Re: [hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Mtvnoob
HLDS is NOT a forum. please don't ask here.


On Thu, Feb 27, 2014 at 3:30 PM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 I tried following the tutorial on steam forums on how to do it but the
 links won't work. Can someone please tell me how I do this.

 Thanks.


 http://forums.steampowered.com/forums/showthread.php?t=3222737

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Re: [hlds] Mandatory TF2 update coming

2014-02-19 Thread Mtvnoob
hlds isnt a place for petty comments, use it for useful information. thanks.


On Wed, Feb 19, 2014 at 2:27 PM, Alexander Kolev sashko...@gmail.comwrote:

 Can't wait to see what it will have :D ;)


 2014-02-20 0:22 GMT+02:00 Eric Smith er...@valvesoftware.com:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds] TF2 lost connection to the item server

2014-02-14 Thread Mtvnoob
HLDS is not your troubleshooter. the servers are down, go ask in an email
or steam support. don't spam everyone with it. thanks.


On Fri, Feb 14, 2014 at 7:45 PM, Weasels Lair wea...@weaselslair.comwrote:

 My TF2 servers seem to be getting the lost connection to the item server
 junk more than before.  I hardly ever saw this (can't remember last time
 actually - many months?).  But after that last update, seems to be
 happening like 50% of the time/sessions? maybe that's exaggerated.

 Is there any recovery to that condition besides restart SRCDS? heartbeat
 didn't seem to accomplish anything, and status shows the server is
 connected to steam and in secure mode.  But, players are getting the
 items server thing.


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Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Mtvnoob
Can we expect these features to be implemented within the next 48 hours?


On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  There are some changes coming that TF2 server operators should know
 about.



 CHANGES TO QUICKPLAY

 ---



 The next TF2 update will make two changes to quickplay:



 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.

 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.



 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.



 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.



 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 STEAM GAMESERVER ACCOUNTS

 -



 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.



 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.



 CREATING AN ACCOUNT:



 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:

 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/



 The POST arguments should be:

   appid=440 (for Team Fortress)

   key=your WebAPIKey



 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)



 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.



 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:


 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkey
 



 LOGGING IN TO YOUR ACCOUNT (TF only for now):



 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:



 sv_setsteamaccount login token



 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)



 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.



 HOW FAVORITES MIGRATION WORKS:



 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing favorites.  Periodically,
 a client will try to sync up the favorites list IP:port addresses and
 accounts.  If there is an IP:port without an associated account, it will
 ask the master server for information about that address.  If a server is
 running on that address and logged into an account, the client will record
 the account.   Once the client has an account associated with the favorite,
 the account becomes the primary key and will not change.  Instead, we will
 periodically 

Re: [hlds] My Tf2 servers ar nearly empty

2014-01-25 Thread Mtvnoob
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 Mtvnoob
it is important for user-generated content to continue running. it is NOT
important for user generated servers and content to demand the enabling of
HTML so they can force ads, give P2W experience for donators and other
various factors that ruin the fun for casual players.
Face it, Valve is providing a filter for new players to enjoy the game it
is MEANT to be played, while players more accustomed to the game will visit
custom content they wish to.


On Fri, 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.comwrote:

 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:


Re: [hlds] Mandatory TF2 update coming

2014-01-09 Thread Mtvnoob
im so ready for no new weapons


On Thu, Jan 9, 2014 at 2:30 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] Test message

2013-12-23 Thread Mtvnoob
icles.


On Mon, Dec 23, 2013 at 7:07 PM, Nathanael Havez na...@me.com wrote:

 It looks like it works.

 Natha


 Le 24 déc. 2013 à 01:06, Fletcher Dunn fletch...@valvesoftware.com a
 écrit :

 Test.
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Re: [hlds] Mandatory TF2 update coming

2013-12-20 Thread Mtvnoob
do you really think we're f4gg0ts, eric?


On Fri, Dec 20, 2013 at 9:51 AM, Eric Smith er...@valvesoftware.com wrote:

  We’re working on a mandatory update for TF2. We should have it ready
 very soon. This is the Smissmas update.



 As most of you already know, the emails from me last night were spoofed.
 We’ve updated the mailing lists to hopefully prevent that from happening
 again.



 -Eric



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Re: [hlds] Mandatory TF2 update coming

2013-12-20 Thread Mtvnoob
eric said it not me


On Fri, Dec 20, 2013 at 10:01 AM, Mick Carter sanctuar...@ntlworld.comwrote:

   You most definitely are an idiot for your use of insulting language.

  *From:* Mtvnoob mtvn...@gmail.com
 *Sent:* Friday, December 20, 2013 5:54 PM
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Mandatory TF2 update coming

  do you really think we're f4gg0ts, eric?


 On Fri, Dec 20, 2013 at 9:51 AM, Eric Smith er...@valvesoftware.comwrote:

  We’re working on a mandatory update for TF2. We should have it ready
 very soon. This is the Smissmas update.



 As most of you already know, the emails from me last night were spoofed.
 We’ve updated the mailing lists to hopefully prevent that from happening
 again.



 -Eric



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