Re: [hlds] status command in server console broken again!!
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! > > > > ___ > 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
Re: [hlds] status command in server console broken again!!
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 >> > > > ___ > 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
Re: [hlds] status command in server console broken again!!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] status command in server console broken again!!
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
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
[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
Re: [hlds] "status" command broken
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] "status" command broken
my email? nothing there ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] "status" command broken
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 > >> > > ___ > > 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 > -- Michael Krasnow http://mnkras.com mnk...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] "status" command broken
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 >> > ___ > 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
Re: [hlds] "status" command broken
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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] "status" command broken
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
Re: [hlds] status command highly rate limited even for local console?
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 >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤ http://www.DarthNinja.com http://www.GoRClan.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] status command highly rate limited even for local console?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
Re: [hlds] Status of OP4 anti-cheat?
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. >> ___ >> 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 > 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of OP4 anti-cheat?
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. > ___ > 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
Re: [hlds] Status of OP4 anti-cheat?
I didn't think spectating was possible, I've never been able to work how it's done. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Status of OP4 anti-cheat?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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
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
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
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
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
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
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
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.> >>>> _ See how Windows® connects the people, information, and fun that are part of your life http://clk.atdmt.com/MRT/go/119463819/direct/01/ ___ 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
Re: [hlds] Status
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.> >>>> _ See how Windows® connects the people, information, and fun that are part of your life http://clk.atdmt.com/MRT/go/119463819/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. 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
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 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
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
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
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
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
Re: [hlds] Status
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 > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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: > 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
Re: [hlds] Status
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
Re: [hlds] Status
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
Re: [hlds] Status
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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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
Re: [hlds] Status
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. ___ 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
Re: [hlds] Status
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
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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3601 (20081110) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com Sent Via http://www.gorillazsouth.com mail server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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
Re: [hlds] Status
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? :) ___ 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
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
You know.. It's concerning to me that Eric answered everyones questions but mine... Do I smell? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 >> > ___ > 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,
Re: [hlds] Status
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 > ___ 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
Re: [hlds] Status
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 >> >> > ___ > 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 > > __ 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: 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
Re: [hlds] Status
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> >> ___> 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 _ Stay up to date on your PC, the Web, and your mobile phone with Windows Live http://clk.atdmt.com/MRT/go/119462413/direct/01/ ___ 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
Re: [hlds] Status
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
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 >>> _ >>> Windows Live Hotmail now works up to 70% faster. >>> http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 >>> ___ >>> 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
Re: [hlds] Status
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 >> _ >> Windows Live Hotmail now works up to 70% faster. >> http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 >> ___ >> 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
Re: [hlds] Status
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 > _ > Windows Live Hotmail now works up to 70% faster. > http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 > ___ > 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
Re: [hlds] Status
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 > _ > Windows Live Hotmail now works up to 70% faster. > http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 > ___ > 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
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 > > > ___ > 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
Re: [hlds] Status
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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
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 >> >> > ___ > 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 > > __ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
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 > ___ 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
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. > > > > ___ > > 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
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> >> ___> 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 _ Stay up to date on your PC, the Web, and your mobile phone with Windows Live http://clk.atdmt.com/MRT/go/119462413/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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: > 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
2008/11/10 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 > > > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > just me :) Erik, thank you. Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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:> http://list.valvesoftware.com/mailman/listinfo/hlds _ See how Windows® connects the people, information, and fun that are part of your life http://clk.atdmt.com/MRT/go/119463819/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
"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 > > > ___ > 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
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
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: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
Re: [hlds] STATUS command doesn't output to logs
-- [ 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. > > -- > > > ___ > 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
Re: [hlds] STATUS command doesn't output to logs
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] STATUS command doesn't output to logs
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] status bar at top not updating.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] status bar at top not updating.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] status bar at top not updating.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] status bar at top not updating.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
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 > >> > >> > >> ___ > >> 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
RE: [hlds] Status of VAC2 Beta
> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
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. ___ 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
Re: [hlds] Status of VAC2 Beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
-- [ Picked text/plain from multipart/alternative ] i have beetlemod on there do you know if bm has the same anticheat as mani? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Status of VAC2 Beta
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 > -- > > ___ > 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
Re: [hlds] Status of VAC2 Beta
-- [ Picked text/plain from multipart/alternative ] anyone have a link to download the mani anticheat -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Status of VAC2 Beta
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 . -- ___ 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
Re: [hlds] Status of VAC2 Beta
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! > > > >> > > > > ___ > 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
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! > > >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
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 > > > > > > > ___ > 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Status of VAC2 Beta
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: > 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
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
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 . -- ___ 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
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
RE: [hlds] Status of VAC2 Beta
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 . -- ___ 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
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