Re: [hlds] status command in server console broken again!!

2011-04-15 Thread Neil Cumming

Same as me, I'll unsubscribe yet again!!


On 15 Apr 2011, at 21:24, "[GS]-BeNt-"  wrote:

> Not me I've been unsubscribed twice in the last few years and I've been 
> receiving list emails all the time.getting aggravating.
> 
> On Fri, Apr 15, 2011 at 2:18 PM, Dominik Friedrichs  wrote:
> For me it was the other way around - I stopped receiving emails and had to 
> subscribe again...
> 
> 
> On 2011/04/15 21:14, Megatron wrote:
> The list appears to be broken again. I unsubscribed over a year ago and
> suddenly, I’m getting list emails again.
> 
> I don’t need to be told to click the unsubscribe link so shut up already.
> 
> 
> 
> *From:*hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Eric Smith
> *Sent:* Friday, April 15, 2011 11:25 AM
> *To:* 'Half-Life dedicated Win32 server mailing list'
> *Subject:* Re: [hlds] status command in server console broken again!!
> 
> We’ll fix this regression for the next update (probably later today).
> 
> -Eric
> 
> *From:*hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *raydan
> *Sent:* Friday, April 15, 2011 2:40 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* [hlds] status command in server console broken again!!
> 
> status command in server console broken again!!!
> 
> you need to wait few seconds to use the same command again, very very
> problem with tracking/stats log system!
> 
> 
> 
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> visit:
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Re: [hlds] status command in server console broken again!!

2011-04-15 Thread [GS]-BeNt-
Not me I've been unsubscribed twice in the last few years and I've
been receiving list emails all the time.getting aggravating.

On Fri, Apr 15, 2011 at 2:18 PM, Dominik Friedrichs  wrote:

> For me it was the other way around - I stopped receiving emails and had to
> subscribe again...
>
>
> On 2011/04/15 21:14, Megatron wrote:
>
>> The list appears to be broken again. I unsubscribed over a year ago and
>> suddenly, I’m getting list emails again.
>>
>> I don’t need to be told to click the unsubscribe link so shut up already.
>>
>> 
>>
>> *From:*hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Eric Smith
>> *Sent:* Friday, April 15, 2011 11:25 AM
>> *To:* 'Half-Life dedicated Win32 server mailing list'
>> *Subject:* Re: [hlds] status command in server console broken again!!
>>
>> We’ll fix this regression for the next update (probably later today).
>>
>> -Eric
>>
>> *From:*hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *raydan
>> *Sent:* Friday, April 15, 2011 2:40 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* [hlds] status command in server console broken again!!
>>
>> status command in server console broken again!!!
>>
>> you need to wait few seconds to use the same command again, very very
>> problem with tracking/stats log system!
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
> ___
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Re: [hlds] status command in server console broken again!!

2011-04-15 Thread Dominik Friedrichs
For me it was the other way around - I stopped receiving emails and had 
to subscribe again...


On 2011/04/15 21:14, Megatron wrote:

The list appears to be broken again. I unsubscribed over a year ago and
suddenly, I’m getting list emails again.

I don’t need to be told to click the unsubscribe link so shut up already.



*From:*hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Eric Smith
*Sent:* Friday, April 15, 2011 11:25 AM
*To:* 'Half-Life dedicated Win32 server mailing list'
*Subject:* Re: [hlds] status command in server console broken again!!

We’ll fix this regression for the next update (probably later today).

-Eric

*From:*hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *raydan
*Sent:* Friday, April 15, 2011 2:40 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* [hlds] status command in server console broken again!!

status command in server console broken again!!!

you need to wait few seconds to use the same command again, very very
problem with tracking/stats log system!



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Re: [hlds] status command in server console broken again!!

2011-04-15 Thread Megatron
The list appears to be broken again. I unsubscribed over a year ago and
suddenly, I'm getting list emails again.

I don't need to be told to click the unsubscribe link so shut up already.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, April 15, 2011 11:25 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] status command in server console broken again!!

 

We'll fix this regression for the next update (probably later today).

 

-Eric

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of raydan
Sent: Friday, April 15, 2011 2:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] status command in server console broken again!!

 

status command in server console broken again!!!

you need to wait few seconds to use the same command again, very very
problem with tracking/stats log system! 

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Re: [hlds] status command in server console broken again!!

2011-04-15 Thread Eric Smith
We'll fix this regression for the next update (probably later today).

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of raydan
Sent: Friday, April 15, 2011 2:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] status command in server console broken again!!

status command in server console broken again!!!

you need to wait few seconds to use the same command again, very very problem 
with tracking/stats log system!
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[hlds] status command in server console broken again!!

2011-04-15 Thread raydan
status command in server console broken again!!!

you need to wait few seconds to use the same command again, very very
problem with tracking/stats log system!
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Re: [hlds] "status" command broken

2010-08-25 Thread Harry Strongburg
On Wed, Aug 25, 2010 at 08:48:01AM +0800, raydan wrote:
> my email?  nothing there

http://list.valvesoftware.com/mailman/private/hlds/2010-August/066806.html

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Re: [hlds] "status" command broken

2010-08-24 Thread raydan
my email?  nothing there

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Re: [hlds] "status" command broken

2010-08-24 Thread Michael Krasnow
check your email :/ it was about commands not doing anything if entered more
than once

On Tue, Aug 24, 2010 at 8:13 PM, raydan  wrote:

> where?
>
> 2010/8/25 Bajdechi "Nightbox" Alexandru :
> > there is already a thread :D
> >
> > 2010/8/24 raydan 
> >
> >> in CSS windows server, i type "status" 3 times in server console,  the
> >> result only show once.
> >>
> >> my another css servers, "status" command completely broken (server
> >> console & client), i must restart the server to fix it.
> >>
> >> hlstats completely broken, "status" no longer work.
> >>
> >> GIVE ME BACK "status" server command, WTF
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
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> please visit:
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> >
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Re: [hlds] "status" command broken

2010-08-24 Thread raydan
where?

2010/8/25 Bajdechi "Nightbox" Alexandru :
> there is already a thread :D
>
> 2010/8/24 raydan 
>
>> in CSS windows server, i type "status" 3 times in server console,  the
>> result only show once.
>>
>> my another css servers, "status" command completely broken (server
>> console & client), i must restart the server to fix it.
>>
>> hlstats completely broken, "status" no longer work.
>>
>> GIVE ME BACK "status" server command, WTF
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
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Re: [hlds] "status" command broken

2010-08-24 Thread Bajdechi "Nightbox" Alexandru
there is already a thread :D

2010/8/24 raydan 

> in CSS windows server, i type "status" 3 times in server console,  the
> result only show once.
>
> my another css servers, "status" command completely broken (server
> console & client), i must restart the server to fix it.
>
> hlstats completely broken, "status" no longer work.
>
> GIVE ME BACK "status" server command, WTF
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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[hlds] "status" command broken

2010-08-24 Thread raydan
in CSS windows server, i type "status" 3 times in server console,  the
result only show once.

my another css servers, "status" command completely broken (server
console & client), i must restart the server to fix it.

hlstats completely broken, "status" no longer work.

GIVE ME BACK "status" server command, WTF

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Re: [hlds] status command highly rate limited even for local console?

2010-08-21 Thread DarthNinja
I noticed this last night, pre-update.
Very annoying.

On Sat, Aug 21, 2010 at 9:06 AM, Dominik Friedrichs  wrote:

> I only noticed that when I do this on my Win servers console, the first
> attempt works, but successive ones will not yield a response until about 15
> seconds have passed - I suspect some kind of spam protection...
>
> - Original Message - From: "Harry Strongburg"  >
> To: ; 
> Sent: Saturday, August 21, 2010 14:56
> Subject: [hlds] status command highly rate limited even for local console?
>
>
>
>  If I do a remote status from in-game without rcon, it often will not
>> reply anything. If I do it using rcon, same thing. If I screen -Urx tf2
>> (attaching to the local TF2 screen), and do it there, the same thing
>> happens. I must spam it, usually at least 10 times, to get any reply.
>>
>> This happens on both srcds_win, srcds_linux, and a local Source game (in
>> my testing, anyways). It happens on both modded servers, and vanilla
>> ones. This also happens to me in on CS:S, and other Source games.
>>
>> Does this happen to anyone else? If so, can this please be patched
>> please? It is hard to get SteamIDs now when you need to send the command
>> 20 times just to get it to reply. Thanks.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>
>
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-- 
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http://www.GoRClan.com
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Re: [hlds] status command highly rate limited even for local console?

2010-08-21 Thread Dominik Friedrichs
I only noticed that when I do this on my Win servers console, the first 
attempt works, but successive ones will not yield a response until about 15 
seconds have passed - I suspect some kind of spam protection...


- Original Message - 
From: "Harry Strongburg" 

To: ; 
Sent: Saturday, August 21, 2010 14:56
Subject: [hlds] status command highly rate limited even for local console?



If I do a remote status from in-game without rcon, it often will not
reply anything. If I do it using rcon, same thing. If I screen -Urx tf2
(attaching to the local TF2 screen), and do it there, the same thing
happens. I must spam it, usually at least 10 times, to get any reply.

This happens on both srcds_win, srcds_linux, and a local Source game (in
my testing, anyways). It happens on both modded servers, and vanilla
ones. This also happens to me in on CS:S, and other Source games.

Does this happen to anyone else? If so, can this please be patched
please? It is hard to get SteamIDs now when you need to send the command
20 times just to get it to reply. Thanks.

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[hlds] status command highly rate limited even for local console?

2010-08-21 Thread Harry Strongburg
If I do a remote status from in-game without rcon, it often will not 
reply anything. If I do it using rcon, same thing. If I screen -Urx tf2 
(attaching to the local TF2 screen), and do it there, the same thing 
happens. I must spam it, usually at least 10 times, to get any reply.

This happens on both srcds_win, srcds_linux, and a local Source game (in 
my testing, anyways). It happens on both modded servers, and vanilla 
ones. This also happens to me in on CS:S, and other Source games.

Does this happen to anyone else? If so, can this please be patched 
please? It is hard to get SteamIDs now when you need to send the command 
20 times just to get it to reply. Thanks.

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Re: [hlds] Status of OP4 anti-cheat?

2009-05-22 Thread Donnie Newlove
Yes, and I like to have cheese in my tummy. I don't see how that is
relevant though.


On Sat, May 23, 2009 at 1:39 AM, k e  wrote:
> I use the KAC anti cheat
>
> On Fri, May 22, 2009 at 6:52 PM, Tom Schumann wrote:
>
>> I didn't think spectating was possible, I've never been able to work how
>> it's done.
>> ___
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As far as I know the same version of VAC is used for all games. In any
case VAC is outdated and unreliable and no, I'm not just talking about
the signatures, the entire technology is as simple as the simplest of
simple antivirus you could find. I suggest that you connect your
server to steambans.com and get the VAC Ban Status plugin, it will
filter out some more bad players.

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Re: [hlds] Status of OP4 anti-cheat?

2009-05-22 Thread k e
I use the KAC anti cheat

On Fri, May 22, 2009 at 6:52 PM, Tom Schumann wrote:

> I didn't think spectating was possible, I've never been able to work how
> it's done.
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Re: [hlds] Status of OP4 anti-cheat?

2009-05-22 Thread Tom Schumann
I didn't think spectating was possible, I've never been able to work how
it's done.
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[hlds] Status of OP4 anti-cheat?

2009-05-22 Thread Ook
Anyone know the status of OP4 anti-cheat via VAC? I'm getting complaints 
from a lot of players about an individual that seems to always know where 
other players all, around corners, etc. I've not seen it myself, but the 
complaint level is high enough that I feel compelled to investigate. So my 
first question is, is VAC for OP4 as outdated as OP4 is and are there known 
cheats that work and are not detected?

And forgive me for asking this, considering how long I've run OP4 servers - 
but how do you spectate an OP4 server? I've never actually done it with OP4, 
and am not sure OP4 supports this. 


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Re: [hlds] Status

2008-11-12 Thread Timothy L Havener
I think most of us could live with that.

gulfy wrote:
> It seems like they could integrate the matchmaking and the server browser.
> Have the lobby leader click search for game and it could come up a list of
> all servers that are within a certain latency range.  The host could then
> click on one and have the whole team join it.  That way people who have
> certain servers they like can still join them, and people who don't care
> what server they join could still have the function of join a random server
> through the matchmaker.  A server browser not associated with the
> matchmaking system would still be a nice addon for people that don't want to
> join a lobby and then a game.
>
> 2008/11/12 Jake Skenna <[EMAIL PROTECTED]>
>
>   
>> Erik has already explained what valve is doing and why they are doing it.
>> They are not changing it because you don't like matchmaking. This is not a
>> list to whine about you losing faith in a company. Feel free to make a
>> comment on what they are trying to do at the moment, but people are not
>> here
>> to listen to whining.
>>
>> On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
>> [EMAIL PROTECTED]> wrote:
>>
>>  > Fine.  You want constructive criticism?  Here it is.  Keep it simple.
>> 
>>> Stop trying to reinvent the wheel.  Give us  a simple single tabbed
>>> server browser with a filter system and stop with this console copycat
>>> garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
>>> out out and buy one.
>>>
>>>
>>> Erik Johnson wrote:
>>>   
>>>> For these lists to be useful, both to admins and us, these kinds of
>>>> 
>>> threads need to stop. If you want to get super angry in e-mail, people
>>> should send it directly to me and not to a list with over a thousand
>>>   
>> e-mail
>> 
>>> addresses on it.
>>>   
>>>> Criticism is completely OK on this list as long as it is constructive,
>>>> 
>>> which 90% of it has been. Grandstanding and talking about how much you
>>>   
>> hate
>> 
>>> Valve is not really useful to anyone.
>>>   
>>>> I'm going to try the 1 strike and you're out policy for a while on the
>>>> 
>>> list and see how that goes. If people are really upset about something
>>>   
>> and
>> 
>>> want to shoot me an e-mail, that is OK and won't get you banned.
>>>   
>>>> -Original Message-
>>>> From: [EMAIL PROTECTED] [mailto:
>>>> 
>>> [EMAIL PROTECTED] On Behalf Of Timothy L Havener
>>>   
>>>> Sent: Wednesday, November 12, 2008 11:04 AM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Status
>>>>
>>>> I overreact when I'm frustrated...as I am with Valve.  I love their
>>>> games but I am getting really tired of hosting servers for their games
>>>> when they are continually twisting my arm as an admin to accept things
>>>> which make it harder to build a community around those same games.  It
>>>> just feels like they have forgotten what got them where they are.
>>>>
>>>> Leonard L. Church wrote:
>>>>
>>>> 
>>>>> So why are you still on this list? Give up already.
>>>>>
>>>>> Timothy L Havener wrote:
>>>>>
>>>>>
>>>>>   
>>>>>> I had that hope after the custom tab debacle. I now no longer hold
>>>>>> 
>> onto
>> 
>>>>>> it. I give up on Valve.
>>>>>>
>>>>>> [ЯтR] The-/>>>>>
>>>>>>
>>>>>> 
>>>>>>> Hopefully its only nibbling in ignorance, as we are they're bread
>>>>>>>   
>> and
>> 
>>>>>>> butter, and hopefully it will be balanced in the end, keep console
>>>>>>>   
>> as
>> 
>>>>>>> console and PC above it all.
>>>>>>>
>>>>>>> Timothy L Havener wrote:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>>>> Where once Valve was an inn

Re: [hlds] Status

2008-11-12 Thread J T
Having voiced your opinion more than once, isn't it time to call it quits?
They either change it or they don't. Move on.

2008/11/12 Timothy L Havener <[EMAIL PROTECTED]>

> And I still say  if I wanted a console gaming experience I would have
> bought the 360 version.Call it whining if you want but PC gamers don't
> like when stuff like this gets pulled on them.  That's just my opinion,
> take it or leave it.
>
> Jake Skenna wrote:
> > Erik has already explained what valve is doing and why they are doing it.
> > They are not changing it because you don't like matchmaking. This is not
> a
> > list to whine about you losing faith in a company. Feel free to make a
> > comment on what they are trying to do at the moment, but people are not
> here
> > to listen to whining.
> >
> > On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
> > [EMAIL PROTECTED]> wrote:
> >
> >
> >> Fine.  You want constructive criticism?  Here it is.  Keep it simple.
> >> Stop trying to reinvent the wheel.  Give us  a simple single tabbed
> >> server browser with a filter system and stop with this console copycat
> >> garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
> >> out out and buy one.
> >>
> >>
> >> Erik Johnson wrote:
> >>
> >>> For these lists to be useful, both to admins and us, these kinds of
> >>>
> >> threads need to stop. If you want to get super angry in e-mail, people
> >> should send it directly to me and not to a list with over a thousand
> e-mail
> >> addresses on it.
> >>
> >>> Criticism is completely OK on this list as long as it is constructive,
> >>>
> >> which 90% of it has been. Grandstanding and talking about how much you
> hate
> >> Valve is not really useful to anyone.
> >>
> >>> I'm going to try the 1 strike and you're out policy for a while on the
> >>>
> >> list and see how that goes. If people are really upset about something
> and
> >> want to shoot me an e-mail, that is OK and won't get you banned.
> >>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED] [mailto:
> >>>
> >> [EMAIL PROTECTED] On Behalf Of Timothy L Havener
> >>
> >>> Sent: Wednesday, November 12, 2008 11:04 AM
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> Subject: Re: [hlds] Status
> >>>
> >>> I overreact when I'm frustrated...as I am with Valve.  I love their
> >>> games but I am getting really tired of hosting servers for their games
> >>> when they are continually twisting my arm as an admin to accept things
> >>> which make it harder to build a community around those same games.  It
> >>> just feels like they have forgotten what got them where they are.
> >>>
> >>> Leonard L. Church wrote:
> >>>
> >>>
> >>>> So why are you still on this list? Give up already.
> >>>>
> >>>> Timothy L Havener wrote:
> >>>>
> >>>>
> >>>>
> >>>>> I had that hope after the custom tab debacle. I now no longer hold
> onto
> >>>>> it. I give up on Valve.
> >>>>>
> >>>>> [ЯтR] The-/ >>>>>
> >>>>>
> >>>>>
> >>>>>> Hopefully its only nibbling in ignorance, as we are they're bread
> and
> >>>>>> butter, and hopefully it will be balanced in the end, keep console
> as
> >>>>>> console and PC above it all.
> >>>>>>
> >>>>>> Timothy L Havener wrote:
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>> Where once Valve was an innovator in the way we play online games
> >>>>>>>
> >> they
> >>
> >>>>>>> have no become a force of complete destruction to the way we play
> PC
> >>>>>>> games.  By reverting to a console style server browser they have
> >>>>>>> devolved their game into an Idoit's Guide to Online Gaming.  This
> is
> >>>>>>> just another move on the chess board to marginalize server admins
> and
> >>>>>>> take complete control of the gaming experience.  Anyone who doesn't
> >>>

Re: [hlds] Status

2008-11-12 Thread gulfy
It seems like they could integrate the matchmaking and the server browser.
Have the lobby leader click search for game and it could come up a list of
all servers that are within a certain latency range.  The host could then
click on one and have the whole team join it.  That way people who have
certain servers they like can still join them, and people who don't care
what server they join could still have the function of join a random server
through the matchmaker.  A server browser not associated with the
matchmaking system would still be a nice addon for people that don't want to
join a lobby and then a game.

2008/11/12 Jake Skenna <[EMAIL PROTECTED]>

> Erik has already explained what valve is doing and why they are doing it.
> They are not changing it because you don't like matchmaking. This is not a
> list to whine about you losing faith in a company. Feel free to make a
> comment on what they are trying to do at the moment, but people are not
> here
> to listen to whining.
>
> On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
> [EMAIL PROTECTED]> wrote:
>
>  > Fine.  You want constructive criticism?  Here it is.  Keep it simple.
> > Stop trying to reinvent the wheel.  Give us  a simple single tabbed
> > server browser with a filter system and stop with this console copycat
> > garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
> > out out and buy one.
> >
> >
> > Erik Johnson wrote:
> > > For these lists to be useful, both to admins and us, these kinds of
> > threads need to stop. If you want to get super angry in e-mail, people
> > should send it directly to me and not to a list with over a thousand
> e-mail
> > addresses on it.
> > >
> > > Criticism is completely OK on this list as long as it is constructive,
> > which 90% of it has been. Grandstanding and talking about how much you
> hate
> > Valve is not really useful to anyone.
> > >
> > > I'm going to try the 1 strike and you're out policy for a while on the
> > list and see how that goes. If people are really upset about something
> and
> > want to shoot me an e-mail, that is OK and won't get you banned.
> > >
> > > -Original Message-----
> > > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Timothy L Havener
> > > Sent: Wednesday, November 12, 2008 11:04 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Status
> > >
> > > I overreact when I'm frustrated...as I am with Valve.  I love their
> > > games but I am getting really tired of hosting servers for their games
> > > when they are continually twisting my arm as an admin to accept things
> > > which make it harder to build a community around those same games.  It
> > > just feels like they have forgotten what got them where they are.
> > >
> > > Leonard L. Church wrote:
> > >
> > >> So why are you still on this list? Give up already.
> > >>
> > >> Timothy L Havener wrote:
> > >>
> > >>
> > >>> I had that hope after the custom tab debacle. I now no longer hold
> onto
> > >>> it. I give up on Valve.
> > >>>
> > >>> [ЯтR] The-/ > >>>
> > >>>
> > >>>> Hopefully its only nibbling in ignorance, as we are they're bread
> and
> > >>>> butter, and hopefully it will be balanced in the end, keep console
> as
> > >>>> console and PC above it all.
> > >>>>
> > >>>> Timothy L Havener wrote:
> > >>>>
> > >>>>
> > >>>>
> > >>>>> Where once Valve was an innovator in the way we play online games
> > they
> > >>>>> have no become a force of complete destruction to the way we play
> PC
> > >>>>> games.  By reverting to a console style server browser they have
> > >>>>> devolved their game into an Idoit's Guide to Online Gaming.  This
> is
> > >>>>> just another move on the chess board to marginalize server admins
> and
> > >>>>> take complete control of the gaming experience.  Anyone who doesn't
> > see
> > >>>>> that is blind.  I had a little respect for them left after TF2 and
> it
> > is
> > >>>>> now gone. Keep pissing off admins, Valve, its always good to bite
> the
> > >>>>> hand that feeds you.  I'm sure thos

Re: [hlds] Status

2008-11-12 Thread Timothy L Havener
And I still say  if I wanted a console gaming experience I would have 
bought the 360 version.Call it whining if you want but PC gamers don't 
like when stuff like this gets pulled on them.  That's just my opinion, 
take it or leave it.

Jake Skenna wrote:
> Erik has already explained what valve is doing and why they are doing it.
> They are not changing it because you don't like matchmaking. This is not a
> list to whine about you losing faith in a company. Feel free to make a
> comment on what they are trying to do at the moment, but people are not here
> to listen to whining.
>
> On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
> [EMAIL PROTECTED]> wrote:
>
>   
>> Fine.  You want constructive criticism?  Here it is.  Keep it simple.
>> Stop trying to reinvent the wheel.  Give us  a simple single tabbed
>> server browser with a filter system and stop with this console copycat
>> garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
>> out out and buy one.
>>
>>
>> Erik Johnson wrote:
>> 
>>> For these lists to be useful, both to admins and us, these kinds of
>>>   
>> threads need to stop. If you want to get super angry in e-mail, people
>> should send it directly to me and not to a list with over a thousand e-mail
>> addresses on it.
>> 
>>> Criticism is completely OK on this list as long as it is constructive,
>>>   
>> which 90% of it has been. Grandstanding and talking about how much you hate
>> Valve is not really useful to anyone.
>> 
>>> I'm going to try the 1 strike and you're out policy for a while on the
>>>   
>> list and see how that goes. If people are really upset about something and
>> want to shoot me an e-mail, that is OK and won't get you banned.
>> 
>>> -Original Message-----
>>> From: [EMAIL PROTECTED] [mailto:
>>>   
>> [EMAIL PROTECTED] On Behalf Of Timothy L Havener
>> 
>>> Sent: Wednesday, November 12, 2008 11:04 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Status
>>>
>>> I overreact when I'm frustrated...as I am with Valve.  I love their
>>> games but I am getting really tired of hosting servers for their games
>>> when they are continually twisting my arm as an admin to accept things
>>> which make it harder to build a community around those same games.  It
>>> just feels like they have forgotten what got them where they are.
>>>
>>> Leonard L. Church wrote:
>>>
>>>   
>>>> So why are you still on this list? Give up already.
>>>>
>>>> Timothy L Havener wrote:
>>>>
>>>>
>>>> 
>>>>> I had that hope after the custom tab debacle. I now no longer hold onto
>>>>> it. I give up on Valve.
>>>>>
>>>>> [ЯтR] The-/>>>>
>>>>>
>>>>>   
>>>>>> Hopefully its only nibbling in ignorance, as we are they're bread and
>>>>>> butter, and hopefully it will be balanced in the end, keep console as
>>>>>> console and PC above it all.
>>>>>>
>>>>>> Timothy L Havener wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> Where once Valve was an innovator in the way we play online games
>>>>>>>   
>> they
>> 
>>>>>>> have no become a force of complete destruction to the way we play PC
>>>>>>> games.  By reverting to a console style server browser they have
>>>>>>> devolved their game into an Idoit's Guide to Online Gaming.  This is
>>>>>>> just another move on the chess board to marginalize server admins and
>>>>>>> take complete control of the gaming experience.  Anyone who doesn't
>>>>>>>   
>> see
>> 
>>>>>>> that is blind.  I had a little respect for them left after TF2 and it
>>>>>>>   
>> is
>> 
>>>>>>> now gone. Keep pissing off admins, Valve, its always good to bite the
>>>>>>> hand that feeds you.  I'm sure those uneducated gamers out there that
>>>>>>> you are catering to will step up to the plate when all of us are
>>>>>>>   
>> gone.
>> 
>

Re: [hlds] Status

2008-11-12 Thread Jake Skenna
Erik has already explained what valve is doing and why they are doing it.
They are not changing it because you don't like matchmaking. This is not a
list to whine about you losing faith in a company. Feel free to make a
comment on what they are trying to do at the moment, but people are not here
to listen to whining.

On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
[EMAIL PROTECTED]> wrote:

> Fine.  You want constructive criticism?  Here it is.  Keep it simple.
> Stop trying to reinvent the wheel.  Give us  a simple single tabbed
> server browser with a filter system and stop with this console copycat
> garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
> out out and buy one.
>
>
> Erik Johnson wrote:
> > For these lists to be useful, both to admins and us, these kinds of
> threads need to stop. If you want to get super angry in e-mail, people
> should send it directly to me and not to a list with over a thousand e-mail
> addresses on it.
> >
> > Criticism is completely OK on this list as long as it is constructive,
> which 90% of it has been. Grandstanding and talking about how much you hate
> Valve is not really useful to anyone.
> >
> > I'm going to try the 1 strike and you're out policy for a while on the
> list and see how that goes. If people are really upset about something and
> want to shoot me an e-mail, that is OK and won't get you banned.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Timothy L Havener
> > Sent: Wednesday, November 12, 2008 11:04 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Status
> >
> > I overreact when I'm frustrated...as I am with Valve.  I love their
> > games but I am getting really tired of hosting servers for their games
> > when they are continually twisting my arm as an admin to accept things
> > which make it harder to build a community around those same games.  It
> > just feels like they have forgotten what got them where they are.
> >
> > Leonard L. Church wrote:
> >
> >> So why are you still on this list? Give up already.
> >>
> >> Timothy L Havener wrote:
> >>
> >>
> >>> I had that hope after the custom tab debacle. I now no longer hold onto
> >>> it. I give up on Valve.
> >>>
> >>> [ЯтR] The-/ >>>
> >>>
> >>>> Hopefully its only nibbling in ignorance, as we are they're bread and
> >>>> butter, and hopefully it will be balanced in the end, keep console as
> >>>> console and PC above it all.
> >>>>
> >>>> Timothy L Havener wrote:
> >>>>
> >>>>
> >>>>
> >>>>> Where once Valve was an innovator in the way we play online games
> they
> >>>>> have no become a force of complete destruction to the way we play PC
> >>>>> games.  By reverting to a console style server browser they have
> >>>>> devolved their game into an Idoit's Guide to Online Gaming.  This is
> >>>>> just another move on the chess board to marginalize server admins and
> >>>>> take complete control of the gaming experience.  Anyone who doesn't
> see
> >>>>> that is blind.  I had a little respect for them left after TF2 and it
> is
> >>>>> now gone. Keep pissing off admins, Valve, its always good to bite the
> >>>>> hand that feeds you.  I'm sure those uneducated gamers out there that
> >>>>> you are catering to will step up to the plate when all of us are
> gone.
> >>>>> Good luck with that.
> >>>>>
> >>>>>
> >>>>>
> >>>>> Dj Satane wrote:
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>> Let me get something straight, Erik wrote: " When a player or two
> leaves
> >>>>>> Left 4 Dead the game suffers quite a bit, and we were worried that
> the
> >>>>>> server browser model wasn't the right one for this game."
> >>>>>>
> >>>>>> Erik, you don't explain the matchmaking how it solves the problem
> you
> >>>>>> are talking about. How does "console style" matchmaking solves the
> problem
> >>>>>> of people leaving a left 4 dead game? How does server browser
> supposedly
> >>>>>> does not s

Re: [hlds] Status

2008-11-12 Thread Timothy L Havener
Fine.  You want constructive criticism?  Here it is.  Keep it simple.  
Stop trying to reinvent the wheel.  Give us  a simple single tabbed 
server browser with a filter system and stop with this console copycat 
garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go 
out out and buy one.


Erik Johnson wrote:
> For these lists to be useful, both to admins and us, these kinds of threads 
> need to stop. If you want to get super angry in e-mail, people should send it 
> directly to me and not to a list with over a thousand e-mail addresses on it.
>
> Criticism is completely OK on this list as long as it is constructive, which 
> 90% of it has been. Grandstanding and talking about how much you hate Valve 
> is not really useful to anyone.
>
> I'm going to try the 1 strike and you're out policy for a while on the list 
> and see how that goes. If people are really upset about something and want to 
> shoot me an e-mail, that is OK and won't get you banned.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L 
> Havener
> Sent: Wednesday, November 12, 2008 11:04 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> I overreact when I'm frustrated...as I am with Valve.  I love their
> games but I am getting really tired of hosting servers for their games
> when they are continually twisting my arm as an admin to accept things
> which make it harder to build a community around those same games.  It
> just feels like they have forgotten what got them where they are.
>
> Leonard L. Church wrote:
>   
>> So why are you still on this list? Give up already.
>>
>> Timothy L Havener wrote:
>>
>> 
>>> I had that hope after the custom tab debacle. I now no longer hold onto
>>> it. I give up on Valve.
>>>
>>> [ЯтR] The-/>>
>>>   
>>>> Hopefully its only nibbling in ignorance, as we are they're bread and
>>>> butter, and hopefully it will be balanced in the end, keep console as
>>>> console and PC above it all.
>>>>
>>>> Timothy L Havener wrote:
>>>>
>>>>
>>>> 
>>>>> Where once Valve was an innovator in the way we play online games they
>>>>> have no become a force of complete destruction to the way we play PC
>>>>> games.  By reverting to a console style server browser they have
>>>>> devolved their game into an Idoit's Guide to Online Gaming.  This is
>>>>> just another move on the chess board to marginalize server admins and
>>>>> take complete control of the gaming experience.  Anyone who doesn't see
>>>>> that is blind.  I had a little respect for them left after TF2 and it is
>>>>> now gone. Keep pissing off admins, Valve, its always good to bite the
>>>>> hand that feeds you.  I'm sure those uneducated gamers out there that
>>>>> you are catering to will step up to the plate when all of us are gone.
>>>>> Good luck with that.
>>>>>
>>>>>
>>>>>
>>>>> Dj Satane wrote:
>>>>>
>>>>>
>>>>>
>>>>>   
>>>>>> Let me get something straight, Erik wrote: " When a player or two leaves
>>>>>> Left 4 Dead the game suffers quite a bit, and we were worried that the
>>>>>> server browser model wasn't the right one for this game."
>>>>>>
>>>>>> Erik, you don't explain the matchmaking how it solves the problem you
>>>>>> are talking about. How does "console style" matchmaking solves the 
>>>>>> problem
>>>>>> of people leaving a left 4 dead game? How does server browser supposedly
>>>>>> does not solve this problem?
>>>>>>
>>>>>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> First off, thanks to everyone for running servers for the demo. We knew
>>>>>>> going into the release that we were going to need to figure out some 
>>>>>>> ways to
>>>>>>> make it worth it for server administrators, and now we have a ton of
>>>>>>> feedback to work with.
>>>>>>>
>>>>>>> Right now 

Re: [hlds] Status

2008-11-12 Thread Erik Johnson
For these lists to be useful, both to admins and us, these kinds of threads 
need to stop. If you want to get super angry in e-mail, people should send it 
directly to me and not to a list with over a thousand e-mail addresses on it.

Criticism is completely OK on this list as long as it is constructive, which 
90% of it has been. Grandstanding and talking about how much you hate Valve is 
not really useful to anyone.

I'm going to try the 1 strike and you're out policy for a while on the list and 
see how that goes. If people are really upset about something and want to shoot 
me an e-mail, that is OK and won't get you banned.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
Sent: Wednesday, November 12, 2008 11:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

I overreact when I'm frustrated...as I am with Valve.  I love their
games but I am getting really tired of hosting servers for their games
when they are continually twisting my arm as an admin to accept things
which make it harder to build a community around those same games.  It
just feels like they have forgotten what got them where they are.

Leonard L. Church wrote:
> So why are you still on this list? Give up already.
>
> Timothy L Havener wrote:
>
>> I had that hope after the custom tab debacle. I now no longer hold onto
>> it. I give up on Valve.
>>
>> [ЯтR] The-/>
>>> Hopefully its only nibbling in ignorance, as we are they're bread and
>>> butter, and hopefully it will be balanced in the end, keep console as
>>> console and PC above it all.
>>>
>>> Timothy L Havener wrote:
>>>
>>>
>>>> Where once Valve was an innovator in the way we play online games they
>>>> have no become a force of complete destruction to the way we play PC
>>>> games.  By reverting to a console style server browser they have
>>>> devolved their game into an Idoit's Guide to Online Gaming.  This is
>>>> just another move on the chess board to marginalize server admins and
>>>> take complete control of the gaming experience.  Anyone who doesn't see
>>>> that is blind.  I had a little respect for them left after TF2 and it is
>>>> now gone. Keep pissing off admins, Valve, its always good to bite the
>>>> hand that feeds you.  I'm sure those uneducated gamers out there that
>>>> you are catering to will step up to the plate when all of us are gone.
>>>> Good luck with that.
>>>>
>>>>
>>>>
>>>> Dj Satane wrote:
>>>>
>>>>
>>>>
>>>>> Let me get something straight, Erik wrote: " When a player or two leaves
>>>>> Left 4 Dead the game suffers quite a bit, and we were worried that the
>>>>> server browser model wasn't the right one for this game."
>>>>>
>>>>> Erik, you don't explain the matchmaking how it solves the problem you
>>>>> are talking about. How does "console style" matchmaking solves the problem
>>>>> of people leaving a left 4 dead game? How does server browser supposedly
>>>>> does not solve this problem?
>>>>>
>>>>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>> First off, thanks to everyone for running servers for the demo. We knew
>>>>>> going into the release that we were going to need to figure out some 
>>>>>> ways to
>>>>>> make it worth it for server administrators, and now we have a ton of
>>>>>> feedback to work with.
>>>>>>
>>>>>> Right now we're looking at ways that server administrators can both 
>>>>>> build a
>>>>>> community around their game server (by subscribing to matchmaking) as 
>>>>>> well
>>>>>> as service their group of "regulars" that play on their server. Hooking 
>>>>>> game
>>>>>> servers into Steam Community is going to be our first step, and we're
>>>>>> working on that now.
>>>>>>
>>>>>> There is a key difference between Left 4 Dead and games like 
>>>>>> Counter-Strike
>>>>>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>>>>>> didn't think the server browser could accomplish. 

Re: [hlds] Status

2008-11-12 Thread Daniel D
could anyone tell me the command to stop the auto disconnect after the getting 
to the end, if there is one..
thank you..

--- On Wed, 11/12/08, Alec Sanger <[EMAIL PROTECTED]> wrote:
From: Alec Sanger <[EMAIL PROTECTED]>
Subject: Re: [hlds] Status
To: hlds@list.valvesoftware.com
Date: Wednesday, November 12, 2008, 2:27 PM

what has pissed you off besides the custom list and the matchmaking? I
don't really see where the "continually twisting" of arms comes
in.
 
> Date: Wed, 12 Nov 2008 14:03:30 -0500> From:
[EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject:
Re: [hlds] Status> > I overreact when I'm frustrated...as I am with
Valve. I love their > games but I am getting really tired of hosting servers
for their games > when they are continually twisting my arm as an admin to
accept things > which make it harder to build a community around those same
games. It > just feels like they have forgotten what got them where they
are.> > Leonard L. Church wrote:> > So why are you still on this
list? Give up already.> >> > Timothy L Havener wrote:> > >
>> I had that hope after the custom tab debacle. I now no longer hold onto
> >> it. I give up on Valve.> >>> >> [??R]
The-/ >> > >>> Hopefully its only nibbling
in ignorance, as we are they're bread and > >>> butter, and
hopefully it will be balanced in the end, keep console as > >>>
console and PC above it all.> >>>> >>> Timothy L Havener
wrote:> >>> > >>> > >>>> Where once Valve
was an innovator in the way we play online games they > >>>> have
no become a force of complete destruction to the way we play PC >
>>>> games. By reverting to a console style server browser they have
> >>>> devolved their game into an Idoit's Guide to Online
Gaming. This is > >>>> just another move on the chess board to
marginalize server admins and > >>>> take complete control of the
gaming experience. Anyone who doesn't see > >>>> that is
blind. I had a little respect for them left after TF2 and it is >
>>>> now gone. Keep pissing off admins, Valve, its always good to
bite the > >>>> hand that feeds you. I'm sure those
uneducated gamers out there that > >>>> you are catering to will
step up to the plate when all of us are gone. > >>>> Good luck
with that.> >>>>
_
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Re: [hlds] Status

2008-11-12 Thread Alec Sanger

what has pissed you off besides the custom list and the matchmaking? I don't 
really see where the "continually twisting" of arms comes in.
 
> Date: Wed, 12 Nov 2008 14:03:30 -0500> From: [EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > I overreact when 
> I'm frustrated...as I am with Valve. I love their > games but I am getting 
> really tired of hosting servers for their games > when they are continually 
> twisting my arm as an admin to accept things > which make it harder to build 
> a community around those same games. It > just feels like they have forgotten 
> what got them where they are.> > Leonard L. Church wrote:> > So why are you 
> still on this list? Give up already.> >> > Timothy L Havener wrote:> > > >> I 
> had that hope after the custom tab debacle. I now no longer hold onto > >> 
> it. I give up on Valve.> >>> >> [??R] The-/ >> > >>> Hopefully 
> its only nibbling in ignorance, as we are they're bread and > >>> butter, and 
> hopefully it will be balanced in the end, keep console as > >>> console and 
> PC above it all.> >>>> >>> Timothy L Havener wrote:> >>> > >>> > >>>> Where 
> once Valve was an innovator in the way we play online games they > >>>> have 
> no become a force of complete destruction to the way we play PC > >>>> games. 
> By reverting to a console style server browser they have > >>>> devolved 
> their game into an Idoit's Guide to Online Gaming. This is > >>>> just 
> another move on the chess board to marginalize server admins and > >>>> take 
> complete control of the gaming experience. Anyone who doesn't see > >>>> that 
> is blind. I had a little respect for them left after TF2 and it is > >>>> now 
> gone. Keep pissing off admins, Valve, its always good to bite the > >>>> hand 
> that feeds you. I'm sure those uneducated gamers out there that > >>>> you 
> are catering to will step up to the plate when all of us are gone. > >>>> 
> Good luck with that.> >>>>
_
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Re: [hlds] Status

2008-11-12 Thread Timothy L Havener
I overreact when I'm frustrated...as I am with Valve.  I love their 
games but I am getting really tired of hosting servers for their games 
when they are continually twisting my arm as an admin to accept things 
which make it harder to build a community around those same games.  It 
just feels like they have forgotten what got them where they are.

Leonard L. Church wrote:
> So why are you still on this list? Give up already.
>
> Timothy L Havener wrote:
>   
>> I had that hope after the custom tab debacle. I now no longer hold onto 
>> it. I give up on Valve.
>>
>> [ЯтR] The-/> 
>>> Hopefully its only nibbling in ignorance, as we are they're bread and 
>>> butter, and hopefully it will be balanced in the end, keep console as 
>>> console and PC above it all.
>>>
>>> Timothy L Havener wrote:
>>>   
>>>   
 Where once Valve was an innovator in the way we play online games they 
 have no become a force of complete destruction to the way we play PC 
 games.  By reverting to a console style server browser they have 
 devolved their game into an Idoit's Guide to Online Gaming.  This is 
 just another move on the chess board to marginalize server admins and 
 take complete control of the gaming experience.  Anyone who doesn't see 
 that is blind.  I had a little respect for them left after TF2 and it is 
 now gone. Keep pissing off admins, Valve, its always good to bite the 
 hand that feeds you.  I'm sure those uneducated gamers out there that 
 you are catering to will step up to the plate when all of us are gone.  
 Good luck with that.



 Dj Satane wrote:
   
 
 
> Let me get something straight, Erik wrote: " When a player or two leaves
> Left 4 Dead the game suffers quite a bit, and we were worried that the
> server browser model wasn't the right one for this game."
>
> Erik, you don't explain the matchmaking how it solves the problem you
> are talking about. How does "console style" matchmaking solves the problem
> of people leaving a left 4 dead game? How does server browser supposedly
> does not solve this problem?
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>
>   
> 
>   
>   
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some 
>> ways to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both 
>> build a
>> community around their game server (by subscribing to matchmaking) as 
>> well
>> as service their group of "regulars" that play on their server. Hooking 
>> game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like 
>> Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots 
>> filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, 
>> and we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to 
>> turn
>> back on, but there is overlap between it and the Steam Community work 
>> we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what 
>> to
>> do next internally.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
>>   
>> 
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>   
> 
>   
>   
 ___
 To unsubscribe, edit your list preferences, or view the list archive

Re: [hlds] Status

2008-11-12 Thread Blood Letter

I'd just like to say that nothing was ever wrong with the custom tab.

The issue was server admins and plugin writers actively working to break the 
tagging system, to avoid going to the custom tab and to keep populations up, 
even if it's people joining and leaving quickly.


> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Date: Wed, 12 Nov 2008 12:51:16 +0000
> Subject: Re: [hlds] Status
> 
> You have to realise that Valve are forever treading a fine line  
> between the players and the server admins.
> 
> If you look at some of the mods being run out there, some of them are  
> actively player-hostile, especially to new players, as the game  
> experience changes semi-randomly. Instant respawn in particular turns  
> many maps into unwinnable meat-grinders.
> 
> The custom tab was a laudable effort to help new players get  
> acquainted with the vanilla game before they get assaulted by the  
> variations - but when it proved to be imperfect, they listened and  
> changed.
> 
> The fact that they're engaging in a dialogue to try and reach a  
> compromise that suits everyone is what you should be paying attention  
> to, rather than making knee-jerk reactions.
> 
> Sent from my iPhone
> 
> On 12 Nov 2008, at 08:25, Timothy L Havener <[EMAIL PROTECTED] 
>  > wrote:
> 
> > I had that hope after the custom tab debacle. I now no longer hold  
> > onto
> > it. I give up on Valve.
> >
> > [ЯтR] The-/ >> Hopefully its only nibbling in ignorance, as we are they're bread and
> >> butter, and hopefully it will be balanced in the end, keep console as
> >> console and PC above it all.
> >>
> >> Timothy L Havener wrote:
> >>
> >>> Where once Valve was an innovator in the way we play online games  
> >>> they
> >>> have no become a force of complete destruction to the way we play PC
> >>> games.  By reverting to a console style server browser they have
> >>> devolved their game into an Idoit's Guide to Online Gaming.  This is
> >>> just another move on the chess board to marginalize server admins  
> >>> and
> >>> take complete control of the gaming experience.  Anyone who  
> >>> doesn't see
> >>> that is blind.  I had a little respect for them left after TF2 and  
> >>> it is
> >>> now gone. Keep pissing off admins, Valve, its always good to bite  
> >>> the
> >>> hand that feeds you.  I'm sure those uneducated gamers out there  
> >>> that
> >>> you are catering to will step up to the plate when all of us are  
> >>> gone.
> >>> Good luck with that.
> >>>
> >>>
> >>>
> >>> Dj Satane wrote:
> >>>
> >>>
> >>>> Let me get something straight, Erik wrote: " When a player or two  
> >>>> leaves
> >>>> Left 4 Dead the game suffers quite a bit, and we were worried  
> >>>> that the
> >>>> server browser model wasn't the right one for this game."
> >>>>
> >>>> Erik, you don't explain the matchmaking how it solves the problem  
> >>>> you
> >>>> are talking about. How does "console style" matchmaking solves  
> >>>> the problem
> >>>> of people leaving a left 4 dead game? How does server browser  
> >>>> supposedly
> >>>> does not solve this problem?
> >>>>
> >>>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED] 
> >>>> >wrote:
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>> First off, thanks to everyone for running servers for the demo.  
> >>>>> We knew
> >>>>> going into the release that we were going to need to figure out  
> >>>>> some ways to
> >>>>> make it worth it for server administrators, and now we have a  
> >>>>> ton of
> >>>>> feedback to work with.
> >>>>>
> >>>>> Right now we're looking at ways that server administrators can  
> >>>>> both build a
> >>>>> community around their game server (by subscribing to  
> >>>>> matchmaking) as well
> >>>>> as service their group of "regulars" that play on their server.  
> >>>>> Hooking game
> >>>>> servers into Steam Community is goin

Re: [hlds] Status

2008-11-12 Thread Ferenc Kovacs
2008/11/12 Dj Satane <[EMAIL PROTECTED]>

> Its not like we are crying for taking out matchmaking lobby, but it would
> be
> nice for steam server browser to support l4d just like tf2. That's all.
>
> On Wed, Nov 12, 2008 at 7:51 AM, Andy Simpson <[EMAIL PROTECTED]
> >wrote:
>
> > You have to realise that Valve are forever treading a fine line
> > between the players and the server admins.
> >
> > If you look at some of the mods being run out there, some of them are
> > actively player-hostile, especially to new players, as the game
> > experience changes semi-randomly. Instant respawn in particular turns
> > many maps into unwinnable meat-grinders.
> >
> > The custom tab was a laudable effort to help new players get
> > acquainted with the vanilla game before they get assaulted by the
> > variations - but when it proved to be imperfect, they listened and
> > changed.
> >
> > The fact that they're engaging in a dialogue to try and reach a
> > compromise that suits everyone is what you should be paying attention
> > to, rather than making knee-jerk reactions.
> >
> > Sent from my iPhone
> >
> > On 12 Nov 2008, at 08:25, Timothy L Havener <
> > [EMAIL PROTECTED]
> >   > wrote:
> >
> > > I had that hope after the custom tab debacle. I now no longer hold
> > > onto
> > > it. I give up on Valve.
> > >
> > > [ЯтR] The-/ > >> Hopefully its only nibbling in ignorance, as we are they're bread and
> > >> butter, and hopefully it will be balanced in the end, keep console as
> > >> console and PC above it all.
> > >>
> > >> Timothy L Havener wrote:
> > >>
> > >>> Where once Valve was an innovator in the way we play online games
> > >>> they
> > >>> have no become a force of complete destruction to the way we play PC
> > >>> games.  By reverting to a console style server browser they have
> > >>> devolved their game into an Idoit's Guide to Online Gaming.  This is
> > >>> just another move on the chess board to marginalize server admins
> > >>> and
> > >>> take complete control of the gaming experience.  Anyone who
> > >>> doesn't see
> > >>> that is blind.  I had a little respect for them left after TF2 and
> > >>> it is
> > >>> now gone. Keep pissing off admins, Valve, its always good to bite
> > >>> the
> > >>> hand that feeds you.  I'm sure those uneducated gamers out there
> > >>> that
> > >>> you are catering to will step up to the plate when all of us are
> > >>> gone.
> > >>> Good luck with that.
> > >>>
> > >>>
> > >>>
> > >>> Dj Satane wrote:
> > >>>
> > >>>
> >  Let me get something straight, Erik wrote: " When a player or two
> >  leaves
> >  Left 4 Dead the game suffers quite a bit, and we were worried
> >  that the
> >  server browser model wasn't the right one for this game."
> > 
> >  Erik, you don't explain the matchmaking how it solves the problem
> >  you
> >  are talking about. How does "console style" matchmaking solves
> >  the problem
> >  of people leaving a left 4 dead game? How does server browser
> >  supposedly
> >  does not solve this problem?
> > 
> >  On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <
> [EMAIL PROTECTED]
> >  >wrote:
> > 
> > 
> > 
> > 
> > > First off, thanks to everyone for running servers for the demo.
> > > We knew
> > > going into the release that we were going to need to figure out
> > > some ways to
> > > make it worth it for server administrators, and now we have a
> > > ton of
> > > feedback to work with.
> > >
> > > Right now we're looking at ways that server administrators can
> > > both build a
> > > community around their game server (by subscribing to
> > > matchmaking) as well
> > > as service their group of "regulars" that play on their server.
> > > Hooking game
> > > servers into Steam Community is going to be our first step, and
> > > we're
> > > working on that now.
> > >
> > > There is a key difference between Left 4 Dead and games like
> > > Counter-Strike
> > > and Team Fortress in terms of matchmaking that we wanted to
> > > solve, and
> > > didn't think the server browser could accomplish. In CS and TF2,
> > > you can
> > > have 2 or 3 players leave in the middle of a game, have their
> > > slots filled
> > > by new people, and everyone else's experience doesn't completely
> > > suffer.
> > > When a player or two leaves Left 4 Dead the game suffers quite a
> > > bit, and we
> > > were worried that the server browser model wasn't the right one
> > > for this
> > > game. In hindsight, there are a number of cases where the server
> > > browser
> > > does a better job than the new matchmaking system does, so it is
> > > highly
> > > likely that we'll be adding it back in soon. It isn't trivially
> > > easy to turn
> > > back on, but there is overlap between it and the Steam Community
> > > work we'd
> > > like to d

Re: [hlds] Status

2008-11-12 Thread Dj Satane
Its not like we are crying for taking out matchmaking lobby, but it would be
nice for steam server browser to support l4d just like tf2. That's all.

On Wed, Nov 12, 2008 at 7:51 AM, Andy Simpson <[EMAIL PROTECTED]>wrote:

> You have to realise that Valve are forever treading a fine line
> between the players and the server admins.
>
> If you look at some of the mods being run out there, some of them are
> actively player-hostile, especially to new players, as the game
> experience changes semi-randomly. Instant respawn in particular turns
> many maps into unwinnable meat-grinders.
>
> The custom tab was a laudable effort to help new players get
> acquainted with the vanilla game before they get assaulted by the
> variations - but when it proved to be imperfect, they listened and
> changed.
>
> The fact that they're engaging in a dialogue to try and reach a
> compromise that suits everyone is what you should be paying attention
> to, rather than making knee-jerk reactions.
>
> Sent from my iPhone
>
> On 12 Nov 2008, at 08:25, Timothy L Havener <
> [EMAIL PROTECTED]
>   > wrote:
>
> > I had that hope after the custom tab debacle. I now no longer hold
> > onto
> > it. I give up on Valve.
> >
> > [ЯтR] The-/ >> Hopefully its only nibbling in ignorance, as we are they're bread and
> >> butter, and hopefully it will be balanced in the end, keep console as
> >> console and PC above it all.
> >>
> >> Timothy L Havener wrote:
> >>
> >>> Where once Valve was an innovator in the way we play online games
> >>> they
> >>> have no become a force of complete destruction to the way we play PC
> >>> games.  By reverting to a console style server browser they have
> >>> devolved their game into an Idoit's Guide to Online Gaming.  This is
> >>> just another move on the chess board to marginalize server admins
> >>> and
> >>> take complete control of the gaming experience.  Anyone who
> >>> doesn't see
> >>> that is blind.  I had a little respect for them left after TF2 and
> >>> it is
> >>> now gone. Keep pissing off admins, Valve, its always good to bite
> >>> the
> >>> hand that feeds you.  I'm sure those uneducated gamers out there
> >>> that
> >>> you are catering to will step up to the plate when all of us are
> >>> gone.
> >>> Good luck with that.
> >>>
> >>>
> >>>
> >>> Dj Satane wrote:
> >>>
> >>>
>  Let me get something straight, Erik wrote: " When a player or two
>  leaves
>  Left 4 Dead the game suffers quite a bit, and we were worried
>  that the
>  server browser model wasn't the right one for this game."
> 
>  Erik, you don't explain the matchmaking how it solves the problem
>  you
>  are talking about. How does "console style" matchmaking solves
>  the problem
>  of people leaving a left 4 dead game? How does server browser
>  supposedly
>  does not solve this problem?
> 
>  On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
>  >wrote:
> 
> 
> 
> 
> > First off, thanks to everyone for running servers for the demo.
> > We knew
> > going into the release that we were going to need to figure out
> > some ways to
> > make it worth it for server administrators, and now we have a
> > ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can
> > both build a
> > community around their game server (by subscribing to
> > matchmaking) as well
> > as service their group of "regulars" that play on their server.
> > Hooking game
> > servers into Steam Community is going to be our first step, and
> > we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like
> > Counter-Strike
> > and Team Fortress in terms of matchmaking that we wanted to
> > solve, and
> > didn't think the server browser could accomplish. In CS and TF2,
> > you can
> > have 2 or 3 players leave in the middle of a game, have their
> > slots filled
> > by new people, and everyone else's experience doesn't completely
> > suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a
> > bit, and we
> > were worried that the server browser model wasn't the right one
> > for this
> > game. In hindsight, there are a number of cases where the server
> > browser
> > does a better job than the new matchmaking system does, so it is
> > highly
> > likely that we'll be adding it back in soon. It isn't trivially
> > easy to turn
> > back on, but there is overlap between it and the Steam Community
> > work we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a
> > week or
> > so.
> >
> > There are a number of Valve employees reading all of the posts
> > on this
> > list, and while we can't reply to every question that comes
> > across, the
>

Re: [hlds] Status

2008-11-12 Thread Leonard L. Church
So why are you still on this list? Give up already.

Timothy L Havener wrote:
> I had that hope after the custom tab debacle. I now no longer hold onto 
> it. I give up on Valve.
> 
> [ЯтR] The-/> Hopefully its only nibbling in ignorance, as we are they're bread and 
>> butter, and hopefully it will be balanced in the end, keep console as 
>> console and PC above it all.
>>
>> Timothy L Havener wrote:
>>   
>>> Where once Valve was an innovator in the way we play online games they 
>>> have no become a force of complete destruction to the way we play PC 
>>> games.  By reverting to a console style server browser they have 
>>> devolved their game into an Idoit's Guide to Online Gaming.  This is 
>>> just another move on the chess board to marginalize server admins and 
>>> take complete control of the gaming experience.  Anyone who doesn't see 
>>> that is blind.  I had a little respect for them left after TF2 and it is 
>>> now gone. Keep pissing off admins, Valve, its always good to bite the 
>>> hand that feeds you.  I'm sure those uneducated gamers out there that 
>>> you are catering to will step up to the plate when all of us are gone.  
>>> Good luck with that.
>>>
>>>
>>>
>>> Dj Satane wrote:
>>>   
>>> 
 Let me get something straight, Erik wrote: " When a player or two leaves
 Left 4 Dead the game suffers quite a bit, and we were worried that the
 server browser model wasn't the right one for this game."

 Erik, you don't explain the matchmaking how it solves the problem you
 are talking about. How does "console style" matchmaking solves the problem
 of people leaving a left 4 dead game? How does server browser supposedly
 does not solve this problem?

 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

   
 
   
> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways 
> to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build 
> a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking 
> game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like 
> Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and 
> we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to 
> turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> 
>   
> 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 
   
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>   
>>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>   
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or v

Re: [hlds] Status

2008-11-12 Thread Andy Simpson
You have to realise that Valve are forever treading a fine line  
between the players and the server admins.

If you look at some of the mods being run out there, some of them are  
actively player-hostile, especially to new players, as the game  
experience changes semi-randomly. Instant respawn in particular turns  
many maps into unwinnable meat-grinders.

The custom tab was a laudable effort to help new players get  
acquainted with the vanilla game before they get assaulted by the  
variations - but when it proved to be imperfect, they listened and  
changed.

The fact that they're engaging in a dialogue to try and reach a  
compromise that suits everyone is what you should be paying attention  
to, rather than making knee-jerk reactions.

Sent from my iPhone

On 12 Nov 2008, at 08:25, Timothy L Havener <[EMAIL PROTECTED] 
 > wrote:

> I had that hope after the custom tab debacle. I now no longer hold  
> onto
> it. I give up on Valve.
>
> [ЯтR] The-/> Hopefully its only nibbling in ignorance, as we are they're bread and
>> butter, and hopefully it will be balanced in the end, keep console as
>> console and PC above it all.
>>
>> Timothy L Havener wrote:
>>
>>> Where once Valve was an innovator in the way we play online games  
>>> they
>>> have no become a force of complete destruction to the way we play PC
>>> games.  By reverting to a console style server browser they have
>>> devolved their game into an Idoit's Guide to Online Gaming.  This is
>>> just another move on the chess board to marginalize server admins  
>>> and
>>> take complete control of the gaming experience.  Anyone who  
>>> doesn't see
>>> that is blind.  I had a little respect for them left after TF2 and  
>>> it is
>>> now gone. Keep pissing off admins, Valve, its always good to bite  
>>> the
>>> hand that feeds you.  I'm sure those uneducated gamers out there  
>>> that
>>> you are catering to will step up to the plate when all of us are  
>>> gone.
>>> Good luck with that.
>>>
>>>
>>>
>>> Dj Satane wrote:
>>>
>>>
 Let me get something straight, Erik wrote: " When a player or two  
 leaves
 Left 4 Dead the game suffers quite a bit, and we were worried  
 that the
 server browser model wasn't the right one for this game."

 Erik, you don't explain the matchmaking how it solves the problem  
 you
 are talking about. How does "console style" matchmaking solves  
 the problem
 of people leaving a left 4 dead game? How does server browser  
 supposedly
 does not solve this problem?

 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED] 
 >wrote:




> First off, thanks to everyone for running servers for the demo.  
> We knew
> going into the release that we were going to need to figure out  
> some ways to
> make it worth it for server administrators, and now we have a  
> ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can  
> both build a
> community around their game server (by subscribing to  
> matchmaking) as well
> as service their group of "regulars" that play on their server.  
> Hooking game
> servers into Steam Community is going to be our first step, and  
> we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like  
> Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to  
> solve, and
> didn't think the server browser could accomplish. In CS and TF2,  
> you can
> have 2 or 3 players leave in the middle of a game, have their  
> slots filled
> by new people, and everyone else's experience doesn't completely  
> suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a  
> bit, and we
> were worried that the server browser model wasn't the right one  
> for this
> game. In hindsight, there are a number of cases where the server  
> browser
> does a better job than the new matchmaking system does, so it is  
> highly
> likely that we'll be adding it back in soon. It isn't trivially  
> easy to turn
> back on, but there is overlap between it and the Steam Community  
> work we'd
> like to do.
>
> Right now we're working toward getting that release out within a  
> week or
> so.
>
> There are a number of Valve employees reading all of the posts  
> on this
> list, and while we can't reply to every question that comes  
> across, the
> discussions here are ones we reference commonly when talking  
> about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
 _

Re: [hlds] Status

2008-11-12 Thread Timothy L Havener
I had that hope after the custom tab debacle. I now no longer hold onto 
it. I give up on Valve.

[ЯтR] The-/ Hopefully its only nibbling in ignorance, as we are they're bread and 
> butter, and hopefully it will be balanced in the end, keep console as 
> console and PC above it all.
>
> Timothy L Havener wrote:
>   
>> Where once Valve was an innovator in the way we play online games they 
>> have no become a force of complete destruction to the way we play PC 
>> games.  By reverting to a console style server browser they have 
>> devolved their game into an Idoit's Guide to Online Gaming.  This is 
>> just another move on the chess board to marginalize server admins and 
>> take complete control of the gaming experience.  Anyone who doesn't see 
>> that is blind.  I had a little respect for them left after TF2 and it is 
>> now gone. Keep pissing off admins, Valve, its always good to bite the 
>> hand that feeds you.  I'm sure those uneducated gamers out there that 
>> you are catering to will step up to the plate when all of us are gone.  
>> Good luck with that.
>>
>>
>>
>> Dj Satane wrote:
>>   
>> 
>>> Let me get something straight, Erik wrote: " When a player or two leaves
>>> Left 4 Dead the game suffers quite a bit, and we were worried that the
>>> server browser model wasn't the right one for this game."
>>>
>>> Erik, you don't explain the matchmaking how it solves the problem you
>>> are talking about. How does "console style" matchmaking solves the problem
>>> of people leaving a left 4 dead game? How does server browser supposedly
>>> does not solve this problem?
>>>
>>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>>>
>>>   
>>> 
>>>   
 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways 
 to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of "regulars" that play on their server. Hooking 
 game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and 
 we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to 
 turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
   
 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>   
>>> 
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>   
>> 
>
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Re: [hlds] Status

2008-11-12 Thread Ferenc Kovacs
2008/11/12 Timothy L Havener <[EMAIL PROTECTED]>

> Where once Valve was an innovator in the way we play online games they
> have no become a force of complete destruction to the way we play PC
> games.  By reverting to a console style server browser they have
> devolved their game into an Idoit's Guide to Online Gaming.  This is
> just another move on the chess board to marginalize server admins and
> take complete control of the gaming experience.  Anyone who doesn't see
> that is blind.  I had a little respect for them left after TF2 and it is
> now gone. Keep pissing off admins, Valve, its always good to bite the
> hand that feeds you.  I'm sure those uneducated gamers out there that
> you are catering to will step up to the plate when all of us are gone.
> Good luck with that.
>
>
>
> Dj Satane wrote:
> > Let me get something straight, Erik wrote: " When a player or two leaves
> > Left 4 Dead the game suffers quite a bit, and we were worried that the
> > server browser model wasn't the right one for this game."
> >
> > Erik, you don't explain the matchmaking how it solves the problem you
> > are talking about. How does "console style" matchmaking solves the
> problem
> > of people leaving a left 4 dead game? How does server browser supposedly
> > does not solve this problem?
> >
> > On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> >wrote:
> >
> >
> >> First off, thanks to everyone for running servers for the demo. We knew
> >> going into the release that we were going to need to figure out some
> ways to
> >> make it worth it for server administrators, and now we have a ton of
> >> feedback to work with.
> >>
> >> Right now we're looking at ways that server administrators can both
> build a
> >> community around their game server (by subscribing to matchmaking) as
> well
> >> as service their group of "regulars" that play on their server. Hooking
> game
> >> servers into Steam Community is going to be our first step, and we're
> >> working on that now.
> >>
> >> There is a key difference between Left 4 Dead and games like
> Counter-Strike
> >> and Team Fortress in terms of matchmaking that we wanted to solve, and
> >> didn't think the server browser could accomplish. In CS and TF2, you can
> >> have 2 or 3 players leave in the middle of a game, have their slots
> filled
> >> by new people, and everyone else's experience doesn't completely suffer.
> >> When a player or two leaves Left 4 Dead the game suffers quite a bit,
> and we
> >> were worried that the server browser model wasn't the right one for this
> >> game. In hindsight, there are a number of cases where the server browser
> >> does a better job than the new matchmaking system does, so it is highly
> >> likely that we'll be adding it back in soon. It isn't trivially easy to
> turn
> >> back on, but there is overlap between it and the Steam Community work
> we'd
> >> like to do.
> >>
> >> Right now we're working toward getting that release out within a week or
> >> so.
> >>
> >> There are a number of Valve employees reading all of the posts on this
> >> list, and while we can't reply to every question that comes across, the
> >> discussions here are ones we reference commonly when talking about what
> to
> >> do next internally.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
>
> ___
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> please visit:
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>
I think you are wrong.
Anyone who doesn't see
that is blind.
Is it always good to bite the
hand that feeds you?

Tyrael
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Re: [hlds] Status

2008-11-12 Thread Ronny Schedel
Quickplay throw me to a server with 3 bots yesterday. "Find running game" 
throws me in a running game with humans.


> What he's saying is that via the server browser, there is no guarantee 
> that
> any more players will join the game...thus you have only bots to help you.
> With the matchmaking system, if someone hits quickplay, it will drop them
> into a game already in progress.
>
> Also, there seems to be a bug on loading of the second map in Windows 
> where
> the game will intermittently disconnect and reconnect for some 
> clients...can
> anyone reproduce this?
>
> http://forums.steampowered.com/forums/showthread.php?t=747876
>
> On Tue, Nov 11, 2008 at 6:40 PM, Dj Satane <[EMAIL PROTECTED]> wrote:
>
>> Let me get something straight, Erik wrote: " When a player or two leaves
>> Left 4 Dead the game suffers quite a bit, and we were worried that the
>> server browser model wasn't the right one for this game."
>>
>> Erik, you don't explain the matchmaking how it solves the problem you
>> are talking about. How does "console style" matchmaking solves the 
>> problem
>> of people leaving a left 4 dead game? How does server browser supposedly
>> does not solve this problem?
>>
>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
>> >wrote:
>>
>> > First off, thanks to everyone for running servers for the demo. We knew
>> > going into the release that we were going to need to figure out some 
>> > ways
>> to
>> > make it worth it for server administrators, and now we have a ton of
>> > feedback to work with.
>> >
>> > Right now we're looking at ways that server administrators can both 
>> > build
>> a
>> > community around their game server (by subscribing to matchmaking) as
>> well
>> > as service their group of "regulars" that play on their server. Hooking
>> game
>> > servers into Steam Community is going to be our first step, and we're
>> > working on that now.
>> >
>> > There is a key difference between Left 4 Dead and games like
>> Counter-Strike
>> > and Team Fortress in terms of matchmaking that we wanted to solve, and
>> > didn't think the server browser could accomplish. In CS and TF2, you 
>> > can
>> > have 2 or 3 players leave in the middle of a game, have their slots
>> filled
>> > by new people, and everyone else's experience doesn't completely 
>> > suffer.
>> > When a player or two leaves Left 4 Dead the game suffers quite a bit, 
>> > and
>> we
>> > were worried that the server browser model wasn't the right one for 
>> > this
>> > game. In hindsight, there are a number of cases where the server 
>> > browser
>> > does a better job than the new matchmaking system does, so it is highly
>> > likely that we'll be adding it back in soon. It isn't trivially easy to
>> turn
>> > back on, but there is overlap between it and the Steam Community work
>> we'd
>> > like to do.
>> >
>> > Right now we're working toward getting that release out within a week 
>> > or
>> > so.
>> >
>> > There are a number of Valve employees reading all of the posts on this
>> > list, and while we can't reply to every question that comes across, the
>> > discussions here are ones we reference commonly when talking about what
>> to
>> > do next internally.
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
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> 


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Re: [hlds] Status

2008-11-12 Thread [ЯтR] The-/
Hopefully its only nibbling in ignorance, as we are they're bread and 
butter, and hopefully it will be balanced in the end, keep console as 
console and PC above it all.

Timothy L Havener wrote:
> Where once Valve was an innovator in the way we play online games they 
> have no become a force of complete destruction to the way we play PC 
> games.  By reverting to a console style server browser they have 
> devolved their game into an Idoit's Guide to Online Gaming.  This is 
> just another move on the chess board to marginalize server admins and 
> take complete control of the gaming experience.  Anyone who doesn't see 
> that is blind.  I had a little respect for them left after TF2 and it is 
> now gone. Keep pissing off admins, Valve, its always good to bite the 
> hand that feeds you.  I'm sure those uneducated gamers out there that 
> you are catering to will step up to the plate when all of us are gone.  
> Good luck with that.
>
>
>
> Dj Satane wrote:
>   
>> Let me get something straight, Erik wrote: " When a player or two leaves
>> Left 4 Dead the game suffers quite a bit, and we were worried that the
>> server browser model wasn't the right one for this game."
>>
>> Erik, you don't explain the matchmaking how it solves the problem you
>> are talking about. How does "console style" matchmaking solves the problem
>> of people leaving a left 4 dead game? How does server browser supposedly
>> does not solve this problem?
>>
>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>>
>>   
>> 
>>> First off, thanks to everyone for running servers for the demo. We knew
>>> going into the release that we were going to need to figure out some ways to
>>> make it worth it for server administrators, and now we have a ton of
>>> feedback to work with.
>>>
>>> Right now we're looking at ways that server administrators can both build a
>>> community around their game server (by subscribing to matchmaking) as well
>>> as service their group of "regulars" that play on their server. Hooking game
>>> servers into Steam Community is going to be our first step, and we're
>>> working on that now.
>>>
>>> There is a key difference between Left 4 Dead and games like Counter-Strike
>>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>>> didn't think the server browser could accomplish. In CS and TF2, you can
>>> have 2 or 3 players leave in the middle of a game, have their slots filled
>>> by new people, and everyone else's experience doesn't completely suffer.
>>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
>>> were worried that the server browser model wasn't the right one for this
>>> game. In hindsight, there are a number of cases where the server browser
>>> does a better job than the new matchmaking system does, so it is highly
>>> likely that we'll be adding it back in soon. It isn't trivially easy to turn
>>> back on, but there is overlap between it and the Steam Community work we'd
>>> like to do.
>>>
>>> Right now we're working toward getting that release out within a week or
>>> so.
>>>
>>> There are a number of Valve employees reading all of the posts on this
>>> list, and while we can't reply to every question that comes across, the
>>> discussions here are ones we reference commonly when talking about what to
>>> do next internally.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>> 
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>   
>> 
>
>
> ___
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> visit:
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>   

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Re: [hlds] Status

2008-11-11 Thread Timothy L Havener
Where once Valve was an innovator in the way we play online games they 
have no become a force of complete destruction to the way we play PC 
games.  By reverting to a console style server browser they have 
devolved their game into an Idoit's Guide to Online Gaming.  This is 
just another move on the chess board to marginalize server admins and 
take complete control of the gaming experience.  Anyone who doesn't see 
that is blind.  I had a little respect for them left after TF2 and it is 
now gone. Keep pissing off admins, Valve, its always good to bite the 
hand that feeds you.  I'm sure those uneducated gamers out there that 
you are catering to will step up to the plate when all of us are gone.  
Good luck with that.



Dj Satane wrote:
> Let me get something straight, Erik wrote: " When a player or two leaves
> Left 4 Dead the game suffers quite a bit, and we were worried that the
> server browser model wasn't the right one for this game."
>
> Erik, you don't explain the matchmaking how it solves the problem you
> are talking about. How does "console style" matchmaking solves the problem
> of people leaving a left 4 dead game? How does server browser supposedly
> does not solve this problem?
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>
>   
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build a
>> community around their game server (by subscribing to matchmaking) as well
>> as service their group of "regulars" that play on their server. Hooking game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to turn
>> back on, but there is overlap between it and the Steam Community work we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what to
>> do next internally.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Status

2008-11-11 Thread Cc2iscooL
What he's saying is that via the server browser, there is no guarantee that
any more players will join the game...thus you have only bots to help you.
With the matchmaking system, if someone hits quickplay, it will drop them
into a game already in progress.

Also, there seems to be a bug on loading of the second map in Windows where
the game will intermittently disconnect and reconnect for some clients...can
anyone reproduce this?

http://forums.steampowered.com/forums/showthread.php?t=747876

On Tue, Nov 11, 2008 at 6:40 PM, Dj Satane <[EMAIL PROTECTED]> wrote:

> Let me get something straight, Erik wrote: " When a player or two leaves
> Left 4 Dead the game suffers quite a bit, and we were worried that the
> server browser model wasn't the right one for this game."
>
> Erik, you don't explain the matchmaking how it solves the problem you
> are talking about. How does "console style" matchmaking solves the problem
> of people leaving a left 4 dead game? How does server browser supposedly
> does not solve this problem?
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> >wrote:
>
> > First off, thanks to everyone for running servers for the demo. We knew
> > going into the release that we were going to need to figure out some ways
> to
> > make it worth it for server administrators, and now we have a ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both build
> a
> > community around their game server (by subscribing to matchmaking) as
> well
> > as service their group of "regulars" that play on their server. Hooking
> game
> > servers into Steam Community is going to be our first step, and we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like
> Counter-Strike
> > and Team Fortress in terms of matchmaking that we wanted to solve, and
> > didn't think the server browser could accomplish. In CS and TF2, you can
> > have 2 or 3 players leave in the middle of a game, have their slots
> filled
> > by new people, and everyone else's experience doesn't completely suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a bit, and
> we
> > were worried that the server browser model wasn't the right one for this
> > game. In hindsight, there are a number of cases where the server browser
> > does a better job than the new matchmaking system does, so it is highly
> > likely that we'll be adding it back in soon. It isn't trivially easy to
> turn
> > back on, but there is overlap between it and the Steam Community work
> we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a week or
> > so.
> >
> > There are a number of Valve employees reading all of the posts on this
> > list, and while we can't reply to every question that comes across, the
> > discussions here are ones we reference commonly when talking about what
> to
> > do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Status

2008-11-11 Thread Dj Satane
Let me get something straight, Erik wrote: " When a player or two leaves
Left 4 Dead the game suffers quite a bit, and we were worried that the
server browser model wasn't the right one for this game."

Erik, you don't explain the matchmaking how it solves the problem you
are talking about. How does "console style" matchmaking solves the problem
of people leaving a left 4 dead game? How does server browser supposedly
does not solve this problem?

On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Status

2008-11-10 Thread Andrew Armstrong
That sounds great.

A feature I think that would be neat would be to have two other options on
the GUI where appropriate:
* Join Group Chat Room
* View Group Profile

This may help bring group members a bit closer together by allowing them to
quickly chat with one another and then join a game together.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Tuesday, 11 November 2008 6:09 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Status

First off, thanks to everyone for running servers for the demo. We knew
going into the release that we were going to need to figure out some ways to
make it worth it for server administrators, and now we have a ton of
feedback to work with.

Right now we're looking at ways that server administrators can both build a
community around their game server (by subscribing to matchmaking) as well
as service their group of "regulars" that play on their server. Hooking game
servers into Steam Community is going to be our first step, and we're
working on that now.

There is a key difference between Left 4 Dead and games like Counter-Strike
and Team Fortress in terms of matchmaking that we wanted to solve, and
didn't think the server browser could accomplish. In CS and TF2, you can
have 2 or 3 players leave in the middle of a game, have their slots filled
by new people, and everyone else's experience doesn't completely suffer.
When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
were worried that the server browser model wasn't the right one for this
game. In hindsight, there are a number of cases where the server browser
does a better job than the new matchmaking system does, so it is highly
likely that we'll be adding it back in soon. It isn't trivially easy to turn
back on, but there is overlap between it and the Steam Community work we'd
like to do.

Right now we're working toward getting that release out within a week or so.

There are a number of Valve employees reading all of the posts on this list,
and while we can't reply to every question that comes across, the
discussions here are ones we reference commonly when talking about what to
do next internally.

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Re: [hlds] Status

2008-11-10 Thread Kevin Ottalini
A simple solution would be for matchmaking to always look in the "favorite 
servers" listed in the client's serverbrowser and choose one of those first 
if they are available (assuming you have a serverbrowser to add favorites to 
of course).

The serverbrowser concept is a proven and useful tool for locating game 
servers.  In its current implementation it only really fails when 
inexperienced players try to see all servers in the whole world (and it just 
takes too long to query thousands of servers you really aren't interested 
in).

Pure Matchmaking sidesteps this problem but destroys the concept of server 
based communities which isn't a good thing.

The best solution is to have a hybrid of both solutions.  Using a Steam 
Community "Server" group is actually a 3rd leg to this tripod - basically 
pre-established matchmaking for both friends and the server.

So we would then have (from a client point of view):
1. On the fly matchmaking (console game simplicity)
2. Friends list based matchmaking
3. Favorite Tab servers based matchmaking
4. Steam Community Based matchmaking (groups friends around specific 
servers)
5. Tag based matchmaking (sv_search_key)
6. Independent players that use a pure serverbrowser (or that just prefer 
3rd party serverbrowser tools)

7. players need to be able to join specific servers via links on webpages as 
well.

Add to this (eventually) skill level and/or reputation based controls 
(server side) to the matchmaking and this would be a very powerful set of 
tools indeed for servers and players to find each other with.

It might be a nice addition for players to eventually have the ability to 
vote a reputation for a server as well, although there are probably many 
ways for this to be sidestepped since servers don't really have a fixed 
identity. One method would be to give the server the ability to register 
directly to it's Community group and then reputation votes could accumulate 
there.

I don't see any problem for players joining in the middle of a mission 
especially since players are always going to be leaving in the middle of a 
mission.

If coop missions develop into multi-map day long or week long adventures 
with status being saved and restored then locking out random players would 
become very valuable.  This scenario would be a wonderful addition to the 
game as well as a great challenge for map makers (a mod within a mod).



- Original Message - 
From: "Aaron Edgington"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, November 10, 2008 4:45 PM
Subject: Re: [hlds] Status


>I don't use the sv_search_key because there are 3 backdoors right now that
> work well with our community. I also don't have any issues with servers
> being full or not showing up in the server browser. I would also say that 
> so
> far of my 3 servers that I have running, that half of the traffic is from
> pubs coming in a game after a couple people have left after matchmaking.
> When the server empties, within a minute the servers will be back full 
> with
> players, and will usually sit full.
>
> I should also mention that 2 of my dedicated servers are running from 2
> computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
> processor. 1 of them is hosted via a hosting company.
>
> I would like more integration to the server browser than using the
> sv_search_key command.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's 
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
> The sv_search_key feature is already in place.  Why not add an option to 
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own 
> servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
> <[EMAIL PROTECTED]>wrote:
>
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways
> to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build
> a
>> community around their game server (by subscribing 

Re: [hlds] Status

2008-11-10 Thread Luke Lewis
Personally in my opinion and knowing how I like to run my community, I have
three possible combinations of servers I would use. A purely private locked
server for a "regulars" night or private fun with a group of friends. A
group + match making connect server, where people in my group as well as the
match making crowd can come in. And a group only connect server where only
my friends on my friends list can connect for the simple reason we don't
want any possible random trouble makers coming in. What this would also do
is look for people on my friends, friends list to connect thus only allowing
people on someone's friends list and no match makers coming into this
server.

Also what I would like to see is some sort of reserve system, where I can
specify that I can have 1 or 2 slots or more, configurable by me, to set
aside out of my total player count, to be set as group/community or friends
can join at any time. Also would I would like to see is when the game goes
live a way to search for games that are looking for survivors only or
zombies only, or in other words to look for games that are full of survivors
and seeking zombies only and vice versa. I hope that is understandable.

Now as far as the rep system, I don't think it should be made public what
rep you have except to the person themselves but should be viewable, with
possible hints on how to improve you reputation as well as what you are out
of the total. Such as you are 35/100 in rep points, then have a message
somewhere to tell you what you can do to improve to play with more
cooperative people. And the last thing on the rep system, I think you should
also have a cvar that will limit at what rep point you will allow people to
connect to your servers, that way, in mass, we the server admins can set a
50/100 rep point or what not can connect and basically keep any problem
childs off your server. Less administration = more play time and more fun.

And last but not least, I would like to thank Erik for letting us know they
are working on things and listening to our input. I know at times
personally, it's hard to believe that you guys are listening. And I think
this is a chance for the server admins to pitch in their input and sort of
start helping to reinvent how multiplayer systems work in various games and
to help improve player counts to each admins servers. Well this is my
opinion and I hope this kinda sums up what a lot of people are thinking.

Luke "-BeNt-" Lewis
http://www.gorillazsouth.com
 

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Re: [hlds] Status

2008-11-10 Thread Aaron Edgington
I don't use the sv_search_key because there are 3 backdoors right now that
work well with our community. I also don't have any issues with servers
being full or not showing up in the server browser. I would also say that so
far of my 3 servers that I have running, that half of the traffic is from
pubs coming in a game after a couple people have left after matchmaking.
When the server empties, within a minute the servers will be back full with
players, and will usually sit full. 

I should also mention that 2 of my dedicated servers are running from 2
computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
processor. 1 of them is hosted via a hosting company.

I would like more integration to the server browser than using the
sv_search_key command.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways
to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build
a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking
game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like
Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and
we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to
turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
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> please visit:
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
I don't actually know what feature you're describing.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church
Sent: Monday, November 10, 2008 1:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

You know.. It's concerning to me that Eric answered everyones questions
but mine... Do I smell? :)

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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

3 months you say? Sounds good :)

Oh I still get a kick out of that. I don't care if it's older than numa numa.

>We're planning on getting it done before next week.
> 
>I guess someone should add the above quote to this page if we don't make it:
> 
>http://developer.valvesoftware.com/wiki/Valve_time
 
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
You know.. It's concerning to me that Eric answered everyones questions 
but mine... Do I smell? :)

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Re: [hlds] Status

2008-11-10 Thread Ronny Schedel

It's already there, we will check again in 2 weeks ;-)

> We're planning on getting it done before next week.
>
> I guess someone should add the above quote to this page if we don't make 
> it:
>
> http://developer.valvesoftware.com/wiki/Valve_time
>
>
> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett
> Sent: Monday, November 10, 2008 11:50 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> This is an excellent idea, how likely is this to be included at launch?
>
> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
> Sent: 10 November 2008 19:36
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> In what we're building, this should be pretty straight-forward.
>
> Our thinking is that you'll tie a Steam group directly to your game 
> server, and then allowing people inside of that group to browse and 
> connect to it. The server would be able to pull people from this method, 
> and from matchmaking at the same time.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's 
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to 
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own 
> servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
> <[EMAIL PROTECTED]>wrote:
>
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways 
>> to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build 
>> a
>> community around their game server (by subscribing to matchmaking) as 
>> well
>> as service their group of "regulars" that play on their server. Hooking 
>> game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like 
>> Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots 
>> filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and 
>> we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to 
>> turn
>> back on, but there is overlap between it and the Steam Community work 
>> we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what 
>> to
>> do next internally.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
We're planning on getting it done before next week.

I guess someone should add the above quote to this page if we don't make it:

http://developer.valvesoftware.com/wiki/Valve_time


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett
Sent: Monday, November 10, 2008 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

This is an excellent idea, how likely is this to be included at launch?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: 10 November 2008 19:36
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
Yes, it should support multiple servers.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Monday, November 10, 2008 11:52 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

I trust it'll support multiple servers?  Right now we have 8 L4D servers
running and I imagine larger communities have more,  so It'd be pretty
important to our users to be able to join any of them.

Erik Johnson wrote:
> In what we're building, this should be pretty straight-forward.
>
> Our thinking is that you'll tie a Steam group directly to your game server, 
> and then allowing people inside of that group to browse and connect to it. 
> The server would be able to pull people from this method, and from 
> matchmaking at the same time.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>
>
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build a
>> community around their game server (by subscribing to matchmaking) as well
>> as service their group of "regulars" that play on their server. Hooking game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to turn
>> back on, but there is overlap between it and the Steam Community work we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what to
>> do next internally.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
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>
> The message was checked by ESET NOD32 Antivirus.
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>
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
Just Left 4 Dead for starters.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
Sent: Monday, November 10, 2008 11:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status


And this would be for every steam game, not just for L4D, correct?


Keep up the good work :)


.> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date: Mon, 10 Nov 
2008 11:35:54 -0800> Subject: Re: [hlds] Status> > In what we're building, this 
should be pretty straight-forward.> > Our thinking is that you'll tie a Steam 
group directly to your game server, and then allowing people inside of that 
group to browse and connect to it. The server would be able to pull people from 
this method, and from matchmaking at the same time.> > > > -Original 
Message-> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 
Alex Smith> Sent: Monday, November 10, 2008 11:20 AM> To: Half-Life dedicated 
Win32 server mailing list> Subject: Re: [hlds] Status> > Would it be possible 
to add a feature, so that we could select our own> server in the match making 
system? Rather than using someone else's server.> That way some of us that like 
matchmaking can still use the matchmaking> system with our own server.> > > > 
The sv_search_key feature is already in place. Why not add an option to the> 
matchmaking lobby, so the lobby leader can select a server based on its> 
sv_search_key setting.> > > > That alone would give me a lot more incentive to 
keep my dedicated servers> up after the game is released. Its nice to be able 
to use our own servers.> > > On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
<[EMAIL PROTECTED]>wrote:> > > First off, thanks to everyone for running 
servers for the demo. We knew> > going into the release that we were going to 
need to figure out some ways to> > make it worth it for server administrators, 
and now we have a ton of> > feedback to work with.> >> > Right now we're 
looking at ways that server administrators can both build a> > community around 
their game server (by subscribing to matchmaking) as well> > as service their 
group of "regulars" that play on their server. Hooking game> > servers into 
Steam Community is going to be our first step, and we're> > working on that 
now.> >> > There is a key difference between Left 4 Dead and games like 
Counter-Strike> > and Team Fortress in terms of matchmaking that we wanted to 
solve, and> > didn't think the server browser could accomplish. In CS and TF2, 
you can> > have 2 or 3 players leave in the middle of a game, have their slots 
filled> > by new people, and everyone else's experience doesn't completely 
suffer.> > When a player or two leaves Left 4 Dead the game suffers quite a 
bit, and we> > were worried that the server browser model wasn't the right one 
for this> > game. In hindsight, there are a number of cases where the server 
browser> > does a better job than the new matchmaking system does, so it is 
highly> > likely that we'll be adding it back in soon. It isn't trivially easy 
to turn> > back on, but there is overlap between it and the Steam Community 
work we'd> > like to do.> >> > Right now we're working toward getting that 
release out within a week or> > so.> >> > There are a number of Valve employees 
reading all of the posts on this> > list, and while we can't reply to every 
question that comes across, the> > discussions here are ones we reference 
commonly when talking about what to> > do next internally.> >> > 
___> > To unsubscribe, edit your 
list preferences, or view the list archives,> > please visit:> > 
http://list.valvesoftware.com/mailman/listinfo/hlds> >> 
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Re: [hlds] Status

2008-11-10 Thread Blood Letter
e.
(You can prefer the new lobby leader be someone in one of your preferred groups 
if in the lobby, someone not in one of your preferred groups if in the lobby, 
or someone randomly chosen.  You can then decide which of your preferred groups 
to give them a reserve as - the original or their highest, whichever is 
highest, OR their highest, if lower than the original)


Just my input after trying to figure out how the system works and how it's 
intended to work.  We've got what basically amounts to a black box, so any 
comments from Valve (like below) as to how stuff works and what they're aiming 
for is very helpful, and helps us give good feedback and make coherent 
suggestions.

> Date: Mon, 10 Nov 2008 13:48:28 -0600
> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Status
> 
> You sir, make me very happy with this post.
> 
> On Mon, Nov 10, 2008 at 1:35 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
> 
> > In what we're building, this should be pretty straight-forward.
> >
> > Our thinking is that you'll tie a Steam group directly to your game server,
> > and then allowing people inside of that group to browse and connect to it.
> > The server would be able to pull people from this method, and from
> > matchmaking at the same time.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Alex Smith
> > Sent: Monday, November 10, 2008 11:20 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Status
> >
> > Would it be possible to add a feature, so that we could select our own
> > server in the match making system?  Rather than using someone else's
> > server.
> > That way some of us that like matchmaking can still use the matchmaking
> > system with our own server.
> >
> >
> >
> > The sv_search_key feature is already in place.  Why not add an option to
> > the
> > matchmaking lobby, so the lobby leader can select a server based on its
> > sv_search_key setting.
> >
> >
> >
> > That alone would give me a lot more incentive to keep my dedicated servers
> > up after the game is released.  Its nice to be able to use our own servers.
> >
> >
> > On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> > >wrote:
> >
> > > First off, thanks to everyone for running servers for the demo. We knew
> > > going into the release that we were going to need to figure out some ways
> > to
> > > make it worth it for server administrators, and now we have a ton of
> > > feedback to work with.
> > >
> > > Right now we're looking at ways that server administrators can both build
> > a
> > > community around their game server (by subscribing to matchmaking) as
> > well
> > > as service their group of "regulars" that play on their server. Hooking
> > game
> > > servers into Steam Community is going to be our first step, and we're
> > > working on that now.
> > >
> > > There is a key difference between Left 4 Dead and games like
> > Counter-Strike
> > > and Team Fortress in terms of matchmaking that we wanted to solve, and
> > > didn't think the server browser could accomplish. In CS and TF2, you can
> > > have 2 or 3 players leave in the middle of a game, have their slots
> > filled
> > > by new people, and everyone else's experience doesn't completely suffer.
> > > When a player or two leaves Left 4 Dead the game suffers quite a bit, and
> > we
> > > were worried that the server browser model wasn't the right one for this
> > > game. In hindsight, there are a number of cases where the server browser
> > > does a better job than the new matchmaking system does, so it is highly
> > > likely that we'll be adding it back in soon. It isn't trivially easy to
> > turn
> > > back on, but there is overlap between it and the Steam Community work
> > we'd
> > > like to do.
> > >
> > > Right now we're working toward getting that release out within a week or
> > > so.
> > >
> > > There are a number of Valve employees reading all of the posts on this
> > > list, and while we can't reply to every question that comes across, the
> > > discussions here are ones we reference commonly when talking about what
> > to
> > > do next internally.
> > >
> > > ___

Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
That's true.. I'm a bit fuzzy on the details as to how specifically it 
was going to work. But I'm just curious if the rumors over the rep being 
removed fully are true or not.

Donnie Newlove wrote:
> Would it not be much better to use rep when matching players together
> instead of letting player kick players with a bad, publicly viewable
> rep?
> 
> Automatically let teamkillers play with teamkillers and teamworkers
> play with teamworkers, now that would be something! To get good rep
> again they have to play nice, but if they will just get kicked when
> trying to join a server then they are practically banned from the game
> for being bad.
> 
> On Mon, Nov 10, 2008 at 9:34 PM, Leonard L. Church
> <[EMAIL PROTECTED]> wrote:
>> Nonono...
>>
>> It seems to me that there was a system that was going to appear in L4D
>> that gave you a perminant "Reputation" attached to your steamID. This
>> would mean it was shown when you entered the game and if you have a
>> "rep" for team killing (or whatever), the players could kick you or the
>> server admins could set a "level of acceptable rep" to play on the server.
>>
>> My question is, was this actually scrapped or is still still going to be
>> in the release?
>>
>> Alec Sanger wrote:
>>> hmm?? are you saying there would be a connection between forum rep and the 
>>> servers? I highly doubt this is the case. I know burton has nailed a few 
>>> guys for exploiting the system, and I'm sure that is the only reason it'd 
>>> be removed> Date: Mon, 10 Nov 2008 11:59:00 -0800> From: [EMAIL PROTECTED]> 
>>> To: hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > Just a side 
>>> note..> > There is rumblings about the rep system going away on the forums. 
>>> Is > this true and if it isn't, then how would the system deal with group > 
>>> members who have below server rep who try to join? Would it override the > 
>>> rep system?> > ___> To 
>>> unsubscribe, edit your list preferences, or view the list archives, please 
>>> visit:> http://list.valvesoftware.com/mailman/listinfo/hlds
>>> _
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
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Re: [hlds] Status

2008-11-10 Thread Donnie Newlove
Would it not be much better to use rep when matching players together
instead of letting player kick players with a bad, publicly viewable
rep?

Automatically let teamkillers play with teamkillers and teamworkers
play with teamworkers, now that would be something! To get good rep
again they have to play nice, but if they will just get kicked when
trying to join a server then they are practically banned from the game
for being bad.

On Mon, Nov 10, 2008 at 9:34 PM, Leonard L. Church
<[EMAIL PROTECTED]> wrote:
> Nonono...
>
> It seems to me that there was a system that was going to appear in L4D
> that gave you a perminant "Reputation" attached to your steamID. This
> would mean it was shown when you entered the game and if you have a
> "rep" for team killing (or whatever), the players could kick you or the
> server admins could set a "level of acceptable rep" to play on the server.
>
> My question is, was this actually scrapped or is still still going to be
> in the release?
>
> Alec Sanger wrote:
>> hmm?? are you saying there would be a connection between forum rep and the 
>> servers? I highly doubt this is the case. I know burton has nailed a few 
>> guys for exploiting the system, and I'm sure that is the only reason it'd be 
>> removed> Date: Mon, 10 Nov 2008 11:59:00 -0800> From: [EMAIL PROTECTED]> To: 
>> hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > Just a side 
>> note..> > There is rumblings about the rep system going away on the forums. 
>> Is > this true and if it isn't, then how would the system deal with group > 
>> members who have below server rep who try to join? Would it override the > 
>> rep system?> > ___> To 
>> unsubscribe, edit your list preferences, or view the list archives, please 
>> visit:> http://list.valvesoftware.com/mailman/listinfo/hlds
>> _
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>>
>
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Re: [hlds] Status

2008-11-10 Thread Donnie Newlove
Not forum rep, L4D in-game rep.

Also, please do not use hotmail. All your messages get messed up by it.

On Mon, Nov 10, 2008 at 9:30 PM, Alec Sanger <[EMAIL PROTECTED]> wrote:
>
> hmm?? are you saying there would be a connection between forum rep and the 
> servers? I highly doubt this is the case. I know burton has nailed a few guys 
> for exploiting the system, and I'm sure that is the only reason it'd be 
> removed> Date: Mon, 10 Nov 2008 11:59:00 -0800> From: [EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > Just a side 
> note..> > There is rumblings about the rep system going away on the forums. 
> Is > this true and if it isn't, then how would the system deal with group > 
> members who have below server rep who try to join? Would it override the > 
> rep system?> > ___> To 
> unsubscribe, edit your list preferences, or view the list archives, please 
> visit:> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Nonono...

It seems to me that there was a system that was going to appear in L4D 
that gave you a perminant "Reputation" attached to your steamID. This 
would mean it was shown when you entered the game and if you have a 
"rep" for team killing (or whatever), the players could kick you or the 
server admins could set a "level of acceptable rep" to play on the server.

My question is, was this actually scrapped or is still still going to be 
in the release?

Alec Sanger wrote:
> hmm?? are you saying there would be a connection between forum rep and the 
> servers? I highly doubt this is the case. I know burton has nailed a few guys 
> for exploiting the system, and I'm sure that is the only reason it'd be 
> removed> Date: Mon, 10 Nov 2008 11:59:00 -0800> From: [EMAIL PROTECTED]> To: 
> hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > Just a side 
> note..> > There is rumblings about the rep system going away on the forums. 
> Is > this true and if it isn't, then how would the system deal with group > 
> members who have below server rep who try to join? Would it override the > 
> rep system?> > ___> To 
> unsubscribe, edit your list preferences, or view the list archives, please 
> visit:> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

hmm?? are you saying there would be a connection between forum rep and the 
servers? I highly doubt this is the case. I know burton has nailed a few guys 
for exploiting the system, and I'm sure that is the only reason it'd be 
removed> Date: Mon, 10 Nov 2008 11:59:00 -0800> From: [EMAIL PROTECTED]> To: 
hlds@list.valvesoftware.com> Subject: Re: [hlds] Status> > Just a side note..> 
> There is rumblings about the rep system going away on the forums. Is > this 
true and if it isn't, then how would the system deal with group > members who 
have below server rep who try to join? Would it override the > rep system?> > 
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Re: [hlds] Status

2008-11-10 Thread gameadmin
DO WANT :)

More sensibly, this seems like it would be a cool thing for other games.  It
would allow for a much more manageable system of access control than just
passwords.  For example, I could see server admin plugins making use of this
information to give members of community groups priority access to game
severs; at the moment this can only be easily done on an id-by-id basis.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of Erik Johnson
> Sent: 10 November 2008 19:36
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
> 
> In what we're building, this should be pretty straight-forward.
> 
> Our thinking is that you'll tie a Steam group directly to your game
> server, and then allowing people inside of that group to browse and
> connect to it. The server would be able to pull people from this
> method, and from matchmaking at the same time.
> 
> 
> 
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
> 
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
> 
> 
> 
> The sv_search_key feature is already in place.  Why not add an option
> to the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
> 
> 
> 
> That alone would give me a lot more incentive to keep my dedicated
> servers
> up after the game is released.  Its nice to be able to use our own
> servers.
> 
> 
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson
> <[EMAIL PROTECTED]>wrote:
> 
> > First off, thanks to everyone for running servers for the demo. We
> knew
> > going into the release that we were going to need to figure out some
> ways to
> > make it worth it for server administrators, and now we have a ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both
> build a
> > community around their game server (by subscribing to matchmaking) as
> well
> > as service their group of "regulars" that play on their server.
> Hooking game
> > servers into Steam Community is going to be our first step, and we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like Counter-
> Strike
> > and Team Fortress in terms of matchmaking that we wanted to solve,
> and
> > didn't think the server browser could accomplish. In CS and TF2, you
> can
> > have 2 or 3 players leave in the middle of a game, have their slots
> filled
> > by new people, and everyone else's experience doesn't completely
> suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a bit,
> and we
> > were worried that the server browser model wasn't the right one for
> this
> > game. In hindsight, there are a number of cases where the server
> browser
> > does a better job than the new matchmaking system does, so it is
> highly
> > likely that we'll be adding it back in soon. It isn't trivially easy
> to turn
> > back on, but there is overlap between it and the Steam Community work
> we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a week
> or
> > so.
> >
> > There are a number of Valve employees reading all of the posts on
> this
> > list, and while we can't reply to every question that comes across,
> the
> > discussions here are ones we reference commonly when talking about
> what to
> > do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Also, what if I want to play on a specific server and I'm not actually 
part of that group. Would I be able to still connect to it?

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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Just a side note..

There is rumblings about the rep system going away on the forums. Is 
this true and if it isn't, then how would the system deal with group 
members who have below server rep who try to join? Would it override the 
rep system?

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Re: [hlds] Status

2008-11-10 Thread Kitteny Berk
I trust it'll support multiple servers?  Right now we have 8 L4D servers 
running and I imagine larger communities have more,  so It'd be pretty 
important to our users to be able to join any of them.

Erik Johnson wrote:
> In what we're building, this should be pretty straight-forward.
>
> Our thinking is that you'll tie a Steam group directly to your game server, 
> and then allowing people inside of that group to browse and connect to it. 
> The server would be able to pull people from this method, and from 
> matchmaking at the same time.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:
>
>   
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build a
>> community around their game server (by subscribing to matchmaking) as well
>> as service their group of "regulars" that play on their server. Hooking game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to turn
>> back on, but there is overlap between it and the Steam Community work we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what to
>> do next internally.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
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Re: [hlds] Status

2008-11-10 Thread K Jarrett
This is an excellent idea, how likely is this to be included at launch?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: 10 November 2008 19:36
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Status

2008-11-10 Thread Cc2iscooL
You sir, make me very happy with this post.

On Mon, Nov 10, 2008 at 1:35 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> In what we're building, this should be pretty straight-forward.
>
> Our thinking is that you'll tie a Steam group directly to your game server,
> and then allowing people inside of that group to browse and connect to it.
> The server would be able to pull people from this method, and from
> matchmaking at the same time.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> >wrote:
>
> > First off, thanks to everyone for running servers for the demo. We knew
> > going into the release that we were going to need to figure out some ways
> to
> > make it worth it for server administrators, and now we have a ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both build
> a
> > community around their game server (by subscribing to matchmaking) as
> well
> > as service their group of "regulars" that play on their server. Hooking
> game
> > servers into Steam Community is going to be our first step, and we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like
> Counter-Strike
> > and Team Fortress in terms of matchmaking that we wanted to solve, and
> > didn't think the server browser could accomplish. In CS and TF2, you can
> > have 2 or 3 players leave in the middle of a game, have their slots
> filled
> > by new people, and everyone else's experience doesn't completely suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a bit, and
> we
> > were worried that the server browser model wasn't the right one for this
> > game. In hindsight, there are a number of cases where the server browser
> > does a better job than the new matchmaking system does, so it is highly
> > likely that we'll be adding it back in soon. It isn't trivially easy to
> turn
> > back on, but there is overlap between it and the Steam Community work
> we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a week or
> > so.
> >
> > There are a number of Valve employees reading all of the posts on this
> > list, and while we can't reply to every question that comes across, the
> > discussions here are ones we reference commonly when talking about what
> to
> > do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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> please visit:
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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

And this would be for every steam game, not just for L4D, correct?
 
 
Keep up the good work :)
 
 
.> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date: Mon, 10 Nov 
2008 11:35:54 -0800> Subject: Re: [hlds] Status> > In what we're building, this 
should be pretty straight-forward.> > Our thinking is that you'll tie a Steam 
group directly to your game server, and then allowing people inside of that 
group to browse and connect to it. The server would be able to pull people from 
this method, and from matchmaking at the same time.> > > > -Original 
Message-> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 
Alex Smith> Sent: Monday, November 10, 2008 11:20 AM> To: Half-Life dedicated 
Win32 server mailing list> Subject: Re: [hlds] Status> > Would it be possible 
to add a feature, so that we could select our own> server in the match making 
system? Rather than using someone else's server.> That way some of us that like 
matchmaking can still use the matchmaking> system with our own server.> > > > 
The sv_search_key feature is already in place. Why not add an option to the> 
matchmaking lobby, so the lobby leader can select a server based on its> 
sv_search_key setting.> > > > That alone would give me a lot more incentive to 
keep my dedicated servers> up after the game is released. Its nice to be able 
to use our own servers.> > > On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
<[EMAIL PROTECTED]>wrote:> > > First off, thanks to everyone for running 
servers for the demo. We knew> > going into the release that we were going to 
need to figure out some ways to> > make it worth it for server administrators, 
and now we have a ton of> > feedback to work with.> >> > Right now we're 
looking at ways that server administrators can both build a> > community around 
their game server (by subscribing to matchmaking) as well> > as service their 
group of "regulars" that play on their server. Hooking game> > servers into 
Steam Community is going to be our first step, and we're> > working on that 
now.> >> > There is a key difference between Left 4 Dead and games like 
Counter-Strike> > and Team Fortress in terms of matchmaking that we wanted to 
solve, and> > didn't think the server browser could accomplish. In CS and TF2, 
you can> > have 2 or 3 players leave in the middle of a game, have their slots 
filled> > by new people, and everyone else's experience doesn't completely 
suffer.> > When a player or two leaves Left 4 Dead the game suffers quite a 
bit, and we> > were worried that the server browser model wasn't the right one 
for this> > game. In hindsight, there are a number of cases where the server 
browser> > does a better job than the new matchmaking system does, so it is 
highly> > likely that we'll be adding it back in soon. It isn't trivially easy 
to turn> > back on, but there is overlap between it and the Steam Community 
work we'd> > like to do.> >> > Right now we're working toward getting that 
release out within a week or> > so.> >> > There are a number of Valve employees 
reading all of the posts on this> > list, and while we can't reply to every 
question that comes across, the> > discussions here are ones we reference 
commonly when talking about what to> > do next internally.> >> > 
___> > To unsubscribe, edit your 
list preferences, or view the list archives,> > please visit:> > 
http://list.valvesoftware.com/mailman/listinfo/hlds> >> 
___> To unsubscribe, edit your list 
preferences, or view the list archives, please visit:> 
http://list.valvesoftware.com/mailman/listinfo/hlds> > 
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Re: [hlds] Status

2008-11-10 Thread gameadmin
Me and my friends usage pattern is, "We have a dedicated server, so we will
play on it", and for us the traditional server browser / passworded server
system suits us.  But the use-case of 4 mates who don't have a server is
more problematic, and I can understand why the matchmaking system was
introduced.  However, especially from the client point of view, there are
some issues:

- There are some servers advertising publically that I think are badly
executed attempts to create private servers, in that people complain that
the lobby connection never completes.  I don't know if this is already in
the matchmaking algorithm, but perhaps it needs to move to the bottom of the
list servers that people consistently have errors with.

- Similarly, there's apparently a cvar that limits the search for servers to
only those below a certain ping.  This could do with being gui-fied for the
lobby leader, as people are complaining of being matchmaked to very high
latency servers. 

However, the thought occurs that possibly the matchmaking system is already
trying to do this behind the scenes, yet due to a shortage of servers it is
forced to connect people to the laggy/unreliable ones.

One minor complaint, the fact that your banner (host.txt file) is a url to a
webpage makes it more than necessarily difficult to stick a simple image
there.

That aside, we're loving the game, and loving the speed improvements under
Linux :)

Phil on behalf of localhost

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of Kitteny Berk
> Sent: 10 November 2008 19:18
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
> 
> It's true! Valve does love us! :D
> 
> Erik Johnson wrote:
> > First off, thanks to everyone for running servers for the demo. We
> knew going into the release that we were going to need to figure out
> some ways to make it worth it for server administrators, and now we
> have a ton of feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both
> build a community around their game server (by subscribing to
> matchmaking) as well as service their group of "regulars" that play on
> their server. Hooking game servers into Steam Community is going to be
> our first step, and we're working on that now.
> >
> > There is a key difference between Left 4 Dead and games like Counter-
> Strike and Team Fortress in terms of matchmaking that we wanted to
> solve, and didn't think the server browser could accomplish. In CS and
> TF2, you can have 2 or 3 players leave in the middle of a game, have
> their slots filled by new people, and everyone else's experience
> doesn't completely suffer. When a player or two leaves Left 4 Dead the
> game suffers quite a bit, and we were worried that the server browser
> model wasn't the right one for this game. In hindsight, there are a
> number of cases where the server browser does a better job than the new
> matchmaking system does, so it is highly likely that we'll be adding it
> back in soon. It isn't trivially easy to turn back on, but there is
> overlap between it and the Steam Community work we'd like to do.
> >
> > Right now we're working toward getting that release out within a week
> or so.
> >
> > There are a number of Valve employees reading all of the posts on
> this list, and while we can't reply to every question that comes
> across, the discussions here are ones we reference commonly when
> talking about what to do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 3600 (20081110) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >
> >
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Status

2008-11-10 Thread Don Williams
In all honesty I love the match making system.. Servers remain full no 
matter what..  I can always find a way to get to my server and so can my 
players.  While some people disagree and want a server browser I like this 
idea 100x better. Good job valve!
- Original Message - 
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Linux server mailing list" 
<[EMAIL PROTECTED]>; "Half-Life dedicated Win32 server 
mailing list" 
Sent: 2008-11-10 2:08 PM
Subject: [hlds] Status


> First off, thanks to everyone for running servers for the demo. We knew 
> going into the release that we were going to need to figure out some ways 
> to make it worth it for server administrators, and now we have a ton of 
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build 
> a community around their game server (by subscribing to matchmaking) as 
> well as service their group of "regulars" that play on their server. 
> Hooking game servers into Steam Community is going to be our first step, 
> and we're working on that now.
>
> There is a key difference between Left 4 Dead and games like 
> Counter-Strike and Team Fortress in terms of matchmaking that we wanted to 
> solve, and didn't think the server browser could accomplish. In CS and 
> TF2, you can have 2 or 3 players leave in the middle of a game, have their 
> slots filled by new people, and everyone else's experience doesn't 
> completely suffer. When a player or two leaves Left 4 Dead the game 
> suffers quite a bit, and we were worried that the server browser model 
> wasn't the right one for this game. In hindsight, there are a number of 
> cases where the server browser does a better job than the new matchmaking 
> system does, so it is highly likely that we'll be adding it back in soon. 
> It isn't trivially easy to turn back on, but there is overlap between it 
> and the Steam Community work we'd like to do.
>
> Right now we're working toward getting that release out within a week or 
> so.
>
> There are a number of Valve employees reading all of the posts on this 
> list, and while we can't reply to every question that comes across, the 
> discussions here are ones we reference commonly when talking about what to 
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
> 



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Re: [hlds] Status

2008-11-10 Thread Ferenc Kovacs
2008/11/10 Kitteny Berk <[EMAIL PROTECTED]>

> It's true! Valve does love us! :D
>
> Erik Johnson wrote:
> > First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both build
> a community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
> >
> > There is a key difference between Left 4 Dead and games like
> Counter-Strike and Team Fortress in terms of matchmaking that we wanted to
> solve, and didn't think the server browser could accomplish. In CS and TF2,
> you can have 2 or 3 players leave in the middle of a game, have their slots
> filled by new people, and everyone else's experience doesn't completely
> suffer. When a player or two leaves Left 4 Dead the game suffers quite a
> bit, and we were worried that the server browser model wasn't the right one
> for this game. In hindsight, there are a number of cases where the server
> browser does a better job than the new matchmaking system does, so it is
> highly likely that we'll be adding it back in soon. It isn't trivially easy
> to turn back on, but there is overlap between it and the Steam Community
> work we'd like to do.
> >
> > Right now we're working toward getting that release out within a week or
> so.
> >
> > There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 3600 (20081110) __
> >
> > The message was checked by ESET NOD32 Antivirus.
> >
> > http://www.eset.com
> >
> >
> >
> >
>
>
> ___
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> please visit:
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just me :)
Erik, thank you.

Tyrael
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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

Appreciate the response, Erik! Keep us updated!> From: [EMAIL PROTECTED]> To: 
[EMAIL PROTECTED]; hlds@list.valvesoftware.com> Date: Mon, 10 Nov 2008 11:08:57 
-0800> Subject: [hlds] Status> > First off, thanks to everyone for running 
servers for the demo. We knew going into the release that we were going to need 
to figure out some ways to make it worth it for server administrators, and now 
we have a ton of feedback to work with.> > Right now we're looking at ways that 
server administrators can both build a community around their game server (by 
subscribing to matchmaking) as well as service their group of "regulars" that 
play on their server. Hooking game servers into Steam Community is going to be 
our first step, and we're working on that now.> > There is a key difference 
between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of 
matchmaking that we wanted to solve, and didn't think the server browser could 
accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a 
game, have their slots filled by new people, and everyone else's experience 
doesn't completely suffer. When a player or two leaves Left 4 Dead the game 
suffers quite a bit, and we were worried that the server browser model wasn't 
the right one for this game. In hindsight, there are a number of cases where 
the server browser does a better job than the new matchmaking system does, so 
it is highly likely that we'll be adding it back in soon. It isn't trivially 
easy to turn back on, but there is overlap between it and the Steam Community 
work we'd like to do.> > Right now we're working toward getting that release 
out within a week or so.> > There are a number of Valve employees reading all 
of the posts on this list, and while we can't reply to every question that 
comes across, the discussions here are ones we reference commonly when talking 
about what to do next internally.> > 
___> To unsubscribe, edit your list 
preferences, or view the list archives, please visit:> 
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Re: [hlds] Status

2008-11-10 Thread AnAkIn .
"With the update last night, search key is already there: sv_search_key on
the servers and client restrict matchmaking to those servers.  We'll see
about adding it to the UI soon."
(Zoid - A valve developer, posted that on the mailing list in the last
days).

So it seems like there'll be an option to put the search key in the lobby...

2008/11/10 Alex Smith <[EMAIL PROTECTED]>

> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> >wrote:
>
> > First off, thanks to everyone for running servers for the demo. We knew
> > going into the release that we were going to need to figure out some ways
> to
> > make it worth it for server administrators, and now we have a ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both build
> a
> > community around their game server (by subscribing to matchmaking) as
> well
> > as service their group of "regulars" that play on their server. Hooking
> game
> > servers into Steam Community is going to be our first step, and we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like
> Counter-Strike
> > and Team Fortress in terms of matchmaking that we wanted to solve, and
> > didn't think the server browser could accomplish. In CS and TF2, you can
> > have 2 or 3 players leave in the middle of a game, have their slots
> filled
> > by new people, and everyone else's experience doesn't completely suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a bit, and
> we
> > were worried that the server browser model wasn't the right one for this
> > game. In hindsight, there are a number of cases where the server browser
> > does a better job than the new matchmaking system does, so it is highly
> > likely that we'll be adding it back in soon. It isn't trivially easy to
> turn
> > back on, but there is overlap between it and the Steam Community work
> we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a week or
> > so.
> >
> > There are a number of Valve employees reading all of the posts on this
> > list, and while we can't reply to every question that comes across, the
> > discussions here are ones we reference commonly when talking about what
> to
> > do next internally.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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Re: [hlds] Status

2008-11-10 Thread Alex Smith
Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Status

2008-11-10 Thread Kitteny Berk
It's true! Valve does love us! :D

Erik Johnson wrote:
> First off, thanks to everyone for running servers for the demo. We knew going 
> into the release that we were going to need to figure out some ways to make 
> it worth it for server administrators, and now we have a ton of feedback to 
> work with.
>
> Right now we're looking at ways that server administrators can both build a 
> community around their game server (by subscribing to matchmaking) as well as 
> service their group of "regulars" that play on their server. Hooking game 
> servers into Steam Community is going to be our first step, and we're working 
> on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike 
> and Team Fortress in terms of matchmaking that we wanted to solve, and didn't 
> think the server browser could accomplish. In CS and TF2, you can have 2 or 3 
> players leave in the middle of a game, have their slots filled by new people, 
> and everyone else's experience doesn't completely suffer. When a player or 
> two leaves Left 4 Dead the game suffers quite a bit, and we were worried that 
> the server browser model wasn't the right one for this game. In hindsight, 
> there are a number of cases where the server browser does a better job than 
> the new matchmaking system does, so it is highly likely that we'll be adding 
> it back in soon. It isn't trivially easy to turn back on, but there is 
> overlap between it and the Steam Community work we'd like to do.
>
> Right now we're working toward getting that release out within a week or so.
>
> There are a number of Valve employees reading all of the posts on this list, 
> and while we can't reply to every question that comes across, the discussions 
> here are ones we reference commonly when talking about what to do next 
> internally.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>
> __ Information from ESET NOD32 Antivirus, version of virus signature 
> database 3600 (20081110) __
>
> The message was checked by ESET NOD32 Antivirus.
>
> http://www.eset.com
>
>
>
>   


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[hlds] Status

2008-11-10 Thread Erik Johnson
First off, thanks to everyone for running servers for the demo. We knew going 
into the release that we were going to need to figure out some ways to make it 
worth it for server administrators, and now we have a ton of feedback to work 
with.

Right now we're looking at ways that server administrators can both build a 
community around their game server (by subscribing to matchmaking) as well as 
service their group of "regulars" that play on their server. Hooking game 
servers into Steam Community is going to be our first step, and we're working 
on that now.

There is a key difference between Left 4 Dead and games like Counter-Strike and 
Team Fortress in terms of matchmaking that we wanted to solve, and didn't think 
the server browser could accomplish. In CS and TF2, you can have 2 or 3 players 
leave in the middle of a game, have their slots filled by new people, and 
everyone else's experience doesn't completely suffer. When a player or two 
leaves Left 4 Dead the game suffers quite a bit, and we were worried that the 
server browser model wasn't the right one for this game. In hindsight, there 
are a number of cases where the server browser does a better job than the new 
matchmaking system does, so it is highly likely that we'll be adding it back in 
soon. It isn't trivially easy to turn back on, but there is overlap between it 
and the Steam Community work we'd like to do.

Right now we're working toward getting that release out within a week or so.

There are a number of Valve employees reading all of the posts on this list, 
and while we can't reply to every question that comes across, the discussions 
here are ones we reference commonly when talking about what to do next 
internally.

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Re: [hlds] STATUS command doesn't output to logs

2007-10-04 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Not the answer I was hoping for

Thanks anyway Kevin

On 10/4/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> about the only way I know to log that information is via the console log
> (not in the regular logs):
>
> add:
> -condebug -flushlog
>
> to your launch options and get the data immediately from console.log in
> the
> mod directory.
>
> watch those console.log files though, on a busy server they can quickly
> grow
> to 100's of Mb.
>
>
>
> - Original Message -
> From: "Whisper"
> To: "HLDS" 
> Sent: Thursday, October 04, 2007 5:11 AM
> Subject: [hlds] STATUS command doesn't output to logs
>
>
> > Hi guys
> >
> > Anybody know how to make the results of the "status" command (NOT rcon
> > status) output to the log files?
> >
> > If you run the status command directly in the server console window, the
> > status command output shows up, but nothing shows up in the log file.
> >
> > Thanks in advance.
> > --
>
>
> ___
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> please visit:
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Re: [hlds] STATUS command doesn't output to logs

2007-10-04 Thread Kevin Ottalini

about the only way I know to log that information is via the console log
(not in the regular logs):

add:
-condebug -flushlog

to your launch options and get the data immediately from console.log in the
mod directory.

watch those console.log files though, on a busy server they can quickly grow
to 100's of Mb.



- Original Message -
From: "Whisper"
To: "HLDS" 
Sent: Thursday, October 04, 2007 5:11 AM
Subject: [hlds] STATUS command doesn't output to logs



Hi guys

Anybody know how to make the results of the "status" command (NOT rcon
status) output to the log files?

If you run the status command directly in the server console window, the
status command output shows up, but nothing shows up in the log file.

Thanks in advance.
--



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[hlds] STATUS command doesn't output to logs

2007-10-04 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Hi guys

Anybody know how to make the results of the "status" command (NOT rcon
status) output to the log files?

If you run the status command directly in the server console window, the
status command output shows up, but nothing shows up in the log file.

Thanks in advance.
--

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Re: [hlds] status bar at top not updating.

2005-11-27 Thread [EMAIL PROTECTED]

Ook wrote:






I have noticed it but honestly payed it no mind. I did notice that it
seemed to occur when a player left after sitting in spectate for an
extended time. I have no idea why. I always assumed that it was just a
status bug and ignored it. By the way I had seen this occur on all of my
servers, CS, DOD, NS and OP4. Can't remember if it ever happened on the
CZ server.

Rob...



How interesting - I've never seen it before. I finally restarted the
server,
and it's not occurred since.


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Actually now that I think of it your issue is actually different from
what I had seen in the past. I would be logged into my box working on
something and notice player on one of my servers so I would log out and
try to jump on the server only to find that the player was listed on one
team or the other or in spectate but not actually there. I would leave
the server and get back on the box and they would still be listed there.
Like I said I never gave it much thought. I just thought it was curious
and likely a small bug in the server status and ignored it.

I would look for what you were seeing but I have no servers up right
now. Maybe next month when I get another box running. That is kind of
odd isn't it.

Rob...

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Re: [hlds] status bar at top not updating.

2005-11-26 Thread Ook





Ook wrote:


Check out this screen shot:

http://ooksserver.no-ip.info/stuff/badhldsstatus.jpg

Notice the current map is ook_hoover, with one player. Notice that the
status bar shows op4_meanie and no players. After watching this for a
while,
I realized that the status bar has frozen and no longer updates. Not a
show
stopper, more of a curiosity. Anyone else ever see this? I'm sure that
rebooting the server fixes it, will do that when I get around to it.






I have noticed it but honestly payed it no mind. I did notice that it
seemed to occur when a player left after sitting in spectate for an
extended time. I have no idea why. I always assumed that it was just a
status bug and ignored it. By the way I had seen this occur on all of my
servers, CS, DOD, NS and OP4. Can't remember if it ever happened on the
CZ server.

Rob...



How interesting - I've never seen it before. I finally restarted the server,
and it's not occurred since.


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Re: [hlds] status bar at top not updating.

2005-11-26 Thread [EMAIL PROTECTED]

Ook wrote:


Check out this screen shot:

http://ooksserver.no-ip.info/stuff/badhldsstatus.jpg

Notice the current map is ook_hoover, with one player. Notice that the
status bar shows op4_meanie and no players. After watching this for a
while,
I realized that the status bar has frozen and no longer updates. Not a
show
stopper, more of a curiosity. Anyone else ever see this? I'm sure that
rebooting the server fixes it, will do that when I get around to it.


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I have noticed it but honestly payed it no mind. I did notice that it
seemed to occur when a player left after sitting in spectate for an
extended time. I have no idea why. I always assumed that it was just a
status bug and ignored it. By the way I had seen this occur on all of my
servers, CS, DOD, NS and OP4. Can't remember if it ever happened on the
CZ server.

Rob...

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[hlds] status bar at top not updating.

2005-11-21 Thread Ook

Check out this screen shot:

http://ooksserver.no-ip.info/stuff/badhldsstatus.jpg

Notice the current map is ook_hoover, with one player. Notice that the
status bar shows op4_meanie and no players. After watching this for a while,
I realized that the status bar has frozen and no longer updates. Not a show
stopper, more of a curiosity. Anyone else ever see this? I'm sure that
rebooting the server fixes it, will do that when I get around to it.


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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread James Tucker
On 6/13/05, Dagok <[EMAIL PROTECTED]> wrote:
> What you are describing is from servers running Mani Admin Plugin or
> BeetleFarts plugin.

Correct.

> They added a rudimentary detection for the common HLH hack by sending the
> client cvar commands that are known to be used to execute the cheat.

correct.

> So when the cvar is successfull it knows that person has a cheat installed
> and then based on the setting it can ban them automatically.

correct.

>
> So its really nothing to worry about.

The cvars in question were not cheat detection - and the console clear
is not a normal part of this process.

>
> Dagok
>
>
>
> - Original Message -
> From: "James Tucker" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, June 13, 2005 4:46 AM
> Subject: Re: [hlds] Status of VAC2 Beta
>
>
> >I am interested to know if there will be any client side protection in
> > VAC2, as this is something I am becoming increasingly concerned with.
> >
> > Just yesterday one of the servers outside of my management which I
> > play on quite regularly came to sending me a pile of cvar requests
> > (normal for some of the hack-check systems) then it sent me a pile
> > data which I cannot identify - followed by a console clear.
> >
> > Now forgive me for my paranioa, but IMO this is the start of "Adware"
> > financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!
> >
> > On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> >> They should just make a new anti-cheat altogether.
> >>
> >> If you cheat, a VALVe employee is sent to cremate your computer, using a
> >> special VALVe created grinding machine that grinds computers to a fine
> >> dust.
> >>
> >> The dust is then sold to kitten litter manufacturers.
> >>
> >> And it will be in the EULA that you agree to it.
> >>
> >> People will stop cheating real fast.
> >>
> >> - voogru.
> >>
> >>
> >> -Original Message-
> >> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> >> Sent: Monday, June 13, 2005 2:44 AM
> >> To: hlds@list.valvesoftware.com
> >> Subject: RE: [hlds] Status of VAC2 Beta
> >>
> >> Whatever people say, its better then nothing at all!
> >> And you never know when they update it...
> >> So if you cheat... you can be cought off guard!
> >>
> >> As it is now... there is nothing at all...
> >>
> >> Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!
> >>
> >> Happy happy joy!
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> >> [EMAIL PROTECTED]
> >> Sent: 13. juni 2005 01:53
> >> To: hlds@list.valvesoftware.com
> >> Subject: Re: [hlds] Status of VAC2 Beta
> >>
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> vac2 will come out and then the next day it will be hacked .
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >>
> >>
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> >>
> >
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> >
>
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RE: [hlds] Status of VAC2 Beta

2005-06-13 Thread Hajo
> i have beetlemod on there do you know if bm has the same anticheat as
> mani?

Yes, it does. Mani uses the same method as BM, bm had it first.
Check BM's documentation to see how to set it up. It's enabled by default.
http://qoda.net/cssource/minimumadmin/doc/#CheatDetection


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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Stephen Moretti

Zachary Doherty wrote:


I can't join any of the VAC servers, It will get to Verifying and
Downloading Resources and it will download Security Module and freeze
up for a second and then say Error about Cannot verify, any ideas?
This never happened on VAC 1



Its a known issue with the VAC 2 BETA.

The figures I've seen bandied about are 1 in 4 players will not be able
to connect to a server that has the beta enabled. Also, as Steve Dalberg
has just posted, it doesn't actually do any cheat detection.

Stephen


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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Steve Dalberg

The "VAC2 Beta" refers to the servers enabling VAC2.  The servers don't
do the cheat detection, so that testing is completely independant, and I
believe has been going on since march/april.

Steve (aka Mudboy)
The-Space.net

Jonathan wrote:


Apologies if I've somehow missed this in an earlier message from someone
else (or Alfred, even), but the last I knew of VAC2, it was still in
connectivity testing.  This was several weeks, I believe, before the
recent update that seems to have expanded the beta to 1.6.

So, where exactly are we with the beta test?  Still connectivity, or
have we moved along to cheat detection testing?

Just curious to see how it's progressing.

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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Zachary Doherty
I can't join any of the VAC servers, It will get to Verifying and
Downloading Resources and it will download Security Module and freeze
up for a second and then say Error about Cannot verify, any ideas?
This never happened on VAC 1

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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
i have beetlemod on there do you know if bm has the same anticheat as  mani?
--

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RE: [hlds] Status of VAC2 Beta

2005-06-13 Thread Hajo
See http://www.mani-admin-plugin.com
Mani's has a nice documentation, explaining how to setup hlh-protection.
Your server has to run mani's, though.

Hajo

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: Monday, June 13, 2005 4:04 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Status of VAC2 Beta
>
> --
> [ Picked text/plain from multipart/alternative ]
> anyone have a link to download the mani  anticheat
> --
>
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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
anyone have a link to download the mani  anticheat
--

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RE: [hlds] Status of VAC2 Beta

2005-06-13 Thread Megatron
I think,
VAC2 will be ready as soon as somebody "hacks" Valve or it "gets leaked" to
the cheat coders. After all, how many teenage punks would stay interested in
a game for so long if they couldn't cheat?
Think that's crazy? Just wait and see how long it takes to find VAC2 proof
cheats.

Megatron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Monday, June 13, 2005 1:00 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Status of VAC2 Beta

They should just make a new anti-cheat altogether.

If you cheat, a VALVe employee is sent to cremate your computer, using a
special VALVe created grinding machine that grinds computers to a fine dust.

The dust is then sold to kitten litter manufacturers.

And it will be in the EULA that you agree to it.

People will stop cheating real fast.

- voogru.


-Original Message-
From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
Sent: Monday, June 13, 2005 2:44 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Status of VAC2 Beta

Whatever people say, its better then nothing at all!
And you never know when they update it...
So if you cheat... you can be cought off guard!

As it is now... there is nothing at all...

Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!

Happy happy joy!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 13. juni 2005 01:53
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta


--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Andrew Armstrong
Are there any cvars checks possible to detect nonsteam?

- Original Message -
From: "KingPin Servers" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 13, 2005 11:10 PM
Subject: Re: [hlds] Status of VAC2 Beta


> there are no real anti-hack plugins/programs public yet, just cvar
> checking mechanim's that check to see if you have certain cvars active
> an then ban you based on the results.
>
>-KP
>
> On 6/13/05, Andrew Armstrong <[EMAIL PROTECTED]> wrote:
> > Interesting, did not know about this.
> >
> > Does HLGuard work for CSS?
> >
> > Is there any available working anticheat for CSS at this time?
> >
> >
> > - Original Message -
> > From: "Dagok" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, June 13, 2005 10:54 PM
> > Subject: Re: [hlds] Status of VAC2 Beta
> >
> >
> > > What you are describing is from servers running Mani Admin Plugin or
> > > BeetleFarts plugin.
> > > They added a rudimentary detection for the common HLH hack by sending
the
> > > client cvar commands that are known to be used to execute the cheat.
> > > So when the cvar is successfull it knows that person has a cheat
installed
> > > and then based on the setting it can ban them automatically.
> > >
> > > So its really nothing to worry about.
> > >
> > > Dagok
> > >
> > >
> > >
> > > - Original Message -
> > > From: "James Tucker" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Monday, June 13, 2005 4:46 AM
> > > Subject: Re: [hlds] Status of VAC2 Beta
> > >
> > >
> > > >I am interested to know if there will be any client side protection
in
> > > > VAC2, as this is something I am becoming increasingly concerned
with.
> > > >
> > > > Just yesterday one of the servers outside of my management which I
> > > > play on quite regularly came to sending me a pile of cvar requests
> > > > (normal for some of the hack-check systems) then it sent me a pile
> > > > data which I cannot identify - followed by a console clear.
> > > >
> > > > Now forgive me for my paranioa, but IMO this is the start of
"Adware"
> > > > financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS
TOO!!!
> > > >
> > > > On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> > > >> They should just make a new anti-cheat altogether.
> > > >>
> > > >> If you cheat, a VALVe employee is sent to cremate your computer,
using
> > a
> > > >> special VALVe created grinding machine that grinds computers to a
fine
> > > >> dust.
> > > >>
> > > >> The dust is then sold to kitten litter manufacturers.
> > > >>
> > > >> And it will be in the EULA that you agree to it.
> > > >>
> > > >> People will stop cheating real fast.
> > > >>
> > > >> - voogru.
> > > >>
> > > >>
> > > >> -Original Message-
> > > >> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> > > >> Sent: Monday, June 13, 2005 2:44 AM
> > > >> To: hlds@list.valvesoftware.com
> > > >> Subject: RE: [hlds] Status of VAC2 Beta
> > > >>
> > > >> Whatever people say, its better then nothing at all!
> > > >> And you never know when they update it...
> > > >> So if you cheat... you can be cought off guard!
> > > >>
> > > >> As it is now... there is nothing at all...
> > > >>
> > > >> Even if I knew VAC2 would only catch 1/10 of cheaters I will
welcome
> > it!
> > > >>
> > > >> Happy happy joy!
> > > >>
> >
>
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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread KingPin Servers
there are no real anti-hack plugins/programs public yet, just cvar
checking mechanim's that check to see if you have certain cvars active
an then ban you based on the results.

   -KP

On 6/13/05, Andrew Armstrong <[EMAIL PROTECTED]> wrote:
> Interesting, did not know about this.
>
> Does HLGuard work for CSS?
>
> Is there any available working anticheat for CSS at this time?
>
>
> - Original Message -
> From: "Dagok" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, June 13, 2005 10:54 PM
> Subject: Re: [hlds] Status of VAC2 Beta
>
>
> > What you are describing is from servers running Mani Admin Plugin or
> > BeetleFarts plugin.
> > They added a rudimentary detection for the common HLH hack by sending the
> > client cvar commands that are known to be used to execute the cheat.
> > So when the cvar is successfull it knows that person has a cheat installed
> > and then based on the setting it can ban them automatically.
> >
> > So its really nothing to worry about.
> >
> > Dagok
> >
> >
> >
> > - Original Message -
> > From: "James Tucker" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, June 13, 2005 4:46 AM
> > Subject: Re: [hlds] Status of VAC2 Beta
> >
> >
> > >I am interested to know if there will be any client side protection in
> > > VAC2, as this is something I am becoming increasingly concerned with.
> > >
> > > Just yesterday one of the servers outside of my management which I
> > > play on quite regularly came to sending me a pile of cvar requests
> > > (normal for some of the hack-check systems) then it sent me a pile
> > > data which I cannot identify - followed by a console clear.
> > >
> > > Now forgive me for my paranioa, but IMO this is the start of "Adware"
> > > financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!
> > >
> > > On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> > >> They should just make a new anti-cheat altogether.
> > >>
> > >> If you cheat, a VALVe employee is sent to cremate your computer, using
> a
> > >> special VALVe created grinding machine that grinds computers to a fine
> > >> dust.
> > >>
> > >> The dust is then sold to kitten litter manufacturers.
> > >>
> > >> And it will be in the EULA that you agree to it.
> > >>
> > >> People will stop cheating real fast.
> > >>
> > >> - voogru.
> > >>
> > >>
> > >> -Original Message-
> > >> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> > >> Sent: Monday, June 13, 2005 2:44 AM
> > >> To: hlds@list.valvesoftware.com
> > >> Subject: RE: [hlds] Status of VAC2 Beta
> > >>
> > >> Whatever people say, its better then nothing at all!
> > >> And you never know when they update it...
> > >> So if you cheat... you can be cought off guard!
> > >>
> > >> As it is now... there is nothing at all...
> > >>
> > >> Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome
> it!
> > >>
> > >> Happy happy joy!
> > >>
>

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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Andrew Armstrong
Interesting, did not know about this.

Does HLGuard work for CSS?

Is there any available working anticheat for CSS at this time?


- Original Message -
From: "Dagok" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 13, 2005 10:54 PM
Subject: Re: [hlds] Status of VAC2 Beta


> What you are describing is from servers running Mani Admin Plugin or
> BeetleFarts plugin.
> They added a rudimentary detection for the common HLH hack by sending the
> client cvar commands that are known to be used to execute the cheat.
> So when the cvar is successfull it knows that person has a cheat installed
> and then based on the setting it can ban them automatically.
>
> So its really nothing to worry about.
>
> Dagok
>
>
>
> - Original Message -
> From: "James Tucker" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, June 13, 2005 4:46 AM
> Subject: Re: [hlds] Status of VAC2 Beta
>
>
> >I am interested to know if there will be any client side protection in
> > VAC2, as this is something I am becoming increasingly concerned with.
> >
> > Just yesterday one of the servers outside of my management which I
> > play on quite regularly came to sending me a pile of cvar requests
> > (normal for some of the hack-check systems) then it sent me a pile
> > data which I cannot identify - followed by a console clear.
> >
> > Now forgive me for my paranioa, but IMO this is the start of "Adware"
> > financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!
> >
> > On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> >> They should just make a new anti-cheat altogether.
> >>
> >> If you cheat, a VALVe employee is sent to cremate your computer, using
a
> >> special VALVe created grinding machine that grinds computers to a fine
> >> dust.
> >>
> >> The dust is then sold to kitten litter manufacturers.
> >>
> >> And it will be in the EULA that you agree to it.
> >>
> >> People will stop cheating real fast.
> >>
> >> - voogru.
> >>
> >>
> >> -Original Message-
> >> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> >> Sent: Monday, June 13, 2005 2:44 AM
> >> To: hlds@list.valvesoftware.com
> >> Subject: RE: [hlds] Status of VAC2 Beta
> >>
> >> Whatever people say, its better then nothing at all!
> >> And you never know when they update it...
> >> So if you cheat... you can be cought off guard!
> >>
> >> As it is now... there is nothing at all...
> >>
> >> Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome
it!
> >>
> >> Happy happy joy!
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> >> [EMAIL PROTECTED]
> >> Sent: 13. juni 2005 01:53
> >> To: hlds@list.valvesoftware.com
> >> Subject: Re: [hlds] Status of VAC2 Beta
> >>
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> vac2 will come out and then the next day it will be hacked .
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
>
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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Dagok

What you are describing is from servers running Mani Admin Plugin or
BeetleFarts plugin.
They added a rudimentary detection for the common HLH hack by sending the
client cvar commands that are known to be used to execute the cheat.
So when the cvar is successfull it knows that person has a cheat installed
and then based on the setting it can ban them automatically.

So its really nothing to worry about.

Dagok



- Original Message -
From: "James Tucker" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 13, 2005 4:46 AM
Subject: Re: [hlds] Status of VAC2 Beta



I am interested to know if there will be any client side protection in
VAC2, as this is something I am becoming increasingly concerned with.

Just yesterday one of the servers outside of my management which I
play on quite regularly came to sending me a pile of cvar requests
(normal for some of the hack-check systems) then it sent me a pile
data which I cannot identify - followed by a console clear.

Now forgive me for my paranioa, but IMO this is the start of "Adware"
financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!

On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:

They should just make a new anti-cheat altogether.

If you cheat, a VALVe employee is sent to cremate your computer, using a
special VALVe created grinding machine that grinds computers to a fine
dust.

The dust is then sold to kitten litter manufacturers.

And it will be in the EULA that you agree to it.

People will stop cheating real fast.

- voogru.


-Original Message-
From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
Sent: Monday, June 13, 2005 2:44 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Status of VAC2 Beta

Whatever people say, its better then nothing at all!
And you never know when they update it...
So if you cheat... you can be cought off guard!

As it is now... there is nothing at all...

Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!

Happy happy joy!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 13. juni 2005 01:53
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta


--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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RE: [hlds] Status of VAC2 Beta

2005-06-13 Thread Alexander Kobbevik
I noticed this yesterday as well.
Just as you say.. lots of commands followed by console clear.
I didn't think about it much... maybe this is HLGuard in work?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 13. juni 2005 13:46
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta


I am interested to know if there will be any client side protection in
VAC2, as this is something I am becoming increasingly concerned with.

Just yesterday one of the servers outside of my management which I
play on quite regularly came to sending me a pile of cvar requests
(normal for some of the hack-check systems) then it sent me a pile
data which I cannot identify - followed by a console clear.

Now forgive me for my paranioa, but IMO this is the start of "Adware"
financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!

On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> They should just make a new anti-cheat altogether.
>
> If you cheat, a VALVe employee is sent to cremate your computer, using a
> special VALVe created grinding machine that grinds computers to a fine
dust.
>
> The dust is then sold to kitten litter manufacturers.
>
> And it will be in the EULA that you agree to it.
>
> People will stop cheating real fast.
>
> - voogru.
>
>
> -Original Message-
> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> Sent: Monday, June 13, 2005 2:44 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Status of VAC2 Beta
>
> Whatever people say, its better then nothing at all!
> And you never know when they update it...
> So if you cheat... you can be cought off guard!
>
> As it is now... there is nothing at all...
>
> Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!
>
> Happy happy joy!
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
> Sent: 13. juni 2005 01:53
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Status of VAC2 Beta
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> vac2 will come out and then the next day it will be hacked .
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread James Tucker
I am interested to know if there will be any client side protection in
VAC2, as this is something I am becoming increasingly concerned with.

Just yesterday one of the servers outside of my management which I
play on quite regularly came to sending me a pile of cvar requests
(normal for some of the hack-check systems) then it sent me a pile
data which I cannot identify - followed by a console clear.

Now forgive me for my paranioa, but IMO this is the start of "Adware"
financed servers - PLEASE PROTECT THE CLIENTS FROM THE SERVERS TOO!!!

On 6/13/05, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> They should just make a new anti-cheat altogether.
>
> If you cheat, a VALVe employee is sent to cremate your computer, using a
> special VALVe created grinding machine that grinds computers to a fine dust.
>
> The dust is then sold to kitten litter manufacturers.
>
> And it will be in the EULA that you agree to it.
>
> People will stop cheating real fast.
>
> - voogru.
>
>
> -Original Message-
> From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
> Sent: Monday, June 13, 2005 2:44 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Status of VAC2 Beta
>
> Whatever people say, its better then nothing at all!
> And you never know when they update it...
> So if you cheat... you can be cought off guard!
>
> As it is now... there is nothing at all...
>
> Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!
>
> Happy happy joy!
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 13. juni 2005 01:53
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Status of VAC2 Beta
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> vac2 will come out and then the next day it will be hacked .
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
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>

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RE: [hlds] Status of VAC2 Beta

2005-06-13 Thread Spencer 'voogru' MacDonald
They should just make a new anti-cheat altogether.

If you cheat, a VALVe employee is sent to cremate your computer, using a
special VALVe created grinding machine that grinds computers to a fine dust.

The dust is then sold to kitten litter manufacturers.

And it will be in the EULA that you agree to it.

People will stop cheating real fast.

- voogru.


-Original Message-
From: Alexander Kobbevik [mailto:[EMAIL PROTECTED]
Sent: Monday, June 13, 2005 2:44 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Status of VAC2 Beta

Whatever people say, its better then nothing at all!
And you never know when they update it...
So if you cheat... you can be cought off guard!

As it is now... there is nothing at all...

Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!

Happy happy joy!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 13. juni 2005 01:53
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta


--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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RE: [hlds] Status of VAC2 Beta

2005-06-12 Thread Alexander Kobbevik
Whatever people say, its better then nothing at all!
And you never know when they update it...
So if you cheat... you can be cought off guard!

As it is now... there is nothing at all...

Even if I knew VAC2 would only catch 1/10 of cheaters I will welcome it!

Happy happy joy!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 13. juni 2005 01:53
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta


--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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RE: [hlds] Status of VAC2 Beta

2005-06-12 Thread Hellbilly
Roger that!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, June 12, 2005 7:53 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status of VAC2 Beta

--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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Re: [hlds] Status of VAC2 Beta

2005-06-12 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
vac2 will come out and then the next day it will be hacked .
--

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  1   2   >