Re: [hlds] Mandatory TF2 update coming

2014-10-01 Thread Silencio Delgato
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
 
 
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Re: [hlds] Mandatory TF2 update released

2014-08-07 Thread Silencio Delgato
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

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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread Silencio Delgato
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)
 
 
 
 
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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread Silencio Delgato
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)
 
 
 
 
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  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
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Re: [hlds] Mandatory TF2 update released

2014-06-25 Thread Silencio Delgato
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
 
 
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Re: [hlds] Mandatory TF2 update released

2014-06-25 Thread Silencio Delgato
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

2014-05-12 Thread Silencio Delgato
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

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 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!
 
 
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 please visit:
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  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

2014-02-26 Thread Silencio Delgato
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

2014-02-11 Thread Silencio Delgato
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

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Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Silencio Delgato
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!


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

2014-02-07 Thread Silencio Delgato
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

2014-02-06 Thread Silencio Delgato
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.

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Silencio Delgato
 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.

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Silencio Delgato
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.

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