Re: [hlds] hlds Digest, Vol 47, Issue 8
It's not about the game anymore. It's about 'road to unusual' and I wanna have the most expensive backpack. Blame the players not valve. Although valve is responsible for creating this change but its money over everything. Just stop complaining and bitching and begging Valve to do this. Move onto CSGO or something. Everyone tried with the quickplay crap. Nothing is going to happen. Play the game with the rules. We don't need everyone's repeated opinion every single time some one tries to rejuvenate this post. Cheers. -Original Message- From: hlds-requ...@list.valvesoftware.com hlds-requ...@list.valvesoftware.com Sent: 3/6/2015 1:00 PM To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com Subject: hlds Digest, Vol 47, Issue 8 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: hlds Digest, Vol 47, Issue 4 (Weasels Lair) 2. Re: hlds Digest, Vol 47, Issue 4 (annarack) -- Message: 1 Date: Fri, 6 Mar 2015 11:45:10 -0800 From: Weasels Lair wea...@weaselslair.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] hlds Digest, Vol 47, Issue 4 Message-ID: caepdgaam3dzhmze2myfghb9tt7s_euv5y4kgrccebdj3e0o...@mail.gmail.com Content-Type: text/plain; charset=utf-8 Those are not mutually exclusive. :-) On Mar 6, 2015 11:04 AM, Jordan Olling jordanoll...@gmail.com wrote: I can't tell if you guys are being ironic or serious. On Fri, Mar 6, 2015 at 10:43 AM, Albert Davis davis.alb...@gmail.com wrote: Oh god, I agree so much. These hats and shit, IMO, have for the most part ruined the game. On Fri, Mar 6, 2015 at 12:50 PM, annarack annar...@specialattack.net wrote: If only we could roll back to before hats and weapons started dropping. I've never really enjoyed playing TF2 as much as I did back then when achievements meant something rather than waiting for a weapon or a hat to drop. Does someone fancy Greenlighting TF2 original so that we can all play TF2 with real skill again?? On 4 Mar 2015 21:37, Robert Paulson thepauls...@gmail.com wrote: Before Valve started funneling all the new players to their servers, there were many community servers with vanilla settings with different maps. What you see now is the direct consequence of Valve's changes, this was not how it was. There is a reason why the only communities left are running mods and the same few maps. It is because those are the only servers you can fill without quickplay now. No one can compete with the numerous official servers clogging up the browser list and being fed all the players from quickplay. And while most community servers may not be that great, there were at least 200 of them that were according to gametracker, so this isn't just a dozen servers that will get killed. This was also a complete betrayal of the players/customers who bought TF2, expecting to be able to join or run their own servers. You may not understand since you don't seem to care very much about the quality of the servers you play on, but to me, this is almost as offensive as turning a game pay-to-win after getting everyone hooked on it for a few years. I refuse to play on official servers, and knowing how much better community servers can be, I'd rather quit than downgrade. I for one will never host another Valve game after putting thousands of dollars and hours into TF2, and I will refrain from buying any games or microtransactions from them due to this. On Wed, Mar 4, 2015 at 12:48 PM, Lucas Wagner lgwag...@gmail.com wrote: I think this thread drastically underestimates the new user. I would argue that most new users are new to this game but not new to FPS gaming. I would argue most understand that there are thousands of servers out there but just don't care to sift through a list when all they want to do is connect and play. It's a crapshoot anyway, I'm sure many of them have to connect through quickplay several times to find a decent game. I use the server browser to try and find good games and it's a hassle. Further, I think the community servers are far from great. Most run the same 3-4 maps (2fort, dustbowl, turbine, badwater) and jack with the settings (instant respawn, 32 player dustbowl anyone?) and then come on here and complain that Valve is killing their communities. Sure there are some good communities, and some good mods, but most community servers aren't all that great and
Re: [hlds] Rethinking the community quickplay ban
@list.valvesoftware.com Subject: Re: [hlds] Rethinking the community quickplay ban Message-ID: calvbbdvdsgu4ceqrcu7p2cu+057f-8iugovjbsh5g-gk-tx...@mail.gmail.com Content-Type: text/plain; charset=utf-8 Speak for yourself Supreet. I think most would agree that your adversarial stance on this matter is profoundly unhelpful for both yourself and other members of this mailiing list. I also wonder what level of intellect would be required to come to the conclusion that being relegated to the server browser entirely is somehow an improvement to the present situation. Far beyond my comprehension for sure. -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150210/2de2eef2/attachment-0001.html -- Message: 3 Date: Tue, 10 Feb 2015 20:26:32 +1100 From: kletch1333 . keyboard1...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Rethinking the community quickplay ban Message-ID: cacuk6c_qybqpt94zguc2iadkcodngtxvs2afgsuzsxrlte8...@mail.gmail.com Content-Type: text/plain; charset=utf-8 Hmmm? keyboard1...@gmail.com On Tue, Feb 10, 2015 at 6:39 AM, Ahmed Kandeel astrida...@googlemail.com wrote: In fact I have an idea that is even better than a petition if anyone would like to hear it. But I'd rather keep it out of the mailing list. On 9 February 2015 at 19:35, Ahmed Kandeel astrida...@googlemail.com wrote: To be honest, I doubt any of us are going to get responses. I myself as have others have tried to bring this to the community's attention via Reddit. While support has been there, it has been too weak to bring about any major action. People who post about this on the new steam based forums for TF2 usually get shot down by certain players who love the change, merely because they worship Valve. My community is in limbo at the moment since we were never big enough to weather this storm. I am waiting for KF2 to change our fortunes. I'm quite sure hosting CS:GO would suffer the same fate and L4D never seemed popular enough or team/community based enough to actually garner enough new members. While I don't myself want to let this die, I feel we need a change of direction. It would be better to start some form of petition and deliver it to Valve rather than get upset over the mailing list. On 9 February 2015 at 18:38, Andreas Willinger aw...@gmx.at wrote: So, we will let this thread die again? Great Valve, really great, you used to be a nice company. *Von:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *Im Auftrag von *Tim Anderson *Gesendet:* Donnerstag, 05. Februar 2015 22:12 *An:* hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com *Betreff:* [hlds] Rethinking the community quickplay ban To the TF2 team, It has now been over a year since the decision to essentially ban community servers from quickplay by defaulting to official ones. Here are some facts of what has happened since then. - Player gain dropped 4% from the year before. - UGC highlander teams dropped 17% - Highly reduced map variety from community servers. - Even top non-quickplay servers have drastically fewer players than in 2013. You may have guaranteed new players a vanilla experience, but this is ruining the experience for the rest. Maybe nothing is being done because you do not see enough complaints about this from reddit or spuf. This is because the problem is obvious when someone connects to a pay to win server while it is not as obvious when a server is dying over the span of several months because official ones are getting all the new players. Most of the people that I talked to even knew about this change so the thought about complaining about it never crossed their minds. But just because they never knew about it doesn't mean it wasn't a problem. I hope you realize that this change is doing more harm than good. It may have stopped some complaints but this is hurting TF2 in the long run. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150210/086f60eb/attachment.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds End of hlds
Re: [hlds] Rethinking the community quickplay ban
You're wasting your time and effort with this group. You don't think Valve is reading this thread and the hype it gets every few weeks - they choose to ignore it and they don't want to change their decision. Like I suggested in my post earlier, it's better to take matters into our own hands and create a change in the quickplay system. That's where community ops have more power. If you are really against it idea, please remove and blacklist servers from the pool right now that are breaking the rules because there's a lot of them on there and they're still on quickplay. Valve needs to either shut this quickplay crap down or make it exclusive to valve servers and all community servers to server browser list. -Original Message- From: hlds-requ...@list.valvesoftware.com hlds-requ...@list.valvesoftware.com Sent: 2/9/2015 8:49 PM To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com Subject: hlds Digest, Vol 46, Issue 23 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: Rethinking the community quickplay ban (Ahmed Kandeel) 2. Re: Rethinking the community quickplay ban (Weasels Lair) 3. Re: Rethinking the community quickplay ban (Asher Baker) 4. Re: Rethinking the community quickplay ban (Ahmed Kandeel) -- Message: 1 Date: Tue, 10 Feb 2015 02:21:00 + From: Ahmed Kandeel astrida...@googlemail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Rethinking the community quickplay ban Message-ID: CA+k=rzsdiqrzhynjowa97qtap_7pofkkzn+qdgm+9r05+ie...@mail.gmail.com Content-Type: text/plain; charset=utf-8 *Okay guys, I enacted on my idea and would like some support. I've created a steam group http://steamcommunity.com/groups/fixquickplay (Fix Quickplay Now!) as a form of petition against the changes to the Quickplay system.* With this group I'd like to show the will of the TF2 community and educate any of the newer players what it was like in the good ol' days before QP even existed, or just after it launched when community servers were still matched. The group text needs to be concise in describing the problem, how it has affected communities and possible solutions to fix the situation while still taking into consideration the quality of play for the players. I have tried my best. So far the two strongest suggestions I've read have been phased entry into community servers. You are put onto Valve servers initially for a couple of hours or more after which community servers are suggested. This could be combined in the future with a simple big button to select between community suggestions and valve suggestions. This coupled with maybe some form of comprehensive rating system that could be used to rank servers and/or a individually based blacklist system. I might try and dig up some other ideas from previous discussions on this mailing list. *I'd greatly appreciate it if you'd pass this group around to your group's members and ask them to join. I am willing to make any of the server admins on here admins of the group, especially if you are willing to make this happen.* On 9 February 2015 at 23:17, E. Olsen ceo.eol...@gmail.com wrote: I certainly agree that adopting an adversarial tone is the wrong course, but I can also understand the folks that feel that way - and lack of communication is the cause. There are some easy fixes here that could restore both good faith and help get the dialog going again between server operators and the TF2 team (good ideas come from all kinds of places, and games are better off when the devs keep the lines open). First - I think the team needs to simply let us all know what they think necessitated the change in the first place. That was something they've never specifically told us, and it's certainly hard for a server operator to help fix something if they don't know what's (perceived to be) broke. Second - they need to take some feedback about the best way to go about fixing that problem while still treating the community servers as equals within the system. There is a ton of good ideas this community can generate, but we need to be allowed to offer solutions to the problem, not simply thrown under the bus with no explanation. Third - I think we all need to approach this the way the Valve team probably is, and that is what is the best thing for TF2 in a business sense? Looking at the overall traffic stats,
[hlds] Rethinking the community quickplay ban
Valve only reacts to actions, not facts and im not disagreeing with OP. There are still large communities that have their servers populated almost 24/7 and that's because of the large community base they built over the years - it's not easy work. There are only TWO options here: Play the game by the rules made be Valve, adapt and invent. OR Community operators like the ones petitioning in this mailing list need to create a dynamic or change as a whole that will force Valve to revert or mutate the quickplay change. This is what created the problem in the first place - custom servers that did not enhance player experience were on quickplay and kids bitching on the forums made them create this change. So if we want Valve to be forced to change the rule again - we as community servers need to create a drastic change that forces Valve to do something. Petition on the list hasn't got a single response from Valve in a long time. THE PROPOSITION: The only thing that I can think of is abuse the quickplay system as much as you can, put your custom mods servers on there with all the fucked up crazy custom plugins and game modes on a quickplay map, and when the quickplay list starts to become a cesspool (in words of players bitching on the forums), Valve will be forced to make a change and that change might help us as community ops. -Original Message- From: hlds-requ...@list.valvesoftware.com hlds-requ...@list.valvesoftware.com Sent: 2/6/2015 10:16 AM To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com Subject: hlds Digest, Vol 46, Issue 9 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: Rethinking the community quickplay ban (Anthony James Duncan) -- Message: 1 Date: Fri, 6 Feb 2015 17:14:28 - From: Anthony James Duncan anth...@kinevonetwork.com To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Subject: Re: [hlds] Rethinking the community quickplay ban Message-ID: 000901d04230$5dbb8c20$1932a460$@kinevonetwork.com Content-Type: text/plain; charset=utf-8 Hopefully Valve would then use that opportunity to restore a little more power the Valve Community ?Moderators? and a system that?s similar to upward/downward fast. So if you receive enough negative reports you?d lose 20-30% of the quickplay traffic instead of someone with positive feedback getting 5-10% priority. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 2xcombatvet Sent: 06 February 2015 16:49 To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Rethinking the community quickplay ban Olsen, I agree with the blacklisting servers. But there are soo many scammers and hackers out there that if you are running a really good server. Some A holes could just come along and blacklist your server and negatively effect ur server that u worked so hard on... And trust me there are a lot Of people who go around and just ruin servers just for fun. Sent from my T-Mobile 4G LTE Device Original message From: E. Olsen ceo.eol...@gmail.com Date:02/06/2015 11:39 (GMT-05:00) To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Subject: Re: [hlds] Rethinking the community quickplay ban That's my point, though. Even if there are servers who break the rules (there always will be), putting the power back into the hands of the players by making their personal blacklist work with both the server browser AND quickplay solves that problem all together. If the server IS breaking the rules, and that rule-breaking also detracts from the game environment, then more and more players will blacklist those servers, they will lose traffic, etc. etc. Let's keep in mind, some of those rules are now even being (technically) broken by Valve themselves. I asked on this very list a few months ago if the quickplay policy against class limits was still in effect, since Valve added the ability to do so via vote to their own servers, but got no reply. Does that mean every time a class limit vote passes on a Valve server, that they are technically in violation of their own policy? That's just an off-the-cuff example showing how certain things (like class limits) are ridiculous to have rules against for receiving player traffic. I've yet to see or hear of a single server who imposed class limits as a punitive
[hlds] GPU Tesla Support
Looking at the future and where computing technology is headed, does the srcds and hlds support integration of GPU assisted servers. If one were to assemble a server with Tesla support, would srcds utilize and recognize the additional the extra resources available - more specifically in running multiple instances? Is this something Valve is working on or plans to work on in the near future? What kind of hardware do the valve servers use to host official dedicated servers, if that's not too much to ask?___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Issue with cfg folder files being executed when not in cfg folder
As the title states, this issue is confirmed. If the cfg files are outside the cfg folder with similar names, it executes the files in the other folder instead of where it's supposed to be.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional TF2 dedicated server update released
Community servers are low to no priority. Doesn't matter what you think. Vanilla valve servers matter the most. If you don't believe me, find a valve representative and quote them saying we care about your servers or anything close to that. Updates keep the game alive. I'm glad that the quickly update killed off smaller 'communities' because it has focused more attention on actual larger tf2 communities with a purpose - the last of a dying breed. I'm almost about done with tf2 servers and moving on to CS:GO as valve doesn't give a shit about the horrible quickplay mistake they made. Anywho, updates keep the game alive! Please don't vent on the mailing list - Valve doesn't read it. They only read the forums where countless 'free to play' players bitch about issues. Better luck over there! -Original Message- From: hlds-requ...@list.valvesoftware.com hlds-requ...@list.valvesoftware.com Sent: 12/10/2014 7:23 AM To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com Subject: hlds Digest, Vol 44, Issue 18 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: Optional TF2 dedicated server update released (Albert Davis) 2. Re: Optional TF2 dedicated server update released (Anthony Duncan) 3. Re: Optional TF2 dedicated server update released (Albert Davis) -- Message: 1 Date: Wed, 10 Dec 2014 08:52:50 -0500 From: Albert Davis davis.alb...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Optional TF2 dedicated server update released Message-ID: CAHJ7=+ETh96s=7ThJj53WFQazN1dB8rwL90OOudqCT=ud4q...@mail.gmail.com Content-Type: text/plain; charset=utf-8 Can't you guys just STOP with all these updates? It's getting ridiculous. You are ruining the game. What's even worse, is that shit tons of people paid for this game originally, you then make itf F2P, and just keep killing it more week by week with these silly updates. Fix broken stuff, sure, but adding all these additional stuff, it's justugh On Tue, Dec 9, 2014 at 8:21 PM, 1nsane 1nsane...@gmail.com wrote: And when quickplay doesn't find any valve servers it just tells players to try again later. Nothing about using the server browser or community quickplay. Seems they would rather have new players not play at all than play on community servers. Would be nice if they edited that message. Eh valve? Please? Pretty please? :D On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 wickedplayer...@gmail.com wrote: If Valve wanted to do that, they'd just outright say yeah hey we're done with this game, see ya and/or shut off all their servers leaving only community ones running. On 12/9/2014 5:09 PM, Paul wrote: A wild theory, but erhaps Valve are intentionally wanting players to slowly lose interest in Team Fortress 2 for some reason? On 9 December 2014 at 23:01, Robert Paulson thepauls...@gmail.com wrote: I would argue that it is related to third party dedicated servers. The people left in charge of TF2 have been out of touch with players for a while and only now is it becoming more obvious. We face the brunt of these bad policies because we don't have a stream of new mann co store fodder from quickplay. A few years ago the thought of making a major patch locked behind an uncraftable purchase would not even have crossed their minds. Despite 3 major non-MvM patches, global player counts are again on their way to declining back to beginning of the year levels. With the amount of developer time spent on the game, TF2 should not be 1/5th the size of CS. I've seen many quality servers die out this year. Custom servers are also dying because new players aren't being exposed enough to the fact that custom servers exist. ___ 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
Re: [hlds] Can we have a Quickplay Status report, please?
I think what nobody is touching on is the fact that they are losing a lot of ad revenue because of this. Lol, maybe they want to hear us complain about how we aren't making any profits off of our servers now. Valve is not stupid. They know big servers can cover more than server costs and make a lot of profit with Pinion or MOTDgd. Money is the only catalyst for this never ending discussions. All yall couldn't give a damn about the community or the game. But hey Valve, if you can make hundreds of thousand off of store items, why now allow us to make a couple hundred or so? Please and Thanks___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Help with Rubberband Effect
Hey, Sorry for the late reply. There is one scenario where I have had this in the past - it's when I rented a VPS/Dedicated. A lot of scammer hosts say you're renting a full dedicated CPU but they lie to you about that and run it on some sort of VM posing as a dedicated. The CPU would be to blame here. Please post the following so I can further assist you: The CPU model 100 mbps/ 1 gbit port? Running sourcemod or not? Your server rates - have you messed around with them or they are default? These are some rates we run on our 32 slot servers: sv_maxrate 10 sv_minrate 5 sv_maxcmdrate 66 sv_mincmdrate 44 sv_maxupdaterate 66 sv_minupdaterate 44 This is after many many months of testing. These give the best results for low-end gaming setups and high end setups. Supreet ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Requesting Feature
Hello, Is it possible to add a feature in the future updates where a player can query a server by IP address without port and it shows the servers running on non steam ports. Currently I believe if its in a different range and you search by IP, no servers will show. We really like this feature as we host more than 10 servers on the same IP and that way the community can add all servers to their favorites by entering a DNS address or single IP. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Help with Rubberband Effect
Its not the RAM. Its packet loss from server side - you won't see it on net graph as its only client side. I've had this happen to me lots of times. Been running servers since the 1.5 days. Ditch your host and also ditch Debian BS. Ask ant corporation or enterprise, all use CentOS. If you're interested in hosting DDoS protected servers, email me - I can help you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] DDOS Prevention with IPV6
Okay, Stop recommending firewalls and iptables! These are not DoS attacks. That's old school sh*t. Any firewall will not stop a DDoS attack. They might be able to filter a DoS if your network pipeline is big enough (1gb or 10gb port). You just need a DDoS protected host period. This is a very complex phenomenon that cannot be prevented by simple firewall rules. However, if you have a DDoS protected host, you may use iptables to prevent some packet flooding or lag spikes. Google Hardening srcds with iptables There is a nice article on the Source mod website. IPtables can be installed on Linux very easily. If you are desperate and really need advice on DDoS protected hosts, email me privately - coachcrock...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Petitioning Valve TF2 Development
Wow. Thanks for posting that Robert. This is just disheartening to see. Hopefully, Valve will do something about this and fix this problem. What Valve needs to understand and ask themselves is do we even play enough TF2 or host enough servers to understand player dynamics? Community server ops that have hosted servers for years have that experience. Valve, please! You have to understand just because people are complaining on the forums and on Reddit - they don't account for the loyal and majority of the population. There are people for whom TF2 is a season or temporary game. And there are people who regular TF2 and don't play other games much often. A lot of these players who complain about these issues are the temporary players who will leave the game or just trade. Please support the petition once again and help bring this topic to attention. It is just sad to see that Valve made quickplay available to community servers and made it a crutch for them - now they took away the crutch just like that. The whole system where you can see which server you want to logon to through Quickplay is plain hypocritical. Quickplay? More like Smart Server List Browser. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Petitioning Valve TF2 Development
First and foremost, no disrespect intended but you should do more research. In-game browser does support Flash. MOTDgd solely runs on Flash and Pinion runs 60% of their ads on Flash approximately. Also, the in-game browser supports JavaScript and limited HTML5 features. It borrows WebKit which was last used in Chrome 18 then discontinued. Second of all, clear the wax in your ears before you get this. BACK in the day (Yes, I've been running servers since CS 1.6), there was no such thing as QuickPlay so everyone was FORCED to use the server browser. Its NOT THE SAME THING when QuickPlay is available and communities with a strong regulars base get more QuickPlay advantage over the new guy who just started. Third of all, no one is forcing us or paying us to run these servers but we do it out of the love for the game and making a great environment for players. LET ME GIVE YOU AN EXAMPLE IN DEFENSE TO YOUR PINION ARGUMENT. We used to pay $69 a month for a dedicated server and we never ran ads until we started getting DDoSd on a regular basis and had to ditch the host for a DDoS protected host which don't come cheap. The bill went from $69 to $250 for a protected box that was less powerful. You might ask why you were running a really powerful server? Because we hosted our own website, HLStats and Sourcebans. Our community did Unusual Hat Giveaways every month and still does for highest ranking HLStats player - There's your community building and encouraging competition act. We put on Pinion to cover these high costs. OKAY NO ONE IS FORCING YOU TO DO THIS. STOP COMPLAINING! You say? We do this WHY (Open your ears Valve, its your cue)? BECAUSE A LARGE MAJORITY OF THE TF2 POPULATION WHO VISITED OUR SERVERS ABSOLUTELY LOVED IT! FYI, the CAPS don't imply me yelling or being angry. I don't like reading long boring paragraphs so I decided to make it easier for you to see the emphasis of my message. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Petitioning Valve TF2 Development
If we as server ops want to see a change made, let's do this the legitimate way and get as many signatures as we can to show the importance of the change. Please don't leave any hatred or foul remarks. If you would not like to participate, please ignore it. If you would like to see a change take place, please sign this petition. It has been forwarded to Fletcher D. so Valve should be aware of this. Any Reddit savvy server ops are also recommended to post this and try to get this topic attention. Here is the link - http://www.change.org/petitions/valve-tf2-development-restore-default-quickplay-to-community-servers-or-provide-an-option-to-choose-either-valve-only-servers-or-community-servers-on-every-quickplay-connect ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 34, Issue 3
Hello, I know what all of you with DDoS issues are going through. I ran a really big community - Kill-Streak Gaming with my servers being on top 10 and even top 1 on gametracker. There will always be rival communities or plain retards DDoSing you. I will tell you a few providers that are cheap and have all the DDoS protection you need. NFO Servers for one has impeccable DDoS protection. Another one is SharkTech - its a hidden gem. They have the cheapest DDoS protected servers in Chicago or Denver - they're opening a new data center in LA very soon. I have been a target of consistent DDoS attacks and getting my OP null routed buy going with these providers will guarantee you protection. If you're on a budget, go with NFO. If you want a great dedicated, rent the i7 from SharkTech. You can run about 10-12 srcds servers with your own HLstats and replays and it won't budge. Hope that helps. Let me know how I can be of help to aspiring community owners. Supreet On Wed, Feb 5, 2014 at 11:49 AM, hlds-requ...@list.valvesoftware.comwrote: 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. DDOS attacks against game servers (Ariel Pinto) 2. Re: DDOS attacks against game servers (Nomaan Ahmad) 3. Re: DDOS attacks against game servers (Noel) 4. Re: DDOS attacks against game servers (John Irwin) 5. Re: DDOS attacks against game servers (Jonathan Key) 6. Re: DDOS attacks against game servers (Ariel Pinto) -- Message: 1 Date: Wed, 5 Feb 2014 14:46:24 +0200 From: Ariel Pinto ari3lpi...@gmail.com To: hlds@list.valvesoftware.com Subject: [hlds] DDOS attacks against game servers Message-ID: CA+a6ACdOZ6DN=Ap0LgDZBhaTxA2W35wYr6p6=chDZ93= hks...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Hi :) I am not sure if this is the correct place to ask it, but I will try anyway because we tried everything already. I am a member in a community that operates game servers TF2 CSGO CS 1.6 CSS and more. Recently we have a lot of DDOS attacks and we tried everything we can think of to solve it. Is there any way to protect the servers? Is there any way at all to solve it? Thanks in advance, Ari3l -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20140205/1c48d1e0/attachment-0001.html -- Message: 2 Date: Wed, 5 Feb 2014 12:50:33 + From: Nomaan Ahmad n0man@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] DDOS attacks against game servers Message-ID: cam502s503sygcgg8xcv-tgc9h58wn8vdvtpc+suferefvvr...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Buy server with DDoS protection. There is a lot of dns amplified attacks going around on game servers by skiddies. On 5 February 2014 12:46, Ariel Pinto ari3lpi...@gmail.com wrote: Hi :) I am not sure if this is the correct place to ask it, but I will try anyway because we tried everything already. I am a member in a community that operates game servers TF2 CSGO CS 1.6 CSS and more. Recently we have a lot of DDOS attacks and we tried everything we can think of to solve it. Is there any way to protect the servers? Is there any way at all to solve it? Thanks in advance, Ari3l ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20140205/25ca9097/attachment-0001.html -- Message: 3 Date: Wed, 5 Feb 2014 05:08:53 -0800 From: Noel phre...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] DDOS attacks against game servers Message-ID: CABoOKG6M5Q9ze0r=+ av9i0nzhq_iz0id6bji3yesvyqgczz...@mail.gmail.com Content-Type: text/plain; charset=utf-8 What's the method? What does the traffic look like? How does it compare to non-DDOS traffic, and how are you making the distinction? That's a good starting point for deciding how it can be handled, at which levels of the stack
Re: [hlds] Mediated Discussion about Quick play change
I think the scoring system is actually pretty great - it's more so about the ping rather than the server score. I mean its pretty obvious they won't send players from China to North American servers. So having a high score really shouldn't relate to the server but the connection as the connection is the basis for all multiplayer gameplay. I have a suggestion/recommendation for everyone that I can personally vouch for. I've had multiple providers for my community's servers and I have had two providers (second one is the current one) that have a link up with Level3. You would be surprised at how much international traffic I get on a server hosted out in Philly. They have great ping. One of the secret ingredients to better quick play traffic is ISPs your provider has. Do some research, most providers do not provide Level3. NFO servers being the largest one doesn't have hook ups with Level3. This is why if you buy a cheap VPS, it can actually have a big impact on your quick play traffic. It doesn't matter if your server is in Chicago - the providers ISPs matter. I host my server in Philly with a provider that has Level3, Comcast, Zayo/AboveNet. I have quick play traffic from Europe, and east Asia who no-doubt have higher than normal ping, but never complain of lag. So I hope that helps people, be very very picky about who you host from. It actually affects quick play traffic. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mediated Discussion about Quick play change
Hello, I think it is very wrong to accuse certain communities and players who may or may not be exploiting the quick play system. Saigns or NightTeam is famous because there's a considerable amount of population that loves the customized gameplay. On the other hand, Skial I believe runs the best vanilla servers along with Lotus being one of the first largest TF2 communities who is still alive. You have to be understanding and give every community member credit and a pat on the back for their hard work. If it weren't for them, a lot of the TF2 population would be undecided in terms of their server preference. The problem at hand: New players are uneducated or lazy about unchecking a box that might be irrelevant to them. We cannot do much to fix it. By bickering and repeatedly complaining, Valve will not be interested in reading our comments. Let's keep our thoughts and ideas organized in a thread and make a kind request for Valve to tweak the change they have made. Someone mentioned an excellent point here about being able to create a new quick play account to quickly regain traffic. That is correct. That is also however part of the problem. A server should be able to build a score and reputation upon how long its been up. New servers should not get the same advantage as the servers that have been up for months or years. It is not the community's fault that Valve is making this change. The problem is the fact that Valve doesn't care much or supports about user made communities. If they do not want to aid us, we will have to help ourselves. There are a lot of communities who relied on quick play and quick play ALONE to fill their servers. That whole idea is wrong and biased towards communities that work really hard to organize giveaways, contests, make their own plugins to enhance the user experience. Valve - we understand you would like to keep a controlled population of TF2 going to your vanilla no plugins, no ad mins servers. Either you should remove all non valve servers from quick play and give all server ops the fair advantage or not pool us in the same system as your official servers and get rid of them or completely remove them from quick play. The idea of Valve servers are nice, but they seem to be the culprit of all problems. I kindly request a Valve employee to please provide some feedback and let us know if you are thinking about making any changes or keeping it then way it is. If you don't plan on making any changes, then please: we kindly request you to add another check box saying Community Servers and keep it unchecked by default - that shall make you happy and give users some insight and choice as well. Thanks for reading. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 33, Issue 19
Something to note: When I opened TF2 and typed the command for listing all your registered gameservers, the scores have been reset hence it says Steady. It might be just me, can someone confirm this as well? On Jan 24, 2014 10:37 AM, hlds-requ...@list.valvesoftware.com wrote: 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: Mandatory TF2 update released (E. Olsen) -- Message: 1 Date: Fri, 24 Jan 2014 12:35:49 -0500 From: E. Olsen ceo.eol...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Mandatory TF2 update released Message-ID: caku-1chka5e9exh1zeve9shrj1bsepdhro-+xrn1tzaxlnk...@mail.gmail.com Content-Type: text/plain; charset=windows-1252 Something else to consider - this is also essentially an abandonment of the server scoring system, since (by making quickplay go to Valve servers by default), even if your server has a sky-high score (which, in terms of player satisfaction, would mean that it is a high-quality server), it will still be bypassed for a brand-new valve server that may not have a score at all. I always thought the server-scoring system was such an elegant way to do things. Why not simply remove servers from quickplay eligibility that receive a consistently low score after 45-60 days or so? On Fri, Jan 24, 2014 at 12:30 PM, ED-E e...@chello.at wrote: I agree. While I can understand why they added this option, why enable this by default? Reverse it as Including Community servers and enable it by default. Since the way it is now, it doesnt make any sense anymore to press the Quickplay rules on us. Another thing would be to make a separate Community Mod's quickplay option for custom mods which have a certain server tag in them (like FreakFortress or Randomizer and so on). Even though we server owners invest more time and effort than any of the hat and map makers out there, we don't get a single dime from Valve. All we get is rules and punishments. And I don't even have pinion or ads in general on my server to deserve this. Am 24.01.2014 17:42, schrieb ics: This is my opinion as well. Communities slowly start dying because their regulars cannot go to a populated server to play on when they have time to play themselves. The regulars get things started but quickplay was nice filling of the servers. 67/96 players now on the regular servers, and not a single quikcplay player. All players through favorites, history or steam. Used to be 10-20% quickplay for us. -ics Lucas Wagner kirjoitti: This exactly. In my experience, quickplay was useful for filling servers after you had 12-14 players on it, and retaining already full servers. Regulars are what makes your server successful, but quickplay can help bridge gaps of inactivity by your loyal player base. This option will only reduce the referrals (it remains to be seen how much) meaning that seeding efforts will require players to stay longer and servers will be more fragile and susceptible to depopulation. It will add volatility to a lot of communities and I'll be watching how their servers fare in the weeks to come. On Fri, Jan 24, 2014 at 9:32 AM, 1nsane 1nsane...@gmail.com mailto: 1nsane...@gmail.com wrote: Unfortunately valve doesn't really need us anymore. They can't monetize maps or custom game modes. Once quickplay was added with its preference for certain noob friendly maps a number of valve's own maps (and game modes) stopped being played. You'd think they would want more variety so players stick around for longer. Other online FPS games tend to rotate through all their maps. At this point the only important part of the user generated content for them is the item creators as they make the money. But this seems to be shortsighted, like you said custom maps and custom game modes that valve previously loved to take and add officially to their games will now become a rarity. On Fri, Jan 24, 2014 at 6:17 AM, E. Olsen ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com wrote: Agreed. It's one thing to make such a drastic change, it's another to re-route 40-50% of all TF2 traffic away from every non-valve server on the planet in one fell swoop. If this change stands
Re: [hlds] An open letter to Valve about MOTDs
Agreed with the Doctor. Quickplay does not promote community building. Also, another great point mentioned by another individual: Ever since free to play, people don't want to donate to community servers. They would rather spend on items. So, we need ads and full liberty to do whatever we want on the expensive server hardware we're running. There's a simple solution. Valve, tweak the engine to use less resources (we know you won't, too much effort, loss of quality) so it would lessen the cost of renting hardware. OR A very plausible solution (up to the developers) - Figure out a way to give ad enabled servers some quick play penalty. In the long run, this is a very viable solution that does not require custom change. Also, how about the CVAR people use to connect using console to avoid ads. connect IP matchmaking Please Valve, are you really going to try to convince us you put it out there for testing and debugging? You gave all the whiny kids about ads a free get out of ads pass! If you are not going to change anything, at least please remove that CVAR. What do you guys think about the CVAR and quickplay penalty idea? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] An open letter to Valve about MOTDs
Valve, Listen. People make good money off of running their TF2 servers. Moreover, it helps them pay for the servers. Why don't you just take all our liberty away, pull an EA and cut dedicated servers and host them all yourself? Quickplay has only been beneficial to free to play players or what I like to call Window Gamers. They try a game because its free then after a while they leave the game because they're bored of hopping on random servers through quick play and finding ads everywhere. The liberty and freedom of browsing through a server list was an amazing idea so you should keep to it. Your quick play scoring system is pretty stupid and flawed. Why? Because its HEAVILY BIASED. Over time, there's just been servers that get a behemoth influx of players and and the quick play system starts favoring them. Therefore, ignoring the possibility of any potentially better servers people might like if they ended up on them. You should really consider stopping your shenanigans. You can't make up your own mind Valve. You released an update months ago with vague release notes about the removal of HTML motds then you modified it and now you just released another update. If you really cared about the game server operators, you would remove this bs tweak and give server operators the liberty to use methods to recovery money to cover costs and pocket money for their efforts. OR Build a better dedicated server that doesn't eat up so many resources so server operators don't have to pay $30 a month for a single server to a hosting company. There are communities that run great servers and multiple of them. Imagine the frikkin cost of servers Skial has to deal with, with their massive 80 something servers. These ads help pay for these expensive DDoS protected servers hosted by big communities. A lot of concerned people have offered their tiny bits of tweaks and solutions to your update but it will never stop. Either pull an EA and remove MOTDs overall, doom us all so we can get some closure and move on LOL or let server operators have the freedom to run their server the way they want. Why don't you just work with the ad companies and get them to make a variable that tells the quickplay system read if the server is ad enabled, or maybe through sv_tags and DEDUCT score off of quickplay. It'll make all the complaining kids happy. 50% less chance I'll end up on an ad enabled server. Many thanks and regards. Please contribute to this discussion in a professional and cognitively inclined manner and refrain from being monkeys yelling at each other on the mailing list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
Doctor, why don't you pay the $300-400 dedicated server bills and other expenses that server owners have to pay to keep their community running. It's as simple as this, a server forces you to see ads, leave it and don't come back. Why are you trying to be a Nazi government trying to control what server owners want to do. Look Valve, we pay for these servers okay. Dedicated servers aren't cheap, we need to make money to recovery costs. What you are basically doing is stunting one community's growth. If you continue to create features that will just add more and more restrictions for server owners, why don't you just become like one of the game publishers that don't even let users host dedicated servers. Just take away our server powers and how about this Valve? Why don't you just host all the servers for us and leave us the headache? How much extra server dollars will that cost you Valve, and also how much manpower will you need to maintain those 1000s of servers running plugins that people LOVE! It's easy for you to just toss up Vanilla servers in there with no configurations and setups but do realize the amount of hours and hardwork server owners put in their community. We build it from ground up. How would you like it Valve is Example Gaming Regulation told you, you can't push certain updates and release a set group of weapons and items. The point is this - we pay full cost for our communities, so let us do THINGS to cover for the cost. Otherwise, make srcds use less RAM and CPU so we don't have to buy expensive servers. I speak on behalf of many community owners who are irritated by people stirring up something every few weeks for no reason. Yeah I'm talking about you Doctor. Your TF2 would be NOTHING if it wasn't for us hard working community owners who provide great servers for your playerbase to play at. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Question? for Valve SRCDS Network Team
After finally converting to SteamPipe server is experiencing loss on the net_graph. It isn't consistent loss, it's in bursts. Very minor spikes consistently, a big one every 5-10 minutes. This problem just started occurring after yesterday's update. Two things: 1. This has happened before and it literally ate me alive. Nothing fixed the problem, not removing metamod, sourcemod, running default rates. Finally, I reinstalled srcds from scratch fixed it. Ill do the same with SteamPipe today. 2. Could anyone from Valve please please please recommend optimal rate settings for 24 slot and 32 slot servers. These are my current configs. Why so high? Because this is what helps eliminate choke because of the high update rate. sv_minrate 10 sv_maxrate 20 (just because I have 100mbit port, not enough bandwidth) sv_minupdaterate 47 sv_maxupdaterate 66 sv_mincmdrate 47 sv_maxcmdrate 66 Now I used to force a 66 update and 66 cmd rate on clients and it worked fine but because of the consistent loss bursts, I toned it down. What do you recommend the settings for rate be for 32 slot servers? Cheers, Supeeet ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 server performance spikes
I haven't updated 20 of my servers to SteamPipe. Running fine here in terms of CPU usage spikes. However, I do notice jittery gameplay which is perhaps client side. FPS is up around 150-250 so it seems like a minor performance tweak in the future. Little off topic, how long can I survive on the old hldsupdatetool utility. I haven't updated to SteamPipe simply because of complications after install and lack of detailed support documentation. Supreet On May 13, 2013, at 12:11 PM, hlds-requ...@list.valvesoftware.com wrote: 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. SteamPipe might have driven off some TF2 players (ElitePowered .) 2. Re: SteamPipe might have driven off some TF2 players (ics) 3. Re: SteamPipe might have driven off some TF2 players (Paul) 4. Re: File keep downloading each map change (Albert Davis) 5. Re: File keep downloading each map change (Albert Davis) 6. TF2 server performance spikes (Fletcher Dunn) -- Message: 1 Date: Sun, 12 May 2013 21:50:43 -0400 From: ElitePowered . elitepowe...@gmail.com To: hlds@list.valvesoftware.com Subject: [hlds] SteamPipe might have driven off some TF2 players Message-ID: cahivad7uynjj7sqewxngkleio_9xzobk2u0+wceq0j2fowp...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 I have noticed some of my friends not playing TF2 anymore and I asked them why. Many of them told me that TF2 was being buggy for clients. It caused random crashes (which I have also experienced first hand) and it would lag them (which I have also experienced first hand). No, it's not the lack of performance from the gaming machine but rather the game. Anyone else getting these issues? **My regular players have also experienced lag on my servers which is weird because they were fine before the pipe update** Yours truly, Ab -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20130512/6ceca8a5/attachment-0001.html -- Message: 2 Date: Mon, 13 May 2013 08:31:34 +0300 From: ics i...@ics-base.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] SteamPipe might have driven off some TF2 players Message-ID: 51907ab6.9020...@ics-base.net Content-Type: text/plain; charset=ISO-8859-1; format=flowed A lot of my players also complain about lag on our servers. Slight twitching lag here and there. I know it's not my machines as other servers have them too. Yesterday i played mann-up on Valve servers and the same sort of lag was clearly visible there time to time, as it always happens. Ingame it seems like player moves from place to another without a trail, as it warp. Then the server apparently sends full snapshot of the world to all players, which could explain why some people reported their servers doing so according to trace. Due to this, suddenly something happens that should not happen. I think the issue dates back to April 4 update and to last line of it partly, atleast on linux: Improved performance of Linux dedicated server binaries. It's the point when i started seeing these issues. However you have Windows server, so both are somehow affected either by this or something else Valve did. -ics ElitePowered . kirjoitti: I have noticed some of my friends not playing TF2 anymore and I asked them why. Many of them told me that TF2 was being buggy for clients. It caused random crashes (which I have also experienced first hand) and it would lag them (which I have also experienced first hand). No, it's not the lack of performance from the gaming machine but rather the game. Anyone else getting these issues? **My regular players have also experienced lag on my servers which is weird because they were fine before the pipe update** Yours truly, Ab ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Message: 3 Date: Mon, 13 May 2013 10:46:08 +0100 From: Paul ubyu@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] SteamPipe might have driven off some TF2 players Message-ID: caps_xlz+gt
[hlds] All players experiencing Loss (Rubberband Lag)
Could anyone help me with this please. I know the cause of choke and I have done lots of reading on server rates etc. Can Valve actually recommend a server configuration for 32 man servers. I have confirmed with my host that it is not a network issue. Everything runs great. It's not a CPU issue either. Server are running on E3-1230 3.2 GHz because it happens when the server has about 20 people in it as well. These are my current configs. Some of them are just overboard like my minrate but I get enough bandwidth and speed to be able to get that. sv_minrate 10 sv_maxrate 20 sv_max_queries_sec 3 sv_max_queries_sec_global 10 sv_maxupdaterate 67 sv_minupdaterate 40 sv_maxcmdrate 67 sv_mincmdrate 60 net_maxcleartime 0 net_splitpacket_maxrate 100 I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to 66 as well so in and out on all clients would be synced up. So I toned the minimum rate down to 40 and I still saw that rubberband lag on my net_graph. It lasts for literally a split second. Happens every 10-20 minutes. The server is running on a SSD as well. Could this be a HDD issue? Any help from Valve as to what suggested server rates for 32 man servers would be great since the documentation hasn't really been very specific after the forced 66 tickrate and fps update. I also have +fps_max 66.66 on the command line as well - don't know if that helps relieve unnecessary load off the CPU or not but do it anyway. Server run GREAT. No lag at all when the servers full. No body complains except when it rubberbands like that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Appreciation
Dear Valve Team, As a TF2 community leader, and a enthusiastic player who has been playing Counter Strike since 1.5, Counter Strike: Source, Counter Strike:GO and Team Fortress 2. I would like to thank you all for creating this mailing list. I think Valve does a great job at this and we can actually directly communicate with the developers. I think we all need to just appreciate what Valve is doing. I haven't seen any other developer with the level of support and dedication Valve provides to its players and server operators. Just keep making great games! And please let us know when that Episode 3 is coming :P Working at Valve would be equivalent to a dream job for myself and many others as well! Thank You! Supreet Sahni m1dnightshadow ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds