Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread Dill Bates
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
 
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Re: [hlds] Mandatory TF2 update released

2014-12-12 Thread Dill Bates
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
 
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Re: [hlds] Mandatory TF2 update released

2014-10-01 Thread Dill Bates
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
 
 
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Re: [hlds] Mandatory TF2 update coming

2014-09-10 Thread Dill Bates
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
 
 
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Re: [hlds] Mandatory TF2 update released

2014-09-10 Thread Dill Bates
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
 
 
 
 
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Re: [hlds] Mandatory TF2 update released

2014-09-10 Thread Dill Bates
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
 
 
 
 
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Re: [hlds] Mandatory TF2 update released

2014-08-27 Thread Dill Bates
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
 
 
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Re: [hlds] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.

2014-08-21 Thread Dill Bates
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
 
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Re: [hlds] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.

2014-08-21 Thread Dill Bates
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
 
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 please visit:
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Re: [hlds] Well, SourceMod admin system is broken even though engine is suppose to still accept steam2.

2014-08-21 Thread Dill Bates
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?

2014-02-26 Thread Dill Bates
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?

2014-02-26 Thread Dill Bates
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

2014-02-22 Thread Dill Bates
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

2014-02-08 Thread Dill Bates
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

2014-02-08 Thread Dill Bates
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

2014-02-07 Thread Dill Bates
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

2014-02-07 Thread Dill Bates
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

2014-02-07 Thread Dill Bates
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

2014-01-27 Thread Dill Bates
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.
 
 
 
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Re: [hlds] My Tf2 servers ar nearly empty

2014-01-25 Thread Dill Bates
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.
 
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Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread Dill Bates
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

2014-01-09 Thread Dill Bates
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.
 
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Re: [hlds] An open letter to Valve about MOTDs

2013-11-09 Thread Dill Bates
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
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Dill Bates
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
 
 
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Dill Bates
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
   
   
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Dill Bates
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
   
   
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Re: [hlds] Idle Servers Dead

2013-07-19 Thread Dill Bates
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.
 
 
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