australium weapons using the incorrect arm skin for the Blue team - Fixed Mutated Milk not being a valid item for the Scout's Special Delivery item set - Fixed The Stealth Steeler not using the correct team materials - Fixed some festive weapons using the lowest LOD for the first person view - Minigun: Winding up via secondary attack now counts toward reducing the one-second accuracy penalty - Updated the equip_regions for The Southie Shinobi, The Chronomancer, and The Pencil Pusher - Updated the localization files - Updated The Towering Pillar of Summer Shades - Fixed not using the correct team materials - Updated to be paintable - Reminder - Bread Boxes can no longer be crafted after tomorrow (July 9th) - Craft them via the crafting system (Items-Crafting-Special Blueprint-Fabricate Bread Box) ___ 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
Re: [hlds] Mandatory TF2 update released
I wasn't posting to be logical or be offensive, just trying to say have fun with it/be encouraging. Not sure about you, but I'm pretty tired of worrying about whether to not Valve is throwing us a bone, so I'm not going to wait for them to to do so. I'm just going to host servers for this because I can just to see what all the fuss is about and have fun with it. We may as well get the ball rolling on getting these maps out there and enjoy them with there rest of the community right now, because I'm sure tomorrow Valve will have their own servers for them. I hope you guys have a good evening :) On Tue, Jul 8, 2014 at 5:15 PM, 1nsane 1nsane...@gmail.com wrote: Ahh so we will never it then to help fill up community servers? Right? I don't follow your logic, because it doesn't make sense. Maybe what you are experiencing has something to do with: 1) There being no valve beta map servers at this moment 2) These maps have just been released and are of interest to a lot of players I don't see the interest in holding. It doesn't hold for finished maps it definitely won't hold for unfinished ones. On Tue, Jul 8, 2014 at 8:11 PM, Silencio Delgato silenciodelg...@gmail.com wrote: Don't know why you need Quickplay for these, I set up 24/7 servers for both and both of these are now full of players, especially asteroids which filled first. Currently, the demand for these servers is pretty high, so QP isn't needed atm. Take advantage of the situation, good sirs and madams, and just have fun with it. No point in spending all this time and money on worries and heartaches. On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote: Yes, why can't community servers participate in beta map quickplay? :( On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote: Selecting Play Beta Maps forces the quickplay settings to default and unchecking the box doesn't revert it. You have to redo your custom quickplay settings afterwards. Why can't we participate in quickplay for the new maps? On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote: You think? Just look at the maps. They look something like someone can do within a week. -ics Jordan Olling kirjoitti: I think they're called beta because we're getting a sneak peek of them, but they might not be completely finished yet. On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com mailto:rbemr...@gmail.com wrote: Just to make this clear, you know that all server installs have rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right? Calling them beta makes it sound like they're restricted to only some servers. On 7/8/2014 6:55 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2314660. -Eric - - Added Mann Co. Beta Maps - Early Access program - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon - Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option - Added a new startup music track from Expiration Date - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1, and Tumblr Vs Reddit Season 2 medals - Fixed the server browser not properly filtering for the US - East region when selected - Fixed a bug where players that are taunting would not use the correct animation - Fixed Australium weapons using the incorrect arm skin for the Blue team - Fixed Mutated Milk not being a valid item for the Scout's Special Delivery item set - Fixed The Stealth Steeler not using the correct team materials - Fixed some festive weapons using the lowest LOD for the first person view - Minigun: Winding up via secondary attack now counts toward reducing the one-second accuracy penalty - Updated the equip_regions for The Southie Shinobi, The Chronomancer, and The Pencil Pusher - Updated the localization files - Updated The Towering Pillar of Summer Shades - Fixed not using the correct team materials - Updated to be paintable - Reminder - Bread Boxes can no longer be crafted after tomorrow (July 9th) - Craft them via the crafting system (Items-Crafting-Special Blueprint-Fabricate Bread Box) ___ 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
Re: [hlds] Mandatory TF2 update released
Indeed. Voicing concerns over gameplay here is not likely to garner a response from the tf2 dev team. Though, I wonder in what way we (server owners) can affect the changes on our end regarding the heavy? I know that there was a hidden cvar (tf_stickydamage_ramp or something like that, can't remember) for the demoman since projectiles = entities, however there is no hidden cvar for heavy since his weapon is hitscan and those do not generate entities, so its more or less an attribute of the weapon I believe. Is there a plugin that could potentially find/modify the attribute of the weapon itself or just a way to figure out where/what to change on our end to affect the ramp up for the heavy? On Wed, Jun 25, 2014 at 12:16 PM, evan otten evan...@gmail.com wrote: Just want to point out to everyone that this mailing list is NOT for game play changes. It is for server owner discussion On Jun 25, 2014 2:35 PM, Darius Pirestani dar1...@yahoo.com wrote: Or sticky trap his feet while he's taunting, and detonate as soon as he's done. On Jun 25, 2014, at 2:23 PM, Justin Kim yu...@yulli.org wrote: You can also kill the pyro after the taunt. This is a thing. On Jun 25, 2014, at 2:21 PM, Jordan Olling jordanoll...@gmail.com wrote: http://wiki.teamfortress.com/wiki/Phlogistinator During this taunt, the wielder has 75% damage resistance and full immunity from taunt kills. On Wed, Jun 25, 2014 at 11:17 AM, James Haikin jfrra...@gmail.com wrote: You most definitely can kill a phlog pyro as he's taunting. Aim better. -James On Wed, Jun 25, 2014 at 11:13 AM, Bruno Garcia garcia.bru...@gmail.com wrote: The only thing that needs nerfing is the Phlogistinator. It is extremely stupid that you *can't* kill a pyro that's taunting with four rockets at a really really close distance... Then the pyro after finishing the taunt turns around and kills you with crits. It's stupid how they gave uber charge and critical hits to a pyro weapon. On Tue, Jun 24, 2014 at 3:01 AM, Emil Larsson ail...@gmail.com wrote: Sorry to taking the mailing list further offtopic, but the heavy nerf didn't affect the gameplay flow as much as the demoman sticky launcher one. The axtingusher nerf is arguable done to make it more intresting sidegrade than the upgrade it used to be (somewhat similar to the equalizer nerf they did awhile back where they split it into two weapons). They are still intending to rebalance the sticky launcher, just not in a way that probably affects the gameplay flow as much. There is plenty of community discussion on alternate ways of doing this already anyway. On Tue, Jun 24, 2014 at 3:47 AM, Darius Pirestani dar1...@yahoo.com wrote: So you revert the demo changes, but not the heavy pyro changes? Jesus Christ. On Jun 23, 2014, at 8:55 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2294473. -Eric - - Reverted the recent stickybomb damage ramp up change. We will continue to evaluate the use of stickybomb air detonations and potential changes to that mechanic. - Fixed being able to taunt with enemies between spawn room doors - Fixed a problem with The Senguko Scorcher's materials - Updated the Towering Pillar of Summer Shades so they are marketable - Updated the attribute description for the Back Scatter to better explain what it does - Updated the localization files ___ 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 ___
Re: [hlds] Mandatory TF2 update released
Indeed, I am aware of Valve's Policy of Truth, but I'm not too concerned with it since it mostly (if not solely?) applies to Quickplay. Non-QP servers are a different story in that regard, correct? As long as it does not interfere with that feature and the players being sent to servers by it, I think it should be fine, or at least, that was always my understanding of policy. On Wed, Jun 25, 2014 at 1:25 PM, ics i...@ics-base.net wrote: Basically modifying gameplay with such plugins goes against the Valve's Policy of Truth but it's not enforced anymore as it used to. Valve rather directs quickplay traffic by default to their servers, leaving ours empty so it doesn't really matter anymore what you run on a server. -ics Silencio Delgato kirjoitti: Indeed. Voicing concerns over gameplay here is not likely to garner a response from the tf2 dev team. Though, I wonder in what way we (server owners) can affect the changes on our end regarding the heavy? I know that there was a hidden cvar (tf_stickydamage_ramp or something like that, can't remember) for the demoman since projectiles = entities, however there is no hidden cvar for heavy since his weapon is hitscan and those do not generate entities, so its more or less an attribute of the weapon I believe. Is there a plugin that could potentially find/modify the attribute of the weapon itself or just a way to figure out where/what to change on our end to affect the ramp up for the heavy? On Wed, Jun 25, 2014 at 12:16 PM, evan otten evan...@gmail.com mailto: evan...@gmail.com wrote: Just want to point out to everyone that this mailing list is NOT for game play changes. It is for server owner discussion On Jun 25, 2014 2:35 PM, Darius Pirestani dar1...@yahoo.com mailto:dar1...@yahoo.com wrote: Or sticky trap his feet while he's taunting, and detonate as soon as he's done. On Jun 25, 2014, at 2:23 PM, Justin Kim yu...@yulli.org wrote: You can also kill the pyro after the taunt. This is a thing. On Jun 25, 2014, at 2:21 PM, Jordan Olling jordanoll...@gmail.com wrote: http://wiki.teamfortress.com/wiki/Phlogistinator During this taunt, the wielder has 75% damage resistance and full immunity from taunt kills. On Wed, Jun 25, 2014 at 11:17 AM, James Haikin jfrra...@gmail.com wrote: You most definitely can kill a phlog pyro as he's taunting. Aim better. -James On Wed, Jun 25, 2014 at 11:13 AM, Bruno Garcia garcia.bru...@gmail.com wrote: The only thing that needs nerfing is the Phlogistinator. It is extremely stupid that you *can't* kill a pyro that's taunting with four rockets at a really really close distance... Then the pyro after finishing the taunt turns around and kills you with crits. It's stupid how they gave uber charge and critical hits to a pyro weapon. On Tue, Jun 24, 2014 at 3:01 AM, Emil Larsson ail...@gmail.com wrote: Sorry to taking the mailing list further offtopic, but the heavy nerf didn't affect the gameplay flow as much as the demoman sticky launcher one. The axtingusher nerf is arguable done to make it more intresting sidegrade than the upgrade it used to be (somewhat similar to the equalizer nerf they did awhile back where they split it into two weapons). They are still intending to rebalance the sticky launcher, just not in a way that probably affects the gameplay flow as much. There is plenty of community discussion on alternate ways of doing this already anyway. On Tue, Jun 24, 2014 at 3:47 AM, Darius Pirestani dar1...@yahoo.com wrote: So you revert the demo changes, but not the heavy pyro changes? Jesus Christ. On Jun 23, 2014, at 8:55 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2294473. -Eric - - Reverted the recent stickybomb damage ramp up change. We will continue to evaluate the use
Re: [hlds] hlds Digest, Vol 37, Issue 15
This looks like an interesting mod and I might end up hosting a server for it on the US west coast just to see what the fuss is about! On Mon, May 12, 2014 at 5:43 AM, Dan Harris dan.har...@hc-servers.comwrote: If needs-be I can host some servers in canada and france with ddos mitigation. Let me know if that would help. Dan Sent from Samsung Mobile Original message From: hlds-requ...@list.valvesoftware.com Date:12/05/2014 8:18 AM (GMT+00:00) To: hlds@list.valvesoftware.com Subject: hlds Digest, Vol 37, Issue 15 Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Need more dedicated server for Fistful-of-Frags (FoF)! (Kevin) 2. Re: Need more dedicated server for Fistful-of-Frags (FoF)! (Weasels Lair) 3. Re: FYI: Fistful of Frags, steam_appid.txt problems (Jesse Molina) 4. Re: Need more dedicated server for Fistful-of-Frags (FoF)! (Mike Vail) -- Message: 1 Date: Sun, 11 May 2014 22:05:41 -0400 From: Kevin s...@serveredirect.com 60;s...@serveredirect.com#62 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com 60;hlds@list.valvesoftware.com#62 Subject: Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)! Message-ID: 53702c75.80...@serveredirect.com60;53702c75.80...@serveredirect.com#62 Content-Type: text/plain; charset=iso-8859-1; Format=flowed On 5/11/2014 10:04 PM, Weasels Lair wrote: Funny (or maybe not funny) you should mention that. My VPS got shut-down last-night by my hosting provider because there was Traffic size:[627 Mbit/sec]. I am not certain if it was an actual DDoS attack, or just the fact that there was so much demand for FoF servers. I had 8 FoF servers running, and all were PACKED (0 slots available) most of the time they were on-line. Since there are way more servers for FoF available now, I backed my hosting down to just 3 FoF game-server instances. So far the traffic has not been a problem. I think most hosting providers see a large amount of traffic using UDP and ports they do not recognize, and assume it is a DDoS. We shall see if my problem recurs. On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com60;s...@serveredirect.com mailto:s...@serveredirect.com60;mailto:s...@serveredirect.com%3E#62wrote: On 5/10/2014 2:51 PM, Weasels Lair wrote: Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds Anyone else getting (D)DoS attacked hosting this game? I just got an email, and my US servers were just hit with an attack. My EU servers were attacked the same day I put them up. Luckily my US server has mitigation, but I had to leave my EU servers down for now. How can someone try to attack servers on a free mod, it isn't like we have pay to win, ads, or even reserved slots on our servers. ___
Re: [hlds] Petitioning Valve TF2 Development
I think there is more to the Quickplay issue than just whether or not QP should default to Valve servers or not. QP itself has caused a lot of issues and became the center of controversy ever since it came out in 2011. Though some of the changes that have been added recently are a step in the right direction, there are still many issues with this functionality that need to be addressed and improved upon. I'm all for wanting change to this functionality for the better to benefit everyone involved, but this petition (and please take no offense) seems a bit too short and vague to actually get the kind of change needed to make Quickplay a beneficial, reasonable, and extensible system for server ops and the community at large. It does not address many of the issues that have ended up creating this current situation we are all in and does not have a list of concerns or changes or anything that could be specifically addressed, it only has a demand and presents a solution that is based on an idea that we as server owners deserve players in our servers, which is the wrong way to go about this. And lets not forget the players, we have to be fair to them as well, regardless of whether or not they will be placed in our servers. We have to show that, as a community, we are worthy of their presence and a worthwhile experience to take the time to be a part of, not the other way around. These days, we seem more like enemies to players than friends/fellow players, given these recent/past developments regarding the community servers. We also have to accept that, while Valve relied on us in the past to put up servers for this game, they have the ability to put up their own now. However, if they wanted to cut us out entirely, they would have done it back in 2011 when Quickplay became a thing. But they allowed us (and still allow us) to use the functionality, giving us every opportunity to prove that we could use it responsibly and in the best interest of the player. Clearly, there were a few who could not do that and thus we were all punished. While, in my opinion, Quickplay was not entirely thought all the way through and I know I and many others have their own opinions about this subject, it does not account for the fact that we as a community were unable, and perhaps unwilling, to police ourselves well enough to ensure we used this functionality responsibly to avoid Valve stepping in and taking the measures it has. Arguably, that isn't our job to police other communities/servers, it never has been, and its not Valve's job either. But someone had to do this in order to put an end to the misuse, which is a sad thing indeed because it should not have come to that. We could go back and forth on who started what and why and all that all day, but bottom line, we are just as much at fault as Valve is for these recent developments that have hurt many community servers. However, what is done is done and we have to move forward now. It is time to stop playing the victim and start attempts in trying to get some meaningful, and dare I say diplomatic, dialogue open between ourselves and Valve for meaningful change, not band-aid solutions and option switching that works in the short term. Community servers are important for this game, they always have been for good number of reasons and they should be treated that way. However, we cannot rely on that reasoning alone to get anything done. We have to prove that the community experience is worth having/supporting, now more than ever before. The burden is on us and we need to work for it again and prove we are ready for the responsibility of owning a server that has players connecting to it utilizing functionality like Quickplay, but not just to Valve, but to the players that play with us on our servers as well. Respect and trust are earned, not given freely, and I don't see anything we have done in recent years to earn that respect/trust from anyone. Sorry if this was too long/came off as offense or rude, I did not mean it to be. I just felt I had to add my 2 cents. On Wed, Feb 26, 2014 at 4:34 AM, Anthony anth...@kinevonetwork.com wrote: Anyone who believes that petitioning for the default to be community servers is relying on quickplay traffic far too heavily or using it to i.e Play Ads. Remember with a good community you won't need quickplay for the majority of my traffic they actually find the server themselves via the steam browser from the data I collected. A few even favorite it afterwards which with the new remember IP (Steam Account) they will always know where it is. The point of community servers is to build a community, sure you can use quickplay but it is a tool not a way of knowing members. A high majority will go to valve servers but in recent days I've seen others talk about 'going to prophunt or dodgeball. In their own Free will. The change to QP was only positive sure there should be some tweaks but that's for another topic. On 26/02/2014
Re: [hlds] Mandatory TF2 update released
It seems that steam is losing connection off and on, which is probably why. I just updated my servers, but it took about 10 minutes since their release to get them to connect and update. I'm going to assume this is also happening for the clients as well. On Tue, Feb 11, 2014 at 4:42 PM, Chris Oryschak ch...@oryschak.com wrote: My client wont update, even after 4 restarts of steam.. i just gave up now lol On Tue, Feb 11, 2014 at 7:40 PM, A Fearts joewatshis...@gmail.com wrote: The servers are updating however I'm getting a few reports from people (including myself) who aren't getting the client side update. Anyone else having this issue? On Tue, Feb 11, 2014 at 7:24 PM, Eric Smith er...@valvesoftware.comwrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2112877. -Eric -- - Fixed an infinite ÜberCharge exploit related to loadout presets - Fixed a case where players that are the target of a vote kick would not be banned from the server - Fixed a Quickplay crash for Linux clients - Fixed Linux servers getting disconnected from Steam when multiple servers are run from the same IP - Fixed taunts not previewing in the character loadout screen after being equipped - Fixed the High-Five! taunt not hiding the Engineer's weapon - Fixed some missing knobs on the level 2 dispenser - Fixed being able to jarate invulnerable targets with the Sydney Sleeper - Lugermorph Killstreakifier can now be applied to all Lugermorph guns - Updated several cosmetic items that were missing an item_type description - Updated several cosmetic items to count as assisters in Pyrovision - Updated the Medi-Mask to use equip_region beard instead of face - Quickplay: Added option to search for nodmgspread servers - Quickplay: Removed disabling of non-vanilla option radio buttons when official servers are selected ___ 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] How can I put more on the MOTD Screen of a TF2 Server?
Yes, you can still link an html motd to motd.txt in TF2 and it is probably the preferred method if you have a lot of stuff you want to say, but limited room/formatting to say it all. Plus, they generally look a lot nicer and stand out more than your average text-based motd, depending on what kind of image you went with. On Fri, Feb 7, 2014 at 9:41 AM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! Removing some data from the motd.txt file to lower its size and thus works, but I want more info in there. Can anyone suggest an alternative solution to using the motd.txt file for displaying an MOTD that will hold everything I need until Valve decides to increase the file size limit on motd.txt? In the old days of CS:S Servers I ran, I used to link an html image file with all the stuff I needed in the motd.txt file to display the info, but with all the changes to TF2 over the past year, I don't know if I can still do this. I'd love it if this stuff still works: http://www.specialattack.net/content/how-create-tf2-chalkboard-style-motd-html I'm curious what you guys do on your servers for this, so if you're sitting in your office at work and bored out of your mind watching the rain or snow fall and would rather talk about our favorite game and help a brother out, respond and let me know what you think I should do. Happy Friday! ___ 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
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= yourkey https://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 you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will ask the master server for information about that address. If a server is running on that address and
Re: [hlds] Important changes to TF2 coming soon
Will I be able to link non-quickplay servers to my account without disqualifying or nuking my account/my other servers? I like the idea of linking my non-QP server to my account to take advantage of the favorites functionality, but this server is not (and most likely never will be) eligible for QP as it runs a custom map and a few other things like res slots. If I link this server, will this or my other QP eligible servers be banned from TF2? On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn fletch...@valvesoftware.comwrote: Resetting token is planned if not already implemented. We don't have anything planned to transfer server ownership at the moment. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev *Sent:* Thursday, February 06, 2014 11:25 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will here be a way to transfer servers between accounts? Also, will here be a way to re-generate access token for existing server? 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com: Max 50 steam gameserver accounts per user account. ___ 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] Important changes to TF2 coming soon
Thank you very much for clarifying Fletcher. I read the FAQ and I figured that was probably what was needed, but I had to make sure since I wouldn't want my servers to disappear on me and my players due to the what was perceived as misuse/abuse of functionality. On Thu, Feb 6, 2014 at 11:51 AM, Fletcher Dunn fletch...@valvesoftware.comwrote: The two accounts (Steam vs TF) currently serve different purposes. So for now you can just your Steam account for favorites migration, but not your TF account, which is currently only needed for quickplay. Eventually that won't work when we delete the TF accounts, so if you want to run with options not allowed in quickplay, you'll just need to opt out of quickplay. The FAQ article explains how. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Silencio Delgato *Sent:* Thursday, February 06, 2014 11:44 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will I be able to link non-quickplay servers to my account without disqualifying or nuking my account/my other servers? I like the idea of linking my non-QP server to my account to take advantage of the favorites functionality, but this server is not (and most likely never will be) eligible for QP as it runs a custom map and a few other things like res slots. If I link this server, will this or my other QP eligible servers be banned from TF2? On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Resetting token is planned if not already implemented. We don't have anything planned to transfer server ownership at the moment. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev *Sent:* Thursday, February 06, 2014 11:25 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will here be a way to transfer servers between accounts? Also, will here be a way to re-generate access token for existing server? 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com: Max 50 steam gameserver accounts per user account. ___ 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] Important changes to TF2 coming soon
Now all we need is a Community Quickplay beta so we can have custom maps, game modes, and other such things not allowed via vanilla TF2 Quickplay easily accessible. I would gladly test that out! On Thu, Feb 6, 2014 at 1:02 PM, Pedro Lobo jpal...@gmail.com wrote: I think it was stated before that this feature will become available for other source ( and goldsrc) in the future. The tf2 servers will do the beta testing again... ;) Em 06/02/2014 20:54, Andre Müller gbs.dead...@gmail.com escreveu: Sorry that I'm asking, can we get this feature for CS:GO, CS:S and all the other games? 2014-02-06 1nsane 1nsane...@gmail.com: Yeah... easy enough for me to do. But what about those who might not have full control over their startup cmd line? On Thu, Feb 6, 2014 at 3:44 PM, ics i...@ics-base.net wrote: Put it in server start line. That's what i did. -ics 1nsane kirjoitti: And another question :P '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 Does this mean adding it to the server.cfg file is too late? On Thu, Feb 6, 2014 at 3:21 PM, Tony Paloma to...@valvesoftware.commailto: to...@valvesoftware.com wrote: The IGameServersService/GetServerIPsBySteamID API can be used for this. The server_steamids parameter is an array of steam IDs, so pass them in like: http://api.steampowered.com/IGameServersService/ GetServerIPsBySteamID/v0001?key=keyhereserver_steamids[0] =85568392920039425 http://api.steampowered.com/IGameServersService/ GetServerIPsBySteamID/v0001?key=keyhereserver_steamids% 5b0%5d=85568392920039425 *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane *Sent:* Thursday, February 06, 2014 11:57 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will we be able to see which token is assigned to which ip once the interface for managing steam game servers is up? This can't be done with the current TF2 registration system far as I recall. On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: The two accounts (Steam vs TF) currently serve different purposes. So for now you can just your Steam account for favorites migration, but not your TF account, which is currently only needed for quickplay. Eventually that won't work when we delete the TF accounts, so if you want to run with options not allowed in quickplay, you'll just need to opt out of quickplay. The FAQ article explains how. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Silencio Delgato *Sent:* Thursday, February 06, 2014 11:44 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will I be able to link non-quickplay servers to my account without disqualifying or nuking my account/my other servers? I like the idea of linking my non-QP server to my account to take advantage of the favorites functionality, but this server is not (and most likely never will be) eligible for QP as it runs a custom map and a few other things like res slots. If I link this server, will this or my other QP eligible servers be banned from TF2? On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: Resetting token is planned if not already implemented. We don't have anything planned to transfer server ownership at the moment. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev *Sent:* Thursday, February 06, 2014 11:25 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Important changes to TF2 coming soon Will here be a way to transfer servers between accounts? Also, will here be a way to re-generate access token for existing server? 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com: Max 50 steam gameserver accounts per user account. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https