Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up
John, you seem to be under the impression that we're upset that there's no Linux binaries available for us... launching without Linux support isn't hurting us one bit - we're all simply waiting for you to remove the bullet from your foot with which you guys shot yourself. To those running servers so far, what's the bandwidth usage look like? Full server average up/down? On Tue, Apr 21, 2015 at 4:36 PM, John Gibson j...@tripwireinteractive.com wrote: I appreciate that you guys run Linux servers. Know that we are working on it, and we didn't take not launching with Linux servers lightly. With that said, those of us that worked 18 hour days to ship the game couldn't have worked any later or more without violating labor laws... in China, in the the Foxconn factory... :) John Gibson President Tripwire Interactive www.tripwireinteractive.com On Tue, Apr 21, 2015 at 4:30 PM, Andreas Willinger aw...@gmx.at wrote: Seconded, I could put up 10+ servers, but Windows is never going to be installed on any of my dedicated servers. -Ursprüngliche Nachricht- Von: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] Im Auftrag von ics Gesendet: Dienstag, 21. April 2015 21:59 An: Half-Life dedicated Win32 server mailing list Betreff: Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up I kind of recall mentioning about that Linux server earlier and there is nothing keeping servers from coming up except the missing linux version. Hate to say this but i told you so. -ics Vivien FRENOT kirjoitti: Hello, Make KF2 server working with linux, and I will start 10 of them :D Le 21 avr. 2015 20:44, John Gibson j...@tripwireinteractive.com mailto:j...@tripwireinteractive.com a écrit : Hello everyone, So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV off the Steam top sellers in about 15 minutes. The bad news is, 17,000 people are trying to play KF2 right now (and it's going up a couple thousand every few minutes) and we've got enough servers up to handle about 7,000 players. Success is a good problem to have, but wow this really blew away our expectations. John Gibson President Tripwire Interactive www.tripwireinteractive.com http://www.tripwireinteractive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Killing Floor 2 Beta Server Hosting Open For All
Now that the closed beta is over, any further word on required/recommended server cahones, or were all the metrics gathered during the closed test all on real high end machines and no real data for mid-range hardware? On Tue, Apr 14, 2015 at 6:39 PM, John Gibson j...@tripwireinteractive.com wrote: Everyone, We're happy to announce that server hosting for the beta of the Killing Floor 2 Early Access release is now opened for everyone - GSPs, clans, anyone with a machine and a fast enough internet connection to host a server. Our community manager will be following up with further details on how to install/setup a KF2 beta server. Regards, John Gibson President Tripwire Interactive www.tripwireinteractive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Listing players and team membership on a TF2 server
I'm fairly certain using the @red and @blue targets will work, but you could have just tried in the console instead of posting and waiting around for replies on a mailing list, too. On Sun, Dec 7, 2014 at 5:43 AM, Rovanion Luckey rovanion.luc...@gmail.com wrote: So neither the default TF2-server nor sourcemod provides a way to distinguish if a player is on the RED or the BLU team? 2014-12-07 3:17 GMT+01:00 William Pickard lollol22...@gmail.com: No, you need a custom built plugin that acts like the status command but prints out players + team their on On 2014-12-06 7:19 PM, Rovanion Luckey rovanion.luc...@gmail.com wrote: I tried installing that a couple of weeks ago. Long story short I got a segfault because the stable version was not compatible with the TF2 server and manually keeping meta- and sourcemod up to date seemed like more effort than it was worth. I guess I've been spoilt by package managers. So does sourcemod provide a console command which does this. I see there is a concept of targets; would I write something along the lines of sm_who @red ? 2014-12-07 1:00 GMT+01:00 William Pickard lollol22...@gmail.com: Sourcemod plugin will help On 2014-12-06 5:56 PM, Rovanion Luckey rovanion.luc...@gmail.com wrote: Hi, I'm running a TF2 server and want to list the players currently playing on the server along with the team they're on through the rcon console. I want to use this information to write a small program which moves players around in mumble to the appropriate channel for their team. But that's besides the point. The status command does list every player and a bunch of interesting information, but not which team they're in. My question is: Is it possible to list every player on the server along with the name of the team they're currently in? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Can we have a Quickplay Status report, please? 2
No we don't have access to binaries on both ends We as players have access to the server binaries to reverse all we want, same with the client files, how is that not having access to both ends? I never included the statement of having the ability to modify them both at runtime. My point was validated when you said the ad exploit - this is what I was referring to and it was found by someone either reverse engineering the client or simply finding ways to exploit it without reversing it. On Mon, Jun 2, 2014 at 5:53 PM, Robert Paulson thepauls...@gmail.com wrote: No we don't have access to binaries on both ends.We cannot get players to use client modifications because even if they were willing to download it, they would get vacced. The ad exploit from what I heard was a one time client bug where the big motd did not check the motd cvar. Removing community servers from quickplay was laziness and not due to any technical impossibility. If Valve wants a game free of community servers then they should do that in their newer games. Can you imagine the outrage that would happen if EA pulled the same stunt on Battlefield by throwing all community servers off the main list? On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt eliw...@gmail.com wrote: Replied to the last message, I'll post this here too. Well, we know from experience just how good Valve is at keeping a lid on things (case in point HL3) so I doubt they're going to acknowledge this in any way unless they see fit to, not because we're disgruntled and asking for information. And for what it's worth, everyone (who's opinion on this list is worth a damn) has thrown out the point that we're the ones providing the servers for Valve, we're the ones who give their players a place to play etc etc - but what I think is going unnoticed here is the fact that Valve is obviously taking steps (and increasingly larger ones) to nullify that argument in it's entirety. Perhaps it's time to examine the possibility that Valve is very purposefully forcing community run servers into the minority because they're straight tired of having to play code-counter-code withe people like the fuckjobs who programmed plugins to force ads down players throats and other like-minded stains. We've got the binaries on both ends, and Valve knows this. It's virtually impossible to stop people from being fuckjobs with access to both binaries, so let [Valve] just diminish the footprint the fuckjobs get access by about 90% by forcing people into the servers we can afford to run now that we've monetized TF2. If I was Valve and I made this decision, I wouldn't give a piss whether people who run servers are upset by this or threaten to pull their servers offline because of this decision, because that's the direction I wanted to force you in anyway. Just a thought. On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson thepauls...@gmail.com wrote: Making a new thread because replies are being blocked with Message body is too big: 41090 bytes with a limit of 40 KB. Complaints here have historically gone ignored but it doesn't mean it is a bad idea to keep the issue in the spotlight here as well. Just make sure you also contact Valve directly. http://valvesoftware.com/email.php Some people say Fletcher is in charge of TF2 now so email him too. We're really past the point in asking Valve for an answer. The answer is probably the same as before: a handful of servers ruined the experience for a few new players and some lazy players who couldn't be bothered to type valve in the tags. So they threw in some useless features like quickpick and released server migrations at the same time to shut you up before you realize your community was also going to get screwed so there would be no huge public outrage. What needs to be done now is to get someone at Valve to realize that this change did more harm than good and there is evidence to prove it. Any other argument we bring up they will consider it biased because we host servers and somehow that means we don't care about players. Ever since the change, global TF2 player counts have steadily been dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer vacation has already started as you can see from the weekday player counts. http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com
Re: [hlds] Can we have a Quickplay Status report, please?
Well, we know from experience just how good Valve is at keeping a lid on things (case in point HL3) so I doubt they're going to acknowledge this in any way unless they see fit to, not because we're disgruntled and asking for information. And for what it's worth, everyone (who's opinion on this list is worth a damn) has thrown out the point that we're the ones providing the servers for Valve, we're the ones who give their players a place to play etc etc - but what I think is going unnoticed here is the fact that Valve is obviously taking steps (and increasingly larger ones) to nullify that argument in it's entirety. Perhaps it's time to examine the possibility that Valve is very purposefully forcing community run servers into the minority because they're straight tired of having to play code-counter-code withe people like the fuckjobs who programmed plugins to force ads down players throats and other like-minded stains. We've got the binaries on both ends, and Valve knows this. It's virtually impossible to stop people from being fuckjobs with access to both binaries, so let [Valve] just diminish the footprint the fuckjobs get access by about 90% by forcing people into the servers we can afford to run now that we've monetized TF2. If I was Valve and I made this decision, I wouldn't give a piss whether people who run servers are upset by this or threaten to pull their servers offline because of this decision, because that's the direction I wanted to force you in anyway. Just a thought. On Mon, Jun 2, 2014 at 3:31 PM, E. Olsen ceo.eol...@gmail.com wrote: That may have been true when quickplay was first introduced (when it was a minor source of traffic in general), but after Valve redesigned the user Interface to actively steer new players towards using Quickplay (by doubling the size of the button, moving it to the most prominent position in the UI on the upper left, AND by labeling it Play Multiplayer), Quickplay has become the most commonly used method by new players to connect to servers by a wide margin - well over HALF of all TF2 traffic at this point. Frankly, they simply don't know any better. Couple that with the fact that Valve made their servers the default choice (which, again, the vast majority of players never alter the default settings), doesn't mean that players don't give a F about our servers, they're simply never given the chance to find them in the first place. Frankly, I plan to keep discussing this at least until Valve gives us a clear answer. It's not too much to ask for a little communication. On Mon, Jun 2, 2014 at 8:32 AM, ced lo loranger...@hotmail.com wrote: Finally some common sense answer. I hear people here cry all the time about valve removing quickplay to community be default. You guys don't seem to realize that if player don't come back to your servers without QP, its because they don't give a F about your server. -- Date: Mon, 2 Jun 2014 14:25:08 +0200 From: spacebur...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Can we have a Quickplay Status report, please? Valve servers are the safest bet a player has for an normal TF2 experience with nothing getting in the way. I'm sure there are many community servers offering a similar experience, but there are just as many of those which don't. On 2 June 2014 13:35, Mehtahl MetalMetal metald...@gmail.com wrote: I'm quite sure that the experience on many more community servers has given poorer experience than the number of Valve servers for any given region. Take Nightteam for instance, let alone any other server with donation perks such as immunity to auto-balance. Not that Valve servers don't have their share of teamstacking. It's also important to remember that many servers run on a 24/7 same-map rotation designed for players to switch to another server when they grow tired from a map. That's really inefficient for those with many different servers managed that way, as you can see many of them being empty. In fact, hundreds of Community servers have been empty before this quickplay change, but Valve servers only had a few empty during high-time. We could always assume that Community servers are in the vast majority of servers, thus also have most of the, completely subjective concept of 'poor quality'. We could also assume that new players want the actual default experience of the game instead of a very specific method of play. When I first started playing I had no idea which server to join, with the massive list of servers with different maps and tags. I wasn't aware that when I decided to pick a Lotusclan, that I would be unaware that I couldn't 'really' pick my team when autobalance came around, because it most definitely autobalances more frequently than Valve servers' system. While I do understand that's it intention, to prevent stacking, this feature is definitely present in most Community servers with
Re: [hlds] Can we have a Quickplay Status report, please? 2
Replied to the last message, I'll post this here too. Well, we know from experience just how good Valve is at keeping a lid on things (case in point HL3) so I doubt they're going to acknowledge this in any way unless they see fit to, not because we're disgruntled and asking for information. And for what it's worth, everyone (who's opinion on this list is worth a damn) has thrown out the point that we're the ones providing the servers for Valve, we're the ones who give their players a place to play etc etc - but what I think is going unnoticed here is the fact that Valve is obviously taking steps (and increasingly larger ones) to nullify that argument in it's entirety. Perhaps it's time to examine the possibility that Valve is very purposefully forcing community run servers into the minority because they're straight tired of having to play code-counter-code withe people like the fuckjobs who programmed plugins to force ads down players throats and other like-minded stains. We've got the binaries on both ends, and Valve knows this. It's virtually impossible to stop people from being fuckjobs with access to both binaries, so let [Valve] just diminish the footprint the fuckjobs get access by about 90% by forcing people into the servers we can afford to run now that we've monetized TF2. If I was Valve and I made this decision, I wouldn't give a piss whether people who run servers are upset by this or threaten to pull their servers offline because of this decision, because that's the direction I wanted to force you in anyway. Just a thought. On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson thepauls...@gmail.com wrote: Making a new thread because replies are being blocked with Message body is too big: 41090 bytes with a limit of 40 KB. Complaints here have historically gone ignored but it doesn't mean it is a bad idea to keep the issue in the spotlight here as well. Just make sure you also contact Valve directly. http://valvesoftware.com/email.php Some people say Fletcher is in charge of TF2 now so email him too. We're really past the point in asking Valve for an answer. The answer is probably the same as before: a handful of servers ruined the experience for a few new players and some lazy players who couldn't be bothered to type valve in the tags. So they threw in some useless features like quickpick and released server migrations at the same time to shut you up before you realize your community was also going to get screwed so there would be no huge public outrage. What needs to be done now is to get someone at Valve to realize that this change did more harm than good and there is evidence to prove it. Any other argument we bring up they will consider it biased because we host servers and somehow that means we don't care about players. Ever since the change, global TF2 player counts have steadily been dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer vacation has already started as you can see from the weekday player counts. http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] plr_hightower_event - no free edicts
It's almost as if the game were designed to only have 28 players On Wed, Oct 30, 2013 at 5:03 AM, Andreas Grimm l...@gmx.net wrote: Dear Valve, ** ** to run a 32 player slots plr_hightower_event server is dangerous ... ** ** L 10/30/2013 - 09:55:53: World triggered Mini_Round_Win (winner Red) (round plr_round_C) L 10/30/2013 - 09:55:53: World triggered Mini_Round_Length (seconds 187.32) L 10/30/2013 - 09:55:53: World triggered Round_Win (winner Red) L 10/30/2013 - 09:55:53: Team Red current score 5 with 17 players*** * L 10/30/2013 - 09:55:53: Team Blue current score 4 with 16 players** ** L 10/30/2013 - 09:56:01: World triggered Round_Start L 10/30/2013 - 09:56:01: World triggered Round_Setup_Begin L 10/30/2013 - 09:56:01: World triggered Mini_Round_Selected (round plr_round_C) L 10/30/2013 - 09:56:01: World triggered Mini_Round_Start L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free edict remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free edicts remaining. L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts ** ** Maybe it's possible to decrease the entity count on that map a little bit? ** ** - Andreas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Failed to load the launcher DLL: (null)
I doubt Valve would start requiring SSE2 to gain in the performance dept and then just roll it back at a later date. If you expect all old hardware to keep running new applications for all time, you're going to be sorely disappointed. On Wed, Sep 25, 2013 at 1:47 PM, Dominik Friedrichs d...@forlix.org wrote: I just got this error when trying to run my test servers (CS:S/TF2) which are installed on an old P3 machine. It seems that since one of the recent updates the game client as well as SrcDS are being compiled to require SSE2 and hence no longer launch on older systems. There are discussions on SPUF about this issue as well. Valve, can you comment on this? Is this going to be permanent? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam Server Ports
It's funny that you're talking smack about Linux, while the referred product is a port of BSD program. What, they couldn't provide the required function natively? Now, you can go and take your retarded fanboism off the list. No one here cares for it, or your opinion, now that you've proven yourself to be an ignorant asshat in under 4 posts. On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy lepracy77...@live.com wrote: nope. it's not a ready made product it's a way of configuring your networking in the windows environment. you're going to have to actually learn how networks work before you set it up to achieve the desired result(s). sorry, it's not going to be as easy as downloading someone else's work, installing and clicking a few check boxes (I know this will be a turn off to most Linux gurus, but someone has to actually understand how tech works). -- Date: Sat, 31 Aug 2013 01:26:59 -0400 From: l...@redspeedservers.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Steam Server Ports Port security? I really hope you are not referring to Windows Firewall. On 8/31/2013 12:24 AM, Lep Racy wrote: it's on source forge... download source code and compile for desired target. or just learn how to configure port security on a windows box. -- Date: Sat, 31 Aug 2013 00:22:01 -0400 From: violentcri...@convictgaming.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Steam Server Ports Doesn't work on 64bit. On 8/31/2013 12:04 AM, Nomaan Ahmad wrote: http://wipfw.sourceforge.net/ ? On 31 August 2013 04:56, List User l...@redspeedservers.com wrote: If he is on Windows then that might be a bit hard/impossible. I never found any linux-quality firewall(/options) for Windows. On 8/30/2013 11:40 PM, Calvin Judy wrote: What exactly are you trying to do with the master servers? Just drop packets with an invalid size. - Original Message - From: Violent Crimes violentcri...@convictgaming.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, August 30, 2013 11:31 PM Subject: Re: [hlds] Steam Server Ports Nope that didn't work On 8/30/2013 11:04 PM, List User wrote: Assuming you are on port 27015; #VAC Secure: Source Port(s): 27017,27018,27019,27020 Destination Port(s): 26901 Protocol(s): UDP #RCON: Source Port(s): 27015 Destination Port(s): 27015 Protocol(s): TCP #Client Query Source Ports(s): Any Destination Port(s): 27015 Protocol(s): UDP On 8/30/2013 10:35 PM, Violent Crimes wrote: Anyone know what ports for steam master servers. Keep getting attacked with split packet attacks. NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 131.253.201.217:27018 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split
Re: [hlds] Idle Servers Dead
It isn't hard at all to write a very simple Auto-It or AHK script to screen-scan for the Item Acquired screen and hit the OK button, just as easy to have it alt-tab thru multiple clients and do the same. I used to use one before I knew about the text-mode client, back when I still actively played. On Fri, Jul 19, 2013 at 10:52 AM, Doctor McKay mc...@doctormckay.comwrote: But in making it more difficult and more expensive (read: power) Valve significantly reduces the prevalence. Also keep in mind that a bunch of folks who were idling in textmode did it because it was easy and wasn't frowned upon -- now Valve has made their position clear so a bunch of casual idlers will move on. I'm pretty sure that's the entire purpose. They won't ever be able to kill idling completely, but they're able to make it so impractical that all but a dedicated few will quit. Plus, it's hugely impractical now for the huge farmers (those with 60+ accounts going at once) to continue running their farms, so that puts a big dent into the idling population. Dr. McKay www.doctormckay.com On Fri, Jul 19, 2013 at 1:47 AM, Yun Huang Yong gumby_li...@mooh.orgwrote: http://alexmk.hubpages.com/**hub/How-To-Idle-in-TF2-** Automatically-After-the-**Textmode-Disable-Updatehttp://alexmk.hubpages.com/hub/How-To-Idle-in-TF2-Automatically-After-the-Textmode-Disable-Update We could go back n forth til the end of time on how Valve will detect use of the above, and idlers will adapt. You'll never be able to 100% stop anyone determined enough. But in making it more difficult and more expensive (read: power) Valve significantly reduces the prevalence. Also keep in mind that a bunch of folks who were idling in textmode did it because it was easy and wasn't frowned upon -- now Valve has made their position clear so a bunch of casual idlers will move on. Let's cut this thread short by accepting that it will be an arms race. On 19/07/2013 2:48 PM, Derek Howard wrote: Short of utilizing some sort of exploit, none of the relevant commands can be executed on clients by the server. Hell, I don't even think the client can use his own client console to get rid of the Item Acquired screen. There doesn't seem to be any command that can trigger the OK, Resume Game button. On Thu, Jul 18, 2013 at 9:40 PM, ics i...@ics-base.net mailto:i...@ics-base.net wrote: I'm pretty sure someone will write a plugin that will execute command for that panel and run it with their server. That way players could get item drops. That sounds shady and propably would go against Valve ruling so i wouldn't recommend it. This cannot be done with map alone. -ics Lyrai kirjoitti: The change is that you have to confirm each drop manually - an idle server won't fully solve the problem, as you'll still need to come back every half hour-hour to hit okay and resume it. At that point, you really are better off just playing the game instead of trying to game the system. __**___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.__**com/cgi-bin/mailman/listinfo/_** _hlds https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.__**com/cgi-bin/mailman/listinfo/_**_hlds https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
My feedback is that I would prefer for the main/stable channel to reflect the latest required (not optional) release that is compatible with clients, with a *separate pre-release/optional release channel.* Yes, please. Please please please please please please please please please. (9/3=3hl3cnfrmd) Sorry I just couldn't help myself on that one. On Thu, Jun 6, 2013 at 8:59 PM, John lists.va...@nuclearfallout.net wrote: On 6/6/2013 5:52 PM, DontWannaName! wrote: That's silly. One of the features of steam pipe is to let use update early. Just fix your script. I see the main benefit of SteamPipe being faster and more reliable downloads. A secondary benefit is the ability for mod authors to release updates without having Valve manually approve all of them. Another is to speed up file loads (well, presumably). I don't see the ability to update early as a benefit and didn't realize it was even a goal (are you certain that hldsupdatetool couldn't also be used for that?). Valve is experimenting with different ways of releasing the game -- whether and how often to do optional updates, whether and how far in advance to offer main-branch required versions, and so on. My feedback is that I would prefer for the main/stable channel to reflect the latest required (not optional) release that is compatible with clients, with a separate pre-release/optional release channel. -John __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Fake Client Fool
Let's not bite the hand that feeds us We're the one providing Valve's player base with a place to play. Without us, they would have to foot the bill for every server that's required to handle all the various games players, which as we've seen a-la other companies retiring games and shutting down the servers, is expensive. Tens of thousands of dollars a month in bandwidth, electricity and colo or managed rental overhead that we're completely negating for them. We're the ones giving Valve free money by having a wealth of servers for their players to play on so they stay entertained and buy more virtual pixel hats to wear. Valve is one of the most involved developers because it benefits their bottom line. They're a company out to make dollars in business, do not forget that for one second. On Fri, May 31, 2013 at 2:09 PM, escapedturkey escapedtur...@escapedturkey.com wrote: Valve is one of the most involved developers there is. We should be thankful they care as much as they do about the PC gaming community. Let's not bite the hand that feeds us. On Fri, May 31, 2013 at 10:39 AM, ics i...@ics-base.net wrote: Plenty of others from Valve also read this list. I'm sure they saw the message. I also do know they prioritize things. Sometimes it takes about 2 months, sometimes week, sometimes it's end of the pile and nothing happens. It's all about how urgent something is or how urgent they see it. I speak from past experiences and most are positive with dealing them. -ics Ross Bemrose kirjoitti: Fletcher Dunn and Alfred Reynolds from Valve both participate on this mailing list all the time, so I'm not sure why you think no one from Valve does. On Fri, May 31, 2013 at 1:17 PM, Brian Simon bluebriansi...@gmail.com mailto:bluebriansi...@gmail.com wrote: You must think Valve cares about server operators breaking the rules they set forth or something. Valve has more important things to do such as making new hats and promo items. Here's an idea to contact Valve since they do not seem to read the mailing list: File a bug on their github ( https://github.com/ValveSoftware/Source-1-Games/issues ) making your accusations there. Someone from Valve is sure to see it! On Fri, May 31, 2013 at 11:02 AM, ics i...@ics-base.net mailto:i...@ics-base.net wrote: What Bjorn said is my main concern. I didn't name any communities since i also think attacking a single community does not remove the problem. However, i am deeply furstrated in the matter due to the fact that these communities get the traffic that is off from legitimate servers. I know for a fact that my servers could be full sooner than they are now but the 3 communities next door are cheating off the traffic. -ics Bjorn Wielens kirjoitti: One of my observations is that people are probably getting frustrated with the lack of attention or comments on the matter. I'm sure valve knows about the issue, but not a lot seems to be done. I have admins on my staff that are getting extremely frustrated because they go to Quickplay, and end up in a string of servers that abuse the system (which they F7) and the folks running proper servers get the short end of the stick because it feels like these unscrupulous individuals are stealing traffic from the legitimate operators. *From:* Jason Tango jtrun...@outlook.com mailto:jtrun...@outlook.com *To:* Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Friday, May 31, 2013 8:43:50 AM *Subject:* Re: [hlds] Fake Client Fool If people want to spend their time as the quickplay police force, that's fine by me - but I believe Valve has said on numerous occasions that this mailing list is not the place to name and shame other server operators. There are proper venues for reporting perceived violations, and this list isn't one o f them. Do I think people who aren't setting the proper tags should be dropped from quickplay? Absolutely.but pointing fingers in a public forum just leads to the more nefarious readers of this list into doing things (like attacking the servers/community in question) against operators that may or may not be doing anything wrong. It's easy to accuse people (and equally easy to falsify evidence) - but the only people
Re: [hlds] (no subject)
He couldn't even spell warden right for his throwaway email name to post this stupid crap, just gonna point that out. Yeah, I'm calling you stupid, whoever you are on this list. Because you're obviously a member. On Sat, Mar 30, 2013 at 10:27 PM, 1nsane 1nsane...@gmail.com wrote: As for the Valve+Pinion relationship... If Valve is in bed with pinion then why are they not listed on the pinion list of customers?! I know why, because it's an outright lie. The a-holes collecting pinion funds started the lie to legitimize themselves. Oh so clearly Pinion must have hacked valve then to do: 1) Host official CS:GO servers alongside valve 2) Get special status on the official steam forums: http://forums.steampowered.com/forums/showpost.php?p=33997052postcount=4 http://forums.steampowered.com/forums/showpost.php?p=34167637postcount=7 Valve must be a really incompetent company not to notice these things for months... right? On Sat, Mar 30, 2013 at 10:16 PM, Crapware Wardon crapware.war...@hotmail.com wrote: ok, the best solution would be to leave the motd option, but, if the motd.txt contains anything other than the default motd.txt that ships via steamcmd... the server simply does not get listed in the server browser. I would also go as far as to say that the vac secured flag also be set to 0 for those servers. As for the Valve+Pinion relationship... If Valve is in bed with pinion then why are they not listed on the pinion list of customers?! I know why, because it's an outright lie. The a-holes collecting pinion funds started the lie to legitimize themselves. Ok, So all the pro-pinion hijackware guys claim valve is down with their program. The research indicates that this is an outright lie. No ad time has been purchased by Valve. I am sure there are a few Valve employees that are receiving kickbacks for their support of this blatantly unscrupulous activity. It may even shed a little light on the fact that good ol' Gabe did some house cleaning recently. Anyways.. down to business... If you want to defeat these dirtbags force-feeding your cpu with hijackware and your running a windows machine... 1) Open your hosts file (generally: c:\windows\system32\drivers\etc\hosts ) with a good ol' text editor. 2) Add the following to the end of your hosts file... # Pinion Server Adware 127.0.0.1 pinion.gg 127.0.0.1 bin.pinion.gg 127.0.0.1 cdn.pinion.gg 127.0.0.1 crm.pinion.gg 127.0.0.1 delivery.pinion.gg 127.0.0.1 docs.pinion.gg 127.0.0.1 kermit.pinion.gg 127.0.0.1 log.pinion.gg 127.0.0.1 mail.pinion.gg 127.0.0.1 motd.pinion.gg 3) Save the file to your desktop. 4) If your text editor added .txt to the file name remove the .txt (select the file on your desktop, hit F2 and remove the .txt characters). 5) Copy the host file from your desktop into the 'C:\windows\system32\drivers\etc' folder and let the new one overwrite the existing one. Enjoy hijackware free gaming!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] MOTD.TXT changer for adfly
Well, I did my part and submitted a ToS violation report to adf.ly about wonkagaming, I hope everyone else did/does too. On Sat, Jan 26, 2013 at 4:19 AM, Todd Pettit pettit.t...@gmail.com wrote: So sorry, I thought you were responding to my post not the original one. I am going to go to sleep now I am delirious. *From:* Brian Simon bluebriansi...@gmail.com *Sent:* Saturday, January 26, 2013 1:04 AM *To:* Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com *Subject:* Re: [hlds] MOTD.TXT changer for adfly Your community is bad, and you are bad. Hush yourself. On Fri, Jan 25, 2013 at 6:14 PM, HLDS Digest h...@wonkagaming.com wrote: We have been testing the MOTD.TXT changer for ad fly add agency we will be releasing on wonkagamings download section once all glitches are down So far the results are remarkable for impressions pinion only pay 1.50$ every 1000 impression where Ad-fly pays 6.00$ every 1000 impression... HUGE diference in money for server owners that worked years can now finally get what they deserve instead of pinion short handing them for 2013. And people please do not complain about big community's recruiting coders it's just rude that is why you never see us helping little community's with there problems they always complain when the big fish have something to say. -WillyWonka ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] 128 Tick
Jesus, go the hell away. On Sat, Dec 29, 2012 at 9:42 AM, sudsac...@gmail.com wrote: Hi Can someone tell me how to make 128 tick server in cs go I am using tcadmin for my servers Thanks Sachin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dah! No Half-Life / Valve
Wow, there's really a website out there rehosting as popular a mailing list as this one? I think that's one of like, 40 that do it. Makes searching old threads so much easier, too! And no, you're not going to stop your e-mail address from being shown either. On Sun, Oct 14, 2012 at 12:18 PM, Paul Williams p...@pencoedfarm.co.ukwrote: BTW. Did you guys know there is a web site blogging all these messages INCLUDING our e-mail address ( as user at domain)? I have changed my settings now so that my email address should not be included in these messages. ** ** See: http://permalink.gmane.org/gmane.games.fps.halflife.server/43034 ** ** ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ook *Sent:* 14 October 2012 16:31 *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Dah! No Half-Life / Valve ** ** When you get up this morning (I finally did, how can it be so late?) be sure to tell us what you did to fix it, what kept it from working. This way future generations can benefit from your experiences. Getting a half-life server running can be intimidating if you have never done it, and sometimes it takes just one simple thing to keep it from working. Us old timers take all this for granted, but there are young pups out there that have never done this before that might want to take a shot at it. On 10/13/2012 10:51 PM, Paul Williams wrote: Thanks all. Think I finally got it working! I think I even got my web server to act as a fast map downloader too! Cheers again. Must sleep now… Check it out if you can spare the time. Should show up as “BanzaiBob’s Half-Life Server” IP Address: 91.235.58.128:27015 *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Ook *Sent:* 14 October 2012 03:50 *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Dah! No Half-Life / Valve Have you configured your server.cfg and autoexec.cfg and mapcycle.txt? You have to at least specify a starting map, or no one will be able to connect. Seriously, don't waste your time with the gui. Just start it -console hlds.exe -game valve -map subtransit -port 27015 On 10/13/2012 07:47 PM, Paul Williams wrote: Sorry, should have mentioned that I did try that. It ran without error, but could not be connected to. Thanks everyone, I think I will give this up as a lost cause now. Thanks for trying to help me out though. Regards, Paul *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Claudio Beretta *Sent:* 14 October 2012 03:41 *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Dah! No Half-Life / Valve take his suggestion, and launch the server from the command line On Sat, Oct 13, 2012 at 10:17 PM, Ook ooksser...@zootal.com wrote: I strongly recommend using -console flag when starting the server and dispensing with the worthless gui. On Sat, Oct 13, 2012 at 10:36 PM, Paul Williams p...@pencoedfarm.co.uk wrote: I have done ‘HldsUpdateTool.exe -command update -game valve -dir .’ more than once. Valve folder exists. Think I am gonna give up soon. Doing my head in this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds image001.png___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
Then he passes this information to the authorities, who subpoena the logs from every site that he gets spammed from - then they find your IP address and go to your ISP to discover who your mommy and daddy are. Then your ISP cancels mommy and daddy's account for a breach of their Terms of Service, and then you probably face criminal charges for criminal harassment. There's a reason pr0n sites keep *very* good logs. On Wed, Sep 19, 2012 at 1:40 PM, Gabriel Freitas freitas.gabr...@gmail.comwrote: I'm going to register your email in all possible spam sites if you still being a retard On Wed, Sep 19, 2012 at 2:30 PM, MDevaney devaney.mich...@gmail.comwrote: IM GOING TO START ADVERTISING HERE IF I DON'T GET REMOVED FROM THIS LIST ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] L4D Plugins that work
Try asking on the SourceMOD forums, not here. On Sat, Aug 25, 2012 at 12:37 PM, Ook ooksser...@zootal.com wrote: So I revived my L4D server and went looking for some plugins. I found some of my favorites, but found that some don't work and others throw errors. It looks like most of them have not been updated for a year or so. Does anyone have any recommended plugins that still work? I'm specifically looking for a laser sight plugin and a fast reload plugin. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SourceTV now ignores the tv_name variable?
Watch the console log closely, you'll see it rename itself. On Sat, Jul 21, 2012 at 11:43 PM, Leon Hunter l...@ozzyfurocity.net wrote: This is a well-known caveat, nothing new and nothing to do with the update. When the replay bot first joins, replay is Replay All subsequent joins/maps, it comes back as replay Source: https://dl.dropbox.com/u/9948007/replayduck.png (Nicholas Hastings, Oct 12, 2011) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: Sunday, 22 July 2012 7:37 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] SourceTV now ignores the tv_name variable? I'm running my servers on Linux. My replay bot used to be named 'replay', now it is 'Replay'. On 7/21/2012 2:59 PM, ics wrote: They did? Must be windows only because i still have replay as 'replay' instead of 'REPLAY' -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Two simple entities that can crash all Source server
I can't get gas out of the pumps without putting my credit card in the slot, can we patch this out plz? On Fri, Jul 20, 2012 at 11:58 AM, Crazed Gunman bsr.crazedgun...@gmail.comwrote: shutting off the power to my box has previously made my server unavailable, any plans for a bugfix for that? On 7/20/2012 10:55 AM, Yuki wrote: quit also kills the server. Valve please fix. On 20/07/2012 16:46, raydan wrote: using prop_physics_respawnable trigger_hurt within some condition, server can crash instantly Proof http://www.sendspace.com/file/8x2l9h create trigger_hurt, set damage 1000 create prop_physics_respawnable above the trigger_hurt, use model models/props_junk/wood_crate002a.mdl start server player join server server crash Tested on: TF2, CSS, DODS, Garrymod, HL2DM i think L4D happen too only obsidian conflict without crash Analyze: according hl2sdk, crash at HurtAllTouchers, touch link null pointer some releated functions -CTriggerHurt::HurtEntity -CPhysicsPropRespawnable::Event_Killed (PhysicsRemoveTouchedList) VALVE fix this shit please :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Is the policy of truth still going?
All I read here is Wah, they're cheating better than me and I cheat the system as just like them, going against Valve's desires for the core gameplay but I justify it by putting instant respawn in the title that no one that uses quickplay will even see I'm gonna laugh my ass off if they delist you for a month now after you put it on the mailing list that you fake tags. On Sat, Jul 14, 2012 at 7:52 PM, ics i...@ics-base.net wrote: They never banned or punished for using fakeclients on a server but they did punish for making bots look like players. -ics 15.7.2012 2:50, AeroliteGaming.com kirjoitti: Are bot/fake player servers still being banned? I know tons that are running it and they have their ranks 100 on game tracker. This is all while I'm trying to get regulars on one of my servers to get it populated. All my efforts are failing so far while these are tricking quickplay into populating their servers whilst sitting and relaxing. I'm half tempted to start the packet spoofing job because everyone else is getting away with it and having their servers filled with people 24/7 and making money off motd ads to go and add more servers to con quickplay with. I won't lie, I'm not all good myself. I'm running instant respawn on 2 of my servers whilst using quickplay, but at least i'm displaying in the title and not conning player counts. Those 2 servers have now gained alot of regular players that enjoy them. This is probably because they aren't as common. My Vanilla settings server is suffering from this though. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Engine Error TF2
0 crashes and a lot of log entries from civilian exploit fixer SM plugin over here. On Mon, Jul 9, 2012 at 5:31 PM, Invalid Protocol invalidprotocolvers...@gmail.com wrote: And many server crashes in CEconItemView::GetPlayerDisplayModel method.*** * ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason *Sent:* Tuesday, July 10, 2012 12:03 AM *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Engine Error TF2 ** ** We've been seeing this on our servers as wellno weapons, civilian glitching, and restarting the server resolves it. On Mon, Jul 9, 2012 at 4:55 PM, Dominik Friedrichs d...@forlix.org wrote:* *** On 2012/07/09 22:35, AeroliteGaming.com wrote: Hello guys, I appear to be getting an engine error quite often recently, this is a while past the last update. No plugins or anything edited. Engine Error 539/ - tf_weapon_builder: UTIL_SetModel: not precached: D |-2r I've also had a strange problem regarding weapons: Found my server in a weird state where people would spawn without weapons and according to a player his game would crash when trying to change the class or loadout. This seemed to carry on across map changes; restarting the server fixed it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 Update Released
Where's the Localization files?! On Thu, Feb 16, 2012 at 8:49 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed a client crash related to dynamic model loading - Fixed dedicated server not receiving restart requests when updates are released Team Fortress 2 - Fixed playing incorrect sounds for The Overdose - Fixed a broken Engineer animation for The Pomson 6000 - Fixed Steam inventory/trading not showing the correct item level for some items - Fixed Steam inventory/trading sort order not matching the in-game backpack - Fixed the new styles for The Brown Bomber not using team colors - Fixed some clipping issues with the Warrior's Spirit - Updated pl_hoodoo_final - Removed door frame collision to resolve bots getting stuck in the cave during stage 2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] FPS ISSUE
Getting the same issues over here, I'm getting a lot of complaints in our TF2 server, and even getting random pubbies joining and asking right off the bat Is this server lagging as hell too? Personally, I'm able to hold 300FPS in any indoor area and average 210-250 in any outdoor area, but for whatever reason I'm hardly able to break 90 in small outdoor areas like point 1 on badwater. PC runs Crysis smoother than TF2 right now... On Wed, Feb 1, 2012 at 12:53 PM, Jesse Porter reacherg...@gmail.com wrote: I've been getting consistent complaints on my TF2 servers as well in the past few weeks. A lot of users w/ mid to high end graphics cards say they'll drop mid-match from 40-60+ FPS down to 15-30. It's a regular issue but hard to pin down. On Wed, Feb 1, 2012 at 9:08 AM, ad...@crazyfreakgamers.com wrote: Hi, ** ** My servers are facing a strange issue after last update. We are observing a sudden fps drop at client side. I am currently running css servers and its happening with all the servers. ** ** Anyone facing such issue? ** ** Thanks. Sachin Sud ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] The policy of truth is still in effect
Considering the hidden slots are provided by two console commands provided by Valve, I'd say you're being far too anal. On Wed, Jan 25, 2012 at 5:59 AM, Miikka Virtanen drag...@dragory.netwrote: Hey, If I have reserved slots hidden from the normal slots, is that counted as being against these guidelines? If taken literally, then yes, it is against them. Then again, it's also not with malicious intent (and I'm not sure how it would bother anyone), so I'm not sure if it's allowed. Sincerely, Miikka Virtanen 24.1.2012 22:08, Fletcher Dunn kirjoitti: Yesterday the Team Fortress team took further action pursuant to the “policy of truth” that was announced in December of last year. We delisted some servers that were reporting inaccurate information in server-browser-related communications. ** ** Our goals are for players to be able to find the server they are looking for quickly and easily, and for server operators to compete solely on the basis of the quality of the experience they provide. Any plugins that modify server browser communications (or modify the information contained in those packets) are counter to those goals. ** ** The following guidelines are self-evident: · All of the data you report to clients and to Steam must be accurate. · You must use the Source engine, using the steam libraries, to send all server-browser-related communications. · Do not modify or manually send any packets to Steam. · Do not modify or manually send any client ping replies. (Those that convey server browser info, player counts, etc.) · Do not to set any values that are sent in these communications outside the legal range. · The data reported to the master server and to clients must match. ** ** If you aren’t running any plugins that do any of these sorts of things, you can disregard this post. If you are, please stop. If you feel that you have a real reason to make these modifications to your server, then communicate with us and help us understand! We’ll try to work out a solution that fits everybody’s needs. ** ** Thanks, The Team Fortress Team ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] The policy of truth is still in effect
Keep up the good work Fletch! On Tue, Jan 24, 2012 at 3:08 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Yesterday the Team Fortress team took further action pursuant to the “policy of truth” that was announced in December of last year. We delisted some servers that were reporting inaccurate information in server-browser-related communications. ** ** Our goals are for players to be able to find the server they are looking for quickly and easily, and for server operators to compete solely on the basis of the quality of the experience they provide. Any plugins that modify server browser communications (or modify the information contained in those packets) are counter to those goals. ** ** The following guidelines are self-evident: **· **All of the data you report to clients and to Steam must be accurate. **· **You must use the Source engine, using the steam libraries, to send all server-browser-related communications. **· **Do not modify or manually send any packets to Steam. **· **Do not modify or manually send any client ping replies. (Those that convey server browser info, player counts, etc.) **· **Do not to set any values that are sent in these communications outside the legal range. **· **The data reported to the master server and to clients must match. ** ** If you aren’t running any plugins that do any of these sorts of things, you can disregard this post. If you are, please stop. If you feel that you have a real reason to make these modifications to your server, then communicate with us and help us understand! We’ll try to work out a solution that fits everybody’s needs. ** ** Thanks, The Team Fortress Team ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Replay Download Error
Windows server users could create a batch file to do the same on a windows scheduled task, just as easy as us *nixers can slap a crontab line up. There are also two SM plugins available to perform the same function. On Wed, Jan 11, 2012 at 12:29 PM, Andrew DeMerse ademe...@gmail.com wrote: All you linux junkies can use crontab to clean this out every day. find /path/to/replays -mindepth 1 -mtime +7 -delete On Wed, Jan 11, 2012 at 11:36 AM, E. Olsen ceo.eol...@gmail.com wrote: I think you'd be surprised. We have a HUGE amount of bandwidth sucked up by replay every month. On my (windows) servers, the replay cleanup system has never worked. I ended up using a 3rd party system run on a regular basis using task scheduler to clean up the old files. I just set it to delete anything in the target folders over two days old every time it runs. On Wed, Jan 11, 2012 at 11:24 AM, Hedgehog hedge...@whatthefrag.netwrote: You guys made me aware i've got the same problem ;) With Team Fortress 2 i've decided to go the easy way, so I'll just disable it. Don't think (m)any of my regulars are using it anyway. 2012/1/11 Jason pctool...@gmail.com Tyler, I have the *SAME* issueand all i could do was simply turn off replays, which made my community annoyed/sadbut, I had difficulty browsing the FTP folder of replays as my FTP client would crash. I had to ask for my provider to delete most of them for me so I could at least browse the folder. Definitely wish it didn't leave every single replay block on the FTP ... that just seems silly On Wed, Jan 11, 2012 at 11:10 AM, Tyler Davies tyler.k.dav...@gmail.com wrote: Hey guys, not to deviate from the subject of this thread, but I'm having MAJOR replay issues as well. It's not that it isn't working, it's that it isn't working as intended. I didn't check on this earlier, and I just noticed. I have replays being accumulated and they are NEVER deleted! I have replay blocks dating back to August of last year sitting in the replay directory! What the heck!? Aren't they supposed to be removed when the server is updated? There are now more than 10 GB of replay blocks in just ONE of my replay directories. It crashes my SCP client as soon as I even open the directory. How can I solve this problem without deleting replays still in use by clients? Valve, it would be nice if the server would actually remove the replays when an update is pushed through just as the game client states it will do, and recommends for clients to save their replays if they want to keep them. Any assistance is appreciated! =] On Wed, Jan 11, 2012 at 10:59 AM, Shon Myles shonte.my...@gmail.comwrote: Thanks so much Mark, Brendan and Hedgehog. Your suggestions resolved my issue. On Wed, Jan 11, 2012 at 9:31 AM, Hedgehog hedge...@whatthefrag.netwrote: replay_fileserver_port 21 Can you comment that line? Or change it to 80? 21 is the default FTP port, download goes over HTTP Cheers, Hedgehog 2012/1/11 Lance Waidzunas lswa...@gmail.com Check and make sure the FTP server isn't full. We had that issue with our servers a while back, it even prevented the map from changing. On Wed, Jan 11, 2012 at 9:23 AM, Shon Myles shonte.my...@gmail.com wrote: I've been experiencing an issue on my servers where replay downloads fail everytime. The error players get is: Replay error system: The session info file failed to download: No headers. URL: http://stompfesttf2web.site.nfoservers.com:21/public/replayfolderhttp://stompfesttf2web.site.nfoservers.com:21/public/replayfolder/20120111-083609-ctf_turbine.dmx Here is my config: replay_enable 1 replay_block_dump_interval 15 replay_fileserver_protocol http replay_fileserver_offload_enable 1 replay_fileserver_host stompfesttf2web.site.nfoservers.com replay_fileserver_port 21 replay_fileserver_path /public/replayfolder // Your FTP info. This data is private and not shared with the client. replay_fileserver_offload_protocol ftp replay_fileserver_offload_hostname stompfesttf2web.site.nfoservers.com replay_fileserver_offload_port 21 replay_fileserver_offload_remotepath /public/replayfolder replay_fileserver_offload_login replay_fileserver_offload_password replay_fileserver_offload_maxuploads 16 Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To
Re: [hlds] No weapon spread(TF2)
Valve has already made it clear by not including tf_use_fixed_weaponspreads in the list of disallowed cvars that it's perfectly acceptable to run. Why would you bother to ask about a policy that's already clearly stated on their website? You should learn your cvars before you advise, Zach. tf_damage_disablespread and tf_use_fixed_weaponspreads don't mention random anywhere in their names. On Sun, Jan 1, 2012 at 1:27 PM, zach isaac drgnz...@gmail.com wrote: Well, I think it would be okay. What would disqualify you is if you modified your server to not show tags when it would normally. Also, No weapon spread would be insane. Long range SMG anyone? You should probably try no RANDOM weapon spread instead. On Sun, Jan 1, 2012 at 12:10 PM, Damien Delay damien.delay1...@gmail.comwrote: Hello all, I would like to enquiry about where no weapon spread would stand on a quick play server. No weapon spread does not add a tag so would not disqualify the server but what would valves opinion on this be ? Thank Damien Delay Sent from my iPhone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2: rcon stops working
When you send the password initially, the server sees you as an admin and allows rcon commands from you. Your client doesn't send the rcon password every time you send a command, and you don't need to retype it before every command. Obviously the server resets it's admin list when the rcon list is reset. On Sat, Dec 10, 2011 at 2:11 PM, Brian br...@doublejump.eu wrote: Thanks for the help guys, I will try what you suggest. However, I still don't see why this issue arises if the client still has the correct password stored (cf. autocompleted value). Granted, the RCON connection may be reset, but if the password is saved then it should be able to re-establish it as necessary, no? On Sat, Dec 10, 2011 at 5:47 PM, Saul Rennison saul.renni...@gmail.comwrote: So put your server's RCON password in autoexec instead, is what Sebastian is suggesting. On Saturday, December 10, 2011, Sebastian Staudt korak...@gmail.com wrote: From users of my RCON library I know that setting rcon_password in the server.cfg is sub-optimal. After a map change the server.cfg is reloaded and will – although the password is not changed – reset any RCON connections. Source uses TCP (and persistent connections) for RCON. It seems like rcon_password will automatically reset all connected RCON clients. Am Samstag, 10. Dezember 2011 um 16:23 schrieb Brian: When I set a the rcon_password in console to use on my server, it seems to stop working after the first command, or some length of time. Eg I do rcon_password password rcon exec etf2l then play some… then when wanting to go the next map I try rcon changelevel cp_snakewater … and it does nothing. I have to do rcon_password password rcon changelevel cp_snakewater to get it to work. The weird thing is, the stored value of rcon_password is still correct, ie it shows “rcon_password password” as the tab-complete when I start reentering the command. Is there like some kind of timeout as in sudo where you just have to enter your password again? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 servers hanging after mapchange
A *really* hacky method of getting around needing a mapchange is to write a sourcemod plugin to do so for you. Right now our servers are set up to start on badwater, and obviously need a mapchange to go into the QP pool, so I wrote a little SM plugin named zztop (lol) - the naming is so it's loaded last in line. It simply exec's a config file that sets a load_lock on the plugins and then unloads the zztop plugin, then changes the map again to badwater. Once the load lock is in effect, the plugin won't be loaded upon the next mapchange so it won't indefinitely loop changelevels. On Mon, Nov 7, 2011 at 4:13 PM, E. Olsen ceo.eol...@gmail.com wrote: Server hangs are a long-standing bug that (to my knowledge) has never been addressed. We've been discussing it on the list for months. On Mon, Nov 7, 2011 at 3:38 PM, Dominik Friedrichs d...@forlix.org wrote: Anyone else having this issue? Seems to happen at random right after loading a map (the last log line is Started map or server cvars end. It all started yesterday or today as far as I can tell. And still the _registered tags are only added after doing a changelevel, so a server that got automatically restarted due to a crash/hang wont be populated by quickplay until one manually issues a changelevel command - what a great joy! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Killing Floor Halloween Event Coming Soon
Thanks for the heads up, John. Time to test this 3.6Ghz thing out all the way. =) On Thu, Oct 27, 2011 at 12:20 PM, Chris Brunelle warbuck...@gmail.comwrote: +1. If you can't figure out how to set up proper filtering using a modern mail client, then quit using email period. There's more people complaining about email on this list than actual emails going out which aren't mailing list related. On Thu, Oct 27, 2011 at 10:16 AM, Nicholas Hastings nshasti...@gmail.comwrote: Can we banish just some people to SPUF and keep the list for the rest of us? On 10/27/2011 12:12 PM, zach isaac wrote: Is it going out through the HLDS mailing list becuase it will incorperate TF2, or is there another reason for this? On Thu, Oct 27, 2011 at 10:51 AM, James Ives ja...@jimo.co.uk wrote: Exciting! When roughly will this roll out? On Thu, Oct 27, 2011 at 06:35, John Gibson j...@tripwireinteractive.com wrote: Everyone, I wanted to give you all a heads up that we've doing a special event for Killing Floor for Halloween. This will be a required server update. I can't give out any details just yet, but expect to see lots of people playing and full servers :) Cheers, John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- *James Ives * ja...@jimo.co.uk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from my Commodore64 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11
I updated our servers to the latest snapshot build day of the 1st patch in this bunch, as the slay issue I picked up on immediately. I posted that somewhere else in the list as well. Ours has been stable, crashless (save the clients crashing out) since the first day. On Fri, Oct 21, 2011 at 1:17 AM, DontWannaName! ad...@topnotchclan.comwrote: I can never quite keep up with you guys. :D On Thu, Oct 20, 2011 at 9:12 PM, Nicholas Hastings nshasti...@gmail.comwrote: That's only half true as of five minutes ago. We've updated the updater to work with snapshots from the stable branch (1.3.x atm) now as well as releases. On 10/20/2011 11:52 PM, DontWannaName! wrote: The gamedata changed and when you updated SM you updated to the new gamedata. Gamedata updates are only automatic on release builds of SM, not the snapshot branches including 1.4. On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote: Fellow Admins and Sys-ops, The client crashes related to player class selection that appeared with today's update appears to have resolved itself for our players. Hopefully that's behind us. I did however discover another problem you may not be aware of. We were running a 1-2 week old Snapshot of SourceMod (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying someone using my SourceMod Admin menu, my server would crash immediately. Perhaps this issue is also causing other SourceMod related functions to fail as well? I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be resolved. You may wish to check you versions as well to see if it helps stabilize your servers. Best of luck. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Thursday, October 20, 2011 5:16 PM To: hlds@list.valvesoftware.com Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Improvements to client stability related to loading mesh content during gameplay - Fixed an engine error that mentioned CL_CallPostDataUpdates - Fixed Not Usable in Crafting text not appearing under certain conditions on item tooltips in the trading UI Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent
I wouldn't mind email subscriptions being tied in some way to our Steam accounts or some other method to verify members are actually running a server at all. At the risk of sounding elitist, I don't think non-admins have any sort of need to post here whatsoever, (Especially considering there are forums that have this list publicly posted for anyone to read) and some of the recent useless threads have (obviously) struck a nerve with some people. Personally, I have all emails from here bounced to my cellphone (Which is an ancient 6 year old flippy) and I really don't like getting random spam from someone talking about trading or complaining they disapprove of the CS:S binaries folder move. On Thu, Oct 20, 2011 at 2:00 PM, EHG epichat...@litewin.net wrote: It wouldn't necessarily have to be round-the-clock moderation. You could enforce that mailing list subscriptions be linked to your steam ID and simply ban repeat problem users after the fact. On 10/20/2011 1:56 PM, gamead...@127001.org wrote: Actually, archiving is the one reason I _prefer_ this list - I have a copy of everything ever posted, I don't have to worry about a thread derailment causing useful info to be possibly deleted. That being said, moderation would be easier on a forum, because you can do it after the fact - a moderated email list requires pre-approval of every post, which basically means you need round-the-clock mods available. Not practical imo -Original Message- From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds- boun...@list.valvesoftware.com**] On Behalf Of DontWannaName! Sent: 20 October 2011 18:47 To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent If we all remember, the lists were going to be moved to the forums for archiving, readability and for easy moderation. This wasn't done because we all prefer the mailing list. However, we should find a balance with more moderation. You don't even have to run a server to be on this list. Sent from my iPhone 4 On Oct 20, 2011, at 10:43 AM, Chad Hedstromchad.hedstrom@gmail.**comchad.hedst...@gmail.com wrote: That's not a bad idea. In the last six months this went from a high quality, low traffic list to something similar in appearance to a tier-2 steam customer service support thread. While I definitely do appreciate this under-the-radar outreach to the community of server administrators, perhaps it is time to think about expanding to a moderated style mailing list. Thanks again for all your (Valve employees!) hard work and prompt replies to questions posed in this thread. On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName! ad...@topnotchclan.com wrote: Maybe it's time to appoint a volunteer moderator so there is less garbage on the list and more helpful information. It would help all of us! :) Sent from my iPhone 4 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: This post is a reminder to everybody that this email distribution list has a standard language that everybody should use. I'm not talking about using Portuguese or English. I'm talking about being nice instead of being a jerk. New people come and go all the time. Sometimes they repeat questions that have already been answered before they subscribed. Sometimes they don't know what is on topic or off topic. There's a way to let them know politely if their question is off topic, or should be directed elsewhere. If is too difficult for you to use kind words, then of course there's also the option of just ignoring it. Your posts (like most things on the Internet) are both public and permanent. By bearing this in mind, some people could save themselves embarrassment and regret by refraining from posting childishly. Even better would be to act kindly and help the person get to the correct place where they can find the answer they are seeking. Please just be kind and helpful. Try to relax. Your humble servant, - Fletch __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds __**_ To
Re: [hlds] CSS: changelevel2 causes server crash
Stop using changelevel2, it's not meant for multiplayer, why would you use a command you know crashes a server when there's a perfectly good command to not crash the server? Simply typing help changelevel2 into the console would have gotten you this: help changelevel2 changelevel2 - Transition to the specified map in single player No offence, but the most basic help yourself skills would have solved your problem. On Thu, Oct 20, 2011 at 4:11 PM, Dominik Friedrichs d...@forlix.org wrote: If you are triggering it via RCON or through the server console and you say changelevel2 crashes and changelevel works, why are you using changelevel2? On 2011/10/20 21:42, Dusan Tomic wrote: I am triggering the changelevel, please reread my first email. -- Kind regards, Dusan Tomic __**__ Od: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[ hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] u ime korisnika eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com] Poslato: 20. oktobar 2011 21:36 Za: Half-Life dedicated Win32 server mailing list Tema: Re: [hlds] CSS: changelevel2 causes server crash Then the question is: what is triggering a change level? Some maps can cause a server to crash, due to several reasons. Such as reaching the limits of entities, brushes or having an I/O that is corrupted. Now, is the map wanting to trigger the changelevel? like players walk on an area, a door closes and it changes to the map2 to keep on the story. This is a dodgy event. It can be done but with experimentation and many tries. If it is the server because the timee reached 0, I can not help you, that is a server side issue if it happens every time with other maps. My reconemndation is to talk to the mapper if this issue occurs only with his maps. You could try launching some official maps to test if it is only his map that crashes. Enviado desde mi oficina móvil BlackBerry® de Telcel -Original Message- From: Dusan Tomicd...@mojsajt.co.uk Sender: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com Date: Thu, 20 Oct 2011 19:27:40 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.**com hlds@list.valvesoftware.com Reply-To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: [hlds] CSS: changelevel2 causes server crash I'm not that experienced, so i can't use fades and teleport. I'm just sysadmin, not css dev :(, so my knowledge goes as far as to read from logs and troubleshoot OS problems. This is output if I wait long enough :D rcon from *.*.*.*:: command changelevel2 de_dust2 Host_Changelevel pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe pipes.cpp (733) : Fatal assert failed: ...\common\pipes.cpp, line 733. Application exiting. Assert( Fatal assert ):..\common\pipes.cpp:733 -- Kind regards, Dusan Tomic __**__ Od: eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com] Poslato: 20. oktobar 2011 20:49 Za: Dusan Tomic Tema: Re: [hlds] CSS: changelevel2 causes server crash Yeah, but l4d can change maps on servers, so it can be helpful to look at to know how they did it. You might want to read my whole email and try to undeerstand what I said and why. Those are options you can try. In the end, you have to expeeriment with entities and I/O. If all fails, try to make it only one map and to use fades and teleport to simulate map transitions Enviado desde mi oficina móvil BlackBerry® de Telcel -Original Message- From: Dusan Tomicd...@mojsajt.co.uk Date: Thu, 20 Oct 2011 18:45:05 To: eugenio.motanu...@gmail.comeu**genio.motanu...@gmail.comeugenio.motanu...@gmail.com; Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.** com hlds@list.valvesoftware.com Subject: [hlds] CSS: changelevel2 causes server crash Hint eugenio : CSS = Counter-Strike: Source, not l4d :D -- Kind regards, Dusan Tomic __**__ Od: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[ hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] u ime korisnika eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com] Poslato: 20. oktobar 2011 20:39 Za: Half-Life dedicated Win32 server mailing list Tema: Re: [hlds] CSS: changelevel2 causes server crash I think your issue is that the map can change level and not everyone is in the area near the landmark. You might want all players on the same room before you trigger the change. Also, use trigger_changelevel and not changelevel2, as someone before me said. Look at l4ds changelevl, which trigger when the checkpoint door is closed when everyone is in the safe room. My thoughts are that it is tricky to do, but should be possible. If your entity count allows you, use
Re: [hlds] (no subject)
This did not need a mail and this isn't a message board. http://forums.steampowered.com/forums/ is where you want to be. On Fri, Oct 14, 2011 at 10:06 AM, Ссомов Роман romario1...@gmail.comwrote: The update is totally great. Thanks, Valve. Played without a single lag today. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SUSPECT: RE: SUSPECT: Re: Servers are absent in Server Browser
Guys please learn to reply to a topic instead of mailing a new one. 2011/10/1 Dusan Tomic d...@mojsajt.co.uk Guys please do not use Google translate, your emails do not have any sense. Ask some of your friends who speaks English to translate/create email for you. -- Kind regards, Dusan Tomic -- *Od:* hlds-boun...@list.valvesoftware.com [ hlds-boun...@list.valvesoftware.com] u ime korisnika Crazed Gunman [ bsr.crazedgun...@gmail.com] *Poslato:* 1. oktobar 2011 3:43 *Za:* Half-Life dedicated Win32 server mailing list *Tema:* SUSPECT: Re: [hlds] Servers are absent in Server Browser On 9/30/2011 7:49 PM, John Schoenick wrote: Has anyone really been far even as decided to use even go want to do look more like? On 09/30/2011 05:32 PM, Shardstride wrote: To Mart-Jan; My personal opinion coming from someone who does buy his games off store shelves; And only play single player campaign games,just to avoid the multi-player hack’s dirty shit; I could really care less what they do when Fed’s finally get involved in catching the bastard’s here’s why; In the past 5 year’s over 100 software companies have gone out of business or filed bankruptsy, as a result of the little prick’s.They attack the custumer’s I.P.Address certificates is what there doing. I think but am not for shure corporate espionage,fraud,identity theft linked with malitious hacking caries a minimum sentence of 30 year’s in a Federal or State prison! Sincerely,...Shardstride; One only!P.S!...Forward This... *From:* Mart-Jan Reeuwijk mreeu...@yahoo.com *Sent:* Friday, September 30, 2011 4:05 AM *To:* Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com *Subject:* Re: [hlds] Servers are absent in Server Browser Lets hope valve delists them from the MB. Its sad already that those servers pollute the server list for honest players. To be fair, I wouldn't mind any form of registration by server owners for their servers. I know that in the past a steam client was needed, and somewhere it was dropped as a requirement. Wouldn't go as far as re-introducing that, but maybe simular to the matchmaking requirements? Or some other system to keep the rogue ones out. There where some replies in the past that some would be addressed, dunno if that is already done. I'd welcome extra measures to it, even if we as server owners have to do some extra for it. -- *From:* Eli Witt eliw...@gmail.com eliw...@gmail.com *To:* Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com hlds@list.valvesoftware.com *Sent:* Friday, 30 September 2011, 12:35 *Subject:* Re: [hlds] Servers are absent in Server Browser Imagine that, the master server for people who bought the game will not display servers made that allow people who didn't pay for the game to play. Get out of the list already, everyone already dislikes you now. On Thu, Sep 29, 2011 at 7:45 PM, Cc2iscooL cc2isc...@gmail.com wrote: We support non-cracked servers. Why? Because cracked servers typically have issues like this that are completely unrelated to any issue with the proper build. On Thu, Sep 29, 2011 at 6:43 PM, Dmitriy Bobrovskiy supp...@isotonic.ruwrote: Ook Is he running cracked servers? How can you tell? And what exactly is a cracked server? mauirixxx It allows players who didn’t buy the game play the multiplayer aspect of said game. Saul Rennison Server-side Steam authentication is effectively disabled, so players who do not legally own the game with Steam can play. I agree. It’s fully correct definitions. AnAkIn We don't support Non Steam servers on this list. First of all I hate this situation. Most of admins have to run so-called cracked servers in order to have players on them. I have legal copy of the game 'Half-Life'. I done simple research during an hour: I opened server browser, connected to various servers and then pressed Shift+TAB to open Steam Community in-game. After that I navigated to Players-Current game and saw 'No Steam users reported by game server' every time! Tell me where I can find Steam servers? I don't know they all is cracked in Steam Server Browser list. If you don't support Non Steam servers who do you support then? And who 'we'? -- Ook Ignore the list nazis...it looks to me that these are all HL DM servers, at least Ook the ones on the steam server browser. And the last I checked, this was the Ook HLDS list Ook Ook right now I see DM3 and TDM2, TDM3, TDM4. I can see DM2 with HLSW, but Ook it does not appear in steam server browser and yet there are 20 players on it. Ook Ook I don't have a solution, but this happens to me all the time. I have two Ook OP4 servers and on HL server, on the same IP, different ports, and they Ook seem to pop on and off of the steam server browser at random - and it's Ook never the one on port 27015 - that one is always
Re: [hlds] Servers are absent in Server Browser
Its a good thing we're discussing HLDM servers and not TF2 servers then, isn't it? On Sat, Oct 1, 2011 at 2:22 PM, Bubka3 bub...@gmail.com wrote: Team Fortress 2 is free to play now. Thanks, - Bubka3 On 10/1/2011 2:19 PM, Dmitriy Bobrovskiy wrote: I don’t want to discuss cracked servers at all. I rephrase the question: Can Valve delist servers from Steam Server Browser list intentionally? I mean something like ‘ban’ them. And what about the ‘game that was made free to play months ago’? What is it? ** ** And I don’t get aswers for my question about where I can find really legal beautiful Half-Life 1 100% Steam servers? ** ** *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Rowedahelicon *Sent:* Saturday, October 01, 2011 9:44 PM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] hlds Digest, Vol 7, Issue 2 ** ** Re: [hlds] SUSPECT: RE: SUSPECT: Re: Servers are absent in Server Browser Why are we having an argument about cracked servers in a game that was made free to play months ago, why are we doing it via internet meme? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Servers are absent in Server Browser
Imagine that, the master server for people who bought the game will not display servers made that allow people who didn't pay for the game to play. Get out of the list already, everyone already dislikes you now. On Thu, Sep 29, 2011 at 7:45 PM, Cc2iscooL cc2isc...@gmail.com wrote: We support non-cracked servers. Why? Because cracked servers typically have issues like this that are completely unrelated to any issue with the proper build. On Thu, Sep 29, 2011 at 6:43 PM, Dmitriy Bobrovskiy supp...@isotonic.ruwrote: Ook Is he running cracked servers? How can you tell? And what exactly is a cracked server? mauirixxx It allows players who didn’t buy the game play the multiplayer aspect of said game. Saul Rennison Server-side Steam authentication is effectively disabled, so players who do not legally own the game with Steam can play. I agree. It’s fully correct definitions. AnAkIn We don't support Non Steam servers on this list. First of all I hate this situation. Most of admins have to run so-called cracked servers in order to have players on them. I have legal copy of the game 'Half-Life'. I done simple research during an hour: I opened server browser, connected to various servers and then pressed Shift+TAB to open Steam Community in-game. After that I navigated to Players-Current game and saw 'No Steam users reported by game server' every time! Tell me where I can find Steam servers? I don't know they all is cracked in Steam Server Browser list. If you don't support Non Steam servers who do you support then? And who 'we'? -- Ook Ignore the list nazis...it looks to me that these are all HL DM servers, at least Ook the ones on the steam server browser. And the last I checked, this was the Ook HLDS list Ook Ook right now I see DM3 and TDM2, TDM3, TDM4. I can see DM2 with HLSW, but Ook it does not appear in steam server browser and yet there are 20 players on it. Ook Ook I don't have a solution, but this happens to me all the time. I have two Ook OP4 servers and on HL server, on the same IP, different ports, and they Ook seem to pop on and off of the steam server browser at random - and it's Ook never the one on port 27015 - that one is always there, it is the others that Ook come and go. And if you restart the server, it appears immediately on the list. Ook For a while... Ook Ook I've given up trying to find an answer, I just ignore it...strange that the one on Ook port 27015 is always there, where the others come and go. Thank you for answer! It's great help especially when there are no any info yet. Our servers don't appears on the list after restarting. I think the problem (poping on|off and absence) has two common reasons: ether servers get banned after some time (because cracked?) or servers don't meet list requirements for some reason. And I do want find out why. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Buna ziua
No, I agree with Thomas to be quite honest. I think his advice and wisdom was spot on for the problem as it was explained to us. On Mon, Aug 15, 2011 at 9:01 AM, Saul Rennison saul.renni...@gmail.comwrote: 90% of Tom's message was irrelevant, please ignore it. Do you mind elaborating on what exactly is the problem? On Monday, 15 August 2011, Ssf Sandu ssfsa...@yahoo.com wrote: Hello I created a CS 1.6 server for several days and not working. Please help me in this regard Thank you -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Update
Servers went from rarely crashing to rarely running? On Mon, Aug 15, 2011 at 6:13 PM, SakeFox sake...@kingdomsend.com wrote: ** I think they fixed the rare startup crash by making it common On 8/15/2011 6:10 PM, João Gabriel wrote: Broke TF2 completely. 2011/8/15 Jason Ruymen jas...@valvesoftware.com An optional update to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch is now available. The specific changes include: Source Dedicated server - Integrated latest SteamWorks API and Steam client library - Fixed zombie players created when banning players, causing player count in the server browser to be incorrect - Fixed bug incrementing player count when spectator joined on spectator port. - Fixed a rare startup crash Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 server memory usage - need some answers
Look at the difference in the amount of models and textures a TF2 server has versus a CS:S or a GM server. There's simply more to load and deal with. On Sun, Aug 14, 2011 at 7:46 AM, Joeri van der Velden joerivdvel...@gmail.com wrote: Ever since around the replay update I've noticed a very annoying trend with my TF2 servers. When they start and are fully running, they take up about 400MB of RAM. However, over several hours with lots of activity, the memory use steadily grows over 700MB, some even reach 900MB before I forcefully shut them down because they affect overal server performance. Our Garry's Mod and Counter-Strike: Source servers (both on the same engine, and running the same versions of Sourcemod) do not have this issue. Is this memory use a common problem for TF2 servers? Can anyone else share some numbers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Zombie player problem fixed?
I've gotten two on our Windows server since the 4th. One was up for 19 hours before I noticed and restarted it. On Sun, Aug 7, 2011 at 10:44 AM, Cc2iscooL cc2isc...@gmail.com wrote: Nope. We had one yesterday for about 4 hours...then it disappeared on map change. On Aug 7, 2011 9:33 AM, Dominik Friedrichs d...@forlix.org wrote: The last zombie slot on my servers occurred on August 3rd, leading me to believe this issue has finally been resolved, probably by the August 4th update. Can anyone confirm this or is someone still seeing them? On 2011/07/25 22:26, Fletcher Dunn wrote: The last TF2 update should have fixed the last problems with the player count for replay and SourceTV. The player count, as shown on the server browser, will never include replay or SourceTV. As some have noted, the fact that replay and source TV are players is an implementation kludge, and this fact should not be visible outside of the server. Also, the maxplayers settings and visiblemaxplayers should not be incremented to have an extra slot for replay, they should only count regular players. We know that this is a change from previous behaviour, but it is how we want things to work going forward. In other words, you should use the same settings for the player counts, whether you have source TV and/or replay enabled. (Eventually you will be able to have the both at the same time.) For example, if you want to have a server with 24 human players, and one reserved secret slot for yourself, you will set maxplayers to 24 and visiblemaxplayers to 25. These values should apply whether replay is enabled or not. Your server will still increase the player count to make room for the proxies. We know the zombie player count problem still exists, but apparently it has decreased in frequency. We're still working on it. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
Yeah, and people are using plugins to stop from transmitting the flags as such. Last night I tried quickplay, landed on a 24/7 koth_nucleus server with lowgrav and instant respawn. The system is already broken and being exploited by lame admins. On Sun, Aug 7, 2011 at 1:22 PM, Daron Dodd darond...@gmail.com wrote: Isnt crits off non vanilla? On Sun, Aug 7, 2011 at 4:37 AM, Neil Rajani nelion...@yahoo.co.uk wrote: Remember that Quick-play does not equal Valve servers (but are vanilla servers). It is an optional tool for server admins to run by registering their server for potential quick-play traffic. I just want some understanding why our server can have near constant traffic to be reduced to just a few people in a few days. The few regulars we have started asking where is everyone as they are used to seeing the servers full. I do not think it's a coincidence that this has happened after the latest TF2 update. Our server is vanilla (e.g. default crits, ff off, default respawn time) which should make it eligible for quick-play. No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date: 08/06/11 07:41:00 No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date: 08/06/11 07:41:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows
To the people asking 'where?' - in the console, its not printed to the log. You won't see it if you rent a server. To the people asking ''why?' - The massive spike of players that we got when TF2 went f2p is over now. People who want to play it more still are, others aren't playing it anymore. We have less overall players again. On Sat, Aug 6, 2011 at 3:06 PM, Cc2iscooL cc2isc...@gmail.com wrote: Where do you guys pick this info up? I've noticed a huge drop as well. On Aug 6, 2011 1:41 PM, Greg Jeffers hyn...@gmail.com wrote: I've been seeing pretty much the same result here, my server is ether empty, or has 1 or 2 people join it, and due to the lack of other players on the server, they leave pretty much instantly. My server used to fill up pretty quickly before around a month ago, but the server has been pretty much empty since the past few updates that made my server fairly unstable. The only way I can get a full server now is by being one of the first servers to get a mandatory srcds update. My server ranking also seems to switch between: Game server authentication: SUCCESS! Standing: Good. Trend: Slightly Upward and Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast. On Sat, Aug 6, 2011 at 2:21 PM, Stephen A Yates syate...@cfl.rr.com wrote: Out of curiosity, where are you seeing these rankings? Neil Rajani nelion...@yahoo.co.uk wrote: I have noticed a sharp drop in my servers population since the Update from 4 August 2011 TF2. Our server is a quickplay registered server and our server has not been going for long (a couple of weeks) so we have greatly appreciated the quickplay players whilst we build our community. Our server has been constantly until Thursday. Since this update, our registered status has recently changed from: Standing : good Trend: upward To... Standing : good Trend: downward fast We have not modified any CVAR's or server side mods. I have no idea what has caused this but obviously I suspect the steam update may be the culprit. I don't quite understand the back-end of the quickplay system so maybe an official word or documentation would be greatly appreciated as the Steam support article on quickplay only describes the basics. Has any other server operators noticed a decrease in quickplay players, or indeed a downward trend? No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date: 08/06/11 07:41:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from my Asus G53 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Limit replay use to list of specific SteamID's?
I run a cronjob nightly to clean out my replay dir, I keep all replay files for 8 days because disk space is not an issue for me. I use a rotating ~2.2GB over ~60k files. As for bandwidth, the server uses about 50GB a month for just the /fastdl/replays directory, the server also serves as the FastDL server for the box and averages 0.95 Mbps on 95th percentile. Serving a 24 slot server. - dir=/var/www/fastdl/replays/ find $dir -name *.dmx -type f -mtime 8 -delete find $dir -name *.block -type f -mtime 8 -delete - On Thu, Aug 4, 2011 at 5:31 PM, msleeper mslee...@ismsleeperwrong.comwrote: If you're running linux, setup a cronjob that deletes files older than X days once a day or something. Quick, easy and painless. find /path/to/your/replay/directory -type f -mtime +3 |xargs rm On Thu, Aug 4, 2011 at 5:28 PM, IBIS Customer Service ibis.serv...@gmail.com wrote: I have my servers set for constant demo recording. There is a sm plugin that cleans out the files automatically at a preconfigured time. I have never had issues with it. As for crashing ur ftp client try filezilla ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] A few more TF2 quickplay answers
Another question: could you wonderful Valve employees consider removing tf_damage_disablespread tf_use_fixed_weaponspreads (Not sure if the latter is included, but couldn't hurt to throw it in there) from the blacklisted cvars? I can understand nocrits being on the list (Ignoring the fact of why the hell crits are even in the game), but quite literally all disablespread and fixed spreads do is make the game consistent, not incredibly random. It would seem logical that new players could become frustrated quickly when one shot does as an example, 45 damage, then the next consecutive shot does 9 and they die. I realize that TF2 isn't about realism, but some consistency is a heck of a lot more helpful when learning a new game than some RNG. On Mon, Jul 11, 2011 at 5:54 PM, TRISTAN MARLER bloodyi...@shaw.ca wrote: Hi Fletch, I was hoping to get some clarity. So for servers that aren't currently set-up for quick play (I'm not bothering till nocrits is allowed), are we building reputation by having people naturally play on it? Or does this only accrue when we are eligible and set-up for quick play? Thanks - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com Date: Monday, July 11, 2011 10:25 am Subject: [hlds] A few more TF2 quickplay answers To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com, hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com Just a few more answers to commonly-asked quickplay questions: All of the quickplay deal-breakers are tested on the client at the moment of quickplay searching. You can flip them on and off and start/stop receiving quickplay traffic. The reputation system is an input to the quickplay scoring system, not the other way around. Doing quickplay-illegal things does not affect your reputation. If you have a thriving community playing custom maps, you are building your reputation. If you suddenly turned the server into a quickplay-eligible one, you would be just as good of a quickplay server as a server who had been vanilla the whole time. But to repeat: the reputation system still needs some tuning, and is only a small part of the total quickplay score. It's mainly designed to help avoid sending traffic to really terrible servers. Quickplay, with its minimal set of options, is currently targeted at totally new players. However, we know that some experienced players use it and have had fun playing maps they haven't played in a while. (Or just beating the heck out of noobs.) Sometimes it's just fun to spin the wheel. We have considered a medium search mode, somewhat of a cross between the raw server browser and the one-click-no- options quickplay. No timeline or promises, of course. We get *huge* value out of good server operators. While we do want to control new players first impressions of the game, the goal is to have new players find all the diversity out there and get into a community so they can kill each other in the way they most enjoy. Having a set of servers with known characteristics is good, to ensure that if you want to play you can always find a server with a good ping, etc. But keeping all the traffic on generic servers that we have to maintain and host is not really a huge win for us. I would post these answers to the FAQ and just send a link, but the details are of course subject to change without notice. :) Hopefully most of the big quickplay questions are answered. I'm working on a lot of game server related stuff, so I'll probably be on these lists again. Cheers, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Incorrect player counts in server browser
Frankly, I agree with Dominik. Is there any good reason why these features are just hacked in bots and not actual backend functioning? It seems a little ridiculous to have to patch over patch over patch just to get replays to where they almost function properly, 3 months after it's implemented. On Mon, Jul 4, 2011 at 3:28 PM, Dominik Friedrichs d...@forlix.org wrote: Instead of doing this whole mess, fiddling around with the player counts and manipulating them here and there based on some conditional statements, SourceTV, Replay and any other features like that shouldn't be implemented as a bot in the first place, but as a backend feature that does not take a player slot in any way. Make an interface to the engine to attach these features in a good way instead of coding them as bots. But fighting the symptoms is (at least at first glance) always easier than correcting the cause, I guess. I'm not using any of these features just for that reason, besides all the other annoying stuff that comes up when enabling replay - it wont work from the first map on (at least not when putting the exec replay.cfg outside of the starting line, into the server.cfg), it now spams the logs with loads of diagnostic messages on startup, the cleanup code is insufficient at best, and last but not least the slot issues. On 2011/07/04 20:54, Fletcher Dunn wrote: Hello all. This email is about the inaccurate player counts showing up in the server browser. There are have been three distinct problems that we know about. -- ZERO PLAYER COUNT -- First, if your server always shows a ZERO player count, the most likely cause is that your server is using some old Steam libraries. For example, on Windows you may have a steam client installed that you have not run in a while. The engine may be finding DLLs in that installation and using them. Either delete the old DLL's, or run the steam client to get them up-to-date. If you are confident that you are running with no other steam DLL's on your server, and the player count is still always zero, then we have a new problem. ZOMBIE SLOTS Second, we are aware of the problem with the zombie player slots. We believe this happens when a player authenticates, and then when they leave the server, their authentication record is not deleted. We had hoped that the July 1st update would correct these issues, but apparently it has not. Of course, if somebody actually knows a method for reliably reproducing the problem, then please post the precise steps, and we'll jump on it immediately! Otherwise, if you are experiencing this problem, you can help us understand how to reproduce it so we can fix it. I could use some very clear logs. * First, please make sure you are running the July 1st update. (I think that update was optional.) * Attach logs of a server session where the problem occurred. Please don't truncate or edit anything. * Please try to narrow down the time when the zombied slot appeared, as accurately as possible. * Please indicate the name(s) or IPs or any other identifying information for the players that caused the zombied slots, if possible. * Please tell us your offset from GMT so we can match up your logs with our own backend logs. * Ideally, send the log as soon as the you notice the first zombie slot. * Please post all replies this thread. -- SOURCE TV AND REPLAY -- Finally, there were some minor fixes to the way bots, replay, and source TV were reported in the July 1st update. Previously, in a few situations the player count would be of-by-one. If you don't have any zombied players, your player count **should** always be correct in the server browser. Neither Source TV nor replay should count as a player in the server browser, either in the current player count, or the max number of players. (They may show up as a player in the detailed player list.) For example, if you set your max players to 24, and Source bumps up the player count to 25 to make room the SourceTV, your server should show as having 24 max players in the server browser. If this is not the case and we still have issues, please post a description of the problem to this thread. Please help me understand the zombie player problem so I can fix it. Thanks, - Fletch __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds