Re: [hlds] Community Servers and the Gun Mettle Update
I dropped my servers after the last update! I lost all my users! Fuck Valve! They can S my D!! On Jul 2, 2015, at 2:50 PM, HD ad...@gamerscrib.net wrote: I said this on the other list..but I'll put it here too! Ok this is almost the last straw for me hosting TF2 servers - first you basically kill anything to do with the community but rather than deal with those few select that abuse something you take everything away from everyone. To not be able to run what introduces contracts and to require to play only on official servers really kills community servers that could host these much better than poorly run Valve servers. You say you are looking at the situation with Community servers but I find this very hard to believe and nothing more than propaganda to save face. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, July 02, 2015 5:43 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Community Servers and the Gun Mettle Update I have to agree also, getting scraps instead of the goodies. Why am i paying for servers anymore when they get alienated by Valve policies? That image there is really the best solution i've seen so far. -ics E. Olsen kirjoitti: At this point, I have to agree with Alexander. I mean, cmon guys - in almost two years of looking at alternatives you've got nothing to announce when it comes to helping community servers? There have been quite a few viable alternative presented, to include this one: http://i.imgur.com/tAmWXj6.png I've really been a staunch defender of the TF2 team to this point, but this is just kicking all the good communities that are left while they're down. Honestly, by the time you guys make community support a priority again, it might be too late. On Thu, Jul 2, 2015 at 5:28 PM, Alexander Corn mc...@doctormckay.com mailto:mc...@doctormckay.com wrote: The blow would be lessened if you would go ahead and set any server as the default for Quickplay instead of official servers only. That was supposed to be a temporary, nuclear solution after all. On Thu, Jul 2, 2015 at 5:22 PM, John Schoenick jo...@valvesoftware.com mailto:jo...@valvesoftware.com wrote: Hey guys, with today's update we're introducing a few new features that will impact servers, and I just wanted to give you guys a heads up. There is a new quickplay category, featured, that represents the featured maps for a given campaign. In order to have your server in this category, you need to be running the mapcycle mapcycle_featured_maps.txt, and have the special string 'featured' in your quickplay tags. Today's update also introduces contracts, which currently require players be on official servers to complete. Unfortunately, our current setup makes it very difficult to restrict features like this other than in an all-or-nothing manner, and we determined this was necessary to protect the system from immediate abuse. We agree this is not ideal. We are continuing the look at the situation with community servers and how we can better support passionate communities, but currently have nothing to announce. - JohnS ___ 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] Mandatory TF2 update released
Are updates becoming a daily occurrence now? Sent from my iPhone On Dec 12, 2014, at 3:44 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2544808. -Eric - - Added the Cold Snap Coat to the End of the Line Community Crate - Fixed a client crash related to ragdolls - Fixed a client crash related to the material system - Fixed the backpack panel not highlighting the currently selected page number - Fixed Halloween footstep spells being displayed for disguised Spies - Fixed The Swagman's Swatter not being held by the Sniper for lower LOD settings during the melee taunt - Updated the materials for The Peacenik's Ponytail and added a new style - Updated The Li'l Dutchman to fix a jiggle bone issue - Updated The Ghost of Spies Checked Past to fix a jiggle bone issue - Updated Mann Co. Store prices for foreign currencies to current USD equivalents - Updated the localization files ___ 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 released
Servers are stuck in a boot loop. We are running Ubuntu Server 12.04. Sent from my iPhone On Oct 1, 2014, at 3:25 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2426090. -Eric - - Improved memory usage for Mac clients - Fixed an exploit that allowed item nametags to go beyond the 40 character limit - Fixed a bug where reflected rocket explosions from non-stock flamethrowers would cause the flame sound to loop - tf_teamtalk is now on by default - the dead can talk to the living - When you mute a player, the mute settings now apply to text chat as well as voice chat. If you want the previous behavior, change convar cl_mute_all_comms to 0. - More weapon models are now loaded on demand to reduce overall memory usage - Added Enable/Disable Auto TeamBalance votes - Successful votes will enable/disable team player count balancing - Use sv_vote_issue_autobalance_allowed to control if this vote is enabled on the server - Votes not allowed in Mann vs. Machine, Medieval mode, Arena mode, Tournament Mode, or Training - Updated rd_asteroid - Increased overtime to 45 seconds - Added more sound cues when overtime starts - Dropped reactor cores now blink on the HUD when they are about to return - Added latest art assets to blue base exterior ___ 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
Will this update break all non valve servers again? Sent from my iPhone On Sep 10, 2014, at 1:54 PM, Eric Smith er...@valvesoftware.com wrote: We're working on a mandatory update for TF2. We should have it ready soon. -Eric ___ 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 released
Cool! Both of my servers are now stuck in a boot loop after the update. Thanks guys!! Sent from my iPhone On Sep 10, 2014, at 2:09 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. -Eric - - Added taunts to the items that can be uploaded to the Steam Workshop - Added new Taunt and Halloween tags to the Steam Workshop - Previous entries marked with the Halloween 2013 tag will automatically be updated to use the new tag in the coming days - Added tournament medals for the ETF2L and RETF2 EE22 - Client/server performance improvements - Improved client memory usage by updating weapons to only be loaded on demand - Improved edict usage on servers to help eliminate out of edicts errors during round restarts - Fixed a server crash caused by using the map command in the console while the server is running - Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients - Re-enabled HTML MOTD support for Mac OS X and Linux clients - Extended the server's status command to display edict usage and player/bot counts - status output also includes basic class stats...not fully implemented yet - Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure - Fixed a teleporter exploit that involved players killing teammates via telefrag by switching to Spectator - Fixed bad LODs for The Angel of Death coat for the Medic - Fixed push triggers applying push values twice when lag compensation is being done - Fixed a Hammer crash related to changing entity types for an existing entity - Fixed Strange flamethrowers not getting kill credit for deflected projectiles - Fixed mini-crit and taunt-invite icons being orphaned in the world - Fixed the Festive Force-a-Nature using the wrong taunt animation - Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard - Fixed Mann vs. Machine bots floating in the air when they die from an explosion - Fixed the Pyro's clap sounds clipping the voice lines during the Party Trick taunt - Fixed the Short Circuit creating its firing effects when being deployed - Fixed Mini-Sentry collision hull being scaled smaller than it should be - The Frying Pan can now accept Kills While Explosive Jumping strange parts - Updated the equip_region for the Mining Light and Lord Cockswain's Novelty Mutton Chops and Pipe - Updated the materials for the Apparition's Aspect and made it paintable - Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween - Updated the localization files - Updated pl_cactuscanyon - Completed permanent removal of previous stage 2 from the map - Removed the rollback hill in stage 2, and adjusted neighboring u-turn - Adjusted the right-hand spawn exit for Blu in stage 2 - Reworked Sniper window above underpass in stage 2 - Adjusted spawn times in stage 2 - Added flatcars to the train in stage 2 - Blu side path from cart spawn to underpass is now a drop-down in stage 2 - Widened a doorway along the cart-path in stage 2 - Updated rd_asteroid - Removed spawn advantage for attackers that die in the enemy base - Moved health and ammo above the front door stairs further into the base - Increased bot count. Summed total health and points in each section remains the same. - Power core pickups now give health and ammo to the collector - Removed small health kit above cave exit - Added medium ammo kit in the caves near the medium health kit ___ 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 released
Peter, How much does Valve pay you again? Sent from my iPhone On Sep 10, 2014, at 2:16 PM, Peter Jerde peter-h...@jerde.net wrote: Let's keep the tone helpful rather than childish, shall we? Windows servers here -- same thing. Removing our addons folder fixes it, so it's got to be a metamod/sourcemod issue. - Peter On Sep 10, 2014, at 16:12, Dill Bates dillbat...@gmail.com wrote: Cool! Both of my servers are now stuck in a boot loop after the update. Thanks guys!! Sent from my iPhone On Sep 10, 2014, at 2:09 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. -Eric - - Added taunts to the items that can be uploaded to the Steam Workshop - Added new Taunt and Halloween tags to the Steam Workshop - Previous entries marked with the Halloween 2013 tag will automatically be updated to use the new tag in the coming days - Added tournament medals for the ETF2L and RETF2 EE22 - Client/server performance improvements - Improved client memory usage by updating weapons to only be loaded on demand - Improved edict usage on servers to help eliminate out of edicts errors during round restarts - Fixed a server crash caused by using the map command in the console while the server is running - Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients - Re-enabled HTML MOTD support for Mac OS X and Linux clients - Extended the server's status command to display edict usage and player/bot counts - status output also includes basic class stats...not fully implemented yet - Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure - Fixed a teleporter exploit that involved players killing teammates via telefrag by switching to Spectator - Fixed bad LODs for The Angel of Death coat for the Medic - Fixed push triggers applying push values twice when lag compensation is being done - Fixed a Hammer crash related to changing entity types for an existing entity - Fixed Strange flamethrowers not getting kill credit for deflected projectiles - Fixed mini-crit and taunt-invite icons being orphaned in the world - Fixed the Festive Force-a-Nature using the wrong taunt animation - Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard - Fixed Mann vs. Machine bots floating in the air when they die from an explosion - Fixed the Pyro's clap sounds clipping the voice lines during the Party Trick taunt - Fixed the Short Circuit creating its firing effects when being deployed - Fixed Mini-Sentry collision hull being scaled smaller than it should be - The Frying Pan can now accept Kills While Explosive Jumping strange parts - Updated the equip_region for the Mining Light and Lord Cockswain's Novelty Mutton Chops and Pipe - Updated the materials for the Apparition's Aspect and made it paintable - Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween - Updated the localization files - Updated pl_cactuscanyon - Completed permanent removal of previous stage 2 from the map - Removed the rollback hill in stage 2, and adjusted neighboring u-turn - Adjusted the right-hand spawn exit for Blu in stage 2 - Reworked Sniper window above underpass in stage 2 - Adjusted spawn times in stage 2 - Added flatcars to the train in stage 2 - Blu side path from cart spawn to underpass is now a drop-down in stage 2 - Widened a doorway along the cart-path in stage 2 - Updated rd_asteroid - Removed spawn advantage for attackers that die in the enemy base - Moved health and ammo above the front door stairs further into the base - Increased bot count. Summed total health and points in each section remains the same. - Power core pickups now give health and ammo to the collector - Removed small health kit above cave exit - Added medium ammo kit in the caves near the medium health kit ___ 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] Mandatory TF2 update released
My servers have been running super crappy since the last update... There is random chop now, and it's not a network issue. I'm about to call it quits. Sent from my iPhone On Aug 27, 2014, at 4:17 PM, big john brewskii...@gmail.com wrote: Any one else crashing? Windows and linux On Aug 27, 2014 6:39 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2377372. -Eric - - Added a new promo item - Client/server memory improvements - Fixed ragdolls not applying the ice/gold effect for cosmetic items - Fixed the Australium Scattergun material looking pixelated - Fixed some issues with clipped text in the localized versions - Fixed the difficulty of the current challenge not displaying correctly in the MvM scoreboard - Snipers can no longer jump immediately after firing a scoped shot - Updated the materials for The Dalokohs Bar - Updated the equip_region for The Dashin' Hashshashin - Updated the Stout Shako to fix a lighting problem - Updated the localization files - Updated rd_asteroid - Added line of sight blocker to the front doors to prevent Snipers on battlements from shooting into the bases - Removed reduced spawn time bonus for players that die in the enemy base - Moved interior battlements health and ammo further into the base - Updated pl_cactuscanyon - Stage 2 - Removed from the sequence so stage 1 links to stage 3 - Stage 3 - Added rollback to cart while in the train collision zone - Cart is now unavailable to push for a short period at the start - Adjust spawn times during the final push-pull - Pushed spawn gates forward in the right-side exits of Blu spawn - Adjusted cover surrounding the middle exit of Red spawn ___ 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] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.
Is this fixed yet? Broke our ranking system and players are about to riot. Sent from my iPhone On Aug 21, 2014, at 4:02 PM, William Pickard lollol22...@gmail.com wrote: Ya, there's currently 3 threads on the alliedmodders forums complaining about the steamid change and 1 tweet saying that everything relying on steamids(like sourcemod) is broken. -- Forwarded message -- From: Alfred Reynolds alf...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Date: Thu, 21 Aug 2014 22:44:44 + Subject: Re: [hlds] Mandatory TF2 update released This is right, and the old steam2 format is still accepted by the engine (so any existing bans you have keep applying). From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Thursday, August 21, 2014 3:42 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released It seems that SteamIDs are just in the Steam3 format instead of Steam2 now. 2014-08-22 0:39 GMT+02:00 A Fearts joewatshis...@gmail.com: Yes, there is a thread here about it: https://forums.alliedmods.net/showthread.php?t=246705 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com wrote: Wait what they changed the steam id format On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote: Why after all these years would you change the SteamID format? Why wouldn't you at least give people a warning before you made such a drastic change? On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless mloveless1...@gmail.com wrote: All 3 of my accounts/computers are all now launching in insecure mode after update. This has happened at least once a month for the past 3 or 4 months. It requires me to reinstall Steam in every instance to fix it. Why does this happen? On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2369699. -Eric - - Fixed rockets colliding with other projectiles and getting stuck in the world - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power Up Canteen - Fixed the Demoman not being able to equip The Grandmaster - Fixed a bug where Professional Killstreak items were being displayed as Specialized - Market Listings for Specialized Killstreak kits for the following items have been removed and will need to be relisted - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice - Fixed character audio being cut short when characters clap during the Conga taunt - Unusual taunts that are tradable can now be listed on the Steam Community Market - The Classic can now accept Enemies Gibbed strange parts - The Manmelter can now accept Allies Extinguished strange parts - Added mp_spectators_restricted server convar - Prevents players on Red/Blue from joining team Spectator if it would exceed mp_teams_unbalance_limit - Updated the HTML display in the MOTD to use shared Steam browser control - Updated the materials for The Dalokohs Bar - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The Pencil Pusher, and Antlers - Updated the localization files - Updated pl_cactuscanyon -Stage 1 - Reworked the geometry of the back stairwell route leading to the final cap -Stage 3 - New design of back yard underpass area - Added new building and route near the underpass - New geometry for Red battlements and spawn exit by the first cap - Added new exit from Red spawn leading to the raised middle rock outcrop by the barn - Reworked Red spawn exit by capture point 2 - Removed rocks and added a new structure by the final cart push - Cart now takes longer to pass through the building at the end of - Adjusted spawn times - Adjusted Health and ammo packs ___ 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,
Re: [hlds] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.
I'm not seeing anything like that... The latest stable branch I see is 1.6.2-git4558, and that's from May 26th 2014. Sent from my iPhone On Aug 21, 2014, at 8:54 PM, Ross Bemrose rbemr...@gmail.com wrote: Installing SourceMod 1.6.2-git4885 should fix the problem. On 8/21/2014 11:52 PM, Dill Bates wrote: Is this fixed yet? Broke our ranking system and players are about to riot. Sent from my iPhone On Aug 21, 2014, at 4:02 PM, William Pickard lollol22...@gmail.com wrote: Ya, there's currently 3 threads on the alliedmodders forums complaining about the steamid change and 1 tweet saying that everything relying on steamids(like sourcemod) is broken. -- Forwarded message -- From: Alfred Reynolds alf...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Date: Thu, 21 Aug 2014 22:44:44 + Subject: Re: [hlds] Mandatory TF2 update released This is right, and the old steam2 format is still accepted by the engine (so any existing bans you have keep applying). From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Thursday, August 21, 2014 3:42 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released It seems that SteamIDs are just in the Steam3 format instead of Steam2 now. 2014-08-22 0:39 GMT+02:00 A Fearts joewatshis...@gmail.com: Yes, there is a thread here about it: https://forums.alliedmods.net/showthread.php?t=246705 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com wrote: Wait what they changed the steam id format On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote: Why after all these years would you change the SteamID format? Why wouldn't you at least give people a warning before you made such a drastic change? On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless mloveless1...@gmail.com wrote: All 3 of my accounts/computers are all now launching in insecure mode after update. This has happened at least once a month for the past 3 or 4 months. It requires me to reinstall Steam in every instance to fix it. Why does this happen? On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2369699. -Eric - - Fixed rockets colliding with other projectiles and getting stuck in the world - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power Up Canteen - Fixed the Demoman not being able to equip The Grandmaster - Fixed a bug where Professional Killstreak items were being displayed as Specialized - Market Listings for Specialized Killstreak kits for the following items have been removed and will need to be relisted - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice - Fixed character audio being cut short when characters clap during the Conga taunt - Unusual taunts that are tradable can now be listed on the Steam Community Market - The Classic can now accept Enemies Gibbed strange parts - The Manmelter can now accept Allies Extinguished strange parts - Added mp_spectators_restricted server convar - Prevents players on Red/Blue from joining team Spectator if it would exceed mp_teams_unbalance_limit - Updated the HTML display in the MOTD to use shared Steam browser control - Updated the materials for The Dalokohs Bar - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The Pencil Pusher, and Antlers - Updated the localization files - Updated pl_cactuscanyon -Stage 1 - Reworked the geometry of the back stairwell route leading to the final cap -Stage 3 - New design of back yard underpass area - Added new building and route near the underpass - New geometry for Red battlements and spawn exit by the first cap - Added new exit from Red spawn leading to the raised middle rock outcrop by the barn - Reworked Red spawn exit by capture point 2 - Removed rocks and added a new structure by the final cart push - Cart now takes longer to pass through the building at the end of - Adjusted spawn times - Adjusted Health and ammo packs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.
No worries man! Hey so for adding admins back in do you need brackets or no brackets? I tried both and it still doesn't seem to function. Sent from my iPhone On Aug 21, 2014, at 9:55 PM, Ross Bemrose rbemr...@gmail.com wrote: Whoops, I did mean 4558 (I reversed the 8s and 5s). That was created earlier today from this commit: https://github.com/alliedmodders/sourcemod/commit/7df10696134b552783658dc73615421bea970bce#diff-d41d8cd98f00b204e9800998ecf8427e On 8/22/2014 12:42 AM, Dill Bates wrote: I'm not seeing anything like that... The latest stable branch I see is 1.6.2-git4558, and that's from May 26th 2014. Sent from my iPhone On Aug 21, 2014, at 8:54 PM, Ross Bemrose rbemr...@gmail.com wrote: Installing SourceMod 1.6.2-git4885 should fix the problem. On 8/21/2014 11:52 PM, Dill Bates wrote: Is this fixed yet? Broke our ranking system and players are about to riot. Sent from my iPhone On Aug 21, 2014, at 4:02 PM, William Pickard lollol22...@gmail.com wrote: Ya, there's currently 3 threads on the alliedmodders forums complaining about the steamid change and 1 tweet saying that everything relying on steamids(like sourcemod) is broken. -- Forwarded message -- From: Alfred Reynolds alf...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Date: Thu, 21 Aug 2014 22:44:44 + Subject: Re: [hlds] Mandatory TF2 update released This is right, and the old steam2 format is still accepted by the engine (so any existing bans you have keep applying). From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Thursday, August 21, 2014 3:42 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released It seems that SteamIDs are just in the Steam3 format instead of Steam2 now. 2014-08-22 0:39 GMT+02:00 A Fearts joewatshis...@gmail.com: Yes, there is a thread here about it: https://forums.alliedmods.net/showthread.php?t=246705 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com wrote: Wait what they changed the steam id format On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote: Why after all these years would you change the SteamID format? Why wouldn't you at least give people a warning before you made such a drastic change? On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless mloveless1...@gmail.com wrote: All 3 of my accounts/computers are all now launching in insecure mode after update. This has happened at least once a month for the past 3 or 4 months. It requires me to reinstall Steam in every instance to fix it. Why does this happen? On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2369699. -Eric - - Fixed rockets colliding with other projectiles and getting stuck in the world - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power Up Canteen - Fixed the Demoman not being able to equip The Grandmaster - Fixed a bug where Professional Killstreak items were being displayed as Specialized - Market Listings for Specialized Killstreak kits for the following items have been removed and will need to be relisted - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice - Fixed character audio being cut short when characters clap during the Conga taunt - Unusual taunts that are tradable can now be listed on the Steam Community Market - The Classic can now accept Enemies Gibbed strange parts - The Manmelter can now accept Allies Extinguished strange parts - Added mp_spectators_restricted server convar - Prevents players on Red/Blue from joining team Spectator if it would exceed mp_teams_unbalance_limit - Updated the HTML display in the MOTD to use shared Steam browser control - Updated the materials for The Dalokohs Bar - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The Pencil Pusher, and Antlers - Updated the localization files - Updated pl_cactuscanyon -Stage 1 - Reworked the geometry of the back stairwell route leading to the final cap -Stage 3 - New design of back yard underpass area - Added new building and route near the underpass - New geometry for Red battlements and spawn exit by the first cap - Added new exit from Red spawn leading to the raised middle rock outcrop by the barn - Reworked Red spawn exit by capture point 2
Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?
Just curious how often you guys get DDOS attacks on your servers? I've been attacked one time ever, and it was because I banned a couple of trolls. -Dill Sent from my iPhone On Feb 26, 2014, at 10:57 AM, 1nsane 1nsane...@gmail.com wrote: I've never had an attack stop immediately after shutting down the server being attacked. Sometimes the attacks went on for hours with no change. Other times the IP would get null routed and then restored later only to be nullrouted again for even longer as the attack was ongoing. Most of them would assume the server is dead while the attack is ongoing. Just like it was before. Also different datacenters handle attacks differently. Some can filter them sometimes, others charge very high fees or just nullroute. But if the location that server is in can't deal with a DDOS, yet I had the opportunity to temporarily shift it to a host 1031 KM away then I might just do that. On Wed, Feb 26, 2014 at 12:47 PM, Nomaan Ahmad n0man@gmail.com wrote: I think the panels used by these skiddies to ddos servers have the ability to stop an attack and then continue the attack your newer IP. So I think its kinda useless for that purpose. On 26 February 2014 18:21, 1nsane 1nsane...@gmail.com wrote: What about the title of this thread? DDOS. That's a great reason to update the IP more often. It would allow one to almost provide continuous service. IP is under attack so you can nullroute it and start the server on another IP. Then change it back when needed. On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: As I said: do you plan to change IP that often then??? It almost sounds like you want to change IP every hour or w/e and push the changes to the clients right away... And pushing all those changes would be way too much imo. Its not for playing around with hourly updates to the players and pushing all that to 10's of millions of users. Use this feature for what its intended, and long asked for: Server owners near painless changing provider / server / VPS or whatever hosting that rare time you need to change this, and have your playerbase informed/moved to the new IP for your server. I love the new feature, it allows us to give our users that have our servers Favorited a good service and keep them when we need to change to a new host. I really cannot see any greater added value in having this update any faster. You know you going to have less players anyway when moving over to a new IP, and now they will come back gradually after a day, after 2 days everybody will be updated. Plan the transition on your lowest usage days of the week, and the pain is the least. I think Valve set it to 24 hours for keeping stuff moderate with transferring between servers, clients, keeping up with the stuff etc, while they measure what bandwith/CPU costs it generates with 10.000s of servers, and millions of users. So answer this: why would you want to change that often / fast of IP? Again, I do not see much added value, for a service you may only do use once in so many months. The only answers I can come up with have to do with trying to exploit some or whatever. Don't know, don't wanna know, and I am against such. I've been looking around, but not planning to move over within a month or so. Meanwhile letting all my players getting the ID. From: Jimmy Dorry jimmydo...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, 26 February 2014, 15:17 Subject: Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now? It would be nicer for steam to push changes instead requiring the clients to pull. If you change ip, under the current scheme, you basically have to expect no/reduced favourited joins for 24hours. Sent from my iPad On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: quote: 4. Would it be possible to increase the update rate in the future? Do you plan to keep changing your IP's every day? I really don't see the need. From: Bottiger bottige...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, 26 February 2014, 2:42 Subject: Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now? Thanks for the update. I have a few questions. 1. Does the user need to be online in order to load account ids into their favorites? 2. If people were already logged in right before an IP change does this mean they won't see the new server for another 24 hours? 3. If we leave a notice server up without an account at the old address, will there be no update because there was a working server at that address? 4. Would it be possible to increase the update rate in the future? On Tue, Feb 25,
Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now?
Interesting. You're not Edge Gamers are you? Lol On Feb 26, 2014, at 1:01 PM, 1nsane 1nsane...@gmail.com wrote: Its unpredictable really. Two servers yesterday one today. Yesterday a server got attacked because the people on it at the time votebanned a hacker for 30 minutes. Though the attack lasted much longer than the ban itself and better yet the people playing on the server obviously moved on immediately. On Wed, Feb 26, 2014 at 2:52 PM, Dill Bates dillbat...@gmail.com wrote: Just curious how often you guys get DDOS attacks on your servers? I've been attacked one time ever, and it was because I banned a couple of trolls. -Dill Sent from my iPhone On Feb 26, 2014, at 10:57 AM, 1nsane 1nsane...@gmail.com wrote: I've never had an attack stop immediately after shutting down the server being attacked. Sometimes the attacks went on for hours with no change. Other times the IP would get null routed and then restored later only to be nullrouted again for even longer as the attack was ongoing. Most of them would assume the server is dead while the attack is ongoing. Just like it was before. Also different datacenters handle attacks differently. Some can filter them sometimes, others charge very high fees or just nullroute. But if the location that server is in can't deal with a DDOS, yet I had the opportunity to temporarily shift it to a host 1031 KM away then I might just do that. On Wed, Feb 26, 2014 at 12:47 PM, Nomaan Ahmad n0man@gmail.com wrote: I think the panels used by these skiddies to ddos servers have the ability to stop an attack and then continue the attack your newer IP. So I think its kinda useless for that purpose. On 26 February 2014 18:21, 1nsane 1nsane...@gmail.com wrote: What about the title of this thread? DDOS. That's a great reason to update the IP more often. It would allow one to almost provide continuous service. IP is under attack so you can nullroute it and start the server on another IP. Then change it back when needed. On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: As I said: do you plan to change IP that often then??? It almost sounds like you want to change IP every hour or w/e and push the changes to the clients right away... And pushing all those changes would be way too much imo. Its not for playing around with hourly updates to the players and pushing all that to 10's of millions of users. Use this feature for what its intended, and long asked for: Server owners near painless changing provider / server / VPS or whatever hosting that rare time you need to change this, and have your playerbase informed/moved to the new IP for your server. I love the new feature, it allows us to give our users that have our servers Favorited a good service and keep them when we need to change to a new host. I really cannot see any greater added value in having this update any faster. You know you going to have less players anyway when moving over to a new IP, and now they will come back gradually after a day, after 2 days everybody will be updated. Plan the transition on your lowest usage days of the week, and the pain is the least. I think Valve set it to 24 hours for keeping stuff moderate with transferring between servers, clients, keeping up with the stuff etc, while they measure what bandwith/CPU costs it generates with 10.000s of servers, and millions of users. So answer this: why would you want to change that often / fast of IP? Again, I do not see much added value, for a service you may only do use once in so many months. The only answers I can come up with have to do with trying to exploit some or whatever. Don't know, don't wanna know, and I am against such. I've been looking around, but not planning to move over within a month or so. Meanwhile letting all my players getting the ID. From: Jimmy Dorry jimmydo...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, 26 February 2014, 15:17 Subject: Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues Now? It would be nicer for steam to push changes instead requiring the clients to pull. If you change ip, under the current scheme, you basically have to expect no/reduced favourited joins for 24hours. Sent from my iPad On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: quote: 4. Would it be possible to increase the update rate in the future? Do you plan to keep changing your IP's every day? I really don't see the need. From: Bottiger bottige...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, 26 February 2014, 2:42 Subject: Re: [hlds] IP Changes DDOS Attacks - Do Game Server Accounts Resolve These Issues
Re: [hlds] [HL2DM] Client Sound Loop
This list only for amazing, educated folks. Sent from my iPhone On Feb 22, 2014, at 1:51 AM, AnAkIn anakin...@gmail.com wrote: Please stop spamming the SERVER mailing list. This has nothing to do here. 2014-02-22 4:50 GMT+01:00 Jordan Olling jordanoll...@gmail.com: I'm just an average player and even I know about snd_restart. http://wiki.teamfortress.com/wiki/List_of_useful_console_commands On 2/21/14, Austin Freeman chick...@gmail.com wrote: Have you tried doing snd_restart? On Fri, Feb 21, 2014 at 5:37 AM, Kirill Fokin zanydazanydn...@yahoo.comwrote: Game: Half-Life 2: Deathmatch Game client: Source Engine 24 (build 1913431) Information about bug on github.comhttps://github.com/ValveSoftware/Source-1-Games/issues/1257 Bug occurs on: Linux/Windows servers My Operation System: Windows 7 Sound loop 1 This is when, after getting killed by an explosion, the high pitched whine that one hears does not go away, one cannot hear any sounds except for that deaf whine. Solutions to this problem include rejoining the server and alt-tabbing to windows, and then back into the game. This is seemingly random. Sound loop 2 Occasionally after firing the RPG, the firing sound will loop and continue to play until you rejoin the server or the map changes. This is seemingly random. Sound loop 3 This is when, after getting killed by an explosion, the silence effect that is experienced, where noise is almost silent, does not go away. Solutions to this problem include rejoining the server and alt-tabbing to windows, and then back into the game. This is seemingly random. Sound loop 4 This one occurs after a barrel has been set on fire. Occasionally the burning sound will be present, similar to the other sound bug's, this can only be solved by rejoining the server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- HOW DO YOU EXPECT TO OUTRUN ME ___ 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] [hlds_announce] Mandatory TF2 update released
We've been seeing the same issue on our servers. Sent from my iPhone On Feb 8, 2014, at 4:42 AM, davidaap1...@gmail.com wrote: My Servers are losing connections to steam randomly since the last update, and not regaining them until i reboot them.. anyone else having the same problem? -- Original Message -- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) hlds_annou...@list.valvesoftware.com Sent: 7-2-2014 19:29:58 Subject: [hlds_announce] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a
Re: [hlds] [hlds_announce] Mandatory TF2 update released
I'm assuming the x is the same port I set for hostport? Sent from my iPhone On Feb 8, 2014, at 4:45 AM, ics i...@ics-base.net wrote: If you run linux, it's a problem known. Set -steamport x to command line to fix it for now. This was mentioned by Fletcher earlier. But if you are running windows, i have no idea. -ics davidaap1...@gmail.com kirjoitti: My Servers are losing connections to steam randomly since the last update, and not regaining them until i reboot them.. anyone else having the same problem? -- Original Message -- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) hlds_annou...@list.valvesoftware.com Sent: 7-2-2014 19:29:58 Subject: [hlds_announce] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a
Re: [hlds] Mandatory TF2 update released
After rebooting servers, and logging in, and off, and then back in again, my admins no longer have access to the sm_admin command. Anyone else seeing this? On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left backpack panel always being highlighted when equipping items - Fixed player names being clipped by item images in the Freeze Cam and Inspect panels - Updated the equip_region for The Extra Layer - Updated the Blue team material for the Ambassador to be less red - Updated ctf_2fort -
Re: [hlds] Mandatory TF2 update released
Also getting reports when players check !rank, they're getting the score for replay only. Seems like this update broke quite a bit of stuff on my side anyways. First time in along time. On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left backpack panel always being highlighted when equipping items - Fixed player names being clipped by item images in the Freeze Cam and Inspect panels - Updated the equip_region for The Extra Layer - Updated the Blue team material for the Ambassador to be less red
Re: [hlds] Mandatory TF2 update released
I really appreciate you answering bro! I did update to the latest stable branch version, 1.5.3-hg3975, and still having the same issue. What version are you running? I was running, and having no issues with 1.5.2 since October. Thanks again, -Dill On Feb 7, 2014, at 9:07 PM, Mike Vail supp...@boomgaming.net wrote: I'd update SourceMod Dill. It looks like that's probably the issue. Mine are all working fine on Windows 2008. -Original Message- From: Dill Bates [mailto:dillbat...@gmail.com] Sent: Friday, February 07, 2014 7:18 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Also getting reports when players check !rank, they're getting the score for replay only. Seems like this update broke quite a bit of stuff on my side anyways. First time in along time. On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client
Re: [hlds] Mediated Discussion about Quick play change
I'm seeing more scrubs on my servers now that qucikplay has been banned. Explain that! -Dill On Jan 26, 2014, at 1:05 PM, ics i...@ics-base.net wrote: Scoring system and quickplay forced rules go hand in hand but players experience seems to be low due to what the community servers run on them. Namely, gameplay modifying mods. They are not forbidden in quickplay rules because Valve cannot effectively maintain and guard all the community servers. So they implemented a change that we see now (which really SUCKS against people like me who run servers and no mods that affect gameplay in any way. Not even advertisements or other crap.) -ics Supreet kirjoitti: I think the scoring system is actually pretty great - it's more so about the ping rather than the server score. I mean its pretty obvious they won't send players from China to North American servers. So having a high score really shouldn't relate to the server but the connection as the connection is the basis for all multiplayer gameplay. I have a suggestion/recommendation for everyone that I can personally vouch for. I've had multiple providers for my community's servers and I have had two providers (second one is the current one) that have a link up with Level3. You would be surprised at how much international traffic I get on a server hosted out in Philly. They have great ping. One of the secret ingredients to better quick play traffic is ISPs your provider has. Do some research, most providers do not provide Level3. NFO servers being the largest one doesn't have hook ups with Level3. This is why if you buy a cheap VPS, it can actually have a big impact on your quick play traffic. It doesn't matter if your server is in Chicago - the providers ISPs matter. I host my server in Philly with a provider that has Level3, Comcast, Zayo/AboveNet. I have quick play traffic from Europe, and east Asia who no-doubt have higher than normal ping, but never complain of lag. So I hope that helps people, be very very picky about who you host from. It actually affects quick play traffic. ___ 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] My Tf2 servers ar nearly empty
Agreed Sent from my iPhone On Jan 25, 2014, at 12:36 PM, Logan Thomas killer12...@gmail.com wrote: Starting to regret subscribing to the list, personally On Jan 25, 2014 3:22 PM, AnAkIn anakin...@gmail.com wrote: I guess we didn't have enough threads about this... 2014-01-25 Mtvnoob mtvn...@gmail.com No. On Sat, Jan 25, 2014 at 11:35 AM, ericvanhen...@zonnet.nl wrote: Hello Valve, I run about 6 Tf2 servers with a Vanilla Taste. Sadly to say i notiched that 2 servers ar dead atm. Normally full atleast for a couple of hours in the evening. Atm 3 or 4 people ar playing. Can we please change this back again and change the rules for Quickplay. No Premium Mods and shit like that.? Becos personlly i think this will destroy more then it will do good. Eric. ___ 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] Mandatory TF2 update released
I've never used quickplay to find a game ever. On Jan 24, 2014, at 7:32 AM, 1nsane 1nsane...@gmail.com wrote: Unfortunately valve doesn't really need us anymore. They can't monetize maps or custom game modes. Once quickplay was added with its preference for certain noob friendly maps a number of valve's own maps (and game modes) stopped being played. You'd think they would want more variety so players stick around for longer. Other online FPS games tend to rotate through all their maps. At this point the only important part of the user generated content for them is the item creators as they make the money. But this seems to be shortsighted, like you said custom maps and custom game modes that valve previously loved to take and add officially to their games will now become a rarity. On Fri, Jan 24, 2014 at 6:17 AM, E. Olsen ceo.eol...@gmail.com wrote: Agreed. It's one thing to make such a drastic change, it's another to re-route 40-50% of all TF2 traffic away from every non-valve server on the planet in one fell swoop. If this change stands as-is, there's not a single server operator on the planet that will be able to launch a new vanilla server (or almost any kind of server, for that matter), because unless a server already has a following, it will never be able to build up the momentum when less than half the player base will even be able to find it. Here's the thing, folks: It's been proven time and time again that Mods extend the lifetime of a game (look at what Day Z did last year for Arma 2). The diversity of TF2 is what has kept it going all these yearsyet a change like this actively steers half (or more) of the current playerbase, and probably the vast majority of every new player AWAY from ever finding a custom map, mod, or game mode. If official valve vanilla is all you want - then this change is wonderful for you (and you should have that option), but should this remain the default setting that every client is now set to, Valve has hastened along the death of the very game they are trying to protect. Why would anyone even bother creating a map for TF2 now? How would it ever see any kind of significant traffic? How about custom game modes? We were hosting a King of the Hill server (using custom maps made for that game mode) for over a year BEFORE it became an official game mode with official maps - think anyone will or would be able to throw up a new server or game mode under these conditions? I think we all understand why Valve thinks they had to do this - all the Pinion Profiteers made them think this was necessary - but make no mistake, these were problems that were CREATED by quickplay in the first place, so in one fell swoop, Valve has not only created the problem, but they have used the same system that created it to essentially throw out all the good servers with the bad. Any non-valve server that does not already have a significant amount of regulars will now die on the vineand there won't be any new non-valve servers going up to replace them. It's a shame, folks. This change effectively takes the community out of TF2, and turns it into just another random, casual, anonymous FPS. It's was a rarity already to have a game that was 7+ years old that still had new clans and communities forming around it - but a change like this will make it all but impossible for any new TF2 communities to even get started. On Fri, Jan 24, 2014 at 4:55 AM, Emil Larsson ail...@gmail.com wrote: I wouldn't had mind the valve only server option, but it shouldn't be the default certainly. We're also certainly noticing a decrease of players now, and I just feel punished for playing by the rules. On Fri, Jan 24, 2014 at 3:38 AM, Stephen A. Yates syate...@cfl.rr.com wrote: I am not trying to start shit… I am just stating my opinion. Quickplay has been killing our servers for a long time. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lyrai Sent: Thursday, January 23, 2014 9:25 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released It looks like that community's servers were already shutting down due to admin burnout. Nothing related to this in any way. Maybe just an attempt to start shit. On Thu, Jan 23, 2014 at 6:20 PM, Ragorism ragor...@gmail.com wrote: That's why it's called an 'option', you fucking mongoloid. On Thu, Jan 23, 2014 at 8:08 PM, Stephen A. Yates syate...@cfl.rr.com wrote: Really? - Add quickplay option to only connect to official Valve servers We have been running Vanilla 24 player servers since the month after the launch of Orangebox. Valve did not seem to have an issue with us when we were helping to build the TF2 community. This should pretty much put an end to new players finding their way
Re: [hlds] Can't Join Team
Was it Turtles In Time? Sent from my iPhone On Jan 9, 2014, at 9:01 PM, 3Turtles 3turt...@videotron.ca wrote: I forgot to mention. The game is TF2. ___ 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] An open letter to Valve about MOTDs
The benefit I get from running my own server is that I have admin rights, and make make my own rules. That's good enough for me. :) On Nov 8, 2013, at 10:38 PM, ics i...@ics-base.net wrote: Good and valid points. Registering server for benefits seems to be only perk for us running servers and receiving players from quickplay. Basically everyone else have a shot of getting something back except us. I don't like advertisements in general and i don't use them or donations but i'm all in for some sort of model that gets some other benefits for running a server that is usefull to the game as a whole. But i guess there are too many idiots among us and little time for Valve to check who is good and who is bad. -ics Doctor McKay kirjoitti: I really couldn't have said it better myself. Dr. McKay www.doctormckay.com http://www.doctormckay.com On Fri, Nov 8, 2013 at 4:05 PM, Robert Paulson thepauls...@gmail.com mailto:thepauls...@gmail.com wrote: Servers don't need ads much like TF2 didn't need to become free-to-play. It is just a different model of revenue, one that server owners should be free to choose. Once TF2 became F2P, a larger portion of donation money went to the Mann Co Store instead. It also filled slots full of kids who aren't able to pay anything because if they had any money they would have moved to new games like COD. When a game is brand new, there are plenty of people willing to shell out +100€ on servers and donations without a second thought. But that time is long past for TF2 now. For those who want more than the cheapest servers or colocation, donations aren't enough. If you want to see what a donation only game as old as TF2 looks like, all you have to do is look at COD4. The top servers there are dominated by the cheapest servers. If you are donation only be honest with yourself: - How much are you paying out of your own pocket? Why is it immoral to just break even when modelers used to release free on Gamebanana are now making tens of thousands a month on the Mann Co Store? - Do you really have the best server that can be offered to players? The answer is most undoubtedly no. Even the fastest servers choke on 32 players at times and Valve's own servers couldn't even handle 24 players until they restricted FPS to 66. - How long have you been around? When you first start a community you will get a lot of money, but this does not last as communities like Firepowered have figured out. Most of the people here wouldn't be so excited about killing off ad supported servers if they didn't think they would get more players from it. Really why would you care about ads to the point you are excited about removing functionality from your own servers? If we're going to have a real conversation about MOTDs let us be honest about this at least. On Fri, Nov 8, 2013 at 11:33 AM, DontWannaName! ad...@topnotchclan.com mailto:ad...@topnotchclan.com wrote: If servers were able to survive for the past 10 years why do we need ads now? It used to be you create a good community or your servers die. Now it's lets out up tons of ads and let my sub par servers survive without the need of a community. In my opinion servers should be running to foster a community, it's a game not a billboard for COD. Sent from my iPhone 5 On Nov 8, 2013, at 9:49 AM, hutch hu...@halsplayground.com mailto:hu...@halsplayground.com wrote: I don't want quick-play players to see the ads either. Not on my servers at least. But I do know I want them to see and ignore my motd, not a txt file. If you do not know what I was rambling on about, I rest my case. You confuse the html issue with the sanction of ads. Hutch ___ 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,
Re: [hlds] Mandatory TF2 update released
Update worked great for me. Thanks Eric! Sent from my iPhone On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1884404. -Eric -- - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items that have varying inputs and varying outputs. You can complete a Chemistry Set by fulfilling all of its inputs, which will then give you the items it has listed in its outputs. - The in-game player status panel has been updated to show an animated image of your character with their current loadout - Can be disabled in Advanced Options - Added Romevision sharing: anyone playing Mann vs. Machine on the same server with an owner of the Hardy Laurel can now opt-in to Romevision - Manage your Romevision preference in the Advanced Options dialog - Fixed a bug that would prevent Jarate and Mad Milk from applying to all targets within range - Fixed a bug that would cause the Marked For Death icon to stay in the world after the owning player died - Fixed a bug that would allow Spies to exploit the Kunai's higher overheal limit - Fixed a bug that prevented the Medigun's Share Power Ups upgrade from working correctly in Mann vs. Machine mode - Fixed a bug that would cause the last few characters of text to be lost when copying text from input fields - Fixed a client sv_cheats exploit related to the commentary dialog - Fixed a problem that would cause the shotgun shell model to appear incorrectly third-person when using the Family Business - Improved bot pathing behavior around ramps - Bots can now reflect energy-based projectiles - Fixed incorrect alpha in the backpack images for the Valley Forge and the Founding Father - The Foppish Physician and the Distinguished Rogue are now paintable and are team-colored by default - Added server log entries for jarate_attack and milk_attack when using Jarate, Mad Milk, or the Sydney Sleeper - Fixed using an incorrect path for downloaded custom player sounds - Fixed duplicate support/mission icons in the Mann vs. Machine HUD - Don't allow players without admin access on the server to use the various entity-creating commands to create point_servercommand entities - Updated cp_egypt_final - Fixed players building inside of Blu's first spawn - Updated cp_manor_event - Fixed players building in rafters - Updated cp_mountainlab - Fixed clip brush exploit above hallway leading toward final cap - Fixed exploit where players could be trapped in small space near final cap using teleporters - Updated plr_hightower - Added nobuild to cliff bottom to prevent engineers building in the kill volume - Updated the localization files ___ 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 released
I'm on Linux and it works great Sent from my iPhone On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com wrote: Should we expect a hot fix for Linux startup fails. Eric? From: dillbat...@gmail.com Date: Tue, 27 Aug 2013 19:19:17 -0700 To: hlds@list.valvesoftware.com CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Mandatory TF2 update released Update worked great for me. Thanks Eric! Sent from my iPhone On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1884404. -Eric -- - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items that have varying inputs and varying outputs. You can complete a Chemistry Set by fulfilling all of its inputs, which will then give you the items it has listed in its outputs. - The in-game player status panel has been updated to show an animated image of your character with their current loadout - Can be disabled in Advanced Options - Added Romevision sharing: anyone playing Mann vs. Machine on the same server with an owner of the Hardy Laurel can now opt-in to Romevision - Manage your Romevision preference in the Advanced Options dialog - Fixed a bug that would prevent Jarate and Mad Milk from applying to all targets within range - Fixed a bug that would cause the Marked For Death icon to stay in the world after the owning player died - Fixed a bug that would allow Spies to exploit the Kunai's higher overheal limit - Fixed a bug that prevented the Medigun's Share Power Ups upgrade from working correctly in Mann vs. Machine mode - Fixed a bug that would cause the last few characters of text to be lost when copying text from input fields - Fixed a client sv_cheats exploit related to the commentary dialog - Fixed a problem that would cause the shotgun shell model to appear incorrectly third-person when using the Family Business - Improved bot pathing behavior around ramps - Bots can now reflect energy-based projectiles - Fixed incorrect alpha in the backpack images for the Valley Forge and the Founding Father - The Foppish Physician and the Distinguished Rogue are now paintable and are team-colored by default - Added server log entries for jarate_attack and milk_attack when using Jarate, Mad Milk, or the Sydney Sleeper - Fixed using an incorrect path for downloaded custom player sounds - Fixed duplicate support/mission icons in the Mann vs. Machine HUD - Don't allow players without admin access on the server to use the various entity-creating commands to create point_servercommand entities - Updated cp_egypt_final - Fixed players building inside of Blu's first spawn - Updated cp_manor_event - Fixed players building in rafters - Updated cp_mountainlab - Fixed clip brush exploit above hallway leading toward final cap - Fixed exploit where players could be trapped in small space near final cap using teleporters - Updated plr_hightower - Added nobuild to cliff bottom to prevent engineers building in the kill volume - Updated the localization files ___ 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] Mandatory TF2 update released
I don't mean to gloat... My machines usually tank after updates. I am on Ubuntu Server if that helps. Sent from my iPhone On Aug 27, 2013, at 7:41 PM, Albert Davis davis.alb...@gmail.com wrote: That's great for you, for everyone, we need a fix, and gloating about working, kind of lame. On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates dillbat...@gmail.com wrote: I'm on Linux and it works great Sent from my iPhone On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com wrote: Should we expect a hot fix for Linux startup fails. Eric? From: dillbat...@gmail.com Date: Tue, 27 Aug 2013 19:19:17 -0700 To: hlds@list.valvesoftware.com CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Mandatory TF2 update released Update worked great for me. Thanks Eric! Sent from my iPhone On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1884404. -Eric -- - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items that have varying inputs and varying outputs. You can complete a Chemistry Set by fulfilling all of its inputs, which will then give you the items it has listed in its outputs. - The in-game player status panel has been updated to show an animated image of your character with their current loadout - Can be disabled in Advanced Options - Added Romevision sharing: anyone playing Mann vs. Machine on the same server with an owner of the Hardy Laurel can now opt-in to Romevision - Manage your Romevision preference in the Advanced Options dialog - Fixed a bug that would prevent Jarate and Mad Milk from applying to all targets within range - Fixed a bug that would cause the Marked For Death icon to stay in the world after the owning player died - Fixed a bug that would allow Spies to exploit the Kunai's higher overheal limit - Fixed a bug that prevented the Medigun's Share Power Ups upgrade from working correctly in Mann vs. Machine mode - Fixed a bug that would cause the last few characters of text to be lost when copying text from input fields - Fixed a client sv_cheats exploit related to the commentary dialog - Fixed a problem that would cause the shotgun shell model to appear incorrectly third-person when using the Family Business - Improved bot pathing behavior around ramps - Bots can now reflect energy-based projectiles - Fixed incorrect alpha in the backpack images for the Valley Forge and the Founding Father - The Foppish Physician and the Distinguished Rogue are now paintable and are team-colored by default - Added server log entries for jarate_attack and milk_attack when using Jarate, Mad Milk, or the Sydney Sleeper - Fixed using an incorrect path for downloaded custom player sounds - Fixed duplicate support/mission icons in the Mann vs. Machine HUD - Don't allow players without admin access on the server to use the various entity-creating commands to create point_servercommand entities - Updated cp_egypt_final - Fixed players building inside of Blu's first spawn - Updated cp_manor_event - Fixed players building in rafters - Updated cp_mountainlab - Fixed clip brush exploit above hallway leading toward final cap - Fixed exploit where players could be trapped in small space near final cap using teleporters - Updated plr_hightower - Added nobuild to cliff bottom to prevent engineers building in the kill volume - Updated the localization files ___ 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] Idle Servers Dead
If you don't play any longer, you should give me your items. :) Sent from my iPhone On Jul 19, 2013, at 1:15 PM, Eli Witt eliw...@gmail.com wrote: 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.com wrote: 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.org wrote: http://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 _ 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 ___ 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