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

2014-02-05 Thread thesupremecommander
 a gameserver login token, you can specify your login 
 credentials on a Source engine server by executing this console command 
 sometime before it loads the first map:



 sv_setsteamaccount login token



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



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



 HOW FAVORITES MIGRATION WORKS:



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

 , even though the account ID is the main key.  That way, if Steam is down, 
 or the gameserver is down, it will used the cached IP:port.  All of the above 
 applies to history as well as favorites.



 In the future, when a client adds a favorite or history item, the account 
 will be recorded immediately.



 If you know you have many clients that have your server in their favorites or 
 history, then you should not move your server yet.  You need to give clients 
 time to logon with new Steam client binaries and get their favorite entry 
 linked up with your account.  We'll let you know when you can try out 
 migrating favorites, as well as when the feature is active in the public 
 client and all users have it.



 QUESTIONS?



 Since Steam gameservers are a Steam feature, all of the above will apply to 
 all Steam games.  (Provided that the game exposes a method for the gameserver 
 to log in to an account.)  Eventually, the TF2 gameserver accounts will be 
 going away and replaced with these accounts.  For now, they are separate.



 Any further questions about the quickplay changes or gameserver accounts?  
 Please direct them to this list so that all answers will be public.




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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread thesupremecommander
DeGroot Keep and Hydro have always been excluded, and I believe that the
new maps have been QuickPlay eligible since becoming official. It's likely
that the page hasn't been updated with the maps, considering that section
hasn't changed at all.


On Wed, Feb 5, 2014 at 11:52 PM, A Fearts joewatshis...@gmail.com wrote:

 ^This


 On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair wea...@weaselslair.comwrote:

 Holy almost-name-resolution Batman!

  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.

 Been waiting from something like this (for years).
 Thanks!

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Re: [hlds] Mandatory TF2 update released

2014-01-23 Thread thesupremecommander
No matter who we ultimately point fingers at in the end, it's heavily
disappointing in any case that Valve chooses not to enforce the Policy of
Truth and remove those types of servers from QuickPlay, as it should be
doing.

In the end, all this default option that only directs users to Valve
servers does is force servers to fight for even smaller scraps of traffic,
and the only communities that win are the mega-communities that have the
24/7 full servers that QuickPlay prioritizes.

I can't say that I'm surprised, given that nobody from Valve has discussed
or even acknowledged any of these topics being discussed on this mailing
list, but nevertheless it's still disheartening.


On Thu, Jan 23, 2014 at 9:46 PM, wickedplayer494
wickedplayer...@gmail.comwrote:

 If you want to point fingers at anyone, point fingers at the owners of
 large server chains (ie Nighteam, saigns, WonkaGaming (are they even still
 around?), bets.tf, etc). Quickplay has probably been killing many other
 small servers as well before Valve introduced the official server option
 due to the fact that these chains literally crap out servers and smear it
 all over the planet.


 On 1/23/2014 8:08 PM, Stephen A. Yates wrote:

 Really?

 - Add quickplay option to only connect to official Valve servers

 We have been running Vanilla 24 player servers since the month after the
 launch of Orangebox. Valve did not seem to have an issue with us when we
 were helping to build the TF2 community. This should pretty much put an
 end
 to new players finding their way to our servers and community.

 Thanks Valve. Enjoy your cash.

 We will be closing our community down at the end of this month.

 Peace out.

 -SpikerNoob




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

2013-11-07 Thread thesupremecommander
 impossible for a community to make
 links to things such as donation pages to help them cover
 costs of their servers. I'm expecting to see the number of
 Quickplay servers drop by a reasonable amount, and possibly
 more non-Quickplay servers to open (custom gamemodes and/or
 custom maps).

 On 7 November 2013 11:00, Element elem...@idle.tf
 mailto:elem...@idle.tf wrote:

 I run a group of servers which are funded from MOTD
 impressions resulting in my small community of players
 being able to play on servers setup the way they like, for
 FREE.

 My servers are in the quickplay pool to help fill the
 empty spaces for my community members, generating mostly
 full servers consisting of around a 50-50 mix of members
 and quickplay traffic.

 With my community impressions alone, server costs weren't
 quite being met each month. But when i added them to the
 quickplay pool, i was then able to use the advertising
 revenue to fully pay for my servers.

 But now this is not the case, thanks to valves latest and
 greatest idea


 I will NOT pay for these servers out of my own pocket, nor
 will i beg for money from my free community


 So thanks valve, you successfully killed my community, i
 guess my members will move to some other community... the
 Skial scum maybe?





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Re: [hlds] Suggestion

2013-11-07 Thread thesupremecommander
That's what I suggested in the other thread. It would be nice to have some
functionality like the server hop feature where you can accept opening an
HTML MOTD, and thus people who want MOTD-based features can make use of
them.


On Thu, Nov 7, 2013 at 1:05 PM, ElitePowered . elitepowe...@gmail.comwrote:

 Why not have it so clients can choose to open the MOTD during game? For
 instance, if a user wants to type /donate in chat, then allow them view
 the page that leads to the donation page or what ever the command is set
 to. If a player wants to listen to a radio, allow them. I think this is a
 solution that many will stand for. Freedom to use HTML5 in MOTD would be
 nice because having a plain MOTD with text looks unappealing (no offense to
 the game designers). Just my two cents.

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Re: [hlds] (no subject)

2013-06-18 Thread thesupremecommander
...@outlook.com
 To: hlds@list.valvesoftware.com






 Date: Sun, 16  Jun 2013 20:21:06 -0400
 Subject: [hlds] (no subject) Make that four accounts.




 From: serverg...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 16
 Jun 2013 20:19:06 -0400
 Subject: [hlds] (no subject)





 Way to attack people contributing to the list!!


 What makes you think they are the same person? because
 they disagree with your wrong opinion?

 Which one of those people said anything about quickplay at all? do you
 actually read what people write or do you just make things up in your head
 and
 respond in kind?

 A few loud mouths do not reflect the opinions of all.


 -
 Original Message -

 From:
 Evourr [evo...@gmail.com]
 To: Half-Life dedicated Win32 server mailing list

 Sent: Sunday, June 16, 2013 8:05 PM
 Subject: Re: [hlds] TF2 MOTD and
 Quickplay



 The problem is this thread got derailed by one user with
 3 subscribed accounts. (Liquid Source, Steam Commander, and Valve
 Monkey.)

 Additional information added to the return of the
 status command would suit your needs.

 The problem with your original statement is that you
 wanted Valve to implement a restriction on the quickplay clients so the
 motd was
 completely disabled, but you only wanted it so you could detect quickplay
 clients. (That's just bad
 practice.)
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Re: [hlds] Disable blood

2013-05-14 Thread thesupremecommander
tf_birthday 1 will do that, but it makes it more cartoonish as well.

I don't think there's another way to do it as those effects are client-side
IIRC.


On Tue, May 14, 2013 at 12:28 PM, cls mega9900-...@yahoo.com wrote:

 I'd like to disable blood effects on my TF2 server.
 Is there a way to do that?


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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread thesupremecommander
Put your config files under the custom/*NAME*/cfg directory. That way they
won't be overridden on update (and you'll have the stocks readily available
just in case).


On Mon, May 13, 2013 at 6:46 PM, Albert Davis davis.alb...@gmail.comwrote:

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


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

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


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

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

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

  - Peter



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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread thesupremecommander
Yes, indeed, although I would point out that Valve's already told server
owners to convert to SteamPipe in preparation for the update anyway, but
that's not something to be argued over the mailing list.

I think there is some beta gamedata floating around somewhere that I'll try
out to see whether the issues are fixed.


On Thu, Apr 25, 2013 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 From what I understand there needs to be updated game data for steam pipe
 but they can't be synced in SM until its released.

 Sent from my iPhone 5

 On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing crashes.
 Spraytrace is one example. I would imagine SMAC has a component that does
 so as well.



   --
  *From:* thesupremecommander thesupremec...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, April 24, 2013 10:40:34 PM
 *Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

 I'll try reverting, then, but I did try dropping in the latest SM 1.5
 snapshot earlier to no avail. I'll probably just stick with the core
 plugins until I can do more extensive testing.


 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net/



  compose-unknown-contact.jpg
  thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting
 the standard segfault whenever someone joins the server and can't pin it
 onto any one plugin, although crashing consistently disappears when I strip
 down to the latest SM 1.6 and MM:S 1.10 snapshots.





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  Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-24 Thread thesupremecommander
Is anybody getting constant crashing with SourceMod? I seem to be getting
the standard segfault whenever someone joins the server and can't pin it
onto any one plugin, although crashing consistently disappears when I strip
down to the latest SM 1.6 and MM:S 1.10 snapshots.


On Tue, Apr 23, 2013 at 2:12 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  A mandatory update to the TF2 SteamPipe beta has been released.
 Although the update is “mandatory” (the PatchVersion has been bumped so you
 will need to upgrade your server in order to host clients running the
 latest version), your server will not automatically restart.

 ** **

 Team Fortress 2:

 * Synced with release version of game

 ** **

 Source engine:

 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.

 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.

 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.

 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory

 * Mapcycle file parsing allows C-style comments and blank lines

 ** **

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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-24 Thread thesupremecommander
I'll try reverting, then, but I did try dropping in the latest SM 1.5
snapshot earlier to no avail. I'll probably just stick with the core
plugins until I can do more extensive testing.


On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings psycho...@alliedmods.net
 wrote:

 SM does not officially support the beta version yet and will not until
 closer to its release, else it would be broken for the release version of
 the game.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net



   thesupremecommander thesupremec...@gmail.com
  Wednesday, April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting
 the standard segfault whenever someone joins the server and can't pin it
 onto any one plugin, although crashing consistently disappears when I strip
 down to the latest SM 1.6 and MM:S 1.10 snapshots.





 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
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   Fletcher Dunn fletch...@valvesoftware.com
  Tuesday, April 23, 2013 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released. Although
 the update is mandatory (the PatchVersion has been bumped so you will
 need to upgrade your server in order to host clients running the latest
 version), your server will not automatically restart.

 Team Fortress 2:
 * Synced with release version of game

 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that
 could not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
 will be loaded if no mapcycle.txt file can be found and convar is set to
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists,
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines

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