It's being discussed on the hlds_linux mailing list, Eric and co. are
aware and are investigating.
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Original Message
From: Jason Contreras [mailto:jasonl.contre...@gmail.com]
Sent: Saturday, October 8, 2022 at
22, 12:00 PM Tohru Adachi mailto:to...@redsun.tf>> wrote:
I've just done more testing myself on one of my live servers
and I'm
more sure this is meant to be a client convar as it's only
showing when
the client is setting to 1.
I've just done more testing myself on one of my live servers and I'm
more sure this is meant to be a client convar as it's only showing when
the client is setting to 1.
When both client and server are at 0, returned value is generic d/c message.
When client is at 0 and server is at 1, returned
I'm really not sure myself. My own testing suggests it's behaving like a
clientside var but after the discussion here I'm not sure if it's meant
to be server-authoritative or client-only, where it being in the shared
binaries is a leftover.
-
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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 o
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
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,
Thank you very much for taking the time to reply back regarding this -
it's very much appreciated.
-
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Original Message
From: Eric Smith - erics at valvesoftware.com (via hlds list)
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
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
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
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
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
I feel this helps convey what is wrong with the current systems as of
right now.
I find it a chore to activate contracts and complete them, mainly
because there is nothing to stop a cheater from ruining the match, or
joining to find that almost everyone on your team (and sometimes the
enemy
...Can we please stop with the drama, both of you? This isn't the place
for it.
On 09/11/2017 00:53, bottige...@gmail.com wrote:
Where exactly do you see that I'm selling unusuals? Because I'm
not. I don't sell anything.
Hmm really, you want to prove you are blatantly lying again
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
n
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 <tohruada...@8chan.co> wrote:
To quote VNN: "This is a Valve we haven't seen in a long, LONG
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
Did you update your extensions? Connect and Steamtools in my case needed
an update due to some changes which caused itemserver and steamid
validation to fail.
On 24/10/2017 08:44, TonyBaretta wrote:
What about you miss to fix the items server for community servers? -.-
-Messaggio
Seems to be related to the issue I'm posting about.
On further inspection it seems there's been some undocumented changes
regarding handling client pre-connections. It looks like a form of
killswitch has been added, meaning if the connection is handled
improperly/tampered with/etc, the server
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
(since the reply-to somehow managed to break, I'm re-sending this...)
I'm more concerned that this can be client-induced from what I've read,
there's too many bad actors out there who are going to abuse this if it
ever gains traction. Even just a quick mandatory update for all affected
games
Because at the time, the Quickplay "press button to play" option
dominated the screen, whilst community servers were a small button.
They've got more visibility, yes, but Valve hasn't capitalised on it.
On 21/10/2016 21:49, Robert Paulson wrote:
I found it really funny that people were
Pretty much this.
Valve, what the hell are you doing? One moment you're adding new stuff
for plugin creators, the next you're starving community servers of
players again.
Eric, John, anyone who keeps an eye on TF2, please at least make an
effort to involve community servers, because we want
Are you forgetting about Valve Time?
"soon" can range anywhere from a few hours to a few centuries in Valve
Time, so prepare for a lng wait
On 17/08/2016 01:50, A Fearts wrote:
I guess it's not happening then? Lol.
On Tue, Aug 16, 2016 at 4:23 PM, John Schoenick
ones that they bother to do them though.
-ics
Tohru Adachi kirjoitti:
No apologies needed, communication between us (Server
ops/players/etc) and you is what we need.
Definetly a step in the right direction, so keep us up to date.
On 13/08/2016 01:59, John Schoenick wrote:
It gets worse
No apologies needed, communication between us (Server ops/players/etc)
and you is what we need.
Definetly a step in the right direction, so keep us up to date.
On 13/08/2016 01:59, John Schoenick wrote:
It gets worse!
This update has been postponed to next week. There will be a smaller
It's going to be curated by us, so we will be able to remove bad servers.
I highly recommend joining us on the discord, we need as many community
owners as we can in on this
On 26/07/2016 23:34, Phillip Vector wrote:
How will you handle when the tags don't match up with what the server
does?
[mailto:hlds-boun...@list.valvesoftware.com
<mailto:hlds-boun...@list.valvesoftware.com>]
*On Behalf Of *Tohru Adachi
*Sent:* Thursday, July 07, 2016 11:12 AM
*To:* Half-Life dedicated Win32 server
ailto:hlds-boun...@list.valvesoftware.com>
[mailto:hlds-boun...@list.valvesoftware.com
<mailto:hlds-boun...@list.valvesoftware.com>] *On Behalf Of *Tohru
Adachi
*Sent:* Thursday, July 07, 2016 11:12 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] TF2
Yeah, I think we need some word here from Eric or John on what's
happening to community servers.
We're only speculating at this point, and I don't have the best feeling
about this
On 07/07/2016 16:07, Thomas Deisinger wrote:
Good question. This is why I was wondering if people would still
value
players' items, or interfering with the TF2 economy"
-ics
Tohru Adachi kirjoitti:
What about communities which allow players to donate in exchange for
manipulating their equipped items i.e. adding an unusual particle to
an equipped cosmetic?
Will action be taken against these servers?
What about communities which allow players to donate in exchange for
manipulating their equipped items i.e. adding an unusual particle to an
equipped cosmetic?
Will action be taken against these servers?
On 13/05/2016 22:13, John Schoenick wrote:
While spoofing ownership of econ items remains
While I'd like to confidently say that there's nothing to be worried
about, I think we all need an official response on how custom modes
should be handled so that we can put this to rest quickly, and stop any
doubts from spreading.
I just hope that Valve doesn't pull something really stupid
I think this would be more of a Quickplay thing, to be honest.
Valve's made exceptions in the past for custom modes, back when they
purposefully broke a plugin which allowed users to wear hats they didn't
own.
On 13/05/2016 21:06, Ross Bemrose wrote:
CS:GO bans servers that change weapons
35 matches
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