Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
There hasn't been an engine update yet. 

Sent from my iPhone 5

 On Nov 14, 2013, at 8:41 AM, Jonathan Price pric...@hotmail.com wrote:
 
 It appears that this plugin isn't detecting where players are connecting from 
 on HL2:DM. Has it not been updated with this new CVAR yet? I seem to remember 
 valve said that all source games would gain this ability.
 
 Also, very interesting to see other people's stats, thanks for posting!
 
 -Pricetx
 
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread DontWannaName!
Perhaps these players are looking for specific 24/7 servers and the current 
system doesn't cater to that. Most new players prefer consistency in maps. 
That's why 2fort is so popular. 

Sent from my iPhone 5

 On Nov 14, 2013, at 11:29 AM, 1nsane 1nsane...@gmail.com wrote:
 
 I asked some of these people with high quickplay connect numbers about why
 it took them so long to find a good server.
 I was mostly told wrong map/I don't like the map it sent me to with some
 saying lag.
 
 Doesn't necessarily mean the other servers were bad.
 
 
 On Thu, Nov 14, 2013 at 1:58 PM, ics i...@ics-base.net wrote:
 
 Please don't strip. We can see how fast the player found a good server and
 how long they stay on ours.
 
 -ics
 
 Fletcher Dunn kirjoitti:
 
 Quickplay numbers should probably be stripped.  It means which quickplay
 attempt this client is on, since they booted.  Useful for us, probably not
 useful for you guys.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, November 14, 2013 8:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all
 modes etc gamemode, basically all the quikcplay options. Coaching is
 connection method too.
 
 -ics
 
 Lambda kirjoitti:
 
 Anyone knows what the number in quickplay_# means? I've got numbers as
 big as 62, i've also got coaching as connection method which isn't
 listed in the list provided earlier.
 
 
 2013/11/14 Chris Oryschak ch...@oryschak.com
 
 Yup this is really good to know how your community is doing.
 Defiantly a awesome feature.. can't wait for some sql logging and
 analytic pages made to make per server/date/time frame stats
 displayed...  I'm getting some users that aren't returning a value
 though:
 
 
 11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history
 
 
 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
 
 Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70%
 of
 our
 
 players join through favorites.
 
 Thanks for the plug-in!
 
 -ics
 
 Doctor McKay kirjoitti:
 
   Here is a plugin that simply displays how all in-game players
 connected
 to
 
 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731
 
 More full-featured stats will be released soon.
 
 
 Dr. McKay
 www.doctormckay.com
 
 
 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
 
   I'd settle for a command that lists where current players of the
 server
 
 came from, for example addition into status command field along
 with
 ping
 
 and such.
 
 -ics
 
 DontWannaName! kirjoitti:
 
Grab the client value using sourcemod?
 
 Sent from my iPhone 5
 
On Nov 12, 2013, at 12

Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
 Several server operators have requested the ability to know how their clients 
 are connecting to their server.  The latest TF update added a new client 
 convar, cl_connectmethod, that contains a string value that indicates how the 
 client connected to your server.  It's sent in the same way as cl_rate and 
 others, and a plugin should be able to access this information.  It will be 
 empty if joined directly through a console connect command.  I apologize 
 that I don't have the list of values at hand, but I'm sure some helpful 
 server operator or plugin author will post the list of codes that are sent.
 
 Please be aware that the field is not secure, and the work required to secure 
 it is not trivial.  Without too much effort a client could send you pretty 
 much any string they want.  So this is best used for general reporting 
 purposes and understanding where your players are coming from, not to treat 
 players differently based on how they connect.
 
 This is a Source engine change, so it will be available in CS:S, DoD:S, and 
 HL2:DM in the next update for those games.
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Grab the client value using sourcemod?

Sent from my iPhone 5

 On Nov 12, 2013, at 12:01 PM, Todd Pettit pettit.t...@gmail.com wrote:
 
 cl_connectmethod = serverbrowser_favorites 
 
 Ok, it works for myself but I know how I connected how do you see how others 
 connected?
 
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 It tells you what tab they used.  So you know whether they used the favorites 
 tab versus the main server list.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
 Sent: Tuesday, November 12, 2013 11:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?
 
 What's the point of having this feature on the other games if the only way to 
 connect is via the server browser?
 On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:
 
 Is it able to tell if they connect from their favorites?
 
 Sent from my iPhone 5
 
 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
 fletch...@valvesoftware.com
 wrote:
 
 Several server operators have requested the ability to know how 
 their
 clients are connecting to their server.  The latest TF update added a 
 new client convar, cl_connectmethod, that contains a string value that 
 indicates how the client connected to your server.  It's sent in the 
 same way as cl_rate and others, and a plugin should be able to access 
 this information.  It will be empty if joined directly through a 
 console connect command.  I apologize that I don't have the list of 
 values at hand, but I'm sure some helpful server operator or plugin 
 author will post the list of codes that are sent.
 
 Please be aware that the field is not secure, and the work required 
 to
 secure it is not trivial.  Without too much effort a client could send 
 you pretty much any string they want.  So this is best used for 
 general reporting purposes and understanding where your players are 
 coming from, not to treat players differently based on how they connect.
 
 This is a Source engine change, so it will be available in CS:S, 
 DoD:S,
 and HL2:DM in the next update for those games.
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread DontWannaName!
Couldn't you just leave the txt file empty?

Sent from my iPhone 5

 On Nov 6, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com wrote:
 
 about:blank is no longer valid?
 
 
 On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 That's correct; #2 is a Source engine change.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Wednesday, November 06, 2013 3:09 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
 Does the latter impact all Source 2k7 games?
 
 Thanks,
 Kyle.
 
 
 On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 We're making two changes to TF HTML MOTD support that server operators
 should be aware of:
 
 
 1.)HTML MOTD's will no longer be shown by clients that connect via
 quickplay.  Those clients will show the plaintext message instead.
 (The file identified by the convar motdfile_text, which defaults to
 motd_text.txt.)
 
 2.)When sending a URL to the info panel by name, the URL must begin
 with 'http://' or 'https://'.  Note that this change does not affect
 putting a URL in motd.txt directly, which has always required a
 protocol prefix in order for the file contents to be interpreted as a
 URL.
 
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread DontWannaName!
A server can be listed in the browser and still be in quickplay...

Sent from my iPhone 5

 On Nov 6, 2013, at 3:55 PM, Todd Pettit pettit.t...@gmail.com wrote:
 
 I am just saying there will be more because servers who were relying only on 
 ads to fund their servers or generate revenue will surely move into those 
 types of servers.
 
 
 - Original Message -
 From: Aaron Thompson rmesc...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, November 6, 2013 7:51:21 PM
 Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
 There would be regardless if what valve does.
 
 Sincerely,
 Aaron
 On Nov 6, 2013 6:50 PM, Todd Pettit pettit.t...@gmail.com wrote:
 
 Yes and now there will be hundreds more jailbreak, freak fortress and
 trade servers for you to compete with.
 
 Good show indeed.
 
 - Original Message -
 From: Aaron Thompson rmesc...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, November 6, 2013 7:40:53 PM
 Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
 I wasn't so sure about this, and honestly doesn't affect me because I run
 trade servers and jailbreak, but it seems fine. If you join the server, you
 don't have to download any HTML junk and don't have to watch any ads...but
 if you like the server, save to favorites and reconnect you see whatever
 the HTML page is, depending on whether or not the client has HTML enabled.
 Guys, this is a victory for matchmaking clients who just want to play and
 not get spammed by the servers they join. I like it. Valve, please roll it
 out in a way that doesn't break the game and people like me are cool with
 the change #1. Good show!
 
 Sincerely,
 Aaron
 On Nov 6, 2013 6:30 PM, Robert Paulson thepauls...@gmail.com wrote:
 
 From what I heard ads needed to be watched for X seconds before being
 paid.
 Any communities that were reliant on ads being served to quickplay users
 would have already shut down by now.
 
 This new limitation just seems to serve as an annoyance to perfectly
 legitimate server owners rather than to kill off all ad supported
 servers.
 
 I hope there will be more people who share my views rather than thinking:
 oh good Valve is going to shut down more of our competition.
 
 
 On Wed, Nov 6, 2013 at 4:19 PM, N-Gon ngongamedes...@gmail.com wrote:
 
 Oddly enough, a handful of communities have been shut down because of
 the
 recent changes. This one will affect a few more.
 Can't say I'm saddened by this since those communities were cancer to
 TF2.
 
 
 On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson thepauls...@gmail.com
 wrote:
 
 Can you tell us the reason for this change? Is there no other
 solution
 rather than removing functionality from the game?
 
 The complaint before was forced ads. Servers cannot resend the MOTD
 to
 quickplay players anymore so I don't understand why additional
 restrictions
 need to be introduced.
 
 HTML motds are superior to text motds even only shown at connection.
 They
 look better and they allow you to update the page without rebooting
 the
 server. Especially when it comes to TF2 players, no one is going to
 pay
 attention to an unformatted wall of text that could contain important
 rules
 or links to your website. With these new restrictions both the
 webpage
 and
 the text file needs to be maintained.
 
 
 On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 It's something enforced by the client, and is a function of how
 they
 connected to that particular server, not any particular server
 settings.
 
 If they connect via the server browser (or command line, etc) then
 they
 will show HTML.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Todd
 Pettit
 Sent: Wednesday, November 06, 2013 2:41 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD
 support
 
 Would those who connected outside of matchmaking be able to use
 html
 on
 quickplay enabled servers or does enabling quickplay disable html
 completely?
 
 - Original Message -
 From: Valentin G. nextra...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, November 6, 2013 6:29:32 PM
 Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD
 support
 
 I'm not concerned about change 1 but change 2 in that regard ;)
 
 
 On Thu, Nov 7, 2013 at 12:26 AM, DontWannaName! 
 ad...@topnotchclan.com
 wrote:
 
 Couldn't you just leave the txt file empty?
 
 Sent from my iPhone 5
 
 On Nov 6, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com
 
 wrote:
 
 about:blank is no longer valid?
 
 
 On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 That's correct; #2 is a Source

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread DontWannaName!
Ran modified game servers providing a different experience.

Sent from my iPhone 5

 On Oct 31, 2013, at 10:51 AM, Saint K. sai...@specialattack.net wrote:
 
 Out of interest, why are there so much VALVe servers online?
 
 What have we done so wrong the past decades that we've hosted servers that 
 VALVe now hijacks all player traffic?
 
 Saint K.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Thursday, October 31, 2013 6:30 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 There were no Valve event servers running until last night. 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel 
 Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 Never run any bots, all of my servers were full yesterday and are completely 
 dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a 
 custom server temporarily just to get a 24/7 helltower server for the week), 
 so it was a brand new ID.
 
 
 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:
 
 None of my servers are running any sort of bots, and they all dropped 
 quickplay traffic completely last night.
 
 Can you double check to verify this update didn't create an additional 
 issue, as it sure does look like something is wrong.
 
 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
 
 
 - Original Message - From: Fletcher Dunn  
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.** valvesoftware.com 
 hlds_linux@list.valvesoftware.com
 Cc: h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM
 
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage.  This could change 
 traffic patterns.
 
 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
 alvesoftware.com]
 On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 Same here... seeing the same issue on 12servers all where full 
 yesterday :)
 
 
 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:
 
 Server was full last night before update..but no one has been on 
 since
 the update.
 
 Thankfully I am not the only one with this issue!
 
 
 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander  
 thesupremec...@gmail.com wrote:
 
 Seeing problems on my end as well. A server holding at 24/24 
 constant before the update has seen all of its traffic vanish even 
 with a few players to seed QuickPlay traffic.
 
 
 On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
 
 VAC secure mode is activated.
 Connection to game coordinator established.
 Current item schema is up-to-date with version 553324E3.
 Received auth challenge; signing into gameserver account...
 L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
 account...
 L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
 Game server authentication: SUCCESS! Standing: Good. Trend: 
 Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: 
 SUCCESS! 
 Standing:
 Good. Trend: Upward Fast
 
 
 I'm not seeing any bad ratings on mine, but quickplay traffic 
 just vanished.
 
 
 - Original Message - From: Lambda
 lambdace...@gmail.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
 valvesoftware.com
 hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
 re.com
 
 Sent: Thursday, October 31, 2013 11:29 AM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
 
 
 
 Same here, i checked the quickplay status and it went from Good
 to
 Bad
 out of a sudden, funny thing is that the client command to list 
 the identities and the status says that they're all good but 
 upon server launch it says that its Bad
 
 
 2013/10/31 Calvin Judy evo...@gmail.com
 
 http://i.imgur.com/bejbG1m.png
 
 There has been a significant drop in quickplay traffic on our 
 servers
 as
 well.
 
 
 - Original Message - From: Todd Pettit 
 pettit.t...@gmail.com
 
 To: Half-Life dedicated Linux server mailing list  
 hlds_linux@list.
 **
 valvesoftware.com

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread DontWannaName!
The question you should be asking is why their 30 Halloween servers are full 
while your two are empty. Do they have more people joining to help fill them? 
Who knows.

Sent from my iPhone 5

 On Oct 31, 2013, at 11:31 AM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:
 
 The Valve servers may affect the traffic, but not as much as it's been
 affected. It's the over saturation of servers in general, especially from
 the clans that put up 25+ event servers hoping for traffic.
 Skial is running 16, Saigns is running 30, etc.
 Yes the 76 Valve put up will affect the traffic, but there seems to be more
 to this honestly. The past 2 days have been 24/7 traffic, suddenly it
 plummets for a ton of people. Part of it may be more servers have been put
 up, but the fact everyone started having issues after the update seems to
 point to something else.
 
 
 On Thu, Oct 31, 2013 at 2:20 PM, Calvin Judy evo...@gmail.com wrote:
 
 Absolutely, I don't see any reason to keep my event servers up now.
 
 http://i.imgur.com/bejbG1m.png
 
 This is pretty disappointing.
 
 
 - Original Message - From: Bjorn Wielens uniac...@yahoo.ca
 
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 1:58 PM
 
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 If the existence of the valve servers is the sole cause of the massive
 decrease in traffic to communities... It poses a rather large issue for
 those communities.
 It means that the sheer number of valve's quickplay-eligible servers is
 outshadowing _many_ communities (as judging by the messages in this thread),
 and the server market is being over-saturated to the point where
 communities basically have a hard time getting a foothold unless there is
 an established playerbase
 that is large enough to sustain the server with very little traffic influx.
 
 Ultimately, it means communities likely won't bother with event servers as
 a result of no traffic anyway... and this will rebound very rapidly in the
 opposite direction.
 I thought the entire goal of quickplay was to help get traffic _to_
 communities and help players discover them (for those that keep their
 servers within a set of parameters)... not keep all the traffic for Valve
 servers.
 
 I realize this sounds pretty scathing , but it is something I think we (as
 community server operators) need to be seriously aware of - for the day
 that no more communities exist to keep the hat market up, will be the day
 TF2 truly dies :D
 
 
 
 __**__
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 2:30:23 PM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 There were no Valve event servers running until last night.
 
 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Daniel Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 Never run any bots, all of my servers were full yesterday and are
 completely dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a
 custom server temporarily just to get a 24/7 helltower server for the
 week), so it was a brand new ID.
 
 
 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:
 
 None of my servers are running any sort of bots, and they all dropped
 quickplay traffic completely last night.
 
 Can you double check to verify this update didn't create an additional
 issue, as it sure does look like something is wrong.
 
 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
 
 
 - Original Message - From: Fletcher Dunn 
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.** valvesoftware.com
 hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com
 Cc: h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM
 
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 We recently fixed a bug that has been giving servers running bots an
 
 unfair and unintended quickplay scoring advantage. This could change
 traffic patterns.
 
 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **[mailto:
 

Re: [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread DontWannaName!
If the servers can't update then players can't update? So it cancels out?

Sent from my iPhone 5

On Sep 3, 2013, at 5:29 PM, Ross Bemrose rbemr...@gmail.com wrote:

 They've done 3 Tuesdays in a row, but that doesn't mean it's a regular 
 pattern, especially since it was Wednesdays during the month before that.
 
 On 9/3/2013 8:21 PM, Weasel wrote:
 I believe the advertised regular maintenance window for Steam is 4:00 PM 
 (Pacific) every Tuesday.
 Of course, they don't always get started right at 4:00 PM.
 The TF2 release was announced at 4:26 PM (Pacific).
 Yes, to be fair, today they apparently did not get started on the Steam 
 maintenance until 4:54 PM (Pacific).
 
 Basically, my point being ... why would you release something that EVERYBODY 
 has to download and apply, during (even or approaching) the 
 regularly-scheduled maintenance window for the system that provides the 
 download/update function?
 
 It's like saying, hey everyone! download and apply this mandatory fix 
 immediately! ... then laughing and saying you didn't think you could 
 actually DO that now? did you? ha-ha-ha, DENIED!
 
 Anyway, it's just a game I guess.  So, not really upset.
 Just thought it was ... eh ... un-coordinated.
 
 On Tue, 2013/09/03 05:08 PM, Ross Bemrose rbemr...@gmail.com wrote:
 While I agree the timing could be better, the Steam update didn't start
 until roughly 15 minutes ago and the TF2 update was an hour ago.
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
I was able to start my servers just fine. Windows 2008. 

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:

 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update system 
 first updated, then downgraded again when the UpToDateCheck version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using the 
 Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 -- 
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:

 
 It is entirely possible that they have multiple servers which provide the web 
 API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour
  server is out of date, please upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck version 
 reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using the 
 Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 -- 
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Are you sure? It seems right to me right now. 

Sent from my iPhone 5

On Jul 24, 2013, at 7:13 PM, Jesse Molina je...@opendreams.net wrote:

 
 You are misunderstanding the problem.
 
 Valve's API webserver is saying the update today never happened.  Their web 
 API is broken.
 
 Update version released today per annoucement: 1844935
 Actual version on the SteamPipe repositories: 1844935
 Update version the web API says is UpToDate right now: 1833886 -- wrong
 
 
 
 My auto update system doesn't do an integer comparison to see if the new 
 version is positive from the previous version, it just checks to see if they 
 differ.  If they do, it updates.
 
 I have a lot of sanity checking in the system, which disables the whole thing 
 after three failed updates.  If that wasn't in place it would be updating 
 over and over again right now.
 
 
 
 My master server updated correctly after the first update went out.  The 
 problem is that 30 minutes later, the web API service says the version 
 reverted, when it really did not.
 
 
 
 DontWannaName! wrote:
 Did you try updating again with verify?
 
 I emailed Eric and he said they are working on a fix for 2003.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It is entirely possible that they have multiple servers which provide the 
 web API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour
  server is out of date, please upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck 
 version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using 
 the Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
So your the ass hole that DNS attacked my servers

Sent from my iPhone 5

On Jul 2, 2013, at 8:16 AM, Andre Müller gbs.dead...@gmail.com wrote:

 I think not. I don't mean something like a dDoS with 50GiB inbound traffic
 (it's possible with dns-servers). It also hits the hoster, which may not
 happen! It is enough to crash thier servers maybe one time an hour with
 some bad packets, so they will loose thier ranking.
 
 Maybe this also really fucks up thier players and they will explore the
 blacklist function.
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
So it was really you... I see what's going on here.

Sent from my iPhone 5

On Jul 2, 2013, at 8:33 AM, Asher Baker asher...@gmail.com wrote:

 I think you jump to conclusions way too quickly.
 
 On Tue, Jul 2, 2013 at 4:24 PM, DontWannaName! ad...@topnotchclan.com wrote:
 So your the ass hole that DNS attacked my servers
 
 Sent from my iPhone 5
 
 On Jul 2, 2013, at 8:16 AM, Andre Müller gbs.dead...@gmail.com wrote:
 
 I think not. I don't mean something like a dDoS with 50GiB inbound traffic
 (it's possible with dns-servers). It also hits the hoster, which may not
 happen! It is enough to crash thier servers maybe one time an hour with
 some bad packets, so they will loose thier ranking.
 
 Maybe this also really fucks up thier players and they will explore the
 blacklist function.
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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread DontWannaName!
I'm just trolling. I was attacked last week. I know who everyone is. ;) 

Sent from my iPhone 5

On Jul 2, 2013, at 9:37 AM, Andre Müller gbs.dead...@gmail.com wrote:

 Look again, what I've written...
 
 Sorry guy, it wasn't. The dns attack is very well known. If you have
 haters, it's easy for them, to get you and your hoster down.
 So the only way for your hoster is, to diabble the route to your ip. If you
 aren't the only customer on this ip, the hoster is fucked up.
 It is dangerous to host game servers. Everywhere are this guys...
 
 
 The internet is evil.
 
 
 2013/7/2 DontWannaName! ad...@topnotchclan.com
 
 So your the ass hole that DNS attacked my servers
 
 Sent from my iPhone 5
 
 On Jul 2, 2013, at 8:16 AM, Andre Müller gbs.dead...@gmail.com wrote:
 
 I think not. I don't mean something like a dDoS with 50GiB inbound
 traffic
 (it's possible with dns-servers). It also hits the hoster, which may not
 happen! It is enough to crash thier servers maybe one time an hour with
 some bad packets, so they will loose thier ranking.
 
 Maybe this also really fucks up thier players and they will explore the
 blacklist function.
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread DontWannaName!
No I blame you invalid protocol, thats the most logical assumption.


On Tue, Jun 18, 2013 at 1:40 PM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

 Let's assume that there's no quickplay rule regarding respawn times, or
 even
 better, let's assume that there's no quickplay at all. What would you do?
 :)
 You would still use the default respawn times or you would mod the
 server(s)
 to have faster / instant respawn?

 My opinion is that many are using now the default respawn times only
 because
 Valve said so, not because they think that players want this. You should
 blame Valve for adding stupid rules, not the malicious server operators.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, June 18, 2013 9:42 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Policy of Truth: Respawn Times

 I can understand players frustration regarding respawn times, since they
 want to play, not wait for to play. Arena doesn't get much love due to
 this. But the regular player doesn't understand that maps do not work as
 they should witn such respawn that they expect.

 Also I just think it's unfair for other people who run servers to have
 these servers that have instant or faster spawn in quiickplay cycle
 along with the rest of us.

 -ics

 Gordon Reynolds kirjoitti:
  I can see respawntimes are a hard one to easily verify, you have to join
  the server yourself, and most new users have no concept of what a normal
  respawn time is. I cannot tell you how many times I've seen people type
  something along the lines of, wtf is with this respawn, 20 seconds? I'm
  out and then just leave.
 
 
  On Tue, Jun 18, 2013 at 11:27 AM, ics i...@ics-base.net wrote:
 
  Last time i checked, nearly a month ago, there were several communities
  having multiple servers that modified respawn times. Either very fast or
  instant. They all were in quickplay participants. I checked and reported
  each one of them. I'm not sure if they are along anymore or has someone
  actually gone through reports and removed the servers from quickplay
  through penalty ban.
 
  -ics
 
  Michael Johansen kirjoitti:
 
I don't know whether the plugins are fixed, but I know of many people
  that are not subscribed to this list, and are running an old version of
  some plugin released on AM a couple of months ago which does not add
 the
  tags required. I know the plugin authors have added this feature now,
 but
  who knows, people might not be watching the forums for new plugins as
 most
  of them are set and forget.
 
From: abdulk...@live.co.uk
  To:
 hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
  Date: Tue, 18 Jun 2013 18:47:34 +0100
  Subject: [hlds_linux]  Policy of Truth: Respawn Times
 
  This has been brought up several times but it is only getting worse,
  this needs to be addressed.
 
  There are many quickplay-enabled servers out there that change the
  respawn times without having the 'respawntimes' sv_tag. I have used
 the
  server-report feature to bring this to Valve's attention only for
 nothing
  to happen after weeks. The amount of servers now doing this has only
  increased to the point that when a quickplay-user joins a populated
 32/32
  server, they would complain and leave due to long respawn times (not
  realizing that other servers have fast-respawn enabled on quickplay).
 
  Are we to see any enforcement, or should we join the crowd doing this
  considering it is becoming necessary to compete and maintain the
 community.
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
 https://list.valvesoftware.
 **com/cgi-bin/mailman/listinfo/**hlds_linuxhttps
 ://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
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  please visit:
 
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 **com/cgi-bin/mailman/listinfo/**hlds_linuxhttps
 ://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
  __**_
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 **com/cgi-bin/mailman/listinfo/**hlds_linuxhttps
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread DontWannaName!
Does anyone have examples of such servers, because I havent seen many.


On Tue, Jun 18, 2013 at 1:47 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 I would keep using the default respawn times because it makes a huge
 difference in map balance?

 Why is this even a question, have you ever tried to balance a map for TF2,
 or any game with respawn waves, or are you one of those people who, upon
 dying, frantically just clicks their mouse in a silent building rage in
 some attempt to spawn faster?


 On Tue, Jun 18, 2013 at 1:43 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  No I blame you invalid protocol, thats the most logical assumption.
 
 
  On Tue, Jun 18, 2013 at 1:40 PM, Invalid Protocol 
  invalidprotocolvers...@gmail.com wrote:
 
   Let's assume that there's no quickplay rule regarding respawn times, or
   even
   better, let's assume that there's no quickplay at all. What would you
 do?
   :)
   You would still use the default respawn times or you would mod the
   server(s)
   to have faster / instant respawn?
  
   My opinion is that many are using now the default respawn times only
   because
   Valve said so, not because they think that players want this. You
 should
   blame Valve for adding stupid rules, not the malicious server
  operators.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
   Sent: Tuesday, June 18, 2013 9:42 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Policy of Truth: Respawn Times
  
   I can understand players frustration regarding respawn times, since
 they
   want to play, not wait for to play. Arena doesn't get much love due to
   this. But the regular player doesn't understand that maps do not work
 as
   they should witn such respawn that they expect.
  
   Also I just think it's unfair for other people who run servers to have
   these servers that have instant or faster spawn in quiickplay cycle
   along with the rest of us.
  
   -ics
  
   Gordon Reynolds kirjoitti:
I can see respawntimes are a hard one to easily verify, you have to
  join
the server yourself, and most new users have no concept of what a
  normal
respawn time is. I cannot tell you how many times I've seen people
  type
something along the lines of, wtf is with this respawn, 20 seconds?
  I'm
out and then just leave.
   
   
On Tue, Jun 18, 2013 at 11:27 AM, ics i...@ics-base.net wrote:
   
Last time i checked, nearly a month ago, there were several
  communities
having multiple servers that modified respawn times. Either very
 fast
  or
instant. They all were in quickplay participants. I checked and
  reported
each one of them. I'm not sure if they are along anymore or has
  someone
actually gone through reports and removed the servers from quickplay
through penalty ban.
   
-ics
   
Michael Johansen kirjoitti:
   
  I don't know whether the plugins are fixed, but I know of many
  people
that are not subscribed to this list, and are running an old
 version
  of
some plugin released on AM a couple of months ago which does not
 add
   the
tags required. I know the plugin authors have added this feature
 now,
   but
who knows, people might not be watching the forums for new plugins
 as
   most
of them are set and forget.
   
  From: abdulk...@live.co.uk
To:
   hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
Date: Tue, 18 Jun 2013 18:47:34 +0100
Subject: [hlds_linux]  Policy of Truth: Respawn Times
   
This has been brought up several times but it is only getting
 worse,
this needs to be addressed.
   
There are many quickplay-enabled servers out there that change the
respawn times without having the 'respawntimes' sv_tag. I have
 used
   the
server-report feature to bring this to Valve's attention only for
   nothing
to happen after weeks. The amount of servers now doing this has
 only
increased to the point that when a quickplay-user joins a
 populated
   32/32
server, they would complain and leave due to long respawn times
 (not
realizing that other servers have fast-respawn enabled on
  quickplay).
   
Are we to see any enforcement, or should we join the crowd doing
  this
considering it is becoming necessary to compete and maintain the
   community.
   
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Re: [hlds_linux] Server crash bug in latest build

2013-05-17 Thread DontWannaName!
How bad is the bug?

Sent from my iPhone 5

On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 There is a bug in the update we just released.
 
 
 
 Setting net_compresspackets to 0 is a workaround.
 
 
 
 We'll have a new update released shortly.  Apologies.
 
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Re: [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread DontWannaName!
Map stamps?

Sent from my iPhone 5

On May 17, 2013, at 1:39 PM, Saint K. sai...@specialattack.net wrote:

 Random question regarding community items. The people who create the items 
 earn money because of the key sales.
 
 How about community made maps, will there ever be a financial gain for map 
 creators of TF2 to stimulate the creation of more pro-looking (Read: VALVe 
 style) maps?
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] on behalf of Eric Smith 
 [er...@valvesoftware.com]
 Sent: 17 May 2013 20:08
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released
 
 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.
 
 -Eric
 
 ==
 
 Source Engine Changes
 - Fixed server CPU spikes caused by compression of string tables and packets.
 - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars 
 for investigating server performance
 - net_compresspackets_minsize default value increased to 1024.  This convar 
 now also determines the threshold to determine when a fragment (logical 
 game network message, before being broken up into network packets) is 
 compressed.
 - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked 
 vprof_dump_spikes and vprof_dump_oninterval to reduce output
 
 Team Fortress 2
 - Added the Robotic Boogaloo community update: 
 http://www.teamfortress.com/roboticboogaloo/
 - Fixed a chat exploit that would cause other clients to timeout from 
 dedicated servers
 - Updated the Mann Co. Store
   - Added RoboCrate Keys
   - Added A Random RoboKey Gift
   - Added Pile of RoboKey Gifts
   - Backpack Expanders on sale at 80% off
 - Updated the localization files
 
 
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Re: [hlds_linux] crash problems in Freak Fortress 2 and Vanilla Server

2013-05-06 Thread DontWannaName!
Source mod is far from vanilla...

Sent from my iPhone 5

On May 6, 2013, at 10:51 AM, Ondřej Hošek ondra.ho...@gmail.com wrote:

 On Mon, 2013-05-06 at 19:36 +0200, Albert Kim wrote:
 hi, im new to the HLDS mailing list, i've got a problem that nobody has
 seemed to be able/willing to diagnosis, i only know a medium tech knowledge
 of servers, because im mostly focusing on creating the actual content
 (maps, models, sounds) instead.
 
 My Freak Fortress 2 and Vanilla Server has been crashing a lot, on map
 change, or (final) round end.
 
 That's a load of SourceMod error messages. Have you tried asking in the
 SourceMod forums? Do you have the newest versions of all plugins? If you
 have installed the SteamPipe beta gamedata, have you deleted it again
 now that it has gone official and the automatic updater took over?
 
 Cheers,
 ~~ Ondra
 
 
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-04 Thread DontWannaName!
I'm seeing some kind of spikes as well on my servers and players notice. I'm on 
windows though. 

Sent from my iPhone 5

On May 4, 2013, at 9:11 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

 I created another thread but I may as well post here that I too am having
 sv drops. They're very random and they don't happen a ton but it happens
 enough that people complain. See the huge sv drops and var spikes topic.
 
 
 On Sat, May 4, 2013 at 7:12 AM, Bjorn Wielens uniac...@yahoo.ca wrote:
 
 No FTP either, replays are locally hosted. Thanks for the idea though.
 
 
 
 
 From: ics i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Saturday, May 4, 2013 7:44:23 AM
 Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 
 
 Using FTP method of replay is known to cause issues. I've run
 http-method on 4 servers for long time and i've seen no issues with it.
 
 -ics
 
 Mikael Pedersen kirjoitti:
 On Fri, 3 May 2013 19:19:08 -0700 (PDT), you wrote:
 
 Further update, is anyone else experiencing spikes running Replay? I
 disabled it and it seems to have helped to some extent as it _looks_ like
 the servers are no longer spiking into the 100% region.
 
 I am running a single 24 man TF2 server on an Intel E7200 (Core 2 Duo,
 2.53 GHz). Running it on one core only, and it is using 65 to 75% of
 that core when the server is full. No spikes that I can see. I haven't
 received any complaints either.
 Replay is enabled, but both replays and log files are written to a
 ramdisk. If replays has anything to do with the spikes, maybe that is
 why I don't see anything.
 
 -Mikael
 
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Re: [hlds_linux] SteamPipe CPU Increase?

2013-05-02 Thread DontWannaName!
I'm on Windows and only seeing 25 percent with 137 players on TF2. But I'm 
running powerful quads. Not dual. 

Sent from my iPhone 5

On May 2, 2013, at 5:43 PM, Chris Oryschak ch...@oryschak.com wrote:

 I too have notice a significant increase in CPU usage. Can more people
 confirm?
 On May 2, 2013 8:40 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk
 wrote:
 
 Is anybody running the E3 CPU range without any problems?
 I've removed /addons/ and the CPU is still high (90%+), and jumps a lot.
 Tried disabling replay too.
 
 Subject: Re: [hlds_linux] SteamPipe CPU Increase?
 From: abdulk...@live.co.uk
 Date: Thu, 2 May 2013 01:47:55 +0100
 To: hlds_linux@list.valvesoftware.com
 
 Im getting 90-120% on a 32/32 server, with E3-1230v2 @3.2Ghz and SSD hd,
 in comparison with 60-70% on hlds.
 
 No error spam on console.log.
 
 Sent from my iPhone
 
 On 2 May 2013, at 01:32, Marcos Vidal markitos.mak...@gmail.com
 wrote:
 
 El 02/05/2013 2:23, Abdulrahman Abdulkawi escribió:
 I'm not sure If I'm the only one with this problem; has anyone
 noticed CPU increases in running a server on SteamPipe, in comparison to
 HLDS (populated server).
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 Yes, I'm having this problem too. A server with 11 players went from
 1-3% to 7% on Intel E3-1240 v2.
 
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Re: [hlds_linux] [hlds_announce] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-29 Thread DontWannaName!
That's the game data being out of date. Iv played around with SM for steam 
pipe. 

Everyone will need new game data and sound plugins that were relative to the 
sounds folder may need to be updated. So I suggest updating MM and SM before 
the move then letting game data auto update to avoid crashes on start. 

Sent from my iPhone 5

On Apr 29, 2013, at 9:13 AM, pilger pilger...@gmail.com wrote:

 It was, indeed. I've ran the SteamCMD a couple of times and it said
 everything was up to date.
 
 Oddly enough, the problem resolved itself. I've restarted the server a
 couple of times while trying to figure out the correct place to put my
 custom maps and at the end of it, I could join just fine.
 
 Go figure.
 
 Now it's crashing when someone joins but It seems to be related to
 Sourcemod, so I'll seek help there.
 
 
 Thanks for the time!
 
 _pilger
 
 
 On 29 April 2013 12:58, Doctor McKay mc...@doctormckay.com wrote:
 
 Is the server up to date?
 
 Dr. McKay
 
 On Monday, April 29, 2013, pilger wrote:
 
 I'm gettin the Older version error here while trying to connect a
 standart client to a SteamPipe server. Any tips on how to solve it!? I've
 already tried verifying the client integrity with no luck.
 
 _pilger
 
 
 On 25 April 2013 10:15, Andre Müller gbs.dead...@gmail.comjavascript:;
 wrote:
 
 I'm using symlinks for all serverfiles. Only files, which have to
 modified
 by user, are not symlinks. The temp directory [a-z0-9]{40} are written
 into
 an exclude file, before my rsync to the slaves are starting. It was for
 my
 solution the easiest way to exclude them.
 Am 25.04.2013 08:26 schrieb Peter Reinhold peter_va...@reinhold.dk
 javascript:;
 :
 
 On 25.04.2013 02:35, Abdulrahman Abdulkawi wrote:
 
 The following currently exist, so I have them symlinked (as with
 most
 other necessary files/folders),
 
 tf2_misc_000.vpk
 tf2_misc_001.vpk
 tf2_misc_002.vpk
 tf2_misc_003.vpk
 tf2_misc_004.vpk
 tf2_misc_005.vpk
 tf2_misc_006.vpk
 tf2_misc_007.vpk
 tf2_misc_008.vpk
 tf2_misc_dir.vpk
 
 I am symlinking the following
 
 tf/tf2_misc_000.vpk
 tf/tf2_misc_001.vpk
 tf/tf2_misc_002.vpk
 tf/tf2_misc_003.vpk
 tf/tf2_misc_004.vpk
 tf/tf2_misc_005.vpk
 tf/tf2_misc_006.vpk
 tf/tf2_misc_007.vpk
 tf/tf2_misc_008.vpk
 tf/tf2_misc_009.vpk
 tf/tf2_misc_010.vpk
 tf/tf2_misc_dir.vpk
 tf/tf2_sound_misc.vpk.sound.**cache
 tf/tf2_sound_vo_english_dir.**vpk
 tf/tf2_sound_vo_english.vpk.**sound.cache
 tf/tf2_textures_dir.vpk
 hl2/hl2_misc_000.vpk
 hl2/hl2_misc_001.vpk
 hl2/hl2_misc_002.vpk
 hl2/hl2_misc_003.vpk
 hl2/hl2_misc_004.vpk
 hl2/hl2_misc_005.vpk
 hl2/hl2_misc_dir.vpk
 
 and also the maps/ folder
 
 This makes a TF2 install only take up about 200MB. (It could be even
 less,
 but I felt that only symlinking the large files made real sense)
 
 
 /Peter
 
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 --
 
 
 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com
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Re: [hlds_linux] SteamPipe Replay autoexec.cfg player count bug

2013-04-29 Thread DontWannaName!
Aren't you only suppose to enable replay from the command line?

Sent from my iPhone 5

On Apr 29, 2013, at 6:18 PM, Ross Bemrose rbemr...@gmail.com wrote:

 So, I just ran into this neat little bug on a vanilla (no addons directory) 
 Linux SteamPipe server I'm preparing as a backup for tomorrow's changeover.
 
 If replay is loaded from autoexec.cfg, it incorrect subtracts one from the 
 displayed max players.
 
 That is, if sv_visiblemaxplayers is set to 24 or -1 (on a maxplayers 24 
 server), it shows as 0/23 in the Steam and TF2 server browsers. This persists 
 after a map change.
 
 Starting with -replay on the command line shows 0/24 as expected. 
 Unfortunately, I don't have access to the command line on another server, and 
 this issue WILL cause problems there because of it.
 
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Re: [hlds_linux] How to use VPK Tool ?

2013-04-25 Thread DontWannaName!
Ill write it up if its not already done. The info maybe somewhere else.


On Wed, Apr 24, 2013 at 10:32 PM, Netshroud netshr...@gmail.com wrote:

 So add it in :P

 vpk.exe's self-help contains the commands you need.

 On 25/04/2013, at 3:18 PM, DontWannaName! ad...@topnotchclan.com wrote:

  It appears that the wiki page with this is missing the signing
 information:
  https://developer.valvesoftware.com/wiki/VPK
 
 
  On Thu, Mar 21, 2013 at 6:22 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
  You must specify both keys.  Only the private key is actually used.  The
  other is just to make sure that the key you think is the one used to
 verify
  the signature is actually the key that does properly verify the
 signature.
  (And it does actually verify the signature to make sure signing worked.)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER
 Jonathan
  Sent: Thursday, March 21, 2013 6:13 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] How to use VPK Tool ?
 
  Ok good new ! :)
 
  to sign the vpk file, I have to use the private? or public key?
 
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[hlds_linux] VPK Tool Wiki Page

2013-04-25 Thread DontWannaName!
I have updated the VPK tool wiki page with as much information as I can at
the moment. It is now up to date and formatted.

https://developer.valvesoftware.com/wiki/VPK


For those of you having problems with key values, I added an example of how
to correctly create one:

https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK

If you have any questions feel free to ask here and I can update the page
with answers when we get them or add to it.

-DWN
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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread DontWannaName!
Are you using the right command arguments to verify?

Sent from my iPhone 5

On Apr 24, 2013, at 11:35 AM, Peter Reinhold peter_va...@reinhold.dk wrote:

 On 24.04.2013 19:03, Fletcher Dunn wrote:
 
 We've released a mandatory update to the SteamPipe beta.  Please note
 that your server will NOT automatically detect that it is out of date
 and restart; you will need to manually update it.  (This should be the
 last such manual restart.)
 
 Did I miss something about changing the appid?  Or something other?
 
 When I do an update, I just get Already up to date
 
 -- START --
 @ShutdownOnFailedCommand 1
 @ShutdownOnFailedCommand = 1
 @NoPromptForPassword 1
 @NoPromptForPassword = 1
 login anonymous
 
 Connecting anonymously to Steam Public...Success.
 force_install_dir /opt/srcds/base_tf2/
 app_update 229830
 Success! App '229830' already up to date.
 -- END --
 
 This can't be right?
 
 
 /Peter
 
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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread DontWannaName!
Wrong app Id ;) there is a validate parameter. 

Sent from my iPhone 5

On Apr 24, 2013, at 11:41 AM, Peter Reinhold peter_va...@reinhold.dk wrote:

 On 24.04.2013 19:39, DontWannaName! wrote:
 
 Are you using the right command arguments to verify?
 
 I'm just doing app_update, I would think that there should be no need to 
 verify anything?
 
 
 /Peter
 
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Re: [hlds_linux] How to use VPK Tool ?

2013-04-24 Thread DontWannaName!
It appears that the wiki page with this is missing the signing information:
https://developer.valvesoftware.com/wiki/VPK


On Thu, Mar 21, 2013 at 6:22 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 You must specify both keys.  Only the private key is actually used.  The
 other is just to make sure that the key you think is the one used to verify
 the signature is actually the key that does properly verify the signature.
  (And it does actually verify the signature to make sure signing worked.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of GREFFIER Jonathan
 Sent: Thursday, March 21, 2013 6:13 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] How to use VPK Tool ?

 Ok good new ! :)

 to sign the vpk file, I have to use the private? or public key?

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Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-17 Thread DontWannaName!
What is the purpose of the Media and materials folders on the server side
now that they are mostly empty? Where do sprays go on the server when
clients upload them?


On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There was a configuration problem that just got fixed.

 Please note: we still have not yet released a client that can talk to this
 server.  Please hold off on reporting problems for now.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of CG
 Sent: Wednesday, April 17, 2013 2:10 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Anyone else missing the srcds.exe file or any .exe for the matter?


 On Wed, Apr 17, 2013 at 12:56 PM, Chris Oryschak ch...@oryschak.com
 wrote:

  Under Ubuntu 10.10 when trying to launch TF2 it crashes with:
 
  warning: the debug information found in /lib/ld-2.12.1.so does not
  match /lib/ld-linux.so.2 (CRC mismatch).
 
 
  Anyone else have this problem?
 
 
  On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com scipi...@aol.com
  wrote:
 
   So is this migration gonna be difficult? Or automated?
  
  
   Sent from my Verizon Wireless 4G LTE DROID
  
   Fletcher Dunn fletch...@valvesoftware.com wrote:
  
   Make sure you are using anonymous logon.
   
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore
  Imperium
   Sent: Wednesday, April 17, 2013 12:43 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
   
   Hi, when i try to download the files via steampipe it says:
   
   app_update 232250 validate
   ERROR! Failed to install app '232250' (No subscription) exit
   
   Am i doing something wrong?
   Thanks
   
   
   2013/4/17 Dimitrios Zarras feuga...@ceidwarfare.net
   
I just found out! I have downloaded the server beta and tried to
connect and an error message popped up saying that the server is
running a newer version of the game.
   
LOL!
   
   
On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
   
 The server is indeed available for download if anybody wants to
 start the download now.  However, we're still working on
 getting the client beta configured, so there isn't a client yet
 that is
   compatible with it.
 We'll
 let the list know when it's available and you can actually test
   things.

 It seems likely that the TF2 switchover planned for next
 Tuesday will be delayed.  We want to make sure people have
 plenty of time to get setup
and
 test against the official client.  And the cstrike release
 found some
bugs
 we are working on.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 LouLouBizou
 Sent: Wednesday, April 17, 2013 10:38 AM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 released  ...

 2013/4/17 Fletcher Dunn fletch...@valvesoftware.com

  Hopefully today.
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of big john
  Sent: Wednesday, April 17, 2013 8:37 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] TF2 Steampipe version release?
 
  When will the TF2 Dedicated Server for steam pipe be
  released? App ID
  232250 I suppose.
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--
Dimitrios Zarras (feugatos)
CEID Warfare | CS:GO, TF2 | ceidwarfare.net
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Re: [hlds_linux] [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread DontWannaName!
Just run updater.smx... It's nifty. Like magic. 

Sent from my iPhone 5

On Apr 16, 2013, at 12:47 PM, ics i...@ics-base.net wrote:

 Nope, thats why i wanted to warn people having old versions.
 
 -ics
 
 Nicholas Hastings kirjoitti:
 Did you happen to be running the newest version, released almost three weeks 
 ago, that had a fix specifically for this update? (due to sv_consistency 
 being removed).
 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-11 Thread DontWannaName!
Sounds like you haven't played pl_poodoo yet...

Sent from my iPhone 5

On Apr 10, 2013, at 11:28 AM, Gordon Reynolds thisisgordonsem...@gmail.com 
wrote:

 That's actually a feature of hoodoo. It realizes you've
 (mistakenly/drunkenly/done-on-a-dare..aly) decided to play hoodoo. By the
 time stage 3 rolls around the server has had enough of this shit, and just
 wants to end it asap.
 
 
 On Tue, Apr 9, 2013 at 11:31 PM, ics i...@ics-base.net wrote:
 
 That map have had issues before. Valve already reduced entities on it
 while back but the carts not moving is still there after the changes. It
 doesn't happen always but randomly. There also was anotehr issue related to
 carts but i can't remember what it was. It's like pl_hoodoo_final where the
 cart is still occasionally (though very rare) moving by itself on round 3,
 despite it was somewhat fixed.
 
 -ics
 
 1nsane kirjoitti:
 
 That one was from pipeline, yes.
  But I also experienced new crashes on some of the other payload servers
 when they weren't really crashing before that update.
 
 
 On Tue, Apr 9, 2013 at 5:12 PM, ics i...@ics-base.net wrote:
 
 Was this in plr_pipeline? I had to take it off from cycle long ago due to
 carts getting stuck on stage 3 and not moving despite players trying to
 do
 anything. Could be that now the server just crashes if it happens.
 
 -ics
 
 1nsane kirjoitti:
 
  I've noticed some new crashes on our Payload/Payload Race servers that
 
 might be related to this.
 
 Some backtraces make it seem as though a cart was blocked by something
 and
 that caused it to explode.
 
 #0  0xf001e4f0 in CFuncTrackTrain::Blocked(CBaseEntity*) ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #1  0xefbfee4c in CBaseEntity::VPhysicsUpdatePusher(
 IPhysicsObject*)
 ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #2  0xef8e65c2 in CBaseEntity::VPhysicsUpdate(IPhysicsObject*) ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #3  0xefd53bd2 in PhysFrame(float) ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #4  0xefd53d7a in CPhysicsHook::FrameUpdatePostEntityThink() ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #5  0xef9763b0 in InvokePerFrameMethod ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 #6  0xef9767a7 in IGameSystem::FrameUpdatePostEntityThinkAllS**
 **ystems()
 ()
 from /home/tf2/orangebox/tf/bin/server_srv.so
 
 
 
 On Tue, Apr 9, 2013 at 10:26 AM, Ryan Stecker voidedwea...@gmail.com
 
 wrote:
  I believe that particular changelog is referencing vphysics
 improvements.
 
 Previously certain code in vphysics wasn't being compiled with any
 optimizations in linux, and now they've been enabled. I can't speak for
 any
 other changes that may have been done, however.
 On Apr 9, 2013 8:13 AM, Yun Huang Yong gumby_li...@mooh.org wrote:
 
  On 4/04/2013 10:08 AM, Eric Smith wrote:
 
  - Improved performance of Linux dedicated server binaries
 
  Has anyone seen an *increase* in CPU usage since the most recent
 (3rd/4th
 April) update?
 
 My players have been complaining of lag and upon investigation the
 
 network
 
 is fine and it appears to be a CPU issue.  I took a look at my
 graphite
 graphs and found that there appears to be have been an increase in CPU
 usage since the update:
 
 https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-
 20130404.pnghttps://dl.**dropbox.com/u/**8110989/tf2/**
 cpu-usage-post-**20130404.pnghttps://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 
 
 https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-
 20130404.pnghttps://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 https://dl.**dropbox.com/u/8110989/tf2/cpu-**usage-post-20130404.pnghttps://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png
 
 Note: due to server being in Australia the update was released in the
 
 flat
 
 gap between 04/04 and 04/05 on the graph, being ~10am local time.
 
 Running on Ubuntu 11.10 64 bit.
 
 The server has been running for ~6 months with the same setup and
 during
 the period shown the # of players has been roughly the same.  The
 machine
 runs 3 servers - 2x24p and 1xMvM.
 
 Excuse the gaps in the data - the server is fine, there was network
 
 issues
 
 with the graphite collector machine causing monitoring data to be
 lost.
 
 cheers,
 yun
 
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Re: [hlds_linux] Spectator airspeed on sourceTV?

2013-04-08 Thread DontWannaName!
https://developer.valvesoftware.com/wiki/Console_Command_List

Sent from my iPhone 5

On Apr 8, 2013, at 12:29 PM, Peter Reinhold peter_va...@reinhold.dk wrote:

 Hi all,
 
 I'm having a bit of a problem on my STV, when free-roaming, the airspeed of 
 the spectator is incredibly slow compared to other servers running the same 
 map.
 
 Does anyone know the CVAR (or other setting) that controls this?
 
 
 /Peter
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-04 Thread DontWannaName!
You shouldn't be using a motd that lags users. That's common sense...

Sent from my iPhone 5

On Apr 3, 2013, at 10:38 PM, Robert Paulson thepauls...@gmail.com wrote:

 The whole issue started from the Traffic to Cash plugin which was spamming
 webpages every second which understandably causes lag.
 
 That is why I propose Valve use a rate limit instead. A reasonable rate
 limit would allow for legitimate use of the MOTD without the ability to
 cause lag. I posted the details earlier in the mailing list. Confirmation
 pop-ups is not a good solution. Imagine typing !rules or !bp or !radio and
 then having to click another button every time you type.
 
 The current solution makes legitimate servers lag players more because now
 you can't change the MOTD to a blank page after it is closed.
 
 
 On Wed, Apr 3, 2013 at 10:17 PM, Erik-jan Riemers riem...@binkey.nl wrote:
 
 Sounds like the auto redirect feature from back in the days, this one
 also got nerfed.
 BUT, you can still do that but it ASKS the client if he/she wants to
 connect to it.
 
 So just simply put it back on somehow and ask the player Do you want to
 see this motd the server is offering to you? That way you can still have
 a rules and a radio plugin too.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
 Sent: donderdag 4 april 2013 6:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
 On 04/04/2013 00:17, Essay Tew Phaun wrote:
  What's the report a server feature for, anyway?
 
 You can't expect Valve be tough on others because you weren't willing to
 accept them being tough with you.
 
 Perhaps it's much easier to remove the feature and then you can't use it
 or abuse it. You don't really expect them to trust anyone's judgement or
 take it on face value what the spirit of rules are do you?
 
 Most of all, you can't abuse it and then claim that it's not abuse either
 because the game lets you do it or because there isn't a 150 page bill of
 rights written by lawyers and signed in blood explicitly going over every
 permitted or prohibited thing that one or more of you might dream up next
 to try and get a few bucks by annoying your players in the hope they'll
 pay for you to stop annoying you.
 
 --
 Dan
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
I think it's a good idea. Servers have no business opening motd windows on 
clients that do not request them. It makes sense to do it for match made 
players who are usually newer. 

Spam: Verb
Send the same message indiscriminately to (large numbers of recipients) on the 
Internet.

Sent from my iPhone 5

On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Similar to the removal of /me. Taking out good features for the actions of
 the malicious. How about you just punish those doing it. What's the report
 a server feature for, anyway?
 
 
 On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
 - Prevent game servers from opening the MOTD panel more than once if the
 player connected through matchmaking or quickplay
 
 Pathetic.
 
 Thanks,
 Kyle.
 
 
 On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
 We've released a mandatory update for Team Fortress 2. The notes for the
 update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Prevent game servers from opening the MOTD panel more than once if the
 player connected through matchmaking or quickplay
 - Added new promo items
 - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
 continue to heal players
 - Fixed buildings destroyed by the Red-Tape Recorder not always
 displaying
 a death notice
 - Fixed a bug in Mann Vs. Machine related to carrying buildings and using
 the Upgrade Buildings canteen
 - Fixed the guitar sound not always playing when taunting with the Neon
 Annihilator
 - Fixed missing cloak effect for the Wanga Prick
 - Fixed the Bat Outta Hell using the Red team arms skin while on the Blue
 team
 - Fixed custom cursors in VR mode
 - Fixed Hydra input in VR mode
 - Improved performance of Linux dedicated server binaries
 
 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
True, but I doubt there's an easy way to differentiate the two. Perhaps an 
error message in chat telling the user that its blocked because it may have not 
been requested like a popup blocker then allow the player to accept the window?

Sent from my iPhone 5

On Apr 3, 2013, at 4:31 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Eh, I think most players understand that in order to utilize something like
 a radio or similar that a web page is opened to provide it. They're
 essentially requesting that by typing in a command and sending it.
 
 
 On Wed, Apr 3, 2013 at 7:26 PM, DontWannaName! ad...@topnotchclan.comwrote:
 
 I think it's a good idea. Servers have no business opening motd windows on
 clients that do not request them. It makes sense to do it for match made
 players who are usually newer.
 
 Spam: Verb
 Send the same message indiscriminately to (large numbers of recipients) on
 the Internet.
 
 Sent from my iPhone 5
 
 On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
 
 Similar to the removal of /me. Taking out good features for the actions
 of
 the malicious. How about you just punish those doing it. What's the
 report
 a server feature for, anyway?
 
 
 On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
 - Prevent game servers from opening the MOTD panel more than once if
 the
 player connected through matchmaking or quickplay
 
 Pathetic.
 
 Thanks,
 Kyle.
 
 
 On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
 We've released a mandatory update for Team Fortress 2. The notes for
 the
 update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Prevent game servers from opening the MOTD panel more than once if
 the
 player connected through matchmaking or quickplay
 - Added new promo items
 - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
 continue to heal players
 - Fixed buildings destroyed by the Red-Tape Recorder not always
 displaying
 a death notice
 - Fixed a bug in Mann Vs. Machine related to carrying buildings and
 using
 the Upgrade Buildings canteen
 - Fixed the guitar sound not always playing when taunting with the Neon
 Annihilator
 - Fixed missing cloak effect for the Wanga Prick
 - Fixed the Bat Outta Hell using the Red team arms skin while on the
 Blue
 team
 - Fixed custom cursors in VR mode
 - Fixed Hydra input in VR mode
 - Improved performance of Linux dedicated server binaries
 
 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread DontWannaName!
The server should be showing the motd first not the ad. If they really cared 
about players seeing it that is. 

Sent from my iPhone 5

On Apr 3, 2013, at 6:57 PM, Nomaan Ahmad n0man@gmail.com wrote:

 So let me get this straight. If some server uses pinion, and if a client
 connects with quickplay/matchmaking system, He/She will only see the pinion
 ad. When he/she tries to see server rules, he cant. :/
 
 I think this should be reversed.
 
 
 On 4 April 2013 02:43, Todd Pettit pettit.t...@gmail.com wrote:
 
 Try per day.
 
 - Original Message -
 From: Gordon Reynolds thisisgordonsem...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, April 3, 2013 9:36:26 PM
 Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
 
 I was not aware of that Traffic to Cash plugin.
 
 Holy crap is that a disgusting plugin. It reeks of those get paid to surf
 the internet deals from the 00s where people were setting up bots that
 automatically surfed the web for them, so they could pick up a $25 check in
 a month.
 
 
 On Wed, Apr 3, 2013 at 5:58 PM, Nicholas Hastings
 psycho...@alliedmods.netwrote:
 
 You can simulate it by connecting with the console connect command with a
 parameter of matchmaking after the address.
 
 Ex.
 connect X.X.X.X matchmaking
 
 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net
 
 1nsane mailto:1nsane...@gmail.com
 Wednesday, April 03, 2013 7:36 PM
 
 How can we make sure now that our plugins work (as best as possible)
 with
 this change? Is there a way to force this change even if you connect
 directly? You know, for testing purposes and to shut up those who will
 say
 this change isn't enough? Mostly the vocal few on SPUF.
 
 Because right now I have no idea if the radio on my servers work or not,
 because I connect directly and that has no changes.
 
 
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 Essay Tew Phaun mailto:sc2p...@gmail.com
 Wednesday, April 03, 2013 7:31 PM
 
 Eh, I think most players understand that in order to utilize something
 like
 a radio or similar that a web page is opened to provide it. They're
 essentially requesting that by typing in a command and sending it.
 
 
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 DontWannaName! mailto:ad...@topnotchclan.com**
 Wednesday, April 03, 2013 7:26 PM
 
 I think it's a good idea. Servers have no business opening motd windows
 on clients that do not request them. It makes sense to do it for match
 made
 players who are usually newer.
 
 Spam: Verb
 Send the same message indiscriminately to (large numbers of recipients)
 on the Internet.
 
 Sent from my iPhone 5
 
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 Essay Tew Phaun mailto:sc2p...@gmail.com
 Wednesday, April 03, 2013 7:17 PM
 
 Similar to the removal of /me. Taking out good features for the actions
 of
 the malicious. How about you just punish those doing it. What's the
 report
 a server feature for, anyway?
 
 
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 please visit:
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 Kyle Sanderson mailto:kyle.l...@gmail.com
 Wednesday, April 03, 2013 7:11 PM
 
 - Prevent game servers from opening the MOTD panel more than once if
 the
 player connected through matchmaking or quickplay
 
 Pathetic.
 
 Thanks,
 Kyle.
 
 
 On Wed, Apr 3, 2013 at 4:08 PM, Eric Smither...@valvesoftware.com
 wrote:
 
 We've released a mandatory update for Team Fortress 2. The notes for
 the
 update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Prevent game servers from opening the MOTD panel more than once if
 the
 player connected through matchmaking or quickplay
 - Added new promo items
 - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
 continue to heal players
 - Fixed buildings destroyed by the Red-Tape Recorder not always
 displaying
 a death notice
 - Fixed a bug in Mann Vs. Machine related to carrying buildings and
 using
 the Upgrade Buildings canteen
 - Fixed the guitar sound not always playing when taunting with the Neon
 Annihilator
 - Fixed

Re: [hlds_linux] Server Lockup Fix?

2013-03-05 Thread DontWannaName!
Have you tried changing the map

Sent from my iPhone 5

On Mar 4, 2013, at 12:02 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 We always restart our servers every day. Single map servers (2fort for
 instance) start to get weird lags and other issues if you keep it
 running too long.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: maandag 4 maart 2013 6:36
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server Lockup Fix?
 
 
 
 TF2
 
 On 03/03/2013 09:16 PM, David Fountain wrote:
 
 What game.
 
 On Sun, Mar 3, 2013 at 7:50 PM, Cameron Munroe
 cmun...@cameronmunroe.comwrote:
 
 After my servers have been up
 for about a week they randomly lockup. Please note they don't crash, they
 just simply freeze and use 100% of a single core on the processor.
 I do run sourcemod on the servers, but I don't think that has anything to
 do with it. In any case I was wondering if anyone knew of a fix.
 Thanks in advance. ___ To
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Re: [hlds_linux] Tf2 beta: please make steamcmd able to convert old servers

2013-02-28 Thread DontWannaName!
My suggestion: delete everything but cfg addons maps and motd map cycle/list 
then update with steamcmd?

Sent from my iPhone 5

On Feb 28, 2013, at 6:35 PM, Marco Padovan e...@evcz.tk wrote:

 Hi,
 
 Is there any possibility to see something similar to the clients conversion
 taking place for servers too?
 
 Or at least ok for a full redownload but please have steamcmd remove old
 unused files and move mods/maps/whatever was not vanilla to the right new
 places?
 
 Thank you,
 Best regards
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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-12 Thread DontWannaName!
I doubt that he is talking specifically about you.

I just checked the list myself and clearly saw multiple servers with very
few tags still missing the required tags as per their settings.

On Tue, Feb 12, 2013 at 9:29 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Unfortunately, I don't believe anything has changed since you requested
 this last year Fletcher. I could be totally wrong, but the truncation issue
 still exists (today, I checked). This is still, absolutely impossible to
 achieve if you're a server owner. Valve has to either raise the character
 limit, or move to another method of applying tags. I'd love to have all my
 server tags show, but they're still getting cut off. I'm not really that
 concerned with prioritizing tags to the front.

 Thanks,
 Kyle.

 -- Forwarded message --
 From: Kyle Sanderson kyle.l...@gmail.com
 Date: Thu, Jan 5, 2012 at 4:42 PM
 Subject: Re: [hlds] Plugins that modify game ruels should also set the tags
 To: Half-Life dedicated Win32 server mailing list 
 h...@list.valvesoftware.com, Half-Life dedicated Linux server mailing
 list
 hlds_linux@list.valvesoftware.com


 Sorry for the previous email, I wasn't at home. The overflow seems to have
 been worked around by hard limiting to 127 characters. Can this actually
 get fixed instead of the current inplace hack? At the moment, it's whomever
 loads first gets their tags set, and the rest are left out to dry. I should
 probably also mention that tags are overwriting other tags at the moment if
 there's no room, which is of course gross.


 No one can actually comply with this,
 Kyle.


 On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   Hello all,
 
  This is a reminder to make sure that your properly advertises the
  appropriate tags (e.g. respawntimes, norespawntime, friendly,
 nodmgspread ,
  nocrits, and increased_maxplayers), when the associated gameplay changes
  are in effect.
 
  ** **
 
  If you are using a plugin to achieve these changes, the plugin should set
  the tag.
 
  ** **
 
  Your humble servant,
 
  Fletch
 
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Re: [hlds_linux] tf_use_fixed_weaponspreads Quickplay

2013-02-07 Thread DontWannaName!
I would assume it does, its too game changing for new players.


On Thu, Feb 7, 2013 at 12:00 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

 The quickplay article here makes no mention of it:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 and I
 can't find anywhere where it is explicitly stated that fixed weapon spreads
 disables you from Quickplay. Googling really doesn't result in any concrete
 answers. There are a few people who are saying it's in the blacklisted
 cvars which I can't find any reference to.

 Just go try it Well, I'd rather have official word from Valve on whether
 this is okay for Quickplay or not.
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Re: [hlds_linux] tf_use_fixed_weaponspreads Quickplay

2013-02-07 Thread DontWannaName!
Does it add a server tag? If so then I would assume even more so.


On Thu, Feb 7, 2013 at 12:18 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

 This was my assumption as well but one of our players requested it, noting
 that he couldn't find any information on it disabling Quickplay. I did some
 searching and couldn't find any info on it either. The only mention of
 something similar is for damage spread and the nodmgspread tag.

 On Thu, Feb 7, 2013 at 3:02 AM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I would assume it does, its too game changing for new players.
 
 
  On Thu, Feb 7, 2013 at 12:00 AM, Essay Tew Phaun sc2p...@gmail.com
  wrote:
 
   The quickplay article here makes no mention of it:
   https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513and I
   can't find anywhere where it is explicitly stated that fixed weapon
  spreads
   disables you from Quickplay. Googling really doesn't result in any
  concrete
   answers. There are a few people who are saying it's in the
 blacklisted
   cvars which I can't find any reference to.
  
   Just go try it Well, I'd rather have official word from Valve on
  whether
   this is okay for Quickplay or not.
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[hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
For some reason my motd keeps getting cached ingame. I have changed it yet it 
loads the cached version in the browser. There's obviously no F5 ingame and I 
want clients to see the new version. The URL shows correctly out of game. Is 
this some setting in WebKit?

Sent from my iPhone 5
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
F5 is not a fix for casual players...

Sent from my iPhone 5

On Jan 21, 2013, at 2:18 PM, Steven Haigh net...@crc.id.au wrote:

 On 22/01/2013 9:09 AM, DontWannaName! wrote:
 For some reason my motd keeps getting cached ingame. I have changed it yet 
 it loads the cached version in the browser. There's obviously no F5 ingame 
 and I want clients to see the new version. The URL shows correctly out of 
 game. Is this some setting in WebKit?
 
 Yeah. Valve seem to break the MOTD code every few releases Good QA ;)
 
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
No the URL has been the same. I simply update a png within the HTML. I even 
turned off server side caching. I bet if I changed the source file it would 
just refresh the cache then I'd have to do it next time.

I like to update my motd a lot.

Sent from my iPhone 5

On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:

 
 
 Did you change the url in the motd.txt of changed the physical page?
 
 
 On , DontWannaName! wrote: 
 
 F5 is not a fix for casual players...
 
 Sent from my iPhone 5
 
 On Jan 21, 2013, at 2:18 PM, Steven Haigh
 net...@crc.id.au wrote:
 
 On 22/01/2013 9:09 AM, DontWannaName!
 wrote: 
 
 For some reason my motd keeps getting cached ingame. I
 have changed it yet it loads the cached version in the browser. There's
 obviously no F5 ingame and I want clients to see the new version. The
 URL shows correctly out of game. Is this some setting in WebKit?
 Yeah. Valve seem to break the MOTD code every few releases Good QA
 ;) ___ To unsubscribe, edit
 your list preferences, or view the list archives, please visit:
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
It has no cache, which I changed to today. Yet I go ingame and it is
still cached.


Connection: close[CRLF]
User-Agent: Web-sniffer/1.0.44 (+http://web-sniffer.net/)[CRLF]
Accept-Encoding: gzip[CRLF]
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[CRLF]
Accept-Language: en-US,en;q=0.5[CRLF]
Accept-Charset: ISO-8859-1,UTF-8;q=0.7,*;q=0.7[CRLF]
Cache-Control: no-cache[CRLF]
Referer: http://web-sniffer.net/[CRLF][CRLF]

Image has Cache-Control:no-store, no-cache, must-revalidate, max-age=0



On Mon, Jan 21, 2013 at 5:26 PM, Carl aidsf...@gmail.com wrote:

 What are the caching settings on the url that is served?

 Could you dump the http headers from the url in question?


 On 1/21/2013 2:55 PM, DontWannaName! wrote:

 No the URL has been the same. I simply update a png within the HTML. I
 even turned off server side caching. I bet if I changed the source file it
 would just refresh the cache then I'd have to do it next time.

 I like to update my motd a lot.

 Sent from my iPhone 5

 On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:


 Did you change the url in the motd.txt of changed the physical page?


 On , DontWannaName! wrote:

  F5 is not a fix for casual players...
 Sent from my iPhone 5

 On Jan 21, 2013, at 2:18 PM, Steven Haigh

 net...@crc.id.au wrote:

 On 22/01/2013 9:09 AM, DontWannaName!

 wrote:

 For some reason my motd keeps getting cached ingame. I

 have changed it yet it loads the cached version in the browser. There's
 obviously no F5 ingame and I want clients to see the new version. The
 URL shows correctly out of game. Is this some setting in WebKit?
 Yeah. Valve seem to break the MOTD code every few releases Good QA
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread DontWannaName!
I changed the png name after updating the cache values and that worked. Good to 
know it follows the headers. I assumed it was WebKit caching everything. 

Sent from my iPhone 5

On Jan 21, 2013, at 7:53 PM, Asher Baker asher...@gmail.com wrote:

 Steam's HTTP stuff is very agressive about caching, if those headers
 weren't there originally, it may be a while before it even decides to
 revalidate.
 
 On Tue, Jan 22, 2013 at 1:43 AM, Carl aidsf...@gmail.com wrote:
 Can you add the following headers:
 
 Expires: Mon, 26 Jul 1997 05:00:00 GMT
 Pragma: no-cache
 Cache-Control: post-check=0, pre-check=0
 Cache-Control: no-store, no-cache, must-revalidate
 
 
 
 
 On 1/21/2013 5:34 PM, DontWannaName! wrote:
 
 It has no cache, which I changed to today. Yet I go ingame and it is
 still cached.
 
 
 Connection: close[CRLF]
 User-Agent: Web-sniffer/1.0.44 (+http://web-sniffer.net/)[CRLF]
 Accept-Encoding: gzip[CRLF]
 Accept:
 text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[CRLF]
 Accept-Language: en-US,en;q=0.5[CRLF]
 Accept-Charset: ISO-8859-1,UTF-8;q=0.7,*;q=0.7[CRLF]
 Cache-Control: no-cache[CRLF]
 Referer: http://web-sniffer.net/[CRLF][CRLF]
 
 Image has Cache-Control:no-store, no-cache, must-revalidate, max-age=0
 
 
 
 On Mon, Jan 21, 2013 at 5:26 PM, Carl aidsf...@gmail.com wrote:
 
 What are the caching settings on the url that is served?
 
 Could you dump the http headers from the url in question?
 
 
 On 1/21/2013 2:55 PM, DontWannaName! wrote:
 
 No the URL has been the same. I simply update a png within the HTML. I
 even turned off server side caching. I bet if I changed the source file
 it
 would just refresh the cache then I'd have to do it next time.
 
 I like to update my motd a lot.
 
 Sent from my iPhone 5
 
 On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:
 
 
 Did you change the url in the motd.txt of changed the physical page?
 
 
 On , DontWannaName! wrote:
 
  F5 is not a fix for casual players...
 
 Sent from my iPhone 5
 
 On Jan 21, 2013, at 2:18 PM, Steven Haigh
 net...@crc.id.au wrote:
 
 On 22/01/2013 9:09 AM, DontWannaName!
 wrote:
 For some reason my motd keeps getting cached ingame. I
 
 have changed it yet it loads the cached version in the browser.
 There's
 
 obviously no F5 ingame and I want clients to see the new version. The
 URL shows correctly out of game. Is this some setting in WebKit?
 Yeah. Valve seem to break the MOTD code every few releases Good QA
 ;) __**_ To unsubscribe,
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-10-17 Thread DontWannaName!
It's all on the blog...

Sent from my iPhone 5

On Oct 17, 2012, at 3:36 PM, Doctor McKay li...@doctormckay.com wrote:

 Anyone mind shedding light on what this Mann Up penalty system is?
 
 
 
 Dr. McKay
 http://www.doctormckay.com
 
 -Original Message- From: Eric Smith
 Sent: Wednesday, October 17, 2012 6:26 PM
 To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux 
 server mailing list ; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory Team Fortress 2 update released
 
 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.
 
 -Eric
 
 --
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed the disconnect command regression from the previous update
 - Fixed tools like vbsp working with new model format
 - Fixed a con_logfile ConVar exploit
 
 
 Team Fortress 2
 - Fixed a common FindModel crash for replays
 - Fixed the Crafty Hair not using styles for the yellow and brown hair
 - Improved the Restore UI for customizing items in backpack
 - Fixed floating arrows on carried objects
 - Mann vs. Machine
  - Added a penalty system to deter players from repeatedly abandoning Mann Up 
 games
  - Corrected the respawn time for the Mannslaughter mission
  - Updated MissionCycle behavior.  Servers will always cycle to a mission 
 listed in the MissionCycle file.
 
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Re: [hlds_linux] Bad Standing for TF2

2012-09-01 Thread DontWannaName!
Valve put this up sometime. It has the cvar info.

https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933


On Fri, Aug 31, 2012 at 6:07 PM, cladiron cladi...@gmail.com wrote:
 sry for the re-post, but i would suggest something like HLSW so you can
 scroll up and see ALL the cvars.

 On Fri, Aug 31, 2012 at 9:06 PM, cladiron cladi...@gmail.com wrote:

 A note to some of the newer admins here, you can also type this in the
 server console or HLSW if you run that.
 cvarlist

 I have always thought it was ashammed that there is no example_server.cfg
 located in the cfg folder.
 This way admins wouldn't have to guess at what cvars are useable in each
 game.

 On Fri, Aug 31, 2012 at 6:22 PM, Christian Gerbrandt ger...@gotadsl.co.uk
  wrote:

 Also to mention, that mp_timelimit is 0 by default for mvm.
 I don't have it set in my configs, and there is no timelimit, and both
 have
 standing good.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
 Sent: 30 August 2012 14:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Bad Standing for TF2

 On Thu, Aug 30, 2012 at 2:12 PM, feugatos feuga...@ceidwarfare.net
 wrote:
  Would 20 minutes be a good value for timelimit?

 Have you actually played MvM? :) The only correct value for timelimit is
 0.

 Everything else just kicks players off randomly from their mission,
 which
 is extremely aggravating.

 --bp

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Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread DontWannaName!
Is there something we will see in console when it tries to send
players to our passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc drga...@gmail.com wrote:
 Did any of you set mp_allowspectate to 0 ?

 On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
 cmun...@cameronmunroe.comwrote:

 I know my server @ 66.212.17.44:27016 has a password, is that one on the
 list?



 On 8/21/2012 1:58 PM, Fletcher Dunn wrote:

 I could really use some help understanding how to reproduce this problem.

 What *should* be happening, and what I reproduced when I tested it, was
 if you have sv_password set, it would immediately set tf_mm_servermode 0.

 Can anybody explain how a server is in the matchmaking pool with a
 password set?



 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Alastor Raynes
 Sent: Tuesday, August 21, 2012 1:20 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] MvM server browser player counts and improtant note
 regarding replay


 Fletch,

 I wanted to bring a bug to your attention. You guys probably already know
 about this, but I thought I'd make you aware of it.

 Boot Camp matchmaking has the capability to connect to servers who have
 passwords set. This results in a rather frustrating 20 minute wait,
 followed by a Bad Password error and the need to re-queue.

 Please ignore this if it has been fixed.
 On Aug 21, 2012 1:56 PM, Fletcher Dunn fletch...@valvesoftware.com**
 mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com
 wrote:
 We made some changes in today's update to make MvM player counts in the
 server browser make as much sense as possible within the current framework.

 Here's how it works:

 Bots should do not show at all in any client-visible way.  (Although,
 they still show in the status output.)

 sv_maxvisibleplayers is slammed to 6 + {number of spectators}.

 In this scheme, your server appears to have space if a player can join
 and play on the defending team, it appears to be full if this is not the
 case.  The existing server browser framework does not make it
 straightforward to clients connected as spectator from the player count.
  This logic was the best compromise.

 One final note: We discovered a small problem with today's update.  If
 you have replay enabled, the above logic will think replay is a spectator
 and your server will show 7 max players.  We'll fix this in an upcoming
 update.

 - Fletch

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Re: [hlds_linux] Server dump contains nothing?

2012-08-21 Thread DontWannaName!
There is a way to turn on larger dumps, I think its -debug in the
command line...

On Tue, Aug 21, 2012 at 7:51 PM, Bruno Garcia garcia.bru...@gmail.com wrote:
 Hello,

 I've been having several crashes during map changes on my Counter-Strike:
 Source server. and I'm trying to pinpoint the cause of this problem.
 I've looked at the server dumps that are generated upon a crash, but the
 stack information only contains the modules loaded when the server crashed.

 I find this pretty useless. Isn't there another way of debugging a server
 crash?

 Any help is appreciated!
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-17 Thread DontWannaName!
I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through 
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it would be 
 useful.  (Allow direct connections but not be visible on the server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see 
 the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds_linux] [hlds] tf_mm_strict values swapped

2012-08-17 Thread DontWannaName!
It seems ad hoc is blocking player names from being shown in HLSW. I
don't think its suppose to do that?

On Fri, Aug 17, 2012 at 4:10 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Actually, that description below was incorrect.

 If you set tf_mm_servermode 0, then tf_mm_strict 0 and tf_mm_strict 2 will 
 both deny directions connections.

 We'll get an update fixed for this ASAP.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter HLDS
 Sent: Friday, August 17, 2012 4:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] tf_mm_strict values swapped

 But what about tf_mm_strict 0?

 That SHOULD allow direct connections, AND show in server browser, no?

 On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:

 There is a bug with the tf_mm_strict change in the update we released a few 
 minutes ago.

 The values as documented are swapped between 1 and 2.

 In this update:
 tf_mm_strict 1 currently DOES NOT allow direct connections
 tf_mm_strict 2 currently DOES allow direct connections

 We'll release an optional update shortly to fix this to match the 
 documentation.



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Re: [hlds_linux] Mandatory TF2 update released

2012-08-17 Thread DontWannaName!
Can you make it required instead of option ;)

On Fri, Aug 17, 2012 at 4:26 PM, Frank ad...@gamerscrib.net wrote:
 Also, now I have a Linux server giving clients Server info data overflow
 messages so they can't join so now I have to reset an almost full server
 *sigh*

 Please get these fixed before the weekend.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
 Sent: Friday, August 17, 2012 7:18 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 I just had a regular server go down again (Windows) for this error:

 Host_Error:  Overflow error writing string table baseline ServerMapCycle

 It was fully updated and was full when it basically locked up with this
 error on the screen when I remoted in to see what was wrong.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Friday, August 17, 2012 6:35 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine Tank
 before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann vs.
 Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the beginning
 of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community mods
 outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


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Re: [hlds_linux] Release MvM soon ?

2012-08-15 Thread DontWannaName!
It's 5:30 here could be a few more hours.

Sent from my iPhone 4

On Aug 15, 2012, at 5:21 PM, Jacques Ahlers mailvanjacq...@gmail.com wrote:

 Hello, Just wondering if I am at the right day. It,s 02:20 here in europe
 and I am waiting for the update.
 It is this night (my time) right ? Or am I trying to stay awake for nothing
 ?
 
 Jacques
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Can we do reserved lobbies like with keys? So all friends go to the same 
community server?

Sent from my iPhone 4

On Aug 14, 2012, at 2:40 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Some servers ops will know how to make it balanced... class limiting is one
 of them.
 
 On 14 August 2012 22:33, Russell Smith ve...@tinylittlerobots.us wrote:
 
 I think he was referring to game balance being broken on  24 player games.
 
 
 On 14.08.2012 14:19, Nomaan Ahmad wrote:
 
 What do you mean by rubbish to play? CPUs have gotten more powerful over
 the years too. If some is running on tf2's minimum requirement I think
 they
 should upgrade in order to play on bigger servers. Same goes to server
 operators, they need to host their games it on high end servers if they
 want more slots.
 
 On 14 August 2012 22:04, dan needa...@ntlworld.com wrote:
 
 On 14/08/2012 21:15, Fletcher Dunn wrote:
 
 I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.
 
 
 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.
 
 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.
 
 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan
 
 
 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Is there any way to point the lobby to a specific server at all? Cvar?

Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the
 same community server?
 
 Sent from my iPhone 4
 
 
 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Choosing the map or maybe chatting for example before starting a game?

Sent from my iPhone 4

On Aug 14, 2012, at 3:19 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 What is the use case for that?  Friends could just join the server directly, 
 there doesn't seem to be a need to form a party at all.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Tuesday, August 14, 2012 2:57 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 Is there any way to point the lobby to a specific server at all? Cvar?
 
 Sent from my iPhone 4
 
 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:
 
 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the 
 same community server?
 
 Sent from my iPhone 4
 
 
 
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread DontWannaName!
Two of my servers are doing this. The gms doesn't see them even though they are 
running. They are reporting the wrong ip in console on startup as well. 

Sent from my iPhone 4

On Aug 14, 2012, at 4:34 PM, Chris Oryschak ch...@oryschak.com wrote:

 Fletcher,
 
 Two of my servers just did it again.  Neither of the servers restarted or
 crashed.  When I type  status i'm getting an incorrect Public IP.
 
 This all seemed to happen ~10mins ago when I lost connection to steam
 friends.  I've also been noticing my servers bouncing up/down from the
 master server list.
 This is indicated in both the API URL and by doing a simple refresh in-game.
 
 Chris
 
 
 On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 Try typing status  is the reported public IP the same as what you expect?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
 Sent: Monday, August 13, 2012 2:58 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
 server?
 
 Is their a reason why a server would drop off from the master server list?
 Is there a way to manually make it re-register itself?
 
 The reason i'm asking is because I host 8 servers on one box.
 
 Over the night 3 servers dropped off master server list.  Performing a
 server restart to srcds brought the server back up to be listed.
 
 I left one server in this weird state incase someone at valve wants to
 look into it.
 
 Two servers are running on the IP: 142.54.178.234 One is on port 27015
 and the other is 27016
 
 As you see from the API, its working correctly and only seeing the server
 on port 27016.
 
 
 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234format=json
 
 
 The server on 27015 isn't showing up at all.. though if you toss the IP in
 HLSW you will see its up and runnning.
 
 Any idea on why this happens?
 
 Thanks,
 Python
 
 
 
 
 On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina je...@opendreams.net
 wrote:
 
 
 Works as-expected for me.  My host has eight srcds servers running on
 multiple IPs.
 
 However, one of the TF2 servers which I help host was being listed on
 the primary host's IP, instead of the secondary IP which it is
 configured to be using.  It's that well-known steamclient reconnect
 bug. Once I restated the server, it instantly went back to the right
 IP and this was reflected in the webapi service.
 
 I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
 and L4D2. Only this one TF2 server has ever done this (based on logs
 over the last 18 months), and it is noteworthy that it is the only one
 which uses standard ports.  All the other servers use non-standard
 ports piled onto a single IP.  Maybe coincidental, maybe not.
 
 
 
 Hosts primary IP, should be nothing here ever:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
 tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
 Assigned IP of the occasionally-errant TF2 server:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
 tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
 Everything else on this host:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
 etServersAtAddress/v0001?addr=66.113.99.100format=xml
 
 
 
 Here is a little bit of info on the process before I restarted it.
 lsof shows the .98 IP being used, when it should not be.
 
 tmux session:
 server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
 [153x67]
 
 Process command arguments:
 ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
 27015
 +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
 +-pidfile
 /xxx/server.pid -maxplayers 26 +map pl_badwater
 
 Process started at:  Fri Aug  3 18:05:23 2012 Process started
 elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
 
 lsof says the following network sockets are in use by PID 12453:
 COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
 srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
 66.113.99.99:27015
 srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
 66.113.99.99:27005
 srcds_lin 12453 hlds9u  IPv4 519822255  0t0  UDP
 66.113.99.99:27025
 srcds_lin 12453 hlds   10u  IPv4 519822256  0t0  TCP
 66.113.99.99:27015 (LISTEN)
 srcds_lin 12453 hlds   20u  IPv4 776732447  0t0  TCP
 66.113.99.98:34339
 -81.171.**115.37:27017 http://81.171.115.37:27017 (ESTABLISHED)
 ---
 bad ephemeral connection
 srcds_lin 12453 hlds   22u  IPv4 800648048  0t0  TCP
 66.113.99.99:27015
 -81.169.**139.249:57477 http://81.169.139.249:57477 (ESTABLISHED)
 

Re: [hlds_linux] [hlds_announce] [hlds] Mandatory TF2 update released

2012-08-02 Thread DontWannaName!
Mine are crashing with it in server cfg. They won't start unless I remove the 
cvar. 

Sent from my iPhone 4

On Aug 2, 2012, at 5:23 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 OK, I think putting it in a server.cfg is the workaround for now.
 
 We'll fix it to make it legal to set it in autoexec in a later update.
 
 Thanks for the bug report.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
 Beretta
 Sent: Thursday, August 02, 2012 5:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated 
 Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
 
 setting it later from rcon doesn't crash
 
 
 On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 Thanks, we'll look into it.  Try setting it later, does it still crash 
 for you?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
 Beretta
 Sent: Thursday, August 02, 2012 5:15 PM
 To: Eric Smith
 Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 
 server mailing list; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
 released
 
 having tf_mm_servermode 1 in autoexec.cfg will make the server crash 
 at startup verified on a dozen windows and linux servers
 
 
 
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Re: [hlds_linux] Random CPU Spikes

2012-07-28 Thread DontWannaName!
I see this too. I think it has something to do with entities because of the red 
spike in net graph but I'm not sure.

Sent from my iPhone 4

On Jul 28, 2012, at 12:33 AM, Russell Smith ve...@tinylittlerobots.us wrote:

 It doesn't happen on player joins.  I haven't been able to see any 
 commonalities between occurrences that would indicate what the cause is.
 
 On 7/28/2012 12:31 AM, doc wrote:
 Is it completely random or during someone joining?
 
 On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith
 ve...@tinylittlerobots.uswrote:
 
 
 
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Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
Mine is too big to open in Windows unfortunately.

On Wed, Jul 11, 2012 at 11:38 AM, ics i...@ics-base.net wrote:

 I think i'm seeing a pattern which causes the overflows and there's
 nothing *I* can do about these things. This is just 3 clients from 2
 different servers but i suspect the rest will be showing the same stuff.
 The rest of the data is just plain small compared to these on those
 snapshots.

 StringTable soundprecache : 8257 bits (1032.125 bytes)
 StringTable instancebaseline :   160672 bits (20084.000 bytes)
 StringTable userinfo :11919 bits (1489.875 bytes)
 StringTable DynamicModels : 7128 bits ( 891.000 bytes)
 Total Delta :   130135 bits (16266.875 bytes)

 StringTable soundprecache :11173 bits (1396.625 bytes)
 StringTable instancebaseline :   192452 bits (24056.500 bytes)
 StringTable userinfo : 7610 bits ( 951.250 bytes)
 StringTable DynamicModels : 8030 bits (1003.750 bytes)
 Total Delta :   100317 bits (12539.625 bytes)

 StringTable soundprecache :10887 bits (1360.875 bytes)
 StringTable instancebaseline :   176476 bits (22059.500 bytes)
 StringTable userinfo : 8675 bits (1084.375 bytes)
 StringTable DynamicModels :11910 bits (1488.750 bytes)
 Total Delta :   110850 bits (13856.250 bytes)

 -ics

 11.7.2012 20:40, Fletcher Dunn kirjoitti:

 Ah, if you are seeing it mostly on the saxton servers, then that could be
 a clue.  There's could be some big array or object or something in the
 saxton entities being networked inefficiently.

 The netspike file should make it obvious where the bandwidth is going.
  But if you need some help analyzing it, email it to me directly.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Erik-jan Riemers
 Sent: Wednesday, July 11, 2012 10:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 When you update, put in the notes the cvars or whatever you can setup for
 those option. Since I only see it on a couple of servers (saxton servers
 mostly, but hey I can understand) its actually a nice feedback to know that
 clients are having issues and it could be related too a plugin too.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: woensdag 11 juli 2012 18:58
 To: Half-Life dedicated Linux server mailing list; ics
 Subject: Re: [hlds_linux] netspike.txt

 The netspike file has long existed in the Source engine as a way to track
 which entities were causing large spikes of network traffic.  There's a
 convar you can use to configure a threshold when it will get dumped.  (I
 think by default it's off.)  Recently there was a change where, if a client
 was dropped to the infamous snapshot overflow error, it would re-run the
 network packing code for that client, forcing the netspike file to be
 dumped, to help figure out what entities are the cause of the problem.
  That could definitely cause CPU spikes.  I didn't realize we had shipped
 with that debugging mode on.  We'll make it configurable by convar for the
 next release.

 In the meantime, each time it dumps a network trace, it means you dropped
 a client.  It needed to send them a full snapshot of the game state, but
 the snapshot was too big, so it had to drop the client.  You might want to
 see which entities are responsible for so much traffic, because you are
 dropping players.

 If there's something particular to your server, this trace will help you
 tune it.  If you find a problem you think is global to the game, please
 report it here.

 Your humble servant,
 Fletch

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Thorsten Knoll
 Sent: Wednesday, July 11, 2012 8:39 AM
 To: ics; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 i only have it on my registered servers with quickplay.
 on my not registered servers there´s no netspike.txt.

 -moss

 Am 11.07.2012 12:47, schrieb ics:

 I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess
 opening and writing to that file could cause the cpu spikes some are
 having. What is this file for? Can someone from valve enlighten the
 matter?

 -ics
 - Alkuperäinen viesti -

 yes it looks like debuggin info of some sort. My two servers have
 those files to and both are 2.0Gb each

 On 2012-07-11 11:20, Jesse Molina wrote:

 Interesting.

 This file has indeed appeared on some servers on a host which I manage.

 In one case, the file is now 1.3GB in 

Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
I have on 5 gig netspike file and one 3 gig. :/

On Thu, Jul 12, 2012 at 10:36 AM, DontWannaName! ad...@topnotchclan.comwrote:

 Mine is too big to open in Windows unfortunately.


 On Wed, Jul 11, 2012 at 11:38 AM, ics i...@ics-base.net wrote:

 I think i'm seeing a pattern which causes the overflows and there's
 nothing *I* can do about these things. This is just 3 clients from 2
 different servers but i suspect the rest will be showing the same stuff.
 The rest of the data is just plain small compared to these on those
 snapshots.

 StringTable soundprecache : 8257 bits (1032.125 bytes)
 StringTable instancebaseline :   160672 bits (20084.000 bytes)
 StringTable userinfo :11919 bits (1489.875 bytes)
 StringTable DynamicModels : 7128 bits ( 891.000 bytes)
 Total Delta :   130135 bits (16266.875 bytes)

 StringTable soundprecache :11173 bits (1396.625 bytes)
 StringTable instancebaseline :   192452 bits (24056.500 bytes)
 StringTable userinfo : 7610 bits ( 951.250 bytes)
 StringTable DynamicModels : 8030 bits (1003.750 bytes)
 Total Delta :   100317 bits (12539.625 bytes)

 StringTable soundprecache :10887 bits (1360.875 bytes)
 StringTable instancebaseline :   176476 bits (22059.500 bytes)
 StringTable userinfo : 8675 bits (1084.375 bytes)
 StringTable DynamicModels :11910 bits (1488.750 bytes)
 Total Delta :   110850 bits (13856.250 bytes)

 -ics

 11.7.2012 20:40, Fletcher Dunn kirjoitti:

 Ah, if you are seeing it mostly on the saxton servers, then that could be
 a clue.  There's could be some big array or object or something in the
 saxton entities being networked inefficiently.

 The netspike file should make it obvious where the bandwidth is going.
  But if you need some help analyzing it, email it to me directly.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Erik-jan Riemers
 Sent: Wednesday, July 11, 2012 10:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 When you update, put in the notes the cvars or whatever you can setup
 for those option. Since I only see it on a couple of servers (saxton
 servers mostly, but hey I can understand) its actually a nice feedback to
 know that clients are having issues and it could be related too a plugin
 too.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: woensdag 11 juli 2012 18:58
 To: Half-Life dedicated Linux server mailing list; ics
 Subject: Re: [hlds_linux] netspike.txt

 The netspike file has long existed in the Source engine as a way to
 track which entities were causing large spikes of network traffic.  There's
 a convar you can use to configure a threshold when it will get dumped.  (I
 think by default it's off.)  Recently there was a change where, if a client
 was dropped to the infamous snapshot overflow error, it would re-run the
 network packing code for that client, forcing the netspike file to be
 dumped, to help figure out what entities are the cause of the problem.
  That could definitely cause CPU spikes.  I didn't realize we had shipped
 with that debugging mode on.  We'll make it configurable by convar for the
 next release.

 In the meantime, each time it dumps a network trace, it means you
 dropped a client.  It needed to send them a full snapshot of the game
 state, but the snapshot was too big, so it had to drop the client.  You
 might want to see which entities are responsible for so much traffic,
 because you are dropping players.

 If there's something particular to your server, this trace will help you
 tune it.  If you find a problem you think is global to the game, please
 report it here.

 Your humble servant,
 Fletch

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Thorsten Knoll
 Sent: Wednesday, July 11, 2012 8:39 AM
 To: ics; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 i only have it on my registered servers with quickplay.
 on my not registered servers there´s no netspike.txt.

 -moss

 Am 11.07.2012 12:47, schrieb ics:

 I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess
 opening and writing to that file could cause the cpu spikes some are
 having. What is this file for? Can someone from valve enlighten the
 matter?

 -ics
 - Alkuperäinen viesti -

 yes it looks like debuggin info of some sort. My two servers have
 those files to and both are 2.0Gb each

 On 2012-07-11 11:20, Jesse Molina wrote

Re: [hlds_linux] Recent CPU Spikes

2012-07-09 Thread DontWannaName!
I too am seeing spikes to 100 percent CPU on windows on core 0 and other cores 
being used at the same time. I have no affinity set.

Sent from my iPhone 4

On Jul 9, 2012, at 5:04 PM, ve...@tinylittlerobots.us wrote:

 Yes, sprays are enabled.  Erik mentioned this in his reply earlier.  As I 
 said I have a daily job set to clean these up, so there is no build up.
 
 I should mention since I haven't, I have two separate non-forked srcds 
 installations that both are having this same issue.
 
 On 09.07.2012 16:47, Cameron Munroe wrote:
 Do you have sprays enabled?
 
 Go into your server to the downloads folder and see if you have a
 bunch of .dat files. If it is over 1000 that might be your problem.
 
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread DontWannaName!
Command Aborted :(

On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released mandatory updates to Team Fortress 2, Day of Defeat:
 Source, and Half-Life 2: Deathmatch. The notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
 server admins to control the maximum RCON packet size and whether or not
 users get banned for exceeding that limit. The defaults reflect the
 existing behavior.
 - Fixed not being able to import custom spray images on Macs
 - Fixed Macs cancelling http map downloads that take longer than 30 seconds

 Team Fortress 2
 - Added Pyrovision!
 - Added new game mode Special Delivery and map Doomsday!
 - Friendly players glow when carrying the flag
 - Fixed rare cases where flag could fall out of the world
 - Fixed cases where the Payload HUD looked like the cart is still on a
 hill when it isn't
 - Fixed cases where some clients didn't receive broadcasts about long
 continuous particle effects being started or stopped
 - Updated the HTML renderer for displaying server MOTD
 - Votes created by a dedicated server no longer trigger a failed vote
 cooldown
 - Fixed map triggered annotation events not working on dedicated servers
 - Fixed the game crashing if tempents are created that use invalid
 materials
 - Using a Name Tag while in game notifies everyone of the name change
 - Fixed Strange Part: Projectiles Reflected not tracking grenade and
 sentry rocket deflections
 - Added new items
* City on Fire item sets
* Pyroland weapons and cosmetics
* Community-contributed cosmetic items for all classes
* Mysterious treasures have been incinerated, but are now craftable
* Added crafting recipe for Pile of Ash
* Scorched Keys are now available in the store for a limited time
* New promo item
 - Weapon balancing changes
* Gloves of Running Urgently
* Removed self-damage over time penalty
* Heavy takes mini-crits while active and for 3 seconds
 after switching away
* Attack damage penalty reduced from -50% to -25%
* Tomislav
* Spin-up speed bonus reduced from +40% to +10%
* Quick-Fix
* Medic mirrors blast jump of their heal target
* Crusader's Crossbow
* Reload speed time reduced by +40%
* Cozy Camper
* Regenerates 1 heath per second
* Reduced movement penalty from -90% to -80%
* Sticky Jumper and Rocket Jumper
* Added 'flying' sound to blast jumps
* The Concheror
* Changed rage building source from damage done and damage
 received to only damage done
* Increased the rate at which Rage builds for this item by
 +25%
* The Equalizer
* Removed player move speed modification and added it to a
 new item named The Escape Plan
* All owners of the Equalizer will be automatically granted
 The Escape Plan
* Crit-a-Cola
* Added +25% increased movement speed while active
* Increased duration from 6 to 8 seconds
* Atomic Bonk
* Increased duration from 6 to 8 seconds
* All Flamethrowers
* Increased base damage by +10%.
* Backburner
* Removed +10% damage bonus attribute
* Note: Because of base damage increase, damage remains
 unchanged
* Degreaser
* Added -10% damage penalty attribute
* Note: Because of base damage increase, damage remains
 unchanged
* Phlogistinator
* Damage defense while taunting reduced from -90% to -75%
 - Item bug fixes
* Fixed sentry sometimes spawning in shielded mode while the
 Wrangler was equipped, but not deployed
* Improved visual and audio cues for when the Manmelter is ready to
 fire
* Fixed Manmelter being able to earn crits via friendly Pyro
 self-damage
* Fixed Scotch Bonnet's blue team skin not showing
* Fixed Unarmed Combat's taunt not working
* Unarmed Combat's color now matches the team using it
* Fixed the Apparition's Aspect showing a burning texture in DX8



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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread DontWannaName!
You will need to remove this file sdktools.ext.2.ep2v in the extensions
folder to get the server started. Nicholas looks to be updating the
gamedata, but the new one doesnt work yet.
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Re: [hlds_linux] Mandatory CS:S update coming

2012-05-22 Thread DontWannaName!
Now its weird when they arent for TF2. :P

On Tue, May 22, 2012 at 1:17 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Awesome! Thanks Eric!

 Kyle.
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread DontWannaName!
Well you get money for every person who sees it. If you cheat people to seeing 
it, you get more money. It's bad.

Sent from my iPhone 4

On May 18, 2012, at 3:29 PM, Michael Johansen michs...@live.no wrote:

 
 What's so bad earning money about advertisements in MOTDS? I use it to pay 
 for my servers, only to go in zero each month. 
 From: crazydog...@gmail.com
 Date: Fri, 18 May 2012 15:27:02 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Policy of truth
 
 And make money off of advertisements in MOTDS...
 ---
 Jonah Hirsch
 
 
 
 On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:
 
 Well you can always sell admin.
 
 On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
 
 It's pointless to quell them when they can just make a new group/server
 but
 I can't imagine it's a painless process, there probably is some large hit
 in traffic (as if they get any 'real' traffic anyways).
 
 What is the point in running servers like this? I'm actually interested
 in
 how fooling people to come to your servers does you any good - do they
 somehow monetize stupid people?
 
 On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote:
 
 This seems kind of pointless, no?
 
 TF2 doesn't have group functions.  This leads me to believe that there
 is a
 back end ban on anyone in the group(s) from registering servers and
 using
 QuickPlay. This would be unfair to the innocent casualties; but also
 would
 seem that they could just leave the group and register, or just create
 a
 new steam account that is not part of the groups to get around it...
 
 Perhaps there is better system in place that VALVe is not telling us
 about?
 
 On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
 
 STRIKE DOWN THE UNCLEAN
 PURGE THE SINNERS.
 
 On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 Last week the TF2 team banned some server groups that were in
 violation
 of
 the Policy of Truth.
 
 We received numerous complaints from server operators about a
 handful
 of
 servers, and we investigated those reports.  Any action we have
 taken
 was
 based upon violations that we witnessed firsthand.
 
 Bans are applied to the group itself, not to any particular IP
 address
 range.
 
 These bans will last 6 weeks.
 
 Thank you,
 The Team Fortress Team
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
I just got 4 minutes in and waited 5 minutes to connect to one server.

  3:47 Checking...: tf\sound\vo\taunts
  4:19 Missing: tf\steam.inf
  4:19 17 file(s) totaling 66947516 bytes will be downloaded
  4:19 Checking local files and building download list for depot 442 'Team
Fortress 2 Materials' ver
sion 178
  4:19 Patching from version 177; connecting to content server
  4:20 [4.28.151.210:27030] Disconnecting
  4:21 [208.64.203.16:27030] Connecting...
  4:24 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:27030, WinSock Error 0
No error
  4:24 [208.64.200.9:27030] Connecting...
  4:27 [208.64.200.9:27030] Failed.  Failed to connect to
208.64.200.9:27030, WinSock Error 0 N
o error
  4:27 [208.64.202.252:27030] Connecting...
  4:30 [208.64.202.252:27030] Failed.  Failed to connect to
208.64.202.252:27030, WinSock Error
0 No error
  4:30 [209.197.6.230:27030] Connecting...
  4:33 [209.197.6.230:27030] Failed.  Failed to connect to
209.197.6.230:27030, WinSock Error 0
No error
  4:33 [209.197.6.231:27030] Connecting...
  4:36 [209.197.6.231:27030] Failed.  Failed to connect to
209.197.6.231:27030, WinSock Error 0
No error
  4:36 [208.111.152.86:27030] Connecting...
  4:39 [208.111.152.86:27030] Failed.  Failed to connect to
208.111.152.86:27030, WinSock Error
0 No error
  4:39 [63.146.112.132:27030] Connecting...
  4:42 [63.146.112.132:27030] Failed.  Failed to connect to
63.146.112.132:27030, WinSock Error
0 No error
  4:42 [69.28.140.244:27030] Connecting...
  4:45 [69.28.140.244:27030] Failed.  Failed to connect to
69.28.140.244:27030, WinSock Error 0
*No error
  4:45 [69.28.151.26:27030] Connecting...
  4:48 [69.28.151.26:27030] Failed.  Failed to connect to
69.28.151.26:27030, WinSock Error 0 N
o error
  9:41 [63.237.208.106:27030] Connecting...
  9:44 [63.237.208.106:27030] Failed.  Failed to connect to
63.237.208.106:27030, WinSock Error
0 No error
  9:46 [208.64.203.16:27030] Connecting...
  9:49 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:27030, WinSock Error 0
No error*
  9:49 [208.64.200.9:27030] Connecting...
  9:52 [208.64.200.9:27030] Failed.  Failed to connect to
208.64.200.9:27030, WinSock Error 0 N
o error
*  9:54 [208.74.64.70:27030] Connecting...
  9:54 [208.74.64.70:27030] Connection established; handshaking...
  9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
10054 Connection reset by
peer*
  9:54 [209.197.6.230:27030] Connecting...
  9:57 [209.197.6.230:27030] Failed.  Failed to connect to
209.197.6.230:27030, WinSock Error 0
No error
  9:57 [209.197.6.231:27030] Connecting...

Weird.

On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Can we please get a CS:S sync? All of these fixes engine fixes/additions
 look awesome, but we're still way behind.

 Thanks,
 Kyle.

 On Thu, May 17, 2012 at 5:24 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We've released a mandatory update to Team Fortress 2. The notes for the
  update are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Fatal engine errors are now written to the server log file
  - Added sv_lowedict_threshold and sv_lowedict_action which allow the
  engine to take action before running out of free edicts
- Possible values for sv_lowedict_action are: 0 - no action, 1 - warn
 to
  log file, 2 - attempt to restart the game, if applicable, 3 - restart the
  map, 4 - go to the next map in the map cycle
 
  Team Fortress 2
  - Added The Sneaky Spats of Sneaking
  - Added new promotional items
  - Added koth_badlands to eligible quickplay maps
  - Added changelevel_next server command which changes to the next map in
  the map cycle
  - Added mp_restartgame_immediate ConVar which has the same effect as
  mp_restartgame without a delay
  - Fixed The Manmelter using the wrong muzzle flash effect
  - Fixed The Frying Pan not being positioned correctly for some classes
 
 
 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
im still connecting 15 minutes in for the second depot.

On Thu, May 17, 2012 at 5:44 PM, Steven Miano mian...@gmail.com wrote:

 That's nothing, I'm still waiting:

  13:34 [209.197.26.242:27030] Failed.  Failed to connect to
 209.197.26.242:27030, errno 115 Operation now in progress

 ...at least we get feedback though - before it would just look like it was
 hanging forever. :-)

 Thanks for the update tonight!


 On Thu, May 17, 2012 at 8:40 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I just got 4 minutes in and waited 5 minutes to connect to one server.
 
   3:47 Checking...: tf\sound\vo\taunts
   4:19 Missing: tf\steam.inf
   4:19 17 file(s) totaling 66947516 bytes will be downloaded
   4:19 Checking local files and building download list for depot 442 'Team
  Fortress 2 Materials' ver
  sion 178
   4:19 Patching from version 177; connecting to content server
   4:20 [4.28.151.210:27030] Disconnecting
   4:21 [208.64.203.16:27030] Connecting...
   4:24 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:27030, WinSock Error 0
  No error
   4:24 [208.64.200.9:27030] Connecting...
   4:27 [208.64.200.9:27030] Failed.  Failed to connect to
  208.64.200.9:27030, WinSock Error 0 N
  o error
   4:27 [208.64.202.252:27030] Connecting...
   4:30 [208.64.202.252:27030] Failed.  Failed to connect to
  208.64.202.252:27030, WinSock Error
  0 No error
   4:30 [209.197.6.230:27030] Connecting...
   4:33 [209.197.6.230:27030] Failed.  Failed to connect to
  209.197.6.230:27030, WinSock Error 0
  No error
   4:33 [209.197.6.231:27030] Connecting...
   4:36 [209.197.6.231:27030] Failed.  Failed to connect to
  209.197.6.231:27030, WinSock Error 0
  No error
   4:36 [208.111.152.86:27030] Connecting...
   4:39 [208.111.152.86:27030] Failed.  Failed to connect to
  208.111.152.86:27030, WinSock Error
  0 No error
   4:39 [63.146.112.132:27030] Connecting...
   4:42 [63.146.112.132:27030] Failed.  Failed to connect to
  63.146.112.132:27030, WinSock Error
  0 No error
   4:42 [69.28.140.244:27030] Connecting...
   4:45 [69.28.140.244:27030] Failed.  Failed to connect to
  69.28.140.244:27030, WinSock Error 0
  *No error
   4:45 [69.28.151.26:27030] Connecting...
   4:48 [69.28.151.26:27030] Failed.  Failed to connect to
  69.28.151.26:27030, WinSock Error 0 N
  o error
   9:41 [63.237.208.106:27030] Connecting...
   9:44 [63.237.208.106:27030] Failed.  Failed to connect to
  63.237.208.106:27030, WinSock Error
  0 No error
   9:46 [208.64.203.16:27030] Connecting...
   9:49 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:27030, WinSock Error 0
  No error*
   9:49 [208.64.200.9:27030] Connecting...
   9:52 [208.64.200.9:27030] Failed.  Failed to connect to
  208.64.200.9:27030, WinSock Error 0 N
  o error
  *  9:54 [208.74.64.70:27030] Connecting...
   9:54 [208.74.64.70:27030] Connection established; handshaking...
   9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
  10054 Connection reset by
  peer*
   9:54 [209.197.6.230:27030] Connecting...
   9:57 [209.197.6.230:27030] Failed.  Failed to connect to
  209.197.6.230:27030, WinSock Error 0
  No error
   9:57 [209.197.6.231:27030] Connecting...
 
  Weird.
 
  On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Can we please get a CS:S sync? All of these fixes engine
 fixes/additions
   look awesome, but we're still way behind.
  
   Thanks,
   Kyle.
  
   On Thu, May 17, 2012 at 5:24 PM, Eric Smith er...@valvesoftware.com
   wrote:
  
We've released a mandatory update to Team Fortress 2. The notes for
 the
update are below.
   
-Eric
   
--
   
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fatal engine errors are now written to the server log file
- Added sv_lowedict_threshold and sv_lowedict_action which allow the
engine to take action before running out of free edicts
  - Possible values for sv_lowedict_action are: 0 - no action, 1 -
 warn
   to
log file, 2 - attempt to restart the game, if applicable, 3 - restart
  the
map, 4 - go to the next map in the map cycle
   
Team Fortress 2
- Added The Sneaky Spats of Sneaking
- Added new promotional items
- Added koth_badlands to eligible quickplay maps
- Added changelevel_next server command which changes to the next map
  in
the map cycle
- Added mp_restartgame_immediate ConVar which has the same effect as
mp_restartgame without a delay
- Fixed The Manmelter using the wrong muzzle flash effect
- Fixed The Frying Pan not being positioned correctly for some
 classes
   
   
   
   
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-17 Thread DontWannaName!
FYI dont hit enter to copy during the update, it will eventually stall
until you hit enter again. :(

On Thu, May 17, 2012 at 5:54 PM, DontWannaName! ad...@topnotchclan.comwrote:

 im still connecting 15 minutes in for the second depot.


 On Thu, May 17, 2012 at 5:44 PM, Steven Miano mian...@gmail.com wrote:

 That's nothing, I'm still waiting:

  13:34 [209.197.26.242:27030] Failed.  Failed to connect to
 209.197.26.242:27030, errno 115 Operation now in progress

 ...at least we get feedback though - before it would just look like it was
 hanging forever. :-)

 Thanks for the update tonight!


 On Thu, May 17, 2012 at 8:40 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I just got 4 minutes in and waited 5 minutes to connect to one server.
 
   3:47 Checking...: tf\sound\vo\taunts
   4:19 Missing: tf\steam.inf
   4:19 17 file(s) totaling 66947516 bytes will be downloaded
   4:19 Checking local files and building download list for depot 442
 'Team
  Fortress 2 Materials' ver
  sion 178
   4:19 Patching from version 177; connecting to content server
   4:20 [4.28.151.210:27030] Disconnecting
   4:21 [208.64.203.16:27030] Connecting...
   4:24 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:27030, WinSock Error 0
  No error
   4:24 [208.64.200.9:27030] Connecting...
   4:27 [208.64.200.9:27030] Failed.  Failed to connect to
  208.64.200.9:27030, WinSock Error 0 N
  o error
   4:27 [208.64.202.252:27030] Connecting...
   4:30 [208.64.202.252:27030] Failed.  Failed to connect to
  208.64.202.252:27030, WinSock Error
  0 No error
   4:30 [209.197.6.230:27030] Connecting...
   4:33 [209.197.6.230:27030] Failed.  Failed to connect to
  209.197.6.230:27030, WinSock Error 0
  No error
   4:33 [209.197.6.231:27030] Connecting...
   4:36 [209.197.6.231:27030] Failed.  Failed to connect to
  209.197.6.231:27030, WinSock Error 0
  No error
   4:36 [208.111.152.86:27030] Connecting...
   4:39 [208.111.152.86:27030] Failed.  Failed to connect to
  208.111.152.86:27030, WinSock Error
  0 No error
   4:39 [63.146.112.132:27030] Connecting...
   4:42 [63.146.112.132:27030] Failed.  Failed to connect to
  63.146.112.132:27030, WinSock Error
  0 No error
   4:42 [69.28.140.244:27030] Connecting...
   4:45 [69.28.140.244:27030] Failed.  Failed to connect to
  69.28.140.244:27030, WinSock Error 0
  *No error
   4:45 [69.28.151.26:27030] Connecting...
   4:48 [69.28.151.26:27030] Failed.  Failed to connect to
  69.28.151.26:27030, WinSock Error 0 N
  o error
   9:41 [63.237.208.106:27030] Connecting...
   9:44 [63.237.208.106:27030] Failed.  Failed to connect to
  63.237.208.106:27030, WinSock Error
  0 No error
   9:46 [208.64.203.16:27030] Connecting...
   9:49 [208.64.203.16:27030] Failed.  Failed to connect to
  208.64.203.16:27030, WinSock Error 0
  No error*
   9:49 [208.64.200.9:27030] Connecting...
   9:52 [208.64.200.9:27030] Failed.  Failed to connect to
  208.64.200.9:27030, WinSock Error 0 N
  o error
  *  9:54 [208.74.64.70:27030] Connecting...
   9:54 [208.74.64.70:27030] Connection established; handshaking...
   9:54 [208.74.64.70:27030] Failed.  Connection Reset, WinSock Error
  10054 Connection reset by
  peer*
   9:54 [209.197.6.230:27030] Connecting...
   9:57 [209.197.6.230:27030] Failed.  Failed to connect to
  209.197.6.230:27030, WinSock Error 0
  No error
   9:57 [209.197.6.231:27030] Connecting...
 
  Weird.
 
  On Thu, May 17, 2012 at 5:37 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Can we please get a CS:S sync? All of these fixes engine
 fixes/additions
   look awesome, but we're still way behind.
  
   Thanks,
   Kyle.
  
   On Thu, May 17, 2012 at 5:24 PM, Eric Smith er...@valvesoftware.com
   wrote:
  
We've released a mandatory update to Team Fortress 2. The notes for
 the
update are below.
   
-Eric
   
--
   
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fatal engine errors are now written to the server log file
- Added sv_lowedict_threshold and sv_lowedict_action which allow the
engine to take action before running out of free edicts
  - Possible values for sv_lowedict_action are: 0 - no action, 1 -
 warn
   to
log file, 2 - attempt to restart the game, if applicable, 3 -
 restart
  the
map, 4 - go to the next map in the map cycle
   
Team Fortress 2
- Added The Sneaky Spats of Sneaking
- Added new promotional items
- Added koth_badlands to eligible quickplay maps
- Added changelevel_next server command which changes to the next
 map
  in
the map cycle
- Added mp_restartgame_immediate ConVar which has the same effect as
mp_restartgame without a delay
- Fixed The Manmelter using the wrong muzzle flash effect
- Fixed The Frying Pan not being positioned correctly for some
 classes

Re: [hlds_linux] Reconnect to steam command?

2012-04-19 Thread DontWannaName!
My players also said this was happening on one of my servers too. No reconnect. 

Sent from my iPhone 4

On Apr 19, 2012, at 7:52 PM, bottige...@gmail.com bottige...@gmail.com 
wrote:

 I just tried both h...@gmx.com and Asherkin's suggestion on a server
 that did not reconnect to the item server today for over an hour.
 
 Both of them didn't work.
 
 I ran Tshark to monitor the traffic on port 26901, and there were no
 packets being sent or received. I believe it would be easy for Valve
 to implement a reconnect command or properly fix the automatic retry.
 It makes for a poor player experience to have items randomly go down
 and then having to reboot the server to reconnect.
 
 
 On Tue, Apr 10, 2012 at 3:19 PM, Valentin G. nextra...@googlemail.com wrote:
 Just today I had an issue where a single server would not connect to the
 account. I changed cvars around, disabled and re-enabled quickplay but
 nothing helped.
 Restarted the server and it instantly connected on startup. Don't know why
 that was. I had the same problem some time ago and it did in fact reconnect
 after
 a couple of seconds. Weird.
 
 On Wed, Apr 11, 2012 at 12:16 AM, hlds h...@gmx.com wrote:
 
 It should attempt to reconnect in few seconds.
 
 See the log file, maybe it helps. In Linux it is named
 connection_log_port.txt and should be located in /home/user/Steam/logs
 (user is the one used for running the server). The log file contains
 details about protocol (TCP/UDP), the IP of CM server, why disconnected
 etc... The most important line for you is StartAutoReconnect() will start
 in XX seconds.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 bottige...@gmail.com
 Sent: Tuesday, April 10, 2012 10:07 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Reconnect to steam command?
 
 It doesn't work. It just prints Connection to Steam servers lost.
 (Result = 3) and never attempts to reconnect.
 
 On Mon, Apr 9, 2012 at 10:09 AM, Asher Baker asher...@gmail.com wrote:
 It's about 5% of the work to just inject a disconnected callback into
 the queue :P
 
 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear
 
 
 
 On Mon, Apr 9, 2012 at 5:52 AM, hlds h...@gmx.com wrote:
 There is no command for this.
 
 It can be done with a plugin, but is a lot of work and it must be fixed
 almost everytime Valve updates steamclient.so library (is stripped, so
 signatures must be used for everything). The idea is to call
 CCMinterface::ConnectionDisconnected method with k_EResultIOFailure
 error
 code, to force the server to reconnect to another CM in few seconds.
 This
 is
 tricky because the call must be made from a thread managed by
 steamclient.so
 library, not from server's main thread. For Windows probably is same
 thing.
 
 There's a manual solution too: find the port used by server for talking
 with
 CM server (usually is 26901, but only if is not already used) and use
 the
 firewall to block the communication. In few seconds you'll see that the
 server loses connection with Steam servers. Then remove the firewall
 rule
 and the server will reconnect back in few seconds, probably to a
 different
 CM server, maybe using a different protocol (TCP instead UDP).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 bottige...@gmail.com
 Sent: Monday, April 09, 2012 3:52 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Reconnect to steam command?
 
 Is there a command to reconnect to Steam?
 
 Sometimes a server will lose connection to the item server or
 quickplay, and it will not reconnect until the server is rebooted.
 Changing maps does not help.
 
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Re: [hlds_linux] About Full moon and halloween items

2012-04-06 Thread DontWannaName!
Yes, this is confirmed. I have reported it to Valve already. :) A server
restart is required during the full moon time for the items to work.

On Fri, Apr 6, 2012 at 1:11 PM, ics i...@ics-base.net wrote:

 I run 4 TF2 servers, from which 2 i rebooted this morning. It seems that
 the full moon setting isn't active on the other 2 that had not been
 rebooted. You can select the layout but it won't show in-game. Works fine
 on the rebooted servers. Can anyone confirm this?

 -ics

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Re: [hlds_linux] Replay still freezing servers!

2012-03-15 Thread DontWannaName!
I emailed Jon but didn't hear back. I stopped using FTP. 

Sent from my iPhone 4

On Mar 15, 2012, at 2:49 PM, Lambda lambdace...@gmail.com wrote:

 Same, i had to disable replay on my servers because of this issue.
 
 2012/3/15 st...@simiancage.org
 
 Seriously is there a reason as to when replay cannot publish to ftp that it
 must freeze the servers and drop all players still?, servers all now
 disabled replay due to sad fact of replay killing them!
 D3v
 
 
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I feel like a loser for getting my phone out to scan that haha.

On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed IP bans not applying to RCON access

 Team Fortress 2
 - Added The Cozy Camper
 - Added a new TF2 sub-forum: Competitive Team Play and League discussion
 - Fixed Solider buffs and rage meters not always being reset
 - Updated The Black Rose so it can be gift wrapped
 - Updated The Phlogistinator:
   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
 enough to allow it to be infinitely chained
   - Direct damage reduced by 10%. Afterburn damage is unchanged
   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
 - Updated arena_nucleus
   - Fixed z-fighting bug on lower platform
 - Community Requests
   - Added player_carryobject and player_dropobject game events
 - http://media.steampowered.com/apps/tf2/blog/7535.png

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I didnt want to ruin it, but everyone else already did.

On Thu, Mar 15, 2012 at 4:07 PM, Vathral vath...@gmail.com wrote:

 On 3/15/2012 7:05 PM, DontWannaName! wrote:

 I feel like a loser for getting my phone out to scan that haha.

 On Thu, Mar 15, 2012 at 4:02 PM, Eric Smither...@valvesoftware.com
  wrote:

  We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric


  What does it say? Updated localization files? :)


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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
My download just started, I started the update as soon as I got the email.
I think Fletcher is looking for update testers on Linux. Im Windows.

On Thu, Mar 15, 2012 at 4:34 PM, Frank ad...@gamerscrib.net wrote:

 I have 3 client computers that updated almost instant - however I have 6
 servers that are not even starting to update yet.

 Is there any way in the near future please - make it so servers get
 priority
 for updates. Clients can't play unless servers are updated so they should
 be
 first in line.

 I'm sure I brought this up before along with the need for the in game
 trading system returned, both are very important however this one is big
 time important.

 Thanks

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, March 15, 2012 7:03 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed IP bans not applying to RCON access

 Team Fortress 2
 - Added The Cozy Camper
 - Added a new TF2 sub-forum: Competitive Team Play and League discussion
 - Fixed Solider buffs and rage meters not always being reset
 - Updated The Black Rose so it can be gift wrapped
 - Updated The Phlogistinator:
   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
 enough to allow it to be infinitely chained
   - Direct damage reduced by 10%. Afterburn damage is unchanged
   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
 - Updated arena_nucleus
   - Fixed z-fighting bug on lower platform
 - Community Requests
   - Added player_carryobject and player_dropobject game events
 - http://media.steampowered.com/apps/tf2/blog/7535.png

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Re: [hlds_linux] Replay Crashing Me

2012-03-10 Thread DontWannaName!
I finally fixed this... I changed this setting when you arent suppose to
resulting in a crash. So dont do it... But the ftp and down website issue
still persists.

// Don't offload over FTP.  Use a local web server.  DO NOT EDIT THIS LINE.
replay_fileserver_offload_enable0

On Thu, Mar 1, 2012 at 11:03 PM, DontWannaName! ad...@topnotchclan.comwrote:

 That was my phone, I didnt think it would double post... I should BCC just
 to make you happy haha.


 On Thu, Mar 1, 2012 at 11:01 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:


 I do understand you want to solve your problem, but could you please
 learn how to email? by not sending to every mailing list twice by reply all
 and put again in the CC and whatnot etc.



 
  From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Friday, 2 March 2012, 7:00
 Subject: Re: [hlds_linux] Replay Crashing Me
 
 I thought I did too but the logs above what I didn't paste include all
 the local settings. And the cfgs are setup correctly to execute the right
 one. Unless both can somehow be enabled and the default value of offload
 enabled is 1...
 
 It's ran under the right permissions.
 
 Sent from my iPhone 4
 
 On Mar 1, 2012, at 9:49 PM, hlds h...@gmx.com wrote:
 
  I understand that it crashes when you're trying to use a remote
 server, but
  what is the error when using a local folder? From the logs it seems
 that you
  still have replay_fileserver_offload_enable set to 1.
 
  To setup a local server:
 
  replay_fileserver_offload_enable 0
  replay_local_fileserver_path
  /var/www/www.myserver.com/htdocs/replays/server1
  replay_fileserver_host www.myserver.com
  replay_fileserver_port 80
  replay_fileserver_path /replays/server1
 
  Then use a browser to test that
 http://www.myserver.com:80/replays/server1
  is for accessing the files from local folder.
 
  Note that the user used for running the server must be able to write to
  replay_local_fileserver_path.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
  Sent: Friday, March 02, 2012 7:06 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
  server mailing list
  Subject: [hlds_linux] Replay Crashing Me
 
  I cant seem to get my replay system to work correctly. When my website
 goes
  down, it completely crashes me servers and they do not recover until
 the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
 and
  that is also causing the same crashes, the error I get doesnt make
 sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
 host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
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[hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I cant seem to get my replay system to work correctly. When my website goes
down, it completely crashes me servers and they do not recover until the
website comes back online. I dont think this is intended, however I am
trying to avoid this problem. I am trying to setup a local http server and
that is also causing the same crashes, the error I get doesnt make sense. I
dont know what empty means because I set my host name correctly in the
local http config. It does in fact generate minidumps. Also, every web host
has downtime eventually, so no comment...

*   Testing file publisher...
*
L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: OK
L 03/01/2012 - 20:57:07: *
*L 03/01/2012 - 20:57:07: *  Hostname:
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: FAILED
*
L 03/01/2012 - 20:57:07: *
**
* ** ERROR: Empty!*
*
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable is
now 0.
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
replay.cfg.
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
My webhost is Dreamhost which seems to be down at the moment for me...
lovely...

I have tried both, the domain name is just an A record pointing to the IP
anyways. Both gave me that error.

On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:

 are you using a DNS name, if so change this to a direct ip. Also who hosts
 your webserver?
 On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:

  I cant seem to get my replay system to work correctly. When my website
 goes
  down, it completely crashes me servers and they do not recover until the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
 and
  that is also causing the same crashes, the error I get doesnt make
 sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
 host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07: OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable
 is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
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 please visit:
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I run my own hardware. Game server hosts are not my thing after running
servers for so long. If it helps the IIS server works fine.



On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:

 Is this TF2 server a server that you host on a vps or deadicated server or
 is this a server that you purchase via slot?
 On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:

  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to the IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
 hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my website
  goes
  down, it completely crashes me servers and they do not recover until
 the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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  please visit:
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Turns out my web host's server is down for a file check, the one server im
on... This same kind of crash has happened when replay cant connect to my
website. The fail safe of disabling replay doesnt stop the crash, however
replay being disabled is logged. The crash comes after. Local http is
better anyways, its not that much bandwidth.

On Thu, Mar 1, 2012 at 9:14 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I run my own hardware. Game server hosts are not my thing after running
 servers for so long. If it helps the IIS server works fine.




 On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:

 Is this TF2 server a server that you host on a vps or deadicated server
 or is this a server that you purchase via slot?
 On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:

  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to the
 IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
 hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my website
  goes
  down, it completely crashes me servers and they do not recover until
 the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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  please visit:
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Ok I think its .dmx and application/octet-stream so I added that... unsure
if that would fix it though. The error sounds like some domain issue.

On Thu, Mar 1, 2012 at 9:29 PM, netshr...@gmail.com wrote:

 While I'm not sure what the error is exactly based on what you pasted into
 the first email, make sure you have a MIME mapping set in IIS for the file
 extensions the replay system uses.

 On 02/03/2012, at 4:26 PM, Cameron Munroe cmun...@cameronmunroe.com
 wrote:

  Here is an example of how powerful apache is.
 
  http://apache.org/server-status
 
 
  Even if you dont use it for your other sites it would be great for tf2
 replays.
 
 
  On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:
 
  I run my own hardware. Game server hosts are not my thing after running
  servers for so long. If it helps the IIS server works fine.
 
 
 
  On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  Is this TF2 server a server that you host on a vps or deadicated
 server or
  is this a server that you purchase via slot?
  On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
 
  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to
 the IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
  cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
  hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my
 website
  goes
  down, it completely crashes me servers and they do not recover until
  the
  website comes back online. I dont think this is intended, however I
 am
  trying to avoid this problem. I am trying to setup a local http
 server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in
 the
  local http config. It does in fact generate minidumps. Also, every
 web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web
 server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 -
 20:57:07:
  OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 -
 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
  ___
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 archives,
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I thought I did too but the logs above what I didn't paste include all the 
local settings. And the cfgs are setup correctly to execute the right one. 
Unless both can somehow be enabled and the default value of offload enabled is 
1...

It's ran under the right permissions. 

Sent from my iPhone 4

On Mar 1, 2012, at 9:49 PM, hlds h...@gmx.com wrote:

 I understand that it crashes when you're trying to use a remote server, but
 what is the error when using a local folder? From the logs it seems that you
 still have replay_fileserver_offload_enable set to 1.
 
 To setup a local server:
 
 replay_fileserver_offload_enable 0
 replay_local_fileserver_path
 /var/www/www.myserver.com/htdocs/replays/server1
 replay_fileserver_host www.myserver.com
 replay_fileserver_port 80
 replay_fileserver_path /replays/server1
 
 Then use a browser to test that http://www.myserver.com:80/replays/server1
 is for accessing the files from local folder.
 
 Note that the user used for running the server must be able to write to
 replay_local_fileserver_path.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
 Sent: Friday, March 02, 2012 7:06 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list
 Subject: [hlds_linux] Replay Crashing Me
 
 I cant seem to get my replay system to work correctly. When my website goes
 down, it completely crashes me servers and they do not recover until the
 website comes back online. I dont think this is intended, however I am
 trying to avoid this problem. I am trying to setup a local http server and
 that is also causing the same crashes, the error I get doesnt make sense. I
 dont know what empty means because I set my host name correctly in the
 local http config. It does in fact generate minidumps. Also, every web host
 has downtime eventually, so no comment...
 
 *   Testing file publisher...
 *
 L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
 L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
 L 03/01/2012 - 20:57:07: *
 Validating...L 03/01/2012 - 20:57:07: OK
 L 03/01/2012 - 20:57:07: *
 *L 03/01/2012 - 20:57:07: *  Hostname:
 L 03/01/2012 - 20:57:07: *
 Validating...L 03/01/2012 - 20:57:07: FAILED
 *
 L 03/01/2012 - 20:57:07: *
 **
 * ** ERROR: Empty!*
 *
 L 03/01/2012 - 20:57:07: *
 L 03/01/2012 - 20:57:07: *
 L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable is
 now 0.
 L 03/01/2012 - 20:57:07: *
 L 03/01/2012 - 20:57:07: *
 L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
 replay.cfg.
 ___
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 please visit:
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Re: [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
That was my phone, I didnt think it would double post... I should BCC just
to make you happy haha.

On Thu, Mar 1, 2012 at 11:01 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:


 I do understand you want to solve your problem, but could you please learn
 how to email? by not sending to every mailing list twice by reply all and
 put again in the CC and whatnot etc.



 
  From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Friday, 2 March 2012, 7:00
 Subject: Re: [hlds_linux] Replay Crashing Me
 
 I thought I did too but the logs above what I didn't paste include all
 the local settings. And the cfgs are setup correctly to execute the right
 one. Unless both can somehow be enabled and the default value of offload
 enabled is 1...
 
 It's ran under the right permissions.
 
 Sent from my iPhone 4
 
 On Mar 1, 2012, at 9:49 PM, hlds h...@gmx.com wrote:
 
  I understand that it crashes when you're trying to use a remote server,
 but
  what is the error when using a local folder? From the logs it seems
 that you
  still have replay_fileserver_offload_enable set to 1.
 
  To setup a local server:
 
  replay_fileserver_offload_enable 0
  replay_local_fileserver_path
  /var/www/www.myserver.com/htdocs/replays/server1
  replay_fileserver_host www.myserver.com
  replay_fileserver_port 80
  replay_fileserver_path /replays/server1
 
  Then use a browser to test that
 http://www.myserver.com:80/replays/server1
  is for accessing the files from local folder.
 
  Note that the user used for running the server must be able to write to
  replay_local_fileserver_path.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  DontWannaName!
  Sent: Friday, March 02, 2012 7:06 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
  server mailing list
  Subject: [hlds_linux] Replay Crashing Me
 
  I cant seem to get my replay system to work correctly. When my website
 goes
  down, it completely crashes me servers and they do not recover until the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
 and
  that is also causing the same crashes, the error I get doesnt make
 sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
 host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07: OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable
 is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread DontWannaName!
I think the delay between the news and when the files are actually put on
the servers or are accessible is quite long. I just was able to start
updating both my client and server. My client and server started at the
same time, both were getting errors before. This happens with most large
updates.

On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Limit the effective FOV of players using wide-screen resolutions with
 aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar
 can be changed to remove the restriction or make the restriction also apply
 to full-screen players.

 Team Fortress 2
 - Fixed Cp_Foundry not ending the map in the middle of a round when
 mp_timelimit is hit
 - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
 - Fixed incorrect player animations for the Buff Banner and the
 Battalion's Backup
 - Fixed some cases where strange Ullapool Cabers and wrenches would fail
 to correctly count kills
 - Improvements for client stability
 - Updated the localization files
 - Crafting changes:
   - Added crafting recipes for weapons introduced during the holiday update
   - When selecting items for use in crafting, the items selected will show
 their quality in addition to the item name
   - Ellis's Cap can now be used as a crafting reagent
 - Item changes
   - Added The Lucky Shot helmet
   - Added The Killer Exclusive to the Mann Co. store
   - Added Mask of the Shaman to the item drop list
   - Fixed particle display problems for items with multiple effects
   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
   - Updated the Desert Marauder and the Villain's Veil so they can be
 equipped together
   - Updated the Fancy Dress Uniform and the Kringle Collection so they can
 be equipped together
   - The Bombinomicon no longer shakes the screen and has a delay before
 the explosion so that Snipers, Spies, and others can get better feedback on
 the actual cause of death
   - The Bazaar Bargain functionality has changed: only one stored head is
 lost on a miss or a bodyshot and no heads are gained when missing while
 crit-boosted


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Re: [hlds_linux] Policy of truth

2012-01-04 Thread DontWannaName!
Well that is good news, however a month is a very liberal punishment for groups 
that have been doing this for 3 years. 

Sent from my iPhone 4

On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Today the Team Fortress team took action to bring certain server operators 
 into compliance with our previously announced honest server policy.  
 Examples of server modifications that resulted in this policy include:
 * Running bots and trying to make them appear that they were human players
 * Running bots and circumventing or modifying the usual mechanisms that the 
 bots are advertised to the server browser
 * Running with significant gameplay modifications, such as respawn times, 
 without having the proper tags on their server designed to alert quickplay 
 and automated searches about those modifications.
 
 We have not taken action against individual servers, but rather against an 
 entire related server group.  Hopefully the necessity for this policy is 
 clear.  We took two different actions, depending on the severity of 
 modification we found:
 * Preventing IP addresses from logging a TF gameserver account, which 
 excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and Quick 
 Match system) for one month.
 
 Finally, we would like to say thanks to the server operators who have 
 continued to run honest servers, and to those who heeded our earlier warning 
 and subsequently changed their practices.  We thank you for that.  We hope 
 that our actions today show that we want to help you compete for player 
 traffic on the basis of providing a good environment for players.
 
 Thank you,
 The Team Fortress Team
 
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread DontWannaName!
I dont know why, but I keep getting plagued with command aborted :(

On Thu, Dec 15, 2011 at 8:18 PM, Tyler Davies tyler.k.dav...@gmail.comwrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
 sleeps
 Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
 core file size = 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not match
 /lib/ld-linux.so.2 (CRC mismatch).


 On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

  Renamed addons, server still crashes, so apparently srcds itself is
  crashing.  Trying to force a -verify_all now, but of course, now I get to
  deal with the server updater's legendary responsiveness...
 
 
  On 12/15/2011 10:54 PM, PharaohsPaw wrote:
 
  Something did, as my server is segfaulting on start.
 
  On 12/15/2011 10:46 PM, Violent Crimes wrote:
 
  Anyone know if sourcemod offsets changed?
 
   If one of you guys that got an update successfully woudln't mind
  posting
  the contents of your updated tf2/orangebox/tf/steam.inf file, I am
 willing
  to try to help figure out what this update broke with metamod/sourcemod
  (assuming you guys are running them).
 
  I'm no Bailopan but I know a few things about them. :)
 
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-30 Thread DontWannaName!
You could always email the devs directly and ask.

Sent from my iPhone 4

On Nov 30, 2011, at 9:07 AM, timur 'grammaton' celikkesen 
gramma...@gmail.com wrote:

 Hi there...
 
 trying it for a last time ... :-/
 
 It would be really really really nice from the Valve Guys if they could 
 simply answer to this question:
 
 
 Dedicated (Community not Matchmaking) Servers during the  CS:GO Beta - Yes or 
 No?
 
 
 
 Cheers
 
 grammaton
 
 
 
 
 
 
 
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Re: [hlds_linux] Global Offensive Dedicated

2011-11-18 Thread DontWannaName!
Im sure they will let us know when the beta is released or beforehand.
(Even if its not I am pretty sure you can use the client files to host a
server)

On Fri, Nov 18, 2011 at 2:36 AM, timur 'grammaton' celikkesen 
gramma...@gmail.com wrote:

 like i said   few hours or DAYS  (DAYS)

 and i think we had enough offtopic content in the last weeks here

 so please let us stay on target:   dedicated servers for cs:go - yes or no?


 cheers

 grammaton



 From: Phil Quinn
 Sent: Friday, November 18, 2011 11:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Global Offensive Dedicated


 I read it as they would have a date for the beta today, not that they were
 releasing it.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: 18 November 2011 09:37
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Global Offensive Dedicated

 Hi there..

 as csgo_dev tweeted - i assume that we are just a few hours or days away
 from the release of the beta.

 Will it be possible to setup dedicated servers during the beta?

 If so - any advise or information from valve regarding the setup with some
 time in advance...not just 30 mins before the release? :D


 cheers

 grammaton


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Re: [hlds_linux] Valve Security Breach

2011-11-10 Thread DontWannaName!
Lol we don't even know how many steam accounts are even on that server. I bet 
it's not as many and therefor not as big of an issue. Especially since the info 
is useless to the hackers.

At least the forums are coming back online.

Sent from my iPhone 4

On Nov 10, 2011, at 3:32 PM, px p...@i.kiev.ua wrote:

 Здравствуйте, Nicolas.
 
 Вы писали 11 листопада 2011 р., 1:20:40:
 
 http://kotaku.com/5858473/
 
 Sounds serious without being serious.
 Frightening nonetheless.
 --
 Nicolas NykO18 Grevet
 
 
 2011/11/11 gamead...@127001.org
 
 Confirmation that the attack breached more than their forums:
 
 http://www.rockpapershotgun.com/2011/11/10/steam-hacked/
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Jesse Porter
 Sent: 09 November 2011 20:28
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Valve Security Breach
 
 Without rancor or anger, I tell you this is very unhelpful, regardless
 of
 what your position is on the SPUF closure.
 
 On Wed, Nov 9, 2011 at 12:23 PM, Dan needa...@ntlworld.com wrote:
 
 On 09/11/2011 19:18, Mart-Jan Reeuwijk wrote:
 
 Well, some of his community gamers may well be also users on SPUF
 
 
 Some of his users may have bought batches of tinned spam from Crayed
 mentos starting #219-245.
 If they eat it, there's a chance it was contaminated with e-coli
 virus and
 they might die an agonising and painful death.
 
 Yet he's not mentioned it to them.
 
 So why so particular with this?
 
 Let's be honest with each other and Valve. We want to know what
 happened
 for the same reason that a cage full of chimps will open a box you
 put in
 their cage.
 It's nothing more than curiosity.
 
 And this list is a place where people @ Valve post things that's
 still
 open.
 
 --
 Dan.
 
 
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 С уважением,
 px  mailto:p...@i.kiev.ua
 
 
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Re: [hlds_linux] Valve Security Breach

2011-11-10 Thread DontWannaName!
If you haven't noticed, most credit card companies have very good fraud 
prevention now. What's the worst they can do? I mean it's bad, but really not 
the end of the world. You guys are just causing unneeded drama about an issue 
that they are handling internally.

Sent from my iPhone 4

On Nov 10, 2011, at 3:51 PM, Nathan Radcliffe kugr...@gmail.com wrote:

 msleeper, please comment.  Really looking forward to it.
 
 On 10 November 2011 23:43, DontWannaName! ad...@topnotchclan.com wrote:
 
 Lol we don't even know how many steam accounts are even on that server. I
 bet it's not as many and therefor not as big of an issue. Especially since
 the info is useless to the hackers.
 
 At least the forums are coming back online.
 
 Sent from my iPhone 4
 
 On Nov 10, 2011, at 3:32 PM, px p...@i.kiev.ua wrote:
 
 Здравствуйте, Nicolas.
 
 Вы писали 11 листопада 2011 р., 1:20:40:
 
 http://kotaku.com/5858473/
 
 Sounds serious without being serious.
 Frightening nonetheless.
 --
 Nicolas NykO18 Grevet
 
 
 2011/11/11 gamead...@127001.org
 
 Confirmation that the attack breached more than their forums:
 
 http://www.rockpapershotgun.com/2011/11/10/steam-hacked/
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Jesse Porter
 Sent: 09 November 2011 20:28
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Valve Security Breach
 
 Without rancor or anger, I tell you this is very unhelpful, regardless
 of
 what your position is on the SPUF closure.
 
 On Wed, Nov 9, 2011 at 12:23 PM, Dan needa...@ntlworld.com wrote:
 
 On 09/11/2011 19:18, Mart-Jan Reeuwijk wrote:
 
 Well, some of his community gamers may well be also users on SPUF
 
 
 Some of his users may have bought batches of tinned spam from Crayed
 mentos starting #219-245.
 If they eat it, there's a chance it was contaminated with e-coli
 virus and
 they might die an agonising and painful death.
 
 Yet he's not mentioned it to them.
 
 So why so particular with this?
 
 Let's be honest with each other and Valve. We want to know what
 happened
 for the same reason that a cage full of chimps will open a box you
 put in
 their cage.
 It's nothing more than curiosity.
 
 And this list is a place where people @ Valve post things that's
 still
 open.
 
 --
 Dan.
 
 
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 px  mailto:p...@i.kiev.ua
 
 
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread DontWannaName!
I am being plagued with command aborted. :(

Sent from my iPhone 4

On Nov 10, 2011, at 4:24 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.
 
 Thanks.
 
 -Eric
 
 
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added rate limiting for connections and added the following ConVars to 
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 
 Team Fortress 2
 - Added a full moon background for the main menu
 - Added new promo items
 - Fixed a Linux dedicated server crash when using +randommap on the command 
 line
 - Fixed some bugs with the way items appear in the Steam Community and Steam 
 Trading
 - Optimized several materials to improvement performance
 - Updated the localization files
 
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
Lol please stop making terrible excuses to connect any Steam issue with the 
forum issue. They are completely unrelated. You need to contact support. 
Everyone else just needs to be patient with the forums. They probably don't 
want it to happen again so it's going to take time.

Sent from my iPhone 4

On Nov 8, 2011, at 1:31 AM, Russell Smith ve...@tinylittlerobots.us wrote:

 Haven't been able to add any funds to my Steam Wallet all night for the TF2 
 store.  Get a CC declined message almost instantly when going through 
 Firefox.  If I try in game the page just errors out after trying to load for 
 20 seconds or so.  Might be related.
 
 On 11/7/2011 10:14 PM, Richard GrosJean wrote:
 Steam store is loading just fine here. AFAIK only the forums are affected.
 
 On Tue, Nov 8, 2011 at 8:10 AM, Necavinec...@0xf.org  wrote:
 Is valve under some sort of major attack? I've noticed that the forums were
 hacked, the VAC servers are down, and several parts of the site (such as the
 steam store) won't load and are throwing out errors...this seems rather
 serious. and maybe it's just where I've been looking, but I haven't seen any
 official comment from Valve regarding any of these things.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of m33crob
 Sent: Monday, November 07, 2011 22:08
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
 server mailing list
 Subject: [hlds_linux] Valve Security Breach
 
 Hello Valve,
 
  I'd like to request notification via these mailing lists once/if Valve
 makes a statement about todays security breach and subsequent downtime.
 
 http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-at
 tack/
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
Looks like its disabled now...

http://sourceop.com/modules.php?name=Forumsfile=viewtopict=90261postdays=0postorder=ascstart=75

On Tue, Nov 8, 2011 at 3:58 PM, coffee problem spoofedpac...@gmail.comwrote:

 Unfortunately, they are probably going to just let it stay hacked. Since
 they have said they aren't going to chase the fake clients issue due to
 more bugs being introduced by patching against it, why bother with the
 forums? Fix one hole, someone finds another.

 Oh well, it was a good community while it lasted!

 CP

 On Tue, Nov 8, 2011 at 1:07 AM, m33crob ad...@m33crob.com wrote:

  Hello Valve,
 
   I'd like to request notification via these mailing lists once/if Valve
  makes a statement about todays security breach and subsequent downtime.
 
 
 
 http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
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Re: [hlds_linux] Valve Security Breach

2011-11-08 Thread DontWannaName!
I think you are thinking the worst. All someone needs to post what they did
is access to the VB admin CP which just requires an admin. My guess is it
isnt as bad as people are making it out to be and right now everyone is
speculating the worst. Just chill

On Tue, Nov 8, 2011 at 4:51 PM, Nathan Radcliffe kugr...@gmail.com wrote:

 Correct, but where else should it be posted?  On the forums maybe?  It's
 been nearly two days, and still no official press release.  A few people
 have reported receiving spam emails and I've seen unconfirmed reports of
 password databases being leaked.
 I don't have much doubt that most people on this list have good password
 management, but I'm sure there's still millions of forums users unaware
 that any hack happened, or if they are aware, how it may have effected
 them.

 On 8 November 2011 20:05, msleeper mslee...@ismsleeperwrong.com wrote:

  This is not relevant to server administration.
 
  On Tue, Nov 8, 2011 at 1:07 AM, m33crob ad...@m33crob.com wrote:
   Hello Valve,
  
I'd like to request notification via these mailing lists once/if Valve
   makes a statement about todays security breach and subsequent downtime.
  
  
 
 http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-06 Thread DontWannaName!
saigns isnt bad cause of their extra fun mods, its because they run bots
that appear as humans it is hard to notice if you dont go play there.

On Sun, Nov 6, 2011 at 9:11 AM, James Botting bottswan...@googlemail.comwrote:

 Yes, because i want every abusive player that was kicked from my
 server reporting me for abuse because they want revenge.
 Or free to play players reporting me because a plugin kicks them on
 connect to my trade servers. (what's the point in them joining a trade
 server when they can't trade?)

 On 6 Nov 2011, at 12:32, bp badpazzw...@gmail.com wrote:

  The Report Players button is there whenever you play on a server that
  you are not having FUN on. The worst that would happen is simply the
  server getting deregistered: players would no longer connect through
  matchmaking, a service that's after all aimed at newbies who probably
  would prefer the vanilla experience. I know I for one did, but people
  have different tastes and the whole point of the reporting tool is
  providing feedback about what people like and don't like to Valve.
 
  In this perspective, I think that excessive modding that makes the
  game not fun is a valid reason to report - just like abusive
  administrators who freeze other people in place and noclip to grab the
  gifts themselves.
 
  On the other hand... well, if you don't like it, don't play on it. It
  would make sense to propose the user to report a server right after
  being forcibly disconnected (something Valve's working on IIRC), but
  allowing users to report any server at any time is probably asking for
  abuse of the tool.
 
  --bp
 
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-05 Thread DontWannaName!
No, but they can dock them in points appropriately for providing a poor
experience to gamers on their servers.

On Sat, Nov 5, 2011 at 10:33 PM, Bacon Cat baconca...@gmail.com wrote:

 Their Servers, their rules. Valve can't stop them running the servers how
 they want.

 On Sun, Nov 6, 2011 at 4:34 AM, Drogen Viech drogenvi...@googlemail.com
 wrote:

  The saigns.de guys banned me for whatever reason, probably for calling
  their servers pay-to-win-infested bullshit - so i'd wanted to join and
  report them for giving out items to players they don't have (obviously
  valve didn't want this days back when purposely denying
  player-attachments?)
 
  (Also, they seem to fake alot of messages to trick people into
  thinking their bots are real players - they even managed to modify the
  status command output afaik)
 
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Re: [hlds_linux] Dota 2 Dedicated Servers

2011-11-04 Thread DontWannaName!
I think Valve is running all the servers for Dota 2 but who knows for sure. 
That would be a first. It doesn't sound like the type of game that would 
benefit from community hosted servers like TF2.

Sent from my iPhone 4

On Nov 4, 2011, at 3:39 AM, Aaron, M theanonbut...@gmail.com wrote:

 Hrmm as much as i love hosting servers, i hope dota2 is hosted externally
 because there will be so many cheats. But also some fun mods too... Im
 split :/
 
 On Friday, November 4, 2011, Daniel Vogel dan...@codefreak.net wrote:
 I haven't read anything about that either yet, it'd be quite
 interesting to get a few information on the whole server story.
 
 --
 Mit freundlichen Grüssen,
 Sincerely Yours,
 Daniel Vogel
 
 
 
 On 4 November 2011 09:29, Jonas Stendahl jonas.stend...@gmail.com wrote:
 Now when Valve is kicking it up a notch with the Dota 2 beta, are there
 any
 plans to release the server binaries and let us test them? Or will Dota
 2,
 like HoN and LoL, have everything hosted by Valve?
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Re: [hlds_linux] TF2 Request - Join Steam Group button a'la L4D2

2011-11-02 Thread DontWannaName!
Yes, this would be helpful. Instead I was forced to create a script to
invite users on request.

A feature to let admins open the overlay instead of the MOTD window would
also be helpful. It is more robust and doesnt interfere with the game as
much. Players can open and close it without losing the page. However, thats
up for abuse, but nothing that cant be reported.

On Wed, Nov 2, 2011 at 3:42 PM, Valentin G. nextra...@googlemail.comwrote:

 This would be an absolutely great addition.

 On Wed, Nov 2, 2011 at 10:15 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  Sounds like a good idea.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
  Sent: Wednesday, November 02, 2011 2:14 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] TF2 Request - Join Steam Group button a'la
 L4D2
 
  Great idea. It'd definitely help new servers more easily gain a following
  and do a better job of integrating users into the communities of their
  favorite servers.
  On Nov 2, 2011 2:07 PM, msleeper mslee...@ismsleeperwrong.com wrote:
 
  So ics just mentioned this in another thread, and we were talking
  about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
  I'd like to separate it into a new thread since it's not related to
  the thread it was posting in:
 
  Fletcher / Valve - I think all of us would love some sort of method
  similar to L4D2 for players on the server to be able to join a set
  Steam Group from within-game. I'm kind of surprised this hasn't
  already been done already, but that (and the MOTD server banner) were
  my 2 favorite things about running L4D / L4D2 servers. I loved that
  players had instant and direct access to joining the server's steam
  group, for those players who enjoyed being there and wanted to be
  apart.
 
  Blacklisting and reporting and so on are great for removing bad
  servers. But it would be awesome if some tools could be added on the
  other end of the scale, to allow players to add servers they enjoy
  playing at. There's already the add to favorites pop-up when you
  leave a server, perhaps add that option there? Or something on the
  scoreboard when you're in spectator mode? Or the MOTD as well?
 
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