Re: [hlds] Proposal

2017-11-09 Thread E. Olsen
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

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 > > > >

Re: [hlds] Community project

2017-03-18 Thread E. Olsen
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

Re: [hlds] Optional Team Fortress 2 update later today (toolchain update)

2017-03-14 Thread E. Olsen
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

Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread E. Olsen
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 > >

Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-27 Thread E. Olsen
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

Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-25 Thread E. Olsen
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

Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-22 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread E. Olsen
;>> 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,

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-06 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-06 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-06 Thread E. Olsen
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

Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-06 Thread E. Olsen
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

Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread E. Olsen
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)

Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread E. Olsen
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

Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread E. Olsen
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

Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread E. Olsen
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

Re: [hlds] Goldrush Error on 32-slot server (Engine error: ED_Alloc: no free edicts)

2016-02-24 Thread E. Olsen
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

[hlds] Goldrush Error on 32-slot server (Engine error: ED_Alloc: no free edicts)

2016-02-23 Thread E. Olsen
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

[hlds] VAC/Steam backend issues today (2-22-2016)?

2016-02-22 Thread E. Olsen
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

Re: [hlds] Mandatory Team Fortress 2 update released

2016-01-29 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update coming

2015-12-19 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread E. Olsen
; 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

Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update coming

2015-12-17 Thread E. Olsen
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? >

Re: [hlds] Mandatory TF2 update coming

2015-12-17 Thread E. Olsen
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.

Re: [hlds] Killing Floor 2 Free Weekend and new server functionality

2015-12-10 Thread E. Olsen
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

Re: [hlds] Master Server List Issues - Can you help me?

2015-11-24 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-10-29 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-10-29 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-10-29 Thread E. Olsen
> 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

Re: [hlds] Mandatory TF2 update released

2015-10-29 Thread E. Olsen
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

Re: [hlds] Can We Get a TF2 Halloween 2015 Update Please So we are Ready!!!

2015-10-28 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-10-28 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-10-28 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-10-28 Thread E. Olsen
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: >

Re: [hlds] Optional TF2 update released

2015-10-13 Thread E. Olsen
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,

Re: [hlds] Optional TF2 update released

2015-10-13 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
@ 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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
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..

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-04 Thread E. Olsen
> > 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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-03 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-09-03 Thread E. Olsen
> > "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

Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread E. Olsen
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

Re: [hlds] Servers using fake players still not punished?

2015-08-16 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-07-08 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-05 Thread E. Olsen
, 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

Re: [hlds] Optional TF2 update released

2015-07-05 Thread E. Olsen
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

Re: [hlds] hlds Digest, Vol 51, Issue 47

2015-07-05 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-05 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-07-03 Thread E. Olsen
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

Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread E. Olsen
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:

Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread E. Olsen
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

Re: [hlds] Mediated Discussion about Quick play change

2015-07-01 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-06-12 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-06-12 Thread E. Olsen
-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

Re: [hlds] Mandatory TF2 update released

2015-06-12 Thread 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

Re: [hlds] TF2 Client Crash Exploit

2015-06-06 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2015-06-02 Thread E. Olsen
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

Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread E. Olsen
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

Re: [hlds] re; Killing Floor 2 Early Access - Fail to Launch

2015-04-21 Thread E. Olsen
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

Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread E. Olsen
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,

Re: [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-21 Thread E. Olsen
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

Re: [hlds] re; Killing Floor 2 Early Access - Fail to Launch

2015-04-21 Thread E. Olsen
...@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

Re: [hlds] [TWI Serveradmins] Killing Floor 2 Beta Server Hosting Open For All

2015-04-15 Thread E. Olsen
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

Re: [hlds] [TWI Serveradmins] Killing Floor 2 Beta Server Hosting Open For All

2015-04-15 Thread E. Olsen
... 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

Re: [hlds] Ap Sap voice lines cause server lag - and workaround

2015-04-02 Thread E. Olsen
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

Re: [hlds] Mandatory Team Fortress 2 update released

2015-03-13 Thread E. Olsen
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

Re: [hlds] Mandatory Team Fortress 2 update released

2015-03-13 Thread E. Olsen
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

Re: [hlds] Mandatory Team Fortress 2 update released

2015-03-13 Thread E. Olsen
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

Re: [hlds] [TF2] Community Issues/Suggestions

2015-03-03 Thread E. Olsen
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

Re: [hlds] TF2 and the Policy of Truth

2015-02-11 Thread E. Olsen
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

Re: [hlds] TF2 and the Policy of Truth

2015-02-11 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-09 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-05 Thread E. Olsen
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

Re: [hlds] Rethinking the community quickplay ban

2015-02-05 Thread E. Olsen
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

Re: [hlds] Mandatory TF2 update released

2014-12-22 Thread E. Olsen
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

[hlds] Class limit policy on QP-enabled servers

2014-11-14 Thread E. Olsen
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

[hlds] Crashes on custom payload maps since last update(s).

2014-11-06 Thread E. Olsen
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:

Re: [hlds] Mandatory TF2 update released

2014-11-04 Thread E. Olsen
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: For

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