I'd personally like to see a set of community server-specific contracts.
Specifically, they could issue a bunch of contracts that - when completed
on a community's registered servers - unlock some kind of cosmetic and/or
abilities that only work on THAT community's servers.
In other words, there
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
>
>
>
>
Looks like a ton of work went into this, so I'm willing to throw some
support behind ya. ;-)
Good luck!
On Sat, Mar 18, 2017 at 8:31 PM, ad...@teamwork.tf
wrote:
> So in the last two months I've been working on "community quick-play".
> It's a (hopefully) better version of
Hiya John,
Just a heads-upa few of my users that are on Macs are getting the
following message when trying to connect after their clients updated:
*Disconnect: Server uses different class tables*
On Tue, Mar 14, 2017 at 4:58 PM, John Schoenick
wrote:
> We're
Anyone else seeing servers crashing on player join (Windows server 2008R2)?
On Wed, Oct 12, 2016 at 8:57 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 3651233.
>
> -Eric
>
>
I always find it odd that modded/custom map servers seem to get looked down
so much on this list now. While I can certainly understand running a few
"vanilla servers" if that is what your community wants, why people would
think that putting up a bunch of servers that are essentially exactly like
While traffic is certainly down to our servers, it's not down 70+% as some
other communities are reporting - but then again, only our servers that
weren't quickplay enabled are still filling up reliably everyday (our
"vanilla" quickplay servers are now ghost towns), so it's a mixed bag.
We ARE
Too early to tell, really. A drop-off after the initial "rush" of a new
update was to be expected.
Right now, I'm seeing some long-term servers dropping off in traffic by
about 20% or so, and they certainly can die faster if alot of players leave
at once, since they are not being "fed" any
Hmm...we've got 8 full servers here, including a custom payload server. I
have noticed with their systems going up and down si much these last couple
of days, sometimes it takes servers with it when they lose connection.
___
To unsubscribe, edit your
gt;> awful performance, and some were unnecessarily encumbered with plugins.
>>>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>>>> servers receiving referrals.
>>>>
>>>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson
Frankly, it's a win just by shining light on the fact that there ARE
community servers at all. For years now, they've been effectively hidden to
the point that a large portion of the F2P playerbase didn't even know they
existed. At least with this UI change we've got the chance for players to
find
There's always a group of people that have a knee-jerk negative reaction to
any kind of change. The wise move for Valve would be to allow the system to
run for awhile to see what it really does to the overall game's population
- it's impossible to gauge what affect this will have if they waffle
;>> will want to rank up rather than join an unranked pub where people don't
>>>> try as hard.
>>>>
>>>> There's no way that Valve will let people rank up in community servers
>>>> given that they have been excluded in everything for years from quickplay,
Honestly, the more I think about this, the more I like it.
Think about it - where (historically) have most of the game's most
talented/skilled players been found? On community servers. That means (if
quickplay IS really going to match players to servers with their skill
level) that as payers get
gh.
>>>
>>> -ics
>>>
>>> Thomas Deisinger kirjoitti:
>>>
>>>> I was just about to ask these same questions myself. We need to be
>>>> prepared for contingencies...
>>>>
>>>> On Wed, Jul 6, 2016 at 2:20 P
lly, the new TF2 QuickPlay sounds a lot like what Overwatch does
> for its Quick Play other than the player count (Overwatch is always 6v6).
> Which goes to show that blatant copying can go in either direction.
> On 7/6/2016 3:20 PM, E. Olsen wrote:
>
> Dropping out during a match
Dropping out during a match results in a recorded loss for that player (per
the FAQ).
As for how this is going to affect Community Servers.I'd love some info
as well. I don;t think they mean "12 v 12 lobbies", I think they simply
mean that using the "casual" quickplay will send you to a
I think one of the biggest things lost in all this was simply all the
diversity the game used to offer.
When I first started playing TF2, I quickly got bored with the "Vanilla"
game, and started perusing the server browser (which most new players don't
even know exists and/or how to use it)
Actually, Valve DID say long ago that eventually the two separate systems
(Quickplay logins/GSLT) would be merged into a single system.
On Fri, May 13, 2016 at 4:33 PM, A Fearts wrote:
> First off this system has literally nothing to do with quickplay so I
> don't
Most likely they'll simply be handled the same way they are now - excluded
from quickplay...which is a shame, really - they should simply allow have
separate "opt out" checkboxes for custom maps and custom game modes, and
let folks decided to opt out of seeing them, instead of essentially hiding
While they're at it, the quickplay rules need some TLC/updating as well.
One thing that comes to mind is that one of the things still listed as a
"Modification not allowed in Quickplay" is "Enforcing class limits",
however (unless something changed that I'm unaware of) class limit voting
was
ld create extra entities? Goldrush has 1437 edicts by
> > default and generally maps should not exceed 1400 because having 32
> players
> > on a map with over 1400 entities can cause crash.
> >
> > You can try to strip entities off with some sourcemod plugin, like
> > k
Hello all,
I've been seeing this error about once a day on a 32-slot Goldrush server,
which causes a crash. I've included the log output below which shows all
the edicts used before the crash. this is occurring on a Windows 2008R2
server. Are there any fixes beyond decreasing the slots on the
Hello,
I've been seeing alot of these messages today across many different servers
(hosted in different datacenters as well, so I don't think the problem is
on our end):
STEAMAUTH: Client x received failure code 6
02/22/2016 - 16:55:11: " x<15><>" disconnected
(reason "Client
This is actually one reason I think competitive TF2 is going to be good for
community servers. Those folks that want the vanilla competitive "ranked"
experience can find it in that system, while folks that want variety and
diversity can find it on community servers. Who knows - Valve might
Of course - the fact that the long-standing functionality of the MOTD
window had to be disabled in the first place meant that those of us who
never used those ads lost the ability to display important info in-game to
the majority of new playersso yeah, thanks for that.
I find it incredibly
Just FYI, the whole "if players found community servers valuable, they
would be playing on them", isn't even remotely valid. If you owned a
popular restaurant, and the government came in and built an expressway that
bypassed that restaurant completely (and only your existing customers even
knew
; the match/economy? If so, what’s the point of discussing any of this if the
> biggest player drain from private servers is yet to come and this addresses
> none of it?
>
> Sorry to be the one to ask the tough questions (not really), but someone
> needed to play devil’s advoca
Yeah, I really don't know how a non-server operator would make a strong
advocate for community servers.
There are perspectives and insight that can only be gained as someone who
operates game servers, plain and simple. That should be plain enough from
the few people who always weigh in on these
I would allow for reserved slots as long as servers don't kick for them if
quickplay is enabled, which is the current system (for example, we offer
hidden reserved slots during the day, but disable quickplay from 5pm-12am
on our highest trafficed servers, and after 6PM to 12AM we do kick for
sing here in
>> the mailing thread where it turns into bickering
>>
>> On Thu, Dec 17, 2015 at 5:08 PM, E. Olsen <ceo.eol...@gmail.com> wrote:
>>
>>> So...Bah Humbug to us, as players are once again driven further away
>>> from community servers?
>
So...Bah Humbug to us, as players are once again driven further away from
community servers?
Geez, guys - you'd think after three years since the "temporary" changes
were made to quickplay, you'd be able to come up with something - anything
- to support the folks who've supported you the most.
Don't sweat it, John. At least Tripwire hasn't forgotten that community
servers are still relevant and important (maybe you could remind the TF2
guys). Our community already has enough private KF2 servers, but I'm going
to throw up a few public servers this weekend jsut to show my support for
you
Honestly, this could just be a symptom of a larger problem with the server
browser itself. Our TF2 servers appear fine in the "Internet" section of
the browser as long as you select the "us-east" drop down, but they do not
appear in the general internet (i.e. "ALL servers") at all anymore, no
I'm with Alexander on this one. If there is zero tradeability, and they
can't be crafted, then there is really no viable reason to not allow these
contracts on community servers - unless of course the *intent *is to drive
traffic away from community servers.
Cmon guys - it's the holidays! People
avor hiding all the diversity and options outside of Valve servers.
>
> A fair test was given. Community servers saw a drop in players and cheated
> to get them back. Why should Valve play fair if the community will not do
> so?
>
> On Thu, Oct 29, 2015 at 8:27 PM, E. Olsen <ceo.e
> No one is saying the majority did cheat. But if an actual fair test were
to take place, no cheating is something that has to happen.
Not possible, nor reasonable to expect. There will always be bad actors..
Would it be reasonable to expect there to never be a hacker or cheater on a
Valve
I'd be happy to admit that if all servers had been treated equally for he
last couple of years, but that's not the case, is it?
Everything from Valve's servers being the "default" setting (google the
"default effect" if you don't know why that gives them a huge advantage) to
the very design of
The solution, really, is to no longer rely on the TF2 team for these kinds
of events.
Our community has had our own "Halloween Week" since a year before Scream
Fortress even came around, and it's always been pretty popular (although,
with the overall major slowdown in traffic to community servers
If true, that would seem kind of counter-intuitive. A community-generated
update that communities can't participate in? I'm really at a loss at this
pointI wonder what happened to them trying to "find ways to support
communities that are passionate about the game"?
Judging solely by their
I suppose the "big deal" is that those same contracts are yet another thing
that drives players away from community servers onto Valve servers - the
same (Valve) servers that Valve has acknowledged multiple times on this
very mailing list are a bad representation of what the game is supposed to
Can we have the sv_tags we need to run for the special halloween server
configs, etc.?
On Wed, Oct 28, 2015 at 7:49 PM, Eric Smith wrote:
> We've released a mandatory update for TF2. The new version is 3060214.
>
> The notes for the update can be found here:
>
Server-seeding has been around as long as community-hosted servers has (all
the way back to the original Counter Strike and even Battlefield 2). Like
it or not, players rarely if ever join empty servers, and with the deck
stacked so staggeringly high in Valve's favor in terms of player traffic,
e <spotsfromab...@gmail.com>
wrote:
> I never thought I'd see the day where E. Olsen, someone who I've long
> considered to be a well informed contributor to discussions like these, the
> day where he would stand up and essentially say, "Using a text-client to
> fake a pl
@ Lucas Wagner:
Some very good points, I disagree with this statement, however:
If we had more community servers we'd just have more 2fort/dustbowl/turbine
> 24/7 servers. Isn't there enough of these already?
Prior to quickplay, there was a plethora of "rotation" servers out there
hosted by
n, because of the imbalance created by quickoplay).
On Fri, Sep 4, 2015 at 3:04 PM, John Irwin <j...@thepodkast.com> wrote:
> @E. Olsen +1 to you and to @Weasels' response.
>
> Very well written. In many ways quite refreshing to hear such a well
> constructed argument about a
Sorry, I disagree.
As long as there is the possibility of monetizing the simple act of a
player connecting to a server, it will (and was) be abused incessantly.
When all you need to do to generate revenue is get a player to connect,
then there is no incentive for you to build value for that
we are here in the first place. People
> thinking that whatever restrictions Valve puts in place isn't going to
> affect them, and begging for more restrictions that affects everyone but
> themselves..It makes me laugh.
>
>
>
> On Fri, Sep 4, 2015 at 5:47 PM, E. Olsen <ceo.eol..
heat the system. Even now
> you have servers breaking the rules. This is an observable fact. This is
> not an opinion.
>
> So actually no. You are still wrong. And beating of the dead horse of ads
> isn't going to bring community servers back. Next thing you know Valve will
> just re
>
> The more you keep beating this dead horse, the more you fill the mailing
> list with gibberish that Valve simply doesn't care about.
Let's not pretend that you know any more about what Valve cares about than
I do. Maybe you're right - I don't think that's the case, but then again
we'll not
Frankly, I'm still surprised by the amount of (apparent) apathy being
exhibited by the TF2 team towards community servers - especially in light
of how much support they absolutely needed (and received) from us in the
first few years of the game.
I dunno - I've sent half a dozen detailed
>
> "While there were many good servers out there too, the bad servers grew
> in number until the situation became untenable. Extra things were done by
> Valve to try to stem the flow of Greedy Little Server Operators and all
> their methods of trying to cheat the system. What should have been a
So, to confirm - Team Fortress 2 has already had this exploit fixed,
correct?
On Thu, Sep 3, 2015 at 4:32 PM, Nathaniel Theis wrote:
> Actually, it looks like that only affects very old versions, (pre-2009 /
> aluigi) which have much worse exploits anyways. Sorry for the
Does that (fake clients) even work anymore anyway?
Regardless, we've always preferred to just reward our players for seeding
low-population servers to help get them going every day - not as effective
as it used to be, but it still encourages people to help get the servers
going.
Having said
Just FYI - I believe the taunt bug on payload maps was either
re-introduced, or not entirely fixed, as we've had someone do it twice so
far today on pl_badwater.
Apparently you can do some sort of taunt and/or kill yourself via the Kill
or Explode command on the last point of Badwater and it will
, as
E. Olsen noted, it contributes to an overall image problem with community
servers and in itself gives players additional reason to use Quickplay
instead of the server browser. (Quickplay being completely immune to MOTD
adverts after all).
On Sun, Jul 5, 2015 at 7:37 PM, Paul ubyu
If you honestly think advertising is no longer and issue, than you don't
read reddit, or the steam user forums. While Valve may have blocked
advertising in the engine for players who connect via quickplay (and thanks
for that - those of us who've never used that junk got to see our MOTD
Trying to run donation-driven servers is getting harder and harder every
day, and unless you have a very large community(~400 concurrent players at
all times or more) - you're simply not going to afford the hardware you
need to run said servers.
**
Perhaps if you try to throw up dozens
about it. Best to just flip the switch back to all servers by default (and
reset Valve's quickplay scores, they're very artificially inflated now).
On Sun, Jul 5, 2015 at 10:29 AM, E. Olsen ceo.eol...@gmail.com wrote:
Agreed.
Donation-driven communities were how servers were operated
However I have to say the server browser itself has some severe
performance issues and takes a lot of CPU to sort just a silly few servers
(even now with just a handful of community servers its slow).
It also seems to buffer data so that I have to press refresh at least
twice, otherwise I
Keep in mind I think this is also a wise step with this new contract
system. Valve certainly doesn't want to make it easy for people to find
empty Valve servers with their friends and jump on to complete the
contracts with little or no effort.
I think this is a great first step towards helping
list, apply a filter
early(under 1k servers or so) and the filter works fine, even after 3k+
servers though it was only a few seconds delay from typing a map name in
and getting results.
(I cut a lot of text from this thread, it was too large to submit)
On 7/4/2015 1:49 PM, E. Olsen wrote
However, Valve should be supporting the community more as well. Valve was
and should still be known for giving great support to community servers.
There have been many suggestions given to Valve that would make both sides
happy. However, it seems like Valve just wants to ignore them. It has
I don't have a vendetta against community servers. I just dislike when
community server owners think they are gods gift to TF2 and demand special
treatment to the determent of those who want to play vanilla TF2.
I'm not looking for special treatment. I'd be satisfied with equitable
they are entering is not the standard game and can be
modified so people know what is going on.
But yeah. The default should be ... well... the default.
On Sat, Jul 4, 2015 at 4:53 PM, E. Olsen ceo.eol...@gmail.com wrote:
I don't have a vendetta against community servers. I just dislike when
community
is not the standard game and can be
modified so people know what is going on.
But yeah. The default should be ... well... the default.
On Sat, Jul 4, 2015 at 4:53 PM, E. Olsen ceo.eol...@gmail.com wrote:
I don't have a vendetta against community servers. I just dislike when
community server owners
I think players might prefer a Include valve server toggle in the server
browser too for those who want to use the server browser to look for valve
servers.
I'm quite confident the percentage of players that use the server browser
to connect to a Valve server would be less than 1% of
At this point, I have to agree with Alexander.
I mean, cmon guys - in almost two years of looking at alternatives you've
got nothing to announce when it comes to helping community servers? There
have been quite a few viable alternative presented, to include this one:
the best solution i've seen so far.
-ics
E. Olsen kirjoitti:
At this point, I have to agree with Alexander.
I mean, cmon guys - in almost two years of looking at alternatives
you've got nothing to announce when it comes to helping community
servers? There have been quite a few
I didn't see anything in the update content that says it is restricted to
Valve servers only - did I miss something?
On Wed, Jul 1, 2015 at 9:50 PM, Alexander Corn mc...@doctormckay.com
wrote:
So, how about these better solutions for the nuclear option? It's been
over a year and a half and I'm
Just update Sourcemod to the latest snapshot (released last night), and
you'll be good to go.
On Fri, Jun 12, 2015 at 7:42 AM, epi ow...@tf.heybey.org wrote:
It seems that running TFTrue broke changelevel at first, but this has been
fixed:
http://teamfortress.tv/post/441614/tftrue
I can
-enabled, but all of the sv_tags seemed to have been stripped out
(they are completely blank).
Any ideas? - I've tried re-running the update on each server with
validate on, and it doesn't seem like they're missing anything, and
they're running fine.
On Fri, Jun 12, 2015 at 8:34 AM, E. Olsen
for quickplay and
restarting fixed the no sv_tags issue.
On Fri, Jun 12, 2015 at 9:19 AM, E. Olsen ceo.eol...@gmail.com wrote:
I am seeing one strange bug with this update.
A few of my servers have had their sv_tags completely disappear. All the
servers in question are running custom maps
Hmm...I had thought Valve had fixed this a couple of patches ago (Eric
Smith was aware of it).
On Sat, Jun 6, 2015 at 7:51 PM, Adam Walker crashd...@ozzyfurocity.net
wrote:
As a follow-up, the issue appears to be caused by an invalid .vtf spray. I
will not post the associated file on the
Awesome news on the custom map front.
Could you elaborate a bit on exactly what the sv_allow_point_servercommand
cvar would be used for?
On Tue, Jun 2, 2015 at 5:39 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are
below. The
Can you post a sample command line for us?
For example (and I know the KF2 command line will be different because it
isn't source, but), a TF2 command line would look something like this:
srcds.exe -game tf -console +ip 123.456.789.1011 -port 27015 +maxplayers 32
-tickrate 66 +rcon_password
Is there a fix somewhere for this that I've missed?
I've tried running the UE3Redist on a Windows 2008R2 server, and I'm also
getting the Installation Failed, your video
card must support at least shader model 3.
I'm assuming since so many people have servers up that there's a fix for
this.
On
On a side note - I've got the server running fine, but people have been
asking me how to add it to favorites, and after trying myself, I'm not sure
if you can yet (?) I see the favorites tab, but I can't seem to figure
out how to add our server to favorites.
On Tue, Apr 21, 2015 at 6:48 PM,
Yep, between that and the An issue with your computer is blocking the VAC
system. that was knocking tons of players off yesterday (not sure about
today), and players have been getting dumped from servers in droves.
On Tue, Apr 21, 2015 at 8:49 PM, Weasels Lair wea...@weaselslair.com
wrote:
I am
...@tripwireinteractive.com
wrote:
A user here, markg, had this same issue and figured out how to resolve
it. Hopefully he responds and can point you in the right direction.
John Gibson
President
Tripwire Interactive
www.tripwireinteractive.com
On Tue, Apr 21, 2015 at 6:10 PM, E. Olsen ceo.eol
The server installation/updating would be much easier if you guys used the
same anonymous login for steam CMD that Source-based games use (i.e. TF2,
L4D2, etc.)
On Wed, Apr 15, 2015 at 11:19 AM, Jared ja...@tripwireinteractive.com
wrote:
We have started updating our Tripwire Wiki page with more
...
John Gibson
President
Tripwire Interactive
www.tripwireinteractive.com
On Wed, Apr 15, 2015 at 4:35 PM, E. Olsen ceo.eol...@gmail.com wrote:
The server installation/updating would be much easier if you guys used
the same anonymous login for steam CMD that Source-based games use (i.e.
TF2
Yeah - great job...that was a tough one.
On Thu, Apr 2, 2015 at 3:17 AM, Mike Vail supp...@boomgaming.net wrote:
Great job isolating this Peter. Thanks so much for sharing. I hope Valve
fixes it ASAP!
Take care...
On Wed, Apr 1, 2015 at 9:21 PM, Peter Jerde peter-h...@jerde.net wrote:
On
and they are now missing, even if
they were official sounds. It depends how they are setup within the map. Is
it a custom map that you are referring to or default map?
-ics
E. Olsen kirjoitti:
Is anyone else having an issue where the client is now attempting to
download a bunch of .wav files
Is anyone else having an issue where the client is now attempting to
download a bunch of .wav files in the sound/vo folder every time they join
a payload map? I've verified my files client-side, and it only seems to
happen on our payload maps for some reason (windows server 2008R2).
On Thu, Mar
if they
were official sounds. It depends how they are setup within the map. Is it a
custom map that you are referring to or default map?
-ics
E. Olsen kirjoitti:
Is anyone else having an issue where the client is now attempting to
download a bunch of .wav files in the sound/vo folder every time
It all comes down to player choice. The current implementation of Quickplay
effectively removes almost all (new) player choice due to the default
effect http://en.wikipedia.org/wiki/Default_effect_%28psychology%29.
Players don;t need to be protected by Valve from bad servers, they
simply need to
If you've found server violating the policy, by all means report them to
Valve, but I don't think conducting a public witch hunt on the mailing
list is a good idea. All I've seen in the past is quite a few false
accusations, etc. Hell, I remember a couple of years back someone getting
our servers
alike.
On Wed, Feb 11, 2015 at 3:58 PM, E. Olsen ceo.eol...@gmail.com wrote:
If you've found server violating the policy, by all means report them to
Valve, but I don't think conducting a public witch hunt on the mailing
list is a good idea. All I've seen in the past is quite a few false
I honestly don't see the need or the wisdom of having two separate pools of
servers. Those of us that have been around the longest saw the disaster
that adding a custom tab to the server browser was several years ago (of
course, back then, then team was much more responsive to feedback and took
I certainly agree that adopting an adversarial tone is the wrong course,
but I can also understand the folks that feel that way - and lack of
communication is the cause.
There are some easy fixes here that could restore both good faith and help
get the dialog going again between server operators
I agree that going out of our way to abuse quickplay break the rules is
pretty shortsighted and ill-conceived.
Having said that, there are always people that say it was not about ads
or they made the change because of THIS, but the truth is no one really
knows, because the TF2 team never TOLD US
room of reserve
slots if they so happen to dare to block ads when the server is full.
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
*Sent:* 06 February 2015 02:11
*To:* Half-Life dedicated Win32 server mailing list
and
negatively effect ur server that u worked so hard on... And trust me there
are a lot Of people who go around and just ruin servers just for fun.
Sent from my T-Mobile 4G LTE Device
Original message
From: E. Olsen ceo.eol...@gmail.com
Date:02/06/2015 11:39 (GMT-05
I think there are several reasons Valve has stopped listening about this
issuefirst and foremost because some of the largest communities took it
upon themselves to encourage their members spam the dev's in-boxes with
complaints. A few hundred of those, and I'm sure they simply started
The thing is - the solution is as simple as can be. They don't need to
re-invent the scoring system, add server grouping, or even more server
penalties.all they need to do is have a truly functional blacklist
system that works across the board on a player's client (i.e. a server that
is
Just a clarification:
- Added new Default Stock Action Item Grappling Hook. Grappling hooks are
usable in Mannpower mode and servers that enable it. Once equipped, press
and hold the action key to use it. Use to move the player toward the
hooked object.
Does that mean the grappling hook can
Hello,
Since there are now class-limit votes on Valve servers, can we have an
official clarification from the TF2 team on the class limit policy as
outlined here:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
Specifically, under the section Modifications not allowed in
Just FYI,
I'm not sure what could be causing it, but since the last few updates, I've
seen frequent crashing on a number of custom payload maps that were
previously rock-solid stable on our servers.
If it will help the TF2 team diagnose the problem(s), two of the maps in
question are:
Confirmed - player models remain suspended in air for a second or two after
death.
I'm also seeing alot of crashing on custom payload maps that wasn't a
problem prior to tonight's update. No discernible cause yet.
On Tue, Nov 4, 2014 at 10:45 PM, Lucas Wagner lgwag...@gmail.com wrote:
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