Re: [hlds] hlds Digest, Vol 47, Issue 8

2015-03-06 Thread Supreet Sahni
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

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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

2015-02-10 Thread Supreet Sahni
@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.
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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.

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End of hlds

Re: [hlds] Rethinking the community quickplay ban

2015-02-09 Thread Supreet Sahni
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

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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

2015-02-06 Thread Supreet Sahni
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
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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

2014-12-26 Thread Supreet Sahni
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?___
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[hlds] Issue with cfg folder files being executed when not in cfg folder

2014-12-13 Thread Supreet Sahni
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.___
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Supreet Sahni
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
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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.

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Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-05 Thread Supreet Sahni
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___
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Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread Supreet
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
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[hlds] Requesting Feature

2014-04-07 Thread Supreet
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
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Re: [hlds] Help with Rubberband Effect

2014-04-06 Thread Supreet
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.
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Re: [hlds] DDOS Prevention with IPV6

2014-03-26 Thread Supreet
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
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Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread Supreet
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.
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Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread Supreet
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.
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[hlds] Petitioning Valve TF2 Development

2014-02-25 Thread Supreet
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

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Re: [hlds] hlds Digest, Vol 34, Issue 3

2014-02-05 Thread Supreet
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:

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 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
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 --

 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
 
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  please visit:
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 --

 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

2014-01-26 Thread Supreet
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.
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[hlds] Mediated Discussion about Quick play change

2014-01-25 Thread Supreet
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.
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Re: [hlds] hlds Digest, Vol 33, Issue 19

2014-01-24 Thread Supreet
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:

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 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

2013-11-10 Thread Supreet
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?
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[hlds] An open letter to Valve about MOTDs

2013-11-07 Thread Supreet
Valve,

Listen. People make good money off of running their TF2 servers. Moreover,
it helps them pay for the servers.

Why don't you just take all our liberty away, pull an EA and cut dedicated
servers and host them all yourself?

Quickplay has only been beneficial to free to play players or what I like
to call Window Gamers. They try a game because its free then after a
while they leave the game because they're bored of hopping on random
servers through quick play and finding ads everywhere.

The liberty and freedom of browsing through a server list was an amazing
idea so you should keep to it.

Your quick play scoring system is pretty stupid and flawed. Why? Because
its HEAVILY BIASED.

Over time, there's just been servers that get a behemoth influx of players
and and the quick play system starts favoring them. Therefore, ignoring the
possibility of any potentially better servers people might like if they
ended up on them.

You should really consider stopping your shenanigans. You can't make up
your own mind Valve. You released an update months ago with vague release
notes about the removal of HTML motds then you modified it and now you just
released another update.
If you really cared about the game server operators, you would remove this
bs tweak and give server operators the liberty to use methods to recovery
money to cover costs and pocket money for their efforts.

OR

Build a better dedicated server that doesn't eat up so many resources so
server operators don't have to pay $30 a month for a single server to a
hosting company. There are communities that run great servers and multiple
of them. Imagine the frikkin cost of servers Skial has to deal with, with
their massive 80 something servers.

These ads help pay for these expensive DDoS protected servers hosted by big
communities.

A lot of concerned people have offered their tiny bits of tweaks and
solutions to your update but it will never stop.

Either pull an EA and remove MOTDs overall, doom us all so we can get some
closure and move on LOL or let server operators have the freedom to run
their server the way they want.

Why don't you just work with the ad companies and get them to make a
variable that tells the quickplay system read if the server is ad enabled,
or maybe through sv_tags and DEDUCT score off of quickplay.

It'll make all the complaining kids happy. 50% less chance I'll end up on
an ad enabled server.

Many thanks and regards.

Please contribute to this discussion in a professional and cognitively
inclined manner and refrain from being monkeys yelling at each other on the
mailing list.
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Supreet Sahni
Doctor, why don't you pay the $300-400 dedicated server bills and other 
expenses that server owners have to pay to keep their community running.

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

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

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

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

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

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

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

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


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[hlds] Question? for Valve SRCDS Network Team

2013-05-14 Thread Supreet Sahni
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
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Re: [hlds] TF2 server performance spikes

2013-05-13 Thread Supreet Sahni
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

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 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
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 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
 
 
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 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)

2013-03-01 Thread Supreet
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.
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[hlds] Appreciation

2013-02-21 Thread Supreet
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
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