Re: [hlds] Bots affecting Server Count.
Try toying around with sv_visiblemaxplayers. - Original Message - From: 2xcombatvet To: hlds@list.valvesoftware.com Sent: Monday, January 19, 2015 6:55 PM Subject: [hlds] Bots affecting Server Count. i have researched for many days now and have not come to a conclusion yet. Problem (short version) CSGO 18 man server Example : if my bot qouta is 4 and fill then I join server I will have 3 bots and myself. While still in the server I press ESC then click community servers to look at my server info. It shows up 0/14 on my 18 man server. So I switch to desktop and look at my community server list and it reads 1/18 which is to be expected. My problem is the 0/14 when I'm ingame community server list. This is causing people not to be able to find me of they are searching for community servers while they are in-game. I have had people verify and it comes up the same way for them. Is there a command that is stopping the server from reading my player count when I play with bots? Sent from my T-Mobile 4G LTE Device -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 MOTD and Quickplay
The problem is this thread got derailed by one user with 3 subscribed accounts. (Liquid Source, Steam Commander, and Valve Monkey.) Additional information added to the return of the status command would suit your needs. The problem with your original statement is that you wanted Valve to implement a restriction on the quickplay clients so the motd was completely disabled, but you only wanted it so you could detect quickplay clients. (That's just bad practice.) - Original Message - From: Doctor McKay To: Half-Life dedicated Win32 server mailing list Sent: Sunday, June 16, 2013 7:45 PM Subject: Re: [hlds] TF2 MOTD and Quickplay I'd just like to point out that nowhere in my original post did I say that I run ads or that I want the MOTD restricted for non-Quickplay players. Servers are unable to open the MOTD window on players who joined via Quickplay. However, this doesn't prevent servers from *loading pages* in Quickplay-players' MOTD browsers. I simply suggested that Valve could restrict the ability to load pages entirely on Quickplay-joined players. Although I suppose I should have been a bit more direct and to the point. It's not necessarily that I particularly care about servers that pop ads (I exclusively play on my community's servers, which don't use ads), I just wanted a way to detect if a player joined through Quickplay. Checking if they are able to load an MOTD window seemed like the most logical solution. In fact, I had a plugin entirely finished and ready to deploy before I discovered that pages will still load, just in the background. I'd like to detect Quickplay joins for two reasons. One, analytics. I'd like to keep a record of how many players join from Quickplay and how many join directly. Two, my community's servers have some configurable options that are configured through the MOTD browser. I'd like to be able to detect which clients won't be able to open an MOTD window and respond to their commands accordingly. The last thing I want is the disappearance of the MOTD browser entirely. I've written several plugins that rely on it, either fully (SourceMod DJ) or partially (backpack.tf Price Check, SteamRep Checker (Redux)). Doctor McKay http://www.doctormckay.com mc...@doctormckay.com On Sun, Jun 16, 2013 at 7:33 PM, ced lo loranger...@hotmail.com wrote: Yeah im seriously tired of those useless post... Leave the Motd alone and if your not happy with, just move to another game. Date: Sun, 16 Jun 2013 18:31:17 -0500 From: ad...@ponyfortress2.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] TF2 MOTD and Quickplay Hey guys, if you all want to fight, take it to Steam messages, some of us use the mailing list for real issues, not bickering. 3 DL Quoting Doctor McKay mc...@doctormckay.com: As I'm sure most are aware, a little while ago Valve changed the TF2 MOTD panel so that it can't be reopened by the server if the client joins via Quickplay (or using the matchmaking argument on the connect command). However, this just prevents the MOTD panel itself from redisplaying. The server can still open pages in the client's MOTD panel in the background. This means that the server can still spam traffic-to-cash URLs on clients, many of which have noise-making Flash embedded or which open popup windows using JavaScript. In order to maintain the sterile bubble in Quickplay, Valve might want to consider preventing servers from opening webpages on Quickplay-joining clients entirely, not just preventing the panel from being redisplayed. Doctor McKay http://www.doctormckay.com mc...@doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam Pipe
The 30th is the mandatory release date when operators don't have the option to move anymore. You can move your servers over to steampipe now and clients can connect. - Original Message - From: Cameron Munroe To: Half-Life dedicated Win32 server mailing list Sent: Saturday, April 27, 2013 9:21 PM Subject: [hlds] Steam Pipe Okay, so I thought the 30th was that date when we would have the option as server owners to migrate our servers towards the new system. After reading through some emails, I assume that I am wrong, but just want a quick confirmation. Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server 'jitter' / studder
Windows media player and srcdsfpsbooster do the same exact thing, and since the fps is locked at the tickrate it won't make any difference, and I'm not even aware of a pingbooster for css, pingboosting was available in 1.6. - Original Message - From: Flickshot Tech t...@flickshot.co.nz To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, April 26, 2013 2:05 AM Subject: Re: [hlds] Server 'jitter' / studder Whoops forgot its everything haha. Game is CounterStrike Source. Been running the servers for well on 3 years now i think. I run a ping booster, srcdsfpsbooster and windows media player haha. Nothing has changed leading up to or after the Counterstrike Source steampipe update. So im at a loss as to what the problem is :/ Thanks On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote: You're gonna have to tell us which game you're talking about. :) Also, if you are running Windows, we have some good performance tools we can get you hooked up with that will help identify the causes of those issues. If you are willing to install and run some software and perform a reasonably disciplined investigating of the problem, email me back directly and I can get you hooked up. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech Sent: Thursday, April 25, 2013 9:50 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server 'jitter' / studder Hi All. Sorry if this topic has been covered lately. Just rejoined this mailing list. Wondering if any others out there have had players complaining of 'jitter' or studder ingame. It's becoming a huge problem and only kicked in after the steampipe update. Weirdly though, only some players have this problem and others do not. Often the players that have the problem, will not have issues on any other servers. Has anyone else had this problem? Is there a fix? Thanks heaps! 4square www.flickshot.co.nz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server 'jitter' / studder
That was what I said? - Original Message - From: Bruno Garcia To: Half-Life dedicated Win32 server mailing list Sent: Friday, April 26, 2013 2:12 PM Subject: Re: [hlds] Server 'jitter' / studder I do not recommend ping/tickrate boosting. It's third party software and... the source dedicated server is meant to work at 66 FPS. I wouldn't count on modifying the tickrate being any reliable on the server. Like I said, it's not meant to be! On Fri, Apr 26, 2013 at 1:35 PM, Evourr evo...@gmail.com wrote: Windows media player and srcdsfpsbooster do the same exact thing, and since the fps is locked at the tickrate it won't make any difference, and I'm not even aware of a pingbooster for css, pingboosting was available in 1.6. - Original Message - From: Flickshot Tech t...@flickshot.co.nz To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, April 26, 2013 2:05 AM Subject: Re: [hlds] Server 'jitter' / studder Whoops forgot its everything haha. Game is CounterStrike Source. Been running the servers for well on 3 years now i think. I run a ping booster, srcdsfpsbooster and windows media player haha. Nothing has changed leading up to or after the Counterstrike Source steampipe update. So im at a loss as to what the problem is :/ Thanks On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote: You're gonna have to tell us which game you're talking about. :) Also, if you are running Windows, we have some good performance tools we can get you hooked up with that will help identify the causes of those issues. If you are willing to install and run some software and perform a reasonably disciplined investigating of the problem, email me back directly and I can get you hooked up. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech Sent: Thursday, April 25, 2013 9:50 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server 'jitter' / studder Hi All. Sorry if this topic has been covered lately. Just rejoined this mailing list. Wondering if any others out there have had players complaining of 'jitter' or studder ingame. It's becoming a huge problem and only kicked in after the steampipe update. Weirdly though, only some players have this problem and others do not. Often the players that have the problem, will not have issues on any other servers. Has anyone else had this problem? Is there a fix? Thanks heaps! 4square www.flickshot.co.nz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] FPS issues on Steampipe
Same here, what are we looking at as far as setup goes? - Original Message - From: big john To: Half-Life dedicated Win32 server mailing list Sent: Thursday, April 25, 2013 8:21 PM Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe I can run it. I have 3 servers on pipe and 4 on hlds On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Thanks. It looks like AI / physics is taking a really long time for some reason. If anybody Windows users want to get setup with some performance tracing software, I can dig into the problem in more detail. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro Sent: Thursday, April 25, 2013 5:06 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] FPS issues on Steampipe I should probably note I was using bots as the fps only drops once I hit 10+ players On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Works now. Where should I post what I got? http://pastebin.com/kkVGcuzc On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote: vprof toggles profiling on/off. That triggers the built-in profiler to start/stop collecting data. You can also use vprof_on and vprof_off. vprof_generate_report will dump the report to console. I guess you can use condump to save it to a file. There's a whole bunch of vprof_* commands but I don't know what most of them do... https://developer.**valvesoftware.com/wiki/List_** of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa re.com/wiki/List_of_TF2_console_commands_and_variables On 26/04/2013 9:45 AM, Daniel Barreiro wrote: I tried that command you supplied but it doesn't seem to be doing anything. Am I missing a step? On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.org wrote: I tried the vprof tools but have no idea what the profile is supposed to look like. Should we be posting profiler output to this list (or to GitHub issues)? On 26/04/2013 9:21 AM, Fletcher Dunn wrote: Are all of these problems peculiar to Linux? Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to investigate where the time is going? If anybody is having these problems on Linux, we have some really powerful tools we can use to capture performance data and track down issues like this. The process to get setup is a bit involved and requires installing some software on the server. If anybody is having performance problems of any kind and is willing to do a little work to investigate them, send me an email and I'll get you setup. -Original Message- From: hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware .com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **[mailto: hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof tware.com hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li st.valvesoftware.com **] On Behalf Of AXVOID Sent: Thursday, April 25, 2013 4:16 PM To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.com hlds_li...@list.valvesoftware.com Subject: Re: [hlds_linux] FPS issues on Steampipe I'm in the client steampipe had problems with the game speed, when I created a server via console e.g.: map cp_dustbowl. Sometimes everything was incredible fast, like move speed etc. Am 26.04.2013 01:10, schrieb Kyle Sanderson: We've had our server FPS surpass 66~ (up to 300), and go down to 9~. We also get freezes for about a second at a time (which is when the 9 happens). There's definitely something wrong that was introduced into the engine, as you're seeing it as well with TF2 (well, I'm assuming you're talking about TF2). Thanks, Kyle. On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com wrote: Is anyone else FPS issues with steampipe servers? I had one that ran at 66.67 constantly and it keeps dropping to 10 now that i upgraded it to Steampipe. ___ 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_linuxhttps://list.valvesoftware.com/cgi-b
Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game
Probably using the wrong appid. - Original Message - From: Gamers Exile To: hlds@list.valvesoftware.com Sent: Wednesday, April 24, 2013 3:09 PM Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta;now interoperable with regular game Anyone else getting The server you are trying to connect to is running an older version of the Game after updating? I had a test steam pipe server running on windows that I could connect to before. But now I get that error... Sent Via Pigeon From: Fletcher Dunn Sent: Wednesday, April 24, 2013 12:03 PM 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 Reply To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game 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.) We’ve also released an optional update to the non-SteamPipe version of TF2. If you restart your server you may get an update to engine.dll/.so, but there are no relevant changes to the dedicated server so updating is not necessary. These changes make the SteamPipe server and client interoperable with the non-SteamPipe server and client. (Any client can connect with any server.) We expect many more clients to opt into the beta after this change. (And remember, we are planning on flipping the switch next Tuesday which forces all clients to convert.) - Fletch -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
Looks like it. - Original Message - From: Daniel Barreiro To: Half-Life dedicated Win32 server mailing list Sent: Tuesday, April 23, 2013 6:20 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released Did this update break Metamod for anyone else? On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik and...@donshikfamily.com wrote: Aww. No ham. -Andrew On Apr 23, 2013, at 6:03 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for Team Fortress 2. The notes for the update are below. The new version number for TF2 as of this release is 1734532. This is a departure from our previous version system so it can be consistent with what Fletcher is using for the SteamPipe releases. -Eric -- Team Fortress 2 - Added Only allow map files to the possible selections in the download filter option for clients - Fixed a client crash related to the material system - Fixed Diamond/Carbonado Botkiller weapons using incorrect team materials for the arms - Fixed a vphysics regression where some items would travel farther than they should - Improved performance and stability for the Linux version - Removed range restrictions from viewmodel_fov_demo - Updated the Ap-Sap so it can be gift-wrapped and have custom names/descriptions applied to it ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
You reupdate your srcds installation. - Original Message - From: Harsh Baid To: hlds@list.valvesoftware.com Sent: Tuesday, April 23, 2013 7:44 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released Wait, so do we just restart the servers or do we update MetaMod since Eric said he is releasing an update for this? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
Continued use of such plug-ins will risk your Steam account getting VAC banned. I wasn't even aware of these plugins, but are these plugins now unable to be loaded without them being modified past this update? Or if users continue to run them after this update they will be banned? If the plugins do not require an update to bypass the new system, do you feel this notice is sufficient enough to inform users these plugins will result in a ban? - Original Message - From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com Sent: Thursday, April 18, 2013 4:25 PM Subject: [hlds] Mandatory Team Fortress 2 update released We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added a new ConVar cl_first_person_uses_world_model to allow this mode to be used outside of VR mode - Disabled plug-ins that would allow users to connect to secure game servers even when -insecure is specified on the command line - Continued use of such plug-ins will risk your Steam account getting VAC banned - Added support for unloading the displayed URL when the user closes the info panel - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the default behavior of their MOTD - Fixed a client crash related to doing a changelevel while firing the Minigun - Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode - Improved performance and stability for the Linux version - Fixed a bug with custom fonts not loading for third party HUDs on Linux. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
This was my point, even though I don't support unfair advantages, and wasn't aware of these plugins, I do feel players deserve a fair chance at removing them, which was why I asked if this new system valve put in place completely disables the old version of the plugin like you did with clients loading sourcemod in 2009, or if this simply results in a VAC ban if users don't remove it today? - Original Message - From: Kyle Sanderson To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux server mailing list ; er...@valvesoftware.com Sent: Thursday, April 18, 2013 4:45 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released When is this anti-clientside plugin fix coming to the other source games? If clients are getting VAC'd for it now, its only fair if they too get a chance for it not to load. Thanks, Kyle. On 18 Apr 2013 13:16, 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 - Added a new ConVar cl_first_person_uses_world_model to allow this mode to be used outside of VR mode - Disabled plug-ins that would allow users to connect to secure game servers even when -insecure is specified on the command line - Continued use of such plug-ins will risk your Steam account getting VAC banned - Added support for unloading the displayed URL when the user closes the info panel - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the default behavior of their MOTD - Fixed a client crash related to doing a changelevel while firing the Minigun - Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode - Improved performance and stability for the Linux version - Fixed a bug with custom fonts not loading for third party HUDs on Linux. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
It's a client side plugin. - Original Message - From: Crapware Wardon To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux server mailing list Sent: Thursday, April 18, 2013 4:53 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released I think they should have already been banned. If you don't agree you just don't have a sense of fair play and shouldn't have your server listed on the server list if you cant play without it. Why warn at all it's clearly a cheat? Perman-ban them all without a warning. -- Date: Thu, 18 Apr 2013 13:45:53 -0700 From: kyle.l...@gmail.com To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; er...@valvesoftware.com Subject: Re: [hlds] Mandatory Team Fortress 2 update released When is this anti-clientside plugin fix coming to the other source games? If clients are getting VAC'd for it now, its only fair if they too get a chance for it not to load. Thanks, Kyle. On 18 Apr 2013 13:16, 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 - Added a new ConVar cl_first_person_uses_world_model to allow this mode to be used outside of VR mode - Disabled plug-ins that would allow users to connect to secure game servers even when -insecure is specified on the command line - Continued use of such plug-ins will risk your Steam account getting VAC banned - Added support for unloading the displayed URL when the user closes the info panel - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the default behavior of their MOTD - Fixed a client crash related to doing a changelevel while firing the Minigun - Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode - Improved performance and stability for the Linux version - Fixed a bug with custom fonts not loading for third party HUDs on Linux. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
I don't agree with banning without some sort of indication that the plugin is not tolerated, the client used to load plugins the same way as the server before the late 2009 update which stopped that. You could literally load sourcemod on your client, and change convars like r_drawothermodels. Valve didn't ban people for that, they simply blocked the usage of the plugin by loading it clientside, what I'm wondering is if these bans are going to be fair or if they're simply going to be banned without much information being posted. This is a mailing list for server discussions, but this will effect users who play on our servers, and I would like to know that they're actually being banned fairly. Also, your suggestion for banning without warning is just too harsh. (Anyone can still cheat by having admin in sourcemod, and they would never get banned.) - Original Message - From: Crapware Wardon To: Half-Life dedicated Win32 server mailing list Sent: Thursday, April 18, 2013 4:58 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released even more reason to ban without warning, besides this is a server discussion mailing list. -- From: evo...@gmail.com To: hlds@list.valvesoftware.com Date: Thu, 18 Apr 2013 16:57:12 -0400 Subject: Re: [hlds] Mandatory Team Fortress 2 update released It's a client side plugin. - Original Message - From: Crapware Wardon To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux server mailing list Sent: Thursday, April 18, 2013 4:53 PM Subject: Re: [hlds] Mandatory Team Fortress 2 update released I think they should have already been banned. If you don't agree you just don't have a sense of fair play and shouldn't have your server listed on the server list if you cant play without it. Why warn at all it's clearly a cheat? Perman-ban them all without a warning. Date: Thu, 18 Apr 2013 13:45:53 -0700 From: kyle.l...@gmail.com To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; er...@valvesoftware.com Subject: Re: [hlds] Mandatory Team Fortress 2 update released When is this anti-clientside plugin fix coming to the other source games? If clients are getting VAC'd for it now, its only fair if they too get a chance for it not to load. Thanks, Kyle. On 18 Apr 2013 13:16, 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 - Added a new ConVar cl_first_person_uses_world_model to allow this mode to be used outside of VR mode - Disabled plug-ins that would allow users to connect to secure game servers even when -insecure is specified on the command line - Continued use of such plug-ins will risk your Steam account getting VAC banned - Added support for unloading the displayed URL when the user closes the info panel - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the default behavior of their MOTD - Fixed a client crash related to doing a changelevel while firing the Minigun - Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode - Improved performance and stability for the Linux version - Fixed a bug with custom fonts not loading for third party HUDs on Linux. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
https://developer.valvesoftware.com/wiki/SteamPipe The majority of the gains are clientside, the major change server-side is the way files are downloaded. There's going to be issues with any update this size. Also, everyone could use SteamCMD for the games ahead of time to test and report issues. - Original Message - From: Felipe Fujihara To: ad...@dogzgaming.com ; Half-Life dedicated Win32 server mailing list Sent: Wednesday, April 17, 2013 5:22 PM Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe For sure... My 10 slots CSS server has always ran using 100 MB, and now it's 200 MB... 100% of increase. Still can't see any gain with SteamPipe, untill now only problems... To: hlds@list.valvesoftware.com From: ad...@dogzgaming.com Date: Wed, 17 Apr 2013 21:00:24 + Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe I can confirm about 200mb increase in memory usage on our 32 player servers. This is at startup on linux, compared to non steampipe CSS. CPU usage is the same. I can't see any performance gains from the steampipe update. TigerOx www.dogzgaming.com Sent wirelessly from my BlackBerry device. -Original Message- From: ics i...@ics-base.net Sender: hlds-boun...@list.valvesoftware.com Date: Wed, 17 Apr 2013 23:35:33 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com Reply-To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe Those are known bugs and already reported. As for memory consumption, it has always been around that mount with CSS. -ics Felipe Fujihara kirjoitti: A lot of messages like this... Do you know what is it? Also, 10 slots server is using 209 MB (omg!!!) Any help? ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) ForceModelBounds no longer supported. (models/player/ct_urban.mdl) ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl) ForceModelBounds no longer supported. (models/player/ct_sas.mdl) ForceModelBounds no longer supported. (models/player/ct_gign.mdl) ForceModelBounds no longer supported. (models/player/t_phoenix.mdl) ForceModelBounds no longer supported. (models/player/t_leet.mdl) ForceModelBounds no longer supported. (models/player/t_arctic.mdl) ForceModelBounds no longer supported. (models/player/t_guerilla.mdl) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gsg9/ct_gsg9.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) From: kyle.l...@gmail.com Date: Tue, 16 Apr 2013 19:18:27 -0700 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe The SDK, some particles, and many other things are busted as well... Thanks, Kyle. On Tue, Apr 16, 2013 at 6:52 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: The steampipe server keeps spitting this out in console. --- ForceModelBounds