Re: [hlds] Mandatory Team Fortress 2 update released

2023-10-14 Thread Mahmoud Khalfallah
Hello
Anybody noticed that the teleporting spell doen't select.
Also bloodwater secondary objectives don't work.
Sinshine pumpkin bombs don't respawn.

On Sat, Oct 14, 2023, 00:10 Eric Smith - erics at valvesoftware.com (via
hlds list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 8416259. The notes for the update are here:
>
> https://www.teamfortress.com/post.php?id=210711
>
> Thanks.
>
> -Eric
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2023-10-09 Thread Josh Russell
The game didn't indicate that a restart was needed because an update
released.  Queuing would just stop.

On Mon, Oct 9, 2023 at 8:33 PM Eric Smith - erics at valvesoftware.com (via
hlds list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 8405242. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
>
> --
>
> - Updated the Constructor's Cover to fix an issue with the materials
> - Updated zi_woods to fix missing Zombie Infection assets
> - Updated cp_degrootkeep_rats to fix an issue with the xylophone triggers
>
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2022-12-05 Thread via hlds list
If you open the Mann Co. Store in-game, there should be a * SALE * tab.

-Eric



From: hlds@list.valvesoftware.com  On Behalf Of 
Naleksuh
Sent: Monday, December 5, 2022 6:19 PM
To: hlds 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

The patch notes mention a winter sale, but I do not see one. All items seem to 
be the normal price. Is this change live yet or am I missing something?



 On Mon, 05 Dec 2022 17:30:09 -0800 Eric Smith - erics at valvesoftware.com 
(via hlds list) 
mailto:hlds@list.valvesoftware.com>> wrote ---

We've released a mandatory update for TF2. This is the Smissmas update. The new 
version number is 7701286. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=166625

Thanks.

-Eric


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Re: [hlds] Mandatory Team Fortress 2 update released

2022-12-05 Thread Naleksuh
The patch notes mention a winter sale, but I do not see one. All items seem to 
be the normal price. Is this change live yet or am I missing something?







 On Mon, 05 Dec 2022 17:30:09 -0800 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote ---



We've released a mandatory update for TF2. This is the Smissmas update. The new 
version number is 7701286. The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=166625 
 
Thanks. 
 
-Eric 
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
It's being discussed on the hlds_linux mailing list, Eric and co. are 
aware and are investigating.

  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Jason Contreras [mailto:jasonl.contre...@gmail.com]
Sent: Saturday, October 8, 2022 at 2:06 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released


Something fishy with this update. Stuck at 43MB. Confirmed for others as
well

On Fri, Oct 7, 2022 at 19:34 Eric Smith - erics at valvesoftware.com
 (via hlds list) mailto:hlds@list.valvesoftware.com>> wrote:

We've released a mandatory update for TF2. The new version number is
7570091. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159


Thanks.

-Eric

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-10-07 Thread Jason Contreras
Something fishy with this update. Stuck at 43MB. Confirmed for others as
well

On Fri, Oct 7, 2022 at 19:34 Eric Smith - erics at valvesoftware.com (via
hlds list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 7570091. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=144159
>
> Thanks.
>
> -Eric
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-09-28 Thread Kami
Did you forget to continue the phrase?

Sent via t.me/gmailbot

2022-09-28 23:12 (GMT+00:00), "Eric Smith - erics at valvesoftware.com
(via hlds list)"  said:
> We've released a mandatory update for TF2. The new version number is 7542465.
> The notes for the update are below.
> Thanks.
> -Eric
> 
> - Reverted the +quickswitch bug fix while we evaluate
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2022-09-26 Thread via hlds list
Yes, there was a second update. Apologies for the missing email. Going to send 
one now.

-Eric


From: hlds@list.valvesoftware.com  On Behalf Of 
Naleksuh
Sent: Monday, September 26, 2022 8:03 PM
To: hlds 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Hey, I noticed a second update was posted on the blog but didn't send around 
any email for that one. Was that an item schema only update and there was only 
one game update? (Confused as there has been "fake" updates before like this 
one<https://www.teamfortress.com/post.php?id=89760>)



 On Mon, 26 Sep 2022 12:39:03 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list) 
mailto:hlds@list.valvesoftware.com>> wrote ---

We've released a mandatory update for TF2. The new version number is 7532489. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=143572

Thanks.

-Eric

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-09-26 Thread Naleksuh
Hey, I noticed a second update was posted on the blog but didn't send around 
any email for that one. Was that an item schema only update and there was only 
one game update? (Confused as there has been "fake" updates before 
https://www.teamfortress.com/post.php?id=89760)







 On Mon, 26 Sep 2022 12:39:03 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote ---



We've released a mandatory update for TF2. The new version number is 7532489. 
The notes for the update can be found here: 
 
 https://www.teamfortress.com/post.php?id=143572 
 
Thanks. 
 
-Eric 
 
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2022-07-08 Thread via hlds list
I’ve forwarded the information for both of these issues. Thanks.

-Eric


From: hlds@list.valvesoftware.com  On Behalf Of 
Josh Russell
Sent: Friday, July 8, 2022 8:40 AM
To: Half-Life dedicated Win32 server mailing list 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Death Freeze is still happening, too, since the earlier update.

On Fri, Jul 8, 2022 at 5:45 AM R. D. D. 
mailto:supergro...@gmail.com>> wrote:
This issue still existed after the previous patch too.

2022-07-08, pn 07:33, Naleksuh 
mailto:nalek...@naleksuh.com>> rašė:
Hi Eric, in a previous update one of the patchnotes stated that you fixed 
players sometimes being unable to vote for next map-- but I just got this 
issue. Either this patch put it back or the issue wasn't really fixed. Can you 
investigate more?

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-07-08 Thread Josh Russell
Death Freeze is still happening, too, since the earlier update.

On Fri, Jul 8, 2022 at 5:45 AM R. D. D.  wrote:

> This issue still existed after the previous patch too.
>
> 2022-07-08, pn 07:33, Naleksuh  rašė:
>
>> Hi Eric, in a previous update one of the patchnotes stated that you fixed
>> players sometimes being unable to vote for next map-- but I just got this
>> issue. Either this patch put it back or the issue wasn't really fixed. Can
>> you investigate more?
>>
>>
>>
>>  On Thu, 07 Jul 2022 15:51:45 -0700 *Eric Smith - erics at
>> valvesoftware.com  (via hlds list)
>> >* wrote ---
>>
>> We've released a mandatory update for TF2. The new version number is
>> 7367266. The notes for the update can be found here:
>>
>> https://www.teamfortress.com/post.php?id=140004
>>
>> Thanks.
>>
>> -Eric
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
>>
>>
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>> please visit:
>> https://list.valvesoftware.com/
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-07-08 Thread R. D. D.
This issue still existed after the previous patch too.

2022-07-08, pn 07:33, Naleksuh  rašė:

> Hi Eric, in a previous update one of the patchnotes stated that you fixed
> players sometimes being unable to vote for next map-- but I just got this
> issue. Either this patch put it back or the issue wasn't really fixed. Can
> you investigate more?
>
>
>
>  On Thu, 07 Jul 2022 15:51:45 -0700 *Eric Smith - erics at
> valvesoftware.com  (via hlds list)
> >* wrote ---
>
> We've released a mandatory update for TF2. The new version number is
> 7367266. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=140004
>
> Thanks.
>
> -Eric
>
> ___
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> please visit:
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>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-07-07 Thread Naleksuh
Hi Eric, in a previous update one of the patchnotes stated that you fixed 
players sometimes being unable to vote for next map-- but I just got this 
issue. Either this patch put it back or the issue wasn't really fixed. Can you 
investigate more?







 On Thu, 07 Jul 2022 15:51:45 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote ---



We've released a mandatory update for TF2. The new version number is 7367266. 
The notes for the update can be found here: 
 
 https://www.teamfortress.com/post.php?id=140004 
 
Thanks. 
 
-Eric 
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Joshua Ashton




On 6/24/22 12:54, Tohru Adachi wrote:
It doesn't seem like it. The disconnect buffer being sent from server -> 
client was read then dropped/overridden on the client's end prior to 
this update. I was under the impression that this was a 
client-controlled var due to how the original update that changed this 
functionality was implemented.


I'd have expected this to be prefixed with sv_ if it were a 
server-controlled variable or a more verbal description appended to the 
convar, so it did throw me a bit.


Oh I agree, but given server hosts have probably set it already, would 
be kinda :/ to change it at this point.




(nice domain by the way, frogs are cool)


They are ribbiting! I like the .tf too :-)

- Joshie ✨



  -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:45 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:41, Tohru Adachi wrote:
I was under the impression that the default value of 0 was to preserve
the behaviour from a previous update.

My previous question still stands, shouldn't this be a replicated var?
Valve servers keep it at 0 and retain the behaviour up to now,
community server ops can set it to 1 at their discretion and can have
kicks/bans/disconnects working as originally intended.

Replicated vars wouldn't work for this because a server could have this
set and reject a client well before replicating vars across and the
message would not get through.

The correct solution is to just have it do nothing on the client, which
is the intention all along.

- Joshie ✨


   -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:22 PM
To: Alex; hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:13, Alex wrote:
On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton
 wrote:
The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.

A hah, I see. When I was attempting to repro, I was testing a client
sending it's disconnect message to a server, not a server forcefully
disconnecting a client and sending a disconnect message (which uses the
same message).

What ended up being fixed in the changelog was a different bug where
disconnect messages would sometimes not show in text chat due to a race
between player entity destruction and the player_disconnected event.

At least this misunderstanding led to fixing two bugs! :-)

This will be fixed in the next update, thanks!

- Joshie ✨


It looks like the ConVar is used in engine code which affects how both
the
client and server process all disconnect messages. When set to 0 on a
client,
it will always override the disconnect reason with "Client Disconnect"
on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Tohru Adachi
It doesn't seem like it. The disconnect buffer being sent from server -> 
client was read then dropped/overridden on the client's end prior to 
this update. I was under the impression that this was a 
client-controlled var due to how the original update that changed this 
functionality was implemented.


I'd have expected this to be prefixed with sv_ if it were a 
server-controlled variable or a more verbal description appended to the 
convar, so it did throw me a bit.


(nice domain by the way, frogs are cool)

 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:45 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:41, Tohru Adachi wrote:
I was under the impression that the default value of 0 was to preserve
the behaviour from a previous update.

My previous question still stands, shouldn't this be a replicated var?
Valve servers keep it at 0 and retain the behaviour up to now,
community server ops can set it to 1 at their discretion and can have
kicks/bans/disconnects working as originally intended.

Replicated vars wouldn't work for this because a server could have this
set and reject a client well before replicating vars across and the
message would not get through.

The correct solution is to just have it do nothing on the client, which
is the intention all along.

- Joshie ✨


  -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:22 PM
To: Alex; hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:13, Alex wrote:
On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton
 wrote:
The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.

A hah, I see. When I was attempting to repro, I was testing a client
sending it's disconnect message to a server, not a server forcefully
disconnecting a client and sending a disconnect message (which uses the
same message).

What ended up being fixed in the changelog was a different bug where
disconnect messages would sometimes not show in text chat due to a race
between player entity destruction and the player_disconnected event.

At least this misunderstanding led to fixing two bugs! :-)

This will be fixed in the next update, thanks!

- Joshie ✨


It looks like the ConVar is used in engine code which affects how both
the
client and server process all disconnect messages. When set to 0 on a
client,
it will always override the disconnect reason with "Client Disconnect"
on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Joshua Ashton




On 6/24/22 12:41, Tohru Adachi wrote:
I was under the impression that the default value of 0 was to preserve 
the behaviour from a previous update.


My previous question still stands, shouldn't this be a replicated var? 
Valve servers keep it at 0 and retain the behaviour up to now, community 
server ops can set it to 1 at their discretion and can have 
kicks/bans/disconnects working as originally intended.


Replicated vars wouldn't work for this because a server could have this 
set and reject a client well before replicating vars across and the 
message would not get through.


The correct solution is to just have it do nothing on the client, which 
is the intention all along.


- Joshie ✨



  -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:22 PM
To: Alex; hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:13, Alex wrote:
On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton
 wrote:
The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.

A hah, I see. When I was attempting to repro, I was testing a client
sending it's disconnect message to a server, not a server forcefully
disconnecting a client and sending a disconnect message (which uses the
same message).

What ended up being fixed in the changelog was a different bug where
disconnect messages would sometimes not show in text chat due to a race
between player entity destruction and the player_disconnected event.

At least this misunderstanding led to fixing two bugs! :-)

This will be fixed in the next update, thanks!

- Joshie ✨


It looks like the ConVar is used in engine code which affects how both
the
client and server process all disconnect messages. When set to 0 on a
client,
it will always override the disconnect reason with "Client Disconnect"
on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Tohru Adachi
I was under the impression that the default value of 0 was to preserve 
the behaviour from a previous update.


My previous question still stands, shouldn't this be a replicated var? 
Valve servers keep it at 0 and retain the behaviour up to now, community 
server ops can set it to 1 at their discretion and can have 
kicks/bans/disconnects working as originally intended.


 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Joshua Ashton [mailto:jos...@froggi.es]
Sent: Friday, June 24, 2022, 1:22 PM
To: Alex; hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released



On 6/24/22 12:13, Alex wrote:
On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton
 wrote:
The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.

A hah, I see. When I was attempting to repro, I was testing a client
sending it's disconnect message to a server, not a server forcefully
disconnecting a client and sending a disconnect message (which uses the
same message).

What ended up being fixed in the changelog was a different bug where
disconnect messages would sometimes not show in text chat due to a race
between player entity destruction and the player_disconnected event.

At least this misunderstanding led to fixing two bugs! :-)

This will be fixed in the next update, thanks!

- Joshie ✨


It looks like the ConVar is used in engine code which affects how both
the
client and server process all disconnect messages. When set to 0 on a
client,
it will always override the disconnect reason with "Client Disconnect"
on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.

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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Joshua Ashton




On 6/24/22 12:13, Alex wrote:

On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton  wrote:

The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.


A hah, I see. When I was attempting to repro, I was testing a client 
sending it's disconnect message to a server, not a server forcefully 
disconnecting a client and sending a disconnect message (which uses the 
same message).


What ended up being fixed in the changelog was a different bug where 
disconnect messages would sometimes not show in text chat due to a race 
between player entity destruction and the player_disconnected event.


At least this misunderstanding led to fixing two bugs! :-)

This will be fixed in the next update, thanks!

- Joshie ✨



It looks like the ConVar is used in engine code which affects how both the
client and server process all disconnect messages. When set to 0 on a client,
it will always override the disconnect reason with "Client Disconnect" on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.


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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Alex - osyu at pm.me (via hlds list)
On Friday, June 24th, 2022 at 6:05 AM, Joshua Ashton  wrote:
> The client does nothing with net_disconnect_reason.
> It's an entirely server-sided convar.

It looks like the ConVar is used in engine code which affects how both the
client and server process all disconnect messages. When set to 0 on a client,
it will always override the disconnect reason with "Client Disconnect" on the
client's end, which is unintended behavior (it's also what was happening
before this ConVar existed).

Video demonstration of this:
https://www.youtube.com/watch?v=BiacrieODC8

Alex K.
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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-24 Thread Joshua Ashton




On 6/22/22 02:40, Tohru Adachi wrote:
Didn't expect an update today, but it's a welcome thing to see. Just one 
thing though:


 > - Re-enabled ability for servers to send disconnect reasons to clients
 >    - Added ConVar net_disconnect_reason to use the disconnect reason 
sent from the client


Points for effort even if it's a bit late, except this defaults to 0, 
not 1 and is a non-replicated cvar. Honestly, this should either default 
to 1 for client or more ideally be a replicated variable which resets to 
the user's selection/default on client disconnect.


The client does nothing with net_disconnect_reason.
It's an entirely server-sided convar.

- Joshie ✨



Additionally, there doesn't seem to be a more accessible option to set 
this in any of the settings options. How is a less technically inclined 
user supposed to know to turn this on to know if a server operator has 
kicked/banned them or if a server has crashed/lost connection/kicked by 
slot reservation etc?

  -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds list) 
[mailto:hlds@list.valvesoftware.com]

Sent: Wednesday, June 22, 2022, 2:41 AM
To: hlds; 'hlds_annou...@list.valvesoftware.com'; 
'hlds_li...@list.valvesoftware.com'

Subject: [hlds]  Mandatory Team Fortress 2 update released

We've released a mandatory update for TF2. The new version number is 
7333517. The notes for the update are below.


Thanks.

-Eric



- Fixed an exploit related to clearing the in-game text chat
- Fixed an exploit where players could use sv_cheats on secure servers
- Fixed an exploit where players could teleport back to their own spawn 
by changing loadout/class while touching the other team's No Entry gate
- Fixed an exploit with the Huntsman in which a player could change 
loadout to negate the speed debuff when charged

- Fixed an exploit with the Ap-Sap where players could spam noises
- Fixed an exploit where dispensers could heal through glass on some maps
- Fixed an exploit where a Spy could disguise and create an invisible 
bullet blocking shield at their feet
- Fixed laggy animations on Halloween bosses, skeletons, ghosts and 
other ghoul-like beings
- Fixed the Spy using incorrect disguise weapons when disguising as 
Soldier, Pyro, Heavy or Engineer with no member of the same class on the 
opposing team

- Fixed projectiles sometimes colliding with teammates too early/late
- Fixed being able to change names during a matchmaking game
- Fixed some HUD images being blurry when using low texture settings
- Fixed the Spy's feigned deaths with the Dead Ringer not showing up in 
the matchmaking quick team status bar
- Fixed %killername% and other placeholder names sometimes showing up on 
the kill cam and stats screen

- Re-enabled ability for servers to send disconnect reasons to clients
 - Added ConVar net_disconnect_reason to use the disconnect reason 
sent from the client

- Removed Headgear option from the Mann Co. Catalog dropdown list
- Updated vote system
 - Both teams can have a kick vote running at the same time
 - Can have a global vote running at the same time as a kick vote
 - Fixed sometimes not being able to vote on maps at the end of the 
round

- Updated the El Fiestibrero to fix a problem with the model
- Updated/Added some tournament medals
- Updated the localization files





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Re: [hlds] Mandatory Team Fortress 2 update released

2022-06-21 Thread Tohru Adachi
Didn't expect an update today, but it's a welcome thing to see. Just one 
thing though:


> - Re-enabled ability for servers to send disconnect reasons to clients
>	- Added ConVar net_disconnect_reason to use the disconnect reason 
sent from the client


Points for effort even if it's a bit late, except this defaults to 0, 
not 1 and is a non-replicated cvar. Honestly, this should either default 
to 1 for client or more ideally be a replicated variable which resets to 
the user's selection/default on client disconnect.


Additionally, there doesn't seem to be a more accessible option to set 
this in any of the settings options. How is a less technically inclined 
user supposed to know to turn this on to know if a server operator has 
kicked/banned them or if a server has crashed/lost connection/kicked by 
slot reservation etc?

 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds list) 
[mailto:hlds@list.valvesoftware.com]

Sent: Wednesday, June 22, 2022, 2:41 AM
To: hlds; 'hlds_annou...@list.valvesoftware.com'; 
'hlds_li...@list.valvesoftware.com'

Subject: [hlds]  Mandatory Team Fortress 2 update released

We've released a mandatory update for TF2. The new version number is 
7333517. The notes for the update are below.


Thanks.

-Eric



- Fixed an exploit related to clearing the in-game text chat
- Fixed an exploit where players could use sv_cheats on secure servers
- Fixed an exploit where players could teleport back to their own spawn 
by changing loadout/class while touching the other team's No Entry gate
- Fixed an exploit with the Huntsman in which a player could change 
loadout to negate the speed debuff when charged

- Fixed an exploit with the Ap-Sap where players could spam noises
- Fixed an exploit where dispensers could heal through glass on some maps
- Fixed an exploit where a Spy could disguise and create an invisible 
bullet blocking shield at their feet
- Fixed laggy animations on Halloween bosses, skeletons, ghosts and 
other ghoul-like beings
- Fixed the Spy using incorrect disguise weapons when disguising as 
Soldier, Pyro, Heavy or Engineer with no member of the same class on the 
opposing team

- Fixed projectiles sometimes colliding with teammates too early/late
- Fixed being able to change names during a matchmaking game
- Fixed some HUD images being blurry when using low texture settings
- Fixed the Spy's feigned deaths with the Dead Ringer not showing up in 
the matchmaking quick team status bar
- Fixed %killername% and other placeholder names sometimes showing up on 
the kill cam and stats screen

- Re-enabled ability for servers to send disconnect reasons to clients
	- Added ConVar net_disconnect_reason to use the disconnect reason sent 
from the client

- Removed Headgear option from the Mann Co. Catalog dropdown list
- Updated vote system
- Both teams can have a kick vote running at the same time
- Can have a global vote running at the same time as a kick vote
- Fixed sometimes not being able to vote on maps at the end of the round
- Updated the El Fiestibrero to fix a problem with the model
- Updated/Added some tournament medals
- Updated the localization files





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[hlds_linux] RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-11-02 Thread via hlds_linux list
We intend to it possible for community server operators to opt into SDR if they 
want.  Hopefully we'll have some more information on that soon.

There are no plans to *require* SDR.  There's really no upside for us to 
eliminate ordinary direct UDP access.

-Original Message-
From: hlds@list.valvesoftware.com  On Behalf Of 
Tohru Adachi
Sent: Thursday, October 28, 2021 3:40 PM
To: hlds@list.valvesoftware.com
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

 From my own findings re. disconnect messages, the client still accepts the 
buffer from the server on net_disconnect, it just overrides the reason 
regardless. It's a bit of a hack job considering that there's non-user 
disconnect behaviour that uses that function (eg srcds quit) to display a 
different disconnect reason.

I'm not sure why there isn't a convar check in there to see if the server is 
part of the MM pool - I'm fairly sure there's similar checks for some client 
behaviour such as activating contracts on the client.

It is true that most SrcDS games are, to a degree, somewhat dependent on Steam 
servers eg. master server for server browser, GC/items and so forth. On the 
flipside, those can be mitigated to an extent by serverside mods and some 
convar changes, although you could also argue that with virtually all 
gameserver traffic directed at Valve through the use of Casual MM, it doesn't 
really matter much either way in regards to the current atmosphere and image of 
community-run game servers.

That's a whole other topic though, so I won't delve into that...

  -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531
  -

 Original Message 
From: sigsegv [mailto:sigs...@sigpipe.info]
Sent: Thursday, October 28, 2021, 11:24 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released

A quick devil’s advocate argument (more of a food for thought thing, than an 
attempt to push any particular position really):

One could perhaps reasonably argue that you’re already reliant on Steam’s 
servers being up anyway, even as an independent TF2 community
server: if the TF2 GC is down, items don’t function properly; and since the 
scope of items covers not just cosmetics but large swaths of weapons, it has a 
pretty significantly deleterious impact on gameplay.

So—arguably—you’re sorta already in the dependent-on-Steam-servers situation 
you’re saying you don’t want to be in; and it wouldn’t necessarily be a 
substantially different situation in the event that all community servers were 
required to use SDR.

(It’s true though that the GC being up, and the SDR servers being up, aren’t 
exactly equivalent in impact: items not loading is less impactful than possibly 
being unable to connect to, or stay connected to, a server. And since these 
servers are distinct from the GC servers, it’s in reality an additional point 
of failure / degree of freedom that expands the potential outage “shadow” so to 
speak, rather than lining up perfectly such that there’s no difference.)

Anyway… I just figured that was worth bringing up. Of course, all of this is 
moot if SDR does not in fact end up being mandatory.

I believe CS:GO has been quite a bit ahead of TF2 in adopting SDR; so perhaps 
surveying the community server situation over there (such as it
is) might be a useful exercise.

(Incidentally: Now I want to look into the server disconnect reason thing more 
thoroughly. There’s no doubt the chat messages were being abused; but I’m 
wondering now if maybe there’s a legitimate reason for removing the rest of it 
too. (Not giving a convar to revert to the old behavior does seem ill-advised; 
maybe there were also client-side changes which made that infeasible…? Maybe 
not, dunno.) Anyhow… time to go dumpster diving into publicly available cheat 
source code and dig thru all the game-disconnect-related crap…)

Justin / sigsegv


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Re: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Tohru Adachi
Thank you very much for taking the time to reply back regarding this - 
it's very much appreciated.


 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds list) 
[mailto:hlds@list.valvesoftware.com]

Sent: Friday, October 29, 2021, 1:04 AM
To: hlds
Subject: [External Mail] Re: [hlds]  Mandatory Team Fortress 2 update 
released


We don’t have the details yet, but we’re going to look into how we can
continue supporting them.

-Eric
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread via hlds list
We don’t have the details yet, but we’re going to look into how we can continue 
supporting them.

-Eric


From: hlds@list.valvesoftware.com  On Behalf Of 
Naleksuh
Sent: Thursday, October 28, 2021 4:23 PM
To: hlds 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Hey, thanks. I'm glad you were listening to the previous thread and are willing 
to consider bringing them back.

Will we as server operators have to do anything different with disconnect 
reasons in the future? Or will they just start working again like they did 
before?




 On Thu, 28 Oct 2021 16:05:42 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list) 
mailto:hlds@list.valvesoftware.com>> wrote 


We’ve released a mandatory update for TF2. The new version number is 6862056. 
The notes for the update can be found here:



  https://www.teamfortress.com/post.php?id=100603



We’ll look into ways we can support the client disconnect reason for one of the 
coming updates. Thanks.



-Eric


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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Naleksuh
Hey, thanks. I'm glad you were listening to the previous thread and are willing 
to consider bringing them back.



Will we as server operators have to do anything different with disconnect 
reasons in the future? Or will they just start working again like they did 
before?









 On Thu, 28 Oct 2021 16:05:42 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote 




We’ve released a mandatory update for TF2. The new version number is 6862056. 
The notes for the update can be found here:

 

  https://www.teamfortress.com/post.php?id=100603

 

We’ll look into ways we can support the client disconnect reason for one of the 
coming updates. Thanks.

 

-Eric

 



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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread vinyardat
fwiw, the disconnect server event still contains the reason.
 Original message From: sigsegv  Date: 
10/28/21  6:25 PM  (GMT-05:00) To: hlds@list.valvesoftware.com Subject: Re: 
[hlds] Mandatory Team Fortress 2 update released A quick devil’s advocate 
argument (more of a food for thought thing, than an attempt to push any 
particular position really):One could perhaps reasonably argue that you’re 
already reliant on Steam’s servers being up anyway, even as an independent TF2 
community server: if the TF2 GC is down, items don’t function properly; and 
since the scope of items covers not just cosmetics but large swaths of weapons, 
it has a pretty significantly deleterious impact on gameplay.So—arguably—you’re 
sorta already in the dependent-on-Steam-servers situation you’re saying you 
don’t want to be in; and it wouldn’t necessarily be a substantially different 
situation in the event that all community servers were required to use 
SDR.(It’s true though that the GC being up, and the SDR servers being up, 
aren’t exactly equivalent in impact: items not loading is less impactful than 
possibly being unable to connect to, or stay connected to, a server. And since 
these servers are distinct from the GC servers, it’s in reality an additional 
point of failure / degree of freedom that expands the potential outage “shadow” 
so to speak, rather than lining up perfectly such that there’s no 
difference.)Anyway… I just figured that was worth bringing up. Of course, all 
of this is moot if SDR does not in fact end up being mandatory.I believe CS:GO 
has been quite a bit ahead of TF2 in adopting SDR; so perhaps surveying the 
community server situation over there (such as it is) might be a useful 
exercise.(Incidentally: Now I want to look into the server disconnect reason 
thing more thoroughly. There’s no doubt the chat messages were being abused; 
but I’m wondering now if maybe there’s a legitimate reason for removing the 
rest of it too. (Not giving a convar to revert to the old behavior does seem 
ill-advised; maybe there were also client-side changes which made that 
infeasible…? Maybe not, dunno.) Anyhow… time to go dumpster diving into 
publicly available cheat source code and dig thru all the 
game-disconnect-related crap…)Justin / sigsegvOn Thu, Oct 28, 2021 at 2:15 PM 
Naleksuh  wrote:I'm much more concerned about the SDR 
thing though. The help pages indicate it'll be available for community server 
operators and that they (possibly?) plan to route *all* traffic through it. I 
really do not want this as I prefer to have control over the networking for my 
servers and I also don't want it to literally become impossible to play the 
game when Steam servers are downYeah, I thought removing it from the chat 
message was enough, I don't think it should have been made impossible to send 
disconnect messages. It's absolutely essential for me as a community server 
operator for example, people who are using VPNs, people trying to join when the 
server is full (I have sv_visiblemaxplayers set below maxplayers so the built 
in message wont show), people banned or trying to use a specific feature, 
people who are sending too many commands (i.e. PASS time) and dozens more. Now 
people have no clue why they are getting disconnected. It made sense to remove 
it from the chat as clients were abusing it but it shouldn't just be completely 
impossible for servers to send disconnect reasons. And this was not just for 
matchmaking servers but all servers including community servers. Please bring 
it back. On Thu, 28 Oct 2021 14:04:56 -0700 Tohru Adachi  
wrote SDR is intended for Casual MM it seems - in the simplest terms it's 
like Cloudflare but for gameservers. Other games eg CS:GO already use the 
system for official MM.  While I'd be interested in seeing what they do with 
it, I don't think it's going to be rolled out to server operators. Can't say 
for sure because I'm not Eric or John (or whoever else still contributes to 
TF2).  As a sidenote, I'm a bit disappointed at the lack of chat over Valve 
removing disconnect reasons for clients (all disconnects are now "Client 
Disconnect" instead of whatever the server sends, regardless of Casual or 
non-casual server). Would very much like to see it back as it's useful for 
informing clients.   Original Message  From: Naleksuh 
[mailto:nalek...@naleksuh.com] Sent: Thursday, October 28, 2021, 9:57 PM To: 
hlds Subject: [hlds]  Mandatory Team Fortress 2 update released  So just to 
clarify. Using the SDR will remain optional right? I'd ideally like to not 
require a dependency on Steam servers to play the game as they are frequently 
down and some people might prefer connecting directly  
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Tohru Adachi
From my own findings re. disconnect messages, the client still accepts 
the buffer from the server on net_disconnect, it just overrides the 
reason regardless. It's a bit of a hack job considering that there's 
non-user disconnect behaviour that uses that function (eg srcds quit) to 
display a different disconnect reason.


I'm not sure why there isn't a convar check in there to see if the 
server is part of the MM pool - I'm fairly sure there's similar checks 
for some client behaviour such as activating contracts on the client.


It is true that most SrcDS games are, to a degree, somewhat dependent on 
Steam servers eg. master server for server browser, GC/items and so 
forth. On the flipside, those can be mitigated to an extent by 
serverside mods and some convar changes, although you could also argue 
that with virtually all gameserver traffic directed at Valve through the 
use of Casual MM, it doesn't really matter much either way in regards to 
the current atmosphere and image of community-run game servers.


That's a whole other topic though, so I won't delve into that...

 -
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531
 -

 Original Message 
From: sigsegv [mailto:sigs...@sigpipe.info]
Sent: Thursday, October 28, 2021, 11:24 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released

A quick devil’s advocate argument (more of a food for thought thing,
than an attempt to push any particular position really):

One could perhaps reasonably argue that you’re already reliant on
Steam’s servers being up anyway, even as an independent TF2 community
server: if the TF2 GC is down, items don’t function properly; and since
the scope of items covers not just cosmetics but large swaths of
weapons, it has a pretty significantly deleterious impact on gameplay.

So—arguably—you’re sorta already in the dependent-on-Steam-servers
situation you’re saying you don’t want to be in; and it wouldn’t
necessarily be a substantially different situation in the event that all
community servers were required to use SDR.

(It’s true though that the GC being up, and the SDR servers being up,
aren’t exactly equivalent in impact: items not loading is less impactful
than possibly being unable to connect to, or stay connected to, a
server. And since these servers are distinct from the GC servers, it’s
in reality an additional point of failure / degree of freedom that
expands the potential outage “shadow” so to speak, rather than lining up
perfectly such that there’s no difference.)

Anyway… I just figured that was worth bringing up. Of course, all of
this is moot if SDR does not in fact end up being mandatory.

I believe CS:GO has been quite a bit ahead of TF2 in adopting SDR; so
perhaps surveying the community server situation over there (such as it
is) might be a useful exercise.

(Incidentally: Now I want to look into the server disconnect reason
thing more thoroughly. There’s no doubt the chat messages were being
abused; but I’m wondering now if maybe there’s a legitimate reason for
removing the rest of it too. (Not giving a convar to revert to the old
behavior does seem ill-advised; maybe there were also client-side
changes which made that infeasible…? Maybe not, dunno.) Anyhow… time to
go dumpster diving into publicly available cheat source code and dig
thru all the game-disconnect-related crap…)

Justin / sigsegv


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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread sigsegv
A quick devil’s advocate argument (more of a food for thought thing, than
an attempt to push any particular position really):

One could perhaps reasonably argue that you’re already reliant on Steam’s
servers being up anyway, even as an independent TF2 community server: if
the TF2 GC is down, items don’t function properly; and since the scope of
items covers not just cosmetics but large swaths of weapons, it has a
pretty significantly deleterious impact on gameplay.

So—arguably—you’re sorta already in the dependent-on-Steam-servers
situation you’re saying you don’t want to be in; and it wouldn’t
necessarily be a substantially different situation in the event that all
community servers were required to use SDR.

(It’s true though that the GC being up, and the SDR servers being up,
aren’t exactly equivalent in impact: items not loading is less impactful
than possibly being unable to connect to, or stay connected to, a server.
And since these servers are distinct from the GC servers, it’s in reality
an additional point of failure / degree of freedom that expands the
potential outage “shadow” so to speak, rather than lining up perfectly such
that there’s no difference.)

Anyway… I just figured that was worth bringing up. Of course, all of this
is moot if SDR does not in fact end up being mandatory.

I believe CS:GO has been quite a bit ahead of TF2 in adopting SDR; so
perhaps surveying the community server situation over there (such as it is)
might be a useful exercise.

(Incidentally: Now I want to look into the server disconnect reason thing
more thoroughly. There’s no doubt the chat messages were being abused; but
I’m wondering now if maybe there’s a legitimate reason for removing the
rest of it too. (Not giving a convar to revert to the old behavior does
seem ill-advised; maybe there were also client-side changes which made that
infeasible…? Maybe not, dunno.) Anyhow… time to go dumpster diving into
publicly available cheat source code and dig thru all the
game-disconnect-related crap…)

Justin / sigsegv

On Thu, Oct 28, 2021 at 2:15 PM Naleksuh  wrote:

>
> I'm much more concerned about the SDR thing though. The help pages
> indicate it'll be available for community server operators and that they
> (possibly?) plan to route *all* traffic through it. I really do not want
> this as I prefer to have control over the networking for my servers and I
> also don't want it to literally become impossible to play the game when
> Steam servers are down
>
> Yeah, I thought removing it from the chat message was enough, I don't
> think it should have been made impossible to send disconnect messages. It's
> absolutely essential for me as a community server operator for example,
> people who are using VPNs, people trying to join when the server is full (I
> have sv_visiblemaxplayers set below maxplayers so the built in message wont
> show), people banned or trying to use a specific feature, people who are
> sending too many commands (i.e. PASS time) and dozens more. Now people have
> no clue why they are getting disconnected. It made sense to remove it from
> the chat as clients were abusing it but it shouldn't just be completely
> impossible for servers to send disconnect reasons. And this was not just
> for matchmaking servers but all servers including community servers. Please
> bring it back.
>
>
>
>
>
>  On Thu, 28 Oct 2021 14:04:56 -0700 *Tohru Adachi  >* wrote 
>
> SDR is intended for Casual MM it seems - in the simplest terms it's like
> Cloudflare but for gameservers. Other games eg CS:GO already use the
> system for official MM.
>
> While I'd be interested in seeing what they do with it, I don't think
> it's going to be rolled out to server operators. Can't say for sure
> because I'm not Eric or John (or whoever else still contributes to TF2).
>
> As a sidenote, I'm a bit disappointed at the lack of chat over Valve
> removing disconnect reasons for clients (all disconnects are now "Client
> Disconnect" instead of whatever the server sends, regardless of Casual
> or non-casual server). Would very much like to see it back as it's
> useful for informing clients.
>
>  Original Message 
> From: Naleksuh [mailto:nalek...@naleksuh.com]
> Sent: Thursday, October 28, 2021, 9:57 PM
> To: hlds
> Subject: [hlds] Mandatory Team Fortress 2 update released
>
> So just to clarify. Using the SDR will remain optional right? I'd
> ideally like to not require a dependency on Steam servers to play the
> game as they are frequently down and some people might prefer connecting
> directly
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Tohru Adachi
I'm not too sure over Valve forcing operators to use SDR - this would 
require optimised routing pathing in almost every major hosting provider 
and owned/rented hardware there from Steam for users to route from 
within each AS for a lot of providers. I can see major providers who 
aren't yet on the list such as OVH next in line for SDR nodes as they'll 
likely be working on where to place nodes with good routing and peering 
for near-identical latency.


I don't see this being forced because it would be impossible to get 
sufficient coverage with latency at or around identical non-SDR 
pathings, especially in under-networked areas such as APAC/Aus/South 
America et cetera.

I could be completely wrong, though. I just hope I'm not, in this case.

 Original Message 
From: Naleksuh [mailto:nalek...@naleksuh.com]
Sent: Thursday, October 28, 2021, 10:14 PM
To: hlds
Subject: [hlds] Mandatory Team Fortress 2 update released


I'm much more concerned about the SDR thing though. The help pages
indicate it'll be available for community server operators and that they
(possibly?) plan to route *all* traffic through it. I really do not want
this as I prefer to have control over the networking for my servers and
I also don't want it to literally become impossible to play the game
when Steam servers are down

Yeah, I thought removing it from the chat message was enough, I don't
think it should have been made impossible to send disconnect messages.
It's absolutely essential for me as a community server operator for
example, people who are using VPNs, people trying to join when the
server is full (I have sv_visiblemaxplayers set below maxplayers so the
built in message wont show), people banned or trying to use a specific
feature, people who are sending too many commands (i.e. PASS time) and
dozens more. Now people have no clue why they are getting disconnected.
It made sense to remove it from the chat as clients were abusing it but
it shouldn't just be completely impossible for servers to send
disconnect reasons. And this was not just for matchmaking servers but
all servers including community servers. Please bring it back.

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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Naleksuh
I'm much more concerned about the SDR thing though. The help pages indicate 
it'll be available for community server operators and that they (possibly?) 
plan to route *all* traffic through it. I really do not want this as I prefer 
to have control over the networking for my servers and I also don't want it to 
literally become impossible to play the game when Steam servers are down




Yeah, I thought removing it from the chat message was enough, I don't think it 
should have been made impossible to send disconnect messages. It's absolutely 
essential for me as a community server operator for example, people who are 
using VPNs, people trying to join when the server is full (I have 
sv_visiblemaxplayers set below maxplayers so the built in message wont show), 
people banned or trying to use a specific feature, people who are sending too 
many commands (i.e. PASS time) and dozens more. Now people have no clue why 
they are getting disconnected. It made sense to remove it from the chat as 
clients were abusing it but it shouldn't just be completely impossible for 
servers to send disconnect reasons. And this was not just for matchmaking 
servers but all servers including community servers. Please bring it back.










 On Thu, 28 Oct 2021 14:04:56 -0700 Tohru Adachi  wrote 



SDR is intended for Casual MM it seems - in the simplest terms it's like 
Cloudflare but for gameservers. Other games eg CS:GO already use the 
system for official MM. 
 
While I'd be interested in seeing what they do with it, I don't think 
it's going to be rolled out to server operators. Can't say for sure 
because I'm not Eric or John (or whoever else still contributes to TF2). 
 
As a sidenote, I'm a bit disappointed at the lack of chat over Valve 
removing disconnect reasons for clients (all disconnects are now "Client 
Disconnect" instead of whatever the server sends, regardless of Casual 
or non-casual server). Would very much like to see it back as it's 
useful for informing clients. 
 
 Original Message  
From: Naleksuh [mailto:mailto:nalek...@naleksuh.com] 
Sent: Thursday, October 28, 2021, 9:57 PM 
To: hlds 
Subject: [hlds]  Mandatory Team Fortress 2 update released 
 
So just to clarify. Using the SDR will remain optional right? I'd 
ideally like to not require a dependency on Steam servers to play the 
game as they are frequently down and some people might prefer connecting 
directly 
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Tohru Adachi
SDR is intended for Casual MM it seems - in the simplest terms it's like 
Cloudflare but for gameservers. Other games eg CS:GO already use the 
system for official MM.


While I'd be interested in seeing what they do with it, I don't think 
it's going to be rolled out to server operators. Can't say for sure 
because I'm not Eric or John (or whoever else still contributes to TF2).


As a sidenote, I'm a bit disappointed at the lack of chat over Valve 
removing disconnect reasons for clients (all disconnects are now "Client 
Disconnect" instead of whatever the server sends, regardless of Casual 
or non-casual server). Would very much like to see it back as it's 
useful for informing clients.


 Original Message 
From: Naleksuh [mailto:nalek...@naleksuh.com]
Sent: Thursday, October 28, 2021, 9:57 PM
To: hlds
Subject: [hlds]  Mandatory Team Fortress 2 update released

So just to clarify. Using the SDR will remain optional right? I'd
ideally like to not require a dependency on Steam servers to play the
game as they are frequently down and some people might prefer connecting
directly

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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-28 Thread Naleksuh
So just to clarify. Using the SDR will remain optional right? I'd ideally like 
to not require a dependency on Steam servers to play the game as they are 
frequently down and some people might prefer connecting directly






 On Wed, 27 Oct 2021 16:59:58 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote 


We've released a mandatory update for TF2. The new version number is 6858943. 
The notes for the update are below. 
 
Thanks. 
 
-Eric 
 
 
-- 
 
- Bug fixes to Steam Datagram Relay (SDR) support. This is currently in limited 
testing. We will have more info about this when it rolls our more broadly. 
 
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-22 Thread via hlds list
The game treats bots like it would normal players and kicks them for being 
idle. If you’re running this on your own server, does setting 
“mp_idledealmethod 0” fix the problem you’re having? The ConVar mp_idlemaxtime 
sets how long players are allowed to be idle. The default is 3 minutes.

-Eric



From: hlds@list.valvesoftware.com  On Behalf Of 
Naleksuh
Sent: Friday, October 22, 2021 4:52 PM
To: hlds 
Subject: RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update 
released

1) Have 1 or more bots on the server
2) Have them not move for 3 minutes (or whatever mp_idlemaxtime is set to)
3) They will be kicked (as long as idle kicking is enabled)

Video version available at : https://www.youtube.com/watch?v=kDDc2WSDoYM

This seems to only happen with bots created directly in the engine and not 
through end user commands. This specific case is niche but seems to be part of 
a wider problem of not recognizing bots. Started with the Sep 16 patch, the 
same one that caused bots to show avatars before being special cased there with 
just the avatars.

I would appreciate a fix for this issue whether bots being treated as humans in 
general or a specific exemption for bots being kicked.



 On Fri, 22 Oct 2021 15:59:31 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list) 
mailto:hlds@list.valvesoftware.com>> wrote 

If you have step by step instructions on how to reproduce the problem, it will 
help.

Thanks.

-Eric



From: hlds@list.valvesoftware.com<mailto:hlds@list.valvesoftware.com> 
mailto:hlds@list.valvesoftware.com>> On Behalf Of 
Naleksuh
Sent: Friday, October 22, 2021 3:49 PM
To: hlds mailto:hlds@list.valvesoftware.com>>
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Hey Eric, ever since the patch on September 16th bots are getting kicked for 
being idle if they don't move. The cause might be similar to the bug that was 
causing bots to have avatars. Can a check be made to prevent bots from being 
kicked for being idle or other stuff like that?


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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-22 Thread Naleksuh
1) Have 1 or more bots on the server

2) Have them not move for 3 minutes (or whatever mp_idlemaxtime is set to)

3) They will be kicked (as long as idle kicking is enabled)



Video version available at : https://www.youtube.com/watch?v=kDDc2WSDoYM



This seems to only happen with bots created directly in the engine and not 
through end user commands. This specific case is niche but seems to be part of 
a wider problem of not recognizing bots. Started with the Sep 16 patch, the 
same one that caused bots to show avatars before being special cased there with 
just the avatars.



I would appreciate a fix for this issue whether bots being treated as humans in 
general or a specific exemption for bots being kicked.






 On Fri, 22 Oct 2021 15:59:31 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote 



If you have step by step instructions on how to reproduce the problem, it will 
help.

 

Thanks.

 

-Eric

 

 

 

From: mailto:hlds@list.valvesoftware.com <mailto:hlds@list.valvesoftware.com> 
On Behalf Of Naleksuh
 Sent: Friday, October 22, 2021 3:49 PM
 To: hlds <mailto:hlds@list.valvesoftware.com>
 Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released


 

Hey Eric, ever since the patch on September 16th bots are getting kicked for 
being idle if they don't move. The cause might be similar to the bug that was 
causing bots to have

 avatars. Can a check be made to prevent bots from being kicked for being idle 
or other stuff like that?


 





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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-22 Thread via hlds list
If you have step by step instructions on how to reproduce the problem, it will 
help.

Thanks.

-Eric



From: hlds@list.valvesoftware.com  On Behalf Of 
Naleksuh
Sent: Friday, October 22, 2021 3:49 PM
To: hlds 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Hey Eric, ever since the patch on September 16th bots are getting kicked for 
being idle if they don't move. The cause might be similar to the bug that was 
causing bots to have avatars. Can a check be made to prevent bots from being 
kicked for being idle or other stuff like that?

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Re: [hlds] Mandatory Team Fortress 2 update released

2021-10-22 Thread Naleksuh
Hey Eric, ever since the patch on September 16th bots are getting kicked for 
being idle if they don't move. The cause might be similar to the bug that was 
causing bots to have avatars. Can a check be made to prevent bots from being 
kicked for being idle or other stuff like that?






 On Fri, 22 Oct 2021 15:46:32 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds list)  wrote 


We've released a mandatory update for TF2. The new version number is 6848227. 
The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=90380 
 
Thanks. 
 
-Eric 
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-09-26 Thread Arron Vinyard
Yeah, I definitely would like to see the disconnect reason
reverted/restored. Not sure if it was a lazy fix to an issue or what, but
it removes valuable information that the client should be aware of.

On Sun, Sep 26, 2021, 8:07 PM Tohru Adachi  wrote:

> Bottom Line Up Front: Recent changes to how the client handles
> disconnections breaks server-side plugins' kick/ban reason functionality.
> --
>
> I'd like to bring up an issue I think has been slightly overshadowed due
> to the recent server connection issues. This is in regards to a client
> change as of version 6770799.
>
> The following change has caused reduced functionality in some basic
> functions in SourceMod:
>  > - Removed the disconnect reason when a player leaves the server
>
> The string "Disconnect: Client Disconnect" is always shown to the client
> whenever the server terminates the connection between client. What has
> changed though, is that the client overwrites the sent string with
> "Client Disconnect" regardless of the cause of the disconnect eg.
> SourceMod's kick function.
>
> In short: Kick/ban message reason functionality does not work as of
> 6770799. The change affects the game client, not the server binaries, so
> there's no workaround.
>
> While it's logical to see the reasoning behind not showing disconnection
> messages to other clients by default due to abuse within Valve servers,
> I personally believe this could have been implemented better e.g. to
> allow moderators of community servers to show a kick or ban reason to
> the target client only, as currently almost all disconnects from a
> community server to the disconnected client will all show as "Client
> Disconnect", which can be misleading and confusing depending on the
> circumstances.
>
> In practice, there can be multiple reasons for disconnects, such as
> server shutdown (quit), removed by administrator or vote kick (both via
> SourceMod functionality, I cannot comment on the stock vote menu),
> prohibited by whitelist, prohibited by account status or statistics, and
> so on.
>
> If possible, can this functionality be changed to only send a static
> message if the server is registered in the Valve Matchmaking pool? This
> would mitigate abuse by malicious actors in Valve servers, while still
> allowing community server operators to use the disconnect function for
> the purpose of showing disconnect reasons to users (kick/ban/et cetera).
>
> Thank you.
> --
>
> 
> // PGP key fingerprint:   //
> // 5DE7 65CE F99A B8FB 62A3   //
> // 6613 A792 D15F DA9E F531   //
> // For sensitive communications, please send your public key. //
> 
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-09-26 Thread Tohru Adachi
Bottom Line Up Front: Recent changes to how the client handles 
disconnections breaks server-side plugins' kick/ban reason functionality.

--

I'd like to bring up an issue I think has been slightly overshadowed due 
to the recent server connection issues. This is in regards to a client 
change as of version 6770799.


The following change has caused reduced functionality in some basic 
functions in SourceMod:

> - Removed the disconnect reason when a player leaves the server

The string "Disconnect: Client Disconnect" is always shown to the client 
whenever the server terminates the connection between client. What has 
changed though, is that the client overwrites the sent string with 
"Client Disconnect" regardless of the cause of the disconnect eg. 
SourceMod's kick function.


In short: Kick/ban message reason functionality does not work as of 
6770799. The change affects the game client, not the server binaries, so 
there's no workaround.


While it's logical to see the reasoning behind not showing disconnection 
messages to other clients by default due to abuse within Valve servers, 
I personally believe this could have been implemented better e.g. to 
allow moderators of community servers to show a kick or ban reason to 
the target client only, as currently almost all disconnects from a 
community server to the disconnected client will all show as "Client 
Disconnect", which can be misleading and confusing depending on the 
circumstances.


In practice, there can be multiple reasons for disconnects, such as 
server shutdown (quit), removed by administrator or vote kick (both via 
SourceMod functionality, I cannot comment on the stock vote menu), 
prohibited by whitelist, prohibited by account status or statistics, and 
so on.


If possible, can this functionality be changed to only send a static 
message if the server is registered in the Valve Matchmaking pool? This 
would mitigate abuse by malicious actors in Valve servers, while still 
allowing community server operators to use the disconnect function for 
the purpose of showing disconnect reasons to users (kick/ban/et cetera).


Thank you.
--


// PGP key fingerprint:   //
// 5DE7 65CE F99A B8FB 62A3   //
// 6613 A792 D15F DA9E F531   //
// For sensitive communications, please send your public key. //


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Re: [hlds] Mandatory Team Fortress 2 update released

2021-06-22 Thread Bakugo
And this is why I tell people to stop asking for TF2 updates.
Modern Valve can't be trusted to update the game without ruining things
that have been working fine for literal decades.

On Tue, Jun 22, 2021 at 11:51 PM Tohru Adachi  wrote:

> I've heard reports that custom downloads have been hardcoded to no more
> than 64MB. I went ahead and tested this with some custom maps - anything
> over the aforementioned limit would not download. Worse still, it seems
> this is a hardcoded limit and is NOT changeable via convar.
>
> Why is this a thing? Old code? Lazy fix for a security vulnerability? Or
> are you actually trying to kill off community servers outright, Valve?
>
> I'm genuinely not impressed here - anyone who wants to run a custom map
> with maybe a few more custom assets than usual that just about puts them
> over this cap is out of luck, as the file will just fail to download as
> if it doesn't exist on the server or FastDL location, eventually
> disconnecting the client with a missing map error if the file in
> question is a mapfile.
>
> TL;DR: TF2 now seems to just fail to download any custom content over
> 64MB - this breaks a lot of larger custom content (think custom maps).
> and is not good news in the long run.
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Re: [hlds] Mandatory Team Fortress 2 update released

2021-06-22 Thread Tohru Adachi
I've heard reports that custom downloads have been hardcoded to no more 
than 64MB. I went ahead and tested this with some custom maps - anything 
over the aforementioned limit would not download. Worse still, it seems 
this is a hardcoded limit and is NOT changeable via convar.


Why is this a thing? Old code? Lazy fix for a security vulnerability? Or 
are you actually trying to kill off community servers outright, Valve?


I'm genuinely not impressed here - anyone who wants to run a custom map 
with maybe a few more custom assets than usual that just about puts them 
over this cap is out of luck, as the file will just fail to download as 
if it doesn't exist on the server or FastDL location, eventually 
disconnecting the client with a missing map error if the file in 
question is a mapfile.


TL;DR: TF2 now seems to just fail to download any custom content over 
64MB - this breaks a lot of larger custom content (think custom maps). 
and is not good news in the long run.

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Re: [hlds] Mandatory Team Fortress 2 update released

2019-11-20 Thread Stealth Mode
Hello Mr. Smith,

Long time no see/hear. Been inactive for a minute. Please pass along to
Lord Gaben that Stealthmode requests respectfully that the Half-Life 3 be
pursued on a newer engine. Mayhaps Vulkan?

Sorry for the OT, however, just doing my part. Have a good day. And good to
see that you are still busy at vALVE. Miss testing Condition Zero, and all
that fun jazz back in 2002/2003 (Still the best bot AI ever imho).

Christopher "StealthMode" Larkins

On Thu, Oct 24, 2019 at 2:03 PM Eric Smith  wrote:

> We've released a mandatory update for TF2. The new version number is
> 5440607. The notes for the update can be found here:
>
> http://www.teamfortress.com/post.php?id=55444
>
> Thanks.
>
> -Eric
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2019-10-10 Thread sigsegv
While playing on Valve casual servers today, I also encountered some
interesting server crashes:

1. One on koth_harvest_event, which I believe occurred the very moment
before one team was going to win by running down the timer while owning the
point. (I am slightly less certain about this one than the other one.)
2. One on cp_manor_event, which definitely occurred the precise moment
(possibly the very last tick) before blue team captured the last point.
Contract progress for the round was not recorded.

These seem to corroborate the general “something is sporadically going
wrong at round end in some cases” hypothesis.

(Oh yeah, and when I attempted to MM into another Valve casual server right
after the second server crash disconnection, I experienced a client crash
as well. It happened exactly 3 seconds after the "sigsegv connected" line
showed up in my client-side console.log; the last line logged was
"Redownloading all lightmaps". Interestingly, the Windows event log entry
for the crash shows that it was an access violation in
filesystem_stdio.dll. So that's interesting, and suggestive that some of
the recent changes to the filesystem code are likely still causing issues
of some sort. I believe I do have a dump file for that crash, so I'll
probably figure out the stack trace and then send that info over in a
little while.)

Server crash #1: 162.254.194.163:27039 [A:1:3374034954:13436] @ 12:35:35 PDT
Server crash #2: 162.254.194.152:27039 [A:1:379075:13436] @ 14:21:57 PDT

Client crash: just after connecting to 208.78.165.72:27018
[A:1:3302946821:13436]
@ 14:24:38 PDT

Justin (sigsegv)

On Thu, Oct 10, 2019 at 4:04 PM stephanie  wrote:

> Not sure if you folks are aware; there seems to be several reports of
> random server crashes at the end of both pl_precipice_event_final and
> koth_slaughter_event. It appears to be related to a round-end event, but
> I'm not too sure, as I've only seen it happen on Casual servers.
>
> https://i.imgur.com/o8kQLKm.jpg
>
> On Thu, Oct 10, 2019 at 2:52 PM Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. This is the Scream Fortress XI
>> update. The new version number is 5407238. The notes for the update can be
>> found here:
>>
>> http://www.teamfortress.com/post.php?id=54757
>>
>> Thanks.
>>
>> -Eric
>>
>> ___
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>> please visit:
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>
>
>
> --
> stephanie
>
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RE: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

2019-10-10 Thread Eric Smith
We’re looking into it. Thanks.

-Eric


From: hlds@list.valvesoftware.com  On Behalf Of 
stephanie
Sent: Thursday, October 10, 2019 4:04 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

Not sure if you folks are aware; there seems to be several reports of random 
server crashes at the end of both pl_precipice_event_final and 
koth_slaughter_event. It appears to be related to a round-end event, but I'm 
not too sure, as I've only seen it happen on Casual servers.

https://i.imgur.com/o8kQLKm.jpg

On Thu, Oct 10, 2019 at 2:52 PM Eric Smith 
mailto:er...@valvesoftware.com>> wrote:
We've released a mandatory update for TF2. This is the Scream Fortress XI 
update. The new version number is 5407238. The notes for the update can be 
found here:

http://www.teamfortress.com/post.php?id=54757

Thanks.

-Eric

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--
stephanie

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Re: [hlds] Mandatory Team Fortress 2 update released

2019-10-10 Thread stephanie
Not sure if you folks are aware; there seems to be several reports of
random server crashes at the end of both pl_precipice_event_final and
koth_slaughter_event. It appears to be related to a round-end event, but
I'm not too sure, as I've only seen it happen on Casual servers.

https://i.imgur.com/o8kQLKm.jpg

On Thu, Oct 10, 2019 at 2:52 PM Eric Smith  wrote:

> We've released a mandatory update for TF2. This is the Scream Fortress XI
> update. The new version number is 5407238. The notes for the update can be
> found here:
>
> http://www.teamfortress.com/post.php?id=54757
>
> Thanks.
>
> -Eric
>
> ___
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> please visit:
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-- 
stephanie
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Re: [hlds] Mandatory Team Fortress 2 update released

2019-05-01 Thread ics
This has to be something on your end since mine are working fine. That, 
or windows version has something wrong. Running linux myself.


-ics

vinyardat wrote:

Hello,

Unsure if this is the proper channel for contact. Last tf2 update 
causes all of my servers to crash on any map change. Last console 
message is always "Unable to load manifest file 
'scripts/soundscapes_manifest.txt'"


 Original message 
From: John Schoenick 
Date: 4/30/19 8:08 PM (GMT-05:00)
To: hlds_annou...@list.valvesoftware.com, hlds@list.valvesoftware.com, 
Half-Life dedicated Linux server mailing list 


Subject: [hlds]  Mandatory Team Fortress 2 update released

We've released a mandatory update for Team Fortress 2. The notes for the
update are below. The new version is 5063830.

- John



- Fixed the datacenter display in matchmaking settings occasionally
being blank
- Fixed several client crashes
- Updated/Added some tournament medals
- Updated the localization files

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Re: [hlds] Mandatory Team Fortress 2 update released

2019-04-30 Thread vinyardat
Hello,Unsure if this is the proper channel for contact. Last tf2 update causes 
all of my servers to crash on any map change. Last console message is always 
"Unable to load manifest file 'scripts/soundscapes_manifest.txt'"
 Original message From: John Schoenick 
 Date: 4/30/19  8:08 PM  (GMT-05:00) To: 
hlds_annou...@list.valvesoftware.com, hlds@list.valvesoftware.com, Half-Life 
dedicated Linux server mailing list  
Subject: [hlds]  Mandatory Team Fortress 2 update released We've released a 
mandatory update for Team Fortress 2. The notes for theupdate are below. The 
new version is 5063830.- 
John- Fixed the 
datacenter display in matchmaking settings occasionallybeing blank- Fixed 
several client crashes- Updated/Added some tournament medals- Updated the 
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Re: [hlds] Mandatory Team Fortress 2 update released

2018-04-26 Thread Eric Smith
It didn’t, but it does now. Thanks for the email.

-Eric


From: hlds <hlds-boun...@list.valvesoftware.com> On Behalf Of Fear
Sent: Thursday, April 26, 2018 3:05 PM
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

- Added the new Pyro weapons to the list of weapons that can be found via 
random drops

Does this include the Heavy Banana?

On Thu, Apr 26, 2018 at 4:40 PM, Eric Smith 
<er...@valvesoftware.com<mailto:er...@valvesoftware.com>> wrote:
We're released a mandatory update for Team Fortress 2. The notes for the update 
are below. The new version number is 4478108.

-Eric

-

- Fixed players not being able to push the payload cart on some maps
- Fixed a client crash related to the main menu
- Fixed a client crash when exiting the game
- Fixed not being able to pickup item_bonuspack entities that have not been 
assigned to a specific team
- Added self-damage when using the Short Circuit's orb to attack an enemy at 
close range
- Added the new Pyro weapons to the list of weapons that can be found via 
random drops
- Added The Heartfelt Hero medal for the Hugs.tf 2018 community event
- Updated ctf_foundry
- Organized powerup locations to be more consistent with other maps
- Removed the crit powerup in the center of the map
- Fixed the return times for dropped flags

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Re: [hlds] Mandatory Team Fortress 2 update released

2018-04-26 Thread Fear
 - Added the new Pyro weapons to the list of weapons that can be found via
random drops

Does this include the Heavy Banana?

On Thu, Apr 26, 2018 at 4:40 PM, Eric Smith  wrote:

> We're released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version number is 4478108.
>
> -Eric
>
> -
>
> - Fixed players not being able to push the payload cart on some maps
> - Fixed a client crash related to the main menu
> - Fixed a client crash when exiting the game
> - Fixed not being able to pickup item_bonuspack entities that have not
> been assigned to a specific team
> - Added self-damage when using the Short Circuit's orb to attack an enemy
> at close range
> - Added the new Pyro weapons to the list of weapons that can be found via
> random drops
> - Added The Heartfelt Hero medal for the Hugs.tf 2018 community event
> - Updated ctf_foundry
> - Organized powerup locations to be more consistent with other maps
> - Removed the crit powerup in the center of the map
> - Fixed the return times for dropped flags
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2018-04-12 Thread Josh Russell
Also, the last stages in the multi-stage Payload Race maps are broken.

On Thu, Apr 12, 2018 at 8:36 PM, Alex Kowald  wrote:

> Heads up, you left your debug prints in when a player is healed. It can
> produce quite some spam in the server console.
>
> On Thu, Apr 12, 2018 at 7:42 PM, Eric Smith 
> wrote:
>
>> We’re released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version number is 4462894.
>>
>>
>>
>> -Eric
>>
>>
>>
>> -
>>
>>
>>
>> Matchmaking Changes
>>
>> - The initial load time into a match no longer counts against a player's
>> abandon timer
>>
>> - Changed the timeout before a missing player is marked as having
>> abandoned a competitive match to be three minutes from the first time a
>> player disconnects from the server, rather than from the moment the match
>> is formed
>>
>> - Queue times should now be significantly faster when dealing with large
>> numbers of placement and recently-placed players in queue
>>
>> - Moved the Competitive MMR change notification so it no longer overlaps
>> your rank
>>
>> - Fixed continuing to receive the prompt to rejoin a match after you have
>> been dropped from said match
>>
>> - Fixed a case where players would receive a rank change in matches that
>> dissolved due to abandon
>>
>>
>>
>> General
>>
>> - Added a stomp animation to Pyro that plays when coming down after
>> blasting off from the Thermal Thruster
>>
>> - Added HLPugs.tf tournament medals
>>
>> - Added Gette it Onne! tournament medals
>>
>> - Added TFCL tournament medals
>>
>> - Added Copenhagen Games tournament medals
>>
>> - Fixed Medics having an accelerated Übercharge build-rate when healing
>> full-health Snipers who are using The Razorback
>>
>> - Fixed being able to capture control points during setup time
>>
>> - Fixed the Golden Wrench not having an offset when using minimized
>> viewmodels
>>
>> - Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped
>>
>> - Fixed the Medic's auto-call feature not including enemy Spies disguised
>> as the Medic's team
>>
>> - Fixed The Lugermorph not displaying when inspected in the backpack
>>
>> - Fixed unusual effects on the Brass Bucket rendering in the wrong spot
>>
>> - Fixed Mann vs. Machine late-join failing for parties of two or more
>>
>> - Fixed the Short Circuit orb not changing particle color after being
>> deflected
>>
>> - Fixed the Short Circuit orb not being able to destroy rockets/grenades
>> during the first 0.25 seconds of their lifetime
>>
>> - Updated models and materials for the Private Maggot Muncher
>>
>> - Updated the localization files
>>
>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2018-04-12 Thread Alex Kowald
Heads up, you left your debug prints in when a player is healed. It can
produce quite some spam in the server console.

On Thu, Apr 12, 2018 at 7:42 PM, Eric Smith  wrote:

> We’re released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version number is 4462894.
>
>
>
> -Eric
>
>
>
> -
>
>
>
> Matchmaking Changes
>
> - The initial load time into a match no longer counts against a player's
> abandon timer
>
> - Changed the timeout before a missing player is marked as having
> abandoned a competitive match to be three minutes from the first time a
> player disconnects from the server, rather than from the moment the match
> is formed
>
> - Queue times should now be significantly faster when dealing with large
> numbers of placement and recently-placed players in queue
>
> - Moved the Competitive MMR change notification so it no longer overlaps
> your rank
>
> - Fixed continuing to receive the prompt to rejoin a match after you have
> been dropped from said match
>
> - Fixed a case where players would receive a rank change in matches that
> dissolved due to abandon
>
>
>
> General
>
> - Added a stomp animation to Pyro that plays when coming down after
> blasting off from the Thermal Thruster
>
> - Added HLPugs.tf tournament medals
>
> - Added Gette it Onne! tournament medals
>
> - Added TFCL tournament medals
>
> - Added Copenhagen Games tournament medals
>
> - Fixed Medics having an accelerated Übercharge build-rate when healing
> full-health Snipers who are using The Razorback
>
> - Fixed being able to capture control points during setup time
>
> - Fixed the Golden Wrench not having an offset when using minimized
> viewmodels
>
> - Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped
>
> - Fixed the Medic's auto-call feature not including enemy Spies disguised
> as the Medic's team
>
> - Fixed The Lugermorph not displaying when inspected in the backpack
>
> - Fixed unusual effects on the Brass Bucket rendering in the wrong spot
>
> - Fixed Mann vs. Machine late-join failing for parties of two or more
>
> - Fixed the Short Circuit orb not changing particle color after being
> deflected
>
> - Fixed the Short Circuit orb not being able to destroy rockets/grenades
> during the first 0.25 seconds of their lifetime
>
> - Updated models and materials for the Private Maggot Muncher
>
> - Updated the localization files
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] Mandatory Team Fortress 2 update released

2018-03-30 Thread Josh Russell
The Sandman baseball is impossible to pick up now and alien bombs weren't
rendering in a 2Fort_invasion match I was just in.

On Thu, Mar 29, 2018 at 8:40 PM, John Schoenick 
wrote:

>  We've released a mandatory update for Team Fortress 2. The notes for
> the update are below. The new version is 4442762.
>
> - John
>
> 
>
> - Added smoke to the Punk's Pomp
> - Made the Sky High Fly Guy and The Hot Case paintable
> - Fixed the Short Circuit still performing its old area-of-effect attack
> when firing
> - Fixed Scouts taking to the skies
> - Fixed thumbnail for ctf_foundry
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-12-13 Thread Tyler Bramfield
https://steamcommunity.com/app/440/discussions/0/2906376154311411808/

On Wed, Dec 13, 2017 at 6:56 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4280740. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a client crash related to viewing notifications
> - Fixed being able to interrupt taunts using the ConTracker commands
> - Fixed a bug with the Medi Gun not staying attached to players
> - Fixed a bug with the Backburner using its owner's angle to determine
> whether the attack is behind the victim
> - Fixed a rendering issue with the Spectral Swirl unusual effect
> - Fixed not being able to fire the Dragon's Fury in some areas (e.g. the
> control point on Nucleus)
> - Fixed not being able to light Huntsman arrows with the Dragon's Fury
> - Fixed Dragon's Fury projectiles not fizzling when hitting water
> - Fixed not being able to detonate stickybombs when switching to melee
> with secondary attack held down
> - Fixed the charge sound for the Stickybomb Launcher not stopping if the
> player switches weapons while charging
> - Fixed Quick-Fix Medics not properly following/mirroring the Pyro after
> launching with the Thermal Thruster
> - Fixed being able to shoot flares through objects like setup gates
> - Fixed the Pretty Boy's Pocket Pistol always giving 7hp per-hit
> - Fixed the Winger not counting towards the Scout achievement "Gun Down"
> - Fixed the Festive Sandvich not counting towards the Heavy achievement
> "Konspicuous Konsumption"
> - Fixed the Rescue Ranger not counting towards the Engineer achievement
> "Texas Two-Step"
> - Fixed the Genuine version of the Flying Guillotine having no taunt
> - Updated the Vita-Saw so victims spawn random internal organs on hit
> - Updated the Atomizer damage penalty vs players to -15% (from -25%)
> - Updated the party system so invites are shown to all party members
> - Updated the Thermal Thruster stomp damage on other players to be 3x the
> base fall damage - not the reduced fall damage of the owner
> - Updated the "With Friends Like these..." achievement to check for five
> friends instead of seven
> - Added the Heals for Reals 2017 community medals
> - Added the "Philanthropist's Indulgence" community medal for Random Acts
> of TF2
> - Added the "Spectral Snowflake" community medal for the Nightmare Before
> Smissmas 2017 community showcase
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-07 Thread A Fearts
Also I don't know if anyone else noticed this but I'm seeing it on a lot of
TF2 servers where for some reason they just aren't VAC secure.

On Tue, Nov 7, 2017 at 9:25 PM, A Fearts  wrote:

> - Fixed a rare client crash related to community server mods
>
> Which client crash was it if you don't mind explaining a bit more?
>
> On Tue, Nov 7, 2017 at 9:06 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4228475. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed an exploit where players were getting out of bumper-car mode and
>> ghost mode on Halloween maps
>> - Fixed a rare client crash related to community server mods
>> - Fixed not seeing the new flamethrower effects on some machines
>> - Fixed not being able to jump after zooming with The Classic
>> - Fixed the bite bodygroup for The Second Banana
>> - Fixed The Rescue Ranger not drawing its attached screen properly
>> - Fixed The Saxton not cloaking properly
>> - Fixed a Pyro melee animation bug
>> - Fixed a client hitch related to the backpack
>> - Added new drop plates for The Fishcake, The Dalokohs Bar, and The
>> Buffalo Steak Sandvich
>> - Updated the Taunt Unusualifier 'Inspect' screen to display the unusual
>> effects it will roll against when used
>> - Updated the localization files
>>
>>
>> ___
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>> please visit:
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-07 Thread A Fearts
- Fixed a rare client crash related to community server mods

Which client crash was it if you don't mind explaining a bit more?

On Tue, Nov 7, 2017 at 9:06 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4228475. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed an exploit where players were getting out of bumper-car mode and
> ghost mode on Halloween maps
> - Fixed a rare client crash related to community server mods
> - Fixed not seeing the new flamethrower effects on some machines
> - Fixed not being able to jump after zooming with The Classic
> - Fixed the bite bodygroup for The Second Banana
> - Fixed The Rescue Ranger not drawing its attached screen properly
> - Fixed The Saxton not cloaking properly
> - Fixed a Pyro melee animation bug
> - Fixed a client hitch related to the backpack
> - Added new drop plates for The Fishcake, The Dalokohs Bar, and The
> Buffalo Steak Sandvich
> - Updated the Taunt Unusualifier 'Inspect' screen to display the unusual
> effects it will roll against when used
> - Updated the localization files
>
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-06 Thread ics
Not if the trigger covers whole map. But there are downsides to that 
method of setting bumpercars, because it causes lag for the next round. 
Weapons seem to shoot twice for few milliseconds apart etc.


-ics

Kyle Sanderson wrote:

It's nothing new, if you stop sending usercmds you can bypass one-time
triggers. If you send too many and they're not using OnTouch or
similar then you can skip over traps and other things like that.

Even if they're using OnTouch, it's still far from perfect.

Kyle.

On Sun, Nov 5, 2017 at 10:52 AM, ics <i...@ics-base.net> wrote:

ics wrote:

Yeah theres definitely few commands that can do this without cheats. Valve
triggers the bumper car mode differently for all at the same time, there is
no continuous trigger that sets it on.

-ics

Ryan Mollart wrote:


This is related to stalling your client for a short period of time. There
are a few console commands that can stall your game for a couple seconds. It
appears the server tries to reset your player data when you stall your
client long enough. When you are reseted, you are spawned normally without a
bumper cart. Your player never receives the bumper cart condition after
that.




*From:* hlds <hlds-boun...@list.valvesoftware.com> on behalf of Josh
Russell <joshuaglennruss...@gmail.com>
*Sent:* Saturday, November 4, 2017 9:33 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
There's another new exploit for getting out of or spawning without a
bumper car on Carnival.  Had a team try to take over the entire arena with
sentries and Heavies.  They still lost

On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi <tohruada...@8chan.co
<mailto:tohruada...@8chan.co>> wrote:

 Okay, seems as of latest update, there's been at least one new
 broken convar. mp_humans_must_join_team doesn't seem to do
 anything from my tests, and this is a bit awkward since I use this
 for enforcing teamplay on custom PvE maps. Can anyone else
 replicate this issue or is this just me?


 On 01/11/2017 23:37, Eric Smith wrote:

 We've released a mandatory update for Team Fortress 2. The new
 version number is 4218712. The notes for the update are below.

 Thanks.

 -Eric

 -

 - Fixed a client crash related to the Mann Co. Store
 - Fixed server crash related to the ConTracker
 - War Paints directly purchased with Blood Money in the
 Mercenary Park Gift Shop and the Dragon Slayer come as Factory
 New again
 - Existing War Paints and weapons affected by
 yesterday's change will be fixed-up in the coming days
 - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
 - Fixed the Festive Jag not drawing the lights
 - Fixed a bug related to the Razorback and touching a resupply
 closet or respawning
 - Fixed the Mantreads description for reduced airblast
 vulnerability
 - Fixed bots constantly respawning during Training mode
 - Fixed bots constantly respawning when tf_bot_force_class is set
 - Fixed a case where bots would constantly respawn if
 tf_bot_spawn_use_preset_roster was disabled
 - Added tf_bot_reevaluate_class_in_spawnroom convar to allow
 servers to disable bot reselecting their class while in spawn
 rooms
 - Fixed a bug with the Phlogistinator's attack distance so it
 matches the other flamethrowers
 - Fixed the War Paint icons in the Steam Community Market
 - Known issue: War Paints still show as blank and with
 zero quantity in search results
 - Fixed a bug related to the Medi Gun overheal upgrade in Mann
 vs. Machine
 - War Paints now have individual listings on the Steam
 Community Market
 - Outgoing party invites now get a notification panel
 - Updated cp_badlands
 - Disabled collision on a bunch of props (mainly
 lights/lamps)
 - Reduced attackers' spawn advantage by 1 second when
 working on final control point
 - Upgraded the small ammo pack to medium in the yard
 (on the porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-06 Thread Kyle Sanderson
It's nothing new, if you stop sending usercmds you can bypass one-time
triggers. If you send too many and they're not using OnTouch or
similar then you can skip over traps and other things like that.

Even if they're using OnTouch, it's still far from perfect.

Kyle.

On Sun, Nov 5, 2017 at 10:52 AM, ics <i...@ics-base.net> wrote:
> ics wrote:
>>
>> Yeah theres definitely few commands that can do this without cheats. Valve
>> triggers the bumper car mode differently for all at the same time, there is
>> no continuous trigger that sets it on.
>>
>> -ics
>>
>> Ryan Mollart wrote:
>>>
>>>
>>> This is related to stalling your client for a short period of time. There
>>> are a few console commands that can stall your game for a couple seconds. It
>>> appears the server tries to reset your player data when you stall your
>>> client long enough. When you are reseted, you are spawned normally without a
>>> bumper cart. Your player never receives the bumper cart condition after
>>> that.
>>>
>>>
>>>
>>> 
>>> *From:* hlds <hlds-boun...@list.valvesoftware.com> on behalf of Josh
>>> Russell <joshuaglennruss...@gmail.com>
>>> *Sent:* Saturday, November 4, 2017 9:33 PM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>>> There's another new exploit for getting out of or spawning without a
>>> bumper car on Carnival.  Had a team try to take over the entire arena with
>>> sentries and Heavies.  They still lost
>>>
>>> On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi <tohruada...@8chan.co
>>> <mailto:tohruada...@8chan.co>> wrote:
>>>
>>> Okay, seems as of latest update, there's been at least one new
>>> broken convar. mp_humans_must_join_team doesn't seem to do
>>> anything from my tests, and this is a bit awkward since I use this
>>> for enforcing teamplay on custom PvE maps. Can anyone else
>>> replicate this issue or is this just me?
>>>
>>>
>>> On 01/11/2017 23:37, Eric Smith wrote:
>>>
>>> We've released a mandatory update for Team Fortress 2. The new
>>> version number is 4218712. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed a client crash related to the Mann Co. Store
>>> - Fixed server crash related to the ConTracker
>>> - War Paints directly purchased with Blood Money in the
>>> Mercenary Park Gift Shop and the Dragon Slayer come as Factory
>>> New again
>>> - Existing War Paints and weapons affected by
>>> yesterday's change will be fixed-up in the coming days
>>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>>> - Fixed the Festive Jag not drawing the lights
>>> - Fixed a bug related to the Razorback and touching a resupply
>>> closet or respawning
>>> - Fixed the Mantreads description for reduced airblast
>>> vulnerability
>>> - Fixed bots constantly respawning during Training mode
>>> - Fixed bots constantly respawning when tf_bot_force_class is set
>>> - Fixed a case where bots would constantly respawn if
>>> tf_bot_spawn_use_preset_roster was disabled
>>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow
>>> servers to disable bot reselecting their class while in spawn
>>> rooms
>>> - Fixed a bug with the Phlogistinator's attack distance so it
>>> matches the other flamethrowers
>>> - Fixed the War Paint icons in the Steam Community Market
>>> - Known issue: War Paints still show as blank and with
>>> zero quantity in search results
>>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann
>>> vs. Machine
>>> - War Paints now have individual listings on the Steam
>>> Community Market
>>> - Outgoing party invites now get a notification panel
>>> - Updated cp_badlands
>>> - Disabled collision on a bunch of props (mainly
>>> lights/lamps)
>>>  

Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-05 Thread ics

ics wrote:
Yeah theres definitely few commands that can do this without cheats. 
Valve triggers the bumper car mode differently for all at the same 
time, there is no continuous trigger that sets it on.


-ics

Ryan Mollart wrote:


This is related to stalling your client for a short period of time. 
There are a few console commands that can stall your game for a 
couple seconds. It appears the server tries to reset your player data 
when you stall your client long enough. When you are reseted, you are 
spawned normally without a bumper cart. Your player never receives 
the bumper cart condition after that.





*From:* hlds <hlds-boun...@list.valvesoftware.com> on behalf of Josh 
Russell <joshuaglennruss...@gmail.com>

*Sent:* Saturday, November 4, 2017 9:33 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
There's another new exploit for getting out of or spawning without a 
bumper car on Carnival.  Had a team try to take over the entire arena 
with sentries and Heavies.  They still lost


On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi <tohruada...@8chan.co 
<mailto:tohruada...@8chan.co>> wrote:


Okay, seems as of latest update, there's been at least one new
broken convar. mp_humans_must_join_team doesn't seem to do
anything from my tests, and this is a bit awkward since I use this
for enforcing teamplay on custom PvE maps. Can anyone else
replicate this issue or is this just me?


On 01/11/2017 23:37, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The new
version number is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the
Mercenary Park Gift Shop and the Dragon Slayer come as Factory
New again
- Existing War Paints and weapons affected by
yesterday's change will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply
closet or respawning
- Fixed the Mantreads description for reduced airblast
vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is 
set

- Fixed a case where bots would constantly respawn if
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow
servers to disable bot reselecting their class while in spawn
rooms
- Fixed a bug with the Phlogistinator's attack distance so it
matches the other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
- Known issue: War Paints still show as blank and with
zero quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann
vs. Machine
- War Paints now have individual listings on the Steam
Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly
lights/lamps)
- Reduced attackers' spawn advantage by 1 second when
working on final control point
- Upgraded the small ammo pack to medium in the yard
(on the porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-05 Thread Ryan Mollart
This is related to stalling your client for a short period of time. There are a 
few console commands that can stall your game for a couple seconds. It appears 
the server tries to reset your player data when you stall your client long 
enough. When you are reseted, you are spawned normally without a bumper cart. 
Your player never receives the bumper cart condition after that.



From: hlds <hlds-boun...@list.valvesoftware.com> on behalf of Josh Russell 
<joshuaglennruss...@gmail.com>
Sent: Saturday, November 4, 2017 9:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

There's another new exploit for getting out of or spawning without a bumper car 
on Carnival.  Had a team try to take over the entire arena with sentries and 
Heavies.  They still lost

On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi 
<tohruada...@8chan.co<mailto:tohruada...@8chan.co>> wrote:
Okay, seems as of latest update, there's been at least one new broken convar. 
mp_humans_must_join_team doesn't seem to do anything from my tests, and this is 
a bit awkward since I use this for enforcing teamplay on custom PvE maps. Can 
anyone else replicate this issue or is this just me?


On 01/11/2017 23:37, Eric Smith wrote:
We've released a mandatory update for Team Fortress 2. The new version number 
is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park Gift 
Shop and the Dragon Slayer come as Factory New again
- Existing War Paints and weapons affected by yesterday's change will 
be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or 
respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if 
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to disable 
bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the other 
flamethrowers
- Fixed the War Paint icons in the Steam Community Market
- Known issue: War Paints still show as blank and with zero quantity in 
search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final 
control point
- Upgraded the small ammo pack to medium in the yard (on the porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-04 Thread Josh Russell
There's another new exploit for getting out of or spawning without a bumper
car on Carnival.  Had a team try to take over the entire arena with
sentries and Heavies.  They still lost

On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi  wrote:

> Okay, seems as of latest update, there's been at least one new broken
> convar. mp_humans_must_join_team doesn't seem to do anything from my tests,
> and this is a bit awkward since I use this for enforcing teamplay on custom
> PvE maps. Can anyone else replicate this issue or is this just me?
>
>
> On 01/11/2017 23:37, Eric Smith wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4218712. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a client crash related to the Mann Co. Store
>> - Fixed server crash related to the ConTracker
>> - War Paints directly purchased with Blood Money in the Mercenary Park
>> Gift Shop and the Dragon Slayer come as Factory New again
>> - Existing War Paints and weapons affected by yesterday's change
>> will be fixed-up in the coming days
>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>> - Fixed the Festive Jag not drawing the lights
>> - Fixed a bug related to the Razorback and touching a resupply closet or
>> respawning
>> - Fixed the Mantreads description for reduced airblast vulnerability
>> - Fixed bots constantly respawning during Training mode
>> - Fixed bots constantly respawning when tf_bot_force_class is set
>> - Fixed a case where bots would constantly respawn if
>> tf_bot_spawn_use_preset_roster was disabled
>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
>> disable bot reselecting their class while in spawn rooms
>> - Fixed a bug with the Phlogistinator's attack distance so it matches the
>> other flamethrowers
>> - Fixed the War Paint icons in the Steam Community Market
>> - Known issue: War Paints still show as blank and with zero
>> quantity in search results
>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
>> - War Paints now have individual listings on the Steam Community Market
>> - Outgoing party invites now get a notification panel
>> - Updated cp_badlands
>> - Disabled collision on a bunch of props (mainly lights/lamps)
>> - Reduced attackers' spawn advantage by 1 second when working on
>> final control point
>> - Upgraded the small ammo pack to medium in the yard (on the
>> porch)
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-03 Thread Josh Russell
What's with the floating/ascending white squares on some of the new maps?
Usually see them as white, but I think if you manage to get higher up they
turn green or something.  They're pretty weird.  Driver issue, or the new
map theme?  Or perhaps Chris' MaxQuality? which I know is really old.

On Fri, Nov 3, 2017 at 8:55 PM, Tohru Adachi  wrote:

> Okay, seems as of latest update, there's been at least one new broken
> convar. mp_humans_must_join_team doesn't seem to do anything from my tests,
> and this is a bit awkward since I use this for enforcing teamplay on custom
> PvE maps. Can anyone else replicate this issue or is this just me?
>
>
> On 01/11/2017 23:37, Eric Smith wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4218712. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a client crash related to the Mann Co. Store
>> - Fixed server crash related to the ConTracker
>> - War Paints directly purchased with Blood Money in the Mercenary Park
>> Gift Shop and the Dragon Slayer come as Factory New again
>> - Existing War Paints and weapons affected by yesterday's change
>> will be fixed-up in the coming days
>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>> - Fixed the Festive Jag not drawing the lights
>> - Fixed a bug related to the Razorback and touching a resupply closet or
>> respawning
>> - Fixed the Mantreads description for reduced airblast vulnerability
>> - Fixed bots constantly respawning during Training mode
>> - Fixed bots constantly respawning when tf_bot_force_class is set
>> - Fixed a case where bots would constantly respawn if
>> tf_bot_spawn_use_preset_roster was disabled
>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
>> disable bot reselecting their class while in spawn rooms
>> - Fixed a bug with the Phlogistinator's attack distance so it matches the
>> other flamethrowers
>> - Fixed the War Paint icons in the Steam Community Market
>> - Known issue: War Paints still show as blank and with zero
>> quantity in search results
>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
>> - War Paints now have individual listings on the Steam Community Market
>> - Outgoing party invites now get a notification panel
>> - Updated cp_badlands
>> - Disabled collision on a bunch of props (mainly lights/lamps)
>> - Reduced attackers' spawn advantage by 1 second when working on
>> final control point
>> - Upgraded the small ammo pack to medium in the yard (on the
>> porch)
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-03 Thread Tohru Adachi
Okay, seems as of latest update, there's been at least one new broken 
convar. mp_humans_must_join_team doesn't seem to do anything from my 
tests, and this is a bit awkward since I use this for enforcing teamplay 
on custom PvE maps. Can anyone else replicate this issue or is this just me?



On 01/11/2017 23:37, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The new version number 
is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park Gift 
Shop and the Dragon Slayer come as Factory New again
- Existing War Paints and weapons affected by yesterday's change will 
be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or 
respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if 
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to disable 
bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the other 
flamethrowers
- Fixed the War Paint icons in the Steam Community Market
- Known issue: War Paints still show as blank and with zero quantity in 
search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final 
control point
- Upgraded the small ammo pack to medium in the yard (on the porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-02 Thread will d
I think I might be having issues when connected to a server. When I do
connect to a server, I "reconnect" to the server 15 seconds later, I find
this a problem with people with me who are playing Ghost Town with me.

On Wed, Nov 1, 2017 at 10:38 PM, Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> Well I mean, of course they still suffer, I'm just trying to be a tiny bit
> positive! Anyway, uh, there was an idea I had wanted to talk about with
> community servers on that note. I had brought it up in the server owner's
> discord a couple days ago but I want to try and propose it to Valve
> directly or at least do so here to try and get support for it.
>
> On Wed, Nov 1, 2017 at 9:41 PM, Christian Deacon 
> wrote:
>
>> Completely agree with you. Community servers still suffer in TF2 in my
>> opinion.
>>
>>
>> Thanks.
>>
>>
>>
>> On 11/1/2017 9:30 PM, Tim Anderson wrote:
>>
>>> I don't mean to be rude but I am baffled by these complements.
>>>
>>> It is good that they are fixing crashes, but I would think that would
>>> be the least you could expect from Valve. The contracker crash has
>>> been crashing custom servers (doesn't seem to affect vanilla) every
>>> day since the big update 12 days ago and for them to only fix it today
>>> still gives me the impression that they don't care about anyone on
>>> this mailing list.
>>>
>>> All the community servers I play on have been deader than ever. Every
>>> single update that comes out, I am seeing fewer players.
>>>
>>> On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi 
>>> wrote:
>>>
 To quote VNN: "This is a Valve we haven't seen in a long, LONG time."

 (Keep up the good work, all these updates are helping a lot)


 On 02/11/2017 00:23, Rowedahelicon wrote:

 You guys are kicking ass with updates lately, thank you :D

 On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith 
 wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4218712. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a client crash related to the Mann Co. Store
> - Fixed server crash related to the ConTracker
> - War Paints directly purchased with Blood Money in the Mercenary Park
> Gift Shop and the Dragon Slayer come as Factory New again
>  - Existing War Paints and weapons affected by yesterday's
> change
> will be fixed-up in the coming days
> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
> - Fixed the Festive Jag not drawing the lights
> - Fixed a bug related to the Razorback and touching a resupply closet
> or
> respawning
> - Fixed the Mantreads description for reduced airblast vulnerability
> - Fixed bots constantly respawning during Training mode
> - Fixed bots constantly respawning when tf_bot_force_class is set
> - Fixed a case where bots would constantly respawn if
> tf_bot_spawn_use_preset_roster was disabled
> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers
> to
> disable bot reselecting their class while in spawn rooms
> - Fixed a bug with the Phlogistinator's attack distance so it matches
> the
> other flamethrowers
> - Fixed the War Paint icons in the Steam Community Market
>  - Known issue: War Paints still show as blank and with zero
> quantity in search results
> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs.
> Machine
> - War Paints now have individual listings on the Steam Community Market
> - Outgoing party invites now get a notification panel
> - Updated cp_badlands
>  - Disabled collision on a bunch of props (mainly lights/lamps)
>  - Reduced attackers' spawn advantage by 1 second when working
> on
> final control point
>  - Upgraded the small ammo pack to medium in the yard (on the
> porch)
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>



 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/


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>>> To 

Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Rowedahelicon
Well I mean, of course they still suffer, I'm just trying to be a tiny bit
positive! Anyway, uh, there was an idea I had wanted to talk about with
community servers on that note. I had brought it up in the server owner's
discord a couple days ago but I want to try and propose it to Valve
directly or at least do so here to try and get support for it.

On Wed, Nov 1, 2017 at 9:41 PM, Christian Deacon 
wrote:

> Completely agree with you. Community servers still suffer in TF2 in my
> opinion.
>
>
> Thanks.
>
>
>
> On 11/1/2017 9:30 PM, Tim Anderson wrote:
>
>> I don't mean to be rude but I am baffled by these complements.
>>
>> It is good that they are fixing crashes, but I would think that would
>> be the least you could expect from Valve. The contracker crash has
>> been crashing custom servers (doesn't seem to affect vanilla) every
>> day since the big update 12 days ago and for them to only fix it today
>> still gives me the impression that they don't care about anyone on
>> this mailing list.
>>
>> All the community servers I play on have been deader than ever. Every
>> single update that comes out, I am seeing fewer players.
>>
>> On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi 
>> wrote:
>>
>>> To quote VNN: "This is a Valve we haven't seen in a long, LONG time."
>>>
>>> (Keep up the good work, all these updates are helping a lot)
>>>
>>>
>>> On 02/11/2017 00:23, Rowedahelicon wrote:
>>>
>>> You guys are kicking ass with updates lately, thank you :D
>>>
>>> On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith 
>>> wrote:
>>>
 We've released a mandatory update for Team Fortress 2. The new version
 number is 4218712. The notes for the update are below.

 Thanks.

 -Eric

 -

 - Fixed a client crash related to the Mann Co. Store
 - Fixed server crash related to the ConTracker
 - War Paints directly purchased with Blood Money in the Mercenary Park
 Gift Shop and the Dragon Slayer come as Factory New again
  - Existing War Paints and weapons affected by yesterday's
 change
 will be fixed-up in the coming days
 - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
 - Fixed the Festive Jag not drawing the lights
 - Fixed a bug related to the Razorback and touching a resupply closet or
 respawning
 - Fixed the Mantreads description for reduced airblast vulnerability
 - Fixed bots constantly respawning during Training mode
 - Fixed bots constantly respawning when tf_bot_force_class is set
 - Fixed a case where bots would constantly respawn if
 tf_bot_spawn_use_preset_roster was disabled
 - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
 disable bot reselecting their class while in spawn rooms
 - Fixed a bug with the Phlogistinator's attack distance so it matches
 the
 other flamethrowers
 - Fixed the War Paint icons in the Steam Community Market
  - Known issue: War Paints still show as blank and with zero
 quantity in search results
 - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs.
 Machine
 - War Paints now have individual listings on the Steam Community Market
 - Outgoing party invites now get a notification panel
 - Updated cp_badlands
  - Disabled collision on a bunch of props (mainly lights/lamps)
  - Reduced attackers' spawn advantage by 1 second when working
 on
 final control point
  - Upgraded the small ammo pack to medium in the yard (on the
 porch)




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

>>>
>>>
>>>
>>> --
>>> *Matthew (Rowedahelicon) Robinson*
>>> Web Designer / Artist / Writer
>>> Website - http://www.rowedahelicon.com/
>>>
>>>
>>> ___
>>> 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
>>
>
>
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-- 
*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - 

Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Christian Deacon
Completely agree with you. Community servers still suffer in TF2 in my 
opinion.



Thanks.


On 11/1/2017 9:30 PM, Tim Anderson wrote:

I don't mean to be rude but I am baffled by these complements.

It is good that they are fixing crashes, but I would think that would
be the least you could expect from Valve. The contracker crash has
been crashing custom servers (doesn't seem to affect vanilla) every
day since the big update 12 days ago and for them to only fix it today
still gives me the impression that they don't care about anyone on
this mailing list.

All the community servers I play on have been deader than ever. Every
single update that comes out, I am seeing fewer players.

On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi  wrote:

To quote VNN: "This is a Valve we haven't seen in a long, LONG time."

(Keep up the good work, all these updates are helping a lot)


On 02/11/2017 00:23, Rowedahelicon wrote:

You guys are kicking ass with updates lately, thank you :D

On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith  wrote:

We've released a mandatory update for Team Fortress 2. The new version
number is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park
Gift Shop and the Dragon Slayer come as Factory New again
 - Existing War Paints and weapons affected by yesterday's change
will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or
respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
disable bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the
other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
 - Known issue: War Paints still show as blank and with zero
quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
 - Disabled collision on a bunch of props (mainly lights/lamps)
 - Reduced attackers' spawn advantage by 1 second when working on
final control point
 - Upgraded the small ammo pack to medium in the yard (on the
porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Tohru Adachi
I understand where you're coming from, but the fact that the TF Team is 
fixing bugs on a daily basis is something we haven't seen in a long 
while & for some of us, that's been a breath of fresh air.


I wouldn't say they've been ignoring the mailing list, some crashes/bugs 
that (as far as I saw) were reported here were fixed within a relatively 
quick time span.


And if I recall, they didn't push the changes to casual/comp/etc since 
they "felt it wasn't ready", which has shown that they've, at the very 
least, learned from MyM and the failure that it became.


Ideally I'd like to see a pro-community server update soon, but for now 
some of us are just thankful that the game is getting attention it 
desperately needs.



On 02/11/2017 01:30, Tim Anderson wrote:

I don't mean to be rude but I am baffled by these complements.

It is good that they are fixing crashes, but I would think that would
be the least you could expect from Valve. The contracker crash has
been crashing custom servers (doesn't seem to affect vanilla) every
day since the big update 12 days ago and for them to only fix it today
still gives me the impression that they don't care about anyone on
this mailing list.

All the community servers I play on have been deader than ever. Every
single update that comes out, I am seeing fewer players.

On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi  wrote:

To quote VNN: "This is a Valve we haven't seen in a long, LONG time."

(Keep up the good work, all these updates are helping a lot)


On 02/11/2017 00:23, Rowedahelicon wrote:

You guys are kicking ass with updates lately, thank you :D

On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith  wrote:

We've released a mandatory update for Team Fortress 2. The new version
number is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary Park
Gift Shop and the Dragon Slayer come as Factory New again
 - Existing War Paints and weapons affected by yesterday's change
will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply closet or
respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
disable bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it matches the
other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
 - Known issue: War Paints still show as blank and with zero
quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
- War Paints now have individual listings on the Steam Community Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
 - Disabled collision on a bunch of props (mainly lights/lamps)
 - Reduced attackers' spawn advantage by 1 second when working on
final control point
 - Upgraded the small ammo pack to medium in the yard (on the
porch)




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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Tim Anderson
I don't mean to be rude but I am baffled by these complements.

It is good that they are fixing crashes, but I would think that would
be the least you could expect from Valve. The contracker crash has
been crashing custom servers (doesn't seem to affect vanilla) every
day since the big update 12 days ago and for them to only fix it today
still gives me the impression that they don't care about anyone on
this mailing list.

All the community servers I play on have been deader than ever. Every
single update that comes out, I am seeing fewer players.

On Wed, Nov 1, 2017 at 5:27 PM, Tohru Adachi  wrote:
> To quote VNN: "This is a Valve we haven't seen in a long, LONG time."
>
> (Keep up the good work, all these updates are helping a lot)
>
>
> On 02/11/2017 00:23, Rowedahelicon wrote:
>
> You guys are kicking ass with updates lately, thank you :D
>
> On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith  wrote:
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4218712. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a client crash related to the Mann Co. Store
>> - Fixed server crash related to the ConTracker
>> - War Paints directly purchased with Blood Money in the Mercenary Park
>> Gift Shop and the Dragon Slayer come as Factory New again
>> - Existing War Paints and weapons affected by yesterday's change
>> will be fixed-up in the coming days
>> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
>> - Fixed the Festive Jag not drawing the lights
>> - Fixed a bug related to the Razorback and touching a resupply closet or
>> respawning
>> - Fixed the Mantreads description for reduced airblast vulnerability
>> - Fixed bots constantly respawning during Training mode
>> - Fixed bots constantly respawning when tf_bot_force_class is set
>> - Fixed a case where bots would constantly respawn if
>> tf_bot_spawn_use_preset_roster was disabled
>> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
>> disable bot reselecting their class while in spawn rooms
>> - Fixed a bug with the Phlogistinator's attack distance so it matches the
>> other flamethrowers
>> - Fixed the War Paint icons in the Steam Community Market
>> - Known issue: War Paints still show as blank and with zero
>> quantity in search results
>> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
>> - War Paints now have individual listings on the Steam Community Market
>> - Outgoing party invites now get a notification panel
>> - Updated cp_badlands
>> - Disabled collision on a bunch of props (mainly lights/lamps)
>> - Reduced attackers' spawn advantage by 1 second when working on
>> final control point
>> - Upgraded the small ammo pack to medium in the yard (on the
>> porch)
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
>
> ___
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> please visit:
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>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Tohru Adachi

To quote VNN: "This is a Valve we haven't seen in a long, LONG time."

(Keep up the good work, all these updates are helping a lot)


On 02/11/2017 00:23, Rowedahelicon wrote:

You guys are kicking ass with updates lately, thank you :D

On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith > wrote:


We've released a mandatory update for Team Fortress 2. The new
version number is 4218712. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Mann Co. Store
- Fixed server crash related to the ConTracker
- War Paints directly purchased with Blood Money in the Mercenary
Park Gift Shop and the Dragon Slayer come as Factory New again
        - Existing War Paints and weapons affected by yesterday's
change will be fixed-up in the coming days
- Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
- Fixed the Festive Jag not drawing the lights
- Fixed a bug related to the Razorback and touching a resupply
closet or respawning
- Fixed the Mantreads description for reduced airblast vulnerability
- Fixed bots constantly respawning during Training mode
- Fixed bots constantly respawning when tf_bot_force_class is set
- Fixed a case where bots would constantly respawn if
tf_bot_spawn_use_preset_roster was disabled
- Added tf_bot_reevaluate_class_in_spawnroom convar to allow
servers to disable bot reselecting their class while in spawn rooms
- Fixed a bug with the Phlogistinator's attack distance so it
matches the other flamethrowers
- Fixed the War Paint icons in the Steam Community Market
        - Known issue: War Paints still show as blank and with
zero quantity in search results
- Fixed a bug related to the Medi Gun overheal upgrade in Mann vs.
Machine
- War Paints now have individual listings on the Steam Community
Market
- Outgoing party invites now get a notification panel
- Updated cp_badlands
        - Disabled collision on a bunch of props (mainly lights/lamps)
        - Reduced attackers' spawn advantage by 1 second when
working on final control point
        - Upgraded the small ammo pack to medium in the yard (on
the porch)




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Website - http://www.rowedahelicon.com/


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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread Rowedahelicon
You guys are kicking ass with updates lately, thank you :D

On Wed, Nov 1, 2017 at 7:37 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4218712. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a client crash related to the Mann Co. Store
> - Fixed server crash related to the ConTracker
> - War Paints directly purchased with Blood Money in the Mercenary Park
> Gift Shop and the Dragon Slayer come as Factory New again
> - Existing War Paints and weapons affected by yesterday's change
> will be fixed-up in the coming days
> - Fixed the bite bodygroup for The Fishcake and The Dalokohs Bar
> - Fixed the Festive Jag not drawing the lights
> - Fixed a bug related to the Razorback and touching a resupply closet or
> respawning
> - Fixed the Mantreads description for reduced airblast vulnerability
> - Fixed bots constantly respawning during Training mode
> - Fixed bots constantly respawning when tf_bot_force_class is set
> - Fixed a case where bots would constantly respawn if
> tf_bot_spawn_use_preset_roster was disabled
> - Added tf_bot_reevaluate_class_in_spawnroom convar to allow servers to
> disable bot reselecting their class while in spawn rooms
> - Fixed a bug with the Phlogistinator's attack distance so it matches the
> other flamethrowers
> - Fixed the War Paint icons in the Steam Community Market
> - Known issue: War Paints still show as blank and with zero
> quantity in search results
> - Fixed a bug related to the Medi Gun overheal upgrade in Mann vs. Machine
> - War Paints now have individual listings on the Steam Community Market
> - Outgoing party invites now get a notification panel
> - Updated cp_badlands
> - Disabled collision on a bunch of props (mainly lights/lamps)
> - Reduced attackers' spawn advantage by 1 second when working on
> final control point
> - Upgraded the small ammo pack to medium in the yard (on the porch)
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>



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Website - http://www.rowedahelicon.com/
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread ghostboy1225
apparently yes

On Wed, Nov 1, 2017 at 12:34 AM, James Haikin  wrote:

> Is the gas canister supposed to use really wonky recharge mechanics?
>
> On Tue, Oct 31, 2017 at 8:05 PM Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> Would it be possible to change the party system so trying to join a
>> friend's server doesn't put them in a party? I'm having a lot of cases
>> where people try and join me on my community server by trying to join off
>> of me, only to be tossed in my party with no other option to join other
>> than the main menu UI
>>
>> On Tue, Oct 31, 2017 at 7:46 PM, Eric Smith 
>> wrote:
>>
>>> We've released a mandatory update for Team Fortress 2. The new version
>>> number is 4215609. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed an issue with how Flamethrowers were determining range after
>>> recent fixes to close-range hit detection
>>> - Updated the Taunt Unusualifier to draw from a pool of previous years'
>>> Halloween Unusual effects during the Scream Fortress IX event
>>> - Updated War Paints purchased from the Mercenary Park Gift Shop so they
>>> use all wear levels
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>>
>> --
>> *Matthew (Rowedahelicon) Robinson*
>> Web Designer / Artist / Writer
>> Website - http://www.rowedahelicon.com/
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-01 Thread George C
This happens to me all the time, except the other way round. If I was to click 
join game via the steam overlay, it’d try and connect me to a casual game (then 
kicking me for an ad-hoc connection) instead of the party. I also recorded a 
glitch between parties and community servers 
here<https://youtu.be/R1hitp446mc>. Hope the video works.

~George

From: hlds [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 
Rowedahelicon
Sent: 01 November 2017 03:03
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com>
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

Would it be possible to change the party system so trying to join a friend's 
server doesn't put them in a party? I'm having a lot of cases where people try 
and join me on my community server by trying to join off of me, only to be 
tossed in my party with no other option to join other than the main menu UI

On Tue, Oct 31, 2017 at 7:46 PM, Eric Smith 
<er...@valvesoftware.com<mailto:er...@valvesoftware.com>> wrote:
We've released a mandatory update for Team Fortress 2. The new version number 
is 4215609. The notes for the update are below.

Thanks.

-Eric

-

- Fixed an issue with how Flamethrowers were determining range after recent 
fixes to close-range hit detection
- Updated the Taunt Unusualifier to draw from a pool of previous years' 
Halloween Unusual effects during the Scream Fortress IX event
- Updated War Paints purchased from the Mercenary Park Gift Shop so they use 
all wear levels

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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-31 Thread James Haikin
Is the gas canister supposed to use really wonky recharge mechanics?
On Tue, Oct 31, 2017 at 8:05 PM Rowedahelicon <
theoneando...@rowedahelicon.com> wrote:

> Would it be possible to change the party system so trying to join a
> friend's server doesn't put them in a party? I'm having a lot of cases
> where people try and join me on my community server by trying to join off
> of me, only to be tossed in my party with no other option to join other
> than the main menu UI
>
> On Tue, Oct 31, 2017 at 7:46 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4215609. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed an issue with how Flamethrowers were determining range after
>> recent fixes to close-range hit detection
>> - Updated the Taunt Unusualifier to draw from a pool of previous years'
>> Halloween Unusual effects during the Scream Fortress IX event
>> - Updated War Paints purchased from the Mercenary Park Gift Shop so they
>> use all wear levels
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> --
> *Matthew (Rowedahelicon) Robinson*
> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-31 Thread Rowedahelicon
Would it be possible to change the party system so trying to join a
friend's server doesn't put them in a party? I'm having a lot of cases
where people try and join me on my community server by trying to join off
of me, only to be tossed in my party with no other option to join other
than the main menu UI

On Tue, Oct 31, 2017 at 7:46 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4215609. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed an issue with how Flamethrowers were determining range after
> recent fixes to close-range hit detection
> - Updated the Taunt Unusualifier to draw from a pool of previous years'
> Halloween Unusual effects during the Scream Fortress IX event
> - Updated War Paints purchased from the Mercenary Park Gift Shop so they
> use all wear levels
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>



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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-27 Thread Alexander Kolev
The ConTracker still doesn't count points contributed to friends! :/

2017-10-27 2:47 GMT+03:00 Eric Smith :

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4204882. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Scream Fortress IX has arrived!
> - Play your favorite classic Scream Fortress maps!
> - Free Halloween contracts and rewards added to the ConTracker!
> - Event runs through November 8, 2017
> - Updated Brimstone
> - Players now crit and healthboost when exiting the Hell
> area instead of just ubercharge
> - Increased slightly RED team respawn time on the last area
> - Fixed the coffin music playing into the next round from
> previous one
> - Fixed Monoculus sometimes getting stuck to certain
> locations
> - Fixed players sometimes getting stuck to other players
> in Hell area
> - Adjusted preferred nav-path for Merasmus to prevent him
> going into RED final base
> - Fixed The Thermal Thruster not doing 3x damage when landing on enemies
> - The Thermal Thruster no longer fully stuns mini-bosses in Mann vs.
> Machine mode
> - Fixed an LOD bug with The Holiday Punch
> - Updated model/materials for The War Eagle
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-24 Thread A Fearts
Found a server crashing bug.

If a player doesn't have any weapons and types "taunt" into console to do a
weapon taunt it will crash the server.

I found this on my Prophunt server when people on the prop team were typing
"taunt" into console. I think this might also be related to the Thermal
Thruster animation crashes people were also getting on spawn.

On Tue, Oct 24, 2017 at 8:51 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4199528. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Added a Steam Workshop tag for War Paint submissions
> - Updated the description for The Gas Passer
> - Updated The Ubersaw to support the Cool, Hot, and Isotope Unusual effects
> - Updated the models/materials for The Nuke, The Snowmann, and The
> Fireman's Essentials
> - Updated the following Contracts:
> - Reduced the number of times the bonus objectives for the Thermal
> Thruster Contract need to be completed
> - Reduced the number of times "Defend the control point"
> objectives need to be completed
> - Fixed The Loose Cannon not being able to Double Donk
> - Fixed the afterburn duration for The Huo-Long Heater, The Sharpened
> Volcano Fragment, The Huntsman, and The Cow Mangler
> - Fixed the charge meters for The Phlogistinator and The Gas Passer
> overlapping in the HUD
> - Fixed the charge meter not recharging for The Fishcake and The
> Robo-Sandvich
> - Fixed The Fishcake not honoring the viewmodel minmode setting
> - Fixed The Festive Black Box not working for Black Box Contracts
> - Fixed the charge meter for The Sandvich not resetting to 100% when the
> player picks up a health kit
> - Fixed the 2nd objective for the Brass Beast Contract
> - Fixed the HUD prompt for a movable building so it shows the proper Steam
> Controller button text
> - Fixed party invite and join requests being inconsistent with five or
> more players in the group
> - Fixed the party invite mode setting not saving when exiting the game
> - Fixed party invite mode and ignore party invites settings not always
> working as expected
> - Fixed a case were a party invite or join request would reappear after
> being acted upon
>
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread 404
I wouldn't call that an issue, I'd call that an enhancement. You can never
have enough banjo music in TF2.

On Sat, Oct 21, 2017 at 11:14 AM, Ben Platnick  wrote:

> There is also an issue with the store thats causing me enough pain to be
> mentioned here. If you preview the banjo taunt, the music will not stop, no
> matter what you do.
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread Ben Platnick
There is also an issue with the store thats causing me enough pain to be 
mentioned here. If you preview the banjo taunt, the music will not stop, no 
matter what you do.
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread Tohru Adachi
Asked around about it, it seems to only be affecting some Linux-based
servers on some hosts, although the specific affected distros, I'm not
sure of just yet. I've submitted a ticket with my hosting provider to
see if they have any info on this.

On 21/10/2017 15:50, Emil Larsson wrote: 

> Heard about this as well. Seems fine on our end but the servers been running 
> since the last update too.
> Our server is validating steamids fine and is getting a proper server 
> steamid, so it's not everyone affected by it. 
> 
> On Sat, Oct 21, 2017 at 4:22 PM,  wrote:
> 
> Don't know if this has been mentioned, but some server operators including 
> myself are having some trouble getting their servers to authenticate with 
> Steam, causing all SteamIDs to return as STEAM_ID_PENDING meaning no item 
> server and no SourceMod validation via SteamID. 
> 
> Basically anything requiring SteamID validation is pretty broken. 
> 
> On 21/10/2017 04:50, Eric Smith wrote: 
> 
> We've released a mandatory update for Team Fortress 2. The new version number 
> is 4193938. The notes for the update are below.
> 
> Thanks.
> 
> -Eric
> 
> -
> 
> - Fixed not being able to redeem War Paints
> - Fixed War Paints not displaying properly in the backpack
> - Fixed a bug where the first shot fired from pistols was off-center
> - Fixed the ConTracker UI not working properly in DirectX 8
> - Fixed being able to select a style for the ConTracker in the loadout screen
> - Fixed not being able to use the Thermal Thruster after taunting with it
> 
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread Emil Larsson
Heard about this as well. Seems fine on our end but the servers been
running since the last update too.

Our server is validating steamids fine and is getting a proper server
steamid, so it's not everyone affected by it.

On Sat, Oct 21, 2017 at 4:22 PM,  wrote:

> Don't know if this has been mentioned, but some server operators including
> myself are having some trouble getting their servers to authenticate with
> Steam, causing all SteamIDs to return as STEAM_ID_PENDING meaning no item
> server and no SourceMod validation via SteamID.
>
> Basically anything requiring SteamID validation is pretty broken.
>
>
> On 21/10/2017 04:50, Eric Smith wrote:
>
> We've released a mandatory update for Team Fortress 2. The new version number 
> is 4193938. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed not being able to redeem War Paints
> - Fixed War Paints not displaying properly in the backpack
> - Fixed a bug where the first shot fired from pistols was off-center
> - Fixed the ConTracker UI not working properly in DirectX 8
> - Fixed being able to select a style for the ConTracker in the loadout screen
> - Fixed not being able to use the Thermal Thruster after taunting with it
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread tohruadachi
Don't know if this has been mentioned, but some server operators
including myself are having some trouble getting their servers to
authenticate with Steam, causing all SteamIDs to return as
STEAM_ID_PENDING meaning no item server and no SourceMod validation via
SteamID. 

Basically anything requiring SteamID validation is pretty broken. 

On 21/10/2017 04:50, Eric Smith wrote: 

> We've released a mandatory update for Team Fortress 2. The new version number 
> is 4193938. The notes for the update are below.
> 
> Thanks.
> 
> -Eric
> 
> -
> 
> - Fixed not being able to redeem War Paints
> - Fixed War Paints not displaying properly in the backpack
> - Fixed a bug where the first shot fired from pistols was off-center
> - Fixed the ConTracker UI not working properly in DirectX 8
> - Fixed being able to select a style for the ConTracker in the loadout screen
> - Fixed not being able to use the Thermal Thruster after taunting with it
> 
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread ghostboy1225
whoops pressed enter too soon

there is also the invisible trains on PLR_bananabay seems to occur after
playing other maps for a while

the contracker seems to not level up with points sitting here with 120
kills on it but no points

also i have not gotten several stars from the contracts preventing me from
advancing in the free and paid campaign for pyro and other classes i
presume this is a item server issue

people have issue with invisible fire again


On Sat, Oct 21, 2017 at 1:19 AM, ghostboy1225 <ghostboy21...@gmail.com>
wrote:

> so here is a list of bugs i ve noticed the gas passer seems to not stock
> the player with any ammo at spawn or after death and the bar fills up even
> while dead or when you change teams
>
> On Sat, Oct 21, 2017 at 12:22 AM, Seth Morton <essbeemor...@gmail.com>
> wrote:
>
>> There’s a broken HUD element on the main menu I believe. chatpopup.res.
>> Comes up when I queue for a match, and sometimes when I exit the queue, but
>> there’s no message with it. It’s just a black bar. Maybe I’m missing
>> something.
>>
>> --
>> *From:* hlds <hlds-boun...@list.valvesoftware.com> on behalf of
>> wickedplayer494 <wickedplayer...@gmail.com>
>> *Sent:* Saturday, October 21, 2017 1:12:41 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>>
>> Well that was easy...http://store.steampowered.com/news/33854/
>>
>> And funnily enough, offline friends aren't shown anymore.
>>
>> On 10/20/2017 11:38 PM, Rowedahelicon wrote:
>>
>> That's why I think going offline didn't totally help me out, granted, I
>> have something like 460 friends on my account. I switched over to a bot
>> with 8 friends and all lag completely went away
>>
>> On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494 <
>> wickedplayer...@gmail.com> wrote:
>>
>>> Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS
>>> dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed to seeing,
>>> but an actual halving. Everyone and their dog has already pointed it out
>>> though, so I digress.
>>>
>>> With that said, I'm surprised that offline friends are even listed on
>>> there, considering that both CS:GO and Dota 2's in-game lists exclude them.
>>>
>>>
>>> On 10/20/2017 11:17 PM, Ross Bemrose wrote:
>>>
>>> Going offline helps a bit, but the game still stutters some despite that.
>>>
>>> I could make guesses as to why... I've noticed it happens right before
>>> sounds play for the first time.  However, I have no actual proof that's
>>> what happens.
>>> On 10/21/2017 12:10 AM, Rowedahelicon wrote:
>>>
>>> https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found
>>> _the_cause_of_the_stutter_bug/ Any notice on this? We've tested and
>>> confirmed the friends party thing on the main menu is causing persistant
>>> frame drops / stutters.
>>>
>>> On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith <er...@valvesoftware.com>
>>> wrote:
>>>
>>>> We've released a mandatory update for Team Fortress 2. The new version
>>>> number is 4193938. The notes for the update are below.
>>>>
>>>> Thanks.
>>>>
>>>> -Eric
>>>>
>>>> -
>>>>
>>>> - Fixed not being able to redeem War Paints
>>>> - Fixed War Paints not displaying properly in the backpack
>>>> - Fixed a bug where the first shot fired from pistols was off-center
>>>> - Fixed the ConTracker UI not working properly in DirectX 8
>>>> - Fixed being able to select a style for the ConTracker in the loadout
>>>> screen
>>>> - Fixed not being able to use the Thermal Thruster after taunting with
>>>> it
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>
>>>
>>>
>>> --
>>> *Matthew (Rowedahelicon) Robinson*
>>> Web Designer / Artist / Writer
>>> Website - http://www.rowedahelicon.com/
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-21 Thread ghostboy1225
so here is a list of bugs i ve noticed the gas passer seems to not stock
the player with any ammo at spawn or after death and the bar fills up even
while dead or when you change teams

On Sat, Oct 21, 2017 at 12:22 AM, Seth Morton <essbeemor...@gmail.com>
wrote:

> There’s a broken HUD element on the main menu I believe. chatpopup.res.
> Comes up when I queue for a match, and sometimes when I exit the queue, but
> there’s no message with it. It’s just a black bar. Maybe I’m missing
> something.
>
> --
> *From:* hlds <hlds-boun...@list.valvesoftware.com> on behalf of
> wickedplayer494 <wickedplayer...@gmail.com>
> *Sent:* Saturday, October 21, 2017 1:12:41 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>
> Well that was easy...http://store.steampowered.com/news/33854/
>
> And funnily enough, offline friends aren't shown anymore.
>
> On 10/20/2017 11:38 PM, Rowedahelicon wrote:
>
> That's why I think going offline didn't totally help me out, granted, I
> have something like 460 friends on my account. I switched over to a bot
> with 8 friends and all lag completely went away
>
> On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494 <
> wickedplayer...@gmail.com> wrote:
>
>> Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS
>> dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed to seeing,
>> but an actual halving. Everyone and their dog has already pointed it out
>> though, so I digress.
>>
>> With that said, I'm surprised that offline friends are even listed on
>> there, considering that both CS:GO and Dota 2's in-game lists exclude them.
>>
>>
>> On 10/20/2017 11:17 PM, Ross Bemrose wrote:
>>
>> Going offline helps a bit, but the game still stutters some despite that.
>>
>> I could make guesses as to why... I've noticed it happens right before
>> sounds play for the first time.  However, I have no actual proof that's
>> what happens.
>> On 10/21/2017 12:10 AM, Rowedahelicon wrote:
>>
>> https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found
>> _the_cause_of_the_stutter_bug/ Any notice on this? We've tested and
>> confirmed the friends party thing on the main menu is causing persistant
>> frame drops / stutters.
>>
>> On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith <er...@valvesoftware.com>
>> wrote:
>>
>>> We've released a mandatory update for Team Fortress 2. The new version
>>> number is 4193938. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed not being able to redeem War Paints
>>> - Fixed War Paints not displaying properly in the backpack
>>> - Fixed a bug where the first shot fired from pistols was off-center
>>> - Fixed the ConTracker UI not working properly in DirectX 8
>>> - Fixed being able to select a style for the ConTracker in the loadout
>>> screen
>>> - Fixed not being able to use the Thermal Thruster after taunting with it
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>>
>> --
>> *Matthew (Rowedahelicon) Robinson*
>> Web Designer / Artist / Writer
>> Website - http://www.rowedahelicon.com/
>>
>>
>> ___
>> 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
>
> --
> *Matthew (Rowedahelicon) Robinson* Web Designer / Artist / Writer Website
> - http://www.rowedahelicon.com/
>
> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Seth Morton
There’s a broken HUD element on the main menu I believe. chatpopup.res. Comes 
up when I queue for a match, and sometimes when I exit the queue, but there’s 
no message with it. It’s just a black bar. Maybe I’m missing something.


From: hlds <hlds-boun...@list.valvesoftware.com> on behalf of wickedplayer494 
<wickedplayer...@gmail.com>
Sent: Saturday, October 21, 2017 1:12:41 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

Well that was easy...http://store.steampowered.com/news/33854/

And funnily enough, offline friends aren't shown anymore.

On 10/20/2017 11:38 PM, Rowedahelicon wrote:
That's why I think going offline didn't totally help me out, granted, I have 
something like 460 friends on my account. I switched over to a bot with 8 
friends and all lag completely went away

On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494 
<wickedplayer...@gmail.com<mailto:wickedplayer...@gmail.com>> wrote:
Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS dropped by 
20 from 340 to 320 WTH Valve!!" that I'm accustomed to seeing, but an actual 
halving. Everyone and their dog has already pointed it out though, so I digress.

With that said, I'm surprised that offline friends are even listed on there, 
considering that both CS:GO and Dota 2's in-game lists exclude them.


On 10/20/2017 11:17 PM, Ross Bemrose wrote:

Going offline helps a bit, but the game still stutters some despite that.

I could make guesses as to why... I've noticed it happens right before sounds 
play for the first time.  However, I have no actual proof that's what happens.

On 10/21/2017 12:10 AM, Rowedahelicon wrote:
https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found_the_cause_of_the_stutter_bug/
 Any notice on this? We've tested and confirmed the friends party thing on the 
main menu is causing persistant frame drops / stutters.

On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith 
<er...@valvesoftware.com<mailto:er...@valvesoftware.com>> wrote:
We've released a mandatory update for Team Fortress 2. The new version number 
is 4193938. The notes for the update are below.

Thanks.

-Eric

-

- Fixed not being able to redeem War Paints
- Fixed War Paints not displaying properly in the backpack
- Fixed a bug where the first shot fired from pistols was off-center
- Fixed the ConTracker UI not working properly in DirectX 8
- Fixed being able to select a style for the ConTracker in the loadout screen
- Fixed not being able to use the Thermal Thruster after taunting with it

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Website - http://www.rowedahelicon.com/



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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Rowedahelicon
Seems to work great! Anyone know why my flame particles may not be showing
btw?

On Sat, Oct 21, 2017 at 1:12 AM, wickedplayer494 
wrote:

> Well that was easy...http://store.steampowered.com/news/33854/
>
> And funnily enough, offline friends aren't shown anymore.
>
>
> On 10/20/2017 11:38 PM, Rowedahelicon wrote:
>
> That's why I think going offline didn't totally help me out, granted, I
> have something like 460 friends on my account. I switched over to a bot
> with 8 friends and all lag completely went away
>
> On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494 <
> wickedplayer...@gmail.com> wrote:
>
>> Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS
>> dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed to seeing,
>> but an actual halving. Everyone and their dog has already pointed it out
>> though, so I digress.
>>
>> With that said, I'm surprised that offline friends are even listed on
>> there, considering that both CS:GO and Dota 2's in-game lists exclude them.
>>
>>
>> On 10/20/2017 11:17 PM, Ross Bemrose wrote:
>>
>> Going offline helps a bit, but the game still stutters some despite that.
>>
>> I could make guesses as to why... I've noticed it happens right before
>> sounds play for the first time.  However, I have no actual proof that's
>> what happens.
>> On 10/21/2017 12:10 AM, Rowedahelicon wrote:
>>
>> https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found
>> _the_cause_of_the_stutter_bug/ Any notice on this? We've tested and
>> confirmed the friends party thing on the main menu is causing persistant
>> frame drops / stutters.
>>
>> On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith 
>> wrote:
>>
>>> We've released a mandatory update for Team Fortress 2. The new version
>>> number is 4193938. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed not being able to redeem War Paints
>>> - Fixed War Paints not displaying properly in the backpack
>>> - Fixed a bug where the first shot fired from pistols was off-center
>>> - Fixed the ConTracker UI not working properly in DirectX 8
>>> - Fixed being able to select a style for the ConTracker in the loadout
>>> screen
>>> - Fixed not being able to use the Thermal Thruster after taunting with it
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>>
>> --
>> *Matthew (Rowedahelicon) Robinson*
>> Web Designer / Artist / Writer
>> Website - http://www.rowedahelicon.com/
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>> ___
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>> 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
>
> --
> *Matthew (Rowedahelicon) Robinson* Web Designer / Artist / Writer Website
> - http://www.rowedahelicon.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread wickedplayer494

Well that was easy...http://store.steampowered.com/news/33854/

And funnily enough, offline friends aren't shown anymore.

On 10/20/2017 11:38 PM, Rowedahelicon wrote:
That's why I think going offline didn't totally help me out, granted, 
I have something like 460 friends on my account. I switched over to a 
bot with 8 friends and all lag completely went away


On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494 
> wrote:


Yeah, performance is real bad. Not the CS:GO style "holy crap my
FPS dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed
to seeing, but an actual halving. Everyone and their dog has
already pointed it out though, so I digress.

With that said, I'm surprised that offline friends are even listed
on there, considering that both CS:GO and Dota 2's in-game lists
exclude them.


On 10/20/2017 11:17 PM, Ross Bemrose wrote:


Going offline helps a bit, but the game still stutters some
despite that.

I could make guesses as to why... I've noticed it happens right
before sounds play for the first time.  However, I have no actual
proof that's what happens.

On 10/21/2017 12:10 AM, Rowedahelicon wrote:


https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found_the_cause_of_the_stutter_bug/


Any notice on this? We've tested and confirmed the friends party
thing on the main menu is causing persistant frame drops /
stutters.

On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith
> wrote:

We've released a mandatory update for Team Fortress 2. The
new version number is 4193938. The notes for the update are
below.

Thanks.

-Eric

-

- Fixed not being able to redeem War Paints
- Fixed War Paints not displaying properly in the backpack
- Fixed a bug where the first shot fired from pistols was
off-center
- Fixed the ConTracker UI not working properly in DirectX 8
- Fixed being able to select a style for the ConTracker in
the loadout screen
- Fixed not being able to use the Thermal Thruster after
taunting with it

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-- 
*Matthew (Rowedahelicon) Robinson*

Web Designer / Artist / Writer
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Rowedahelicon
That's why I think going offline didn't totally help me out, granted, I
have something like 460 friends on my account. I switched over to a bot
with 8 friends and all lag completely went away

On Sat, Oct 21, 2017 at 12:24 AM, wickedplayer494  wrote:

> Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS
> dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed to seeing,
> but an actual halving. Everyone and their dog has already pointed it out
> though, so I digress.
>
> With that said, I'm surprised that offline friends are even listed on
> there, considering that both CS:GO and Dota 2's in-game lists exclude them.
>
>
> On 10/20/2017 11:17 PM, Ross Bemrose wrote:
>
> Going offline helps a bit, but the game still stutters some despite that.
>
> I could make guesses as to why... I've noticed it happens right before
> sounds play for the first time.  However, I have no actual proof that's
> what happens.
> On 10/21/2017 12:10 AM, Rowedahelicon wrote:
>
> https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_
> found_the_cause_of_the_stutter_bug/ Any notice on this? We've tested and
> confirmed the friends party thing on the main menu is causing persistant
> frame drops / stutters.
>
> On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4193938. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed not being able to redeem War Paints
>> - Fixed War Paints not displaying properly in the backpack
>> - Fixed a bug where the first shot fired from pistols was off-center
>> - Fixed the ConTracker UI not working properly in DirectX 8
>> - Fixed being able to select a style for the ConTracker in the loadout
>> screen
>> - Fixed not being able to use the Thermal Thruster after taunting with it
>>
>> ___
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>> please visit:
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>>
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread wickedplayer494
Yeah, performance is real bad. Not the CS:GO style "holy crap my FPS 
dropped by 20 from 340 to 320 WTH Valve!!" that I'm accustomed to 
seeing, but an actual halving. Everyone and their dog has already 
pointed it out though, so I digress.


With that said, I'm surprised that offline friends are even listed on 
there, considering that both CS:GO and Dota 2's in-game lists exclude them.


On 10/20/2017 11:17 PM, Ross Bemrose wrote:


Going offline helps a bit, but the game still stutters some despite that.

I could make guesses as to why... I've noticed it happens right before 
sounds play for the first time.  However, I have no actual proof 
that's what happens.


On 10/21/2017 12:10 AM, Rowedahelicon wrote:
https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found_the_cause_of_the_stutter_bug/ 
Any notice on this? We've tested and confirmed the friends party 
thing on the main menu is causing persistant frame drops / stutters.


On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith > wrote:


We've released a mandatory update for Team Fortress 2. The new
version number is 4193938. The notes for the update are below.

Thanks.

-Eric

-

- Fixed not being able to redeem War Paints
- Fixed War Paints not displaying properly in the backpack
- Fixed a bug where the first shot fired from pistols was off-center
- Fixed the ConTracker UI not working properly in DirectX 8
- Fixed being able to select a style for the ConTracker in the
loadout screen
- Fixed not being able to use the Thermal Thruster after taunting
with it

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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Rowedahelicon
Going offline does help some, but not entirely. Using a custom hud that
completely removes the player section from the main menu does make it stop
entirely as well.

On Sat, Oct 21, 2017 at 12:17 AM, Ross Bemrose  wrote:

> Going offline helps a bit, but the game still stutters some despite that.
>
> I could make guesses as to why... I've noticed it happens right before
> sounds play for the first time.  However, I have no actual proof that's
> what happens.
> On 10/21/2017 12:10 AM, Rowedahelicon wrote:
>
> https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_
> found_the_cause_of_the_stutter_bug/ Any notice on this? We've tested and
> confirmed the friends party thing on the main menu is causing persistant
> frame drops / stutters.
>
> On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4193938. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed not being able to redeem War Paints
>> - Fixed War Paints not displaying properly in the backpack
>> - Fixed a bug where the first shot fired from pistols was off-center
>> - Fixed the ConTracker UI not working properly in DirectX 8
>> - Fixed being able to select a style for the ConTracker in the loadout
>> screen
>> - Fixed not being able to use the Thermal Thruster after taunting with it
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> --
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> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Ross Bemrose

Going offline helps a bit, but the game still stutters some despite that.

I could make guesses as to why... I've noticed it happens right before 
sounds play for the first time.  However, I have no actual proof that's 
what happens.


On 10/21/2017 12:10 AM, Rowedahelicon wrote:
https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found_the_cause_of_the_stutter_bug/ 
Any notice on this? We've tested and confirmed the friends party thing 
on the main menu is causing persistant frame drops / stutters.


On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith > wrote:


We've released a mandatory update for Team Fortress 2. The new
version number is 4193938. The notes for the update are below.

Thanks.

-Eric

-

- Fixed not being able to redeem War Paints
- Fixed War Paints not displaying properly in the backpack
- Fixed a bug where the first shot fired from pistols was off-center
- Fixed the ConTracker UI not working properly in DirectX 8
- Fixed being able to select a style for the ConTracker in the
loadout screen
- Fixed not being able to use the Thermal Thruster after taunting
with it

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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Rowedahelicon
https://www.reddit.com/r/tf2/comments/77qn56/i_think_i_found_the_cause_of_the_stutter_bug/
Any notice on this? We've tested and confirmed the friends party thing on
the main menu is causing persistant frame drops / stutters.

On Fri, Oct 20, 2017 at 11:50 PM, Eric Smith 
wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4193938. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed not being able to redeem War Paints
> - Fixed War Paints not displaying properly in the backpack
> - Fixed a bug where the first shot fired from pistols was off-center
> - Fixed the ConTracker UI not working properly in DirectX 8
> - Fixed being able to select a style for the ConTracker in the loadout
> screen
> - Fixed not being able to use the Thermal Thruster after taunting with it
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Emil Larsson
Ah hell, just two quick inputs. It's clientside issues, but since it
affects the console (a important tool for server admins) it's kinda...
annoying.

-console dosen't work anymore it seems, it's as if the console is hidden
behind the new HUD. The console window is also not reselectable if you
somehow lose focus with it.

On Sat, Oct 21, 2017 at 12:31 AM, Emil Larsson  wrote:

> It's out now, so all you need to do is to restart with sourcemod now. :)
>
> On Sat, Oct 21, 2017 at 12:16 AM, Kyle Sanderson 
> wrote:
>
>> New gamedata should be out shortly.
>>
>> On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
>> > Seems like it broke sourcemod for now, though that was kinda expected.
>> >
>> > On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
>> > wrote:
>> >>
>> >> We've released a mandatory update for Team Fortress 2. The new version
>> >> number is 4192434. The notes for the update are here:
>> >>
>> >>http://www.teamfortress.com/jungleinferno/notes.php
>> >>
>> >> Thanks.
>> >>
>> >> -Eric
>> >>
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>> >
>> >
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Emil Larsson
It's out now, so all you need to do is to restart with sourcemod now. :)

On Sat, Oct 21, 2017 at 12:16 AM, Kyle Sanderson 
wrote:

> New gamedata should be out shortly.
>
> On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
> > Seems like it broke sourcemod for now, though that was kinda expected.
> >
> > On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
> > wrote:
> >>
> >> We've released a mandatory update for Team Fortress 2. The new version
> >> number is 4192434. The notes for the update are here:
> >>
> >>http://www.teamfortress.com/jungleinferno/notes.php
> >>
> >> Thanks.
> >>
> >> -Eric
> >>
> >>
> >> ___
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> >> please visit:
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> >
> >
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Andrew T .
Gamedata just went up. Seems to be working fine.


>On Fri, Oct 20, 2017, 1:19 +03:00 Kyle Sanderson  wrote:
>
>New gamedata should be out shortly.
>
>On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson < ail...@gmail.com > wrote:
>> Seems like it broke sourcemod for now, though that was kinda expected.
>>
>> On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith < er...@valvesoftware.com >
>> wrote:
>>>
>>> We've released a mandatory update for Team Fortress 2. The new version
>>> number is 4192434. The notes for the update are here:
>>>
>>>  http://www.teamfortress.com/jungleinferno/notes.php
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>>
>>> ___
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>>> please visit:
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>>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Kyle Sanderson
New gamedata should be out shortly.

On Fri, Oct 20, 2017 at 3:02 PM, Emil Larsson  wrote:
> Seems like it broke sourcemod for now, though that was kinda expected.
>
> On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
> wrote:
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4192434. The notes for the update are here:
>>
>>http://www.teamfortress.com/jungleinferno/notes.php
>>
>> Thanks.
>>
>> -Eric
>>
>>
>> ___
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-20 Thread Emil Larsson
Seems like it broke sourcemod for now, though that was kinda expected.

On Fri, Oct 20, 2017 at 11:57 PM, Eric Smith 
wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4192434. The notes for the update are here:
>
>http://www.teamfortress.com/jungleinferno/notes.php
>
> Thanks.
>
> -Eric
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-04-13 Thread wickedplayer494
That was re-released yesterday. Server ops (and users, for that matter) 
could've remained on the previous version if they wanted to, but as John 
mentioned, it's now mandatory as of this update.


On 4/13/2017 7:49 PM, E. Olsen wrote:

Is this the tool chain update as well?

On Thu, Apr 13, 2017 at 8:41 PM, Eric Smith > wrote:


We’ve released a mandatory update for TF2. The notes for the
update are below. The new version number is 3912376.

-Eric

-

- Fixed a bug where players could see enemy health indefinitely
when playing as Spy or Medic

- Fixed incorrect strings and HUD image for the Reflect powerup in
Mannpower mode

- Added tournament medals and community medals

- ETF2L 6v6 Season 24, Season 25 and Season 26; ETF2L Highlander
Season 11 and Season 12; ETF2L Ultiduo 6; ETF2L Highlander Open
Season 2; RGB LAN; Chapelaria 6v6 Season 2; Chapelaria Ultiduo
Season 1; Mappers vs. Machines


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Re: [hlds] Mandatory Team Fortress 2 update released

2017-04-13 Thread E. Olsen
Is this the tool chain update as well?

On Thu, Apr 13, 2017 at 8:41 PM, Eric Smith  wrote:

> We’ve released a mandatory update for TF2. The notes for the update are
> below. The new version number is 3912376.
>
>
>
> -Eric
>
>
>
> -
>
>
>
> - Fixed a bug where players could see enemy health indefinitely when
> playing as Spy or Medic
>
> - Fixed incorrect strings and HUD image for the Reflect powerup in
> Mannpower mode
>
> - Added tournament medals and community medals
>
> - ETF2L 6v6 Season 24, Season 25 and Season 26; ETF2L
> Highlander Season 11 and Season 12; ETF2L Ultiduo 6; ETF2L Highlander Open
> Season 2; RGB LAN; Chapelaria 6v6 Season 2; Chapelaria Ultiduo Season 1;
> Mappers vs. Machines
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-13 Thread A Fearts
Hi, Eric.

Some people on the Sourcemod forums were talking about users being kicked
from their servers with this error:

"Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
u.m_nNewEntity < 0"

https://forums.alliedmods.net/showthread.php?t=290360

People speculate it started happening after the hibernation update but I'm
not sure. People are also claiming it is happening on full servers with
Sourcemod not even installed. I personally have not got reports from my
players about this or seen it so I can't give much more details. It might
be happening on my servers and just no one ever reported it to me. Is there
any information as to what might be causing this to happen? If not thanks
anyway.





On Thu, Nov 10, 2016 at 7:25 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3690292.
>
> -Eric
>
> --
>
> - Fixed invisible weapons on other players when they have recently changed
> loadout
> - Fixed color correction not working
> - Fixed players not always returning to the matchmaking lobby screen at
> the end of a Mann vs. Machine match
> - Fixed particles not being removed from cosmetics when toggling between
> third-person and first-person views
> - Fixed seeing the wrong custom projectiles for grenade launchers like the
> Iron Bomber when the wielder has recently changed loadout
> - Fixed some Strange map filters displaying the wrong map names in their
> descriptions
> - Replaced convar tf_teamtalk with tf_gravetalk
> - When enabled, living players can receive text and voice chat
> from dead players
> - When disabled, living players cannot hear the dead, regardless
> of team
> - Removes the odd behavior of tf_teamtalk wherein living players
> were exclusively unable to hear dead players on the other team
> - Defaults to on, except in Competitive matches
> - Fixed being able to use The Holiday Punch on enemies during a Halloween
> boss truce
> - Fixed not being able to activate the Pyro's Phlogistinator rage again
> right away if the first attempt failed
> - Fixed Mann vs. Machine bots not playing the teleport sound effect and
> becoming invulnerable after teleporting
> - Fixed not switching Snipers to their melee weapon while under the
> effects of the "tiny" spell
> - Fixed a missing material in the main menu
> - Added the Unusual Cap to be used for granting a Self-Made Unusual Cap to
> Unusual particle effect contributors
> - Added the Chapelaria 6v6 tournament medals for season 1
> - Updated the spawn/death sounds for Monoculus and Merasmus to remove the
> Horseless Headless Horsemann sound effects
> - Updated the localization files
> - Updated mvm_ghost_town to fix the cube maps
> - Updated mvm_mannhattan
> - Fixed Spies spawning behind the closed door at Gate A
> - Fixed Sentry Busters sometimes staying at Gate A instead of
> attacking the sentry gun
> - Updated pl_millstone_event (Hellstone)
> - Fixed an exploit where you could trap Horseless Headless
> Horsemann in place
> - Fixed some door frames from being able to shoot through them
> - Fixed a texture error
> - Fixed a barrel that you could walk through
> - Improved navigation file for better bot movement
> - Fixed being able to shoot through building wall located front of
> RED 1st base
> - Community request: Added OnTruceStart and OnTruceEnd outputs to the
> tf_gamerules entity for maps
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-03 Thread Andrew T .
Yes, sourcemod had a gamedata update, and so did a few plugins.
If you were running tf2items with a custom index, remove your "custom" folder 
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-03 Thread Weasels Lair
I believe there is both a SourceMod gamedata update, and if you are running
the "melee" plug-in another gamedata update for that as well.

My players were reporting occasional crashes.  Waiting to here back from
players if the gamedata updates, along with the "optional" update from
Valve made any difference.

On Nov 2, 2016 10:55 PM, "Oliver"  wrote:

> Anyone else having issues? My srcds installations crash the second someone
> tries to connect to them after this update, no errors logged
>
>
> *Sent:* Thursday, November 03, 2016 at 10:57 AM
> *From:* "Eric Smith" 
> *To:* "hlds@list.valvesoftware.com" , "
> hlds_li...@list.valvesoftware.com" , "
> hlds_annou...@list.valvesoftware.com"  valvesoftware.com>
> *Subject:* [hlds] Mandatory Team Fortress 2 update released
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3678725.
>
> -Eric
>
> --
>
> - Added the GA'lloween 2016 community event medals
> - Fixed sv_shutdown not working for community dedicated servers
> - All servers now enter hibernation state when they are empty and have no
> remaining work, which informs commands such as sv_shutdown
> - Added tf_allow_server_hibernation (default: 1) to allow disabling
> hibernation state
> - This should generally only be necessary if running server plugins that
> are not compatible with hibernation
> - Added sv_shutdown_cancel to cancel a pending shutdown
> - Updated the truce period during Halloween boss fights
> - Players are no longer affected by the truce when in their spawn room,
> allowing them to fight their way out if necessary
> - Sappers can no longer be used while a truce is active
> - Updated the "tiny" spellbook spell
> - Fixed a case where players could get outside the world
> - Fixed not switching Heavies to their melee weapon
> - Updated player destruction mode so the "Team Leader" does not heal
> teammates while in the Underworld
> - Fixed Halloween contract reward items not being craftable
> - Fixed Strange Human Cannonballs and Strange Battery Canteens not
> tracking stats
> - Fixed Casual search criteria being saved automatically while connecting
> to a server
> - Fixed a case where players could suicide on a pumpkin bomb to gain
> progress on certain Merasmissions
> - Updated the equip region for the Spine-Chilling Skull
> - Updated pl_fifthcurve_event (Brimstone)
> - Fixed exploit where players could get under the map near BLU starting
> area
> - Fixed exploit where players could get out of the map near graveyard
> - Fixed exploit where players could enter RED base as BLU
> - Fixed some skeletons running into lava when there are no enemies in Hell
> - Fixed medieval tiny spell & other Merasmus voice spells lasting too long
> for some players
> - Fixed big ghost getting stuck when map ends
> - Fixed a spot where players could get stuck if entering it under Tiny
> spell
> - Fixed another case of non-solid pumpkin
> - Tuned respawn time for RED team at last area
> - Updated cp_sunshine_event (Sinshine)
> - Fixed multiple visible nodraws and other texture bugs
> - Fixed nonsolid pumpkin in lobby
> - Fixed trigger bounds in RED spawn
> - Various lighting changes
>
>
>
>
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>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-02 Thread Oliver
Anyone else having issues? My srcds installations crash the second someone tries to connect to them after this update, no errors logged

 
 

Sent: Thursday, November 03, 2016 at 10:57 AM
From: "Eric Smith" 
To: "hlds@list.valvesoftware.com" , "hlds_li...@list.valvesoftware.com" , "hlds_annou...@list.valvesoftware.com" 
Subject: [hlds] Mandatory Team Fortress 2 update released

We've released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3678725.

-Eric

--

- Added the GA'lloween 2016 community event medals
- Fixed sv_shutdown not working for community dedicated servers
- All servers now enter hibernation state when they are empty and have no remaining work, which informs commands such as sv_shutdown
- Added tf_allow_server_hibernation (default: 1) to allow disabling hibernation state
- This should generally only be necessary if running server plugins that are not compatible with hibernation
- Added sv_shutdown_cancel to cancel a pending shutdown
- Updated the truce period during Halloween boss fights
- Players are no longer affected by the truce when in their spawn room, allowing them to fight their way out if necessary
- Sappers can no longer be used while a truce is active
- Updated the "tiny" spellbook spell
- Fixed a case where players could get outside the world
- Fixed not switching Heavies to their melee weapon
- Updated player destruction mode so the "Team Leader" does not heal teammates while in the Underworld
- Fixed Halloween contract reward items not being craftable
- Fixed Strange Human Cannonballs and Strange Battery Canteens not tracking stats
- Fixed Casual search criteria being saved automatically while connecting to a server
- Fixed a case where players could suicide on a pumpkin bomb to gain progress on certain Merasmissions
- Updated the equip region for the Spine-Chilling Skull
- Updated pl_fifthcurve_event (Brimstone)
- Fixed exploit where players could get under the map near BLU starting area
- Fixed exploit where players could get out of the map near graveyard
- Fixed exploit where players could enter RED base as BLU
- Fixed some skeletons running into lava when there are no enemies in Hell
- Fixed medieval tiny spell & other Merasmus voice spells lasting too long for some players
- Fixed big ghost getting stuck when map ends
- Fixed a spot where players could get stuck if entering it under Tiny spell
- Fixed another case of non-solid pumpkin
- Tuned respawn time for RED team at last area
- Updated cp_sunshine_event (Sinshine)
- Fixed multiple visible nodraws and other texture bugs
- Fixed nonsolid pumpkin in lobby
- Fixed trigger bounds in RED spawn
- Various lighting changes




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