Whoever does QA for Valve needs their job evaluated.
I can agree with that! What is the point of them making BETA game releases
to test things with if they do releases that break the production builds?
Releases for anything that isn't a beta game should be stable builds and
nothing more. Please
Since yesterday 00:15 the matchmaking system suddenly stopped to give my
server players.
What can be the situation
Running those maps:
pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
cp_badlands
cp_fastlane
ctf_turbine
cp_freight_final1
sv_tags:
sv_tags =
I'm more inclined to question if there is somebody who does QA for Valve in the
first place.
On 05/07/2011, at 4:14 PM, E3pO wrote:
Whoever does QA for Valve needs their job evaluated.
I can agree with that! What is the point of them making BETA game releases
to test things with if they do
Same here. Our most popular server is suddenly empty.
Maps:
pl_goldrush
pl_badwater
plr_pipeline
pl_hoodoo_final
pl_upward
plr_hightower
pl_thundermountain
pl_frontier_final
plr_nightfall_final
pl_barnblitz
sv_tags: _registered,payload,replays
On Tue, Jul 5, 2011 at 8:40 AM, Daniel Nilsson
I'm curious about this as well. I have my server registered, it's slightly
going upward, the standing is good, but it doesn't look like anyone can connect
through quick play.
Date: Tue, 5 Jul 2011 08:40:05 +0200
From: daniel.joki...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject:
I have noticed my server would occasionally empty and not refill as quickly
as it does normally. I'm not sure if it has to do with the matchmaking
service or what, but for some reason after I restarted the server players
came back in droves.
On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh
What do you have the start up map set to if you don't mind me asking?
Date: Tue, 5 Jul 2011 03:18:20 -0400
From: aksu...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
I have noticed my server would occasionally empty and not
cp_dustbowl. I'm only running a two map rotation between DB and pl_badwater.
On Tue, Jul 5, 2011 at 3:27 AM, Jay Singh singh...@live.com wrote:
What do you have the start up map set to if you don't mind me asking?
Date: Tue, 5 Jul 2011 03:18:20 -0400
From: aksu...@gmail.com
To:
Restarting the server seems to have solved it for me.
On Tue, Jul 5, 2011 at 9:37 AM, Tom Grant aksu...@gmail.com wrote:
cp_dustbowl. I'm only running a two map rotation between DB and
pl_badwater.
On Tue, Jul 5, 2011 at 3:27 AM, Jay Singh singh...@live.com wrote:
What do you have the
For me quickplay working fine on the first dedicated Server (Hetzner), the
two quickplay Servers always full.
But on the second dedicated the first Quickplay only having 25-26 players,
the second one empty (webtropia).
Yesterday the second quickplay also was full, so valve broke something
again.
Well don't I feel stupid. I didn't have the tf_server_identity_token value in
quotations.
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Btw, if you have a box that runs on windows, and move it to linux. Keep the
ip and port number the same, will the token still be the same?
Or do you need to generate a new one? (same for visa versa)
Eric
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I'm pretty sure you could do:
cl_gameserver_reset_identity account id
Date: Tue, 5 Jul 2011 11:25:24 +0200
From: riem...@binkey.nl
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] server token
Btw, if you have a box that runs on windows, and move it to linux. Keep the
ip and
Are you talking about Server Identity (cl_gameserver_create_identity) ? If
yes, these are generated client side and then assigned to a server, I don't
think it would be a problem.
2011/7/5 Jay Singh singh...@live.com
I'm pretty sure you could do:
cl_gameserver_reset_identity account id
same thing here
Il 05/07/2011 08:40, Daniel Nilsson ha scritto:
Since yesterday 00:15 the matchmaking system suddenly stopped to give
my server players.
What can be the situation
Running those maps:
pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
Hi All,
Due to the recent influx of players caused by Valve making TF2 F2P,
i've started looking into reserving slots for our admins.
Technical info, server is running the latest SourceMod.
Anyway, I do not want to do something illegal and risk my server
banned, but is it possible to extend
Does matchmaking not respect sv_visiblemaxplayers ? Try setting
maxplayers to 28 and setting sv_visiblemaxplayers to 24 and see if any
extra tags are appended. If no extra tags are added, you should be
good to go.
If not, please let me know.
Kyle.
On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold
VALVe keeps things exciting, be it a bit annoying every now and then, but it's
never boring with their updates around.
:D
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [e...@wmclan.net]
We're getting alot of players from matchmaking with maxplayers 25 and
sv_visiblemaxplayers 24 (with no extra tags added due to this). Don't know
if it has a bad effect on the server's matchmaking rating though, but
probably not.
On Tue, Jul 5, 2011 at 12:28 PM, Kyle Sanderson kyle.l...@gmail.com
This is exactly what we do on our server. It works fine :) Tons of quickplay
people being sent our way even now.
On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dkwrote:
Hi All,
Due to the recent influx of players caused by Valve making TF2 F2P, i've
started looking into
It's so buggy whith sv_maxvi... set to 24, i ve seen server reporting
26/24...
2011/7/5 Jeff Sugar jeffsu...@gmail.com
This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.
On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold
I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...
my 32slots servers are constantly full...
we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.
And i do see constantly people trying to join, as if matchmaking sends new
clients but they
http://forums.alliedmods.net/showthread.php?t=72322
i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a)
joins. i considered this the most satisfying solution.
Well i actually have some servers at visible players 31, and its still
constantly full
Is there a way to tell if a client has connected from the matchmake system?
I know in the June 27th update they stated this:
Added a server console message when a player is sent to the server via the
matchmaking system
But watching the console i don't see anything about matchmaking.
Chris
On
Valve approved fake players, yay?
On Tue, Jul 5, 2011 at 1:07 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
Psh. That's not too bad. I've seen servers (legit servers) full at
54/54 when there are only 9 clients ingame.
At the time of this writing I have 7 ghost clients (which isn't too
bad,
I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually didn't
go to that server anymore)
ofcourse with the massive amount of f2p players its a different story :)
On Tue, 05 Jul 2011 16:46:53 +0200,
Clearly Cbaseserver is the best slot system, but i'll add jamster immunity
Reserve Slots wich is geat if you have to manage a big community.
http://forums.alliedmods.net/showthread.php?t=93053highlight=immunity
2011/7/5 Alexander Bienzeisler ch...@amd.co.at
Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.
2011/7/5 Eric Riemers riem...@binkey.nl
I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually
We use a modified version of the built in soucrmod reserved slots system
set so it doesn't kick people when an admin joins (29 slot server using
sv_visiblemaxplayers 24) the only thing then is it will kick on map
change to free up the reserved slots and also if everyone uses the 5
reserved
You can always give them access to webgui of sourcebans i believe, and let
them issue commands there on the gui..
but thats another story all together :)
On Tue, 5 Jul 2011 17:33:58 +0200, Flubber flub...@gmail.com wrote:
Well it's important to have accès for admin you don't want to give the
That means you're not getting any. Are you running any blacklisted cvars,
like tf_damage_disablespread?
On Tue, Jul 5, 2011 at 10:51 AM, Chris ch...@oryschak.com wrote:
Is there a way to tell if a client has connected from the matchmake system?
I know in the June 27th update they stated
I like that people know that they are being watched. For the tranquility of
normal players and to discouraged lamers/cheaters.
2011/7/5 Eric Riemers riem...@binkey.nl
You can always give them access to webgui of sourcebans i believe, and let
them issue commands there on the gui..
but thats
The server fills up right away assuming they are matchmaker players. It's
vanilla and 24man. So i think it's working I just don't see any console
messages to indicate they have come from the match making system.
What console messages do you see when they connect? Maybe i'm missing
them...
On
I have 2 servers running stock maps only and ive not seen that message
either. The servers fill up from regular players through matchmaking
system and i know this for a fact as the newest one has been full 3 days
in a row full that i just lately opened. How else could the folks get in
there
Updates to the Linux dedicated server are now available. The specific changes
include:
- Fixed a Linux dedicated server crash in vphysics.so
Jason
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Hi Fletch,
If I can recall correctly from before, it's to do with clients timing
out during a certain phase in the connection process. My guess is that
it's either a kick for having a hacked client, or for VAC. I should
probably note crafting our own A2S_INFO replies work.
If anyone's interested
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