Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread Valentin G.
SM requires a gamedata update that will, as always, be ready shortly. No
need to freak out every single update.

On Fri, Oct 31, 2014 at 2:58 AM, Michael Loveless mloveless1...@gmail.com
wrote:

 Windows 2012 w/ SM 1.6.3-git4584 crashing as well

 On Thu, Oct 30, 2014 at 9:53 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Scratch that.

 tf_mm_servermode = 0
 game notify
 - Activates / deactivates Lobby-based hosting mode.
 0 = not active
 1 = Put in quickplay pool (based on current map)
 2 = Put in MvM pool.  (Lobby will control current map)
 3 = Put in Ladder pool.  (Lobby will control current map)
 Appears tf_mm_servermode has been changed?

 On Thu, Oct 30, 2014 at 9:49 PM, Paul ubyu@gmail.com wrote:

 Sourcemod's effecting Quickplay authentication?

 On 31 October 2014 01:46, Alexander Kolev sashko...@gmail.com wrote:

 Windows servers crashing again! Godsake, tons of work again because of
 one update... god please save me! :@


 2014-10-31 3:44 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 I'm crashing.. anyone else? Linux here.

 On Thu, Oct 30, 2014 at 9:37 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 2470138.

 -Eric

 -

 - Fixed a dedicated server crash related to the new map
 sd_doomsday_event and server-wide curses
 - Fixed Blue team hearing the win audio instead of the lose audio
 when Red gets the tickets to the Strongmann machine
 - Fixed grenade projectiles doing more damage than expected
 - Fixed players changing team to respawn outside of their cart while
 playing a minigame
 - Fixed players being able to use the Eureka effect while in their
 bumper car
 - Fixed a bug that let Engineers move faster while carrying a building
 - Fixed the Spycicle not giving the Spy fire resistance
 - Fixed The Manngaroo itemset including the wrong item
 - Updated the equip_region for the Vaccinator and Quick-Fix
 - Fixed a bug where players would not get a kill credit for turning
 another player in to a ghost
 - Updated player ghosts to always use team color
 - Updated the new TargetID system
 - Added Advance Option and ConVar to disable floating health
 icon (tf_hud_target_id_disable_floating_health)
 - Added Advance Option to control the alpha of TargetID
 nameplate
 - Fixed not showing for disguised enemy Spies
 - Fixed showing the health of cloaked Spies
 - Fixed not hiding the panel when players are no longer
 visible
 - Added ConVar tf_weapon_criticals_melee to control whether melee
 weapons have random crits. Works separately from tf_weapon_criticals.
 - Fixed the knife not playing its backstab animation when crits are
 disabled
 - Fixed round-end crits not working when tf_weapon_criticals is set
 to zero
 - Updated sd_doomsday_event
 - Added spell pickups near the ticket case spawn
 - Reduced mega spell respawn time from 90 seconds to 45
 seconds
 - Fixed curses occurring in bumper car minigames
 - Fixed players being able to boost their bumper cars early
 - Increased the damage that bumper cars receive from
 collisions
 - Players can no longer suicide when in a Bumper Car
 - Replaced large ammo kits near the Strongmann machine with
 spells
 - Reduced ammo kit size on the bridge from full to medium
 - Updated HHH to use a giant Necro Smasher when attacking
 players
 - Platform game:
 - Fixed Merasmus giving instructions in the platform
 game when it gets to the final platform
 - Center tent pole now vanishes when the final
 platform is reached
 - Soccer game:
 - Added HHH, spawns 45 seconds into the match
 - Duck game:
 - Increased max score to 200

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Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread Valentin G.
Gamedata is out. The SM updater will grab it automatically on restart.

On Fri, Oct 31, 2014 at 3:10 AM, Michael Loveless mloveless1...@gmail.com
wrote:

 No one is freaking out. We are reporting our server build, any plugins,
 and any other relevant information since this is a TF2 server operators
 mailing list for server related discussion. Plus, these reports are very
 relevant to be put in front of Eric (and other Valve devs) so they can
 hopefully be more diligent in their efforts in the future. We appreciate
 your fruitful contribution to the discussion though.

 On Thu, Oct 30, 2014 at 10:01 PM, Valentin G. nextra...@gmail.com wrote:

 SM requires a gamedata update that will, as always, be ready shortly. No
 need to freak out every single update.

 On Fri, Oct 31, 2014 at 2:58 AM, Michael Loveless 
 mloveless1...@gmail.com wrote:

 Windows 2012 w/ SM 1.6.3-git4584 crashing as well

 On Thu, Oct 30, 2014 at 9:53 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Scratch that.

 tf_mm_servermode = 0
 game notify
 - Activates / deactivates Lobby-based hosting mode.
 0 = not active
 1 = Put in quickplay pool (based on current map)
 2 = Put in MvM pool.  (Lobby will control current map)
 3 = Put in Ladder pool.  (Lobby will control current map)
 Appears tf_mm_servermode has been changed?

 On Thu, Oct 30, 2014 at 9:49 PM, Paul ubyu@gmail.com wrote:

 Sourcemod's effecting Quickplay authentication?

 On 31 October 2014 01:46, Alexander Kolev sashko...@gmail.com wrote:

 Windows servers crashing again! Godsake, tons of work again because
 of one update... god please save me! :@


 2014-10-31 3:44 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 I'm crashing.. anyone else? Linux here.

 On Thu, Oct 30, 2014 at 9:37 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 2470138.

 -Eric

 -

 - Fixed a dedicated server crash related to the new map
 sd_doomsday_event and server-wide curses
 - Fixed Blue team hearing the win audio instead of the lose audio
 when Red gets the tickets to the Strongmann machine
 - Fixed grenade projectiles doing more damage than expected
 - Fixed players changing team to respawn outside of their cart
 while playing a minigame
 - Fixed players being able to use the Eureka effect while in their
 bumper car
 - Fixed a bug that let Engineers move faster while carrying a
 building
 - Fixed the Spycicle not giving the Spy fire resistance
 - Fixed The Manngaroo itemset including the wrong item
 - Updated the equip_region for the Vaccinator and Quick-Fix
 - Fixed a bug where players would not get a kill credit for turning
 another player in to a ghost
 - Updated player ghosts to always use team color
 - Updated the new TargetID system
 - Added Advance Option and ConVar to disable floating
 health icon (tf_hud_target_id_disable_floating_health)
 - Added Advance Option to control the alpha of TargetID
 nameplate
 - Fixed not showing for disguised enemy Spies
 - Fixed showing the health of cloaked Spies
 - Fixed not hiding the panel when players are no longer
 visible
 - Added ConVar tf_weapon_criticals_melee to control whether melee
 weapons have random crits. Works separately from tf_weapon_criticals.
 - Fixed the knife not playing its backstab animation when crits are
 disabled
 - Fixed round-end crits not working when tf_weapon_criticals is set
 to zero
 - Updated sd_doomsday_event
 - Added spell pickups near the ticket case spawn
 - Reduced mega spell respawn time from 90 seconds to 45
 seconds
 - Fixed curses occurring in bumper car minigames
 - Fixed players being able to boost their bumper cars early
 - Increased the damage that bumper cars receive from
 collisions
 - Players can no longer suicide when in a Bumper Car
 - Replaced large ammo kits near the Strongmann machine with
 spells
 - Reduced ammo kit size on the bridge from full to medium
 - Updated HHH to use a giant Necro Smasher when attacking
 players
 - Platform game:
 - Fixed Merasmus giving instructions in the
 platform game when it gets to the final platform
 - Center tent pole now vanishes when the final
 platform is reached
 - Soccer game:
 - Added HHH, spawns 45 seconds into the match
 - Duck game:
 - Increased max score to 200

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Re: [hlds] Mandatory TF2 update released

2014-10-29 Thread Valentin G.
The new map seems to be sd_doomsday_event

On Thu, Oct 30, 2014 at 12:47 AM, E. Olsen ceo.eol...@gmail.com wrote:
 Is there a special SV_tag we need to set for quickplay purposes to host the
 new map?

 On Wed, Oct 29, 2014 at 7:46 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 2467544.

 -Eric

 -

 Scream Fortress VI has arrived!
 Help Merasmus with his carnival!
 Comic and additional information available on the website
 (http://www.teamfortress.com/screamfortress6)
 Scream Fortress VI runs until November 12, 2014
 Added new Halloween map Carnival of Carnage
 Merasmus will spread misfortune with server wide curses
 Added a Strongmann Test-Your-Strength machine which is in
 no way an eldritch portal to Bumper Car Madness!
 Added bumper car minigames. Win by completely ghostifying the
 other team or by completing the objective
 Alt-fire to speed boost your bumper car
 Cast spells while driving
 The collision force a bumper car receives increases as the car
 takes damage
 Force is displayed in the bumper car HUD as a percentage
 Ghosts can come back to life by touching a friendly bumper
 car
 50 new Halloween-themed community cosmetics
 6 new achievements

 During Scream Fortress VI:
 A Halloween Gift Cauldron is granted to all players who play
 during the event
 Added Halloween crates to the Mann Co. Store. These crates do not
 require a key to open
 All Unusual hats and taunts that are unboxed during the event will
 receive Halloween-themed Unusual effects
 Previous Scream Fortress content is available in the Mann Co.
 Store

 General :
 Reduced the number of Fireball spells granted to 2
 Updated the tf_spells_enabled ConVar
 Removed the Teleport spell from the general spell list
 when spells are enabled outside of Helltower
 Added rare spells to the general spell list, except
 Skeletons and Monoculus
 Turning a player into a ghost now grants the attacker a kill
 credit
 Players can now fly around as a ghost by holding the jump key
 TargetID system
 Now creates a floating health indicator over the target
 Reduced size of nameplate
 Added tf_hud_target_id_alpha ConVar to control the
 transparency
 Fixed player voice transmissions not transmitting the last second
 of recording
 Fixed a dedicated server crash when the autoexec.cfg contains a
 bind command
 Fixed Unicode font performance and rendering issues for
 Mac clients
 Fixed an exploit that allowed players to remove the ghost
 condition

 Hammer :
 Added a field to the Tools-Options-3DView tab that multiplies
 the length of the rendered light_spot cone preview


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Re: [hlds] Mandatory TF2 update released

2014-10-15 Thread Valentin G.
- Added ConVar tf_classlimit

Does this change the official stance on class limits regarding quickplay?

Thanks Eric.

On Wed, Oct 15, 2014 at 11:39 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 2445722.

 -Eric

 -

 - Fixed an exploit related to clients uploading files to servers
 - Fixed a problem that allowed clients to have an out-of-date, corrupt, or 
 modified version of items_game.txt
 - TF2 will not run if a bad items_game.txt file is found
 - If your items_game.txt file is reported as being corrupt, delete 
 any items_game.txt files you have added and verify your TF2 installation
 - Fixed a timing problem with the Rancho Relaxo taunt animation
 - Removed the Limited Late Summer Crate from the crate drop list
 - Limited Late Summer Crates can no longer be opened
 - Removed the Limited Late Summer Crate Key from the Mann Co. Store
 - Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate 
 Keys
 - Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab 
 when using sv_lan 1
 - Fixed the Duels leaderboard not displaying current counts
 - Added the explosion particles to the list of files that we always enforce 
 consistency on
 - Added ConVar tf_classlimit
 - When set, limit each class to the specified value
 - Works in any game mode, but overridden in Tournament mode and 
 Highlander mode
 - Updated the model/materials for the Runner's Warm-Up to fix a lighting issue
 - Updated the equip_regions for the Couvre Corner and the Pocket Heavy
 - Updated rd_asteroid
 - Continued art-pass process
 - Updated the vote system
 - Fixed team-specific vote sounds/notifications playing/showing for 
 the ineligible team
 - sv_vote_issue_restart_game_allowed default changed to off
 - Added sv_vote_issue_restart_game_allowed_mvm (on by default)
 - Added Enable/Disable Class Limits vote
 - Controlled by sv_vote_issue_classlimits_allowed (off by 
 default)
 - Limit controlled by sv_vote_issue_classlimits_max 
 (default 4)
 - Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann 
 vs. Machine (off by default)
 - Limit controlled by 
 sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)



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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread Valentin G.
Selecting Play Beta Maps forces the quickplay settings to default
and unchecking the box doesn't revert it. You have to redo your custom
quickplay settings afterwards.

Why can't we participate in quickplay for the new maps?

On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote:
 You think? Just look at the maps. They look something like someone can do
 within a week.

 -ics

 Jordan Olling kirjoitti:

 I think they're called beta because we're getting a sneak peek of them,
 but they might not be completely finished yet.


 On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com
 mailto:rbemr...@gmail.com wrote:

 Just to make this clear, you know that all server installs have
 rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?
  Calling them beta makes it sound like they're restricted to only
 some servers.


 On 7/8/2014 6:55 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the
 update are below. The new version number is 2314660.

 -Eric

 -

 - Added Mann Co. Beta Maps - Early Access program
 - Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon
 - Beta maps can be accessed via the quickplay menu by
 clicking the Play Beta Maps option
 - Added a new startup music track from Expiration Date
 - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4
 Season 1, and Tumblr Vs Reddit Season 2 medals
 - Fixed the server browser not properly filtering for the US
 - East region when selected
 - Fixed a bug where players that are taunting would not use
 the correct animation
 - Fixed Australium weapons using the incorrect arm skin for
 the Blue team
 - Fixed Mutated Milk not being a valid item for the Scout's
 Special Delivery item set
 - Fixed The Stealth Steeler not using the correct team materials
 - Fixed some festive weapons using the lowest LOD for the
 first person view
 - Minigun: Winding up via secondary attack now counts toward
 reducing the one-second accuracy penalty
 - Updated the equip_regions for The Southie Shinobi, The
 Chronomancer, and The Pencil Pusher
 - Updated the localization files
 - Updated The Towering Pillar of Summer Shades
 - Fixed not using the correct team materials
 - Updated to be paintable

 - Reminder - Bread Boxes can no longer be crafted after
 tomorrow (July 9th)
 - Craft them via the crafting system
 (Items-Crafting-Special Blueprint-Fabricate Bread Box)




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Re: [hlds] Mandatory TF2 update released

2014-07-08 Thread Valentin G.
The new gamemode seems to really hit home with the players. Responses
to the new PL map are mixed.

On Wed, Jul 9, 2014 at 3:07 AM, 1nsane 1nsane...@gmail.com wrote:
 It's always fun when a new map comes out :) Even more fun when it turns out
 to be good and the community keeps playing it for a long time. Hopefully
 having these maps out in the open so early will lead to something
 interesting.


 On Tue, Jul 8, 2014 at 9:01 PM, Silencio Delgato silenciodelg...@gmail.com
 wrote:

 I wasn't posting to be logical or be offensive, just trying to say have
 fun with it/be encouraging. Not sure about you, but I'm pretty tired of
 worrying about whether to not Valve is throwing us a bone, so I'm not going
 to wait for them to to do so. I'm just going to host servers for this
 because I can just to see what all the fuss is about and have fun with it.

 We may as well get the ball rolling on getting these maps out there and
 enjoy them with there rest of the community right now, because I'm sure
 tomorrow Valve will have their own servers for them. I hope you guys have a
 good evening :)


 On Tue, Jul 8, 2014 at 5:15 PM, 1nsane 1nsane...@gmail.com wrote:

 Ahh so we will never it then to help fill up community servers? Right? I
 don't follow your logic, because it doesn't make sense. Maybe what you are
 experiencing has something to do with:
 1) There being no valve beta map servers at this moment
 2) These maps have just been released and are of interest to a lot of
 players

 I don't see the interest in holding. It doesn't hold for finished maps it
 definitely won't hold for unfinished ones.


 On Tue, Jul 8, 2014 at 8:11 PM, Silencio Delgato
 silenciodelg...@gmail.com wrote:

 Don't know why you need Quickplay for these, I set up 24/7 servers for
 both and both of these are now full of players, especially asteroids which
 filled first.

 Currently, the demand for these servers is pretty high, so QP isn't
 needed atm. Take advantage of the situation, good sirs and madams, and just
 have fun with it. No point in spending all this time and money on worries
 and heartaches.


 On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote:

 Yes, why can't community servers participate in beta map quickplay? :(


 On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com
 wrote:

 Selecting Play Beta Maps forces the quickplay settings to default
 and unchecking the box doesn't revert it. You have to redo your custom
 quickplay settings afterwards.

 Why can't we participate in quickplay for the new maps?

 On Wed, Jul 9, 2014 at 1:18 AM, ics i...@ics-base.net wrote:
  You think? Just look at the maps. They look something like someone
  can do
  within a week.
 
  -ics
 
  Jordan Olling kirjoitti:
 
  I think they're called beta because we're getting a sneak peek of
  them,
  but they might not be completely finished yet.
 
 
  On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose rbemr...@gmail.com
  mailto:rbemr...@gmail.com wrote:
 
  Just to make this clear, you know that all server installs have
  rd_asteroid.bsp and pl_cactuscanyon.bsp on them now, right?
   Calling them beta makes it sound like they're restricted to
  only
  some servers.
 
 
  On 7/8/2014 6:55 PM, Eric Smith wrote:
 
  We've released a mandatory update for TF2. The notes for
  the
  update are below. The new version number is 2314660.
 
  -Eric
 
  -
 
  - Added Mann Co. Beta Maps - Early Access program
  - Added 2 new beta maps: RD_Asteroid and
  PL_CactusCanyon
  - Beta maps can be accessed via the quickplay menu
  by
  clicking the Play Beta Maps option
  - Added a new startup music track from Expiration Date
  - Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC
  4v4
  Season 1, and Tumblr Vs Reddit Season 2 medals
  - Fixed the server browser not properly filtering for the
  US
  - East region when selected
  - Fixed a bug where players that are taunting would not use
  the correct animation
  - Fixed Australium weapons using the incorrect arm skin for
  the Blue team
  - Fixed Mutated Milk not being a valid item for the Scout's
  Special Delivery item set
  - Fixed The Stealth Steeler not using the correct team
  materials
  - Fixed some festive weapons using the lowest LOD for the
  first person view
  - Minigun: Winding up via secondary attack now counts
  toward
  reducing the one-second accuracy penalty
  - Updated the equip_regions for The Southie Shinobi, The
  Chronomancer, and The Pencil Pusher
  - Updated the localization files
  - Updated The Towering Pillar of Summer Shades
  - Fixed not using the correct team materials
  - Updated to be paintable
 
  - Reminder - Bread Boxes can

Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-06-21 Thread Valentin G.
The aimbot and eyetest modules of SMAC are currently broken. Don't use them.

On Sat, Jun 21, 2014 at 5:31 PM, Albert Davis davis.alb...@gmail.com wrote:
 apparently, on my server, SM is banning people using the conga?


 On Sat, Jun 21, 2014 at 10:35 AM, Nicola scavabu...@tin.it wrote:

 how about this error ? overflowed reliable buffer  from Conga taunt , if
 is played too much all client crash.






 On 6/20/2014 7:28 PM, Eric Smith wrote:
  We've released a mandatory update for TF2. The notes for the update are
  below. The new version number is 2292213.
 
  -Eric
 
  -
 
  - Fixed a client crash related to the B.A.S.E. Jumper
  - Updated the prioritization method used when choosing which partner
  taunt to join such that players under the crosshair will have the highest
  priority.
  - Fixed The Classic scope not being drawn correctly in DirectX 8
  - Fixed the Tide Turner and Chargin' Targe doing impact damage at any
  range
  - Fixed the Tide Turner refilling the Charge meter on any decapitation
  - Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in
  Mann vs. Machine
  - Fixed Lugermorph animations
 
 
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Re: [hlds] Need help crashing my own server on purpose

2014-06-09 Thread Valentin G.
Create a small server/metamod/sourcemod plugin that runs into an
infinite loop. Should be the easiest way to get a lock-up.

On Mon, Jun 9, 2014 at 1:32 PM, mike bradford 007g...@gmail.com wrote:
 When I was using createhairball it was only the client crashing.


 On Mon, Jun 9, 2014 at 6:30 AM, Jesse Oak wazanato...@gmail.com wrote:

 Try createhairball that always leads to a crash I believe

 On Jun 9, 2014 5:30 AM, mike bradford 007g...@gmail.com wrote:

 throw something like this into a cfg file i know it crashes my client

 alias test say test; test2
 alias test2 say test2; test


 On Mon, Jun 9, 2014 at 5:11 AM, Jesse Molina je...@opendreams.net
 wrote:


 Hi everyone

 I am testing a crash recovery system on my srcds control system, and I
 need a way to purposefully and reliably seize up my server.  I don't want 
 it
 to exit; that's easy to do.  I want it to seize up, like a spinlock.

 FYI, doing cast_ray on the console causes a nice segfault, 7068
 Segmentation fault, exit code 139.

 The killserver command is close. It is like a quit, but the server
 doesn't exit. Seems like part of the engine is shutting down, but I suspect
 it might be possible to start it back up again since it's still taking
 commands on the console.

 I can do some external stuff, like hitting memory, attaching gdb, etc,
 but I'd like to know of an internal command that causes some spectacular 
 CPU
 usage.  Something that only a kill -9 is going to fix.

 This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.

 Any advice would be appreciated.



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Re: [hlds] TF2 Game Coordinator broken?

2014-03-22 Thread Valentin G.
Unfortunately there has been an outage every single day for the past
two weeks. Use www.steamstat.us if you want to see detailed and
up-to-date info when something goes down.

On Sat, Mar 22, 2014 at 10:26 AM, ics i...@ics-base.net wrote:
 There was outage yesterday that also affected CSGO among other games.

 -ics

 ED-E kirjoitti:

 Infinite waiting time on MvM Mann Up, Game Coordinator cannot find a
 single empty server, despites hundreds of empty Mann Up servers.

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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Valentin G.
This system is already designed to automatically update the IP when
the server moves its location. No need to advertise using an account
id for that reason.

On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com wrote:
 What is this new fangled technology!?!?

 I'm surprised more people aren't using dns.


 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Ross Bemrose
 Date:03/05/2014 8:19 AM (GMT-05:00)
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Advertise a server using account ID

 I use these crazy things called domain names which I update when I move
 servers to different addresses.

 On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:

 Please do so!
 It's not mainly for the IP which is easily grabbed anyway, instead this
 would be awesome to implement as when server owners like me have to change
 the ip of huge servers they don't lose all their players!
 It would be just perfect if players of source games could finally connect
 using either a server_id or its ip!

 Greetings,
 Niko

 Can you please let server owners advertise their server using account ID
 only,
 without showing the IP address anywhere?



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Re: [hlds] Advertise a server using account ID

2014-03-05 Thread Valentin G.
I'm not against it. It's just that people are painting use cases here
that make no sense. As a convenience feature it could definitiely be
viable.

On Wed, Mar 5, 2014 at 2:53 PM, Nomaan Ahmad n0man@gmail.com wrote:
 I agree with Will.

 Domain doesn't solve the port move problem. What if you move your gameserver
 instance to another machine but the port is already in use?

 Also its a lot simpler to just advertise game server id. Don't need to worry
 about updating it from everywhere.

 Please don't be against it if you have no use for it. Its a good feature so
 I think it should be welcomed.


 On 5 March 2014 13:42, Will Moggridge darkxdra...@gmail.com wrote:

 Maybe using domain names is a great solution for you but it is hardly a
 perfect solution.
 If it is possible to have a cleaner solution, why not push for that?

 What if the port changes? (I am assuming the IDs track IP + port.)
 Maybe people would rather give out an ID that is always relevant?


 On 5 March 2014 13:24, Valentin G. nextra...@gmail.com wrote:

 This system is already designed to automatically update the IP when
 the server moves its location. No need to advertise using an account
 id for that reason.

 On Wed, Mar 5, 2014 at 2:22 PM, Bobby Broughton bo...@invehosting.com
 wrote:
  What is this new fangled technology!?!?
 
  I'm surprised more people aren't using dns.
 
 
  Sent from my Verizon Wireless 4G LTE smartphone
 
 
   Original message 
  From: Ross Bemrose
  Date:03/05/2014 8:19 AM (GMT-05:00)
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Advertise a server using account ID
 
  I use these crazy things called domain names which I update when I
  move
  servers to different addresses.
 
  On 3/5/2014 8:16 AM, n...@elite-hunterz.info wrote:
 
  Please do so!
  It's not mainly for the IP which is easily grabbed anyway, instead this
  would be awesome to implement as when server owners like me have to
  change
  the ip of huge servers they don't lose all their players!
  It would be just perfect if players of source games could finally
  connect
  using either a server_id or its ip!
 
  Greetings,
  Niko
 
  Can you please let server owners advertise their server using account
  ID
  only,
  without showing the IP address anywhere?
 
 
 
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  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
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Re: [hlds] How Do I Create sv_setsteamaccount

2014-02-27 Thread Valentin G.
Violent:

Here's a quote from Ross Bemrose rbemr...@gmail.com
 For those of you too lazy to get curl working, I made a quick (5-minute) web 
 form for registering an API key.
 http://tf2.rbemrose.com/steamreg.html
 If you don't trust me, feel free to look at the source code.  It should be 
 easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even 
 images.


Mtvnoob:

Why are you constantly complaining about server related discussion on
a mailing list that is intended for sever related discussion?
Subscribe to hlds_announce if you only want update notices.

On Fri, Feb 28, 2014 at 12:32 AM, Mtvnoob mtvn...@gmail.com wrote:
 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] Petitioning Valve TF2 Development

2014-02-26 Thread Valentin G.
 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.

No one is lamenting the fact that Valve tries to remove these abusive
practices from the Quickplay system, the issue is that Valve servers
are now the default.
Quickplay Servers are now forced to be more vanilla than ever before,
this additional punishment for the entire server hosting community is
completely unnecessary.


On Wed, Feb 26, 2014 at 11:01 PM, Robert Paulson thepauls...@gmail.com wrote:

 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

 The change happened on January 23. I rest my case.

 No its not.

 Gametracker stats clearly proves this. I didn't take a screenshot of
 Gametracker before this change but I am sure most people here who visited
 Gametracker can vouch for me. Where's your proof besides your own opinion?


 On Wed, Feb 26, 2014 at 1:53 PM, davidaap1...@gmail.com wrote:

 TF2 player count dropping is proof that this decision was a mistake. The
 player experience was not improved by any significant amount from this
 change.
 Player counts havent dropped any the player experience is sinificantly
 improved by not getting into servers full of ads and pay 2 win
 modifications.

 It was already proved the community experience is superior to Valve
 servers.
 No its not.

 -- Original Message --
 From: Robert Paulson thepauls...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: 26-2-2014 22:27:57
 Subject: Re: [hlds] Petitioning Valve TF2 Development


 How are we responsible for communities like bets.tf using redirect
 exploits? We do not have any influence over these people. Valve is punishing
 the majority of us who did nothing wrong.

 TF2 player count dropping is proof that this decision was a mistake. The
 player experience was not improved by any significant amount from this
 change.

 It was already proved the community experience is superior to Valve
 servers. There wasn't an official server in the top 200 before this change
 and now look at gametracker. It is now dominated by official servers because
 they get all the new players. If there were 32 slot official servers they
 would also be in the top 20.

 http://www.gametracker.com/search/tf2/?query=srcdssearchipp=50.

 There was another situation like this long before quickplay where
 community servers were put in a custom tab. Thankfully someone at Valve came
 to their senses and removed it. I hope there is someone still working on TF2
 with the good sense to remove official servers by default as well.




 On Wed, Feb 26, 2014 at 9:52 AM, Silencio Delgato
 silenciodelg...@gmail.com wrote:

 I think there is more to the Quickplay issue than just whether or not QP
 should default to Valve servers or not. QP itself has caused a lot of issues
 and became the center of controversy ever since it came out in 2011. Though
 some of the changes that have been added recently are a step in the right
 direction, there are still many issues with this functionality that need to
 be addressed and improved upon.

 I'm all for wanting change to this functionality for the better to
 benefit everyone involved, but this petition (and please take no offense)
 seems a bit too short and vague to actually get the kind of change needed to
 make Quickplay a beneficial, reasonable, and extensible system for server
 ops and the community at large. It does not address many of the issues that
 have ended up creating this current situation we are all in and does not
 have a list of concerns or changes or anything that could be specifically
 addressed, it only has a demand and presents a solution that is based on an
 idea that we as server owners deserve players in our servers, which is the
 wrong way to go about this. And lets not forget the players, we have to be
 fair to them as well, regardless of whether or not they will be placed in
 our servers. We have to show that, as a community, we are worthy of their
 presence and a worthwhile experience to take the time to be a part of, not
 the other way around. These days, we seem more like enemies to players than
 friends/fellow players, given these recent/past developments regarding the
 community servers.

 We also have to accept that, while Valve relied on us in the past to put
 up servers for this game, they have the ability to put up their own now.
 However, if they wanted to cut us out entirely, they would have done it back
 in 2011 when Quickplay became a thing. But they allowed us (and still allow
 us) to use the functionality, giving us every opportunity to prove that we
 could use it responsibly and in the best interest of the player. Clearly,
 there were a few who could not do that and thus we were all punished. While,
 in my opinion, Quickplay was not entirely thought all the way through and I
 know I and many others have their own opinions 

Re: [hlds] Petitioning Valve TF2 Development

2014-02-26 Thread Valentin G.
 How are you forced? Does Valve require you to run a server? Do you have to 
 pay a fee to Valve if you don't get the quickplay people?

I really appreciate the smartass reply, but not running a server at
all does not equal a quickplay server. Opting out of quickplay is
also not a quickplay server. I have explicitly stated that
*quickplay servers* are forced to be more vanilla than ever.

 Back before quickplay, we used to build up communities. Have people really 
 lost the ability to do that anymore?

Brilliant observation. Before Quickplay even existed you used to build
communities, when the situation was *completely* different. Quickplay
is now the most prominent option to play the game. New players are
explicitly encouraged to use quickplay to join servers. This system
now siphons almost all players to Valve servers. Do you really think
we would be complaining if the vast majority of players were still
opting to use the server browser? Many simply don't. A huge part of
the existing and new playerbase uses quickplay, that's a fact. How are
people supposed to build a community when a significant fraction of
the playerbase is not even available to find your server?

I'm not complaining because of my own situation right now. While this
change has noticeably hit us, we managed to build a solid regular
playerbase before this change. But I'm not ignorant, and I see how
this will affect all of us in the long run.

I know people love to go on about how no one forces you to use
quickplay, build your community and whatnot. Yes, technically no
one is forced to use quickplay. But Valve has built it up to be a
necessity for many of us. No community building without traffic.

 Fine then. They were losing players and losing players means they didn't have 
 people to pay to win.

You are generalizing to a point where it physically hurts. I wasn't
around back then, but I can just see how people are eager to escape a
system that just hides their server from vitally important traffic.
There are custom experiences that players actually enjoy, that are far
from abusive and actually enhance the gameplay. If people can't find
this experience without going out of their way to find it (remember
that many don't even know they want this experience before they tried
it), it's futile to even provide it. That's the problem.

On Wed, Feb 26, 2014 at 11:16 PM, Phillip Vector t...@mostdeadlygame.com 
wrote:
 Quickplay Servers are now forced to be more vanilla than ever before, this
 additional punishment for the entire server hosting community is completely
 unnecessary.

 How are you forced? Does Valve require you to run a server? Do you have to
 pay a fee to Valve if you don't get the quickplay people?

 Back before quickplay, we used to build up communities. Have people really
 lost the ability to do that anymore?


 On Wed, Feb 26, 2014 at 2:12 PM, Valentin G. nextra...@gmail.com wrote:

  Player counts havent dropped any the player experience is sinificantly
  improved by not getting into servers full of ads and pay 2 win
  modifications.

 No one is lamenting the fact that Valve tries to remove these abusive
 practices from the Quickplay system, the issue is that Valve servers
 are now the default.
 Quickplay Servers are now forced to be more vanilla than ever before,
 this additional punishment for the entire server hosting community is
 completely unnecessary.


 On Wed, Feb 26, 2014 at 11:01 PM, Robert Paulson thepauls...@gmail.com
 wrote:
 
 
  http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time
 
  The change happened on January 23. I rest my case.
 
  No its not.
 
  Gametracker stats clearly proves this. I didn't take a screenshot of
  Gametracker before this change but I am sure most people here who
  visited
  Gametracker can vouch for me. Where's your proof besides your own
  opinion?
 
 
  On Wed, Feb 26, 2014 at 1:53 PM, davidaap1...@gmail.com wrote:
 
  TF2 player count dropping is proof that this decision was a mistake.
  The
  player experience was not improved by any significant amount from this
  change.
  Player counts havent dropped any the player experience is sinificantly
  improved by not getting into servers full of ads and pay 2 win
  modifications.
 
  It was already proved the community experience is superior to Valve
  servers.
  No its not.
 
  -- Original Message --
  From: Robert Paulson thepauls...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: 26-2-2014 22:27:57
  Subject: Re: [hlds] Petitioning Valve TF2 Development
 
 
  How are we responsible for communities like bets.tf using redirect
  exploits? We do not have any influence over these people. Valve is
  punishing
  the majority of us who did nothing wrong.
 
  TF2 player count dropping is proof that this decision was a mistake.
  The
  player experience was not improved by any significant amount from this
  change.
 
  It was already proved

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

2014-02-15 Thread Valentin G.
Are you guys on Linux or Windows? Any special firewall configurations
you might need to check?

I've left the steamport command line options in there when it recently
broke on Linux, maybe you can try that out. I haven't had any issues
in the recent days.


And Mtvnoob: What would this mailing list be for otherwise? If you
don't want hlds/scrds related discussion in your inbox then why are
you even subscribed to this list? Subscribe to hlds_announce if you
only want the update notifications.


On Sat, Feb 15, 2014 at 12:51 PM, Alexander Kolev sashko...@gmail.com wrote:
 The problem is that more and more people are having this problem, So i would
 like to know aswell if there is anything i/we can do..I got 4 servers
 without itemsserver and VAC!


 2014-02-15 5:58 GMT+02:00 Mtvnoob mtvn...@gmail.com:

 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.com
 wrote:

 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] Mandatory TF2 update released

2014-02-11 Thread Valentin G.
Yup. Seems to be an issue with the update getting to clients. Still
haven't received it and looking at my servers many others still have
not.

On Wed, Feb 12, 2014 at 1:43 AM, Silencio Delgato
silenciodelg...@gmail.com wrote:
 It seems that steam is losing connection off and on, which is probably why.
 I just updated my servers, but it took about 10 minutes since their release
 to get them to connect and update. I'm going to assume this is also
 happening for the clients as well.


 On Tue, Feb 11, 2014 at 4:42 PM, Chris Oryschak ch...@oryschak.com wrote:

 My client wont update, even after 4 restarts of steam.. i just gave up now
 lol


 On Tue, Feb 11, 2014 at 7:40 PM, A Fearts joewatshis...@gmail.com wrote:

 The servers are updating however I'm getting a few reports from people
 (including myself) who aren't getting the client side update. Anyone else
 having this issue?


 On Tue, Feb 11, 2014 at 7:24 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 2112877.

 -Eric

 --

 - Fixed an infinite ÜberCharge exploit related to loadout presets
 - Fixed a case where players that are the target of a vote kick would
 not be banned from the server
 - Fixed a Quickplay crash for Linux clients
 - Fixed Linux servers getting disconnected from Steam when multiple
 servers are run from the same IP
 - Fixed taunts not previewing in the character loadout screen after
 being equipped
 - Fixed the High-Five! taunt not hiding the Engineer's weapon
 - Fixed some missing knobs on the level 2 dispenser
 - Fixed being able to jarate invulnerable targets with the Sydney
 Sleeper
 - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
 - Updated several cosmetic items that were missing an item_type
 description
 - Updated several cosmetic items to count as assisters in Pyrovision
 - Updated the Medi-Mask to use equip_region beard instead of face
 - Quickplay: Added option to search for nodmgspread servers
 - Quickplay: Removed disabling of non-vanilla option radio buttons when
 official servers are selected

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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2014-02-08 Thread Valentin G.
I just used hostport + 10 on every one of my servers. All works out fine.

On Sat, Feb 8, 2014 at 7:48 PM, Rudy Bleeker rblee...@gmail.com wrote:
 No, the default steamport is 26901 which is different from the
 hostport default of 27015. You might experience problems if you set
 them to the same port, I've never tried.

 On Sat, Feb 8, 2014 at 7:43 PM, Dill Bates dillbat...@gmail.com wrote:
 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 

Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Valentin G.
That's how we have always done it, and Fletcher said this is pretty
much how it should be done. Players don't get matched to a 24/24
server even if there are hidden slots.

On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.net wrote:
 Quickplay will still respect sv_visiblemaxplayers, right? So if we run a 
 32-slot server with visiblemaxplayers at 24, quickplay would never give us a 
 25th player?

 Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks 
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via console 
 -- that would meet the new criteria? Quickplay would never try to stuff a 
 player into a reserved slot, and Sourcemod would never kick a player who's 
 already playing, only those trying to join via console.

 As it has been mentioned by others, it sounds like this would be very hard to 
 enforce, as someone from Valve would have to manually investigate reports of 
 violators. We still want to play by the rules, though, and the more I think 
 about it I agree with the rationale -- if you've been matched to a server 
 which then seemingly at random kicks you for Slot Reservation that is 
 indeed a bad player experience. (Though one which has certainly encouraged 
 some of our players to donate to us).

  - Peter
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Valentin G.
This is a whole bunch of very good news. Thanks a lot for the headsup,
I just have two questions:

1) Can there be a pool for modded game servers, that the FAQ
currently completely excludes? Would it be possible to give us a tool
that designates a server gameplay modded and then just put them all
together for the players that feel like experimenting? I think that
these mods are and have been playing a good part in the server
culture, although I don't like most of them myself. This new system
seems it's all about giving back options and choice to the players, so
I think this would be a good idea, even if it was tucked away
somewhere at the end.

2) I can see where you are coming from, but does a class limit really
necessitate a complete exclusion from quickplay? I think it's pretty
evident, especially on servers that rely heavily on newer players,
that games can be rendered basically unplayable without enforcing sane
class limits. TF2 is not fun when 10/12 players play as a sniper.

On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander
thesupremec...@gmail.com wrote:
 One of my admins brought this up, and I never thought to bring it up: is
 there a particular reason for including nocrits but still completely
 excluding nodmgspread? It seems odd to allow players to select one but not
 the other through QuickPlay.


 On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.com
 wrote:

 golf clap



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Wednesday, February 5, 2014 7:29 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list (hlds@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 Actually, I'll just post the entire list of things not allowed in
 QuickPlay according to the new FAQ:

 · Opening a MOTD window (hidden or visible) that is not requested

 · Forcing clients to view the MOTD until a timer has expired

 · Giving or selling gameplay advantage to players

 · Kicking players to make room for reserved slots

 · Modifying stock maps, models, or materials

 · Running non-default game modes: prop hunt, dodgeball, etc

 · Enforcing class limits

 · Browser popups

 · Granting or modifying economy items, or taking actions that
 devalue players' items, or interfering with the TF2 economy




 On 2/5/2014 6:52 PM, Fletcher Dunn wrote:

 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: 

Re: [hlds] Feedback: tf_quickplay_pref_community_servers ( def. 0 ) == Valve Servers Only

2014-01-25 Thread Valentin G.
Implying quickplay could even get you onto a 32 slot, fast respawn,
non-vanilla map server...

On Sat, Jan 25, 2014 at 1:41 PM, Phillip Vector t...@mostdeadlygame.com wrote:
 New players, should for their first experience with the game, play it
 vanilla. If they want to enable 32 player fast respawn no crits
 koth_nippletwister, then they are intelligent to uncheck a box. But by
 default, it should be the game the way Valve intends for it to played.

 When was the last time you bought a game and even before playing it, you
 installed so many mods that it didn't resemble the game anymore?

 As for those people who run Vanilla servers that are saying they put in the
 proper tags, as we have seen, the tags can be manipulated and are not
 trustworthy.


 On Sat, Jan 25, 2014 at 12:40 AM, Andreas Grimm l...@gmx.net wrote:

 Hello,



 I am not an english native speaker, so I keep it short just give a
 feedback about the new client convar tf_quickplay_pref_community_servers.



 tf_quickplay_pref_community_servers = 0 ( def. 0 )

  - 0=Valve only, 1=Community only, 2=Either



 This convar decides, if our client's quickplay searches for valve servers,
 community servers or for both.



 In general, I think it was a good idea to add that offical servers only
 option to the quickplay menu.

 I guess, that there were a lot of people requestion that.



 But I think, that this option shoudln't be enabled by default.



 People can disable custom download content, when they don't like it (
 cl_downloadfilter ), people can disable html motds, when they don't like it
 ( cl_disablehtmlmod ) it and they should be able to disable community
 servers in quickplay, when they don't like it.



 It just feels wrong, that this convar is set to 0 by default. It's like
 a punch against all community members who try to create something or spend a
 lot of time and work to keep the TF2 playerbase and creativity alive. It
 also creates the false impression, that community servers are bad and
 shouldn't be used anymore.



 All I can say is, that I would appreciate it very much, when you@Valve
 change the default value of tf_quickplay_pref_community_servers from 0
 back to 2.

 The offical Valve servers are back and the option to disable community
 servers is there too, isn't that enough for the moment?



 Thanks for reading  regards

  - Andreas


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Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread Valentin G.
A small hint: He's probably not hosting just a single server.

On Sat, Jan 25, 2014 at 1:03 AM, David H davidaap1...@gmail.com wrote:
 You spent 1800 dollars on server hosting in 15 months? Damn,you must have
 some overpriced servers.


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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Valentin G.
I agree. I know why they're doing it and I get behind that, but this is too
black and white of a solution.



On Thu, Nov 7, 2013 at 5:59 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 There's also another solution that would pretty much completely fix every
 problem - allow an MOTD at initial connect, unload that MOTD, and then
 allow further MOTD windows to be opened up iff the player accepts it.

 Seriously, approval-based server redirection has been in the game a while
 and it works well for the purpose. Why couldn't we do the same for MOTDs?


 On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane...@gmail.com wrote:

 Well there are better ways of doing it. Like for example why did they
 make it so the other MOTD windows open up invisible for quickplay players
 in the first place?
 It did nothing for ads but broke other legitimate plugins. What was the
 point of that? Seriously.

 Why not just do it right and make it so you can only open a MOTD window
 for quickplay players once and that's it?
 No more after that, visible or invisible.


 On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run ads!
 Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want my
 HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when
 they change it. Get over yourselves. If you run a good community, you
 should be able to pay via donations. If you don't get enough donations,
 just pay for it from your own pocket. If you care about your community as
 much as you guys act like you do, you should be glad to pay out of your own
 pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's from
 Quickplay connecting clients, not just for when you connect but also during
 the game (still only plain text but hidden anyway)? Am I wrong in that
 assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This change
 was not aimed against any of us, but the people who set up servers to 
 drain
 quickplay traffic do get advertisements showing. Correct me if i'm wrong
 but these advertisement abusers can still open window to the background 
 and
 display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage to
 the people who do this, so they disable motd adds from quickplay users,
 leaving these plugins that open that crap to background in the game and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can benefit
 from advertisements on the motd and servers that participate in quickplay
 can benefit from that adds crap in background window. Who was the real
 winner here? No one.

 -ics

 Doctor McKay kirjoitti:

 Nobody forces you to go on servers that have ads. I fail to
 understand how the fact that some servers might use advertisements 
 affects
 you personally when you can easily ignore them.


 Dr. McKay
 www.doctormckay.com http://www.doctormckay.com



 On Thu, Nov 7, 2013 at 9:51 AM, Saint K. 
 sai...@specialattack.netmailto:
 sai...@specialattack.net wrote:

 Anything they do to battle them ad’s gets my vote. For all I care
 they disable the HTML functionality all together.

 Back to oldskool community building where one can only survive on
 donations. Donations means your servers are appreciated.

 Saint K.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
 *1nsane
 *Sent:* Thursday, November 07, 2013 3:38 PM
 *To:* Paul Lewis; Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Coming soon: changes to TF HTML MOTD support


 There wasn't much point to running MvM servers before. Even less
 so now it seems.

 Not like you can make a community around stock MvM.

 On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com
 mailto:ubyu@gmail.com wrote:

 I imagine many communities will close up on using TF2
 Quickplay, whether they will successfully move to a different
 game or game mode is another question though. I'm switching
 from having 23 Mann vs Machine servers to trying Slender
 Fortress. If servers switch to being non-reliant on Quickplay
 then in my view that's partly good, as Quickplay from day one
 was a bad idea in my opinion. It doesn't promote or offer
 options to join servers which are run in an unofficial way
 (e.g. custom gamemodes or custom maps). In the days of Team
 Fortress Classic players had to use the server browser, and
 those days were better 

Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Valentin G.
We have hundreds of users across our servers that wilfully open MOTDs with
flash content (not ads) every single day.

Not everyone is out for a cash grab, which is why I find the easy way out
very disappointing.


On Thu, Nov 7, 2013 at 6:51 PM, 1nsane 1nsane...@gmail.com wrote:

 I don't think valve is against Pinion. They aren't blocking it on their
 other games and are still partners for CS:GO.
 As such I doubt they would mind a single ad that once closed stays closed.

 Why they decided to do it the way they did I'm not sure.
 Maybe it was to show that they don't like it being abused this way and to
 warn people that the MOTD could go away entirely.
 Not that those people would care. If there's some way to abuse it and make
 money it will be done.
 And then when it's all disabled we can suffer because of them.


 On Thu, Nov 7, 2013 at 12:32 PM, Doctor McKay mc...@doctormckay.comwrote:

 In my opinion, the best course of action would be to allow a single HTML
 MOTD with Flash/HTML5 fancy features disabled, unload it when the client
 closes it, and then refuse to load any additional MOTDs (not just loading
 them in the background).


 Dr. McKay
 www.doctormckay.com


 On Thu, Nov 7, 2013 at 12:08 PM, 1nsane 1nsane...@gmail.com wrote:

 But if you can load that you can load some other ads as well. Not all
 ads need flash/video. And if it allows invisible motds again then the
 original issue comes back.


 On Thu, Nov 7, 2013 at 12:03 PM, Paul ubyu@gmail.com wrote:

 Or back to the drawing board, disallow/filter out Flash and HTML5
 audio/video elements if the person has connected via Quickplay. This would
 allow things such as Google Analytics to still work, as they don't impact
 the user's experience (e.g. doesn't make sounds). Google Analytics was
 useful in seeing who connected from where, and some other statistics for
 the curious. I'm sure there are other useful examples that would work under
 a similar restriction.


 On 7 November 2013 16:59, thesupremecommander thesupremec...@gmail.com
  wrote:

 There's also another solution that would pretty much completely fix
 every problem - allow an MOTD at initial connect, unload that MOTD, and
 then allow further MOTD windows to be opened up iff the player accepts it.

 Seriously, approval-based server redirection has been in the game a
 while and it works well for the purpose. Why couldn't we do the same for
 MOTDs?


 On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane...@gmail.com wrote:

 Well there are better ways of doing it. Like for example why did they
 make it so the other MOTD windows open up invisible for quickplay players
 in the first place?
 It did nothing for ads but broke other legitimate plugins. What was
 the point of that? Seriously.

 Why not just do it right and make it so you can only open a MOTD
 window for quickplay players once and that's it?
 No more after that, visible or invisible.


 On Thu, Nov 7, 2013 at 11:50 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Wahh! I don't want these servers to hijack quickplay traffic to run
 ads! Valve do something!

 *update comes*

 Wahhh! Valve implemented a fix for the problem! I don't care I want
 my HTML mods back on quickplay clients!

 Seriously guys, you bitch for them to change it, and then bitch when
 they change it. Get over yourselves. If you run a good community, you
 should be able to pay via donations. If you don't get enough donations,
 just pay for it from your own pocket. If you care about your community 
 as
 much as you guys act like you do, you should be glad to pay out of your 
 own
 pocket.


 On Thu, Nov 7, 2013 at 11:35 AM, Paul ubyu@gmail.com wrote:

 I thought this recent update completely eliminated all HTML MOTD's
 from Quickplay connecting clients, not just for when you connect but 
 also
 during the game (still only plain text but hidden anyway)? Am I wrong 
 in
 that assumption?


 On 7 November 2013 16:26, ics i...@ics-base.net wrote:

 There has been servers before these adds came an issue. This
 change was not aimed against any of us, but the people who set up 
 servers
 to drain quickplay traffic do get advertisements showing. Correct me 
 if i'm
 wrong but these advertisement abusers can still open window to the
 background and display adds there  refresh.

 So, Valve doesn't want to get in the middle and not give advantage
 to the people who do this, so they disable motd adds from quickplay 
 users,
 leaving these plugins that open that crap to background in the game 
 and
 driving off some people that run servers.

 So now only servers that do not participate in quickplay can
 benefit from advertisements on the motd and servers that participate 
 in
 quickplay can benefit from that adds crap in background window. Who 
 was the
 real winner here? No one.

 -ics

 Doctor McKay kirjoitti:

 Nobody forces you to go on servers that have ads. I fail to
 understand how the fact that some servers might use advertisements 
 affects
 you 

Re: [hlds] Family Sharing Ban Bypass.

2013-10-18 Thread Valentin G.
Banning by IP is useless for many countries. And if cheaters abuse the
family sharing they will certainly go to the lengths of making a quick
new dial-in to grab that new IP.

I have already said this much on the Beta Forums, and fully agree with
Kyle. This brings the TF2 F2P dilemma to every title.


On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.org wrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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Re: [hlds] Recurring player clip issue on Windows TF2 servers?

2013-09-24 Thread Valentin G.
It's a bug that has been around in GoldSrc aswell. Your origin needs to
change height for the view to fix itself. So jumping or running up a slope
is enough in most cases.


On Tue, Sep 24, 2013 at 10:59 AM, Rudy Bleeker rblee...@gmail.com wrote:

 I have actually encountered this myself as a player, although it might
 be a slightly different issue. I've had it happen a few times on my
 own server, which runs on Linux (hence the crosspost) and isn't
 symlinked or runs any mods. It's a single installation, completely
 vanilla. I haven't made an effort to do a bugreport through the game
 client yet.

 The symptoms I'm experiencing are that when I spawn I'm clipping
 through the floor of the map, resulting in a view as if I've sunken
 through the ground to the waist. I can play normally, only the vision
 is screwed up. Other players don't notice anything unusual about my
 avatar. The issue resolves itself when I get killed and respawn, or
 sometimes after I've been alive for a long time. I couldn't say on
 which maps it has occured, but at least on pl_goldrush.

 On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde peter-h...@jerde.net wrote:
  This happened to us when the number of VPK files constituting TF2
 changed back on August 29th (or thereabouts).
 
  We share one set of VPK files among multiple server instances using
 symlinks (windows mklink), but when that update added tf2_misc_009.vpk, our
 cloned servers each lacked a symlink to that file, since it hadn't
 existed before.
 
  This resulted in no problems at all on some maps (ctf_turbine) but
 caused the bizarre players-falling-through-solid-objects problem on
 mvm_coaltown and certain payload maps.
 
  It could be something completely different, but I figured those exact
 symptoms were too similar to what we'd experienced, that I figured I'd
 throw this out there. Double-check that your servers have all the files
 tf2_misc_000 through tf2_misc_009.
 
  For giggles, here are the sizes, in bytes, of the vpk files we have
 currently in our /tf folder:
 
  106302753   tf2_misc_000.vpk
  106575133   tf2_misc_001.vpk
  106642649   tf2_misc_002.vpk
  103888545   tf2_misc_003.vpk
  106077677   tf2_misc_004.vpk
  108387643   tf2_misc_005.vpk
  105606193   tf2_misc_006.vpk
  105574190   tf2_misc_007.vpk
  105401440   tf2_misc_008.vpk
  105299483   tf2_misc_009.vpk
  1477522 tf2_misc_dir.vpk
  87701   tf2_sound_misc_dir.vpk
  382253  tf2_sound_vo_english_dir.vpk
  537892  tf2_textures_dir.vpk
 
  Cheers,
 
   - Peter
 
  On Sep 23, 2013, at 22:50 PM, Justin Bounds jstn7...@gmail.com wrote:
 
  Hi,
 
  I've been receiving reports from players and admins in my community
 concerning a server issue where trains, rocks, stairs, etc. basically
 become non-solid objects and players can walk or fall through them,
 obviously disrupting gameplay to some extent. I haven't had time to
 experience this myself, but supposedly the problem is temporarily corrected
 by restarting the server. This keeps occurring on my main public TF2 server
 and even happens on competitive servers as well (only basic SM/MM:S
 functionality is present), and has been doing so for a few weeks. Is anyone
 else experiencing this issue, or is it just me? I figured I would
 ask/discuss this here first before attempting to email any probably busy
 Valve employees. The host server is running Windows Server 2008 R2, no idea
 how up to date it is since it's a virtual dedicated server managed by NFO.
 Any ideas?
 
  -Justin
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Valentin G.
Or just let players report and leave these servers. There are several legit
reasons for HTML MOTDs.


On Sun, Jun 16, 2013 at 9:19 PM, Doctor McKay mc...@doctormckay.com wrote:

 As I'm sure most are aware, a little while ago Valve changed the TF2 MOTD
 panel so that it can't be reopened by the server if the client joins via
 Quickplay (or using the matchmaking argument on the connect command).
 However, this just prevents the MOTD panel itself from redisplaying. The
 server can still open pages in the client's MOTD panel in the background.

 This means that the server can still spam traffic-to-cash URLs on clients,
 many of which have noise-making Flash embedded or which open popup windows
 using JavaScript. In order to maintain the sterile bubble in Quickplay,
 Valve might want to consider preventing servers from opening webpages on
 Quickplay-joining clients entirely, not just preventing the panel from
 being redisplayed.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com

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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Valentin G.
We never run ads on our servers and only use the MOTD for our quite popular
ingame radio and gameME statistics.

Not having the MOTD and with no way to gracefully handle the situation for
the server *or* the client this restriction is just a nuisance.

Valve has had a stance for the don't like it, don't play there policy on
other topics, why does this get such a harsh treatment when even official
partners like Pinion are suffering?

Not even mentioning that this fix went to an extreme where even the opening
MOTD, which is *required* to even join the game, can be
inadvertently blocked for quickplay players.


Just because *you* don't use MOTDs for anything useful doesn't qualify you
to judge everyone elses use case. And no, a reasonable intro ad is not
abusive. At all.


On Sun, Jun 16, 2013 at 11:49 PM, Liquid Source
liquid.sou...@hotmail.comwrote:

 Just dump the motd altogether.

 A) Most of us are sick and tired of our gaming experience being hijacked
 by unscrupulous server ops.
 B) This topic is a virus to these mailing lists.
 C) The supporters of the MOTD Abuse and Game Hi-jacking are just trolling
 this list.
 D) MOTD has nothing to do with the actual game.
 E) Valve doesn't have the in house skill to actually resolve the MOTD
 abuse issue.
 F) Any messages the server op wants people to see can be sent via in-game
 chat.


 PEACE AND LOVE

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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Valentin G.
You don't get the concept of convenience do you? Giving players the option
to just type in /rules to see stuff is infinitely more valuable. I don't
even use that and I can see where he's coming from. Especially on servers
with complex mods or other meta-game experiences this is very important.

 You claim 'Harsh Treatment' in the defense of hi-jacking peoples game
experience, REALLY? It's obviously an abuse hidden in background
subterfuge. If you are collecting information about visitors then do it in
the light of day, such as displaying in chat a survey page url or similar.
Log files can also be uploaded and shared with stat tracking sites without
disturbing client gamers.

I don't claim anything in defense of hi-jacking peoples experience because
I don't do that kind of thing. I don't collect information about visitors
but I can see how just using google analytics (which runs on a metric ton
of sites anyway without informing you) is more convenient than using
external tools that may have to be created first.

 Game Menus and MOTD are not the same thing, I must commend you for a
valiant attempt at mudding the waters.

Oh wow, a sensible observation. Also notice: Chat messages are not the same
thing as MOTDs either. People have been using them for *years* across all
valve games for a reason.

 In-game music players really? There are so many other and better
options that don't absorb bandwidth that the fact that you bring this up as
an argument only presents evidence that you are intentionally attempting to
ruin game experience or are just ignorant of how online games work.

Yeah right. My *optional* in game plugin that *dozens* of people use out of
free will for convenience sake is a really abusive thing. It doesn't absorb
bandwith on any reasonable broadband connection to harm the experience in
any way. Else people would just stop using it.

 If you truly believe that the ability of server ops to display an MOTD or
similar, adds value for players then you can code your own mod that has it
and let the community vote by joining (or not) your modified server.

I really hope you are trolling here. Coding an own game just for MOTDs that
are just supposed to add value for players. Yeah right. MOTDs have been in
Valve games for over a decade now. Since then people just leave servers if
they mess up their game experience, while the majority of servers just use
the MOTD to enhance it. This isn't even about any permanent damage like
messing with config files or anything. There are a plethora of other
in-game ways to mess with players that will never be eliminated, and users
will still have to use their disconnect and report buttons for that, too.


You sir are just a troll that should be banned from this list or immensely
and mind-bogglingly ignorant towards other peoples use cases, opinions and
situations.




On Mon, Jun 17, 2013 at 1:25 AM, Liquid Source liquid.sou...@hotmail.comwrote:

 WOW, cry harder Supreet. If money is a problem for you may I suggest you
 get a real job instead of glomming off of other people?! Destroying the
 reputation of a company such as Valve by posting crap information to gamers
 and changing the whole game experience is just bad for business. If Valve
 decides to remove the motd functionality to keep people from tarnishing
 their image I know hundreds of server owners that will stand behind them. I
 also find your comparison of Valve to the Nazi's to be very offensive.
 Please refrain from such hate mongering. You are not the victim here, the
 people that play the game and Valves public image are.

 Server rules... If they are to lengthy for a chat display they
 should be on a separate webpage, so just display the url to your servers
 web page. Most game host providers offer web space with the rental of a
 game server anyway.



  From: coachcrock...@gmail.com
  Date: Sun, 16 Jun 2013 19:13:10 -0400

  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 MOTD and Quickplay
 
  Doctor, why don't you pay the $300-400 dedicated server bills and other
 expenses that server owners have to pay to keep their community running.
 
  It's as simple as this, a server forces you to see ads, leave it and
 don't come back. Why are you trying to be a Nazi government trying to
 control what server owners want to do.
 
  Look Valve, we pay for these servers okay. Dedicated servers aren't
 cheap, we need to make money to recovery costs. What you are basically
 doing is stunting one community's growth.
 
  If you continue to create features that will just add more and more
 restrictions for server owners, why don't you just become like one of the
 game publishers that don't even let users host dedicated servers.
 
  Just take away our server powers and how about this Valve? Why don't you
 just host all the servers for us and leave us the headache? How much extra
 server dollars will that cost you Valve, and also how much manpower will
 you need to maintain those 1000s of servers running plugins 

Re: [hlds] Pre-releases

2013-05-18 Thread Valentin G.
No! Currently they are not compatible because the update changes the
compression algorithm.

FletcherD:
 Because of the change to the compression algorithm, the PatchVersion was
updated (this will be a mandatory update), and the prerelease server and
client are not compatible with the main branch server and client.


On Sun, May 19, 2013 at 2:28 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Yes.


 On 5/18/2013 8:26 PM, Flickshot Tech wrote:

 Hi All.

 Sorry for the noob question. If i run a prerelease of CSS on windows
 server can normal clients connect to the server?

 Cheers

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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Valentin G.
It does happen. Updates take a while to distribute through the CDN.


On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.net wrote:

 Did today's different procedure somehow affect how the update was pushed
 out to clients? It took me several tries and restarting steam before my own
 client got updated, and I'm getting reports of other people unable to
 connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter



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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Valentin G.
Yeah the validation exclusions are a bit messed up right now. I'm using the
custom workaround for now, valve should probably switch to the _default
file names everywhere to avoid confusion.


On Tue, May 14, 2013 at 12:50 AM, Ross Bemrose rbemr...@gmail.com wrote:

  They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use validate,
 specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?


 On 5/13/2013 6:46 PM, Albert Davis wrote:

 WHY when you guys put an update out, you insist on causing files such as
 MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
 again. wtf?


  On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.com wrote:

 It does happen. Updates take a while to distribute through the CDN.


 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.netwrote:

 Did today's different procedure somehow affect how the update was pushed
 out to clients? It took me several tries and restarting steam before my own
 client got updated, and I'm getting reports of other people unable to
 connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter



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Re: [hlds] VPK /custom Directory Help

2013-05-12 Thread Valentin G.
1) You don't. The exact path is not exposed. The virtual filesystem makes
everything appear in the right place so custom/mymap/maps/mymap.bsp will
appear to be in maps/mymap.bsp (overwriting any stock files).
2) No, everything goes into the correct folders on the client side, the
servers directory structures are not exposed. Only difference is that
clients now download custom files into the downloads folder to keep them
separate from stock files.
3) This is data for the SteamPipe file system. I don't know the insides but
you probably won't have to modify it except you have a very special use
case.
4) Yes, that's pretty much it. The reason is that opening a ton of small
files is slow because of OS file overhead. Packing files into the vpk
format removes that overhead and is much more efficient.
5) You can. Problem is that you can't make clients download .vpks and have
them actually use it. Also fastdownload does not understand .vpk files so
you can't use it for proper vpk distribution. For now you are stuck with
loose files on the serverside. You can however distribute maps/mods as a
.vpk package outside the game.


On Sun, May 12, 2013 at 8:55 PM, Albert Davis davis.alb...@gmail.comwrote:

 I have my custom maps in the maps folder, seems to work fine.


 On Sun, May 12, 2013 at 12:28 PM, Harsh Baid harshbai...@gmail.comwrote:

 Alright so its beens a while since i have payed attention to this list
 because of life issues and other problems. Currently because i host my
 servers with NFO, they have pretty much taken care of everything regarding
 SteamPipe and the whole custom section. However, now that i finally have
 time, i want to kind of refigure out steam pipe. I currently have been
 browsing around and i have a few questions.

 1) So SteamPipe is this new file client system and apparently all the
 files go in a custom folder. However how do i tell my mapcycle.txt and
 maplist.txt where the new custom paths to my custom maps are?

 2) Isn't this system inefficient in the sense that if more than 1 server
 in different communities are running the same custom files. Then the client
 has to download 2 copies of the same files?

 3) What is gameinfo.txt? I read the file, but barely comprehended any of
 it.

 4) VPK's, what are they? Would a correct analogy be that they are sort of
 zip files packing all content into one?

 5) If so, can i use VPK's with maps?


 Thanks for anyones help in advance. I really do appreciate it!

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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Valentin G.
This is how I understand how all this works, please correct me if necessary:

Customizations should (not have) to be saved in a custom/xyz directory or
into custom/xyz.vpk for both client and server.
Downloads from either side are automatically saved into the downloads
folder to keep them separate from shipped files. For the client this is
sounds, maps etc.; for the server mainly (or only?) spray images that are
downloaded from the clients.

.vpks can only be mounted by servers but not shipped (or at least clients
will not use it correctly), also fastdownload does not understand the .vpk
concept which would make this unfeasible even if it worked.

You do not need to care about the custom or download file paths internally.
All files and .vpks are mounted transparently into the logical game
filesystem and override the shipped file if applicable. So when you save
awesomemap.bsp into custom/mymaps/maps it internally still has
maps/awesomemap.bsp as the file path.

So for your mods it all remains the same. You can even put all the loose
files where they used to be, however it is highly recommended to put them
in a custom/mymod folder to keep them separated. Clients will store them in
their download folder so they are separate there aswell. Directory
structures will probably not be copied from the server and it will just be
a large pool of loose files.

If you want to ship your mod as a .vpk you could do that outside of the
game on your homepage. The users could save that .vpk into their custom
directory, any future additional files would be automatically downloaded
into the download folder or the .vpk would have to be updated manually.




On Wed, May 8, 2013 at 5:36 AM, CTScrivener ctscrive...@gmail.com wrote:

   I thought I had the /custom directory figured out but I guess not. Why
 do players technically have a /custom folder as well as a /download folder?

 Our server uses a fastdl server to get files to client quicker and I need
 to figure out the file structure so custom files and folders are read
 properly by the game. Frankly, the /custom folder is pointless from what I
 can tell because the TF2 game atleast downloads all files to the /download
 folder THEN to respective folder such as custom, models, materials, etc.

 Is the /custom directory ONLY used if you are distributing
 mods/models/custom files via direct file download OUTSIDE of the game
 client?

 Do I need to change all my plugins so they are directly pointing into
 players’ /download folder?

 Granted, all my files and custom vpks are downloading just fine, but just
 to a directory that even the readme.txt file says, “can be deleted at any
 time”.

 Horribly worded but here is exactly what I am trying to do:

 Dodgeball Plugin points to the following file as a custom model:
 /materials/models/dodgeball_nuke/nuke.mdl

 I have a vpk built around the following directory within the custom folder
 (which includes all the vmts, mdls, etc.):
 dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is
 dodgeball_nuke.vpk

 I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under
 the /custom directory as well as under my game server under the /custom
 directory.

 The server downloads the vpk fine but it gets placed under
 download/custom/dodgeball_nuke.vpk

 The plugin cannot see that directory so do I need to change the directory
 it points to, or is this just a bad way for tf2 to be downloading files?
 Did you do this as a way for security so servers couldn’t FORCE
 models/skins/etc unto players?

 I am just trying to figure out what exactly I would need to do to get
 plugins like this (any plugins like freak fortress, dodgeball, etc that use
 custom models) to work with those custom models.

 Long post, probably repeated myself multiple times and I’m
 sorryhopefully someone can help me out as this would effect all custom
 models across game servers for everyone. What am I not doing right?

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Re: [hlds] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-05-07 Thread Valentin G.
Yup. Would be great if every beta rollout would see some kind of final
build. Then keep that around for time frame X and make it mandatory when no
serious problems arise. That way people still have a grace period and can
skip a couple of intermediary updates if they want to, but I don't think
it's desirable that  2+ compatible but possibly very different builds are
out there for months at a time.


On Tue, May 7, 2013 at 12:05 AM, John lists.va...@nuclearfallout.netwrote:

  On 5/6/2013 1:52 PM, 1nsane wrote:

 Looks like you'll have to get used to that.That's going to be the trend
 going forward.
 There's 3 or 4 versions of TF2 at the moment (including one pre steampipe)
 out there. All of them are listed on the server browser.
 Other source games might have something similar as well.


 Yes, I saw that statement.

 TF2 will still have frequent required updates, I'm sure, as they make more
 substantial changes to it. These will at least keep things in sync
 somewhat. If that weren't the case, then the different versions wouldn't be
 a very good idea.


 All of the GoldSrc releases should be backwards compatible right now. For
 the best experience for your customers you would ideally offer access to a
 beta or main server.


 We use the beta, but the fact that it behaves differently than other
 versions leads to an inconsistent gameplay experience, customer confusion,
 and plugin incompatibilities. What I was (am) asking is when the next
 required release will be, as I look forward to levelling it out again. It
 has been quite some time.

 -John

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Re: [hlds] SteamPipe

2013-04-26 Thread Valentin G.
- Use the new SteamCMD tool to install TF2. It will be a SteamPipe
installation. It will be a much faster download because it's a much smaller
server installation and SteamPipe is faster in general. It is highly
recommended to do a fresh install so you don't have duplicate files.
- Meta/SourceMod stay in their current directories. There might (or will)
be some problems with the latest releases because new gamedata can not be
synced until the official release
- SteamCMD is pretty much the only thing you need to learn:
https://developer.valvesoftware.com/wiki/SteamCMD
- SMAC is the major thing that broke on the plugin side. Gamedata issues
hit a lot of plugins but can only be resolved with the release as stated
above. You can get beta gamedata from somewhere, someone else will have to
direct you to that. I don't know of any other breakage
- I'm not 100% on top of this but I don't believe SteamPipe brought
anything new to the table. The only thing is sv_consistency and sv_pure
being merged:

 * Deleted sv_consistency convar.  This security is now implemented using
sv_pure.

**

 * Changed which pure server configuration files are loaded in the various
pure modes, and renamed them.  (See updated
pure_server_whitelist_example.txt for details.)

 * Added “sv_pure -1” mode, which disables all consistency checking.
(Similar to turning off sv_pure and sv_consistency


That's my current knowledge. Others might know more or prove me wrong :)



On Sat, Apr 27, 2013 at 12:22 AM, Harsh Baid harshbai...@gmail.com wrote:

 So i have really been ignoring this SteamPipe thing in a while, but seeing
 that it is coming up. I decided to get more active into it. I know what
 SteamPipe is and how its going to affect players as far as their file
 location is concerned. I am also aware of apparently its going
 to optimize the game making downloads and such faster. However, how is it
 going to affect server owners as far as where files will be located for
 custom content and sourcemod/metamod content.


 How do i get access to the steampipe files to put on my server and test
 out?

 What about meta/sourcemod? Are the latest snapshots compatible with them
 yet or do we have to wait for newer ones to come out?

 Any documents directed towards server owners and anything that can brush
 me up on the topic would be much appreciated.

 Anything major changing as far as plugins breaking that i need to be aware
 of. (I am aware that SMAC broke, but is there a newer version available
 that works)?

 What sort of different ConVars do we now have with SteamPipe?

 (Btw im on a linux system incase that is relatable and am referring to
 TF2).

 Also on a side note, I posted this a while ago but got no response. Any 1
 familiar with the sv_steamgroup convar and if it is compatible in tf2?

 ~Thanks Again in advance.

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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Valentin G.
He said prior to the conversion, that means halt the updates until the
conversion occures and then update again.

Can someone with CS:S experience tell us how a fastdownload server can be
set up when custom* folders are used?


On Tue, Apr 16, 2013 at 10:50 PM, Pedro Lobo jpal...@gmail.com wrote:

 Would be nice of you if there was no additional TF2 update prior to the
 conversion of the game

 So a game update that greatly increases download times and update
 management would be the last one of the game?

 I know.. I know.. it's a bit of an hassle to update the server on an
 almost weekly basis, but you're talking about one of the most played
 games on Steam atm. Updates keep it alive.

 Also most of the updates are engine changes (bug fixes), stoping the
 updates right now might be a bit too early.

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Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-04-03 Thread Valentin G.
Alfred just to clarify, cstrike beta clients/server will remain compatible
with non beta in any combination?


On Wed, Apr 3, 2013 at 10:29 AM, Crazed Gunman
bsr.crazedgun...@gmail.comwrote:

 Yeah, my personal biggest gripe with SteamCMD is that its switches and
 options are about as intuitive as tar is, which is about the not at all
 mark. Granted you script it once and done; and that's fine because that's
 exactly my process, but with hldsupdatetool if you figured well if its
 -command install to install then -command update would be the logical
 step in the right direction. I appreciate its power but it really just is
 not as easy as I think it could be. Just my two cents on the matter.

 - via carrier pigeon

 On Apr 2, 2013, at 10:36 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 I believe it was mentioned elsewhere on this list that SteamCMD is used
 for more than just updating server installations, hence the complexity.

 That being said, it isn't like you need to memorize the arguments every
 time you use it. As Alfred mentioned, you simply need to place your update
 commands in a script once and then you'd be set for the foreseeable future.


 On Tue, Apr 2, 2013 at 8:28 PM, IBIS Customer Service 
 ibis.serv...@gmail.com wrote:

 Basically the new system no longer follows K.I.S.S. and that is the
 problem people have.


 On Tue, Apr 2, 2013 at 8:31 PM, Rick Payton r...@mai-hawaii.com wrote:

 I think the point, Alfred, was that on the old system the command line
 stuff was simple and to the point - you want to INSTALL this GAME to this
 DIRECTORY. We all know the new system is better, and I'm sure everyone
 appreciates it as well. It's just the arguments to get the content got more
 complicated, when they don't (seem to) need to be.

 At least, that's what *I* took from his mail.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Tuesday, April 02, 2013 2:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike:
 Condition Zero and Half-Life beta server update

 Nope, you will want the 90 -beta beta bit usually, to get the beta
 goodness.
 Jesse should read https://developer.valvesoftware.com/wiki/SteamCMD so
 he can find out about the scripting options we support.

 - Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, April 02, 2013 5:22 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike:
 Condition Zero and Half-Life beta server update

 It's not +app_update 90 -beta beta any more, it's just +app_update 90

 On 4/2/2013 8:20 PM, Jesse Molina wrote:
 
  Dear Valve
 
  To start off, I don't want to be a huge jerk here and think I'm just
  griefing you Valve guys.  There is plenty of nonconstructive criticism
  on this mailing lists already, and that's not the kind of community
  contribution I want to be involved in.
 
  I have no question people are doing their best, and I understand what
  it's like when someone comes out and tells your Your work is crap.
 
  However, I want to demonstrate the monster you've created,
  intentionally or not.
 
  With the old HLDSUpdateTool, this is, apparently, what you did to
  install/update czero:
 
  ./steam -command update -game czero -dir /mydir/mygame
 
 
 
  With the new SteamCMD, this is what you, apparently, have to do to get
  similar behavior:
 
  ./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous
  +force_install_dir /mydir/mygame +app_set_config 90 mod czero
  +app_update 90 -beta beta +exit
 
 
 
 
 
  Alfred Reynolds wrote:
  You can get a dedicated install for it by using the following command
  line:
  steamcmd +logon anonymous +force_install_dir ..\hlds +app_update 90
  -beta beta +quit
 
  Note you will need to use +app_set_config 90 mod czero before the
  +app_update command if you want to update condition zero.
 


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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-22 Thread Valentin G.
Yup. I just did that for 1.6 aswell. Moving to SteamPipe even keeps old
binaries around so a fresh install might be recommended.


On Fri, Feb 22, 2013 at 9:43 AM, Denis Eliseev lisee...@yandex.ru wrote:

 Fresh install required, if you don't want to keep gigabytes of old files
 that moved into .vpk's

 22.02.2013, 11:14, 1nsane 1nsane...@gmail.com:
  Will the servers be able to convert as well? I did this in the beta and
 it seems to work fine (I first renamed tf2beta folder to tf).
 
  Or is a fresh install required to prevent problems with things like
 consistency checks?
 
  On Thu, Feb 21, 2013 at 10:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:
  If the current sv_pure implementation stays, yes it would still work.
  What we'd do is ship the xxx_dir.vpk files to the server, which has the
 MD5's in it.  We'd just omit the chunks.  The server doesn't need the data,
 it just needs the MD5's.
 
  We're still working through the details of exactly how sv_pure will
 work.  Should know more in a week or so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Netshroud
  Sent: Thursday, February 21, 2013 7:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Would the servers still be able to do sv_pure checks without the
 content?
 
  On 22/02/2013, at 2:00 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
  Thanks, I'll look into this.
 
  The division of the assets by type is actually in anticipation of
 shipping a more culled set of files to the dedicated server.  It just
 hasn't been optimized yet.
 
  The audio data is in the same category.  (Except perhaps the header
  data.)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
  Friedrichs
  Sent: Thursday, February 21, 2013 6:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
 
  Good catch - I havent looked into the VPK's yet... since the server
 doesnt need the VTF's, it would be advisable for Valve to move all the
 VMT's into a seperate VPK.
 
  On 2013/02/22 03:31, Peter Jerde wrote:
  I see that, too.
 
  Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
 
  Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
 
  It looks like the beta ships with both .vmt AND .vtf files, while the
 normal tf2 has only .vmt.
 
  Those .vtf files add up to the difference in sizes.
 
  On Feb 21, 2013, at 19:29 PM, Dominik Friedrichsd...@forlix.org
  wrote:
 
  I just installed the TF beta dedicated server. How come the total
 size is around 11 GB, while the old TF via Hldsupdatetool totals at less
 than 6 GB? I get the feeling that now that everythings inside the VPK's,
 the server has more stuff than it actually has to have.
 
  Would be nice if someone at Valve could check for possibly duplicate
 content:
 
  The old install has a materials folder thats not even 50 MB in size.
  The new one has 3 GB of materials VPKs in the tf2 folder.
  The hl2 VPKs of the new install also occupy 2 GB more memory than
 the loose files of that directory in the old install. So there's the 5 GB
 difference.
 
  On 2013/02/20 03:36, Fletcher Dunn wrote:
  The orangebox engine games (Team Fortress 2, Counter Strike:Source,
  Day of Defeat:Source, HL2:Deathmatch) are being upgraded to
 SteamPipe.
  Steam's new-and-improved content delivery system. SteamPipe is
  currently used by most games on Steam.
 
  This change will impact server operators in at least two
 significant ways:
 
  *You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *The conversion will entail significant changes to the way the
  files appear in the local filesystem on the server and client. The
  client no longer uses GCF files. Instead, most assets are packed up
  into VPK, and those VPKs are the same on the server and the client.
  The server no longer uses 1000's of loose files.
 
  We're using the TF beta to test these changes and identify the
  bugs, and give everybody a chance to make sure their favorite mod
  or plugin will work in the new system.
 
  Everybody is encouraged to download the TF beta!
 
  We've prepared an FAQ that discusses the details of the change and
  answers the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
 
  Please report gameserver related bugs in this mailing list.
 
  Client bugs can be reported through this mailing list, or in the TF
  beta forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  Thanks for your help, and happy testing!
 
  (And remember, playtime in the beta counts towards item drops in
  the release game.)
 
  - Fletch
 
 
 
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  To unsubscribe, edit 

Re: [hlds] [hlds_linux] Half-Life 1 and Counter-Strike 1.6 updated

2013-02-14 Thread Valentin G.
Clients can connect to 1.1.2.6 and 1.1.2.7 or did I do something wrong?


On Thu, Feb 14, 2013 at 7:28 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 Yes, it is already live (and I just posted notes that very second).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin Howard
 Sent: Thursday, February 14, 2013 10:25 AM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 and Counter-Strike 1.6 updated

 Thanks Alfred, is there going to be a client side update as well?




 
  From: Alfred Reynolds alf...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing
 list hlds_li...@list.valvesoftware.com; '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 Sent: Thursday, February 14, 2013 1:19:32 PM
 Subject: [hlds_linux] Half-Life 1 and Counter-Strike 1.6 updated

 We have updated Counter-Strike 1.6 and Half-Life 1, this update is
 mandatory.

 The update will need to be downloaded using the steamcmd tool, documented
 here:
 https://developer.valvesoftware.com/wiki/SteamCMD
 Use appid 90.

 Changes in this update are:
 - converted both games to using new Steampipe content system
 - numerous exploit fixes
 - CS 1.6 game play fixes
 - upgraded GCC version for Linux build to improve performance and stability


 With the move to the new content system it will be significantly easier to
 deploy fixes (and run betas) for our Half-Life 1 based dedicated servers.

 - Alfred




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Re: [hlds] Half-Life 1 dedicated server update released

2013-01-25 Thread Valentin G.
Any chance some bugfixes might make it into 1.6 given that it is being
worked on again? The radar bug is still there for example.

Oh, and removing 16 bit would be a great idea :)

Thanks for the port. GoldSrc goes a long way towards me using Linux.


On Fri, Jan 25, 2013 at 5:30 PM, AnAkIn anakin...@gmail.com wrote:

 I wanted to test the CS 1.6 SteamPipe Beta today. Unfortunately, the
 server browser is still spammed with thousand of fake servers, which seem
 all to be from very similar IPs. Only the port is different for most of
 them. They report being almost full, and there are only bots in those
 servers (which seem to stay spectator).


 2012/8/10 Tuga aka mabaclu maba...@gmail.com

 Not a good idea... It would be easy to de-list a rival server.
 I still think using F3 to accept a redirect would be the best option.

 2012/8/10 Mart-Jan Reeuwijk mreeu...@yahoo.com:
  how about a update that:
  - makes players accept redirects if they get them.
  - client records the redirect, and if rejected, its send to valve.
  - valve de-list it with x (say 5) occurrences for 3 months, and if
  continuing its for 12 months after that.
 
  Community cleans itself. Valid redirects by server plugin options don't
 get
  punished.
 
 
  
  From: ics i...@ics-base.net
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, 10 August 2012, 4:32
  Subject: Re: [hlds] Half-Life 1 dedicated server update released
 
  Fake servers were fixed in CS Source some years ago and it didn't kill
 it.
  It requires user to press a key now to join forward if they connect to a
  fake server. No auto redirect.
 
  -ics
 
  10.8.2012 0:11, RSS List User kirjoitti:
 
  That's what I thought as well, but from another hand, if people can't do
  that, they might rage quit and the game might die. Its a 2 edged sword.
 
  On 8/9/2012 4:57 PM, AnAkIn wrote:
 
  Fixing the redirect exploit would make them stop making fake servers.
 
  2012/8/9 Dominik Friedrichs d...@forlix.org
 
  On 2012/08/09 20:25, Invalid Protocol wrote:
 
  A HL1 server can force the players to execute the connect command or
 even
  you can reply with a redirect packet when they connect. So any kid can
  host 10 fake servers (usually using the names of other servers), all
 being
  almost full, and redirect the players to a real server. Some real
 servers
  have even hundreds of fake servers behind them, hosted by regular
 players,
  because this is a condition for getting administrative rights. Also some
  companies hosting game servers provide a service or support for hosting
 such
  fake servers. For example they provide the kits so the players can
 download
  and run the fake servers with only 2 clicks, or even they can host for
 free
  some fake servers if you buy a real server.
 
 
  What a disgusting community... Thanks for the insight!
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
  --
  Best regards,
  AnAkIn
 
 
 
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  please visit:
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Re: [hlds] Half-Life 1 dedicated server update released

2013-01-25 Thread Valentin G.
So it will be merged into the non-beta version soon? Great!


On Fri, Jan 25, 2013 at 9:33 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

  The radar bug is fixed in the CS 1.6 beta, details on how to get to the
 dedicated server bits of it will be available next week (short answer is
 steamcmd, appid 90).

 ** **

 - Alfred

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Valentin G.
 *Sent:* Friday, January 25, 2013 12:08 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Half-Life 1 dedicated server update released

 ** **

 Any chance some bugfixes might make it into 1.6 given that it is being
 worked on again? The radar bug is still there for example.

 ** **

 Oh, and removing 16 bit would be a great idea :)

 ** **

 Thanks for the port. GoldSrc goes a long way towards me using Linux.

 ** **

 On Fri, Jan 25, 2013 at 5:30 PM, AnAkIn anakin...@gmail.com wrote:

 I wanted to test the CS 1.6 SteamPipe Beta today. Unfortunately, the
 server browser is still spammed with thousand of fake servers, which seem
 all to be from very similar IPs. Only the port is different for most of
 them. They report being almost full, and there are only bots in those
 servers (which seem to stay spectator).

 ** **

 2012/8/10 Tuga aka mabaclu maba...@gmail.com

 Not a good idea... It would be easy to de-list a rival server.
 I still think using F3 to accept a redirect would be the best option.

 2012/8/10 Mart-Jan Reeuwijk mreeu...@yahoo.com:

  how about a update that:
  - makes players accept redirects if they get them.
  - client records the redirect, and if rejected, its send to valve.
  - valve de-list it with x (say 5) occurrences for 3 months, and if
  continuing its for 12 months after that.
 
  Community cleans itself. Valid redirects by server plugin options don't
 get
  punished.
 
 
  
  From: ics i...@ics-base.net
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, 10 August 2012, 4:32
  Subject: Re: [hlds] Half-Life 1 dedicated server update released
 
  Fake servers were fixed in CS Source some years ago and it didn't kill
 it.
  It requires user to press a key now to join forward if they connect to a
  fake server. No auto redirect.
 
  -ics
 
  10.8.2012 0:11, RSS List User kirjoitti:
 
  That's what I thought as well, but from another hand, if people can't do
  that, they might rage quit and the game might die. Its a 2 edged sword.
 
  On 8/9/2012 4:57 PM, AnAkIn wrote:
 
  Fixing the redirect exploit would make them stop making fake servers.
 
  2012/8/9 Dominik Friedrichs d...@forlix.org
 
  On 2012/08/09 20:25, Invalid Protocol wrote:
 
  A HL1 server can force the players to execute the connect command or
 even
  you can reply with a redirect packet when they connect. So any kid can
  host 10 fake servers (usually using the names of other servers), all
 being
  almost full, and redirect the players to a real server. Some real servers
  have even hundreds of fake servers behind them, hosted by regular
 players,
  because this is a condition for getting administrative rights. Also some
  companies hosting game servers provide a service or support for hosting
 such
  fake servers. For example they provide the kits so the players can
 download
  and run the fake servers with only 2 clicks, or even they can host for
 free
  some fake servers if you buy a real server.
 
 
  What a disgusting community... Thanks for the insight!
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
  --
  Best regards,
  AnAkIn
 
 
 
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  please visit:
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  please visit:
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  ___
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  please visit:
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Valentin G.
That 3-value cvar would be a great idea.

On Fri, Aug 17, 2012 at 8:06 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:

 Fletcher, if that three-value variable is possible, it would be much 
 appreciated. Since the slots are not that many, i'm having trouble trying to 
 give priority for my Gamers Community on the TF2 MvM servers. They know the 
 IP, but i seem to get a lot of browser joins from other countries (with high 
 ping) as well due to the high demand on the mod.

 The other option would be to just set a password but i'm not pro-locked 
 servers.

 I suppose other are in the same position.

 Thx!.

 Best Regards, Alan //

 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:

 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.

 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 On 15.08.2012 23:14, Ross Bemrose wrote:

  Also, does tf_mm_strict 1 let people who have the server favorited
  see
  it in their favorites list?

 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.


 /Peter


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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Valentin G.
Not true for HLDS as far as I know.

On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote:
 tickrate actually needs to be declared at init of the srcds, fps can be
 changed on the fly, and in configs. configs are effectively changing cvars
 while the server is running, hence the distinction of tickrate being
 declared at init. tickrate cannot be changed once a server has started,
 however fps can. fps is not necessarily tied to tickrates, but they can be
 influenced by them.

 previously tf2 servers could exceed 100fps, and arguably see gains, while a
 tickrate would be set to 100.

 currently VALVe is trying to migrate to a static tickrate, so relying on
 tickrate (at least for tf2) in your init is an ill-advised decision.

 to declare tickrate, you add -tickrate X (X is the tickrate you want) to
 your init script.

 Just to re-iterate, tickerate changes are not avised. The -tickrate command
 line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
 changing tickrate causes server timing issues. The tickrate is set to 66 in
 CSS, DoD S and TF2, and 30 in L4D and L4D2.

 source:
 https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

 - Original Message -
 From: Lorne Mock blyte_sc...@hotmail.com
 Date: Thursday, August 16, 2012 1:13 pm
 Subject: Re: [hlds] Tickrate for GoldSrc
 To: hlds@list.valvesoftware.com


 Gold Source sys_ticrate 100 or fps 100 ( one or the other not
 both )Must / should be put in the server.cfg or the
 multiplayer.cfg .( one or the other not both  )It will not
 work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
 blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com

 Date: Thu, 16 Aug 2012 14:00:48 -0500
 Subject: Re: [hlds] Tickrate for GoldSrc





 sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics

 Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru

 To: hlds@list.valvesoftware.com
 Date: Thu, 16 Aug 2012 18:40:28 +0400
 Subject: Re: [hlds] Tickrate for GoldSrc


 So what exactly means ‘server fps’?


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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-04 Thread Valentin G.
Well plugins is also kind of a bad idea because SourceMod relies on what is
in the directory compared to old-fashioned config files.
If you want to have individual Plugins for each server you have to have
different directories for each.

Gamedata is advised against symlinking and config files should not be
symlinked most of the time.
That leaves only extensions and translations, and I don't know if
extensions works or not.

On Sat, Aug 4, 2012 at 12:18 PM, Jevgenij Timosenko stinky...@gmail.comwrote:

 Sorry for insisting, but as pointed out in this wiki page:
 If you are looking to save space or unify certain files that you know
 will not change, use symlinks. I assume we are free to symlink
 binaries, common plugins/*.smx . I agree that we should not symlink
 directories - at least I never did and avoid doing this, I just go
 through default installation and symlink files with some exceptions.

 This is quite interesting topic for me at the moment as I am working on
 automated symlink scripts and need to be certain what route will be
 better. After all, needing to update SM once rather than 20 times is
 amazing difference. Currently I have 2 gameservers running symlinks to
 single SM instance. Nice point out of gamedata, I will add it to
 exceptions but did not hit the issue with this yet.

 On Sat, 2012-08-04 at 00:49 +0200, Valentin G. wrote:
  It is officially advised against doing that:
  http://wiki.alliedmods.net/Multiple_or_Forked_Servers_(SourceMod)
 
  On Fri, Aug 3, 2012 at 11:49 PM, Jevgenij Timosenko
  stinky...@gmail.com wrote:
  What is wrong with having Sourcemod symlinked?
 
  On Thu, Aug 2, 2012 at 12:59 PM, Valentin G.
  nextra...@gmail.com wrote:
   We use symlinking to run a bunch of servers off of the same
  files. It works
   like a charm and allows every instance to have it's own
  config and log
   directories no problem.
   This should work on Windows aswell.
  
   Just as a heads-up: SourceMod needs it's own copy for every
  server you are
   running (if you're planning to use it). Otherwise horrible
  things will
   happen :)
  
  
   On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland
  kill...@multiplay.co.uk
   wrote:
  
   - Original Message - From: PAL-18
  pal...@zombiegamer.net
   To: hlds@list.valvesoftware.com
   Sent: Thursday, August 02, 2012 9:20 AM
   Subject: [hlds] Multiple Servers From Same SRCDS
  Installation = Bad?
  
  
  
   I've read this on lots of forums but no one seems to have
  any concrete
   reason why this is bad:
  
   Is it true that running multiple servers from the same
  SRCDS installation
   is bad?  Does it cause stability problems?  Performance
  problems? Lag? File
   corruption?
  
  
   No, you need to ensure that things are configured properly
  but you won't
   get
   any stabilty problems.
  
   Performance should actually be better as it makes better
  use of filesystem
   cache
   and dll cache in the OS.
  
   We use this to run hundreds of servers.
  
   The only issue we have are:-
   1. demo's don't allow you specify a location to save them
   2. configs need prefixing manually unlike other games which
  have a base
   path
   command line option which makes everything very easy.
  
   We've raised these enhancements a few times here before as
  it would things
   so much easier if they where added :)
  
  Regards
  Steve
  
   
   This e.mail is private and confidential between Multiplay
  (UK) Ltd. and
   the person or entity to whom it is addressed. In the event
  of misdirection,
   the recipient is prohibited from using, copying, printing
  or otherwise
   disseminating it or any information contained in it.
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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-03 Thread Valentin G.
It is officially advised against doing that:
http://wiki.alliedmods.net/Multiple_or_Forked_Servers_(SourceMod)

On Fri, Aug 3, 2012 at 11:49 PM, Jevgenij Timosenko stinky...@gmail.comwrote:

 What is wrong with having Sourcemod symlinked?

 On Thu, Aug 2, 2012 at 12:59 PM, Valentin G. nextra...@gmail.com wrote:
  We use symlinking to run a bunch of servers off of the same files. It
 works
  like a charm and allows every instance to have it's own config and log
  directories no problem.
  This should work on Windows aswell.
 
  Just as a heads-up: SourceMod needs it's own copy for every server you
 are
  running (if you're planning to use it). Otherwise horrible things will
  happen :)
 
 
  On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland 
 kill...@multiplay.co.uk
  wrote:
 
  - Original Message - From: PAL-18 pal...@zombiegamer.net
  To: hlds@list.valvesoftware.com
  Sent: Thursday, August 02, 2012 9:20 AM
  Subject: [hlds] Multiple Servers From Same SRCDS Installation = Bad?
 
 
 
  I've read this on lots of forums but no one seems to have any concrete
  reason why this is bad:
 
  Is it true that running multiple servers from the same SRCDS
 installation
  is bad?  Does it cause stability problems?  Performance problems? Lag?
 File
  corruption?
 
 
  No, you need to ensure that things are configured properly but you won't
  get
  any stabilty problems.
 
  Performance should actually be better as it makes better use of
 filesystem
  cache
  and dll cache in the OS.
 
  We use this to run hundreds of servers.
 
  The only issue we have are:-
  1. demo's don't allow you specify a location to save them
  2. configs need prefixing manually unlike other games which have a base
  path
  command line option which makes everything very easy.
 
  We've raised these enhancements a few times here before as it would
 things
  so much easier if they where added :)
 
 Regards
 Steve
 
  
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  the person or entity to whom it is addressed. In the event of
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  the recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
  In the event of misdirection, illegible or incomplete transmission
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Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?

2012-08-02 Thread Valentin G.
We use symlinking to run a bunch of servers off of the same files. It works
like a charm and allows every instance to have it's own config and log
directories no problem.
This should work on Windows aswell.

Just as a heads-up: SourceMod needs it's own copy for every server you are
running (if you're planning to use it). Otherwise horrible things will
happen :)

On Thu, Aug 2, 2012 at 10:31 AM, Steven Hartland kill...@multiplay.co.ukwrote:

 - Original Message - From: PAL-18 pal...@zombiegamer.net
 To: hlds@list.valvesoftware.com
 Sent: Thursday, August 02, 2012 9:20 AM
 Subject: [hlds] Multiple Servers From Same SRCDS Installation = Bad?



  I've read this on lots of forums but no one seems to have any concrete
 reason why this is bad:

 Is it true that running multiple servers from the same SRCDS installation
 is bad?  Does it cause stability problems?  Performance problems? Lag? File
 corruption?


 No, you need to ensure that things are configured properly but you won't
 get
 any stabilty problems.

 Performance should actually be better as it makes better use of filesystem
 cache
 and dll cache in the OS.

 We use this to run hundreds of servers.

 The only issue we have are:-
 1. demo's don't allow you specify a location to save them
 2. configs need prefixing manually unlike other games which have a base
 path
 command line option which makes everything very easy.

 We've raised these enhancements a few times here before as it would things
 so much easier if they where added :)

Regards
Steve

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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased

2012-08-02 Thread Valentin G.
Servers working fine here with the cvar set in server.cfg.

Just when I restarted the servers they immediately filled up. While I won't
exactly complain there's a boatload of Americans on our EU server right
now.
Needless to say we're having average latencies of far 200 right now. I
don't think this is intended.

On Fri, Aug 3, 2012 at 3:00 AM, Lord_Jeremy lord.jer...@gmail.com wrote:

 My Linux servers are continuing to crash with the cvar in server.cfg

 -Jeremy

 On Aug 2, 2012, at 8:41 PM, mu...@anbservers.net wrote:

  Crashes for me when set in the server.cfg as well.
 
 
  -Original message-
  From: Fletcher Dunn fletch...@valvesoftware.com
  Date: Thu, 02 Aug 2012 19:23:43 -0400
  To: Half-Life dedicated Linux server mailing
 listhlds_li...@list.valvesoftware.com,  Half-Life dedicated Win32
 servermailing list hlds@list.valvesoftware.com
  Subject: Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2update
  released
 
  OK, I think putting it in a server.cfg is the workaround for now.
 
  We'll fix it to make it legal to set it in autoexec in a later update.
 
  Thanks for the bug report.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
  Sent: Thursday, August 02, 2012 5:21 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life
 dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update
 released
 
  setting it later from rcon doesn't crash
 
 
  On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
  Thanks, we'll look into it.  Try setting it later, does it still crash
  for you?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio
  Beretta
  Sent: Thursday, August 02, 2012 5:15 PM
  To: Eric Smith
  Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32
  server mailing list; Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update
  released
 
  having tf_mm_servermode 1 in autoexec.cfg will make the server crash
  at startup verified on a dozen windows and linux servers
 
 
 
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Re: [hlds] Improvements to TF matchmaking beta are live

2012-07-30 Thread Valentin G.
We also use 2 additional slots for reserved slots (so the server can go 26
for a short period, which practically never happens). But there are servers
that don't use this as a method for reserved slots but try to abuse the
system by dynamically changing the server size when it fills up. What is
the official stance on this?

Thanks

On Mon, Jul 30, 2012 at 8:54 PM, John Schoenick nephy...@doublezen.netwrote:

 Hey Fletcher, I have a question about this new match making system and our
 server setup

 Our 24x servers run |-maxplayers 32| and |sv_visiblemaxplayers 24|, which
 allows admins and reserve slots to join without kicking people. Our servers
 rarely have 25 players in them for short periods of time, nothing abusive.
 Under the new system, are we getting penalized for being 24 slot? Is there
 a way to check?

 Thanks
 - Neph


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Re: [hlds] Improvements to TF matchmaking beta are live

2012-07-30 Thread Valentin G.
And sv_visiblemaxplayers changes what is displayed in the serverbrowser.
Some servers abuse this maliciously, that's why an official stance would be
nice.

Also sv_tags uses the displayed value not what maximum amount of slots the
server was started with. sv_visiblemaxplayers 24 will always remove the
increased_maxplayers tag.

On Mon, Jul 30, 2012 at 9:18 PM, Steven Sumichrast packh...@gmail.comwrote:

 Unless something has changed, you take a small penalty for having max
 players above 24.

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

 I increased the max number of players above 24. Will that cause my server
 to not receive quickplay matches?

 Not entirely. The quickplay system looks at the max reported number of
 players. (It does not check any tags.) If the max player count is higher
 than 24, a scoring penalty is added. The penalty amount depends on how far
 over 24 the max players is set. It is relatively small for maxplayers=25,
 and increases up to maxplayers=32. If the max player count is set above 32,
 the server is completely excluded. We add this penalty because the game has
 been tuned for 24 players. Increasing the number of players beyond 24 can
 have negative effects on performance and gameplay balance.

 The quickplay system uses the server browser under the hood, so the player
 counts (both current and maximum) it uses in its decision making are the
 same player counts shown for your server in the server browser.
 On Mon, Jul 30, 2012 at 2:10 PM, Valentin G. nextra...@gmail.com wrote:

 We also use 2 additional slots for reserved slots (so the server can go
 26 for a short period, which practically never happens). But there are
 servers that don't use this as a method for reserved slots but try to abuse
 the system by dynamically changing the server size when it fills up. What
 is the official stance on this?

 Thanks


 On Mon, Jul 30, 2012 at 8:54 PM, John Schoenick 
 nephy...@doublezen.netwrote:

 Hey Fletcher, I have a question about this new match making system and
 our server setup

 Our 24x servers run |-maxplayers 32| and |sv_visiblemaxplayers 24|,
 which allows admins and reserve slots to join without kicking people. Our
 servers rarely have 25 players in them for short periods of time, nothing
 abusive. Under the new system, are we getting penalized for being 24 slot?
 Is there a way to check?

 Thanks
 - Neph


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Re: [hlds] Steam CMD

2012-07-06 Thread Valentin G.
Yeah that's my main gripe with it. If you allow all accounts into the
system though you might aswell drop the requirement to login alltogether.

If we need to own the games to host servers at least allow simultanous
login to both SteamCMD and the desktop client.

I would like to hear why this is done anyway, I can somehow get behind it
for CS:GO as it's a closed beta right now (although restricting server file
access is still weird) but
why introduce this to games already released. It's just an inconvenience.

This is not that big of an issue for F2P but buying extra $30+ games just
to have a separate server account is not something I would want to do.
I could afford it but then again - it is not *that* big of an inconvenience
now, is it?

On Fri, Jul 6, 2012 at 3:59 PM, 1nsane 1nsane...@gmail.com wrote:

 New accounts that have to own all those games...


 On Fri, Jul 6, 2012 at 8:03 AM, Joe Powell j...@joepowell.co.uk wrote:

 It wouldnt be so bad if for example, you could use it with any account.

 For CSGO, its beta, so your account has to have access to it? Or am I
 wrong, in which case, we might aswell all create new steam accounts for
 server purposes.

 Joe

 On 6 July 2012 13:02, Victor Voorhuis victor.silverd...@gmail.comwrote:

 I'm not liking it either. I can't update my servers when playing games
 at Steam. It would be nice if it didn't sign off my Steam.


 2012/7/6 Saul Rennison saul.renni...@gmail.com

 I believe all games will move to it soon. It uses the HTTP content
 delivery method if I recall correctly.


 On Friday, July 6, 2012, Vader_666 wrote:

 Natural Selection 2 use Steam CMD too I think since the last build.
 Le 6 juil. 2012 04:02, 1nsane 1nsane...@gmail.com a écrit :

 Different games get updates at the same time. Especially games with
 shared engines.

 On Thu, Jul 5, 2012 at 9:03 PM, Ryan Stecker 
 voidedwea...@gmail.comwrote:

 Having to update more than one server at a time with an update tool is
 awful practice. Please do all other server operators a favor and use rsync
 or similar.


 On Thu, Jul 5, 2012 at 7:46 PM, Bobby bobby3...@gmail.com wrote:

  How is this progress? Seems like it going back 5 yrs. HLDS update
 and done. Now we have to sign in and hope you signed out of the game. 
 Can’t
 update more than one server at a time. It’s the worst idea ever!!

 -bobby

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jared
 *Sent:* Thursday, July 05, 2012 7:55 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Steam CMD

 ** **

 CS:GO, Killing Floor, and Red Orchestra 2: Heroes of Stalingrad

 

 Jared Creasy

 Community Relations

 Tripwire Interactive

 On 7/5/2012 7:48 PM, Nomaan Ahmad wrote:

 CS:GO Beta

 On 6 July 2012 00:32, RSS List User l...@redspeedservers.com wrote:*
 ***

 Hello all,

 I don't really keep up to date on steamcmd, but what games are
 currently using steamcmd?

 Thanks!

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Re: [hlds] Steam CMD

2012-07-06 Thread Valentin G.
Just register another steamaccount.

On Fri, Jul 6, 2012 at 8:14 PM, RSS List User l...@redspeedservers.comwrote:

  Where can we get this other account? I am tried of sharing my personal
 account for work.


 On 7/6/2012 12:54 PM, Alfred Reynolds wrote:

 - CS:GO is a special case because it is in closed beta, access to its
 dedicated server is limited to blessed accounts which is why you need a
 special login. If you are having problems running CS:GO servers and are in
 the beta email the team and ask for access to another account for your
 dedicated servers.



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Re: [hlds] [hlds_linux] Half-Life 1 dedicated server update released

2012-06-29 Thread Valentin G.
Some months ago there was word on a fix for the radar issues on 32 slot
servers. The client beta has not yet resolved the issue. Any news on that?

Oh and if you fix the redirects: Any chance on a system similar to Source
(accept with a key)? I suppose there's a slim chance for that happening but
just breaking the connect command is inconvenient for larger communities.

Thanks for your time!

On Fri, Jun 29, 2012 at 8:29 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 No, there is no beta currently running for the dedicated server piece of
 HL1, so as long as you run the update (with or without the beta flag) you
 will get the fixes binary.

 - Alfred

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin Howard
 Sent: Friday, June 29, 2012 11:20 AM
 To: Half-Life dedicated Linux server mailing list; '
 hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 dedicated server update released

 This needs to be done from the -beta hlbeta command right?



 
  From: Alfred Reynolds alf...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com;
 'hlds@list.valvesoftware.com' hlds@list.valvesoftware.com; '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com
 Sent: Thursday, June 28, 2012 7:53:55 PM
 Subject: [hlds_linux] Half-Life 1 dedicated server update released

 We have released an update to Half-Life 1 dedicated servers. This update
 fixes a potential file download exploit, run the hldsupdatetool to grab it.

 Thanks to Daniil for alerting us to this issue.

 - Alfred


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Re: [hlds] Half-Life 1 dedicated server update

2012-03-06 Thread Valentin G.
And fix the 32-player spectator bug please, the client beta has not
resolved this issue :(

On Tue, Mar 6, 2012 at 7:05 PM, Mohammed Khalik mohammed_kha...@hotmail.com
 wrote:

  Alfred,

 Can you fix the server re-direction problem in cs 1.6

  From: alf...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Mon, 5 Mar 2012 23:58:40 +
  Subject: [hlds] Half-Life 1 dedicated server update

 
  We have released an update to Half-Life 1 dedicated servers. This update
 fixes the crash exploit reported earlier today due to a malformed
 customization packet, run the hldsupdatetool to grab it.
 
  Thanks to Tuga for providing me with the details to reproduce and fix
 the issue.
 
  - Alfred
 
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Re: [hlds] Localization file mumbo jumbo

2012-02-15 Thread Valentin G.
Same here. I have yet to complete a stable steam trade. TF2 trading
was flawless for the most part.

On Wed, Feb 15, 2012 at 7:58 PM, ics i...@ics-base.net wrote:
 Atleast it feels sluggish, the ingame one was faster but i assume they will
 rewrite the whole frontend eventually. Atleast it lacks features that could
 be usefull to show.

 -ics

 15.2.2012 20:51, Jesse Porter kirjoitti:

 Allegedly it closes some item dup exploits. Dunno about the stability,
 though.

 On Wed, Feb 15, 2012 at 11:43 AM, Sebastian Iskra seabas...@gmail.com
 wrote:

 Why is all trading in-game now done with the more glitchy, more
 unstable, more annoying version of the steam trading window. I can't
 get ANY trading done because the window keeps crashing on me. Anyone
 else having issues with this?



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