Even my non quickplay eligible servers (like the one running degroot keep)
filled up in about a minute after the update.

Obviously clients update before servers. Even if there's enough bandwidth
not all servers have autoupdate enabled anyway.

But yes, being able to update the servers quickplay after an update would be
awesome.



On Thu, Jul 7, 2011 at 8:16 PM, <gamead...@127001.org> wrote:

> Certainly each matchmaking-eligible server we run filled up in under a
> minute, suggesting there were more clients updated than servers
>
>
> STIPE Administrator <ad...@stipe.com.au> wrote:
>>
>>  I  too recently found this to be an issue - as I run over 350 CSS and
>> TF2 servers, trying to update all of them at the same time within a short
>> timeframe is impossible. I no longer want to rely on valve servers for this.
>> ****
>>
>> ** **
>>
>> So I created a custom automatic packager which attempts to download the
>> updates to a single template, extracts only the changed files, packages it,
>> sends it to all my boxes, then each box updates all the servers at once by
>> stopping the server, extracting the package, and starting server. Today this
>> was put to the test and it worked like a charm! all my servers updated and
>> going under 15 mins. I recommend that people develop something  similar to
>> this. ****
>>
>> ** **
>>
>> Note:****
>>
>> During the packaging, don't forget to copy the InstallRecord.blob file too
>> as it's not stated in the hldsupdatetool logs.****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *DarthNinja
>> *Sent:* Friday, 8 July 2011 9:30 AM
>> *To:* tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Team Fortress 2 Update Released****
>>
>> ** **
>>
>> As I've said before, there need to be priority levels for the content
>> servers:
>> Servers before clients.  Paid clients before free clients. <- this last
>> only applies to TF2, but still.
>> And before the "clients make Valve money, servers don't" argument comes
>> up, I'd like to point out that without updated servers, clients won't have
>> very much to do ingame.
>>
>>
>> ****
>>
>> On Thu, Jul 7, 2011 at 7:23 PM, TRISTAN MARLER <bloodyi...@shaw.ca>
>> wrote:****
>>
>> Hi Jason,
>>
>> Is there any way we can improve the update methods for servers? These
>> releases are delaying events we run by upwards of an hour simply because the
>> servers we use don't even start downloading the updates for a very long
>> time, and even then we often get connection reset by peer and have to jump
>> back into what appears to be a queue. I'm not sure if there's anything you
>> can do to improve it beyond adding more available connections.****
>>
>>
>>
>>
>> ----- Original Message -----
>> From: Jason Ruymen <jas...@valvesoftware.com>
>> Date: Thursday, July 7, 2011 4:29 pm
>> Subject: [hlds] Team Fortress 2 Update Released
>> To: 'Half-Life dedicated Linux server mailing list' <
>> hlds_li...@list.valvesoftware.com>, 'Half-Life dedicated Win32 server
>> mailing list' <hlds@list.valvesoftware.com>, "'
>> hlds_annou...@list.valvesoftware.com'" <
>> hlds_annou...@list.valvesoftware.com>
>>
>> > Required updates for Team Fortress 2 are now available.
>> > The specific changes include:
>> >
>> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> > - Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to
>> > prevent client cheats
>> > - Fixed a bug with playback of SourceTV demos
>> >
>> > Team Fortress 2
>> > - Fixed a bug where Medics using the Quick-Fix could easily
>> > identify disguised Spies
>> > - Fixed a bug where healing a Scout while they change class in
>> > the spawn room would allow the Medic to keep the Scout speed
>> > - Fixed a bug with honorbound weapons allowing themselves to be
>> > holstered before getting a kill
>> > - Improved matchmaking logic
>> >    - Fixed a case where players were being matched to full servers
>> > - Updated the localization files
>> > - Updated Pl_Barnblitz
>> >    - Reduced Blue respawn time at cap 1
>> >    - Fixed cart not allowing overtime when it has to stop at the
>> > turn table
>> >    - Fixed players getting stuck in spawn doors when blue
>> > captures a point
>> >    - Fixed spawn doors staying open when points are captured
>> >    - Various clipping and exploit fixes
>> >
>> > Jason
>> >
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > ****
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds****
>>
>> ** **
>>
>
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