Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Paul
Hooray! One step in the right direction indeed. Now to consider the other
suggested changes in relation to Quickplay please :) (particularly that
modified screenshot with the main menu UI changed to offer choices of what
type of server to join via quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:

  If you SUICIDE, it's not supposed to retain the charge from your current
 death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would store 0%.  Then
 again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net wrote:

 OMG! OMG!!

  They listened to you guys! OMFG!

  - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture quality to resolve
 random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless the
 player commits suicide
 - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
 - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg,
 and Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga
 Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after
 picking up a new Knife
 - Fixed newly created items not becoming Strange quality, despite
 receiving the ability to track kills. Existing items in this state will not
 be retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or
 listed on the Steam Community Market. Affected items have been reverted to
 their original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and Chemistry
 Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
 - Fixed issues related to picking up dropped weapons while zoomed in
 with a Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than normal
 - Fixed dropped energy weapons not being able to fire after being picked
 up
 - Fixed some weapons not displaying their charge meters after being
 picked up
 - Fixed the box used in the Box Trot taunt sometimes being the wrong
 color
 - Steam Community Market
 - Fixed skinned items appearing as Decorated Item
 - Items that are temporarily un-tradable can now properly be
 listed on the market






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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Matthias InstantMuffin Kollek
There's still some decent community servers out there. Just have to look 
for these nuggets.


On 04.07.2015 16:37, AJ DeTorrice wrote:


I actually really dislike that valve decided to remove their servers 
from the server browser. Nine times out of ten, I don't want to play 
your terrible 24/7 server with class limits. There definitely needs to 
be a toggle to include valve servers in the server browser. IMO, 
quickplay takes too long to find a server to be useful.



On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:


Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the mouse to select enemy players on the
scoreboard no longer improperly reveals their class
- Fixed players dropping multiple instances of the
same weapon at once
- Fixed unintended changes to rocket and other
explosive jumping behavior
- Fixed dropped weapons occasionally using an
incorrect skin
- Fixed an issue that was causing the particle
effects on Unusual hats to sometimes draw in
first-person for the owner, or not draw at all to others
- Fixed an issue that prevented Huntsman arrows from
damaging enemy Engineer buildings
- Fixed weapons with attached models (e.g. Festive
weapons, Kritzkrieg, and Botkillers) not rendering
their attachments
- Fixed spies that have picked up a dropped Your
Eternal Reward or Wanga Prick being able to manually
disguise
- Fixed Spy sometimes not being able to use the
Disguise Kit after picking up a new Knife
- Fixed newly created items not becoming Strange
quality, despite receiving the ability to track
kills. Existing items in this state will not be
retroactively fixed.

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Kevin C

You are just finding every reason to call this change bad.

With the thousands of valve servers flooding the list, and now flooding 
the Show Servers option, the chances you joining a server you just 
left are slim. Even if this option wasn't changed, the history tab would 
still be broken, and you would still be wading through the thousands of 
servers in the browser to find that one you just left.


What's the problem with finding a good gaming community, meeting new 
people, making friends, and having fun with people you know when you play?


On 7/4/2015 12:09 PM, Dominik Friedrichs wrote:
I never bothered to add them to favorites. I simply used the history 
tab to pick a Valve server with the map of choice. Now my history tab 
is empty and while I can use Quickplay/Show servers to pick a certain 
map, I cant right click there to View server info in order to find 
out if thats the server I just left for whatever repelling reason. 
Guess it will be trial and error from now on - oh the progress...


Honestly when I read the suggestion a few days ago I was weighing in 
safety that Valve would never implement it.


On 2015/07/04 17:07, ics wrote:

You had over 2 years of time to find a Valve server and add that to
favorites. How many do you have in favorites? Look in the mirror if you
have 0 or cant find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers
from the server browser. Nine times out of ten, I don't want to play
your terrible 24/7 server with class limits. There definitely needs to
be a toggle to include valve servers in the server browser. IMO,
quickplay takes too long to find a server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death. That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%. Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the mouse to select enemy players on the
scoreboard no longer improperly reveals their class
- Fixed players dropping multiple instances of the
same weapon at once
- Fixed unintended changes to rocket and other
explosive jumping behavior
- Fixed dropped weapons occasionally using an
incorrect skin
- Fixed an issue that was causing the particle
effects on Unusual hats to sometimes draw in
first-person for the owner, or not draw at all to others
- Fixed an issue that prevented Huntsman arrows from
damaging enemy Engineer buildings
- Fixed weapons with attached models (e.g. Festive
weapons, Kritzkrieg, and Botkillers) not rendering
their attachments
- Fixed spies that have picked up a dropped Your
Eternal Reward or Wanga Prick being able to manually
disguise
- Fixed Spy sometimes not being able to use the

[hlds] Optional TF2 update released

2015-07-04 Thread Eric Smith
We've released an optional update for TF2 that fixes an exploit with players 
taunting and then dying on the final control point of payload maps. You do not 
need this update unless you are experiencing this problem. The update notes are 
below. The new version number is 2863781.

-Eric

---

- Fixed an exploit related to taunting and then dying on the final control 
point of payload maps
- Fixed a bug that was creating Specialized Killstreak Kits that could be 
applied to any item
- Fixed items that are removed from the Steam Community Market having the trade 
restriction removed
- Temporarily reverted Valve official quickplay and matchmaking servers not 
being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Ryan Durkee
i think just adding a tick mark that is off by default would be the best
course of action for the server browser to show valve servers.

That way people who want to see them can, but the rest of us can find
community servers much easier.

On Sat, Jul 4, 2015 at 4:28 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released an optional update for TF2 that fixes an exploit with
 players taunting and then dying on the final control point of payload maps.
 You do not need this update unless you are experiencing this problem. The
 update notes are below. The new version number is 2863781.

 -Eric

 ---

 - Fixed an exploit related to taunting and then dying on the final control
 point of payload maps
 - Fixed a bug that was creating Specialized Killstreak Kits that could be
 applied to any item
 - Fixed items that are removed from the Steam Community Market having the
 trade restriction removed
 - Temporarily reverted Valve official quickplay and matchmaking servers
 not being listed in the server browser while we look into this further

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 please visit:
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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Matthias InstantMuffin Kollek
Endless waves of communities explaining how quickplay (and other changes 
ofc) destroys communities, nothing happens.
Two people on the mailing list moan about valve servers being excluded 
from the list, instantfix. GJ


On 04.07.2015 23:32, Kevin C wrote:

You have got to be kidding me.

http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

On 7/4/2015 5:28 PM, Eric Smith wrote:
- Temporarily reverted Valve official quickplay and matchmaking 
servers not being listed in the server browser while we look into 
this further


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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Phillip Vector
Would you say the same thing if the situation was reversed and they took
away the community servers?

No. I didn't think so.

On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers from
 the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com mailto:
 ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%.  Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their attachments
 - Fixed spies that have picked up a dropped Your
 Eternal Reward or Wanga Prick being able to manually
 disguise
 - Fixed Spy 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread ics
Thing is, some people here on this list don't even run servers. They 
just want to say out their opinions about everything. When something 
doesn't suit for their needs, they post and complain. It's internet.


-ics

HD kirjoitti:


You have to understand that again ICS is right, you had 2 years to 
find a few good Valve servers. Community owners/servers have suffered 
the loss of players for years now. Here we have a step in the right 
direction to making it right and of course we will have a few like 
yourself “clients” arguing that point cause they dislike community run 
servers. You may as well admit it, we all know.  The situation isn’t 
reversed..  so no sense in trying to flip it when this is how it is.


Again this is a small step and the community here will continue to 
push for more steps so may as well spend your time searching for some 
nice Valve servers rather than arguing here about this small change as 
more are coming if we can help it.


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

*Sent:* Saturday, July 04, 2015 11:11 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory TF2 update released

Would you say the same thing if the situation was reversed and they 
took away the community servers?


No. I didn't think so.

On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net 
mailto:i...@ics-base.net wrote:


You had over 2 years of time to find a Valve server and add that to 
favorites. How many do you have in favorites? Look in the mirror if 
you have 0 or cant find any.


-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers 
from the server browser. Nine times out of ten, I don't want to play 
your terrible 24/7 server with class limits. There definitely needs to 
be a toggle to include valve servers in the server browser. IMO, 
quickplay takes too long to find a server to be useful.



On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com 
mailto:ubyu@gmail.com mailto:ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:


Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com 
mailto:rbemr...@gmail.com

mailto:rbemr...@gmail.com mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net 
mailto:supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:


OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com mailto:er...@valvesoftware.com

mailto:er...@valvesoftware.com 
mailto:er...@valvesoftware.com wrote:


We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Andreas Grimm
I would just toggle the default Quickplay option for „Gameserver host“ from 
„Official server“ to „Any server“.

 

1.   Communities would be able to get quickplay traffic again



2.   People who complained about the bad gaming experience still have their 
„valve only“ button as requested in the past



Don’t forget, that Valve released their new quickplay rules (no ads, no 
gameplay changing plugins, no pay to win) together with the new „Official 
server“ option.

Changing it to „Any server“ as default woudlnt result in a bad experience 
again, because the „new“ rules are still active. (If Valve is still banning 
servers which abuse quickplay)

 

But this isn’t possible anymore due to the new contract system – usual 
quickplay players with contracts woudlnt be able to solve them then.

 

Better I go back into the sun ...

 

Andreas

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Saturday, July 04, 2015 5:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

 

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 communities that are still 
passionate about making the game better. I would love to see the overall User 
Interface augmented with something like this:

 

http://i.imgur.com/tAmWXj6.png

 

That would preserve player choice/convenience with the quickplay system, yet 
give the game's diversity more exposure in the bargain.

 

On Sat, Jul 4, 2015 at 11:22 AM, HD ad...@gamerscrib.net wrote:

You have to understand that again ICS is right, you had 2 years to find a few 
good Valve servers. Community owners/servers have suffered the loss of players 
for years now. Here we have a step in the right direction to making it right 
and of course we will have a few like yourself “clients” arguing that point 
cause they dislike community run servers. You may as well admit it, we all 
know.  The situation isn’t reversed..  so no sense in trying to flip it when 
this is how it is.

 

Again this is a small step and the community here will continue to push for 
more steps so may as well spend your time searching for some nice Valve servers 
rather than arguing here about this small change as more are coming if we can 
help it.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Vector
Sent: Saturday, July 04, 2015 11:11 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

 

Would you say the same thing if the situation was reversed and they took away 
the community servers?

 

No. I didn't think so.

 

On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

You had over 2 years of time to find a Valve server and add that to favorites. 
How many do you have in favorites? Look in the mirror if you have 0 or cant 
find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers from the 
server browser. Nine times out of ten, I don't want to play your terrible 24/7 
server with class limits. There definitely needs to be a toggle to include 
valve servers in the server browser. IMO, quickplay takes too long to find a 
server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide 

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 get entries that are obsolete (trying to connect to them
 does not work).


I think this is due to how the system works (querying servers in realtime,
I believe). It was much, much faster a few years ago before Valve added
thousands of their own server to it, which leads me to believe those
servers are still being parsed, just not shown (which is certainly not
ideal in terms of speed).

I've actually thought there was always a better way to do that. Why not
have every server send an info packet to a central database every 30-60
seconds or so, and have the server browser draw all the info from that
database instead? The only issue, I believe, would be displaying local ping
values for each player, but I'm sure that could be worked out (perhaps, for
the purpose of the browser, replace ping with and actual region/location,
and allow the player to sort closest server to farthest, etc.)?

At any rate - if there were some way for them to draw the info from a
static database instead of querying thousands of servers, I think it would
both speed things up, and save alot of overhead.


On Sat, Jul 4, 2015 at 1:36 PM, Dominik Friedrichs d...@forlix.org wrote:

 Thanks to 1nsane, I guess that feature invalidates my point.

 I have to disagree regarding the thousands of servers Kevin mentioned
 though. Once you filter for a specific map and decent latency, especially
 at awkward times of day, it usually comes down to 3 or less Valve servers
 for me.

 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 get entries that are obsolete (trying to connect to them
 does not work).

 Regarding finding a gaming community and whatnot... I just cant be
 bothered - I want to launch the game and play, thats it.

 On 2015/07/04 18:14, Kevin C wrote:

 You are just finding every reason to call this change bad.

 With the thousands of valve servers flooding the list, and now flooding
 the Show Servers option, the chances you joining a server you just
 left are slim. Even if this option wasn't changed, the history tab would
 still be broken, and you would still be wading through the thousands of
 servers in the browser to find that one you just left.

 What's the problem with finding a good gaming community, meeting new
 people, making friends, and having fun with people you know when you play?


 On 7/4/2015 12:09 PM, Dominik Friedrichs wrote:

 I never bothered to add them to favorites. I simply used the history
 tab to pick a Valve server with the map of choice. Now my history tab
 is empty and while I can use Quickplay/Show servers to pick a certain
 map, I cant right click there to View server info in order to find
 out if thats the server I just left for whatever repelling reason.
 Guess it will be trial and error from now on - oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing in
 safety that Valve would never implement it.

 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play
 your terrible 24/7 server with class limits. There definitely needs to
 be a toggle to include valve servers in the server browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Alexander Corn
It was good start though. I'm sure that them looking into this further
will go nowhere, if the past is anything to go by.

On Sat, Jul 4, 2015 at 5:44 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other changes
 ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking servers
 not being listed in the server browser while we look into this further

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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Phillip Vector
Same here. I enjoyed going to Valve servers and now, there is only the
quickplay option available which takes forever.

On Sat, Jul 4, 2015 at 7:37 AM, AJ DeTorrice 
thatcompanythatownsyourcomp...@gmail.com wrote:

 I actually really dislike that valve decided to remove their servers from
 the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.

 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider the other
 suggested changes in relation to Quickplay please :) (particularly that
 modified screenshot with the main menu UI changed to offer choices of what
 type of server to join via quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:

  If you SUICIDE, it's not supposed to retain the charge from your
 current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would store 0%.
 Then again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net
 wrote:

 OMG! OMG!!

  They listened to you guys! OMFG!

  - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update
 are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture quality to
 resolve random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless
 the player commits suicide
 - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping
 behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
 - Fixed weapons with attached models (e.g. Festive weapons,
 Kritzkrieg, and Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or
 Wanga Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after
 picking up a new Knife
 - Fixed newly created items not becoming Strange quality, despite
 receiving the ability to track kills. Existing items in this state will 
 not
 be retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or
 listed on the Steam Community Market. Affected items have been reverted to
 their original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and Chemistry
 Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
 - Fixed issues related to picking up dropped weapons while zoomed in
 with a Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than normal
 - Fixed dropped energy weapons not being able to fire after being
 picked up
 - Fixed some weapons not displaying their charge meters after being
 picked up
 - Fixed the box used in the Box Trot taunt sometimes being the wrong
 color
 - Steam Community Market
 - Fixed skinned items appearing as Decorated Item
 - Items that are temporarily un-tradable can now 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread ics
You had over 2 years of time to find a Valve server and add that to 
favorites. How many do you have in favorites? Look in the mirror if you 
have 0 or cant find any.


-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers 
from the server browser. Nine times out of ten, I don't want to play 
your terrible 24/7 server with class limits. There definitely needs to 
be a toggle to include valve servers in the server browser. IMO, 
quickplay takes too long to find a server to be useful.



On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:


Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the mouse to select enemy players on the
scoreboard no longer improperly reveals their class
- Fixed players dropping multiple instances of the
same weapon at once
- Fixed unintended changes to rocket and other
explosive jumping behavior
- Fixed dropped weapons occasionally using an
incorrect skin
- Fixed an issue that was causing the particle
effects on Unusual hats to sometimes draw in
first-person for the owner, or not draw at all to others
- Fixed an issue that prevented Huntsman arrows from
damaging enemy Engineer buildings
- Fixed weapons with attached models (e.g. Festive
weapons, Kritzkrieg, and Botkillers) not rendering
their attachments
- Fixed spies that have picked up a dropped Your
Eternal Reward or Wanga Prick being able to manually
disguise
- Fixed Spy sometimes not being able to use the
Disguise Kit after picking up a new Knife
- Fixed newly created items not becoming Strange
quality, despite receiving the ability to track
kills. Existing items in this 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread 1nsane
You don't have to worry about that. Check this out:
tf_matchmaking_retry_cooldown_seconds = 300
 - Time to remember quickplay join attempt, and apply scoring penalty to
rejoin the same server


On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org wrote:

 I never bothered to add them to favorites. I simply used the history tab
 to pick a Valve server with the map of choice. Now my history tab is empty
 and while I can use Quickplay/Show servers to pick a certain map, I cant
 right click there to View server info in order to find out if thats the
 server I just left for whatever repelling reason. Guess it will be trial
 and error from now on - oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing in
 safety that Valve would never implement it.


 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play
 your terrible 24/7 server with class limits. There definitely needs to
 be a toggle to include valve servers in the server browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their attachments
 - Fixed spies that have picked up a dropped Your
 Eternal Reward or Wanga Prick being able to manually
 disguise
 - Fixed Spy sometimes not being able to use the
 Disguise Kit after picking up a new Knife
 - Fixed newly created items not becoming Strange
 quality, despite receiving the ability to track
 kills. Existing items in this state will not be
 retroactively fixed.
 - Fixed skinned weapons appearing 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Phillip Vector
No. I will give you that.

Then the best solution would be to include a checkbox for Valve servers. So
those who want to see them can and those who don't... don't.

On Sat, Jul 4, 2015 at 7:48 AM, Floul flo...@looccraft.com wrote:

 It doesn't help that it sorts through around 700 servers each time

  Phillip Vector wrote 

  Same here. I enjoyed going to Valve servers and now, there is only the
 quickplay option available which takes forever.
 
 
  On Sat, Jul 4, 2015 at 7:37 AM, AJ DeTorrice 
 thatcompanythatownsyourcomp...@gmail.com wrote:
 
  I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.
 
 
  On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:
 
  Hooray! One step in the right direction indeed. Now to consider the
 other suggested changes in relation to Quickplay please :) (particularly
 that modified screenshot with the main menu UI changed to offer choices of
 what type of server to join via quickplay). Thanks TF2 team for listening
 to us.
 
 
  On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:
 
  If you SUICIDE, it's not supposed to retain the charge from your current
 death.  That's right in the patch notes.
 
  However, I (and likely others) thought this meant it would store 0%.
 Then again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.
 
 
 
  On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:
 
  The medigun is bugged.
 
  Gaberoll anyhow medigun is bugged
 
  Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 
  Gaberoll that is to say, I die with 70% uber
 
  Gaberoll the medigun has 70% uber
 
  Gaberoll later, I have 40 charge
 
  Gaberoll and suicide for whatever reason
 
  Gaberoll when picked up, it has 70% uber
 
  Gaberoll I am later killed at 16%
 
  Gaberoll it gets picked up as 16%
 
  Gaberoll I then suicide at full charge
 
  Gaberoll it is picked up at 16%
 
 
  On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net
 wrote:
 
  OMG! OMG!!
 
 
  They listened to you guys! OMFG!
 
 
  - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
 
 
  On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
  We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2863548.
 
  -Eric
 
  --
 
  - Temporarily limited OS X clients to medium texture quality to resolve
 random crashes while work is done on a permanent fix
  - Fixed a random crash that affected OSX only
  - Updated the collision geometry for the turbines in Powerhouse
  - Dropped weapons now retain their ammo and ÜberCharge levels unless the
 player commits suicide
  - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
  - Players no longer drop their weapons in MvM
  - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
  - Spies can no longer pick up weapons when disguised or cloaked
  - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
  - Fixed players dropping multiple instances of the same weapon at once
  - Fixed unintended changes to rocket and other explosive jumping behavior
  - Fixed dropped weapons occasionally using an incorrect skin
  - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
  - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
  - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg,
 and Botkillers) not rendering their attachments
  - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga
 Prick being able to manually disguise
  - Fixed Spy sometimes not being able to use the Disguise Kit after
 picking up a new Knife
  - Fixed newly created items not becoming Strange quality, despite
 receiving the ability to track kills. Existing items in this state will not
 be retroactively fixed.
  - Fixed skinned weapons appearing differently after being traded or
 listed on the Steam Community Market. Affected items have been reverted to
 their original (permanent) appearance.
  - Fixed being able to craft some previously un-craftable items
  - Fixed a client crash related to Killstreak Fabricators and Chemistry
 Kits
  - Fixed a client crash related to particles
  - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
  - Fixed issues related to picking up dropped weapons while zoomed in
 with a Sniper Rifle
  - 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Kevin C
All you have to do is click Play Multiplayer, and instead of clicking 
Join Game, click Show Servers. You will get a nice full list of valve 
ran servers(assuming you have the Official checkbox checked, which it 
is by default).


Refer to these screenshots if you are unsure how to do that:
http://steamcommunity.com/sharedfiles/filedetails/?id=475093096
http://steamcommunity.com/sharedfiles/filedetails/?id=475093123

Valve actually listened to this list this time, please don't get it 
reversed because you need to perform 2 more clicks than now.


On 7/4/2015 11:10 AM, Phillip Vector wrote:
Would you say the same thing if the situation was reversed and they 
took away the community servers?


No. I didn't think so.

On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net 
mailto:i...@ics-base.net wrote:


You had over 2 years of time to find a Valve server and add that
to favorites. How many do you have in favorites? Look in the
mirror if you have 0 or cant find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their
servers from the server browser. Nine times out of ten, I
don't want to play your terrible 24/7 server with class
limits. There definitely needs to be a toggle to include valve
servers in the server browser. IMO, quickplay takes too long
to find a server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
mailto:ubyu@gmail.com mailto:ubyu@gmail.com
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to
consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com
mailto:rbemr...@gmail.com mailto:rbemr...@gmail.com
wrote:

If you SUICIDE, it's not supposed to retain the charge
from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics
could just
suicide to make sure any enemy medics that picked it
up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber
charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net
mailto:supp...@boomgaming.net
mailto:supp...@boomgaming.net
mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking
servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com
mailto:er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2.
The notes
for the update are below. The new version
is 2863548.

-Eric

--

- Temporarily limited OS X clients to
medium texture
quality to resolve random crashes while
work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the
turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread 1nsane
If we had a monopoly over the quickplay defaults, sure. That be pretty
awesome.

On Sat, Jul 4, 2015 at 11:10 AM, Phillip Vector t...@mostdeadlygame.com
wrote:

 Would you say the same thing if the situation was reversed and they took
 away the community servers?

 No. I didn't think so.

 On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com mailto:
 ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%.  Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their attachments
 - Fixed 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Kevin C

It might save overhead for clients, but certainly not valve.

From our tests valve servers are not being reported by the master 
server, so your client does not actually get any data about them. The 
performance goes down as more servers are populated in your 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 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 get entries that are obsolete (trying to
connect to them does not work).


I think this is due to how the system works (querying servers in 
realtime, I believe). It was much, much faster a few years ago before 
Valve added thousands of their own server to it, which leads me to 
believe those servers are still being parsed, just not shown (which is 
certainly not ideal in terms of speed).


I've actually thought there was always a better way to do that. Why 
not have every server send an info packet to a central database every 
30-60 seconds or so, and have the server browser draw all the info 
from that database instead? The only issue, I believe, would be 
displaying local ping values for each player, but I'm sure that could 
be worked out (perhaps, for the purpose of the browser, replace ping 
with and actual region/location, and allow the player to sort closest 
server to farthest, etc.)?


At any rate - if there were some way for them to draw the info from a 
static database instead of querying thousands of servers, I think it 
would both speed things up, and save alot of overhead.



On Sat, Jul 4, 2015 at 1:36 PM, Dominik Friedrichs d...@forlix.org 
mailto:d...@forlix.org wrote:


Thanks to 1nsane, I guess that feature invalidates my point.

I have to disagree regarding the thousands of servers Kevin
mentioned though. Once you filter for a specific map and decent
latency, especially at awkward times of day, it usually comes down
to 3 or less Valve servers for me.

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 get entries that are obsolete (trying to
connect to them does not work).

Regarding finding a gaming community and whatnot... I just cant be
bothered - I want to launch the game and play, thats it.



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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Kevin C

You have got to be kidding me.

http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

On 7/4/2015 5:28 PM, Eric Smith wrote:

- Temporarily reverted Valve official quickplay and matchmaking servers not 
being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer 'Voogru' MacDonald
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further.

A separate tab for valve servers. Show community servers on one tab, valve
servers on the other tab. The default tab should be 'community' tab. Since
valve was willing to hide them altogether, I think this is a reasonable
compromise.

- Voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Saturday, July 04, 2015 5:29 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Optional TF2 update released

We've released an optional update for TF2 that fixes an exploit with players
taunting and then dying on the final control point of payload maps. You do
not need this update unless you are experiencing this problem. The update
notes are below. The new version number is 2863781.

-Eric

---

- Fixed an exploit related to taunting and then dying on the final control
point of payload maps
- Fixed a bug that was creating Specialized Killstreak Kits that could be
applied to any item
- Fixed items that are removed from the Steam Community Market having the
trade restriction removed
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further

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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 communities that are
still passionate about making the game better. I would love to see the
overall User Interface augmented with something like this:

http://i.imgur.com/tAmWXj6.png

That would preserve player choice/convenience with the quickplay system,
yet give the game's diversity more exposure in the bargain.

On Sat, Jul 4, 2015 at 11:22 AM, HD ad...@gamerscrib.net wrote:

 You have to understand that again ICS is right, you had 2 years to find a
 few good Valve servers. Community owners/servers have suffered the loss of
 players for years now. Here we have a step in the right direction to making
 it right and of course we will have a few like yourself “clients” arguing
 that point cause they dislike community run servers. You may as well admit
 it, we all know.  The situation isn’t reversed..  so no sense in trying to
 flip it when this is how it is.



 Again this is a small step and the community here will continue to push
 for more steps so may as well spend your time searching for some nice Valve
 servers rather than arguing here about this small change as more are coming
 if we can help it.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Phillip Vector
 *Sent:* Saturday, July 04, 2015 11:11 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 Would you say the same thing if the situation was reversed and they took
 away the community servers?



 No. I didn't think so.



 On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers from
 the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com mailto:
 ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%.  Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com

 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
   

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Matthias InstantMuffin Kollek

gameplay changing plugins

How to kill alternative gamemodes/mods. (Which BTW is how any valve game 
other than halflife was created)


On 04.07.2015 18:09, Andreas Grimm wrote:


I would just toggle the default Quickplay option for „Gameserver host“ 
from „Official server“ to „Any server“.


1.Communities would be able to get quickplay traffic again

2.People who complained about the bad gaming experience still have 
their „valve only“ button as requested in the past


Don’t forget, that Valve released their new quickplay rules (no ads, 
no gameplay changing plugins, no pay to win) together with the new 
„Official server“ option.


Changing it to „Any server“ as default woudlnt result in a bad 
experience again, because the „new“ rules are still active. (If Valve 
is still banning servers which abuse quickplay)


But this isn’t possible anymore due to the new contract system – usual 
quickplay players with contracts woudlnt be able to solve them then.


Better I go back into the sun ...

Andreas


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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Phillip Vector
I shouldn't have to look for them. If I want a pure vanilla experience,
then I should be able to get it. I have yet to find one community server
that offers this (Not even advertising text lines on their server).

On Sat, Jul 4, 2015 at 7:56 AM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

  There's still some decent community servers out there. Just have to look
 for these nuggets.


 On 04.07.2015 16:37, AJ DeTorrice wrote:

 I actually really dislike that valve decided to remove their servers from
 the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.

  On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider the other
 suggested changes in relation to Quickplay please :) (particularly that
 modified screenshot with the main menu UI changed to offer choices of what
 type of server to join via quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:

  If you SUICIDE, it's not supposed to retain the charge from your
 current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would store 0%.
 Then again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net
 wrote:

 OMG! OMG!!

  They listened to you guys! OMFG!

  - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update
 are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture quality to
 resolve random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless
 the player commits suicide
 - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping
 behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
 - Fixed weapons with attached models (e.g. Festive weapons,
 Kritzkrieg, and Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or
 Wanga Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after
 picking up a new Knife
 - Fixed newly created items not becoming Strange quality, despite
 receiving the ability to track kills. Existing items in this state will 
 not
 be retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or
 listed on the Steam Community Market. Affected items have been reverted to
 their original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and Chemistry
 Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
 - Fixed issues related to picking up dropped weapons while zoomed in
 with a Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than normal
 - Fixed dropped energy weapons not being able to fire after being
 picked up
 - Fixed some weapons not displaying their charge meters after being

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Phillip Vector
I just tried and it took around 25 seconds to give me a list of around 10
or so servers. All of them having 0 players.

I did this twice and same result.

Are you saying NO ONE is playing in a valve server anywhere? Because if you
do, you are destroying the argument that people didn't know how to use the
server browser.

On Sat, Jul 4, 2015 at 7:50 AM, HD ad...@gamerscrib.net wrote:

 This is a great move in the right direction to help Community servers.
 Quickplay is QUICK I’ve used it and it is fast to find a server as in only
 seconds.



 Now as I said a move but only a baby step to restore how things should be
 for the community run servers.



 It is not hard to find a close by Valve server..I just tried and it took
 maybe 25 seconds…hardly forever.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Floul
 *Sent:* Saturday, July 04, 2015 10:48 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 It doesn't help that it sorts through around 700 servers each time

  Phillip Vector wrote 

  Same here. I enjoyed going to Valve servers and now, there is only the
 quickplay option available which takes forever.
 
 
  On Sat, Jul 4, 2015 at 7:37 AM, AJ DeTorrice 
 thatcompanythatownsyourcomp...@gmail.com wrote:
 
  I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play your
 terrible 24/7 server with class limits. There definitely needs to be a
 toggle to include valve servers in the server browser. IMO, quickplay takes
 too long to find a server to be useful.
 
 
  On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:
 
  Hooray! One step in the right direction indeed. Now to consider the
 other suggested changes in relation to Quickplay please :) (particularly
 that modified screenshot with the main menu UI changed to offer choices of
 what type of server to join via quickplay). Thanks TF2 team for listening
 to us.
 
 
  On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:
 
  If you SUICIDE, it's not supposed to retain the charge from your current
 death.  That's right in the patch notes.
 
  However, I (and likely others) thought this meant it would store 0%.
 Then again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.
 
 
 
  On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:
 
  The medigun is bugged.
 
  Gaberoll anyhow medigun is bugged
 
  Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 
  Gaberoll that is to say, I die with 70% uber
 
  Gaberoll the medigun has 70% uber
 
  Gaberoll later, I have 40 charge
 
  Gaberoll and suicide for whatever reason
 
  Gaberoll when picked up, it has 70% uber
 
  Gaberoll I am later killed at 16%
 
  Gaberoll it gets picked up as 16%
 
  Gaberoll I then suicide at full charge
 
  Gaberoll it is picked up at 16%
 
 
  On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net
 wrote:
 
  OMG! OMG!!
 
 
  They listened to you guys! OMFG!
 
 
  - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
 
 
  On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
  We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2863548.
 
  -Eric
 
  --
 
  - Temporarily limited OS X clients to medium texture quality to resolve
 random crashes while work is done on a permanent fix
  - Fixed a random crash that affected OSX only
  - Updated the collision geometry for the turbines in Powerhouse
  - Dropped weapons now retain their ammo and ÜberCharge levels unless the
 player commits suicide
  - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
  - Players no longer drop their weapons in MvM
  - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
  - Spies can no longer pick up weapons when disguised or cloaked
  - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
  - Fixed players dropping multiple instances of the same weapon at once
  - Fixed unintended changes to rocket and other explosive jumping behavior
  - Fixed dropped weapons occasionally using an incorrect skin
  - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
  - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
  - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg,
 and Botkillers) not rendering their attachments
  - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga
 Prick being able to manually disguise
  - 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread HD
You have to understand that again ICS is right, you had 2 years to find a few 
good Valve servers. Community owners/servers have suffered the loss of players 
for years now. Here we have a step in the right direction to making it right 
and of course we will have a few like yourself “clients” arguing that point 
cause they dislike community run servers. You may as well admit it, we all 
know.  The situation isn’t reversed..  so no sense in trying to flip it when 
this is how it is.

 

Again this is a small step and the community here will continue to push for 
more steps so may as well spend your time searching for some nice Valve servers 
rather than arguing here about this small change as more are coming if we can 
help it.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Vector
Sent: Saturday, July 04, 2015 11:11 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

 

Would you say the same thing if the situation was reversed and they took away 
the community servers?

 

No. I didn't think so.

 

On Sat, Jul 4, 2015 at 8:07 AM, ics i...@ics-base.net wrote:

You had over 2 years of time to find a Valve server and add that to favorites. 
How many do you have in favorites? Look in the mirror if you have 0 or cant 
find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers from the 
server browser. Nine times out of ten, I don't want to play your terrible 24/7 
server with class limits. There definitely needs to be a toggle to include 
valve servers in the server browser. IMO, quickplay takes too long to find a 
server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com 
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death.  That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%.  Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com

mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the mouse to select enemy players on the
scoreboard no longer improperly reveals their class
- Fixed players dropping 

Re: [hlds] hlds Digest, Vol 51, Issue 27

2015-07-04 Thread Rowedahelicon
So now Valve servers are back in the browser after people complained. It
just goes to show how much people actually love Quickplay. One step
forward, one step back!

On Sat, Jul 4, 2015 at 3:00 PM, hlds-requ...@list.valvesoftware.com wrote:

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 hlds@list.valvesoftware.com

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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds digest...


 Today's Topics:

1. Re: Mandatory TF2 update released (Kevin C)
2. Re: Mandatory TF2 update released (E. Olsen)


 --

 Message: 1
 Date: Sat, 04 Jul 2015 14:00:29 -0400
 From: Kevin C s...@serveredirect.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2 update released
 Message-ID: 55981f3d.9000...@serveredirect.com
 Content-Type: text/plain; charset=windows-1252; Format=flowed

 It might save overhead for clients, but certainly not valve.

  From our tests valve servers are not being reported by the master
 server, so your client does not actually get any data about them. The
 performance goes down as more servers are populated in your 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 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 get entries that are obsolete (trying to
  connect to them does not work).
 
 
  I think this is due to how the system works (querying servers in
  realtime, I believe). It was much, much faster a few years ago before
  Valve added thousands of their own server to it, which leads me to
  believe those servers are still being parsed, just not shown (which is
  certainly not ideal in terms of speed).
 
  I've actually thought there was always a better way to do that. Why
  not have every server send an info packet to a central database every
  30-60 seconds or so, and have the server browser draw all the info
  from that database instead? The only issue, I believe, would be
  displaying local ping values for each player, but I'm sure that could
  be worked out (perhaps, for the purpose of the browser, replace ping
  with and actual region/location, and allow the player to sort closest
  server to farthest, etc.)?
 
  At any rate - if there were some way for them to draw the info from a
  static database instead of querying thousands of servers, I think it
  would both speed things up, and save alot of overhead.
 
 
  On Sat, Jul 4, 2015 at 1:36 PM, Dominik Friedrichs d...@forlix.org
  mailto:d...@forlix.org wrote:
 
  Thanks to 1nsane, I guess that feature invalidates my point.
 
  I have to disagree regarding the thousands of servers Kevin
  mentioned though. Once you filter for a specific map and decent
  latency, especially at awkward times of day, it usually comes down
  to 3 or less Valve servers for me.
 
  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 get entries that are obsolete (trying to
  connect to them does not work).
 
  Regarding finding a gaming community and whatnot... I just cant be
  bothered - I want to launch the game and play, thats it.
 

 -- next part --
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 https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20150704/ed2799c4/attachment-0001.html
 

 --

 Message: 2
 Date: Sat, 4 Jul 2015 14:12:00 -0400
 From: E. Olsen ceo.eol...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2 update released
 Message-ID:
 
 caku-1cg4iryvbmzdudal7qrb1njtoen2egceu9x6r3520jq...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 
  It might save overhead for clients, but certainly not valve.


 True, but I doubt it would take a very robust set of load-balanced

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread AJ DeTorrice
I actually really dislike that valve decided to remove their servers from
the server browser. Nine times out of ten, I don't want to play your
terrible 24/7 server with class limits. There definitely needs to be a
toggle to include valve servers in the server browser. IMO, quickplay takes
too long to find a server to be useful.

On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider the other
 suggested changes in relation to Quickplay please :) (particularly that
 modified screenshot with the main menu UI changed to offer choices of what
 type of server to join via quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:

  If you SUICIDE, it's not supposed to retain the charge from your
 current death.  That's right in the patch notes.

 However, I (and likely others) thought this meant it would store 0%.
 Then again, if it did that, then medics could just suicide to make sure any
 enemy medics that picked it up got nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from your previous
 death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net
 wrote:

 OMG! OMG!!

  They listened to you guys! OMFG!

  - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture quality to resolve
 random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless
 the player commits suicide
 - Valve official quickplay and matchmaking servers are no longer listed
 in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon
 before trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping
 behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats
 to sometimes draw in first-person for the owner, or not draw at all to
 others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy
 Engineer buildings
 - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg,
 and Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or
 Wanga Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after
 picking up a new Knife
 - Fixed newly created items not becoming Strange quality, despite
 receiving the ability to track kills. Existing items in this state will not
 be retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or
 listed on the Steam Community Market. Affected items have been reverted to
 their original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and Chemistry
 Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
 - Fixed issues related to picking up dropped weapons while zoomed in
 with a Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than normal
 - Fixed dropped energy weapons not being able to fire after being
 picked up
 - Fixed some weapons not displaying their charge meters after being
 picked up
 - Fixed the box used in the Box Trot taunt sometimes being the wrong
 color
 - Steam Community Market
 - Fixed skinned items appearing as Decorated Item
 - Items that are temporarily un-tradable can now properly be
 listed on the market






 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Floul
It doesn't help that it sorts through around 700 servers each time


 Phillip Vector wrote 

 Same here. I enjoyed going to Valve servers and now, there is only the 
 quickplay option available which takes forever.
 
 
 On Sat, Jul 4, 2015 at 7:37 AM, AJ DeTorrice 
 thatcompanythatownsyourcomp...@gmail.com wrote:
 
 I actually really dislike that valve decided to remove their servers from the 
 server browser. Nine times out of ten, I don't want to play your terrible 
 24/7 server with class limits. There definitely needs to be a toggle to 
 include valve servers in the server browser. IMO, quickplay takes too long to 
 find a server to be useful.
 
 
 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:
 
 Hooray! One step in the right direction indeed. Now to consider the other 
 suggested changes in relation to Quickplay please :) (particularly that 
 modified screenshot with the main menu UI changed to offer choices of what 
 type of server to join via quickplay). Thanks TF2 team for listening to us.
 
 
 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:
 
 If you SUICIDE, it's not supposed to retain the charge from your current 
 death.  That's right in the patch notes.
 
 However, I (and likely others) thought this meant it would store 0%.  Then 
 again, if it did that, then medics could just suicide to make sure any enemy 
 medics that picked it up got nothing.
 
 
 
 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:
 
 The medigun is bugged. 
 
 Gaberoll anyhow medigun is bugged
 
 Gaberoll when suiciding it retains the uber charge from your previous 
 death, not your current death
 
 Gaberoll that is to say, I die with 70% uber
 
 Gaberoll the medigun has 70% uber
 
 Gaberoll later, I have 40 charge
 
 Gaberoll and suicide for whatever reason
 
 Gaberoll when picked up, it has 70% uber
 
 Gaberoll I am later killed at 16%
 
 Gaberoll it gets picked up as 16%
 
 Gaberoll I then suicide at full charge
 
 Gaberoll it is picked up at 16%
 
 
 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net wrote:
 
 OMG! OMG!!  
 
 
 They listened to you guys! OMFG!
 
 
 - Valve official quickplay and matchmaking servers are no longer listed in 
 the server browser
 
 
 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com wrote:
 
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 2863548.
 
 -Eric
 
 --
 
 - Temporarily limited OS X clients to medium texture quality to resolve 
 random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless the 
 player commits suicide
 - Valve official quickplay and matchmaking servers are no longer listed in 
 the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon before 
 trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer 
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats to 
 sometimes draw in first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer 
 buildings
 - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg, and 
 Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga 
 Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after picking up 
 a new Knife
 - Fixed newly created items not becoming Strange quality, despite receiving 
 the ability to track kills. Existing items in this state will not be 
 retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or listed on 
 the Steam Community Market. Affected items have been reverted to their 
 original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and Chemistry Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
 - Fixed issues related to picking up dropped weapons while zoomed in with a 
 Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than normal
 - Fixed dropped energy weapons not being able to fire after being picked up
 - Fixed some weapons not displaying their charge meters after being picked up
 - Fixed the box used in the Box 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Dominik Friedrichs
I never bothered to add them to favorites. I simply used the history tab 
to pick a Valve server with the map of choice. Now my history tab is 
empty and while I can use Quickplay/Show servers to pick a certain map, 
I cant right click there to View server info in order to find out if 
thats the server I just left for whatever repelling reason. Guess it 
will be trial and error from now on - oh the progress...


Honestly when I read the suggestion a few days ago I was weighing in 
safety that Valve would never implement it.


On 2015/07/04 17:07, ics wrote:

You had over 2 years of time to find a Valve server and add that to
favorites. How many do you have in favorites? Look in the mirror if you
have 0 or cant find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers
from the server browser. Nine times out of ten, I don't want to play
your terrible 24/7 server with class limits. There definitely needs to
be a toggle to include valve servers in the server browser. IMO,
quickplay takes too long to find a server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death. That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%. Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the mouse to select enemy players on the
scoreboard no longer improperly reveals their class
- Fixed players dropping multiple instances of the
same weapon at once
- Fixed unintended changes to rocket and other
explosive jumping behavior
- Fixed dropped weapons occasionally using an
incorrect skin
- Fixed an issue that was causing the particle
effects on Unusual hats to sometimes draw in
first-person for the owner, or not draw at all to others
- Fixed an issue that prevented Huntsman arrows from
damaging enemy Engineer buildings
- Fixed weapons with attached models (e.g. Festive
weapons, Kritzkrieg, and Botkillers) not rendering
their attachments
- Fixed spies that have picked up a dropped Your
Eternal Reward or Wanga Prick being able to manually
disguise
- Fixed Spy sometimes not being able to use the
Disguise Kit after picking up a new Knife
- Fixed newly created items not becoming Strange
quality, despite receiving the ability to track
kills. Existing items in this state will not be
retroactively fixed.
- Fixed skinned weapons appearing differently after
being traded or listed on the Steam Community Market.
Affected items have been reverted to their original
(permanent) appearance.
- Fixed being able to craft some previously
un-craftable items
- Fixed a client crash related to Killstreak
Fabricators and Chemistry Kits
- Fixed a client crash related to particles
- Fixed the Vitasaw no longer 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Dominik Friedrichs

Thanks to 1nsane, I guess that feature invalidates my point.

I have to disagree regarding the thousands of servers Kevin mentioned 
though. Once you filter for a specific map and decent latency, 
especially at awkward times of day, it usually comes down to 3 or less 
Valve servers for me.


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 get entries that are obsolete (trying to connect to 
them does not work).


Regarding finding a gaming community and whatnot... I just cant be 
bothered - I want to launch the game and play, thats it.


On 2015/07/04 18:14, Kevin C wrote:

You are just finding every reason to call this change bad.

With the thousands of valve servers flooding the list, and now flooding
the Show Servers option, the chances you joining a server you just
left are slim. Even if this option wasn't changed, the history tab would
still be broken, and you would still be wading through the thousands of
servers in the browser to find that one you just left.

What's the problem with finding a good gaming community, meeting new
people, making friends, and having fun with people you know when you play?

On 7/4/2015 12:09 PM, Dominik Friedrichs wrote:

I never bothered to add them to favorites. I simply used the history
tab to pick a Valve server with the map of choice. Now my history tab
is empty and while I can use Quickplay/Show servers to pick a certain
map, I cant right click there to View server info in order to find
out if thats the server I just left for whatever repelling reason.
Guess it will be trial and error from now on - oh the progress...

Honestly when I read the suggestion a few days ago I was weighing in
safety that Valve would never implement it.

On 2015/07/04 17:07, ics wrote:

You had over 2 years of time to find a Valve server and add that to
favorites. How many do you have in favorites? Look in the mirror if you
have 0 or cant find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove their servers
from the server browser. Nine times out of ten, I don't want to play
your terrible 24/7 server with class limits. There definitely needs to
be a toggle to include valve servers in the server browser. IMO,
quickplay takes too long to find a server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
mailto:ubyu@gmail.com wrote:

Hooray! One step in the right direction indeed. Now to consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death. That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%. Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture
quality to resolve random crashes while work is done
on a permanent fix
- Fixed a random crash that affected OSX only
- Updated the collision geometry for the turbines in
Powerhouse
- Dropped weapons now retain their ammo and
ÜberCharge levels unless the player commits suicide
- Valve official quickplay and matchmaking servers
are no longer listed in the server browser
- Players no longer drop their weapons in MvM
- Pressing the action key will now try to pick up a
dropped weapon before trying to use an item in the
action slot
- Spies can no longer pick up weapons when disguised
or cloaked
- Using the 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread E. Olsen

 It might save overhead for clients, but certainly not valve.


True, but I doubt it would take a very robust set of load-balanced servers
to handle the load (and it's not like Valve's having profitability issues).
Heck, we recently built a new co-located server with a xeon 1271, 32GB of
ram, and 5 high-end SSD's for our community for less than $2500. Even if
Valve had to spend 5x that on a system to offload the work from the client
to a server-based solution, it would be totally worth it.

Speed is important in the server browser. There are times I do a search in
the browser for a particular map to see where our servers come up, and they
show up in a few seconds, and other times where it takes over a minute. If
the clent could pull all the info from a static source, not only would
searches be lightning-quick, but there could be a ton more fine-tuned
sorting of the servers done as well.

Even better, all those complaints about the server browser not working for
some folks would disappear, as their networking setup would no longer
matter, since they would all be pulling down a single static file each
time, etc.

Anyhoo-  just another idea ;-)

On Sat, Jul 4, 2015 at 2:00 PM, Kevin C s...@serveredirect.com wrote:

  It might save overhead for clients, but certainly not valve.

 From our tests valve servers are not being reported by the master server,
 so your client does not actually get any data about them. The performance
 goes down as more servers are populated in your 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 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 get entries that are obsolete (trying to connect to them
 does not work).


  I think this is due to how the system works (querying servers in
 realtime, I believe). It was much, much faster a few years ago before Valve
 added thousands of their own server to it, which leads me to believe those
 servers are still being parsed, just not shown (which is certainly not
 ideal in terms of speed).

  I've actually thought there was always a better way to do that. Why not
 have every server send an info packet to a central database every 30-60
 seconds or so, and have the server browser draw all the info from that
 database instead? The only issue, I believe, would be displaying local ping
 values for each player, but I'm sure that could be worked out (perhaps, for
 the purpose of the browser, replace ping with and actual region/location,
 and allow the player to sort closest server to farthest, etc.)?

  At any rate - if there were some way for them to draw the info from a
 static database instead of querying thousands of servers, I think it would
 both speed things up, and save alot of overhead.


 On Sat, Jul 4, 2015 at 1:36 PM, Dominik Friedrichs d...@forlix.org wrote:

 Thanks to 1nsane, I guess that feature invalidates my point.

 I have to disagree regarding the thousands of servers Kevin mentioned
 though. Once you filter for a specific map and decent latency, especially
 at awkward times of day, it usually comes down to 3 or less Valve servers
 for me.

 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 get entries that are obsolete (trying to connect to them
 does not work).

 Regarding finding a gaming community and whatnot... I just cant be
 bothered - I want to launch the game and play, thats it.



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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Jethro Seabridge
You might want to check other forums/avenues of communication other than
the mailing list; I've seen quite a few people complain about the valve
server change.

On Sat, Jul 4, 2015 at 10:36 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other changes
 ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking servers
 not being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Robert Paulson
Are you all really surprised by this? Valve doesn't care about community
servers anymore. The moment 1 person complains that they couldn't wait 15
seconds for quickplay, it gets removed.

Anyway you are all acting like half life 3 was announced.

The majority of players still click play now instead of using the server
browser so removing valve servers from the browser list probably does very
little for your own servers.

On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other changes
 ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking servers
 not being listed in the server browser while we look into this further

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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 been
 over a year since the quick-play change was made and Valve is still are
 saying we are looking for a solution. To the TF2 developers, if you do
 not agree with any of our solutions, let us know why and we will attempt to
 adjust them to your needs. I personally think this would work great and
 make both sides happy: http://i.imgur.com/tAmWXj6.png
 If you do not feel that way, please communicate with us.


Agreed. There has to be a balance, and that UI design proposal hits all the
right notes:

Honestly, I know now we are never going to get added back to quickplay by
default. They are changing their business model for TF2 by implemeting
these paid campaigns that can only be securely run on Valve servers.

SO - to me the solution to make everyone happy (or as happy as possible)
would be the following:

*Step 1:*  Implement this UI design  functionality:
http://i.imgur.com/tAmWXj6.png (when necessary, a Competitive Matchmaking
tab can always be added to the CO-OP and More section.)

*Step 2:*  Make the following changes to the server browser:

- Change Internet to Community (always selected by default). These
obviously would be community-servers only.

- Add an Official or Valve tab (players can select that for Valve-only
servers)

- Add an MVM tab for all MVM servers (there's no reason for MVM servers
to be in either general tabs)

*Step 3:*  Add a Server Queuing system:

The policy against Kicking for Reserved Slots for quickplay-enabled
servers that the TF2 team implemented not long ago makes sense. However it
also took away one of the most important values that community server
operators can offer supporters - the perk of not having to stand in line to
use the very hardware they're paying for.

SO - I think there is an elegant solution that would vastly improve how
reserved slots currently work, AND insure that a server's supporters don't
have to wait at the back of the line to use their own hardware.

Specifically, a Server Queuing system would allow people to queue up for
entry into a server. Players on that server's whitelist would
automatically be moved to the front of the queue, insuring they receive
priority access without having to disrupt anyone's game. Such a system
would even be compatible with Quickplay if they enabled a new option to
Queue on a Full Server, etc.

A system for reserved slots exactly like the one I described was
implemented by DICE for Battlefield 3, and it was probably to most
functional and elegant system of its kind I had ever seen (and both the
players AND the server operators loved it).

*Step 4:* Make the blacklisting system work across the board (with both
Quickplay AND the server browser).
--

That's it - that's all they really need to do (there's alot more they could
do, of course, but that would just about satisfy everyone, I think).



On Sat, Jul 4, 2015 at 6:29 PM, Mike Vail supp...@boomgaming.net wrote:

 No, LOL! I've never had anything like that and never changed anything
 causing this to be a problem. Interesting thought though.

 On Sat, Jul 4, 2015 at 3:20 PM, Alexander Corn mc...@doctormckay.com
 wrote:

 Did you have a 'valve' tag in your sv_tags like a fool?

 On Sat, Jul 4, 2015 at 6:16 PM, Mike Vail supp...@boomgaming.net wrote:

 My player counts fell by 50% or more since yesterday's update and I
 don't even run servers that compete against the stock Valve servers.Nearly
 all my servers are trade servers without Quickplay. Once this optional
 update was released, ​my player counts instantly soared and all my custom
 servers filled instantly just like they did before yesterday. It was like
 clients couldn't see them after the update. I think there's more going on
 than just delisting Valve servers on Yesterday's update.Whatever changed,
 I'm glad it was reverted for now.

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
Hence, what he actually said was an *ad hominem argument* - That being
Latin for an attack against the man

I stand corrected.

On Sat, Jul 4, 2015 at 4:57 PM, Cats From Above spotsfromab...@gmail.com
wrote:

 Well actually, what he said wasn't a *strawman *at all. A strawman is the
 misstatement of an argumentative position for the sake of attacking said
 position in an attempt to one up your opponent. Obviously, possession of a
 vendetta is not an argumentative position (false or otherwise) but rather a
 motive for having a position.

 Hence, what he actually said was an *ad hominem argument* - That being
 Latin for an attack against the man

 But in any case, I do agree that removing Valve servers from the server
 browser was not an ideal solution to the problem at hand.

 On Sun, Jul 5, 2015 at 9:08 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. 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.


 On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming
 you aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about
 community servers anymore. The moment 1 person complains that they 
 couldn't
 wait 15 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being
 excluded from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
If we're really talking about player choice, here, then you have to remove
the default effect
https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives one
group of server preferential treatment over another to achieve true
player choice.

I'm all for player choice. If I want to play in a community server, I
should be able to. But I also feel that Valve made a game and this game was
balanced (I know the arguments against that it's balanced, but let's say
that it's balanced as Valve wants it balanced) for 24 people. Why shouldn't
the default game be the default choice? When you play Skyrim, do you have
mods auto loaded that you didn't pick because it's community created? When
you play any other multiplayer game on a server, is the non-base game ever
selected as default?

If not, then why should TF2 default to Custom?

I know you aren't saying it should, but others here have. They want
Community servers to be the first thing that players see and IMHO, the
default game should be the first thing. Once they see that, then if they
want to explore, they can. Despite what people say that new players can't
unclick a checkbox.

The interface being passed around looks like a good compromise as long as
when you select Community for the first time, a little warning shows up
saying that the game 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 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
 treatment.

 If we're really talking about player choice, here, then you have to remove
 the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 For example, I've often heard the argument that if players want community
 servers in quickplay, they can change the settings, and if that is true -
 shouldn't the inverse also be true? If it is, than why give any one group
 default preference over another?

  Why not simply allow the players to decide?

 ...and I'm sure there are plenty of arguments about servers plastered with
 Pinion ads, or servers selling premium BS - but valve already dealt with
 all of that, so both of those arguments are moot.

 At any rate, I honestly don't think Community can only flourish in the
 absence of Valve's servers, and vice versa. There simply needs to be
 options presented which gives both equal exposure to the players, and let's
 them decide (without artificially steering them towards one or another).

 On Sat, Jul 4, 2015 at 7:38 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. 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.


 On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming
 you aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about
 community servers anymore. The moment 1 person complains that they 
 couldn't
 wait 15 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the
 server 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
I honestly find it comical that people think those servers are a good
representation of what the game should be (or, frankly, are any fun at all).

and this is why I rarely post here. Because most people here are not
willing to listen to the other side of things and meet in the middle.
Insulting people who like the Valve servers is not the way to go if you are
wanting to work with Valve to get some compromise going.

On Sat, Jul 4, 2015 at 5:22 PM, E. Olsen ceo.eol...@gmail.com wrote:

 I also don't think the phrase Community and Custom are necessarily
 interchangeable. There are plenty of community servers out there with 100%
 stock settings, and I certainly wouldn't call them custom.

 Further - I don't anyone who played TF2 before quickplay came along can
 say that Valve's servers are the way the game was meant to be played. All
 I've ever seen on a Valve server (aside from all the Mic spam, racism,
 general harassment, grieifing, hacking, and abuse of the voting tools), was
 an just about every single player ignoring the team aspect of the game -
  when they were playing at all.

 I honestly find it comical that people think those servers are a good
 representation of what the game should be (or, frankly, are any fun at all).

 On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above spotsfromab...@gmail.com
 wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 There are community servers out there, many of them, which offer a
 vanilla experience in aspects of game-play. My question to you is why
 should those servers be treated as second-class citizens to Valve servers
 by default.


 On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 I'm all for player choice. If I want to play in a community server, I
 should be able to. But I also feel that Valve made a game and this game was
 balanced (I know the arguments against that it's balanced, but let's say
 that it's balanced as Valve wants it balanced) for 24 people. Why shouldn't
 the default game be the default choice? When you play Skyrim, do you have
 mods auto loaded that you didn't pick because it's community created? When
 you play any other multiplayer game on a server, is the non-base game ever
 selected as default?

 If not, then why should TF2 default to Custom?

 I know you aren't saying it should, but others here have. They want
 Community servers to be the first thing that players see and IMHO, the
 default game should be the first thing. Once they see that, then if they
 want to explore, they can. Despite what people say that new players can't
 unclick a checkbox.

 The interface being passed around looks like a good compromise as long
 as when you select Community for the first time, a little warning shows up
 saying that the game 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 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 treatment.

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that
 gives one group of server preferential treatment over another to achieve
 true player choice.

 For example, I've often heard the argument that if players want
 community servers in quickplay, they can change the settings, and if that
 is true - shouldn't the inverse also be true? If it is, than why give any
 one group default preference over another?

  Why not simply allow the players to decide?

 ...and I'm sure there are plenty of arguments about servers plastered
 with Pinion ads, or servers selling premium BS - but valve already dealt
 with all of that, so both of those arguments are moot.

 At any rate, I honestly don't think Community can only flourish in the
 absence of Valve's servers, and vice versa. There simply needs to be
 options presented which gives both equal exposure to the players, and let's
 them decide (without artificially steering them towards one or another).

 On Sat, Jul 4, 2015 at 7:38 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread ics
You're out of the loop dude, Valve servers were not there for a day, 
they were returned few hours ago.


-ics

Alexander Corn kirjoitti:

Now my history tab is empty

Did you even check? Valve servers are/were still listed in the history 
tab. The change merely added a condition to the Internet tab's master 
server query to not return any servers with the 'valve' tag.


Official MvM servers aren't listed on the master server *at all*, and 
yet they still show up in my history. History is stored client-side 
and ignores any master server limitations or delisting.


If you're going to complain about a change, please try to at least 
know what you're talking about. Then again, this is a mailing list for 
*server operators*, not client feedback.


On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org 
mailto:d...@forlix.org wrote:


I never bothered to add them to favorites. I simply used the
history tab to pick a Valve server with the map of choice. Now my
history tab is empty and while I can use Quickplay/Show servers to
pick a certain map, I cant right click there to View server info
in order to find out if thats the server I just left for whatever
repelling reason. Guess it will be trial and error from now on -
oh the progress...

Honestly when I read the suggestion a few days ago I was weighing
in safety that Valve would never implement it.


On 2015/07/04 17:07, ics wrote:

You had over 2 years of time to find a Valve server and add
that to
favorites. How many do you have in favorites? Look in the
mirror if you
have 0 or cant find any.

-ics

AJ DeTorrice kirjoitti:


I actually really dislike that valve decided to remove
their servers
from the server browser. Nine times out of ten, I don't
want to play
your terrible 24/7 server with class limits. There
definitely needs to
be a toggle to include valve servers in the server
browser. IMO,
quickplay takes too long to find a server to be useful.


On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
mailto:ubyu@gmail.com
mailto:ubyu@gmail.com mailto:ubyu@gmail.com
wrote:

Hooray! One step in the right direction indeed. Now to
consider
the other suggested changes in relation to Quickplay please :)
(particularly that modified screenshot with the main menu UI
changed to offer choices of what type of server to join via
quickplay). Thanks TF2 team for listening to us.

On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
mailto:rbemr...@gmail.com
mailto:rbemr...@gmail.com mailto:rbemr...@gmail.com
wrote:

If you SUICIDE, it's not supposed to retain the charge from
your current death. That's right in the patch notes.

However, I (and likely others) thought this meant it would
store 0%. Then again, if it did that, then medics could just
suicide to make sure any enemy medics that picked it up got
nothing.


On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

The medigun is bugged.
Gaberoll anyhow medigun is bugged
Gaberoll when suiciding it retains the uber charge from
your previous death, not your current death
Gaberoll that is to say, I die with 70% uber
Gaberoll the medigun has 70% uber
Gaberoll later, I have 40 charge
Gaberoll and suicide for whatever reason
Gaberoll when picked up, it has 70% uber
Gaberoll I am later killed at 16%
Gaberoll it gets picked up as 16%
Gaberoll I then suicide at full charge
Gaberoll it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
supp...@boomgaming.net
mailto:supp...@boomgaming.net
mailto:supp...@boomgaming.net
mailto:supp...@boomgaming.net wrote:

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no
longer listed in the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
er...@valvesoftware.com mailto:er...@valvesoftware.com
mailto:er...@valvesoftware.com
mailto:er...@valvesoftware.com wrote:

We've released a mandatory update for TF2. The notes
for the update are below. The new version is 2863548.

-Eric

--

- Temporarily limited OS X clients to medium texture

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
treatment.

If we're really talking about player choice, here, then you have to remove
the default effect
https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives one
group of server preferential treatment over another to achieve true
player choice.

For example, I've often heard the argument that if players want community
servers in quickplay, they can change the settings, and if that is true -
shouldn't the inverse also be true? If it is, than why give any one group
default preference over another?

 Why not simply allow the players to decide?

...and I'm sure there are plenty of arguments about servers plastered with
Pinion ads, or servers selling premium BS - but valve already dealt with
all of that, so both of those arguments are moot.

At any rate, I honestly don't think Community can only flourish in the
absence of Valve's servers, and vice versa. There simply needs to be
options presented which gives both equal exposure to the players, and let's
them decide (without artificially steering them towards one or another).

On Sat, Jul 4, 2015 at 7:38 PM, Phillip Vector t...@mostdeadlygame.com
wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. 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.


 On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about
 community servers anymore. The moment 1 person complains that they couldn't
 wait 15 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Cats From Above
What you just said implies that *every *community server provides a
modified game-play experience, which is not only a dubious claim but one
that almost certainly stems from a distinct level of benightedness.

There are community servers out there, many of them, which offer a vanilla
experience in aspects of game-play. My question to you is why should those
servers be treated as second-class citizens to Valve servers by default.


On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com
wrote:

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 I'm all for player choice. If I want to play in a community server, I
 should be able to. But I also feel that Valve made a game and this game was
 balanced (I know the arguments against that it's balanced, but let's say
 that it's balanced as Valve wants it balanced) for 24 people. Why shouldn't
 the default game be the default choice? When you play Skyrim, do you have
 mods auto loaded that you didn't pick because it's community created? When
 you play any other multiplayer game on a server, is the non-base game ever
 selected as default?

 If not, then why should TF2 default to Custom?

 I know you aren't saying it should, but others here have. They want
 Community servers to be the first thing that players see and IMHO, the
 default game should be the first thing. Once they see that, then if they
 want to explore, they can. Despite what people say that new players can't
 unclick a checkbox.

 The interface being passed around looks like a good compromise as long as
 when you select Community for the first time, a little warning shows up
 saying that the game 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 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
 treatment.

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 For example, I've often heard the argument that if players want
 community servers in quickplay, they can change the settings, and if that
 is true - shouldn't the inverse also be true? If it is, than why give any
 one group default preference over another?

  Why not simply allow the players to decide?

 ...and I'm sure there are plenty of arguments about servers plastered
 with Pinion ads, or servers selling premium BS - but valve already dealt
 with all of that, so both of those arguments are moot.

 At any rate, I honestly don't think Community can only flourish in the
 absence of Valve's servers, and vice versa. There simply needs to be
 options presented which gives both equal exposure to the players, and let's
 them decide (without artificially steering them towards one or another).

 On Sat, Jul 4, 2015 at 7:38 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. 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.


 On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers.
 Did you get put on saigns and couldn't figure out how to type valve in
 server browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own 

Re: [hlds] hlds Digest, Vol 51, Issue 38

2015-07-04 Thread Rowedahelicon
 
 
 
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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Matthias InstantMuffin Kollek
As always both parties here aren't really unblemished. However, compared 
to real life, given how much protest (and how intense it has to be) is 
necessary, everyone is basically santa claus here (not the bad santa 
version).
The only two things about the people here that annoy me is that some 
simply cannot distinguish between the ad-infested mob of crappy servers 
and decent communities who put a lot of creativity, work, time and money 
into keeping valve's product alive. Those people do this because they're 
passionate. I haven't seen that from the valve-side yet.
And also the variety of font sizes here. I don't know about you guys, 
but it's not easy on my eyes.


On 05.07.2015 02:31, Phillip Vector wrote:
I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at 
all).


and this is why I rarely post here. Because most people here are not 
willing to listen to the other side of things and meet in the middle. 
Insulting people who like the Valve servers is not the way to go if 
you are wanting to work with Valve to get some compromise going.


On Sat, Jul 4, 2015 at 5:22 PM, E. Olsen ceo.eol...@gmail.com 
mailto:ceo.eol...@gmail.com wrote:


I also don't think the phrase Community and Custom are
necessarily interchangeable. There are plenty of community servers
out there with 100% stock settings, and I certainly wouldn't call
them custom.

Further - I don't anyone who played TF2 before quickplay came
along can say that Valve's servers are the way the game was meant
to be played. All I've ever seen on a Valve server (aside from
all the Mic spam, racism, general harassment, grieifing, hacking,
and abuse of the voting tools), was an just about every single
player ignoring the team aspect of the game -  when they were
playing at all.

I honestly find it comical that people think those servers are a
good representation of what the game should be (or, frankly, are
any fun at all).

On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above
spotsfromab...@gmail.com mailto:spotsfromab...@gmail.com wrote:

What you just said implies that *every *community server
provides a modified game-play experience, which is not only a
dubious claim but one that almost certainly stems from a
distinct level of benightedness.

There are community servers out there, many of them, which
offer a vanilla experience in aspects of game-play. My
question to you is why should those servers be treated as
second-class citizens to Valve servers by default.

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Cats From Above
Your version of events borders on white-knighting, in my honest opinion.
Valve has a share of blame for allowing an environment where unscrupulous
operators were rewarded financially simply by getting people to join thier
servers. The rise of Pinion and the like was attractive to individuals who
wanted to cash-in on advertising. And what better way to boost your profits
then by tricking players into joining your servers thinking that they were
fuller than what they were or that they had real people on them. MOTD
Advertising is what made that deception attractive - it was the reward
behind it all. Yes, the players would disconnect the second they realised
that the server was empty or that they were playing against bots, but the
operator still got to cash in on an impression.

So did Quickplay solve the problem? No. Why? Because it didn't remove the
sugar from the table. Rather it just meant that instead of deceiving the
player (Who would have likely remembered the name of a bad community) the
unscrupulous operators were now deceiving Quickplay instead - How grand it
must have been for operators intending to run cash-cow servers to have
Quickplay steering unsuspecting traffic to them. In my view that made the
situation worse and in a manner that was reasonably foreseeable. Yet
somehow it escaped Valve. What they should have done was killed the notion
of MOTD advertising from the onset so that a business model built on
deception wasn't financially lucrative. Instead they had a knee-jerk
reaction and banished all community servers (good and bad) from the primary
Quickplay pool. Some people would say this response is a colossal
non-sequitur and they'd be right.

I wrote a 1400 word response on this topic but I decided that I could make
my point with the summary above and that such would probably be more
appreciated than a giant wall of text. Let me know if I'm mistaken.

On Sun, Jul 5, 2015 at 9:58 AM, Phillip Vector t...@mostdeadlygame.com
wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 A modified game-play experience, yes. Even if it's just placing a text ad
 every 5 mins., it is a difference experience than stock. I did not mean to
 imply that all community servers modify game play. But I would be
 interested in seeing one community server that operates like the default
 Valve servers do.

 There are community servers out there, many of them, which offer a
 vanilla experience in aspects of game-play. My question to you is why
 should those servers be treated as second-class citizens to Valve servers
 by default.

 They shouldn't. However, I don't know how long you have been part of this,
 but I recall when community servers weren't treated differently. Some were
 terrible and cheated the system to trick players joining their servers.
 When Valve tried to stop them, they cheated the system more. Even after
 Valve constantly tried to help those community servers who played by the
 rules, the community kept calling foul.

 So eventually, Valve (rightly so IMHO) said Fuck it and made all
 community servers suspect.

 Valve is on the right track giving community servers who play by the rules
 equal standing for valve servers. But I'm pretty sure that some community
 is going to start gaming the system and Valve will have to say, Fuck it
 again.



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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Mike Vail
No, LOL! I've never had anything like that and never changed anything
causing this to be a problem. Interesting thought though.

On Sat, Jul 4, 2015 at 3:20 PM, Alexander Corn mc...@doctormckay.com
wrote:

 Did you have a 'valve' tag in your sv_tags like a fool?

 On Sat, Jul 4, 2015 at 6:16 PM, Mike Vail supp...@boomgaming.net wrote:

 My player counts fell by 50% or more since yesterday's update and I don't
 even run servers that compete against the stock Valve servers.Nearly all my
 servers are trade servers without Quickplay. Once this optional update was
 released, ​my player counts instantly soared and all my custom servers
 filled instantly just like they did before yesterday. It was like clients
 couldn't see them after the update. I think there's more going on than just
 delisting Valve servers on Yesterday's update.Whatever changed, I'm glad it
 was reverted for now.

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Paul
Amazing, two people complain and Valve quickly reverts the one bit of
progress we were beginning to have. I'm sceptical about the likelihood that
they're looking into it further however. What a shame, I really was hoping
at last the majority was being listened to, not a minority.

On 5 July 2015 at 00:28, Robert Paulson thepauls...@gmail.com wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Cats From Above
Well actually, what he said wasn't a *strawman *at all. A strawman is the
misstatement of an argumentative position for the sake of attacking said
position in an attempt to one up your opponent. Obviously, possession of a
vendetta is not an argumentative position (false or otherwise) but rather a
motive for having a position.

Hence, what he actually said was an *ad hominem argument* - That being
Latin for an attack against the man

But in any case, I do agree that removing Valve servers from the server
browser was not an ideal solution to the problem at hand.

On Sun, Jul 5, 2015 at 9:08 AM, Phillip Vector t...@mostdeadlygame.com
wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. 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.


 On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about
 community servers anymore. The moment 1 person complains that they couldn't
 wait 15 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
What you just said implies that *every *community server provides a
modified game-play experience, which is not only a dubious claim but one
that almost certainly stems from a distinct level of benightedness.

A modified game-play experience, yes. Even if it's just placing a text ad
every 5 mins., it is a difference experience than stock. I did not mean to
imply that all community servers modify game play. But I would be
interested in seeing one community server that operates like the default
Valve servers do.

There are community servers out there, many of them, which offer a vanilla
experience in aspects of game-play. My question to you is why should those
servers be treated as second-class citizens to Valve servers by default.

They shouldn't. However, I don't know how long you have been part of this,
but I recall when community servers weren't treated differently. Some were
terrible and cheated the system to trick players joining their servers.
When Valve tried to stop them, they cheated the system more. Even after
Valve constantly tried to help those community servers who played by the
rules, the community kept calling foul.

So eventually, Valve (rightly so IMHO) said Fuck it and made all
community servers suspect.

Valve is on the right track giving community servers who play by the rules
equal standing for valve servers. But I'm pretty sure that some community
is going to start gaming the system and Valve will have to say, Fuck it
again.

On Sat, Jul 4, 2015 at 5:12 PM, Cats From Above spotsfromab...@gmail.com
wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 There are community servers out there, many of them, which offer a vanilla
 experience in aspects of game-play. My question to you is why should those
 servers be treated as second-class citizens to Valve servers by default.


 On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 I'm all for player choice. If I want to play in a community server, I
 should be able to. But I also feel that Valve made a game and this game was
 balanced (I know the arguments against that it's balanced, but let's say
 that it's balanced as Valve wants it balanced) for 24 people. Why shouldn't
 the default game be the default choice? When you play Skyrim, do you have
 mods auto loaded that you didn't pick because it's community created? When
 you play any other multiplayer game on a server, is the non-base game ever
 selected as default?

 If not, then why should TF2 default to Custom?

 I know you aren't saying it should, but others here have. They want
 Community servers to be the first thing that players see and IMHO, the
 default game should be the first thing. Once they see that, then if they
 want to explore, they can. Despite what people say that new players can't
 unclick a checkbox.

 The interface being passed around looks like a good compromise as long as
 when you select Community for the first time, a little warning shows up
 saying that the game 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 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
 treatment.

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 For example, I've often heard the argument that if players want
 community servers in quickplay, they can change the settings, and if that
 is true - shouldn't the inverse also be true? If it is, than why give any
 one group default preference over another?

  Why not simply allow the players to decide?

 ...and I'm sure there are plenty of arguments about servers plastered
 with Pinion ads, or servers selling premium BS - but valve already dealt
 with all of that, so both of those arguments are moot.

 At any rate, I honestly don't think Community can only flourish in the
 absence of Valve's servers, and vice versa. There simply needs to be
 options presented which gives both equal exposure to the players, and let's
 them decide (without artificially steering them towards one or another).


[hlds] updates for other mods

2015-07-04 Thread Tamco15
 then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net 
 mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no longer
 listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the
 update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture quality
 to resolve random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ?berCharge levels
 unless the player commits suicide
 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped
 weapon before trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no
 longer improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon
 at once
 - Fixed unintended changes to rocket and other explosive
 jumping behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on
 Unusual hats to sometimes draw in first-person for the owner,
 or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from damaging
 enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive weapons,
 Kritzkrieg, and Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal
 Reward or Wanga Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit
 after picking up a new Knife
 - Fixed newly created items not becoming Strange quality,
 despite receiving the ability to track kills. Existing items
 in this state will not be retroactively fixed.
 - Fixed skinned weapons appearing differently after being
 traded or listed on the Steam Community Market. Affected items
 have been reverted to their original (permanent) appearance.
 - Fixed being able to craft some previously un-craftable items
 - Fixed a client crash related to Killstreak Fabricators and
 Chemistry Kits
 - Fixed a client crash related to particles
 - Fixed the Vitasaw no longer giving its ?berCharge bonus
 after death
 - Fixed issues related to picking up dropped weapons while
 zoomed in with a Sniper Rifle
 - Fixed a bug that caused the Shortstop to reload faster than
 normal
 - Fixed dropped energy weapons not being able to fire after
 being picked up
 - Fixed some weapons not displaying their charge meters after
 being picked up
 - Fixed the box used in the Box Trot taunt sometimes being the
 wrong color
 - Steam Community Market
 - Fixed skinned items appearing as Decorated Item
 - Items that are temporarily un-tradable can now
 properly be listed on the market






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End of hlds Digest, Vol 51, Issue 15

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Alexander Corn
The entire point of Quickplay from the get-go was to help people to easily
find servers offering vanilla-ish gameplay. That is, major game settings
are set to their defaults, no custom gamemodes, no game-breaking donor
perks, etc.

It's a decent idea, the only problem is that Valve added it and then *ignored
it*. Then people started realizing that they can register for Quickplay and
pretend to be vanilla and nothing bad would happen to them for months, if
ever.

To this date, I'm not quite sure that anyone at Valve even looks at reports
submitted with the in-game report tool (or the bug reporter either, for
that matter).

On Sun, Jul 5, 2015 at 12:07 AM, Cats From Above spotsfromab...@gmail.com
wrote:

 Your version of events borders on white-knighting, in my honest opinion.
 Valve has a share of blame for allowing an environment where unscrupulous
 operators were rewarded financially simply by getting people to join thier
 servers. The rise of Pinion and the like was attractive to individuals who
 wanted to cash-in on advertising. And what better way to boost your profits
 then by tricking players into joining your servers thinking that they were
 fuller than what they were or that they had real people on them. MOTD
 Advertising is what made that deception attractive - it was the reward
 behind it all. Yes, the players would disconnect the second they realised
 that the server was empty or that they were playing against bots, but the
 operator still got to cash in on an impression.

 So did Quickplay solve the problem? No. Why? Because it didn't remove the
 sugar from the table. Rather it just meant that instead of deceiving the
 player (Who would have likely remembered the name of a bad community) the
 unscrupulous operators were now deceiving Quickplay instead - How grand it
 must have been for operators intending to run cash-cow servers to have
 Quickplay steering unsuspecting traffic to them. In my view that made the
 situation worse and in a manner that was reasonably foreseeable. Yet
 somehow it escaped Valve. What they should have done was killed the notion
 of MOTD advertising from the onset so that a business model built on
 deception wasn't financially lucrative. Instead they had a knee-jerk
 reaction and banished all community servers (good and bad) from the primary
 Quickplay pool. Some people would say this response is a colossal
 non-sequitur and they'd be right.

 I wrote a 1400 word response on this topic but I decided that I could make
 my point with the summary above and that such would probably be more
 appreciated than a giant wall of text. Let me know if I'm mistaken.

 On Sun, Jul 5, 2015 at 9:58 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 A modified game-play experience, yes. Even if it's just placing a text ad
 every 5 mins., it is a difference experience than stock. I did not mean to
 imply that all community servers modify game play. But I would be
 interested in seeing one community server that operates like the default
 Valve servers do.

 There are community servers out there, many of them, which offer a
 vanilla experience in aspects of game-play. My question to you is why
 should those servers be treated as second-class citizens to Valve servers
 by default.

 They shouldn't. However, I don't know how long you have been part of
 this, but I recall when community servers weren't treated differently. Some
 were terrible and cheated the system to trick players joining their
 servers. When Valve tried to stop them, they cheated the system more. Even
 after Valve constantly tried to help those community servers who played by
 the rules, the community kept calling foul.

 So eventually, Valve (rightly so IMHO) said Fuck it and made all
 community servers suspect.

 Valve is on the right track giving community servers who play by the
 rules equal standing for valve servers. But I'm pretty sure that some
 community is going to start gaming the system and Valve will have to say,
 Fuck it again.




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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Alexander Corn
Now my history tab is empty

Did you even check? Valve servers are/were still listed in the history tab.
The change merely added a condition to the Internet tab's master server
query to not return any servers with the 'valve' tag.

Official MvM servers aren't listed on the master server *at all*, and yet
they still show up in my history. History is stored client-side and ignores
any master server limitations or delisting.

If you're going to complain about a change, please try to at least know
what you're talking about. Then again, this is a mailing list for *server
operators*, not client feedback.

On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org wrote:

 I never bothered to add them to favorites. I simply used the history tab
 to pick a Valve server with the map of choice. Now my history tab is empty
 and while I can use Quickplay/Show servers to pick a certain map, I cant
 right click there to View server info in order to find out if thats the
 server I just left for whatever repelling reason. Guess it will be trial
 and error from now on - oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing in
 safety that Valve would never implement it.


 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play
 your terrible 24/7 server with class limits. There definitely needs to
 be a toggle to include valve servers in the server browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing the particle
 effects on Unusual hats to sometimes draw in
 first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from
 damaging enemy Engineer buildings
 - Fixed weapons with attached models (e.g. Festive
 weapons, Kritzkrieg, and Botkillers) not rendering
 their 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Alexander Corn
I don't know if this would be ideal. My suggestion would be to filter Valve
servers by default, unless the user explicitly adds 'valve' to the tags
search bar.

On Sat, Jul 4, 2015 at 6:09 PM, Spencer 'Voogru' MacDonald 
voo...@voogru.com wrote:

 - Temporarily reverted Valve official quickplay and matchmaking servers not
 being listed in the server browser while we look into this further.

 A separate tab for valve servers. Show community servers on one tab, valve
 servers on the other tab. The default tab should be 'community' tab. Since
 valve was willing to hide them altogether, I think this is a reasonable
 compromise.

 - Voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Saturday, July 04, 2015 5:29 PM
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Optional TF2 update released

 We've released an optional update for TF2 that fixes an exploit with
 players
 taunting and then dying on the final control point of payload maps. You do
 not need this update unless you are experiencing this problem. The update
 notes are below. The new version number is 2863781.

 -Eric

 ---

 - Fixed an exploit related to taunting and then dying on the final control
 point of payload maps
 - Fixed a bug that was creating Specialized Killstreak Kits that could be
 applied to any item
 - Fixed items that are removed from the Steam Community Market having the
 trade restriction removed
 - Temporarily reverted Valve official quickplay and matchmaking servers not
 being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Alexander Corn
Did you have a 'valve' tag in your sv_tags like a fool?

On Sat, Jul 4, 2015 at 6:16 PM, Mike Vail supp...@boomgaming.net wrote:

 My player counts fell by 50% or more since yesterday's update and I don't
 even run servers that compete against the stock Valve servers.Nearly all my
 servers are trade servers without Quickplay. Once this optional update was
 released, ​my player counts instantly soared and all my custom servers
 filled instantly just like they did before yesterday. It was like clients
 couldn't see them after the update. I think there's more going on than just
 delisting Valve servers on Yesterday's update.Whatever changed, I'm glad it
 was reverted for now.

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen
I also don't think the phrase Community and Custom are necessarily
interchangeable. There are plenty of community servers out there with 100%
stock settings, and I certainly wouldn't call them custom.

Further - I don't anyone who played TF2 before quickplay came along can say
that Valve's servers are the way the game was meant to be played. All
I've ever seen on a Valve server (aside from all the Mic spam, racism,
general harassment, grieifing, hacking, and abuse of the voting tools), was
an just about every single player ignoring the team aspect of the game -
 when they were playing at all.

I honestly find it comical that people think those servers are a good
representation of what the game should be (or, frankly, are any fun at all).

On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above spotsfromab...@gmail.com
wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 There are community servers out there, many of them, which offer a vanilla
 experience in aspects of game-play. My question to you is why should those
 servers be treated as second-class citizens to Valve servers by default.


 On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 I'm all for player choice. If I want to play in a community server, I
 should be able to. But I also feel that Valve made a game and this game was
 balanced (I know the arguments against that it's balanced, but let's say
 that it's balanced as Valve wants it balanced) for 24 people. Why shouldn't
 the default game be the default choice? When you play Skyrim, do you have
 mods auto loaded that you didn't pick because it's community created? When
 you play any other multiplayer game on a server, is the non-base game ever
 selected as default?

 If not, then why should TF2 default to Custom?

 I know you aren't saying it should, but others here have. They want
 Community servers to be the first thing that players see and IMHO, the
 default game should be the first thing. Once they see that, then if they
 want to explore, they can. Despite what people say that new players can't
 unclick a checkbox.

 The interface being passed around looks like a good compromise as long as
 when you select Community for the first time, a little warning shows up
 saying that the game 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 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
 treatment.

 If we're really talking about player choice, here, then you have to
 remove the default effect
 https://en.wikipedia.org/wiki/Default_effect_(psychology) that gives
 one group of server preferential treatment over another to achieve true
 player choice.

 For example, I've often heard the argument that if players want
 community servers in quickplay, they can change the settings, and if that
 is true - shouldn't the inverse also be true? If it is, than why give any
 one group default preference over another?

  Why not simply allow the players to decide?

 ...and I'm sure there are plenty of arguments about servers plastered
 with Pinion ads, or servers selling premium BS - but valve already dealt
 with all of that, so both of those arguments are moot.

 At any rate, I honestly don't think Community can only flourish in the
 absence of Valve's servers, and vice versa. There simply needs to be
 options presented which gives both equal exposure to the players, and let's
 them decide (without artificially steering them towards one or another).

 On Sat, Jul 4, 2015 at 7:38 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 Logging cl_connectmethod

 That tells you for every server that you own. Not every server in
 existence. Your statement of The majority of players still click play
 now instead of using the server browser is missing something. It should
 say, The majority of players ON MY SERVERS.

 Of course, we don't have proof of this even on your own server, but I'm
 willing to accept that those who connect to your servers do so via the
 Play now button.

 You still can't say that the majority of players though since you don't
 have that data.

 I'm curious as to why you have a vendetta against community servers.

 Nice strawman there. I don't 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Robert Paulson
Logging cl_connectmethod.

Why do you presume that I am pulling it from my ass?

I'm curious as to why you have a vendetta against community servers. Did
you get put on saigns and couldn't figure out how to type valve in server
browser, so you are resorting to flaming the server owners here?

On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
wrote:

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other changes
 ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Alexander Corn
Yes, I'm aware. I just felt the need to call out misinformation.

On Sat, Jul 4, 2015 at 6:24 PM, ics i...@ics-base.net wrote:

 You're out of the loop dude, Valve servers were not there for a day, they
 were returned few hours ago.

 -ics

 Alexander Corn kirjoitti:

 Now my history tab is empty

 Did you even check? Valve servers are/were still listed in the history
 tab. The change merely added a condition to the Internet tab's master
 server query to not return any servers with the 'valve' tag.

 Official MvM servers aren't listed on the master server *at all*, and yet
 they still show up in my history. History is stored client-side and ignores
 any master server limitations or delisting.

 If you're going to complain about a change, please try to at least know
 what you're talking about. Then again, this is a mailing list for *server
 operators*, not client feedback.

 On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org
 mailto:d...@forlix.org wrote:

 I never bothered to add them to favorites. I simply used the
 history tab to pick a Valve server with the map of choice. Now my
 history tab is empty and while I can use Quickplay/Show servers to
 pick a certain map, I cant right click there to View server info
 in order to find out if thats the server I just left for whatever
 repelling reason. Guess it will be trial and error from now on -
 oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing
 in safety that Valve would never implement it.


 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add
 that to
 favorites. How many do you have in favorites? Look in the
 mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove
 their servers
 from the server browser. Nine times out of ten, I don't
 want to play
 your terrible 24/7 server with class limits. There
 definitely needs to
 be a toggle to include valve servers in the server
 browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com
 mailto:ubyu@gmail.com mailto:ubyu@gmail.com
 wrote:

 Hooray! One step in the right direction indeed. Now to
 consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com
 mailto:rbemr...@gmail.com mailto:rbemr...@gmail.com
 wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net
 mailto:supp...@boomgaming.net
 mailto:supp...@boomgaming.net
 mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com mailto:er...@valvesoftware.com
 mailto:er...@valvesoftware.com

 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Matthias InstantMuffin Kollek
Valve pretty much specifically created quickplay to keep people on valve 
servers (given how it worked out). I don't see any reason why they 
should show up in the server browser *by default* as well.


The issue isn't just based on bad representation of the servers, but 
also on a non-existent reputation system for third party servers.
If you join a random community server, unfortunately it will almost 
always spam you with ads (some even force you to re-enable motds, you 
wont be able to join a team otherwise). These servers should be 
nuked/completely removed from the list. Yes, there will always be a 
black sheep, but it will lead to people more easily recognizing unique 
and new ways to play tf2, and that server hosting is actually/used to be 
about sharing the passion one feels for the game (and not making money).


On 05.07.2015 03:27, Spencer 'Voogru' MacDonald wrote:


“But yeah. The default should be ... well... the default.”

The default should show everything. Let players filter them out on 
their own. If they don’t want to filter and search for a server, I 
think they have a feature for that already. I think it’s called.. 
quickplay.


I don’t know if you remember the days of the “Custom” tab. But I do.

You could have a completely vanilla gameplay server, with 32 players, 
and get stuck on the “Custom” tab. If you were on the custom tab, your 
server saw no traffic, nobody went a tab over to look for ‘Custom” 
servers. If you pulled the required shenanigans to get put onto the 
internet tab, your server got plenty of traffic, and everybody that 
saw the server in the list, knew it was a 32 player because they still 
reported as 32 players to the players.


If the players didn’t want to play there, they’d simply click on 
another server.


Fine. Let them click on a checkbox “Show valve official servers only.”

Don’t get me wrong, I see where you are coming from, you want to be 
able to quickly get onto a server without silly gameplay mods, 
pay-to-cheat or advertising nonsense going on. On the flip side, 
segregating custom servers by default, will just be the death of those 
servers.


Don’t forget that the valve servers have problems too, most notably 
the fact that they are unmoderated. So if you have a player putting 
hardcore porn sprays, or an engineer that thinks he’s quite the 
comedian building teleporters that take you further back, or the 
sniper with aimbot that hasn’t been vac banned yet with his free steam 
account…you’re kind of stuck with them.


- Voogru.

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

*Sent:* Saturday, July 04, 2015 8:32 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Optional TF2 update released

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at 
all).


and this is why I rarely post here. Because most people here are not 
willing to listen to the other side of things and meet in the middle. 
Insulting people who like the Valve servers is not the way to go if 
you are wanting to work with Valve to get some compromise going.



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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Gamemann
To be honest, TF2's player base has changed a lot since the quick-play 
change. Most of the players who have played on the community servers are 
gone since their communities died and they don't want to play on Valve 
official servers where there is no actual community. It seems the new 
TF2 player base is completely against any community server because when 
they think about community servers, they think about video ads and 
pay-to-win.


I do understand people don't want to join servers with ads and 
pay-to-win features but saying there are no good community servers is 
complete bullshit. There are great communities out there still who do 
not display video ads on their servers and give a vanilla experience, 
but sadly, their servers are empty most of the time because of the 
quick-play change.


With that being said, server owners displaying video ads on their 
servers and having pay-to-win features aren't help. I would highly 
suggest getting rid of these two things if you can. In the end, there 
are many other things you can do to gain supporters in your community.


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 been over a year since the quick-play change was made and 
Valve is still are saying we are looking for a solution. To the TF2 
developers, if you do not agree with any of our solutions, let us know 
why and we will attempt to adjust them to your needs. I personally think 
this would work great and make both sides happy: 
http://i.imgur.com/tAmWXj6.png

If you do not feel that way, please communicate with us.

Finally, I have two more suggestions. One, for the MOTD, when the user 
exits out of the MOTD screen, the sound is stopped (e.g. video ads sound 
is stopped). This would make players less annoyed by ads if they can 
just hit continue and skip the ad completely. Two, on the server 
browser, there should be two tabs, one called community servers 
(default), the next called Valve servers. It is self-explanatory on 
which tab lists which servers. If that is too much, then just have the 
check-box of Show Valve servers which is unchecked by default. I hope 
these two suggestions can be addressed.


Thank you for reading.

On 7/4/2015 5:44 PM, Jethro Seabridge wrote:
You might want to check other forums/avenues of communication other 
than the mailing list; I've seen quite a few people complain about the 
valve server change.


On Sat, Jul 4, 2015 at 10:36 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org mailto:proph...@sticed.org wrote:


Endless waves of communities explaining how quickplay (and other
changes ofc) destroys communities, nothing happens.
Two people on the mailing list moan about valve servers being
excluded from the list, instantfix. GJ


On 04.07.2015 23:32, Kevin C wrote:

You have got to be kidding me.

http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

On 7/4/2015 5:28 PM, Eric Smith wrote:

- Temporarily reverted Valve official quickplay and
matchmaking servers not being listed in the server browser
while we look into this further

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Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread Jordan Olling
Hey there. I'm a normal client who once helped operate a TF2 server.
During the period where Valve servers weren't showing up on the server
browser, I couldn't see any of the past Valve servers I had been to in the
history tab, either.

On Sat, Jul 4, 2015 at 3:19 PM, Alexander Corn mc...@doctormckay.com
wrote:

 Now my history tab is empty

 Did you even check? Valve servers are/were still listed in the history
 tab. The change merely added a condition to the Internet tab's master
 server query to not return any servers with the 'valve' tag.

 Official MvM servers aren't listed on the master server *at all*, and yet
 they still show up in my history. History is stored client-side and ignores
 any master server limitations or delisting.

 If you're going to complain about a change, please try to at least know
 what you're talking about. Then again, this is a mailing list for *server
 operators*, not client feedback.

 On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org wrote:

 I never bothered to add them to favorites. I simply used the history tab
 to pick a Valve server with the map of choice. Now my history tab is empty
 and while I can use Quickplay/Show servers to pick a certain map, I cant
 right click there to View server info in order to find out if thats the
 server I just left for whatever repelling reason. Guess it will be trial
 and error from now on - oh the progress...

 Honestly when I read the suggestion a few days ago I was weighing in
 safety that Valve would never implement it.


 On 2015/07/04 17:07, ics wrote:

 You had over 2 years of time to find a Valve server and add that to
 favorites. How many do you have in favorites? Look in the mirror if you
 have 0 or cant find any.

 -ics

 AJ DeTorrice kirjoitti:


 I actually really dislike that valve decided to remove their servers
 from the server browser. Nine times out of ten, I don't want to play
 your terrible 24/7 server with class limits. There definitely needs to
 be a toggle to include valve servers in the server browser. IMO,
 quickplay takes too long to find a server to be useful.


 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 Hooray! One step in the right direction indeed. Now to consider
 the other suggested changes in relation to Quickplay please :)
 (particularly that modified screenshot with the main menu UI
 changed to offer choices of what type of server to join via
 quickplay). Thanks TF2 team for listening to us.

 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 If you SUICIDE, it's not supposed to retain the charge from
 your current death. That's right in the patch notes.

 However, I (and likely others) thought this meant it would
 store 0%. Then again, if it did that, then medics could just
 suicide to make sure any enemy medics that picked it up got
 nothing.


 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:

 The medigun is bugged.
 Gaberoll anyhow medigun is bugged
 Gaberoll when suiciding it retains the uber charge from
 your previous death, not your current death
 Gaberoll that is to say, I die with 70% uber
 Gaberoll the medigun has 70% uber
 Gaberoll later, I have 40 charge
 Gaberoll and suicide for whatever reason
 Gaberoll when picked up, it has 70% uber
 Gaberoll I am later killed at 16%
 Gaberoll it gets picked up as 16%
 Gaberoll I then suicide at full charge
 Gaberoll it is picked up at 16%

 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
 supp...@boomgaming.net mailto:supp...@boomgaming.net wrote:

 OMG! OMG!!

 They listened to you guys! OMFG!

 - Valve official quickplay and matchmaking servers are no
 longer listed in the server browser

 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
 er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes
 for the update are below. The new version is 2863548.

 -Eric

 --

 - Temporarily limited OS X clients to medium texture
 quality to resolve random crashes while work is done
 on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in
 Powerhouse
 - Dropped weapons now retain their ammo and
 ÜberCharge levels unless the player commits suicide
 - Valve official quickplay and matchmaking servers
 are no longer listed in the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a
 dropped weapon before trying to use an item in the
 action slot
 - Spies can no longer pick up weapons when disguised
 or cloaked
 - Using the mouse to select enemy players on the
 scoreboard no longer improperly reveals their class
 - Fixed players dropping multiple instances of the
 same weapon at once
 - Fixed unintended changes to rocket and other
 explosive jumping behavior
 - Fixed dropped weapons occasionally using an
 incorrect skin
 - Fixed an issue that was causing 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Mike Vail
My player counts fell by 50% or more since yesterday's update and I don't
even run servers that compete against the stock Valve servers.Nearly all my
servers are trade servers without Quickplay. Once this optional update was
released, ​my player counts instantly soared and all my custom servers
filled instantly just like they did before yesterday. It was like clients
couldn't see them after the update. I think there's more going on than just
delisting Valve servers on Yesterday's update.Whatever changed, I'm glad it
was reverted for now.
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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
The majority of players still click play now instead of using the server
browser so removing valve servers from the browser list probably does very
little for your own servers.

Please tell me how you managed to get access to this data. Presuming you
aren't pulling it from your ass of course.

On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other changes
 ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking servers
 not being listed in the server browser while we look into this further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Alexander Corn
He probably did. I just checked and literally everything he has ever posted
to this mailing list has been against community servers. Seems like some
SPUF/reddit user found the server ops' mailing list and wants to keep
non-Valve servers shut out because he was on a bad server once.

On Sat, Jul 4, 2015 at 7:28 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread Phillip Vector
Logging cl_connectmethod

That tells you for every server that you own. Not every server in
existence. Your statement of The majority of players still click play now
instead of using the server browser is missing something. It should say, The
majority of players ON MY SERVERS.

Of course, we don't have proof of this even on your own server, but I'm
willing to accept that those who connect to your servers do so via the
Play now button.

You still can't say that the majority of players though since you don't
have that data.

I'm curious as to why you have a vendetta against community servers.

Nice strawman there. 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.


On Sat, Jul 4, 2015 at 4:28 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Logging cl_connectmethod.

 Why do you presume that I am pulling it from my ass?

 I'm curious as to why you have a vendetta against community servers. Did
 you get put on saigns and couldn't figure out how to type valve in server
 browser, so you are resorting to flaming the server owners here?

 On Sat, Jul 4, 2015 at 3:52 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

 The majority of players still click play now instead of using the
 server browser so removing valve servers from the browser list probably
 does very little for your own servers.

 Please tell me how you managed to get access to this data. Presuming you
 aren't pulling it from your ass of course.

 On Sat, Jul 4, 2015 at 2:44 PM, Robert Paulson thepauls...@gmail.com
 wrote:

 Are you all really surprised by this? Valve doesn't care about community
 servers anymore. The moment 1 person complains that they couldn't wait 15
 seconds for quickplay, it gets removed.

 Anyway you are all acting like half life 3 was announced.

 The majority of players still click play now instead of using the server
 browser so removing valve servers from the browser list probably does very
 little for your own servers.

 On Sat, Jul 4, 2015 at 2:36 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

 Endless waves of communities explaining how quickplay (and other
 changes ofc) destroys communities, nothing happens.
 Two people on the mailing list moan about valve servers being excluded
 from the list, instantfix. GJ


 On 04.07.2015 23:32, Kevin C wrote:

 You have got to be kidding me.

 http://i.imgur.com/tAmWXj6.png wink wink nudge nudge

 On 7/4/2015 5:28 PM, Eric Smith wrote:

 - Temporarily reverted Valve official quickplay and matchmaking
 servers not being listed in the server browser while we look into this
 further

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Re: [hlds] Optional TF2 update released

2015-07-04 Thread E. Olsen

 Some were terrible and cheated the system to trick players joining their
 servers. When Valve tried to stop them, they cheated the system more. Even
 after Valve constantly tried to help those community servers who played by
 the rules, the community kept calling foul.

 So eventually, Valve (rightly so IMHO) said Fuck it and made all
 community servers suspect.

 Valve is on the right track giving community servers who play by the rules
 equal standing for valve servers. But I'm pretty sure that some community
 is going to start gaming the system and Valve will have to say, Fuck it
 again.


Certainly, and that will always be the case (and is with every game out
there), but when you have to throw out all the good (and there ARE alot of
good communities out there)  then on the face of it, your system is a
failure.

If Valve looked at all their data on Snipers in the game, and decided that
too many of them were aimbotting, and their solution was to ban every
player who played the majority of their play time as a sniper, the
community would cry foul, and rightfully so.

There are a ton of better ways for dealing with nefarious server operators
than the way Valve did it, they simply chose the easy wrong over the hard
right.

For example - if their problem was people plastering their servers with
Pinion ads, than they shoudl have simply removed the ability for them to
run in the in-game web browser/MOTD.

If the issue was people suing fake bots to trick quickplay, then tie the
system to actual Steam ID's that have made a purchase in the past, or are
on accounts that are X number of days old. (i.e. only real steam users
get counted, etc.)

...what I'm getting at is, they gave up the fight, and let the good guys
get killed in the process. I firmly believe they're both better and smarter
than that.

and this is why I rarely post here. Because most people here are not
 willing to listen to the other side of things and meet in the middle.
 Insulting people who like the Valve servers is not the way to go if you are
 wanting to work with Valve to get some compromise going.


If you took that as an insult, my apologies, I didn't mean it as one.

My point is - You might think Valve's servers offer the best of the game,
and I think that community servers do.

In the end, we should BOTH be considered right - so both experiences
should be given equal exposure and treatment. As long as some of the
safeguards (i.e. a blacklist that works across the board with both
quickplay and the server browser) I mentioned above are implemented,
there's really no reason no to.

The diversity of TF2 should be celebrated and promoted, not stifled and
sidelined. Diversity gives games legs, and leads to longer player
retention. For every player that loves vanilla there could be players
that love fast respawn, or pl_cashworks, or even an Orange server...if they
could find them.

How many custom maps that had avid followings for 5 years now sit empty?
Some of them were the most competitive experiences I've ever had in a game,
yet without new blood finding them, eventually every custom map dies out.

Again - I'm not asking for special treatment, not do I think my servers
are the only kind of experience that is relevant - but I DO think they
deserve to be found, and they deserve the same chance of being found as any
other server.

On Sat, Jul 4, 2015 at 8:28 PM, Phillip Vector t...@mostdeadlygame.com
wrote:

 What you just said implies that *every *community server provides a
 modified game-play experience, which is not only a dubious claim but one
 that almost certainly stems from a distinct level of benightedness.

 A modified game-play experience, yes. Even if it's just placing a text ad
 every 5 mins., it is a difference experience than stock. I did not mean to
 imply that all community servers modify game play. But I would be
 interested in seeing one community server that operates like the default
 Valve servers do.

 There are community servers out there, many of them, which offer a
 vanilla experience in aspects of game-play. My question to you is why
 should those servers be treated as second-class citizens to Valve servers
 by default.

 They shouldn't. However, I don't know how long you have been part of this,
 but I recall when community servers weren't treated differently. Some were
 terrible and cheated the system to trick players joining their servers.
 When Valve tried to stop them, they cheated the system more. Even after
 Valve constantly tried to help those community servers who played by the
 rules, the community kept calling foul.

 So eventually, Valve (rightly so IMHO) said Fuck it and made all
 community servers suspect.

 Valve is on the right track giving community servers who play by the rules
 equal standing for valve servers. But I'm pretty sure that some community
 is going to start gaming the system and Valve will have to say, Fuck it
 again.

 On Sat, Jul 4, 2015 at 5:12 PM, Cats From Above 

Re: [hlds] Optional TF2 update released

2015-07-04 Thread Spencer 'Voogru' MacDonald
“But yeah. The default should be ... well... the default.”

The default should show everything. Let players filter them out on their own. 
If they don’t want to filter and search for a server, I think they have a 
feature for that already. I think it’s called.. quickplay.

 

I don’t know if you remember the days of the “Custom” tab. But I do. 

 

You could have a completely vanilla gameplay server, with 32 players, and get 
stuck on the “Custom” tab. If you were on the custom tab, your server saw no 
traffic, nobody went a tab over to look for ‘Custom” servers. If you pulled the 
required shenanigans to get put onto the internet tab, your server got plenty 
of traffic, and everybody that saw the server in the list, knew it was a 32 
player because they still reported as 32 players to the players.

If the players didn’t want to play there, they’d simply click on another server.

Fine. Let them click on a checkbox “Show valve official servers only.”

 

Don’t get me wrong, I see where you are coming from, you want to be able to 
quickly get onto a server without silly gameplay mods, pay-to-cheat or 
advertising nonsense going on. On the flip side, segregating custom servers by 
default, will just be the death of those servers. 

 

Don’t forget that the valve servers have problems too, most notably the fact 
that they are unmoderated. So if you have a player putting hardcore porn 
sprays, or an engineer that thinks he’s quite the comedian building teleporters 
that take you further back, or the sniper with aimbot that hasn’t been vac 
banned yet with his free steam account…you’re kind of stuck with them.

 

- Voogru.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Phillip Vector
Sent: Saturday, July 04, 2015 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 update released

 

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at all).

 

and this is why I rarely post here. Because most people here are not willing to 
listen to the other side of things and meet in the middle. Insulting people who 
like the Valve servers is not the way to go if you are wanting to work with 
Valve to get some compromise going.

 

On Sat, Jul 4, 2015 at 5:22 PM, E. Olsen ceo.eol...@gmail.com wrote:

I also don't think the phrase Community and Custom are necessarily 
interchangeable. There are plenty of community servers out there with 100% 
stock settings, and I certainly wouldn't call them custom.

 

Further - I don't anyone who played TF2 before quickplay came along can say 
that Valve's servers are the way the game was meant to be played. All I've 
ever seen on a Valve server (aside from all the Mic spam, racism, general 
harassment, grieifing, hacking, and abuse of the voting tools), was an just 
about every single player ignoring the team aspect of the game -  when they 
were playing at all.

 

I honestly find it comical that people think those servers are a good 
representation of what the game should be (or, frankly, are any fun at all).

 

On Sat, Jul 4, 2015 at 8:12 PM, Cats From Above spotsfromab...@gmail.com 
wrote:

What you just said implies that every community server provides a modified 
game-play experience, which is not only a dubious claim but one that almost 
certainly stems from a distinct level of benightedness. 

There are community servers out there, many of them, which offer a vanilla 
experience in aspects of game-play. My question to you is why should those 
servers be treated as second-class citizens to Valve servers by default.

 

 

On Sun, Jul 5, 2015 at 9:33 AM, Phillip Vector t...@mostdeadlygame.com wrote:

If we're really talking about player choice, here, then you have to remove the 
 https://en.wikipedia.org/wiki/Default_effect_(psychology) default effect 
that gives one group of server preferential treatment over another to achieve 
true player choice.

 

I'm all for player choice. If I want to play in a community server, I should be 
able to. But I also feel that Valve made a game and this game was balanced (I 
know the arguments against that it's balanced, but let's say that it's balanced 
as Valve wants it balanced) for 24 people. Why shouldn't the default game be 
the default choice? When you play Skyrim, do you have mods auto loaded that you 
didn't pick because it's community created? When you play any other multiplayer 
game on a server, is the non-base game ever selected as default? 

 

If not, then why should TF2 default to Custom? 

 

I know you aren't saying it should, but others here have. They want Community 
servers to be the first thing that players see and IMHO, the default game 
should be the first thing. Once they see that, then if they want to explore, 
they can. Despite what people say that new players can't unclick a checkbox.

 

The interface being passed around looks like a 

Re: [hlds] Mandatory TF2 update released

2015-07-04 Thread HD
This is a great move in the right direction to help Community servers. 
Quickplay is QUICK I’ve used it and it is fast to find a server as in only 
seconds.  

 

Now as I said a move but only a baby step to restore how things should be for 
the community run servers. 

 

It is not hard to find a close by Valve server..I just tried and it took maybe 
25 seconds…hardly forever.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Floul
Sent: Saturday, July 04, 2015 10:48 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

 

It doesn't help that it sorts through around 700 servers each time

 Phillip Vector wrote 

 Same here. I enjoyed going to Valve servers and now, there is only the 
 quickplay option available which takes forever.
 
 
 On Sat, Jul 4, 2015 at 7:37 AM, AJ DeTorrice 
 thatcompanythatownsyourcomp...@gmail.com wrote:
 
 I actually really dislike that valve decided to remove their servers from the 
 server browser. Nine times out of ten, I don't want to play your terrible 
 24/7 server with class limits. There definitely needs to be a toggle to 
 include valve servers in the server browser. IMO, quickplay takes too long to 
 find a server to be useful.
 
 
 On Sat, Jul 4, 2015, 3:30 AM Paul ubyu@gmail.com wrote:
 
 Hooray! One step in the right direction indeed. Now to consider the other 
 suggested changes in relation to Quickplay please :) (particularly that 
 modified screenshot with the main menu UI changed to offer choices of what 
 type of server to join via quickplay). Thanks TF2 team for listening to us.
 
 
 On 4 July 2015 at 06:47, Ross Bemrose rbemr...@gmail.com wrote:
 
 If you SUICIDE, it's not supposed to retain the charge from your current 
 death.  That's right in the patch notes.
 
 However, I (and likely others) thought this meant it would store 0%.  Then 
 again, if it did that, then medics could just suicide to make sure any enemy 
 medics that picked it up got nothing.
 
 
 
 On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:
 
 The medigun is bugged. 
 
 Gaberoll anyhow medigun is bugged
 
 Gaberoll when suiciding it retains the uber charge from your previous 
 death, not your current death
 
 Gaberoll that is to say, I die with 70% uber
 
 Gaberoll the medigun has 70% uber
 
 Gaberoll later, I have 40 charge
 
 Gaberoll and suicide for whatever reason
 
 Gaberoll when picked up, it has 70% uber
 
 Gaberoll I am later killed at 16%
 
 Gaberoll it gets picked up as 16%
 
 Gaberoll I then suicide at full charge
 
 Gaberoll it is picked up at 16%
 
 
 On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail supp...@boomgaming.net wrote:
 
 OMG! OMG!!  
 
 
 They listened to you guys! OMFG!
 
 
 - Valve official quickplay and matchmaking servers are no longer listed in 
 the server browser
 
 
 On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith er...@valvesoftware.com wrote:
 
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 2863548.
 
 -Eric
 
 --
 
 - Temporarily limited OS X clients to medium texture quality to resolve 
 random crashes while work is done on a permanent fix
 - Fixed a random crash that affected OSX only
 - Updated the collision geometry for the turbines in Powerhouse
 - Dropped weapons now retain their ammo and ÜberCharge levels unless the 
 player commits suicide
 - Valve official quickplay and matchmaking servers are no longer listed in 
 the server browser
 - Players no longer drop their weapons in MvM
 - Pressing the action key will now try to pick up a dropped weapon before 
 trying to use an item in the action slot
 - Spies can no longer pick up weapons when disguised or cloaked
 - Using the mouse to select enemy players on the scoreboard no longer 
 improperly reveals their class
 - Fixed players dropping multiple instances of the same weapon at once
 - Fixed unintended changes to rocket and other explosive jumping behavior
 - Fixed dropped weapons occasionally using an incorrect skin
 - Fixed an issue that was causing the particle effects on Unusual hats to 
 sometimes draw in first-person for the owner, or not draw at all to others
 - Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer 
 buildings
 - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg, and 
 Botkillers) not rendering their attachments
 - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga 
 Prick being able to manually disguise
 - Fixed Spy sometimes not being able to use the Disguise Kit after picking up 
 a new Knife
 - Fixed newly created items not becoming Strange quality, despite receiving 
 the ability to track kills. Existing items in this state will not be 
 retroactively fixed.
 - Fixed skinned weapons appearing differently after being traded or listed on 
 the Steam Community Market. Affected items have been reverted to their 
 original