Re: [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or
Re: [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
- 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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Need help crashing my own server on purpose
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Game Coordinator broken?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Advertise a server using account ID
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Advertise a server using account ID
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How Do I Create sv_setsteamaccount
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Petitioning Valve TF2 Development
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
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Mandatory TF2 update released
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Coming soon: changes to TF HTML MOTD support
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
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.
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. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Recurring player clip issue on Windows TF2 servers?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
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
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] VPK /custom Directory Help
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steampipe and /custom directory
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SteamPipe
- 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe,
Re: [hlds] SteamPipe is coming. Download the TF beta
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 ___ To unsubscribe, edit
Re: [hlds] [hlds_linux] Half-Life 1 and Counter-Strike 1.6 updated
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Half-Life 1 dedicated server update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences
Re: [hlds] [hlds_linux] TF MvM hosting questions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
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’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?
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. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?
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 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. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, Jozh mailto:stinky...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Multiple Servers From Same SRCDS Installation = Bad?
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 ==**== 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. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Improvements to TF matchmaking beta are live
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Improvements to TF matchmaking beta are live
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam CMD
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/chttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam CMD
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Half-Life 1 dedicated server update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Half-Life 1 dedicated server update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Localization file mumbo jumbo
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds