Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread ics
Mp_forceautoteam 1 doesn't work as it should. Not even without any 
plugins. Players have binded key to pick a team, i assume this is why it 
fails.


Player Unelma joined team BLU
Player Saboteur joined team RED
Player Patsteri joined team BLU
Player Olento joined team RED
Player [HTU] Superfishman joined team RED
Player ICS was automatically assigned to team BLU
Player Scyper was automatically assigned to team BLU
Player RSGEN joined team RED
Player keskiketterä was automatically assigned to team RED

-ics

6.1.2013 2:19, Cc2iscooL kirjoitti:


Have you tested without plugins yet?

On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com 
mailto:rbemr...@gmail.com wrote:


I originally thought one of the other admins on RUGC Midwest
disabled mp_forceautoteam.  It turns out that our Windows TF2
server is ignoring this cvar now since the Christmas update and
presenting users with the team selection screen.

My Linux TF2 plugin test server / event server is seeing this same
behavior.

This is what my server console says on both servers:

mp_forceautoteam = 1 ( def. 0 )
game notify replicated
- Automatically assign players to teams when joining.


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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread ics
I'd delete the last message if i could but it appears that i was wrong. 
Map spesific config reverted the value just now which is why made a 
mistake. I'll keep looking into it.


-ics

6.1.2013 14:24, ics kirjoitti:
Mp_forceautoteam 1 doesn't work as it should. Not even without any 
plugins. Players have binded key to pick a team, i assume this is why 
it fails.


Player Unelma joined team BLU
Player Saboteur joined team RED
Player Patsteri joined team BLU
Player Olento joined team RED
Player [HTU] Superfishman joined team RED
Player ICS was automatically assigned to team BLU
Player Scyper was automatically assigned to team BLU
Player RSGEN joined team RED
Player keskiketterä was automatically assigned to team RED

-ics

6.1.2013 2:19, Cc2iscooL kirjoitti:


Have you tested without plugins yet?

On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com 
mailto:rbemr...@gmail.com wrote:


I originally thought one of the other admins on RUGC Midwest
disabled mp_forceautoteam.  It turns out that our Windows TF2
server is ignoring this cvar now since the Christmas update and
presenting users with the team selection screen.

My Linux TF2 plugin test server / event server is seeing this
same behavior.

This is what my server console says on both servers:

mp_forceautoteam = 1 ( def. 0 )
game notify replicated
- Automatically assign players to teams when joining.


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[hlds] Name Tags / Description Tags

2013-01-06 Thread cls
I don't want players to use items that have had their name or description 
changed on my server.
What can I do? Can we get a cvar to turn off display of items' information?___
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Ross Bemrose
Turns out you're right, it is a plugin issue.  Took me a while to narrow 
down which one it was, too.


Having said that, it's a custom plugin only on our server, so it won't 
affect any other servers.


On 1/5/2013 7:19 PM, Cc2iscooL wrote:


Have you tested without plugins yet?

On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com 
mailto:rbemr...@gmail.com wrote:


I originally thought one of the other admins on RUGC Midwest
disabled mp_forceautoteam.  It turns out that our Windows TF2
server is ignoring this cvar now since the Christmas update and
presenting users with the team selection screen.

My Linux TF2 plugin test server / event server is seeing this same
behavior.

This is what my server console says on both servers:

mp_forceautoteam = 1 ( def. 0 )
game notify replicated
- Automatically assign players to teams when joining.


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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Pizza
When you say 'Custom Plugin' do you mean you(or your coder) coded it or is
it available on the plugins sites? If it's publicly available please provide
the name of the plugin to help any other server-ops that may have this same
issue now or in the future.

 

Thanks.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Sunday, January 06, 2013 3:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: mp_forceautoteam no longer working

 

Turns out you're right, it is a plugin issue.  Took me a while to narrow
down which one it was, too.

Having said that, it's a custom plugin only on our server, so it won't
affect any other servers.

On 1/5/2013 7:19 PM, Cc2iscooL wrote:

Have you tested without plugins yet? 

On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com wrote:

I originally thought one of the other admins on RUGC Midwest disabled
mp_forceautoteam.  It turns out that our Windows TF2 server is ignoring this
cvar now since the Christmas update and presenting users with the team
selection screen.

My Linux TF2 plugin test server / event server is seeing this same behavior.

This is what my server console says on both servers:

mp_forceautoteam = 1 ( def. 0 )
game notify replicated
- Automatically assign players to teams when joining.


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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Jeff Sugar
It seems like he already answered that question? It's a custom plugin which
is only on [their] server and won't affect any other servers. If it
were publicly available, it could--and would--apply to other servers.
On Jan 6, 2013 1:08 PM, Pizza pi...@makemeapizza.com wrote:

  When you say ‘Custom Plugin’ do you mean you(or your coder) coded it or
 is it available on the plugins sites? If it’s publicly available please
 provide the name of the plugin to help any other server-ops that may have
 this same issue now or in the future.

 ** **

 Thanks.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose
 *Sent:* Sunday, January 06, 2013 3:19 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

 ** **

 Turns out you're right, it is a plugin issue.  Took me a while to narrow
 down which one it was, too.

 Having said that, it's a custom plugin only on our server, so it won't
 affect any other servers.

 On 1/5/2013 7:19 PM, Cc2iscooL wrote:

 Have you tested without plugins yet? 

 On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com wrote:

 I originally thought one of the other admins on RUGC Midwest disabled
 mp_forceautoteam.  It turns out that our Windows TF2 server is ignoring
 this cvar now since the Christmas update and presenting users with the team
 selection screen.

 My Linux TF2 plugin test server / event server is seeing this same
 behavior.

 This is what my server console says on both servers:

 mp_forceautoteam = 1 ( def. 0 )
 game notify replicated
 - Automatically assign players to teams when joining.


 ___
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Ross Bemrose
It's a custom jukebox plugin that only exists on some of the RUGC 
servers.  It blocks the motd from appearing after a map change... and 
shows the jointeam dialog. It's private because it connects to a private 
music stream API.


It still doesn't explain why my test server that runs arena maps had 
that problem (it doesn't have said plugin), so arena mode may still 
ignore mp_forceautoteams 1 if tf_arena_use_queue 0 is set.


On 1/6/2013 4:32 PM, Pizza wrote:


No, it seems like you assume his meaning. Otherwise why spam this 
mailing list with things that relate to no one else? (rhetorical)


Thanks.



*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jeff Sugar

*Sent:* Sunday, January 06, 2013 4:27 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

It seems like he already answered that question? It's a custom plugin 
which is only on [their] server and won't affect any other 
servers. If it were publicly available, it could--and would--apply to 
other servers.


On Jan 6, 2013 1:08 PM, Pizza pi...@makemeapizza.com 
mailto:pi...@makemeapizza.com wrote:


When you say 'Custom Plugin' do you mean you(or your coder) coded it 
or is it available on the plugins sites? If it's publicly available 
please provide the name of the plugin to help any other server-ops 
that may have this same issue now or in the future.


Thanks.



*From:*hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com 
mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose

*Sent:* Sunday, January 06, 2013 3:19 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

Turns out you're right, it is a plugin issue.  Took me a while to 
narrow down which one it was, too.


Having said that, it's a custom plugin only on our server, so it won't 
affect any other servers.


On 1/5/2013 7:19 PM, Cc2iscooL wrote:


Have you tested without plugins yet?

On Jan 5, 2013 11:31 AM, Ross Bemrose rbemr...@gmail.com 
mailto:rbemr...@gmail.com wrote:


I originally thought one of the other admins on RUGC Midwest disabled 
mp_forceautoteam.  It turns out that our Windows TF2 server is 
ignoring this cvar now since the Christmas update and presenting 
users with the team selection screen.


My Linux TF2 plugin test server / event server is seeing this same 
behavior.


This is what my server console says on both servers:

mp_forceautoteam = 1 ( def. 0 )
game notify replicated
- Automatically assign players to teams when joining.


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[hlds] Built-in voting

2013-01-06 Thread cls
Can we can get detailed logging for the vote system?
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Pizza
Again, and I ask this only rhetorically (meaning, do not reply, only ask
yourself in your head). WHY SPAM THIS MAILING LIST WITH THINGS THAT RELATE
TO NO ONE ELSE?

 

People that actually run real world gaming servers. Do not need or
appreciate tangential and un-pertinent information.

 

As for the personal spam from: 

Albert Davis, Dominik Friedrichs and Jeff Suger. 

 

Do not waste your time spamming my personal email address you have all been
added to the junk mail list. You can all talk about it together at your next
Chanukah Party.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Sunday, January 06, 2013 4:46 PM
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: mp_forceautoteam no longer working

 

He said only on thier server, won't affect others, pretty clear if you ask
me. 



On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:

On 2013/01/06 22:32, Pizza wrote:

No, it seems like you assume his meaning. Otherwise why spam this
mailing list with things that relate to no one else? (rhetorical)

 

For what its worth: After reading it the second time, I too understand it in
Jeffs way :P




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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Essay Tew Phaun
When he posted about his problem he didn't know what was causing the issue
so there was no way to know when he asked the question that it was due to
his custom plugin and therefore would relate nor affect anyone else.
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Jeff Sugar
Maybe if you didn't initiate private conversations with us via instigatory
emails such as please dont spam the thread with tangents. Don’t be
dumbass, dumbass, you wouldn't receive personal spam (aka replies). If
that's what you send in response to someone *answering a question you
asked*, I wouldn't want to see what happened if someone actually did
something wrong.

Between the instigatory comments, inflammatory statements, and rhetorical
questions, you send far more tangential emails than anyone you flame. I
avoided responding to your other message in hopes of avoiding a situation
where you'd reply again, but as you seem to do so regardless of how others
react.

Just let the thread get back on track. Don't bother sending me another
inflammatory private email, or trying to flamebait me here. I've said my
piece, and I'm done dealing with you.
On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

  Again, and I ask this only rhetorically (meaning, do not reply, only ask
 yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT RELATE
 TO NO ONE ELSE?”

 ** **

 People that actually run real world gaming servers… Do not need or
 appreciate tangential and un-pertinent information.

 ** **

 As for the personal spam from: 

 Albert Davis, Dominik Friedrichs and Jeff Suger. 

 ** **

 Do not waste your time spamming my personal email address you have all
 been added to the junk mail list. You can all talk about it together at
 your next Chanukah Party.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Sunday, January 06, 2013 4:46 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

 ** **

 He said only on thier server, won't affect others, pretty clear if you ask
 me.

 

 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:*
 ***

 On 2013/01/06 22:32, Pizza wrote:

 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)

 ** **

 For what its worth: After reading it the second time, I too understand it
 in Jeffs way :P




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 ** **

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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Exactly Jeff...

On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Maybe if you didn't initiate private conversations with us via instigatory
 emails such as please dont spam the thread with tangents. Don’t be
 dumbass, dumbass, you wouldn't receive personal spam (aka replies). If
 that's what you send in response to someone *answering a question you
 asked*, I wouldn't want to see what happened if someone actually did
 something wrong.

 Between the instigatory comments, inflammatory statements, and rhetorical
 questions, you send far more tangential emails than anyone you flame. I
 avoided responding to your other message in hopes of avoiding a situation
 where you'd reply again, but as you seem to do so regardless of how others
 react.

 Just let the thread get back on track. Don't bother sending me another
 inflammatory private email, or trying to flamebait me here. I've said my
 piece, and I'm done dealing with you.
  On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

  Again, and I ask this only rhetorically (meaning, do not reply, only
 ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
 RELATE TO NO ONE ELSE?”

 ** **

 People that actually run real world gaming servers… Do not need or
 appreciate tangential and un-pertinent information.

 ** **

 As for the personal spam from: 

 Albert Davis, Dominik Friedrichs and Jeff Suger. 

 ** **

 Do not waste your time spamming my personal email address you have all
 been added to the junk mail list. You can all talk about it together at
 your next Chanukah Party.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Sunday, January 06, 2013 4:46 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

 ** **

 He said only on thier server, won't affect others, pretty clear if you
 ask me.

 

 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:
 

 On 2013/01/06 22:32, Pizza wrote:

 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)

 ** **

 For what its worth: After reading it the second time, I too understand it
 in Jeffs way :P




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 ** **

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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Also, WE aren't spamming YOUR email, you are in a MAILING LIST. Got it? If
you don't LIKE it, unsubscribe. It's that simple.

On Sun, Jan 6, 2013 at 5:21 PM, Albert Davis davis.alb...@gmail.com wrote:

 Not quite sure who think dude thinks he is...

 On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis davis.alb...@gmail.comwrote:

 Exactly Jeff...

 On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Maybe if you didn't initiate private conversations with us via
 instigatory emails such as please dont spam the thread with tangents.
 Don’t be dumbass, dumbass, you wouldn't receive personal spam (aka
 replies). If that's what you send in response to someone *answering a
 question you asked*, I wouldn't want to see what happened if someone
 actually did something wrong.

 Between the instigatory comments, inflammatory statements, and
 rhetorical questions, you send far more tangential emails than anyone you
 flame. I avoided responding to your other message in hopes of avoiding a
 situation where you'd reply again, but as you seem to do so regardless of
 how others react.

 Just let the thread get back on track. Don't bother sending me another
 inflammatory private email, or trying to flamebait me here. I've said my
 piece, and I'm done dealing with you.
  On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

  Again, and I ask this only rhetorically (meaning, do not reply, only
 ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
 RELATE TO NO ONE ELSE?”

 ** **

 People that actually run real world gaming servers… Do not need or
 appreciate tangential and un-pertinent information.

 ** **

 As for the personal spam from: 

 Albert Davis, Dominik Friedrichs and Jeff Suger. 

 ** **

 Do not waste your time spamming my personal email address you have all
 been added to the junk mail list. You can all talk about it together at
 your next Chanukah Party.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Sunday, January 06, 2013 4:46 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

 ** **

 He said only on thier server, won't affect others, pretty clear if you
 ask me.

 

 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org
 wrote:

 On 2013/01/06 22:32, Pizza wrote:

 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)

 ** **

 For what its worth: After reading it the second time, I too understand
 it in Jeffs way :P




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 ** **

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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Ryan Becerra
Is there a way to unsubscribe from this list? The hlds website doesn't work 
anymore..

On Jan 6, 2013, at 4:21 PM, Albert Davis davis.alb...@gmail.com wrote:

 Not quite sure who think dude thinks he is... 
 
 On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis davis.alb...@gmail.com wrote:
 Exactly Jeff... 
 
 On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 Maybe if you didn't initiate private conversations with us via instigatory 
 emails such as please dont spam the thread with tangents. Don’t be 
 dumbass, dumbass, you wouldn't receive personal spam (aka replies). If 
 that's what you send in response to someone *answering a question you 
 asked*, I wouldn't want to see what happened if someone actually did 
 something wrong.
 
 Between the instigatory comments, inflammatory statements, and rhetorical 
 questions, you send far more tangential emails than anyone you flame. I 
 avoided responding to your other message in hopes of avoiding a situation 
 where you'd reply again, but as you seem to do so regardless of how others 
 react.
 
 Just let the thread get back on track. Don't bother sending me another 
 inflammatory private email, or trying to flamebait me here. I've said my 
 piece, and I'm done dealing with you.
 
 On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:
 Again, and I ask this only rhetorically (meaning, do not reply, only ask 
 yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT 
 RELATE TO NO ONE ELSE?”
 
  
 
 People that actually run real world gaming servers… Do not need or 
 appreciate tangential and un-pertinent information.
 
  
 
 As for the personal spam from:
 
 Albert Davis, Dominik Friedrichs and Jeff Suger.
 
  
 
 Do not waste your time spamming my personal email address you have all 
 been added to the junk mail list. You can all talk about it together at 
 your next Chanukah Party.
 
  
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
 Sent: Sunday, January 06, 2013 4:46 PM
 To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: mp_forceautoteam no longer working
 
  
 
 He said only on thier server, won't affect others, pretty clear if you ask 
 me. 
 
 
 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:
 
 On 2013/01/06 22:32, Pizza wrote:
 
 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)
 
  
 
 For what its worth: After reading it the second time, I too understand it 
 in Jeffs way :P
 
 
 
 
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Pizza
Get a life little kid.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Sunday, January 06, 2013 5:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: mp_forceautoteam no longer working

 

Maybe if you didn't initiate private conversations with us via instigatory
emails such as please dont spam the thread with tangents. Don't be dumbass,
dumbass, you wouldn't receive personal spam (aka replies). If that's what
you send in response to someone *answering a question you asked*, I wouldn't
want to see what happened if someone actually did something wrong.

Between the instigatory comments, inflammatory statements, and rhetorical
questions, you send far more tangential emails than anyone you flame. I
avoided responding to your other message in hopes of avoiding a situation
where you'd reply again, but as you seem to do so regardless of how others
react.

Just let the thread get back on track. Don't bother sending me another
inflammatory private email, or trying to flamebait me here. I've said my
piece, and I'm done dealing with you.

On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

Again, and I ask this only rhetorically (meaning, do not reply, only ask
yourself in your head). WHY SPAM THIS MAILING LIST WITH THINGS THAT RELATE
TO NO ONE ELSE?

 

People that actually run real world gaming servers. Do not need or
appreciate tangential and un-pertinent information.

 

As for the personal spam from: 

Albert Davis, Dominik Friedrichs and Jeff Suger. 

 

Do not waste your time spamming my personal email address you have all been
added to the junk mail list. You can all talk about it together at your next
Chanukah Party.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Sunday, January 06, 2013 4:46 PM
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2: mp_forceautoteam no longer working

 

He said only on thier server, won't affect others, pretty clear if you ask
me. 

On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:

On 2013/01/06 22:32, Pizza wrote:

No, it seems like you assume his meaning. Otherwise why spam this
mailing list with things that relate to no one else? (rhetorical)

 

For what its worth: After reading it the second time, I too understand it in
Jeffs way :P




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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Jeff, the original post I made here, was the ONLY post I made, I never
messaged him directly so not quit sure what his problem is.

On Sun, Jan 6, 2013 at 5:22 PM, Albert Davis davis.alb...@gmail.com wrote:

 Also, WE aren't spamming YOUR email, you are in a MAILING LIST. Got it? If
 you don't LIKE it, unsubscribe. It's that simple.

 On Sun, Jan 6, 2013 at 5:21 PM, Albert Davis davis.alb...@gmail.comwrote:

 Not quite sure who think dude thinks he is...

 On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis davis.alb...@gmail.comwrote:

 Exactly Jeff...

 On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Maybe if you didn't initiate private conversations with us via
 instigatory emails such as please dont spam the thread with tangents.
 Don’t be dumbass, dumbass, you wouldn't receive personal spam (aka
 replies). If that's what you send in response to someone *answering a
 question you asked*, I wouldn't want to see what happened if someone
 actually did something wrong.

 Between the instigatory comments, inflammatory statements, and
 rhetorical questions, you send far more tangential emails than anyone you
 flame. I avoided responding to your other message in hopes of avoiding a
 situation where you'd reply again, but as you seem to do so regardless of
 how others react.

 Just let the thread get back on track. Don't bother sending me another
 inflammatory private email, or trying to flamebait me here. I've said my
 piece, and I'm done dealing with you.
  On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

  Again, and I ask this only rhetorically (meaning, do not reply, only
 ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
 RELATE TO NO ONE ELSE?”

 ** **

 People that actually run real world gaming servers… Do not need or
 appreciate tangential and un-pertinent information.

 ** **

 As for the personal spam from: 

 Albert Davis, Dominik Friedrichs and Jeff Suger. 

 ** **

 Do not waste your time spamming my personal email address you have all
 been added to the junk mail list. You can all talk about it together at
 your next Chanukah Party.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Sunday, January 06, 2013 4:46 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

 ** **

 He said only on thier server, won't affect others, pretty clear if you
 ask me.

 

 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org
 wrote:

 On 2013/01/06 22:32, Pizza wrote:

 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)

 ** **

 For what its worth: After reading it the second time, I too understand
 it in Jeffs way :P




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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
YOU are acting like the little KID... wow. ..

On Sun, Jan 6, 2013 at 5:24 PM, Pizza pi...@makemeapizza.com wrote:

  Get a life little kid.

 ** **
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jeff Sugar
 *Sent:* Sunday, January 06, 2013 5:18 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
 

  ** **

 Maybe if you didn't initiate private conversations with us via instigatory
 emails such as please dont spam the thread with tangents. Don’t be
 dumbass, dumbass, you wouldn't receive personal spam (aka replies). If
 that's what you send in response to someone *answering a question you
 asked*, I wouldn't want to see what happened if someone actually did
 something wrong.

 Between the instigatory comments, inflammatory statements, and rhetorical
 questions, you send far more tangential emails than anyone you flame. I
 avoided responding to your other message in hopes of avoiding a situation
 where you'd reply again, but as you seem to do so regardless of how others
 react.

 Just let the thread get back on track. Don't bother sending me another
 inflammatory private email, or trying to flamebait me here. I've said my
 piece, and I'm done dealing with you.

 On Jan 6, 2013 2:07 PM, Pizza pi...@makemeapizza.com wrote:

 Again, and I ask this only rhetorically (meaning, do not reply, only ask
 yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT RELATE
 TO NO ONE ELSE?”

  

 People that actually run real world gaming servers… Do not need or
 appreciate tangential and un-pertinent information.

  

 As for the personal spam from: 

 Albert Davis, Dominik Friedrichs and Jeff Suger. 

  

 Do not waste your time spamming my personal email address you have all
 been added to the junk mail list. You can all talk about it together at
 your next Chanukah Party.

  
  --

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
 *Sent:* Sunday, January 06, 2013 4:46 PM
 *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working

  

 He said only on thier server, won't affect others, pretty clear if you ask
 me. 

 On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs d...@forlix.org wrote:*
 ***

 On 2013/01/06 22:32, Pizza wrote:

 No, it seems like you assume his meaning. Otherwise why spam this
 mailing list with things that relate to no one else? (rhetorical)

  

 For what its worth: After reading it the second time, I too understand it
 in Jeffs way :P




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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Doctor McKay
As far as I know, this is not possible.

Dr. McKay
http://www.doctormckay.com


From: cls 
Sent: Sunday, January 06, 2013 8:56 AM
To: hlds@list.valvesoftware.com 
Subject: [hlds] Name Tags / Description Tags

I don't want players to use items that have had their name or description 
changed on my server.
What can I do? Can we get a cvar to turn off display of items' information?




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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread cmunroe

Tf2items?


On , Doctor McKay wrote:

As far as I know, this is not possible.

Dr. McKay
http://www.doctormckay.com [1]

FROM: cls
SENT: Sunday, January 06, 2013 8:56 AM
TO: hlds@list.valvesoftware.com
SUBJECT: [hlds] Name Tags / Description Tags

I don't want players to use items that have had their name or
description changed on my server.
What can I do? Can we get a cvar to turn off display of items' 
information?


-
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Links:
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[1] http://www.doctormckay.com

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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Ross Bemrose
The current version of TF2Items doesn't give you the attributes an item 
already has.


I've been tempted to see if I could add that feature to it, but Asher 
mentioned at one point that he was going to rewrite TF2Items at some point.


On 1/6/2013 5:34 PM, cmun...@cameronmunroe.com wrote:

Tf2items?


On , Doctor McKay wrote:

As far as I know, this is not possible.

Dr. McKay
http://www.doctormckay.com [1]

FROM: cls
SENT: Sunday, January 06, 2013 8:56 AM
TO: hlds@list.valvesoftware.com
SUBJECT: [hlds] Name Tags / Description Tags

I don't want players to use items that have had their name or
description changed on my server.
What can I do? Can we get a cvar to turn off display of items' 
information?


-
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Links:
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[1] http://www.doctormckay.com

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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Asher Baker
On Sun, Jan 6, 2013 at 10:44 PM, Ross Bemrose rbemr...@gmail.com wrote:
 The current version of TF2Items doesn't give you the attributes an item
 already has.

Name and description aren't attributes, they're loaded directly from
the SO cache by the client, you can't change anything related to them
from the server.

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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread Doctor McKay
When did anyone mention ten servers? We’re only talking about one here.

Even so, you most certainly don’t need 5-10 TB for ten 32-player servers. I 
work with someone who is running 4 32-slot servers (with fairly high rates), 
and only uses ~705 GB monthly. So you’ll need about 2 TB per 10 servers.

Dr. McKay
http://www.doctormckay.com


From: HLDS Digest 
Sent: Saturday, January 05, 2013 11:41 AM
To: hlds@list.valvesoftware.com 
Subject: [hlds] Monthly bandwidth usage

5-10TB needed (you need 10 if your servers are filling you will be pushing 
roughly 189GB a day per each 10 32 person servers) 



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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread E. Olsen
That is probably true if you don't plan to enable replays via FTP - but I
run 21 servers with replay, and routinely see 12-14TB's of bandwidth usage
per month.

On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com wrote:

   When did anyone mention ten servers? We’re only talking about one here.

 Even so, you most certainly don’t need 5-10 TB for ten 32-player servers.
 I work with someone who is running 4 32-slot servers (with fairly high
 rates), and only uses ~705 GB monthly. So you’ll need about 2 TB per 10
 servers.

 Dr. McKay
 http://www.doctormckay.com


  *From:* HLDS Digest h...@wonkagaming.com
 *Sent:* Saturday, January 05, 2013 11:41 AM
 *To:* hlds@list.valvesoftware.com
 *Subject:* [hlds] Monthly bandwidth usage

 5-10TB needed (you need 10 if your servers are filling you will be pushing
 roughly 189GB a day per each 10 32 person servers)

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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread Essay Tew Phaun
I don't think replays are enabled by default, are they? I figure the most
accurate representation should be that of the default settings. It's like
saying I could suck up 20 TB of bandwidth running a custom maps server with
tons of maps. Of course users will have to account for extra bandwidth they
intend to use.

On Sun, Jan 6, 2013 at 7:43 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That is probably true if you don't plan to enable replays via FTP - but I
 run 21 servers with replay, and routinely see 12-14TB's of bandwidth usage
 per month.


 On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.comwrote:

   When did anyone mention ten servers? We’re only talking about one here.

 Even so, you most certainly don’t need 5-10 TB for ten 32-player servers.
 I work with someone who is running 4 32-slot servers (with fairly high
 rates), and only uses ~705 GB monthly. So you’ll need about 2 TB per 10
 servers.

 Dr. McKay
 http://www.doctormckay.com


  *From:* HLDS Digest h...@wonkagaming.com
 *Sent:* Saturday, January 05, 2013 11:41 AM
 *To:* hlds@list.valvesoftware.com
 *Subject:* [hlds] Monthly bandwidth usage

 5-10TB needed (you need 10 if your servers are filling you will be
 pushing roughly 189GB a day per each 10 32 person servers)

 --
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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread Yun Huang Yong

My 24p servers:
  sv_minrate 3
  sv_minupdaterate 20
  sv_maxrate 8
  sv_maxupdaterate 66
  replays disabled

I picked the min[update]rates based on settings I think are sensible and 
reasonable for my (Australian) player base.


Average around 160kB/s when full.
Min bandwidth 80kbps, max ~500kbps.

160kB/s x 3600 seconds/hour x 12 hours/day x 30 days/month
  = 200GB/mo/server

Full 15 hours/day =~ 260GB/mo.

In practice for 2 servers which are on average full about 12-15 
hours/day they use combined 550GB/month.


I tend to budget 350GB/mo per 24p server because I don't want to go 
over, and I don't want to waste time fiddling with rate limits for the 
sake of a few $/mo.


Despite earlier assertions regarding gameME it's not a significant 
contributor.  Logging barely uses 500MB/month if that.  All gameME does 
is use the UDP logger to export your log files (so you can look at your 
log file size for a rough idea), and then uses a bunch of RCON commands 
to do its announcements.  Even if you assumed gameME put an announcement 
for every single log line you might xfer double your log data size.  All 
up, less than 1% vs your player traffic.


On 7/01/2013 1:19 PM, Essay Tew Phaun wrote:

I don't think replays are enabled by default, are they? I figure the
most accurate representation should be that of the default settings.
It's like saying I could suck up 20 TB of bandwidth running a custom
maps server with tons of maps. Of course users will have to account for
extra bandwidth they intend to use.

On Sun, Jan 6, 2013 at 7:43 PM, E. Olsen ceo.eol...@gmail.com
mailto:ceo.eol...@gmail.com wrote:

That is probably true if you don't plan to enable replays via FTP -
but I run 21 servers with replay, and routinely see 12-14TB's of
bandwidth usage per month.


On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com
mailto:li...@doctormckay.com wrote:

When did anyone mention ten servers? We’re only talking about
one here.
Even so, you most certainly don’t need 5-10 TB for ten 32-player
servers. I work with someone who is running 4 32-slot servers
(with fairly high rates), and only uses ~705 GB monthly. So
you’ll need about 2 TB per 10 servers.
Dr. McKay
http://www.doctormckay.com
*From:* HLDS Digest mailto:h...@wonkagaming.com
*Sent:* Saturday, January 05, 2013 11:41 AM
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Subject:* [hlds] Monthly bandwidth usage
5-10TB needed (you need 10 if your servers are filling you will
be pushing roughly 189GB a day per each 10 32 person servers)


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Re: [hlds] Monthly bandwidth usage

2013-01-06 Thread Bryce Quilley
Average around 160kB/s when full.

^ Double that.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yun Huang Yong
Sent: Monday, 7 January 2013 1:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Monthly bandwidth usage

My 24p servers:
   sv_minrate 3
   sv_minupdaterate 20
   sv_maxrate 8
   sv_maxupdaterate 66
   replays disabled

I picked the min[update]rates based on settings I think are sensible and
reasonable for my (Australian) player base.

Average around 160kB/s when full.
Min bandwidth 80kbps, max ~500kbps.

160kB/s x 3600 seconds/hour x 12 hours/day x 30 days/month
   = 200GB/mo/server

Full 15 hours/day =~ 260GB/mo.

In practice for 2 servers which are on average full about 12-15 hours/day
they use combined 550GB/month.

I tend to budget 350GB/mo per 24p server because I don't want to go over,
and I don't want to waste time fiddling with rate limits for the sake of a
few $/mo.

Despite earlier assertions regarding gameME it's not a significant
contributor.  Logging barely uses 500MB/month if that.  All gameME does is
use the UDP logger to export your log files (so you can look at your log
file size for a rough idea), and then uses a bunch of RCON commands to do
its announcements.  Even if you assumed gameME put an announcement for
every single log line you might xfer double your log data size.  All up,
less than 1% vs your player traffic.

On 7/01/2013 1:19 PM, Essay Tew Phaun wrote:
 I don't think replays are enabled by default, are they? I figure the
 most accurate representation should be that of the default settings.
 It's like saying I could suck up 20 TB of bandwidth running a custom
 maps server with tons of maps. Of course users will have to account
 for extra bandwidth they intend to use.

 On Sun, Jan 6, 2013 at 7:43 PM, E. Olsen ceo.eol...@gmail.com
 mailto:ceo.eol...@gmail.com wrote:

 That is probably true if you don't plan to enable replays via FTP -
 but I run 21 servers with replay, and routinely see 12-14TB's of
 bandwidth usage per month.


 On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com
 mailto:li...@doctormckay.com wrote:

 When did anyone mention ten servers? We're only talking about
 one here.
 Even so, you most certainly don't need 5-10 TB for ten 32-player
 servers. I work with someone who is running 4 32-slot servers
 (with fairly high rates), and only uses ~705 GB monthly. So
 you'll need about 2 TB per 10 servers.
 Dr. McKay
 http://www.doctormckay.com
 *From:* HLDS Digest mailto:h...@wonkagaming.com
 *Sent:* Saturday, January 05, 2013 11:41 AM
 *To:* hlds@list.valvesoftware.com
 mailto:hlds@list.valvesoftware.com
 *Subject:* [hlds] Monthly bandwidth usage
 5-10TB needed (you need 10 if your servers are filling you will
 be pushing roughly 189GB a day per each 10 32 person servers)



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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread Spencer 'Voogru' MacDonald
This can be accomplished by removing the attribute from the items as they’re 
spawning. You’ll need something exotic though like tf2items with some 
modifications.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, January 06, 2013 5:38 PM
To: cls; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Name Tags / Description Tags

 

As far as I know, this is not possible.

 

Dr. McKay

http://www.doctormckay.com

 

 

From: cls mailto:mega9900-...@yahoo.com  

Sent: Sunday, January 06, 2013 8:56 AM

To: hlds@list.valvesoftware.com 

Subject: [hlds] Name Tags / Description Tags

 

I don't want players to use items that have had their name or description 
changed on my server.
What can I do? Can we get a cvar to turn off display of items' information?

  _  

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Re: [hlds] Name Tags / Description Tags

2013-01-06 Thread David Unreal
The only thing I think would be possible is to make a plugin check the
weapons you have on the event of a weapons load out, then use tf2items to
give you that same item. That way the player still has their weapon but it
will be a regular unique one. Might be a little too intense though :P
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