Its a bug when your a hosting company and people are just adding maxplayer to their server.cfg to get around the command line.

On 2/17/2012 3:38 PM, Kyle Sanderson wrote:
How is dynamic maxplayers (without using an ugly hack) a bug?

Kyle.
On Feb 17, 2012 1:26 PM, "Emanuel Caceres"<caceres...@gmail.com>  wrote:

Dear;

Bug maxplayers.

If you load the server.cfg maxplayers takes that variable instead of taking
the line maxplayers in the beginning, before updating the last version that
did not happen, now I find that happens in TF2 and the Zombie Panic.

Example:

hostname "Name Server"
rcon_password "rconpassword"
maxplayers 20

Console Logs:

HLDS installation up to date
CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 119 single object sleeps, sleeps 0 multi object
CAsyncIOManager: single object alertable sleeps 0, 0 multi object alertable
sleeps
Running a benchmark to measure system clock frequency ...
Finished RDTSC test. To Prevent the startup delay From this benchmark, set
the environment variable to RDTSC_FREQUENCY 2823.000000 On this system.
This value is dependent upon the CPU clock speed and architecture and
Should Be Determined 'for each server separately. The use of This Mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using system minidump Breakpad
Using crash handler Breakpad

Console initialized.
Game.dll loaded for "Team Fortress"
Setting Breakpad minidump AppID = 440
Forcing Breakpad minidump interfaces to load
Looking up from steamclient Breakpad interfaces
Calling BreakpadMiniDumpSystemInit
Exception handler for Installing Breakpad appid (440) / version (4833)
Particles: Missing 'Particles / error.pcf'
maxplayers to 12 September
No '-replayserverdir' parameter found - using default replay folder.
Replay: Creating thread pool ... succeeded.
Replay: Starting thread pool with 4 threads ... succeeded.
Cleaning temp files from dir, "/ usr/local/games/
200.43.192.127/27040/orangebox/tf/replay/server/tmp /" ... files not
removed.
Unknown command "r_decal_cullsize"
September maxplayers to 12 ->  add in start.sh Maxplayer
September maxplayers to 20 ->  add in server.cfg maxplayers

hostname: [LocalStrike] Team Fortress 2 Public Server
version: 1.1.9.9/21 4833 secure
udp / ip: 200.43.192.127:27040 (public ip: 200.43.192.127)
account: not logged in (account not specified)
map: ctf_2fort at: 0 x, 0, 0 z
players: 0 (20 max) - Use loaded in the server.cfg maxplayers not the
start.sh



2012/2/17 Mart-Jan Reeuwijk<mreeu...@yahoo.com>

Its NOT about the interface, really, if you think that, then go please
REREAD the stuff.

It is about SPEED, and a RELIABLE way of trading without having to
re-trade someone like 5 times to get finally the trade done.
and if the wonder ever happens, that a trade can be done in under 20
seconds (without sitting right next to the trade server, and getting all
the downloads for the interface instantly). And "calming down", yeah,
right, like that helps with the issues. The
only way is to keep asking attention to it to get some done. Ignoring
something doesn't make it go away.

What happens for me:
- open trade with somebody
- wait 10-15 seconds with a black screen with nothing happening. Gets a
"oops something went wrong" so often here.
- wait another 10-20 seconds while the interface is being build up in the
browser while the pictures and content are being downloaded. Same, kills
often itself right after finally all is downloaded.
- Trade, items zip back to the backpack instead of staying in the trade
window. It becomes inresponsive, and cancels out random here.
- Agree to the trade, wait for 10-30 seconds till something happens and
just hope it works, for I had already 6 times today that the trade didn't
go thru, while we both agreed to the trade. Here often it doesn't go to
the
next screen with the items you traded for. No way of knowing if you got
them or not. Have often to check the backpack via a backpack site to see
if
items got swapped or not.
- Finally, _IF_ the screen appears that you have received the items, you
can be sure that the trade actually worked.

so
- Trades get canceled for arbitrary reasons, and cant rely on them to be
100% working at ANY given stage.
- Even when agreed, a trade can be canceled for w/e reason. The only way
to be sure is seeing the end screen with the items. Which doesn't appear
half the times you get that far.
- The time taken from start to finish for a single trade is way too long.
Too much times I have to re-trade again to get them items accross.
- Even once all those crashout/cancels and w/e get fixed (ie: we can
trade
always fully the first time we try), it is still way too SLOW.

I'm not on a bad connection, i'm not in a 3rd world country, I'm in
north-west Europe, I got 30 mbit download and 4 mbit upload connection,
my
ping to gameservers around is often under 20, everything outside steam
works fast like a charm, and got a fast PC where I have in most current
games 100+ FPS.





________________________________
From: doc<drga...@gmail.com>
To: Half-Life dedicated Linux server mailing list<
hlds_linux@list.valvesoftware.com>
Sent: Friday, 17 February 2012, 19:06
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

This is why I advocate for everyone to just calm down about the change.
It
may not be the best thing ever forever of all times, but assuming Valve
play their games and listen to people whine then I'm pretty certain the
trading interface might get better with age.

On Fri, Feb 17, 2012 at 8:45 AM, Eric Riemers<riem...@binkey.nl>
wrote:
I've got many complains from people on the trade servers and on
forums..
At least they changed the sort order to match your backpack i believe,
that
was reason number 1 for not using it at all. (which should have been
there
*before* the change) lets hope on a new update later next week.

On Fri, 17 Feb 2012 08:18:30 -0800, Kyle Sanderson<
kyle.l...@gmail.com
wrote:
Well, they can't really roll back now. It's Friday, and we all know
what
happens with Friday updates :P

Kyle.
On Feb 17, 2012 8:12 AM, "ics"<i...@ics-base.net>  wrote:

I understand having 2 duplicate systems made into one and have
options
like other games and items from other games to be traded between
players
but what i don't understand is why much faster and reliable than
the
current system was removed before the system was made more
convenient
and
faster?  Players will get used to the current one too but that's
not
the
point. If you wanted to do a quick trade, that was it. Now it just
takes
too long. Shoudl have kept the old intact untill things were ready
to be
released to wider audience.

-ics

17.2.2012 17:55, AnAkIn . kirjoitti:

I prefer the Steam trading system.

2012/2/17 hlds<h...@gmx.com>:

We had two trading mechanism, one being fast and quite reliable
(if we
can
use this word for something related to Steam/TF2), while the
other
allowing
advanced trades (more than 8 items + trading games etc...), but
being
slow
and failing many times. Now we have only one. I didn't know that
removing a
feature used by many players is a good thing...

I understand Valve's point of view (is easier to maintain and
improve
one
mechanism instead of having two), but why is this "a good thing"
for
others?

-----Original Message-----
From:

hlds_linux-bounces@list.**valvesoftware.com<
hlds_linux-boun...@list.valvesoftware.com>
[mailto:hlds_linux-bounces@**list.valvesoftware.com<
hlds_linux-boun...@list.valvesoftware.com>]
On Behalf Of doc
Sent: Friday, February 17, 2012 4:44 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update
Released
For every complaint that gets filed I'd like to vote FOR steam
overlay/inventory trading. I think it's a good thing and more
importantly:
haters gotta hate.

On Thu, Feb 16, 2012 at 5:56 PM, Frank<ad...@gamerscrib.net>
wrote:
  To be honest I was expecting a roll-back to at least the Option
of
having
in-game trade overlay returned.
Can someone at least reply if this is being looked at after all
the
opposition and complaints its gotten?

On another note glad to see the client crashes fixed and the
server
restart

requests..very much appreciated!

Thanks

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