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

2013-11-07 Thread DarthNinja
It would be a lot nicer if (item) spells were permanent, but only visible
with the appropriate holiday settings.


On Thu, Nov 7, 2013 at 12:52 AM, N-Gon ngongamedes...@gmail.com wrote:

 - Fixed some items and spell attributes showing incorrect expiration times
 I am not happy about this


 On Wed, Nov 6, 2013 at 8:40 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Do you guys have an ETA on the next SteamWorks update? Ban Evasion a
 pretty
  big issue for communities.
 
  Thanks,
  Kyle.
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Re: [hlds_linux] INVISIBLE SENTRY/TELEPORT

2012-10-23 Thread DarthNinja
I've been seeing that as well, but I thought it was just me.  Apparently
not!


On Tue, Oct 23, 2012 at 6:36 PM, wickedplayer494 . 
wickedplayer...@gmail.com wrote:

 It's been documented:
 http://forums.steampowered.com/forums/showthread.php?t=2972589

 On Tue, Oct 23, 2012 at 5:35 PM, martin v velt...@gmail.com wrote:

  No one seems to be reporting this but since last update teleporters and
  sentry/mini sentry guns while beeing build become 100% invisible. You can
  only see their shadows.
  Typing record something and then stop in console helps until you die.
 When
  you respawn the teleporters are still invisible. Same as sentry gund when
  beeing build.
 
  Anyone else having this issue on your servers?
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Re: [hlds_linux] TF2 Safe Zone

2012-08-12 Thread DarthNinja
The way to do that would be to use a named brush entity that fills the
room, then hook touch and endtouch on it.
On Aug 12, 2012 1:05 PM, Chris Oryschak ch...@oryschak.com wrote:

 Hey Guys,

 I want to make a room in my trade server a safe zone where players cant
 shoot/kill each other.
 Another server has accomplished this (IP: 69.147.239.114:27015).
 From what I can tell they are using Stripper:Source (URL:
 http://www.bailopan.net/stripper/) but I can't figure out how it's
 accomplished.

 The Author isn't into the mod scene anymore, i've tried the SM forums and
 even emailing the server OP.  No luck, i'm hoping maybe someone has some
 insight into this on the mailing list.

 Thanks,
 Python
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread DarthNinja
Or you could just Not Play on servers that do Dumb Shit with chat colours
and let server popularity do it's thing.


On Fri, May 11, 2012 at 1:04 AM, dan needa...@ntlworld.com wrote:

 On 10/05/2012 23:33, Eric Smith wrote:

 To clarify:  Players cannot use the custom colors. They are for
 plugin/mod authors.


 It amounts to the same problem. In fact it'll probably be worse at least
 you can mute clients.

 Please add something to disable this client side.
 --
 Dan.


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Re: [hlds_linux] [hlds] New feature in TF2 Beta dedicated server update

2012-03-17 Thread DarthNinja
This entire feature/topic is a joke given how easily undesirables evade
bans by creating new accounts.
I've banned the same guy at least 20 times.
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread DarthNinja
Relevant to anger administration.


On Tue, Feb 14, 2012 at 8:49 PM, Frank ad...@gamerscrib.net wrote:

 You damn right its relevant to server administration... this was within the
 server update and pushed right thru my servers.
 This hurts the direct purpose of my servers to the point I'm grinding
 finger
 nails into my desk. Instead of fishing the HL2 client/server crashing or
 whatever is going on they do this... I just don't know what to think here.


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Re: [hlds_linux] Remove gift drops in CS:S?

2012-01-04 Thread DarthNinja
mp_holiday_nogifts
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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread DarthNinja
Looks like someone made another typo.
models/props_halloween_pumpkin_explode.mdl should be
models/props_halloween/pumpkin_explode.mdl
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Re: [hlds_linux] Required TF2 update coming later today

2011-10-25 Thread DarthNinja
On Tue, Oct 25, 2011 at 6:22 PM, Rob Liu robl...@gmail.com wrote:

 Really appreciated the early notice.  Please don't ever stop doing that : )


I second that :3
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Re: [hlds_linux] [hlds] Forum vs. email list

2011-10-24 Thread DarthNinja
I like the list, however I think people need to take the time to read,
comprehend, and most importantly make sure their topic is relevant to server
administration before clicking Send.

In the very first email thread about registering servers for gift drops, it
was clear to me that while registering the server is required, none of the
quickplay gudelines are related.  If the several dozen people replying to
that email had read the whole thing, we won't have *this* discussion right
now.

I don't like the idea of forums, because it's a passive stream of data.
People have to visit to check up on topics.
People are just a lot less likely to reply to things in a forum environment.


On Mon, Oct 24, 2011 at 8:55 PM, Kigen theki...@gmail.com wrote:

 Honestly, I don't like getting my inbox spammed with these messages.

 But some of the discussions taking place are important.

 Forums would provide a better way of keeping up with stuff without
 junking up my inbox with random troubleshoot, CS:S is dead, etc
 messages.

 Plus, it would better facilitate moderation.

 On Mon, Oct 24, 2011 at 7:53 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
  The only advantage I can see to using a forum, is that I can tell
  people to use the search function when they ask dumb or common
  questions.
 
  On Mon, Oct 24, 2011 at 8:47 PM, bottige...@gmail.com
  bottige...@gmail.com wrote:
  I don't mind using a forum.
 
  There is a website called i3d.net that is scraping these discussions
  and leaking emails to spammers.
 
  http://forum.i3d.net/hlds-valve-linux-newsletter/
 
  On Mon, Oct 24, 2011 at 5:44 PM, Frank ad...@gamerscrib.net wrote:
  I agree...but when the link to sign-up is spread around to every Tom,
 Dick
  and Harry with the ease of joining is the way it is, you will get
 nonsense
  replies and confusion to those that don't understand what is going on
 and/or
  refuse to search around to get the answers they need.
 
  The criteria to enter/join the list and reply needs to be defined
 better
  with whatever means required.
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kigen
  Sent: Monday, October 24, 2011 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] Forum vs. email list
 
  I would be happy with just hlds_announce list. :)
 
  On Mon, Oct 24, 2011 at 7:34 PM, Fletcher Dunn 
 fletch...@valvesoftware.com
  wrote:
 I am honestly astounded by the amount of people who complain when
 people ask for help on help forums or mailing lists. Not everyone
 signs up and instantly reads everything, goes through all the
 archives, or spends hours researching.
 
  I'd like to use this comment as a springboard for a discussion about
 the
  format of this list.
 
  I hear that a few years ago the idea of migrating the email list to a
  forum was kicked around.  However, at the time (is this still true
 today?)
  the users of the list didn't like the idea.  it is my understanding
 that
  most server admins prefer:
 
  1.) Receiving push notifications.
  2.) Viewing the list in their email client
 
  #1 seems like a really compelling advantage (especially for
  announcements), while #2 seems like a personal preference, and many
 people
  have the opposite preference.
 
  A forum has several compelling advantages:
 
  1.) Easier to search and find answers to previously asked questions
  2.) Easier to follow a thread of conversation.  (I personally find any
  email distribution list to become unreadable pretty much instantly,
  with all the 's and broken line breaks that everybody's mail
  clients and put everywhere.)
  3.) Easier to modify your post if you notice a mistake or want to
 clarify
  something, rather than making a new post.
  4.) Easier to delete or move posts if they are spam, rude,
 inappropriate,
  belong in the general TF2 SPUF forum, etc.
  5.) Easier to ignore an entire thread that you are not interested in.
 
  Could there be some sort of forum + push notification that would
 satisfy
  what everybody wants?  This list exists to serve you guys, so I'm
 curious
  what everything thinks.  I *believe* most of the guys would find a
 forum
  format (perhaps with some push notification) more convenient.
 
  It would be good to get some opinions about how people prefer to
 consume
  the information on this list.
 
  Please chime in.
 
  Your humble servant,
  - Fletch
 
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Re: [hlds_linux] TF2 Update

2011-10-18 Thread DarthNinja
http://www.portal2sounds.com/663


On Tue, Oct 18, 2011 at 9:16 PM, Henry Goffin hen...@valvesoftware.comwrote:

 Something went wrong when we pushed the button, we're very much aware. Stay
 tuned...

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
 Sent: Tuesday, October 18, 2011 6:15 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Update

 Gentoo, just updated, third person to join and we crash with a similar
 error:

 490/ - tf_wearable:  UTIL_SetModel:  not precached:
 models/player/items/soldier/professor_speks.mdl
 490/ - tf_wearable:  UTIL_SetModel:  not precached:
 models/player/items/soldier/professor_speks.mdl


 On Tue, Oct 18, 2011 at 5:49 PM,  h...@gmx.com wrote:
  Ignore this update!!!
 
   Servers are crashing now if players are wearing some items:
 
   1032/ - tf_wearable: UTIL_SetModel: not precached:
 models/player/items/demo/demo_bill.mdl
   1032/ - tf_wearable: UTIL_SetModel: not precached:
 models/player/items/demo/demo_bill.mdl
   Valve, WTF? :(

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Re: [hlds_linux] TF2 Update

2011-10-18 Thread DarthNinja
http://www.portal2sounds.com/1231
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Re: [hlds_linux] Nuclear Dawn release update

2011-09-27 Thread DarthNinja
Restart Steam,  that happens sometimes.


On Tue, Sep 27, 2011 at 8:46 AM, Marcel hlds_li...@vermasslt.de wrote:

 Warning: Off Topic

 I've just bought a 4-pack and clicked that I want the game for myself. The
 intention was to get one of the four and the other three should be gifts for
 friends.

 Sadly I cannot find the 3 remaining copies anywhere. They are not visible
 in the gift menu. Is this a steam fail?


 Marcel


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Re: [hlds_linux] Optional TF2 update coming soon

2011-09-02 Thread DarthNinja
That gets posted when the patch is released.



On Fri, Sep 2, 2011 at 5:43 PM, Michael mich...@polishedgeek.com wrote:

 Changelog?

 On Fri, Sep 2, 2011 at 5:41 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're going to release an optional (for servers) TF2 update in a little
  while.  This is just a heads-up that it's coming.
 
  -Eric
 
 
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Re: [hlds_linux] Updating version number when new release

2011-08-15 Thread DarthNinja
Version numbers don't change for optional updates.
If they did, they wouldn't be optional.


On Tue, Aug 16, 2011 at 1:25 AM, Svensk Ljud  Ljus Produktion 
i...@teaterljud.se wrote:

 I would love to see new version numbers after big updates as this one.

 Peter
 Sweden


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Re: [hlds_linux] [TF2] Hats not appearing in some servers.

2011-08-13 Thread DarthNinja
Its a known bug that hats will sometimes not show until the second time a
player hits a resupply cabnet.
There's a sourcemod plugin by EHG that fixes that.

This might be part of your problem with hats sometimes being visible.
 On Aug 13, 2011 7:37 PM, Evan dumbd...@gmail.com wrote:
 Hey everyone,
 I was just wondering if anyone else is having a problem where some hats
are
 not showing up for clients. Players are reporting that they cannot see a
 lot of hats or other cosmetics on other players, but they can see them on
 other server. I have search through the interwebs and found a lot of posts
 about people wanting hats or the drop rate... nothing like this. I am not
 sure if it is a client issue or a server one or if there is something I
can
 do to fix it.

 More info on when this is happening:
 Some times I will see a hat that others cannot see and vise-versa. Some
 times the hat will appear fine one second, then when the player dies and
 re-spawns the hat is gone. The clients cannot see their own hats when they
 taunt as well. I have updated the install with -verify-all in case maybe
 for some reason the server was missing model and causing this issue, but
it
 did not work. Any ideas?

 --
 Evan S.
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Re: [hlds_linux] [TF2] Hats not appearing in some servers.

2011-08-13 Thread DarthNinja
Here's the plugin:
http://forums.alliedmods.net/showthread.php?p=1456514
On Aug 13, 2011 8:31 PM, Valentin G. nextra...@googlemail.com wrote:
 It's the Double Regen In Spawn one.

 On Sun, Aug 14, 2011 at 2:18 AM, Evan dumbd...@gmail.com wrote:
 Did EHG happen to publish this sroucemod plugin?  I didn't find anything
by
 him on the SM plugin list that fixes the hats (

http://www.sourcemod.net/plugins.php?cat=0mod=0title=author=ehgdescription=search=1
 )

 On Sat, Aug 13, 2011 at 7:44 PM, DarthNinja hlds-...@darthninja.com
wrote:

 Its a known bug that hats will sometimes not show until the second time
a
 player hits a resupply cabnet.
 There's a sourcemod plugin by EHG that fixes that.

 This might be part of your problem with hats sometimes being visible.
  On Aug 13, 2011 7:37 PM, Evan dumbd...@gmail.com wrote:
  Hey everyone,
  I was just wondering if anyone else is having a problem where some
hats
 are
  not showing up for clients. Players are reporting that they cannot see
a
  lot of hats or other cosmetics on other players, but they can see them
on
  other server. I have search through the interwebs and found a lot of
 posts
  about people wanting hats or the drop rate... nothing like this. I am
not
  sure if it is a client issue or a server one or if there is something
I
 can
  do to fix it.
 
  More info on when this is happening:
  Some times I will see a hat that others cannot see and vise-versa.
Some
  times the hat will appear fine one second, then when the player dies
and
  re-spawns the hat is gone. The clients cannot see their own hats when
 they
  taunt as well. I have updated the install with -verify-all in case
maybe
  for some reason the server was missing model and causing this issue,
but
 it
  did not work. Any ideas?
 
  --
  Evan S.
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread DarthNinja
*Is there a way to prevent players from kicking or votekicking the replay
bot*

http://forums.alliedmods.net/showthread.php?p=1473391



On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote:

 i've been gone for almost 2 weeks, but wanted to ask if this was fixed ?

 From my understanding if the replay bot is kicked, then the replays do not
 work correctly till a map is changed and the bot is reloaded.
 Is there a way to prevent players from kicking or votekicking the replay
 bot
 ?

 On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com
 bottige...@gmail.comwrote:

  Can anyone confirm if the Dr. G weapons still crash the server?
 
  On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote:
   If this update fixes the crashes, i don't care if it adds 2, 5 or 10
 hats
  or
   even more.
  
   If it's a dud once again, then...
  
   -ics
  
   2.8.2011 21:55, John Marbury kirjoitti:
  
   While Fletcher Dunn claims that they wanted to make sure the cure
 isn't
   worse than the disease., we all now know they just wanted to add more
   HATS.
  
  
  
   On Tue, Aug 2, 2011 at 2:41 PM, Jason
   Ruymenjas...@valvesoftware.comwrote:
  
   Required updates for Team Fortress 2 are now available.  The specific
   changes include:
  
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Fix a crash bug during changelevel when the Steam client is unable
 to
   init
   - Reduced the frequency of diagnostic messages for out-of-range
  positions
   and velocities
  
   Team Fortress 2
   - Added the Red Orchestra 2 promo items
   - Fix a crash bug related to the Righteous Bison
   - Fix a bug where the increased_maxplayers server tag was being set
  when
   the 25th internal player slot was added for replay
   - Fixed a bug that caused team color paints to appear to be coming
 out
  of
   the wrong cans for the store icons
   - Updated the main menu backgrounds to include Granary and Upward
  
   Jason
  
  
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread DarthNinja
@Ross Bemrose:
Correct.

On Tue, Aug 2, 2011 at 3:20 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 That only protects it from the SourceMod banning/kicking, not from the
 built-in vote kick (assuming it isn't already protected from that).  For
 that, you also need this:
 https://forums.alliedmods.net/showthread.php?t=161586

 On Tue, Aug 2, 2011 at 3:16 PM, DarthNinja hlds-...@darthninja.com
 wrote:

  *Is there a way to prevent players from kicking or votekicking the
 replay
  bot*
 
  http://forums.alliedmods.net/showthread.php?p=1473391
 
 
 
  On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote:
 
   i've been gone for almost 2 weeks, but wanted to ask if this was fixed
 ?
  
   From my understanding if the replay bot is kicked, then the replays do
  not
   work correctly till a map is changed and the bot is reloaded.
   Is there a way to prevent players from kicking or votekicking the
 replay
   bot
   ?
  
   On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com
   bottige...@gmail.comwrote:
  
Can anyone confirm if the Dr. G weapons still crash the server?
   
On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote:
 If this update fixes the crashes, i don't care if it adds 2, 5 or
 10
   hats
or
 even more.

 If it's a dud once again, then...

 -ics

 2.8.2011 21:55, John Marbury kirjoitti:

 While Fletcher Dunn claims that they wanted to make sure the cure
   isn't
 worse than the disease., we all now know they just wanted to add
  more
 HATS.



 On Tue, Aug 2, 2011 at 2:41 PM, Jason
 Ruymenjas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 are now available.  The
  specific
 changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Fix a crash bug during changelevel when the Steam client is
  unable
   to
 init
 - Reduced the frequency of diagnostic messages for out-of-range
positions
 and velocities

 Team Fortress 2
 - Added the Red Orchestra 2 promo items
 - Fix a crash bug related to the Righteous Bison
 - Fix a bug where the increased_maxplayers server tag was being
 set
when
 the 25th internal player slot was added for replay
 - Fixed a bug that caused team color paints to appear to be
 coming
   out
of
 the wrong cans for the store icons
 - Updated the main menu backgrounds to include Granary and Upward

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread DarthNinja
Actually, I believe that bots are immune to the built-in vote kick already
(they should be).
I could be wrong though.


On Tue, Aug 2, 2011 at 3:22 PM, DarthNinja hlds-...@darthninja.com wrote:

 @Ross Bemrose:
 Correct.


 On Tue, Aug 2, 2011 at 3:20 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 That only protects it from the SourceMod banning/kicking, not from the
 built-in vote kick (assuming it isn't already protected from that).  For
 that, you also need this:
 https://forums.alliedmods.net/showthread.php?t=161586

 On Tue, Aug 2, 2011 at 3:16 PM, DarthNinja hlds-...@darthninja.com
 wrote:

  *Is there a way to prevent players from kicking or votekicking the
 replay
  bot*
 
  http://forums.alliedmods.net/showthread.php?p=1473391
 
 
 
  On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote:
 
   i've been gone for almost 2 weeks, but wanted to ask if this was fixed
 ?
  
   From my understanding if the replay bot is kicked, then the replays do
  not
   work correctly till a map is changed and the bot is reloaded.
   Is there a way to prevent players from kicking or votekicking the
 replay
   bot
   ?
  
   On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com
   bottige...@gmail.comwrote:
  
Can anyone confirm if the Dr. G weapons still crash the server?
   
On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote:
 If this update fixes the crashes, i don't care if it adds 2, 5 or
 10
   hats
or
 even more.

 If it's a dud once again, then...

 -ics

 2.8.2011 21:55, John Marbury kirjoitti:

 While Fletcher Dunn claims that they wanted to make sure the
 cure
   isn't
 worse than the disease., we all now know they just wanted to add
  more
 HATS.



 On Tue, Aug 2, 2011 at 2:41 PM, Jason
 Ruymenjas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 are now available.  The
  specific
 changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Fix a crash bug during changelevel when the Steam client is
  unable
   to
 init
 - Reduced the frequency of diagnostic messages for out-of-range
positions
 and velocities

 Team Fortress 2
 - Added the Red Orchestra 2 promo items
 - Fix a crash bug related to the Righteous Bison
 - Fix a bug where the increased_maxplayers server tag was being
 set
when
 the 25th internal player slot was added for replay
 - Fixed a bug that caused team color paints to appear to be
 coming
   out
of
 the wrong cans for the store icons
 - Updated the main menu backgrounds to include Granary and
 Upward

 Jason


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Re: [hlds_linux] Item Found Event

2011-07-26 Thread DarthNinja
While it's nice to know that this bug is to your personal preference, it
deprives plugin authors of various statistics and event hooking
possibilities.
Also FYI: It is possible (and easy) to block the event using a plugin so the
found item text isn't shown.


On Tue, Jul 26, 2011 at 7:04 PM, Ian R. Justman i...@ian-justman.comwrote:

 On 07/22/2011 16:46, DarthNinja wrote:

 The July 20th update introduced a bug (feature?) so that Event Item Found
 is
 no longer fired.
 Wiki page: 
 http://wiki.teamfortress.com/**wiki/July_20,_2011_Patchhttp://wiki.teamfortress.com/wiki/July_20,_2011_Patch
 Valve: Is this in fact a bug, or is it an intentional change?

 I currently use the item found event in my public ranking/statistics
 pluginhttps://forums.**alliedmods.net/showthread.php?**t=109006https://forums.alliedmods.net/showthread.php?t=109006and
 I'd

 like to know if I need to investigate other options in order to
 provide item drop tracking.


 I actually like this change.

 I take issue when people ask me for an item I find, craft or trade that I
 want to keep.  That and I would rather people not see events tied with any
 item I find, craft or trade.  Not to mention, it's more chat spam.

 --Ian.

 --
 Ian R. Justman
 UNIX hacker.  Anime fan.  Any questions?
 ianj (at) ian-justman.com

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Re: [hlds_linux] Steam support

2011-07-22 Thread DarthNinja
I've never tried this with a large group, but if the owner quits the group,
the owner title should pass to the next admin.  How the next admin is
decided, I have no idea.
It might be worth testing with a small group: Demote everyone except the
owner and one admin, then have the owner leave the group.


On Fri, Jul 22, 2011 at 5:14 AM, Saint K. sai...@specialattack.net wrote:

 I can understand that sometimes it's a difficult call. However I've
 provided all the proof I can along with my ticket that I am the actual owner
 from Specialattack, and always have been.

 There's plenty of ways to confirm this.

 There is just something in general with that steamsupport that they just
 refuse to help you, no matter what.

 I can understand you can't just blindly going to reassign ownership, but
 I've demoted everyone accept for that one member (impossible), otherwise all
 group activity has always been done from my account. It can't get more
 clear.

 What I am fearing is that one day the old members account will be passed
 along or anything, and something stupid could happen to the group, which we
 already use since year and years.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen [
 michs...@live.no]
 Sent: 22 July 2011 11:14
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Steam support

 It's a lost battle you've got there. I sent in about a steam community
 group ownership thing too. Took them ONE MONTH to get any sort of reply. And
 the reply was that the owner had to delete the group. However, one time
 before they did delete a group for me, no issues.

  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Fri, 22 Jul 2011 10:19:44 +0200
  Subject: Re: [hlds_linux] Steam support
 
  For server related issues we have this wonder full list (which I am still
 grateful for that it didn't get migrated to the steam support forums)
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! [
 ad...@topnotchclan.com]
  Sent: 22 July 2011 10:18
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Steam support
 
  I think there are certain techs at steam support that may specialize in
 servers. Maybe be more clear in your message when asking for support that
 it's game server related.
 
   I'm sure they get thousands of non server questions so a single server
 question could go lost in translation. When I contact support for server
 stuff this works for me. I just ask for TF2 server support.
 
  Sent from my iPhone 4
 
  On Jul 22, 2011, at 12:52 AM, doc drga...@gmail.com wrote:
 
   Well I hear it's hit or miss with steam support, but what is the issue
   you're trying to have addressed?
  
   On Fri, Jul 22, 2011 at 12:34 AM, Saint K. sai...@specialattack.net
 wrote:
   The other day some genius on this mailing list told me: Why do you
 report this here, shouldn't you report this to steam support etc. etc. etc.
  
   I tried, and I knew I shouldn't have listened. It took them over a
 week to provide an initial reply, and once I got a reply, it was one of
 those default you can do fuck all with this reply replies.
  
   What does a community host do if they require specific support from
 steam which is not directly srcds related, but you won't receive any help
 from the steam support either? (Cause all they seem to be able to do is
 copy/paste pre-fab answers)
  
   Saint K.
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[hlds_linux] Item Found Event

2011-07-22 Thread DarthNinja
The July 20th update introduced a bug (feature?) so that Event Item Found is
no longer fired.
Wiki page: http://wiki.teamfortress.com/wiki/July_20,_2011_Patch
Valve: Is this in fact a bug, or is it an intentional change?

I currently use the item found event in my public ranking/statistics
pluginhttps://forums.alliedmods.net/showthread.php?t=109006and I'd
like to know if I need to investigate other options in order to
provide item drop tracking.

Thanks,
A
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Re: [hlds_linux] Server crashes after today's update

2011-07-21 Thread DarthNinja
For what its worth, I'm getting crashes on my windows servers every 1-3
hours



On Thu, Jul 21, 2011 at 11:16 AM, Anthony Stoyanov a...@gaming.bg wrote:

 First freeze for me too. Got this at the end of the screen :)

 eb40-eb4e1000 rwxp  00:00 0
 eb4e1000-eb50 ---p  00:00 0
 eb50-eb5b rwxp  00:00 0
 eb5b-eb60 ---p  00:00 0
 eb60-eb6fd000 rwxp  00:00 0
 eb6fd000-eb70 ---p  00:00 0
 eb70-eb7b6000 rwxp  00:00 0
 eb7b6000-eb80 ---p  00:00 0
 eb80-eb8b5000 rwxp  00:00 0
 eb8b5000-eb90 ---p  00:00 0
 eb90-eb9cc000 rwxp  00:00 0
 eb9cc000-eba0 ---p  00:00 0
 eba0-ebafc000 rwxp  00:00 0
 ebafc000-ebb0 ---p  00:00 0
 ebb0-ebbfb000 rwxp  00:00 0
 ebbfb000-ebc0 ---p  00:00 0
 ebc0-ebcaa000 rwxp  00:00 0
 ebcaa000-ebd0 ---p  00:00 0
 ebe2a000-ebe2b000 ---p  00:00 0
 ebe2b000-ec62b000 rwxp  00:00 0
 ec62b000-ec6f5000 r-xp  08:01 7135278 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/dbi.mysql.ext.so
 ec6f5000-ec805000 rwxp 000c9000 08:01 7135278 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/dbi.mysql.ext.so
 ec805000-ec806000 ---p  00:00 0
 ec806000-ed006000 rwxp  00:00 0
 ed006000-ed007000 ---p  00:00 0
 ed007000-ed807000 rwxp  00:00 0
 ed807000-ed808000 ---p  00:00 0
 ed808000-ee008000 rwxp  00:00 0
 ee00c000-ee1cd000 rwxp  00:00 0
 ee1cd000-ee324000 r-xp  08:01 7135293 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/socket.ext.so
 ee324000-ee327000 rwxp 00157000 08:01 7135293 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/socket.ext.so
 ee327000-ee32d000 rwxp  00:00 0
 ee32d000-ee378000 r-xp  08:01 7135286 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
 ee378000-ee379000 rwxp 0004b000 08:01 7135286 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
 ee379000-ee37c000 r-xp 0004c000 08:01 7135286 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
 ee37c000-ee37e000 rwxp 0004e000 08:01 7135286 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/sdktools.ext.2.**ep2v.sohttp://sdktools.ext.2.ep2v.so
 ee37e000-ee38e000 rwxp  00:00 0
 ee38e000-ee3ff000 r-xp  08:01 7135279 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/dbi.sqlite.ext.so
 ee3ff000-ee40 rwxp 00071000 08:01 7135279 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/dbi.sqlite.ext.so
 ee40-ee50 rwxp  00:00 0
 ee516000-ee529000 r-xp  08:01 2583654 /usr/lib32/libz.so.1.2.3.4
 ee529000-ee52a000 rwxp 00013000 08:01 2583654 /usr/lib32/libz.so.1.2.3.4
 ee532000-ee54a000 r-xp  08:01 7135283 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/regex.ext.so
 ee54a000-ee54b000 rwxp 00017000 08:01 7135283 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/regex.ext.so
 ee54b000-ee54c000 rwxp  00:00 0
 ee54c000-ee558000 r-xp  08:01 7135294 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/topmenus.ext.so
 ee558000-ee559000 rwxp b000 08:01 7135294 /usr/games/tf2server/**
 orangebox/tf/addons/sourcemod/**extensions/topmenus.ext.**soPreMinidumpCallback:
 updating dump comment



 On 21.7.2011 г. 17:34 ч., Carl wrote:

 Don't be so quick on the trigger, srcds is a big program that takes in a
 tremendous amount of hard to guess data and has to run on a large variety of
 hardware and OSs. Testing this stuff isn't exactly straightforward.

 Also, does anyone have high use Tf2 beta servers running? Do customers
 even pay for beta servers?



 On 7/21/2011 7:08 AM, E3pO wrote:

 Whoever has the final call on releasing updates needs to be fired. It is
 illogical to release an update for such a widely used application without
 testing and then just walk away from the update station and go to sleep.
 Hell, i'm willing to bet it was about 85% done uploading to the content
 servers about to release the update and the guy just called it a night.

 And what the hell are they doing so different each time that breaks so
 many
 things?

 Added the items for Dr. Grordbort's Victory Pack
 - Fixed hatless hats not working correctly
 - Fixed a display issue with team color paints
 - Updated the localization files

 So how many hats have they released now? You would think they would have
 that figured out by now. They fixed a display issue, seems like that is
 client side and not related to the server.. and updated localization
 files?

 What does any of that have anything to do with the server crashing? 

Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-21 Thread DarthNinja
Well aren't you SPECIAL!

On Thu, Jul 21, 2011 at 4:53 PM, Loïc PERY louloubi...@gmail.com wrote:

 Got my server full running since 10h with 32 people: no crash

 debian squeeze

 2011/7/21 Eric Smith er...@valvesoftware.com

  We're trying to investigate the crashes Linux servers are experiencing.
 If
  you have .dmp files or details about what might be causing the crashes,
  please email them to me.
 
  Thanks.
 
  -Eric
 
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread DarthNinja
You just install the sockets extension and the sourceirc plugin.  It works
like a normal client and will connect to any irc server you tell it to.
There's even a config where you can set SourceIRC to log itself into the irc
server so it gets +v if your channel is set to +m.


On Mon, Jul 11, 2011 at 5:01 PM, Sir Jake can_kic...@hotmail.com wrote:


 How would that work with another dedicated box hosting an irc network?

 This could be pretty handy for our admins if we're able to do it without
 having to setup a new irc server on our gaming box.

 Thanks.

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Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread DarthNinja
It's my understanding that if the server is on a custom map, you will get no
quickplay traffic until the map changes to a stock map.
I'd like to see Valve add a tick-box option for players to Allow custom
maps.


On Sun, Jul 10, 2011 at 7:39 PM, Sazpaimon sazpai...@x-cult.org wrote:

 I believe it simply does not send you any quickplay traffic. I have TF2Ware
 on my stock rotation server, and occasionally people nominate it. Once
 that's done and we move on to a stock map, quickplay traffic comes flooding
 in.


 On 7/10/2011 7:03 PM, msleeper wrote:

 Also, what exactly is the penalty for a custom map coming up on an
 otherwise stock rotation? Does it wipe your reputation entirely or
 does it simply just not send quickplay traffic to you when there is a
 custom map playing?

 What are the chances of some sort of mechanism to allow quickplay
 clients to be able to join custom map quick play servers?

 On Sun, Jul 10, 2011 at 6:49 PM, 
 msleepermsleeper@**ismsleeperwrong.commslee...@ismsleeperwrong.com
  wrote:

 Payload is the default game mode choice.  You might get more
 quickplay traffic on payload maps.

 Do you have any other data like this to help us figure out the best
 quick play servers to run? Do you have a quickplay-optimal server.cfg
 we should be using (replay enabled, voting enabled, etc.)? Could you
 post the server.cfg that the Valve servers are using as an example?

 On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
 fletch...@valvesoftware.com  wrote:

 If you want to know if matchmaking is working or not, looking at your
 own
 server will tell you very little.  You have to play the game.  Our
 current
 goals for quickplay are pretty limited: to match players (especially new
 players, who we expect to be the ones using this feature) to the best
 server
 for them.  In other words, we define success solely from the client's
 perspective.  We don't have any criteria that attempts to optimize
 results
 from servers' perspective, with the exception of reducing unwanted
 traffic
 (in the form of query pings or quickplay player traffic in general).
 Last weekend (July 2) all of the Valve servers went down.  This
 undoubtedly
 sent a lot of quickplay traffic your way.  Then, on Monday, they came
 back
 up.  This almost certainly resulted in less quickplay traffic coming
 your
 way.  Our overall player counts are reduced since the initial surge, but
 we
 still have a pretty large number of Valve servers up.  I'd guess that
 ratio
 of Valve servers versus players using quickplay is the single largest
 factor
 in determining how much quickplay traffic comes your way.
 On the other hand, last week's update reduced the scoring advantage that
 Valve servers get.  We are still tweaking this.  We may make the scoring
 advantage a function of player experience, to get totally new players on
 Valve servers, but over time transition them into the general
 population.
 Payload is the default game mode choice.  You might get more quickplay
 traffic on payload maps.
 We are experimenting with certain rules changes being score penalties
 rather
 than deal-breakers.  (nocrits is the first test.)  But right now, there
 are
 so many good Valve servers available, unless your server is vanilla with
 a
 good ping and 15-20 players in it, most clients will score the Valve
 server
 higher anyway, so pretty much any scoring penalty can effectively rule
 you
 out.  This is just a function of the number of players and the number of
 (Valve) servers.
 The fix for the replay off-by-one player count bug should be in the next
 update.  We have received some helpful reports about zombie players and
 hopefully will have that fixed, too.  We also read the suggestions for
 how
 our codebase could be improved and features implemented more simply.
  Rest
 assured that those suggestions are being given all the attention they
 deserve.
 The reputation scoring system will take some time to tune.  Currently it
 can
 be dwarfed by the other factors.  We are not certain it is the best long
 term solution, perhaps creating a more persistent server identity at the
 Steam level is better.  For example, so you can change your IP and not
 lose
 all of your loyal players who added your server to their favorites list.
  We
 have heard you loud and clear on this point and it is something I
 personally
 am very interested in working on.  Having a less anonymous system will
 benefit good servers and players and is a good thing all around.
 Your humble servant.
 - Fletch
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread DarthNinja
It has to do with the increased_maxplayers server tag.

On Fri, Jun 24, 2011 at 2:53 AM, Ronny Schedel i...@ronny-schedel.dewrote:

 Hello,

 we are running a server with maxplayers set to 25, we have 1 reserved slot
 which gets emptied all the time. We have set sv_visiblemaxplayers to 24.

 The FAQ says:
 Increasing the max player count above 24 will incur a matchmaking scorking
 penalty, but will not disqualify you from the list.

 My question: do you respect the sv_visiblemaxplayers setting or do we get
 a penalty for having one reserved slot?

 Best regards

 Ronny Schedel


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Re: [hlds_linux] Max players penalty

2011-06-24 Thread DarthNinja
Your tags have increased_maxplayers in them.


On Fri, Jun 24, 2011 at 1:58 PM, Saint K. sai...@specialattack.net wrote:

 I'm not seeing any indication of the match system sending any players to
 our servers.

 Our tags read; sv_tags =
 HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack

 While we only permit 24 players due to visible slots cvar, and alltalk (not
 sure if that decreases your score) is only active during round end.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane [1nsane.pw@
 gmail.com]
 Sent: 24 June 2011 16:05
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Max players penalty

 I have something similar and use sv_visiblemaxplayers as well.

 But recently I've been seeing things like 27/24 so it makes me think as
 though I'm being penalized because matchmaking puts more players on the
 server than it should.

 On Fri, Jun 24, 2011 at 4:43 AM, Saint K. sai...@specialattack.net
 wrote:

  Hi,
 
  I am wondering about the same question. We have our servers setup with
  reserved slots, but they are hidden. So essentionally most of the times
 the
  server is on the correct 24 player limit, although the maxplayers is
  configured as 26 to allow reserved slot owners to join without having to
  kick others out or constantly leave a slot open.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel [
  i...@ronny-schedel.de]
  Sent: 24 June 2011 08:53
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] Max players penalty
 
  Hello,
 
  we are running a server with maxplayers set to 25, we have 1 reserved
 slot
  which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
 
  The FAQ says:
  Increasing the max player count above 24 will incur a matchmaking
 scorking
  penalty, but will not disqualify you from the list.
 
  My question: do you respect the sv_visiblemaxplayers setting or do we get
  a penalty for having one reserved slot?
 
  Best regards
 
  Ronny Schedel
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2011-06-09 Thread DarthNinja
I'm seeing some crashes on my 32 player 2fort server (it looks like about 3+
today).

-- I sent this a while ago, but I got the Unable to deliver problem other
people are reporting with the list.




On Thu, Jun 9, 2011 at 11:22 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 Ya, 32 players. It's happening most frequently on goldrush. I've seen it
 happen at least once on hydro too. It prints the message ED_Alloc: no free
 edicts and then restarts.

 My apologies if this message comes in twice. The first time it was claimed
 to have been rejected.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, June 09, 2011 12:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 None yet, got 32 slot server? I'm running only 30 ones and smaller.

 -ics

 9.6.2011 19:38, Tony Paloma kirjoitti:
  After this update, I am seeing a lot more crashes due to no free edicts.
  Anyone else?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
  Smith
  Sent: Wednesday, June 08, 2011 3:30 PM
  To: 'h...@list.valvesoftware.com'; '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 TF2.  The notes are below.
 
  -Eric
 
  -
 
  Team Fortress 2
  - Added the Saxxy
  - Updated the kill icons
  - Updated the vote system
  - Added a convar to prevent voting on the next level if one has
  already been set (sv_vote_issue_nextlevel_prevent_change)
  - Fixed scrambleteams resetting how many rounds have been played
 - Updated mp_scrambleteams to support a parameter of 2, which
  prevents resetting the number of rounds that have been played
  - Fixed the server automatically creating votes while in training
  or using itemtest
 
 
 
 
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Re: [hlds_linux] Test

2011-06-03 Thread DarthNinja
Yes we can read your email Rigr.


---
Sent from my graphing calculator





On Fri, Jun 3, 2011 at 4:00 AM, RTL-Servers | Lee l...@rtl-servers.co.ukwrote:

 Hello,

 Yes everyone has a smart phone, stop spamming!

 -Lee

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Re: [hlds_linux] Replay issues

2011-05-27 Thread DarthNinja
The replay system really needs to clean up after itself.
I'm getting tired of finding my web server's replays folder is at 2-4GB
because it still has files from over a week ago.


On Fri, May 27, 2011 at 2:47 PM, Eli Witt eliw...@gmail.com wrote:

 Can we expect a fix for the .dmx file problem in this patch as well?

 Also, how about having the client abandon 2 week old replay download
 attempts after receiving something in the neighborhood of 50,000 404 file
 not found errors?

 I've got clients who are still trying to download 2 or 3 .dmx files from
 day
 1 of the replay feature, 2 or 3 requests every 10 seconds, that's over 1000
 an hour, times like 10 people who like to play a lot and idle.

 My error.log is ridiculously stupid right now, it's over 50MB of just 404
 errors for .dmx files.

 On Fri, May 27, 2011 at 2:11 AM, Jon Lippincott j...@valvesoftware.com
 wrote:

  A fix for this issue and the memory leak should not be too far off now.
 
  -Jon
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Octo
  Sent: Thursday, May 26, 2011 4:08 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  I've had this happen anytime its trying to offload and is unable to
 connect
  to the
  remote server.  A large message on console and everything else just
  freezes,
  its unresponsive to any input on console also.  I had it happen twice
 today
  when
  the server the replays are ftp'd to had some short network outages.
 
  -octo
 
  On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
   I can confirm with some other test, that if you have replay with ftp
 and
  it
   was working.. if your ftp server goes down at some point then your
  servers
   will start to hang and will not continue to load. Last thing in console
  is
   some text about replay that it fails and it stops there.
  
   Can anybody confirm this too? Just to make sure.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
  Riemers
   Sent: donderdag 26 mei 2011 17:13
   To: 'Half-Life dedicated Linux server mailing list'
   Subject: Re: [hlds_linux] Replay issues
  
   Also, i've seen several times that if something goes with replay (for
   instance that the ftp server is no longer reachable) that it says
 replay
   disabled but then fails to start normally. It just hangs there.. have
  more
   seen this?
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  h...@gmx.com
   Sent: dinsdag 24 mei 2011 0:18
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Replay issues
  
   There are two methods to enable the replay system:
  
   a) From server's command line (using -replay or +exec replay.cfg). The
   advantage is that the replay is enabled for the first map, but the
   disadvantage is that the bot is not visible to outside world (is not
   included into A2S_INFO response packets).
   b) From server's config file. The disadvantage in this case is that the
   replay is not enabled for the first map (so you must reload the map
 after
   the server is started), but the bot is visible to outside world (is
  included
   into A2S_INFO response packets).
  
  
   There are two problems with the first method:
  
   a) The bot is connected to server, it is using a slot, but is not
 visible
  to
   outside world. This cause problems to any plugin which manage the
  reserved
   slots, because it adjusts the sv_visiblemaxplayers cvar thinking that
 the
   outside clients see X connected players, while in reality they see X-1
   connected players.
  
   b) The bot is not visible to outside world, but the number of bots is
   reported correctly. So when there's a player + replay bot, from outside
 a
   TF2 client sees only the player, but knows that there's one bot = the
   player is a bot :D And in TF2 bots are not visible (a 24 slot server
 with
  10
   bots is displayed as having 0 players and 14 slots).
  
 - Original Message -
 From: Saint K.
 Sent: 05/23/11 07:29 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Replay issues
  
  
   Hi,
  
   I might have missed this, but I can't find the current status on the
   reported replay issues.
  
   We still experience the issue when the replay bot is not recording, and
 a
   user joins, the user it placed in the replay slot and made invisible to
  the
   server browser. In effect, a server with 1 user not recording will show
  0/0.
  
   Also the slot doesn't hide properly, so we're currently unable to use
 our
   reserved slots properly(we have them hidden and have our users console
   connect, and non-reserved slot users can still use the auto join
  feature).
  
   

Re: [hlds_linux] Replay issues

2011-05-27 Thread DarthNinja
I've written something to delete old replay files, I'll post it to the list
shortly.



On Fri, May 27, 2011 at 8:36 PM, Eric Riemers riem...@binkey.nl wrote:

 Over 10gb of old files now..

 I think where stuck at the old crontab find mtime or something similar.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: zaterdag 28 mei 2011 0:04
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Replay issues

 I'm not sure if a TF2 update released will clean the demofiles or if there
 is some sort of system that cleans up week old demos but our servers do
 that
 automatically.

 -ics

 28.5.2011 0:07, DarthNinja kirjoitti:
  The replay system really needs to clean up after itself.
  I'm getting tired of finding my web server's replays folder is at
  2-4GB because it still has files from over a week ago.
 
 
  On Fri, May 27, 2011 at 2:47 PM, Eli Witteliw...@gmail.com  wrote:
 
  Can we expect a fix for the .dmx file problem in this patch as well?
 
  Also, how about having the client abandon 2 week old replay download
  attempts after receiving something in the neighborhood of 50,000 404
  file not found errors?
 
  I've got clients who are still trying to download 2 or 3 .dmx files
  from day
  1 of the replay feature, 2 or 3 requests every 10 seconds, that's
  over 1000 an hour, times like 10 people who like to play a lot and idle.
 
  My error.log is ridiculously stupid right now, it's over 50MB of just
  404 errors for .dmx files.
 
  On Fri, May 27, 2011 at 2:11 AM, Jon
  Lippincottj...@valvesoftware.com
  wrote:
  A fix for this issue and the memory leak should not be too far off now.
 
  -Jon
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Octo
  Sent: Thursday, May 26, 2011 4:08 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  I've had this happen anytime its trying to offload and is unable to
  connect
  to the
  remote server.  A large message on console and everything else just
  freezes, its unresponsive to any input on console also.  I had it
  happen twice
  today
  when
  the server the replays are ftp'd to had some short network outages.
 
  -octo
 
  On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
  I can confirm with some other test, that if you have replay with
  ftp
  and
  it
  was working.. if your ftp server goes down at some point then your
  servers
  will start to hang and will not continue to load. Last thing in
  console
  is
  some text about replay that it fails and it stops there.
 
  Can anybody confirm this too? Just to make sure.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Eric
  Riemers
  Sent: donderdag 26 mei 2011 17:13
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] Replay issues
 
  Also, i've seen several times that if something goes with replay
  (for instance that the ftp server is no longer reachable) that it
  says
  replay
  disabled but then fails to start normally. It just hangs there..
  have
  more
  seen this?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  h...@gmx.com
  Sent: dinsdag 24 mei 2011 0:18
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  There are two methods to enable the replay system:
 
  a) From server's command line (using -replay or +exec replay.cfg).
  The advantage is that the replay is enabled for the first map, but
  the disadvantage is that the bot is not visible to outside world
  (is not included into A2S_INFO response packets).
  b) From server's config file. The disadvantage in this case is that
  the replay is not enabled for the first map (so you must reload the
  map
  after
  the server is started), but the bot is visible to outside world (is
  included
  into A2S_INFO response packets).
 
 
  There are two problems with the first method:
 
  a) The bot is connected to server, it is using a slot, but is not
  visible
  to
  outside world. This cause problems to any plugin which manage the
  reserved
  slots, because it adjusts the sv_visiblemaxplayers cvar thinking
  that
  the
  outside clients see X connected players, while in reality they see
  X-1 connected players.
 
  b) The bot is not visible to outside world, but the number of bots
  is reported correctly. So when there's a player + replay bot, from
  outside
  a
  TF2 client sees only the player, but knows that there's one bot =
  the player is a bot :D And in TF2 bots are not visible (a 24 slot
  server
  with
  10
  bots is displayed as having 0 players and 14 slots).
 
 - Original

Re: [hlds_linux] Replay issues

2011-05-27 Thread DarthNinja
https://forums.alliedmods.net/showthread.php?p=1476677

On Fri, May 27, 2011 at 11:54 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 MEANWHILE:
 find . -mtime +2 -exec rm -v {} \;

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
 Sent: Friday, May 27, 2011 8:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Replay issues

 I've written something to delete old replay files, I'll post it to the list
 shortly.



 On Fri, May 27, 2011 at 8:36 PM, Eric Riemers riem...@binkey.nl wrote:

  Over 10gb of old files now..
 
  I think where stuck at the old crontab find mtime or something similar.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: zaterdag 28 mei 2011 0:04
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  I'm not sure if a TF2 update released will clean the demofiles or if
  there is some sort of system that cleans up week old demos but our
  servers do that automatically.
 
  -ics
 
  28.5.2011 0:07, DarthNinja kirjoitti:
   The replay system really needs to clean up after itself.
   I'm getting tired of finding my web server's replays folder is at
   2-4GB because it still has files from over a week ago.
  
  
   On Fri, May 27, 2011 at 2:47 PM, Eli Witteliw...@gmail.com  wrote:
  
   Can we expect a fix for the .dmx file problem in this patch as well?
  
   Also, how about having the client abandon 2 week old replay
   download attempts after receiving something in the neighborhood of
   50,000 404 file not found errors?
  
   I've got clients who are still trying to download 2 or 3 .dmx files
   from day
   1 of the replay feature, 2 or 3 requests every 10 seconds, that's
   over 1000 an hour, times like 10 people who like to play a lot and
 idle.
  
   My error.log is ridiculously stupid right now, it's over 50MB of
   just
   404 errors for .dmx files.
  
   On Fri, May 27, 2011 at 2:11 AM, Jon
   Lippincottj...@valvesoftware.com
   wrote:
   A fix for this issue and the memory leak should not be too far off
 now.
  
   -Jon
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Octo
   Sent: Thursday, May 26, 2011 4:08 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Replay issues
  
   I've had this happen anytime its trying to offload and is unable
   to
   connect
   to the
   remote server.  A large message on console and everything else
   just freezes, its unresponsive to any input on console also.  I
   had it happen twice
   today
   when
   the server the replays are ftp'd to had some short network outages.
  
   -octo
  
   On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
   I can confirm with some other test, that if you have replay with
   ftp
   and
   it
   was working.. if your ftp server goes down at some point then
   your
   servers
   will start to hang and will not continue to load. Last thing in
   console
   is
   some text about replay that it fails and it stops there.
  
   Can anybody confirm this too? Just to make sure.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
   Eric
   Riemers
   Sent: donderdag 26 mei 2011 17:13
   To: 'Half-Life dedicated Linux server mailing list'
   Subject: Re: [hlds_linux] Replay issues
  
   Also, i've seen several times that if something goes with replay
   (for instance that the ftp server is no longer reachable) that it
   says
   replay
   disabled but then fails to start normally. It just hangs there..
   have
   more
   seen this?
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
   h...@gmx.com
   Sent: dinsdag 24 mei 2011 0:18
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Replay issues
  
   There are two methods to enable the replay system:
  
   a) From server's command line (using -replay or +exec replay.cfg).
   The advantage is that the replay is enabled for the first map,
   but the disadvantage is that the bot is not visible to outside
   world (is not included into A2S_INFO response packets).
   b) From server's config file. The disadvantage in this case is
   that the replay is not enabled for the first map (so you must
   reload the map
   after
   the server is started), but the bot is visible to outside world
   (is
   included
   into A2S_INFO response packets).
  
  
   There are two problems with the first method:
  
   a) The bot is connected to server, it is using a slot, but is not
   visible
   to
   outside world. This cause problems

Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-15 Thread DarthNinja
The servers would have been crashing because of the PREVIOUS untested
update.
On May 15, 2011 6:35 PM, Vince Batchelor dogmo...@metasheep.com wrote:
 Would you rather they left the server crash in all weekend then? That
 would have probably gotten complaints as well. This is a damned if
 they do, damned if they don't situation.

 On Sun, May 15, 2011 at 3:27 PM, Saul Rennison saul.renni...@gmail.com
wrote:
 Why Valve aren't listening to you is unreal.

 If I were you, I would forward this to Gabe immediately, because you
 bring up extremely valid points that, although I'm sure Valve are
 aware of, aren't being acted on.

 Sending this straight to the top, presuming Gabe reads this, will make
 sure strings are pulled and hopefully people fall into line because
 frankly, it's their job to test updates, not the customers. Also as
 you rightly said, bigger communities mean more revenue (see CSS for
 example), but with less servers, there's a smaller community.

 On Sunday, 15 May 2011, Kyle Sanderson kyle.l...@gmail.com wrote:
 Friday updates are just stupid. They work for no one, and when things
 go wrong (ie 20% of the time for actual updates), they're not fixed
 until Monday. They work on the West Coast in the States, it isn't an
 acceptable time for anyone in North America.

 Apparently competitive TF2 is cared about by Valve, and they're
 supposedly doing everything they can to preserve it. However with
 these unthoughtful, ill-thought out update dates, they're just killing
 communities. No one has an infinite amount of money to continue
 supporting servers for these games while the system requirements to
 run them continue to increase. As an Example, Sandy Bridge should
 bring CSS back to what we were at with Episode 1. This is a year later
 after the 'new' engine came out. Sure, you get the fanboys that say
 It's not like you're forced to run servers, you're right, we're not.
 We do it for fun, because we enjoy the games, because we have friends
 who enjoy the games. Eventually the money train and patience is going
 to run out, then we're going to be where we are for L4D (Mind you it
 was setup for failure). On a side note, my client is still completely
 buggered from the April 14th update. I cannot seem to play for more
 then 20minutes without crashing out with an invalid pointer. While
 some may find this acceptable, for match play, it simply isn't.

 Dedicate some time for SRCDS. While focusing on clients brings in
 revenue, without servers, you're just as hooped. Better server
 software makes it easier for Communities to expand, and host larger
 servers which is what players enjoy. It's a push and pull system,
 without servers you wont get clients. If it's cheap to throw up
 servers, more clients will buy your game.
 Kyle.

 Tor / Sufjan Stevens - Star of Wonder / None Shall Pass (f. Aesop Rock)
(remix) http://www.youtube.com/watch?v=MKXp17Udsjkhd=1

 On Sun, May 15, 2011 at 12:14 PM, Black V . bla...@paradise.net.nz
wrote:
 Oh we'll get the tf2 team to mail you directly next time to see if it's
a convenient time in your busy schedule for them to release a patch

 -Original Message-
 From: alon.gub...@gmail.com
 Sent: Sunday, 15 May 2011 10:54
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 +1.

 On Sat, May 14, 2011 at 4:46 AM, Ross Bemrose rbemr...@vgmusic.com
wrote:

 If by in time you meant during I'd agree.


 On 5/13/2011 9:43 PM, Eli Witt wrote:

 Right in time for our weekly community event!

 Thanks guys ;)



 On Fri, May 13, 2011 at 9:18 PM, Jason Ruymen
jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  The
specific
 changes include:

 - Fixed a server crash caused by a mismatched items schema

 Jason


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 --

 Thanks,
 - Saul

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread DarthNinja
A cvar I'd like to see is something like replay_max_space to control an
upper limit on how much disk space to use for hosting replays.
Eg, replay_max_space 5000 to allow a 5GB quota as an upper hard cap that
wont be exceeded.



On Wed, May 11, 2011 at 4:46 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 First of all, great job on the replay system. I was terrified it was going
 to work similarly to SourceTV (rape all the cpus!), but it actually has
 worked well without a hiccup for me thus far. That said, I have a few
 feature requests that I think my community would love:

 replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very talkative -
 being able to hear the game chatter as its going on would be an awesome
 feature. I can understand why it's stripped by default, but a var to enable
 it would be epicwin.

 replay_autorecord
 - A way to automatically create real .dem files of entire rounds/maps
 (basically, combine/dump the blocks at the end of each replay session).
 Alternately, some info on the .dmx format the server uses for indexing the
 blocks would make it easier to do this in a sourcemod plugin.
 - mainly, I'm interested in putting a index of full demos of previous
 rounds up on our website (and having voice in them would be awesome)
 - Can .dem files be concatonated? I understand this records by round...
 would concatonating these rounds give, more or less, a full map replay, or
 is that simply not possible with replay?

 replay_botname or replay_hidebot
 - The bot is named replay in lowercase and sits in spectate all the time.
 It looks stupid and has generated many questions from players (who's that
 AFKer?!). The ability to give him a name (although this would be a simple
 plugin, assuming renaming him doesn't break things) or hide him from the
 scoreboard entirely would be great.

 - Neph

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Re: [hlds_linux] Mandatory TF2 update coming

2011-04-18 Thread DarthNinja
*Optional* updates?
I want some of what you're smoking!



On Mon, Apr 18, 2011 at 7:45 PM, Andres Pozos javato...@yahoo.es wrote:

  Also OPTIONALS for css and dods isnt it? Because i can update them but
 seems they arent mandatory.

  We're getting ready to release a mandatory update for TF2 this afternoon.
 This is just a heads-up that it's coming.

 -Eric


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-14 Thread DarthNinja
Gee, that's almost surprising.


On Thu, Apr 14, 2011 at 10:37 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Looks like MetaMod is broken on Windows. :(

 On Thu, Apr 14, 2011 at 7:22 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I hope its to ban bad admins from running servers. Im looking at you bot
  servers...
 
 
  On Thu, Apr 14, 2011 at 7:17 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
 
  Obviously to give server admins SPECIAL HATS, obviously.
 
  Valve, are you listening? Just give me a gold plated Backburner with
  sweet specularity maps. I don't want no hat.
 
 
  On Thu, 2011-04-14 at 19:13 -0700, Jonah Hirsch wrote:
   So, what's the point of linking a Steam ID to a server? I can't seem
 to
   figure it out.
   ---
   Jonah Hirsch
  
  
  
   On Thu, Apr 14, 2011 at 6:56 PM, Tom Grant aksu...@gmail.com wrote:
  
Wow, Big one! Thanks a lot for the initial heads up!
   
On Thu, Apr 14, 2011 at 9:47 PM, Jason Ruymen 
  jas...@valvesoftware.com
wrote:
   
 Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
  Source
 and Half-Life 2: Deathmatch are now available.  Please run
  hldsupdatetool
to
 receive the updates.  The specific changes include:


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Fixed a packet injection exploit in the client/server streams

 - Fixed UDP logging exploit

   - Added a new server convar sv_logsecret which emits a new
 S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret
  value
 pre-pended



 Team Fortress 2

 - Added new map Koth_Badlands

 - Updated CP_Well

   - Spawn room by second cap for each time is now a one-way door

 - Updated Training

   - Added 3 new training courses for the Demoman, Engineer, and
 Spy

   - Added the Ready for Duty achievement for completing all of the
training
 courses

 - Added a new system to associate dedicated servers with Steam
  accounts

   - Use the ConCommand cl_gameserver_create_identity in the Team
Fortress
 2 client console to create a server account using the currently
  logged in
 Steam account. This will generate values for
tf_server_identity_account_id
 and tf_server_identity_token

   - Put the values for tf_server_identity_account_id and
 tf_server_identity_token into your server.cfg

   - Use the ConCommand cl_gameserver_list in the Team Fortress 2
  client
 console to list all of the game server accounts owned by the
  currently
 logged in Steam account

 - Added a new system for coaching players

 - Added a new vote system

   - Server convars to control the vote system

  - sv_allow_votes   : Allow voting?

  - sv_vote_failure_timer: A vote that
 fails
cannot
 be voted on again during this period.

  - sv_vote_allow_specators  : Allow spectators
  to
vote?

  - sv_vote_issue_changelevel_allowed: Allow votes to
  change
 levels?

  - sv_vote_issue_kick_allowed   : Allow votes to
  kick
 players from the server?

  - sv_vote_issue_nextlevel_allowed  : Allow votes to
 set
  the
 next level?

  - sv_vote_issue_nextlevel_allowextend  : Allow votes to
  extend
the
 current map?

  - sv_vote_issue_restart_game_allowed   : Allow votes to
  restart
 the game?

  - sv_vote_issue_scramble_teams_allowed : Allow votes to
  scramble
 the teams?

  - sv_vote_issue_nextlevel_choicesmode  : Present players
  with a
 list of maps with the lowest playtimes to choose from?

  - sv_vote_kick_ban_duration: How long should
 a
  kick
 vote ban someone from the server? (in minutes)

 - Added dynamic model loading to improve performance

 - Combat Text changes

  - Added a new convar hud_combattext_healing to display the
  amount
of
 healing done per second

  - Added bonus points to the items displayed using Combat Text

  - Starting position of values is now affected by range to
  target,
 making it easier to see numbers when next to targets

 - Updated voice to use the Steam voice codec to improve quality

   - Servers can toggle between the old codec and the new codec
 with
  the
 convar sv_use_steam_voice, which defaults to 1.

 - Fixed not being able to see the correct colors for painted hats
  when
 running with DX8

 - Fixed not being able to see the | character in custom names and
 descriptions

 - Fixed a couple cases where custom sprays would not import
  correctly

 - Duel changes

   - The duel dialog has 

Re: [hlds_linux] Lag spikes

2011-03-16 Thread DarthNinja
For what its worth, my server population has been whining about lag for a
while now (though I haven't been able to get on and see for myself due to
time constants).
I've still been hearing complaints in the last day, though again I haven't
been able to get on myself.

My servers run on windows by the way.


On Wed, Mar 16, 2011 at 4:33 PM, Saint K. sai...@specialattack.net wrote:

 We're still experiencing massive problems.

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of RTL-Servers | Lee
 Sent: 16 March 2011 20:30
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Lag spikes

 Hello,

 I'm guessing there's been no update to this and everyones still seeing
 these issues ?

 Kind Regards
 Lee Gardiner
 RTL-Servers

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