Re: [hlds] Bots affecting Server Count.

2015-01-19 Thread evourr
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


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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread Evourr
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
 
 
 
 
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Re: [hlds] Steam Pipe

2013-04-27 Thread Evourr
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



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Re: [hlds] Server 'jitter' / studder

2013-04-26 Thread Evourr
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

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Re: [hlds] Server 'jitter' / studder

2013-04-26 Thread Evourr
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

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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Evourr
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.
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Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Evourr
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





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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread Evourr
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

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread Evourr
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?


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
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.


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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
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.

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
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.

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Evourr
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.

  ___
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please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


___ To unsubscribe, edit your 
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Re: [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-17 Thread Evourr
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