Re: [hlds] TF2 Stats Service

2008-07-23 Thread Frazer Smith
There is no doubt that PS and hlstatsX are good stats applications - but I 
would make this observation:  if software developers backed away from 
developing new applications simply because there were already competing 
products, we would all be using Wang 1200 Word Processors.  This is an 
admin-oriented listserv and for the most part, admins generally don't care much 
about fixin' stuff that ain't broke. This does not mean that the availability 
of a new application with new and innovative features will not gain a 
following.  I put together a very modest application which provided crash 
protection.  There were certainly other workable alternatives already out 
there.  I recall more than one posting on this forum that went along the lines 
of Well, I use bat files and srvany and that works perfectly, but good luck 
anyway.  But, I threw in a few features that the other solutions didn't offer 
(dynamic declarative game configuration, multiple game support, email 
notification, etc.) and found that I soon had a respectable user base.

Frazer

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ricky Smith
Sent: Saturday, July 19, 2008 10:15 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] TF2 Stats Service

Hey everybody,
I apologize if this isn't an appropriate place to ask this, but I've been
toying with creating a unified stats service for TF2 (and possible more
Source games, depending on my response).

I already have an application written that is collecting log file
information (everything I think I need to generate stats data) and it's been
running on my clan's server.

I would like to know if there is any real interest in *another* stats
service? Even if it's made to be free? Does anyone have any input as to
things that people are looking for above the hum-drum stats? Would any of
you be interested in allowing me to collect data from your servers (I
wouldn't need access, just a simple config change)?

If this isn't the best place to ask these questions, please help me out and
tell me where might be.

Thanks!
Ricky (aka [FLASH]DigitallyBorn)
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Re: [hlds] TF2 Stats Service

2008-07-23 Thread Dustin Wyatt
This is very true, but pointing out the good features of what is
available is only going to help him develop something that stands
out...

On Wed, Jul 23, 2008 at 5:40 AM, Frazer Smith [EMAIL PROTECTED] wrote:
 There is no doubt that PS and hlstatsX are good stats applications - but I 
 would make this observation:  if software developers backed away from 
 developing new applications simply because there were already competing 
 products, we would all be using Wang 1200 Word Processors.  This is an 
 admin-oriented listserv and for the most part, admins generally don't care 
 much about fixin' stuff that ain't broke. This does not mean that the 
 availability of a new application with new and innovative features will not 
 gain a following.  I put together a very modest application which provided 
 crash protection.  There were certainly other workable alternatives already 
 out there.  I recall more than one posting on this forum that went along the 
 lines of Well, I use bat files and srvany and that works perfectly, but good 
 luck anyway.  But, I threw in a few features that the other solutions didn't 
 offer (dynamic declarative game configuration, multiple game support, email 
 notification, etc.) and found that I soon had a respectable user base.

 Frazer

 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ricky Smith
 Sent: Saturday, July 19, 2008 10:15 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Stats Service

 Hey everybody,
 I apologize if this isn't an appropriate place to ask this, but I've been
 toying with creating a unified stats service for TF2 (and possible more
 Source games, depending on my response).

 I already have an application written that is collecting log file
 information (everything I think I need to generate stats data) and it's been
 running on my clan's server.

 I would like to know if there is any real interest in *another* stats
 service? Even if it's made to be free? Does anyone have any input as to
 things that people are looking for above the hum-drum stats? Would any of
 you be interested in allowing me to collect data from your servers (I
 wouldn't need access, just a simple config change)?

 If this isn't the best place to ask these questions, please help me out and
 tell me where might be.

 Thanks!
 Ricky (aka [FLASH]DigitallyBorn)
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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-23 Thread Spencer 'voogru' MacDonald
Pointless, people can still mic-spam without using voice_inputfromfile

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
Sent: Wednesday, July 23, 2008 10:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel

This sounds like an awful lot of work for a very small minority of
people.  I can honestly say I've NEVER seen (heard?) anyone on my
sever trying playing music for  a shared experience.

There's already an SM plugin
(http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
of HLSS and HLDJ (works great!), making this even less of a priority,
I'm sure.




On Tue, Jul 22, 2008 at 2:55 PM,  [EMAIL PROTECTED] wrote:
 As you know, a lot of people use the VoiceCom Play-From-File feature
 (Heretofore refereed to as PFF) to do things like play music and
 prerecorded sounds with the assistance of tools like HLSS and HLDJ. While
 many people find this annoying, others rather enjoy it. Unfortunately for
 everybody, the sound files used must be converted to a low-quality wave
 file and altered to prevent distortion, and are played back through the
 general VoiceCom system.

 My suggestion is actually quite simple and would improve enjoyment for all
 players across the board, with the notable exception of people who play
 the game for the sake of causing others grief.

 Step 1: Add a second VoiceCom channel. The current voice channel should be
 renamed to reflect it's status as a sub-channel, such as VoxChan, and
 this second one should be titled something like PFFChan.
 Step 2: Force any audio that's played from a file to be broadcast over
 PFFChan, and any audio from a system input to be broadcast over
 VoxChan
 Step 3: Allow people to selectively mute entire channels so that they can
 (if they so choose) listen exclusively to people talking, to exclusively
 file-based content, to everything, or to nothing at all. Allow servers to
 block PFFChan and/or VoxChan via a setting, just as servers can block
 VoiceCom now.
 Step 4: Add support streaming precompressed files (MP3 and OGG formats
 would likely be best), since precompressed files have a much higher
 quality to bandwidth ratio. This allows for full-quality sound for far
 less bandwidth. (Limiting it to 96kbps would be acceptable)
 Step 5: Increase flexibility of sound options to allow players to adjust
 the three-way balance between the two channels and the game as they see
 fit.

 The following are optional, but recommended:
 Option 1: Support for media information (ie: ID3) so that players could be
 easily informed as to the source of a file (Via overlay, menu, or HUD
 message).
 Option 2: Local buffering options to prevent skips, drops, or desychs in
 playback. File playback is not as time-sensitive as voice, and so a local
 buffer could protect against sudden lagspikes or short periods of lessened
 bandwidth.

 Although the ability to manage these files in game would be convenient,
 there are actively maintained third-party packages that would be quickly
 retrofit for this task.

 Benefits:

 *Easier server administration: Many servers disapprove of PFF, but
 encourage the use of VoiceCom. These servers are often faced with
 transient players who make use of the PFF feature, often resulting in the
 admins being forced to take action against them. Blocking PFFChan on a
 server would preemptively stop most such events.
 *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
 then griefers would need to use either an awkward hardware solution or a
 virtual soundcard driver/software package.
 *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit mono
 sound, which quite frankly is horrible. Since compression takes far more
 CPU time than decompression, and is by it's very nature a time/memory
 trade-off, you can get far better quality for the same bandwidth without
 increasing CPU load by simply streaming precompressed audio instead of
 compressing streamed audio under heavy CPU load.
 *Decreased Bandwidth Consumption: As corollary to the above, the bandwidth
 consumption is less per quality for precompressed audio than for real-time
 compression. A carefully chosen KBPS limit would allow both vastly
 improved quality and reduced bandwidth.


 Here's a crude flowchart showing the key differences between the current
 system and the one I propose:
 http://img.photobucket.com/albums/v247/Baikasu/voicecomflow_MkII-1.gif


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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-23 Thread William Stillwell - KI4SWY

I myself, would love a Team Voice and All Talk Voice seperate of each 
other, that is my biggest gripe, i love playing tf2, but some love all talk on, 
and some love it off, i prefer off.. 
thx.
-Original Message-
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
Sent 7/23/2008 11:07:15 AM
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channelPointless, 
people can still mic-spam without using voice_inputfromfile
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
Sent: Wednesday, July 23, 2008 10:59 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
This sounds like an awful lot of work for a very small minority of
people.  I can honestly say I've NEVER seen (heard?) anyone on my
sever trying playing music for  a shared experience.
There's already an SM plugin
(http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
of HLSS and HLDJ (works great!), making this even less of a priority,
I'm sure.
On Tue, Jul 22, 2008 at 2:55 PM,  [EMAIL PROTECTED] wrote:
 As you know, a lot of people use the VoiceCom Play-From-File feature
 (Heretofore refereed to as PFF) to do things like play music and
 prerecorded sounds with the assistance of tools like HLSS and HLDJ. While
 many people find this annoying, others rather enjoy it. Unfortunately for
 everybody, the sound files used must be converted to a low-quality wave
 file and altered to prevent distortion, and are played back through the
 general VoiceCom system.

 My suggestion is actually quite simple and would improve enjoyment for all
 players across the board, with the notable exception of people who play
 the game for the sake of causing others grief.

 Step 1: Add a second VoiceCom channel. The current voice channel should be
 renamed to reflect it's status as a sub-channel, such as VoxChan, and
 this second one should be titled something like PFFChan.
 Step 2: Force any audio that's played from a file to be broadcast over
 PFFChan, and any audio from a system input to be broadcast over
 VoxChan
 Step 3: Allow people to selectively mute entire channels so that they can
 (if they so choose) listen exclusively to people talking, to exclusively
 file-based content, to everything, or to nothing at all. Allow servers to
 block PFFChan and/or VoxChan via a setting, just as servers can block
 VoiceCom now.
 Step 4: Add support streaming precompressed files (MP3 and OGG formats
 would likely be best), since precompressed files have a much higher
 quality to bandwidth ratio. This allows for full-quality sound for far
 less bandwidth. (Limiting it to 96kbps would be acceptable)
 Step 5: Increase flexibility of sound options to allow players to adjust
 the three-way balance between the two channels and the game as they see
 fit.

 The following are optional, but recommended:
 Option 1: Support for media information (ie: ID3) so that players could be
 easily informed as to the source of a file (Via overlay, menu, or HUD
 message).
 Option 2: Local buffering options to prevent skips, drops, or desychs in
 playback. File playback is not as time-sensitive as voice, and so a local
 buffer could protect against sudden lagspikes or short periods of lessened
 bandwidth.

 Although the ability to manage these files in game would be convenient,
 there are actively maintained third-party packages that would be quickly
 retrofit for this task.

 Benefits:

 *Easier server administration: Many servers disapprove of PFF, but
 encourage the use of VoiceCom. These servers are often faced with
 transient players who make use of the PFF feature, often resulting in the
 admins being forced to take action against them. Blocking PFFChan on a
 server would preemptively stop most such events.
 *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
 then griefers would need to use either an awkward hardware solution or a
 virtual soundcard driver/software package.
 *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit mono
 sound, which quite frankly is horrible. Since compression takes far more
 CPU time than decompression, and is by it's very nature a time/memory
 trade-off, you can get far better quality for the same bandwidth without
 increasing CPU load by simply streaming precompressed audio instead of
 compressing streamed audio under heavy CPU load.
 *Decreased Bandwidth Consumption: As corollary to the above, the bandwidth
 consumption is less per quality for precompressed audio than for real-time
 compression. A carefully chosen KBPS limit would allow both vastly
 improved quality and reduced bandwidth.


 Here's a crude flowchart showing the key differences between the current
 system and the one I propose:
 http://img.photobucket.com/albums/v247/Baikasu/voicecomflow_MkII-1.gif


 

Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-23 Thread Dustin Wyatt
This would be nice.  There are SM plugins that implement this, though
I haven't tried them out yet...

On Wed, Jul 23, 2008 at 10:30 AM, William Stillwell - KI4SWY
[EMAIL PROTECTED] wrote:

 I myself, would love a Team Voice and All Talk Voice seperate of each 
 other, that is my biggest gripe, i love playing tf2, but some love all talk 
 on, and some love it off, i prefer off..
 thx.
 -Original Message-
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 Sent 7/23/2008 11:07:15 AM
 To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channelPointless, 
 people can still mic-spam without using voice_inputfromfile
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
 Sent: Wednesday, July 23, 2008 10:59 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
 This sounds like an awful lot of work for a very small minority of
 people.  I can honestly say I've NEVER seen (heard?) anyone on my
 sever trying playing music for  a shared experience.
 There's already an SM plugin
 (http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
 of HLSS and HLDJ (works great!), making this even less of a priority,
 I'm sure.
 On Tue, Jul 22, 2008 at 2:55 PM,  [EMAIL PROTECTED] wrote:
 As you know, a lot of people use the VoiceCom Play-From-File feature
 (Heretofore refereed to as PFF) to do things like play music and
 prerecorded sounds with the assistance of tools like HLSS and HLDJ. While
 many people find this annoying, others rather enjoy it. Unfortunately for
 everybody, the sound files used must be converted to a low-quality wave
 file and altered to prevent distortion, and are played back through the
 general VoiceCom system.

 My suggestion is actually quite simple and would improve enjoyment for all
 players across the board, with the notable exception of people who play
 the game for the sake of causing others grief.

 Step 1: Add a second VoiceCom channel. The current voice channel should be
 renamed to reflect it's status as a sub-channel, such as VoxChan, and
 this second one should be titled something like PFFChan.
 Step 2: Force any audio that's played from a file to be broadcast over
 PFFChan, and any audio from a system input to be broadcast over
 VoxChan
 Step 3: Allow people to selectively mute entire channels so that they can
 (if they so choose) listen exclusively to people talking, to exclusively
 file-based content, to everything, or to nothing at all. Allow servers to
 block PFFChan and/or VoxChan via a setting, just as servers can block
 VoiceCom now.
 Step 4: Add support streaming precompressed files (MP3 and OGG formats
 would likely be best), since precompressed files have a much higher
 quality to bandwidth ratio. This allows for full-quality sound for far
 less bandwidth. (Limiting it to 96kbps would be acceptable)
 Step 5: Increase flexibility of sound options to allow players to adjust
 the three-way balance between the two channels and the game as they see
 fit.

 The following are optional, but recommended:
 Option 1: Support for media information (ie: ID3) so that players could be
 easily informed as to the source of a file (Via overlay, menu, or HUD
 message).
 Option 2: Local buffering options to prevent skips, drops, or desychs in
 playback. File playback is not as time-sensitive as voice, and so a local
 buffer could protect against sudden lagspikes or short periods of lessened
 bandwidth.

 Although the ability to manage these files in game would be convenient,
 there are actively maintained third-party packages that would be quickly
 retrofit for this task.

 Benefits:

 *Easier server administration: Many servers disapprove of PFF, but
 encourage the use of VoiceCom. These servers are often faced with
 transient players who make use of the PFF feature, often resulting in the
 admins being forced to take action against them. Blocking PFFChan on a
 server would preemptively stop most such events.
 *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
 then griefers would need to use either an awkward hardware solution or a
 virtual soundcard driver/software package.
 *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit mono
 sound, which quite frankly is horrible. Since compression takes far more
 CPU time than decompression, and is by it's very nature a time/memory
 trade-off, you can get far better quality for the same bandwidth without
 increasing CPU load by simply streaming precompressed audio instead of
 compressing streamed audio under heavy CPU load.
 *Decreased Bandwidth Consumption: As corollary to the above, the bandwidth
 consumption is less per quality for precompressed audio than for real-time
 compression. A carefully chosen KBPS limit would allow both vastly
 improved quality and reduced bandwidth.


 Here's a 

[hlds] valve, some feedback?

2008-07-23 Thread SakeFox
Most likely there will be a patch and make some of this more worthless 
then it already is, but since its been kinda quite the last few days i 
thought what the heck. No its not beating a long lost dead horse...well 
maybe a small poke.


A while ago valve made mention about delisting servers that are 
bypassing the custom tags. Now i am not wanting to start a huge thing 
again on if there should be tags or what not, but i am more wondering on 
why valve gave out a kind of idle threat then does nothing with it. You 
look on the lists and there are a bunch of servers that are bypassing 
it. Is there going to be any actual enforcement here or something else 
you guys are just giving up on it?

I would like to hear some feedback from valve about some bug fixes that 
i had brought up in the list before. most that have been there since 
long long ago that also seem to have been ignored.

Can we get some information on these things?

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Re: [hlds] valve, some feedback?

2008-07-23 Thread Andreas Grimm
it is a shame that this crap called custom tab still exists ... 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
Sent: Thursday, July 24, 2008 12:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] valve, some feedback?

Most likely there will be a patch and make some of this more worthless 
then it already is, but since its been kinda quite the last few days i 
thought what the heck. No its not beating a long lost dead horse...well 
maybe a small poke.


A while ago valve made mention about delisting servers that are 
bypassing the custom tags. Now i am not wanting to start a huge thing 
again on if there should be tags or what not, but i am more wondering on 
why valve gave out a kind of idle threat then does nothing with it. You 
look on the lists and there are a bunch of servers that are bypassing 
it. Is there going to be any actual enforcement here or something else 
you guys are just giving up on it?

I would like to hear some feedback from valve about some bug fixes that 
i had brought up in the list before. most that have been there since 
long long ago that also seem to have been ignored.

Can we get some information on these things?

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Re: [hlds] valve, some feedback?

2008-07-23 Thread SakeFox
i know this is a touchy subject with a lot of people. I am hoping not to 
start this issue back, but kinda hard to talk about something they said 
without bringing some of the issue back.

I personally like the custom tabs, but everyone has there own ideas for it

Andreas Grimm wrote:
 it is a shame that this crap called custom tab still exists ... 

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Thursday, July 24, 2008 12:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] valve, some feedback?

 Most likely there will be a patch and make some of this more worthless 
 then it already is, but since its been kinda quite the last few days i 
 thought what the heck. No its not beating a long lost dead horse...well 
 maybe a small poke.


 A while ago valve made mention about delisting servers that are 
 bypassing the custom tags. Now i am not wanting to start a huge thing 
 again on if there should be tags or what not, but i am more wondering on 
 why valve gave out a kind of idle threat then does nothing with it. You 
 look on the lists and there are a bunch of servers that are bypassing 
 it. Is there going to be any actual enforcement here or something else 
 you guys are just giving up on it?

 I would like to hear some feedback from valve about some bug fixes that 
 i had brought up in the list before. most that have been there since 
 long long ago that also seem to have been ignored.

 Can we get some information on these things?

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 please visit:
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Re: [hlds] valve, some feedback?

2008-07-23 Thread Blood Letter

The last thing Valve wants to do is get in a war with the mod writers over this.
Every TF2 update will include a patch to the delisting code, and every mod 
update will include a patch for that.

I'm a server admin.  I don't know what the tags are.  I don't know how to use 
them.  I don't care.
I run a game server for people to have fun.  My server run's Beetles Mod for 
administration and reserved slots.
I have custom maps, but not in my regular rotation.  If the server is switched 
to one, you'll be able to download it lickity split from my redirect.
I see no need for tags in my case.

If you're running a 24/7 or party mode or omg supar low gravity or whatever 
server that can mess with people's stats, achievements, etc., just list it in 
the damned server name.

As for tags/stats/etc

I'd be more than happy to see Valve do away with the custom tags entirely and 
just give us more robust filter options, and the option to reset our stats.
Ideally, you'd be able to reset individual stats and achievements, and track 
stats over all time, month, week, etc.  Sure, that kind of stat tracking is 
more suited to a mod/plugin, but those would only catch data from one 
server/group of servers, and you wouldn't see them when loading.

The way Valve handled stats seems to have been shortsighted.  When someone 
first gets into TF2, they see their stats at each map load and can see their 
progress, and it's interesting.  It encourages you to try out other classes and 
do better.  After a few weeks/months, you're basically staring at the same 
bars.  Stats don't age well.  A lot of people complain about custom servers 
avoiding the tags because they can ruin their stats.  A lot of people want to 
reset their stats because of this.  I'm willing to be there are also a lot of 
people who would like to reset their stats just because they'd like to get a 
picture of how they're doing now that they're experienced with the game.  Stats 
would a lot more fun for me if I could reset them (keeping my 
unlocks/achievements!) and play for a week or two from a blank slate.

If we can't reset our stats, let us reset our stat displays.  Think of it as an 
odometer versus a trip odometer.


 Date: Wed, 23 Jul 2008 18:31:02 -0400
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: [hlds] valve, some feedback?
 
 Most likely there will be a patch and make some of this more worthless 
 then it already is, but since its been kinda quite the last few days i 
 thought what the heck. No its not beating a long lost dead horse...well 
 maybe a small poke.
 
 
 A while ago valve made mention about delisting servers that are 
 bypassing the custom tags. Now i am not wanting to start a huge thing 
 again on if there should be tags or what not, but i am more wondering on 
 why valve gave out a kind of idle threat then does nothing with it. You 
 look on the lists and there are a bunch of servers that are bypassing 
 it. Is there going to be any actual enforcement here or something else 
 you guys are just giving up on it?
 
 I would like to hear some feedback from valve about some bug fixes that 
 i had brought up in the list before. most that have been there since 
 long long ago that also seem to have been ignored.
 
 Can we get some information on these things?
 
 ___
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 visit:
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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-23 Thread chillicane
Indeed, check out the team-only/all-talk SM plugin here

http://forums.alliedmods.net/showthread.php?p=648899



On Thu, Jul 24, 2008 at 2:30 AM, Dustin Wyatt [EMAIL PROTECTED]
wrote:

 This would be nice.  There are SM plugins that implement this, though
 I haven't tried them out yet...

 On Wed, Jul 23, 2008 at 10:30 AM, William Stillwell - KI4SWY
 [EMAIL PROTECTED] wrote:
 
  I myself, would love a Team Voice and All Talk Voice seperate of each
 other, that is my biggest gripe, i love playing tf2, but some love all talk
 on, and some love it off, i prefer off..
  thx.
  -Original Message-
  From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
  Sent 7/23/2008 11:07:15 AM
  To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
  Subject: Re: [hlds] Suggestion: Independant PFF Voicecom
 channelPointless, people can still mic-spam without using
 voice_inputfromfile
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
  Sent: Wednesday, July 23, 2008 10:59 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
  This sounds like an awful lot of work for a very small minority of
  people.  I can honestly say I've NEVER seen (heard?) anyone on my
  sever trying playing music for  a shared experience.
  There's already an SM plugin
  (http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
  of HLSS and HLDJ (works great!), making this even less of a priority,
  I'm sure.
  On Tue, Jul 22, 2008 at 2:55 PM,  [EMAIL PROTECTED] wrote:
  As you know, a lot of people use the VoiceCom Play-From-File feature
  (Heretofore refereed to as PFF) to do things like play music and
  prerecorded sounds with the assistance of tools like HLSS and HLDJ.
 While
  many people find this annoying, others rather enjoy it. Unfortunately
 for
  everybody, the sound files used must be converted to a low-quality wave
  file and altered to prevent distortion, and are played back through the
  general VoiceCom system.
 
  My suggestion is actually quite simple and would improve enjoyment for
 all
  players across the board, with the notable exception of people who play
  the game for the sake of causing others grief.
 
  Step 1: Add a second VoiceCom channel. The current voice channel should
 be
  renamed to reflect it's status as a sub-channel, such as VoxChan, and
  this second one should be titled something like PFFChan.
  Step 2: Force any audio that's played from a file to be broadcast over
  PFFChan, and any audio from a system input to be broadcast over
  VoxChan
  Step 3: Allow people to selectively mute entire channels so that they
 can
  (if they so choose) listen exclusively to people talking, to exclusively
  file-based content, to everything, or to nothing at all. Allow servers
 to
  block PFFChan and/or VoxChan via a setting, just as servers can
 block
  VoiceCom now.
  Step 4: Add support streaming precompressed files (MP3 and OGG formats
  would likely be best), since precompressed files have a much higher
  quality to bandwidth ratio. This allows for full-quality sound for far
  less bandwidth. (Limiting it to 96kbps would be acceptable)
  Step 5: Increase flexibility of sound options to allow players to adjust
  the three-way balance between the two channels and the game as they see
  fit.
 
  The following are optional, but recommended:
  Option 1: Support for media information (ie: ID3) so that players could
 be
  easily informed as to the source of a file (Via overlay, menu, or HUD
  message).
  Option 2: Local buffering options to prevent skips, drops, or desychs in
  playback. File playback is not as time-sensitive as voice, and so a
 local
  buffer could protect against sudden lagspikes or short periods of
 lessened
  bandwidth.
 
  Although the ability to manage these files in game would be convenient,
  there are actively maintained third-party packages that would be quickly
  retrofit for this task.
 
  Benefits:
 
  *Easier server administration: Many servers disapprove of PFF, but
  encourage the use of VoiceCom. These servers are often faced with
  transient players who make use of the PFF feature, often resulting in
 the
  admins being forced to take action against them. Blocking PFFChan on a
  server would preemptively stop most such events.
  *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
  then griefers would need to use either an awkward hardware solution or a
  virtual soundcard driver/software package.
  *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit
 mono
  sound, which quite frankly is horrible. Since compression takes far more
  CPU time than decompression, and is by it's very nature a time/memory
  trade-off, you can get far better quality for the same bandwidth without
  increasing CPU load by simply streaming precompressed audio instead of
  compressing streamed audio under heavy 

Re: [hlds] valve, some feedback?

2008-07-23 Thread chillicane
Apart from the fact that it took me a while to realise the custom tab was
there when it was first implemented, my main issue with it is that it is
STILL not in the out of game, steam server list.

I think the tags should still be there, but instead of shunting the servers
off to the custom tab where no-one looks, allow them to be searchable via
filters. If something like this was happening instead of the custom tab
arrangment, we wouldnt be trying so hard to circumvent this in the first
place. The fact is, if your on the custom tab, people dont come.

On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter [EMAIL PROTECTED]
wrote:


 The last thing Valve wants to do is get in a war with the mod writers over
 this.
 Every TF2 update will include a patch to the delisting code, and every mod
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know how to
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles Mod
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to download it lickity split from my
 redirect.
 I see no need for tags in my case.

 If you're running a 24/7 or party mode or omg supar low gravity or whatever
 server that can mess with people's stats, achievements, etc., just list it
 in the damned server name.

 As for tags/stats/etc

 I'd be more than happy to see Valve do away with the custom tags entirely
 and just give us more robust filter options, and the option to reset our
 stats.
 Ideally, you'd be able to reset individual stats and achievements, and
 track stats over all time, month, week, etc.  Sure, that kind of stat
 tracking is more suited to a mod/plugin, but those would only catch data
 from one server/group of servers, and you wouldn't see them when loading.

 The way Valve handled stats seems to have been shortsighted.  When someone
 first gets into TF2, they see their stats at each map load and can see their
 progress, and it's interesting.  It encourages you to try out other classes
 and do better.  After a few weeks/months, you're basically staring at the
 same bars.  Stats don't age well.  A lot of people complain about custom
 servers avoiding the tags because they can ruin their stats.  A lot of
 people want to reset their stats because of this.  I'm willing to be there
 are also a lot of people who would like to reset their stats just because
 they'd like to get a picture of how they're doing now that they're
 experienced with the game.  Stats would a lot more fun for me if I could
 reset them (keeping my unlocks/achievements!) and play for a week or two
 from a blank slate.

 If we can't reset our stats, let us reset our stat displays.  Think of it
 as an odometer versus a trip odometer.


  Date: Wed, 23 Jul 2008 18:31:02 -0400
  From: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: [hlds] valve, some feedback?
 
  Most likely there will be a patch and make some of this more worthless
  then it already is, but since its been kinda quite the last few days i
  thought what the heck. No its not beating a long lost dead horse...well
  maybe a small poke.
 
 
  A while ago valve made mention about delisting servers that are
  bypassing the custom tags. Now i am not wanting to start a huge thing
  again on if there should be tags or what not, but i am more wondering on
  why valve gave out a kind of idle threat then does nothing with it. You
  look on the lists and there are a bunch of servers that are bypassing
  it. Is there going to be any actual enforcement here or something else
  you guys are just giving up on it?
 
  I would like to hear some feedback from valve about some bug fixes that
  i had brought up in the list before. most that have been there since
  long long ago that also seem to have been ignored.
 
  Can we get some information on these things?
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

 _
 Use video conversation to talk face-to-face with Windows Live Messenger.

 http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_video_072008
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




-- 

Chillidog Systems - Re-inventing the wheel for the sake of all humanity!

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds] valve, some feedback?

2008-07-23 Thread SakeFox
i wouldn't say that if your on the custom tab that people don't come. I 
have played a quite a few custom tab servers and they are thriving just 
like before.

The way i look at it is that valve set down these rules. like them or 
not they are the rules that valve gave us. They gave a punishment if you 
broke them however valve fails to enforce them. The people that are 
cheating the system are hurting the people that are following the rules 
that were given to them. When it started the big issue was on increased 
maxplayers and at the start they had to modify server files to do this. 
Now if i modify files on my stuff i get vac banned but yet people that 
did this with the servers got no punishments. I find that highly unfair. 
Latter on they found another way around it, but still the issue was 
still there.

Just because you don't agree with the new rules doesn't give you the 
right to break them.

let the flames begin

chillicane wrote:
 Apart from the fact that it took me a while to realise the custom tab was
 there when it was first implemented, my main issue with it is that it is
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the servers
 off to the custom tab where no-one looks, allow them to be searchable via
 filters. If something like this was happening instead of the custom tab
 arrangment, we wouldnt be trying so hard to circumvent this in the first
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter [EMAIL PROTECTED]
 wrote:

   
 The last thing Valve wants to do is get in a war with the mod writers over
 this.
 Every TF2 update will include a patch to the delisting code, and every mod
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know how to
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles Mod
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to download it lickity split from my
 redirect.
 I see no need for tags in my case.

 If you're running a 24/7 or party mode or omg supar low gravity or whatever
 server that can mess with people's stats, achievements, etc., just list it
 in the damned server name.

 As for tags/stats/etc

 I'd be more than happy to see Valve do away with the custom tags entirely
 and just give us more robust filter options, and the option to reset our
 stats.
 Ideally, you'd be able to reset individual stats and achievements, and
 track stats over all time, month, week, etc.  Sure, that kind of stat
 tracking is more suited to a mod/plugin, but those would only catch data
 from one server/group of servers, and you wouldn't see them when loading.

 The way Valve handled stats seems to have been shortsighted.  When someone
 first gets into TF2, they see their stats at each map load and can see their
 progress, and it's interesting.  It encourages you to try out other classes
 and do better.  After a few weeks/months, you're basically staring at the
 same bars.  Stats don't age well.  A lot of people complain about custom
 servers avoiding the tags because they can ruin their stats.  A lot of
 people want to reset their stats because of this.  I'm willing to be there
 are also a lot of people who would like to reset their stats just because
 they'd like to get a picture of how they're doing now that they're
 experienced with the game.  Stats would a lot more fun for me if I could
 reset them (keeping my unlocks/achievements!) and play for a week or two
 from a blank slate.

 If we can't reset our stats, let us reset our stat displays.  Think of it
 as an odometer versus a trip odometer.


 
 Date: Wed, 23 Jul 2008 18:31:02 -0400
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: [hlds] valve, some feedback?

 Most likely there will be a patch and make some of this more worthless
 then it already is, but since its been kinda quite the last few days i
 thought what the heck. No its not beating a long lost dead horse...well
 maybe a small poke.


 A while ago valve made mention about delisting servers that are
 bypassing the custom tags. Now i am not wanting to start a huge thing
 again on if there should be tags or what not, but i am more wondering on
 why valve gave out a kind of idle threat then does nothing with it. You
 look on the lists and there are a bunch of servers that are bypassing
 it. Is there going to be any actual enforcement here or something else
 you guys are just giving up on it?

 I would like to hear some feedback from valve about some bug fixes that
 i had brought up in the list before. most that have been there since
 long long ago that also seem to have been ignored.

 Can we get some information on these things?

 ___
 To unsubscribe, edit your list 

Re: [hlds] valve, some feedback?

2008-07-23 Thread Jake E
good idea

On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED] wrote:

 Apart from the fact that it took me a while to realise the custom tab was
 there when it was first implemented, my main issue with it is that it is
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the servers
 off to the custom tab where no-one looks, allow them to be searchable via
 filters. If something like this was happening instead of the custom tab
 arrangment, we wouldnt be trying so hard to circumvent this in the first
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter [EMAIL PROTECTED]
 wrote:

 
  The last thing Valve wants to do is get in a war with the mod writers
 over
  this.
  Every TF2 update will include a patch to the delisting code, and every
 mod
  update will include a patch for that.
 
  I'm a server admin.  I don't know what the tags are.  I don't know how to
  use them.  I don't care.
  I run a game server for people to have fun.  My server run's Beetles Mod
  for administration and reserved slots.
  I have custom maps, but not in my regular rotation.  If the server is
  switched to one, you'll be able to download it lickity split from my
  redirect.
  I see no need for tags in my case.
 
  If you're running a 24/7 or party mode or omg supar low gravity or
 whatever
  server that can mess with people's stats, achievements, etc., just list
 it
  in the damned server name.
 
  As for tags/stats/etc
 
  I'd be more than happy to see Valve do away with the custom tags entirely
  and just give us more robust filter options, and the option to reset our
  stats.
  Ideally, you'd be able to reset individual stats and achievements, and
  track stats over all time, month, week, etc.  Sure, that kind of stat
  tracking is more suited to a mod/plugin, but those would only catch data
  from one server/group of servers, and you wouldn't see them when loading.
 
  The way Valve handled stats seems to have been shortsighted.  When
 someone
  first gets into TF2, they see their stats at each map load and can see
 their
  progress, and it's interesting.  It encourages you to try out other
 classes
  and do better.  After a few weeks/months, you're basically staring at the
  same bars.  Stats don't age well.  A lot of people complain about custom
  servers avoiding the tags because they can ruin their stats.  A lot of
  people want to reset their stats because of this.  I'm willing to be
 there
  are also a lot of people who would like to reset their stats just because
  they'd like to get a picture of how they're doing now that they're
  experienced with the game.  Stats would a lot more fun for me if I could
  reset them (keeping my unlocks/achievements!) and play for a week or two
  from a blank slate.
 
  If we can't reset our stats, let us reset our stat displays.  Think of it
  as an odometer versus a trip odometer.
 
 
   Date: Wed, 23 Jul 2008 18:31:02 -0400
   From: [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Subject: [hlds] valve, some feedback?
  
   Most likely there will be a patch and make some of this more worthless
   then it already is, but since its been kinda quite the last few days i
   thought what the heck. No its not beating a long lost dead horse...well
   maybe a small poke.
  
  
   A while ago valve made mention about delisting servers that are
   bypassing the custom tags. Now i am not wanting to start a huge thing
   again on if there should be tags or what not, but i am more wondering
 on
   why valve gave out a kind of idle threat then does nothing with it. You
   look on the lists and there are a bunch of servers that are bypassing
   it. Is there going to be any actual enforcement here or something else
   you guys are just giving up on it?
  
   I would like to hear some feedback from valve about some bug fixes that
   i had brought up in the list before. most that have been there since
   long long ago that also seem to have been ignored.
  
   Can we get some information on these things?
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
  _
  Use video conversation to talk face-to-face with Windows Live Messenger.
 
 
 http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_video_072008
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 



 --
 
 Chillidog Systems - Re-inventing the wheel for the sake of all humanity!
 
 ___
 To unsubscribe, edit your list preferences, or view the list 

Re: [hlds] valve, some feedback?

2008-07-23 Thread Cc2iscooL
*Dons a pyro outfit.*

SakeFox wrote:
 i wouldn't say that if your on the custom tab that people don't come. I 
 have played a quite a few custom tab servers and they are thriving just 
 like before.

 The way i look at it is that valve set down these rules. like them or 
 not they are the rules that valve gave us. They gave a punishment if you 
 broke them however valve fails to enforce them. The people that are 
 cheating the system are hurting the people that are following the rules 
 that were given to them. When it started the big issue was on increased 
 maxplayers and at the start they had to modify server files to do this. 
 Now if i modify files on my stuff i get vac banned but yet people that 
 did this with the servers got no punishments. I find that highly unfair. 
 Latter on they found another way around it, but still the issue was 
 still there.

 Just because you don't agree with the new rules doesn't give you the 
 right to break them.

 let the flames begin

 chillicane wrote:
   
 Apart from the fact that it took me a while to realise the custom tab was
 there when it was first implemented, my main issue with it is that it is
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the servers
 off to the custom tab where no-one looks, allow them to be searchable via
 filters. If something like this was happening instead of the custom tab
 arrangment, we wouldnt be trying so hard to circumvent this in the first
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter [EMAIL PROTECTED]
 wrote:

   
 
 The last thing Valve wants to do is get in a war with the mod writers over
 this.
 Every TF2 update will include a patch to the delisting code, and every mod
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know how to
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles Mod
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to download it lickity split from my
 redirect.
 I see no need for tags in my case.

 If you're running a 24/7 or party mode or omg supar low gravity or whatever
 server that can mess with people's stats, achievements, etc., just list it
 in the damned server name.

 As for tags/stats/etc

 I'd be more than happy to see Valve do away with the custom tags entirely
 and just give us more robust filter options, and the option to reset our
 stats.
 Ideally, you'd be able to reset individual stats and achievements, and
 track stats over all time, month, week, etc.  Sure, that kind of stat
 tracking is more suited to a mod/plugin, but those would only catch data
 from one server/group of servers, and you wouldn't see them when loading.

 The way Valve handled stats seems to have been shortsighted.  When someone
 first gets into TF2, they see their stats at each map load and can see their
 progress, and it's interesting.  It encourages you to try out other classes
 and do better.  After a few weeks/months, you're basically staring at the
 same bars.  Stats don't age well.  A lot of people complain about custom
 servers avoiding the tags because they can ruin their stats.  A lot of
 people want to reset their stats because of this.  I'm willing to be there
 are also a lot of people who would like to reset their stats just because
 they'd like to get a picture of how they're doing now that they're
 experienced with the game.  Stats would a lot more fun for me if I could
 reset them (keeping my unlocks/achievements!) and play for a week or two
 from a blank slate.

 If we can't reset our stats, let us reset our stat displays.  Think of it
 as an odometer versus a trip odometer.


 
   
 Date: Wed, 23 Jul 2008 18:31:02 -0400
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: [hlds] valve, some feedback?

 Most likely there will be a patch and make some of this more worthless
 then it already is, but since its been kinda quite the last few days i
 thought what the heck. No its not beating a long lost dead horse...well
 maybe a small poke.


 A while ago valve made mention about delisting servers that are
 bypassing the custom tags. Now i am not wanting to start a huge thing
 again on if there should be tags or what not, but i am more wondering on
 why valve gave out a kind of idle threat then does nothing with it. You
 look on the lists and there are a bunch of servers that are bypassing
 it. Is there going to be any actual enforcement here or something else
 you guys are just giving up on it?

 I would like to hear some feedback from valve about some bug fixes that
 i had brought up in the list before. most that have been there since
 long long ago that also seem to have been ignored.

 Can we get some information on these things?

 

Re: [hlds] valve, some feedback?

2008-07-23 Thread chillicane
indeed you are correct, valve set us up the rules (sic)

The problem we have in this country is all the major telco run server
opertions have instaspawn servers and none of them end up in the custom tab,
wether they are running a plugin version of instaspawn or
disableresapwntimers 1.

And the custom tab may have only 20 or so servers on it at any one time.

hopefully i managed to avoid creating a flame war over this. Certainly dont
want to create that bullshit we had here 2 weeks ago.





On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:

 good idea

 On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED] wrote:

  Apart from the fact that it took me a while to realise the custom tab was
  there when it was first implemented, my main issue with it is that it is
  STILL not in the out of game, steam server list.
 
  I think the tags should still be there, but instead of shunting the
 servers
  off to the custom tab where no-one looks, allow them to be searchable via
  filters. If something like this was happening instead of the custom tab
  arrangment, we wouldnt be trying so hard to circumvent this in the first
  place. The fact is, if your on the custom tab, people dont come.
 
  On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
 [EMAIL PROTECTED]
  wrote:
 
  
   The last thing Valve wants to do is get in a war with the mod writers
  over
   this.
   Every TF2 update will include a patch to the delisting code, and every
  mod
   update will include a patch for that.
  
   I'm a server admin.  I don't know what the tags are.  I don't know how
 to
   use them.  I don't care.
   I run a game server for people to have fun.  My server run's Beetles
 Mod
   for administration and reserved slots.
   I have custom maps, but not in my regular rotation.  If the server is
   switched to one, you'll be able to download it lickity split from my
   redirect.
   I see no need for tags in my case.
  
   If you're running a 24/7 or party mode or omg supar low gravity or
  whatever
   server that can mess with people's stats, achievements, etc., just list
  it
   in the damned server name.
  
   As for tags/stats/etc
  
   I'd be more than happy to see Valve do away with the custom tags
 entirely
   and just give us more robust filter options, and the option to reset
 our
   stats.
   Ideally, you'd be able to reset individual stats and achievements, and
   track stats over all time, month, week, etc.  Sure, that kind of stat
   tracking is more suited to a mod/plugin, but those would only catch
 data
   from one server/group of servers, and you wouldn't see them when
 loading.
  
   The way Valve handled stats seems to have been shortsighted.  When
  someone
   first gets into TF2, they see their stats at each map load and can see
  their
   progress, and it's interesting.  It encourages you to try out other
  classes
   and do better.  After a few weeks/months, you're basically staring at
 the
   same bars.  Stats don't age well.  A lot of people complain about
 custom
   servers avoiding the tags because they can ruin their stats.  A lot of
   people want to reset their stats because of this.  I'm willing to be
  there
   are also a lot of people who would like to reset their stats just
 because
   they'd like to get a picture of how they're doing now that they're
   experienced with the game.  Stats would a lot more fun for me if I
 could
   reset them (keeping my unlocks/achievements!) and play for a week or
 two
   from a blank slate.
  
   If we can't reset our stats, let us reset our stat displays.  Think of
 it
   as an odometer versus a trip odometer.
  
  
Date: Wed, 23 Jul 2008 18:31:02 -0400
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: [hlds] valve, some feedback?
   
Most likely there will be a patch and make some of this more
 worthless
then it already is, but since its been kinda quite the last few days
 i
thought what the heck. No its not beating a long lost dead
 horse...well
maybe a small poke.
   
   
A while ago valve made mention about delisting servers that are
bypassing the custom tags. Now i am not wanting to start a huge thing
again on if there should be tags or what not, but i am more wondering
  on
why valve gave out a kind of idle threat then does nothing with it.
 You
look on the lists and there are a bunch of servers that are bypassing
it. Is there going to be any actual enforcement here or something
 else
you guys are just giving up on it?
   
I would like to hear some feedback from valve about some bug fixes
 that
i had brought up in the list before. most that have been there since
long long ago that also seem to have been ignored.
   
Can we get some information on these things?
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:

Re: [hlds] valve, some feedback?

2008-07-23 Thread tgnwells
I think the problem is valve set up the rules without thinking much 
about them, or more obviously, how the community would react to being 
forced to have to adapt to these changes when there's really no reason to.

And a lot of people pay good money for their hosted servers, I don't 
think Valve should be moderating the servers people put up and start 
punishing people for something that doesn't really matter either way, I 
especially hope they don't think they should as well.

And to think this whole custom tags argument bullshit could be done with 
once and for all by adding an All Servers tab.

chillicane wrote:
 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the custom tab,
 wether they are running a plugin version of instaspawn or
 disableresapwntimers 1.

 And the custom tab may have only 20 or so servers on it at any one time.

 hopefully i managed to avoid creating a flame war over this. Certainly dont
 want to create that bullshit we had here 2 weeks ago.





 On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:

   
 good idea

 On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED] wrote:

 
 Apart from the fact that it took me a while to realise the custom tab was
 there when it was first implemented, my main issue with it is that it is
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the
   
 servers
 
 off to the custom tab where no-one looks, allow them to be searchable via
 filters. If something like this was happening instead of the custom tab
 arrangment, we wouldnt be trying so hard to circumvent this in the first
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
   
 [EMAIL PROTECTED]
 
 wrote:

   
 The last thing Valve wants to do is get in a war with the mod writers
 
 over
   
 this.
 Every TF2 update will include a patch to the delisting code, and every
 
 mod
   
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know how
 
 to
 
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles
 
 Mod
 
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to download it lickity split from my
 redirect.
 I see no need for tags in my case.

 If you're running a 24/7 or party mode or omg supar low gravity or
 
 whatever
   
 server that can mess with people's stats, achievements, etc., just list
 
 it
   
 in the damned server name.

 As for tags/stats/etc

 I'd be more than happy to see Valve do away with the custom tags
 
 entirely
 
 and just give us more robust filter options, and the option to reset
 
 our
 
 stats.
 Ideally, you'd be able to reset individual stats and achievements, and
 track stats over all time, month, week, etc.  Sure, that kind of stat
 tracking is more suited to a mod/plugin, but those would only catch
 
 data
 
 from one server/group of servers, and you wouldn't see them when
 
 loading.
 
 The way Valve handled stats seems to have been shortsighted.  When
 
 someone
   
 first gets into TF2, they see their stats at each map load and can see
 
 their
   
 progress, and it's interesting.  It encourages you to try out other
 
 classes
   
 and do better.  After a few weeks/months, you're basically staring at
 
 the
 
 same bars.  Stats don't age well.  A lot of people complain about
 
 custom
 
 servers avoiding the tags because they can ruin their stats.  A lot of
 people want to reset their stats because of this.  I'm willing to be
 
 there
   
 are also a lot of people who would like to reset their stats just
 
 because
 
 they'd like to get a picture of how they're doing now that they're
 experienced with the game.  Stats would a lot more fun for me if I
 
 could
 
 reset them (keeping my unlocks/achievements!) and play for a week or
 
 two
 
 from a blank slate.

 If we can't reset our stats, let us reset our stat displays.  Think of
 
 it
 
 as an odometer versus a trip odometer.


 
 Date: Wed, 23 Jul 2008 18:31:02 -0400
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: [hlds] valve, some feedback?

 Most likely there will be a patch and make some of this more
   
 worthless
 
 then it already is, but since its been kinda quite the last few days
   
 i
 
 thought what the heck. No its not beating a long lost dead
   
 horse...well
 
 maybe a small poke.


 A while 

Re: [hlds] valve, some feedback?

2008-07-23 Thread Cc2iscooL
The real reason Valve did this, as I understand, is the following. (With 
the 25+ slot servers, anyway.)

Valve's system requirements on their game are based on a maximum of 24 
players in one game. When you have a server with 32, that's a maximum of 
32 player models on-screen rather than 24. That's a total of 8 more 
player models possible on screen. When you think about it, it's not 
much, but you're adding stress to the systems the game is being run on, 
and it does reduce framerates. Valve gets support tickets about client's 
games not running well on 32 slot servers and has to spend time (and 
money) on trying to respond to tickets where the system requirements are 
being overdone by 32 slots rather than 24, and trying to convince the 
client that it's because they're playing on a 32 slot server rather than 
a 24. Also, players would send in tickets about other silly issues that 
were placed in by server admins.

To combat these useless tickets (and complaints,) Valve put out a 
system on their master servers that blocked all servers larger than 24 
slots. A workaround (in SourceMod) was quickly made by server operators 
to get around the block by Valve, and server owners of these larger slot 
servers complained to Valve so much that a compromise had to be made. 
Thus, the custom tab system was born. Again, server owners went up in 
arms about the system, and another plugin was made to get around the system.

So, you can thank the original 32 slot server operators for your custom 
tabs today.

tgnwells wrote:
 I think the problem is valve set up the rules without thinking much 
 about them, or more obviously, how the community would react to being 
 forced to have to adapt to these changes when there's really no reason to.

 And a lot of people pay good money for their hosted servers, I don't 
 think Valve should be moderating the servers people put up and start 
 punishing people for something that doesn't really matter either way, I 
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit could be done with 
 once and for all by adding an All Servers tab.

 chillicane wrote:
   
 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the custom tab,
 wether they are running a plugin version of instaspawn or
 disableresapwntimers 1.

 And the custom tab may have only 20 or so servers on it at any one time.

 hopefully i managed to avoid creating a flame war over this. Certainly dont
 want to create that bullshit we had here 2 weeks ago.





 On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:

   
 
 good idea

 On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED] wrote:

 
   
 Apart from the fact that it took me a while to realise the custom tab was
 there when it was first implemented, my main issue with it is that it is
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the
   
 
 servers
 
   
 off to the custom tab where no-one looks, allow them to be searchable via
 filters. If something like this was happening instead of the custom tab
 arrangment, we wouldnt be trying so hard to circumvent this in the first
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
   
 
 [EMAIL PROTECTED]
 
   
 wrote:

   
 
 The last thing Valve wants to do is get in a war with the mod writers
 
   
 over
   
 
 this.
 Every TF2 update will include a patch to the delisting code, and every
 
   
 mod
   
 
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know how
 
   
 to
 
   
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles
 
   
 Mod
 
   
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to download it lickity split from my
 redirect.
 I see no need for tags in my case.

 If you're running a 24/7 or party mode or omg supar low gravity or
 
   
 whatever
   
 
 server that can mess with people's stats, achievements, etc., just list
 
   
 it
   
 
 in the damned server name.

 As for tags/stats/etc

 I'd be more than happy to see Valve do away with the custom tags
 
   
 entirely
 
   
 and just give us more robust filter options, and the option to reset
 
   
 our
 
   
 stats.
 Ideally, you'd be able to reset individual stats and achievements, and
 track stats over all time, month, week, etc.  Sure, that 

Re: [hlds] valve, some feedback?

2008-07-23 Thread Craig Collinson
why allow a game to have 32 player slots if it only supports 24 ?

2008/7/24 Cc2iscooL [EMAIL PROTECTED]:

 The real reason Valve did this, as I understand, is the following. (With
 the 25+ slot servers, anyway.)

 Valve's system requirements on their game are based on a maximum of 24
 players in one game. When you have a server with 32, that's a maximum of
 32 player models on-screen rather than 24. That's a total of 8 more
 player models possible on screen. When you think about it, it's not
 much, but you're adding stress to the systems the game is being run on,
 and it does reduce framerates. Valve gets support tickets about client's
 games not running well on 32 slot servers and has to spend time (and
 money) on trying to respond to tickets where the system requirements are
 being overdone by 32 slots rather than 24, and trying to convince the
 client that it's because they're playing on a 32 slot server rather than
 a 24. Also, players would send in tickets about other silly issues that
 were placed in by server admins.

 To combat these useless tickets (and complaints,) Valve put out a
 system on their master servers that blocked all servers larger than 24
 slots. A workaround (in SourceMod) was quickly made by server operators
 to get around the block by Valve, and server owners of these larger slot
 servers complained to Valve so much that a compromise had to be made.
 Thus, the custom tab system was born. Again, server owners went up in
 arms about the system, and another plugin was made to get around the
 system.

 So, you can thank the original 32 slot server operators for your custom
 tabs today.

 tgnwells wrote:
  I think the problem is valve set up the rules without thinking much
  about them, or more obviously, how the community would react to being
  forced to have to adapt to these changes when there's really no reason
 to.
 
  And a lot of people pay good money for their hosted servers, I don't
  think Valve should be moderating the servers people put up and start
  punishing people for something that doesn't really matter either way, I
  especially hope they don't think they should as well.
 
  And to think this whole custom tags argument bullshit could be done with
  once and for all by adding an All Servers tab.
 
  chillicane wrote:
 
  indeed you are correct, valve set us up the rules (sic)
 
  The problem we have in this country is all the major telco run server
  opertions have instaspawn servers and none of them end up in the custom
 tab,
  wether they are running a plugin version of instaspawn or
  disableresapwntimers 1.
 
  And the custom tab may have only 20 or so servers on it at any one time.
 
  hopefully i managed to avoid creating a flame war over this. Certainly
 dont
  want to create that bullshit we had here 2 weeks ago.
 
 
 
 
 
  On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:
 
 
 
  good idea
 
  On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED]
 wrote:
 
 
 
  Apart from the fact that it took me a while to realise the custom tab
 was
  there when it was first implemented, my main issue with it is that it
 is
  STILL not in the out of game, steam server list.
 
  I think the tags should still be there, but instead of shunting the
 
 
  servers
 
 
  off to the custom tab where no-one looks, allow them to be searchable
 via
  filters. If something like this was happening instead of the custom
 tab
  arrangment, we wouldnt be trying so hard to circumvent this in the
 first
  place. The fact is, if your on the custom tab, people dont come.
 
  On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
 
 
  [EMAIL PROTECTED]
 
 
  wrote:
 
 
 
  The last thing Valve wants to do is get in a war with the mod writers
 
 
  over
 
 
  this.
  Every TF2 update will include a patch to the delisting code, and
 every
 
 
  mod
 
 
  update will include a patch for that.
 
  I'm a server admin.  I don't know what the tags are.  I don't know
 how
 
 
  to
 
 
  use them.  I don't care.
  I run a game server for people to have fun.  My server run's Beetles
 
 
  Mod
 
 
  for administration and reserved slots.
  I have custom maps, but not in my regular rotation.  If the server is
  switched to one, you'll be able to download it lickity split from my
  redirect.
  I see no need for tags in my case.
 
  If you're running a 24/7 or party mode or omg supar low gravity or
 
 
  whatever
 
 
  server that can mess with people's stats, achievements, etc., just
 list
 
 
  it
 
 
  in the damned server name.
 
  As for tags/stats/etc
 
  I'd be more than happy to see Valve do away with the custom tags
 
 
  entirely
 
 
  and just give us more robust filter options, and the option to reset
 
 
  our
 
 
  stats.
  Ideally, you'd be able to reset individual stats and achievements,
 and
  track stats over all time, month, week, etc.  Sure, that kind of stat
  tracking is more suited to a mod/plugin, but those would only catch
 
 
  data
 
 
  from one 

Re: [hlds] valve, some feedback?

2008-07-23 Thread SakeFox
the only started allowing 32players when they opened the custom tabs and 
said that all increased players will be put into that. the main reason 
they did it was to stop people from modifying the server files and using 
the other work arounds. Its probably a way for them to ignore player 
stats from them servers on there main stats page so it dosn't have 
misinformation, but thats just my thought

Craig Collinson wrote:
 why allow a game to have 32 player slots if it only supports 24 ?

 2008/7/24 Cc2iscooL [EMAIL PROTECTED]:

   
 The real reason Valve did this, as I understand, is the following. (With
 the 25+ slot servers, anyway.)

 Valve's system requirements on their game are based on a maximum of 24
 players in one game. When you have a server with 32, that's a maximum of
 32 player models on-screen rather than 24. That's a total of 8 more
 player models possible on screen. When you think about it, it's not
 much, but you're adding stress to the systems the game is being run on,
 and it does reduce framerates. Valve gets support tickets about client's
 games not running well on 32 slot servers and has to spend time (and
 money) on trying to respond to tickets where the system requirements are
 being overdone by 32 slots rather than 24, and trying to convince the
 client that it's because they're playing on a 32 slot server rather than
 a 24. Also, players would send in tickets about other silly issues that
 were placed in by server admins.

 To combat these useless tickets (and complaints,) Valve put out a
 system on their master servers that blocked all servers larger than 24
 slots. A workaround (in SourceMod) was quickly made by server operators
 to get around the block by Valve, and server owners of these larger slot
 servers complained to Valve so much that a compromise had to be made.
 Thus, the custom tab system was born. Again, server owners went up in
 arms about the system, and another plugin was made to get around the
 system.

 So, you can thank the original 32 slot server operators for your custom
 tabs today.

 tgnwells wrote:
 
 I think the problem is valve set up the rules without thinking much
 about them, or more obviously, how the community would react to being
 forced to have to adapt to these changes when there's really no reason
   
 to.
 
 And a lot of people pay good money for their hosted servers, I don't
 think Valve should be moderating the servers people put up and start
 punishing people for something that doesn't really matter either way, I
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit could be done with
 once and for all by adding an All Servers tab.

 chillicane wrote:

   
 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the custom
 
 tab,
 
 wether they are running a plugin version of instaspawn or
 disableresapwntimers 1.

 And the custom tab may have only 20 or so servers on it at any one time.

 hopefully i managed to avoid creating a flame war over this. Certainly
 
 dont
 
 want to create that bullshit we had here 2 weeks ago.





 On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:



 
 good idea

 On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED]
   
 wrote:
 

   
 Apart from the fact that it took me a while to realise the custom tab
 
 was
 
 there when it was first implemented, my main issue with it is that it
 
 is
 
 STILL not in the out of game, steam server list.

 I think the tags should still be there, but instead of shunting the


 
 servers


   
 off to the custom tab where no-one looks, allow them to be searchable
 
 via
 
 filters. If something like this was happening instead of the custom
 
 tab
 
 arrangment, we wouldnt be trying so hard to circumvent this in the
 
 first
 
 place. The fact is, if your on the custom tab, people dont come.

 On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 


 
 [EMAIL PROTECTED]


   
 wrote:



 
 The last thing Valve wants to do is get in a war with the mod writers


   
 over


 
 this.
 Every TF2 update will include a patch to the delisting code, and
   
 every
 
   
 mod


 
 update will include a patch for that.

 I'm a server admin.  I don't know what the tags are.  I don't know
   
 how
 
   
 to


   
 use them.  I don't care.
 I run a game server for people to have fun.  My server run's Beetles


   
 Mod


   
 for administration and reserved slots.
 I have custom maps, but not in my regular rotation.  If the server is
 switched to one, you'll be able to 

Re: [hlds] valve, some feedback?

2008-07-23 Thread chillicane
thats a fair point

On Thu, Jul 24, 2008 at 12:07 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

 The real reason Valve did this, as I understand, is the following. (With
 the 25+ slot servers, anyway.)

 Valve's system requirements on their game are based on a maximum of 24
 players in one game. When you have a server with 32, that's a maximum of
 32 player models on-screen rather than 24. That's a total of 8 more
 player models possible on screen. When you think about it, it's not
 much, but you're adding stress to the systems the game is being run on,
 and it does reduce framerates. Valve gets support tickets about client's
 games not running well on 32 slot servers and has to spend time (and
 money) on trying to respond to tickets where the system requirements are
 being overdone by 32 slots rather than 24, and trying to convince the
 client that it's because they're playing on a 32 slot server rather than
 a 24. Also, players would send in tickets about other silly issues that
 were placed in by server admins.

 To combat these useless tickets (and complaints,) Valve put out a
 system on their master servers that blocked all servers larger than 24
 slots. A workaround (in SourceMod) was quickly made by server operators
 to get around the block by Valve, and server owners of these larger slot
 servers complained to Valve so much that a compromise had to be made.
 Thus, the custom tab system was born. Again, server owners went up in
 arms about the system, and another plugin was made to get around the
 system.

 So, you can thank the original 32 slot server operators for your custom
 tabs today.

 tgnwells wrote:
  I think the problem is valve set up the rules without thinking much
  about them, or more obviously, how the community would react to being
  forced to have to adapt to these changes when there's really no reason
 to.
 
  And a lot of people pay good money for their hosted servers, I don't
  think Valve should be moderating the servers people put up and start
  punishing people for something that doesn't really matter either way, I
  especially hope they don't think they should as well.
 
  And to think this whole custom tags argument bullshit could be done with
  once and for all by adding an All Servers tab.
 
  chillicane wrote:
 
  indeed you are correct, valve set us up the rules (sic)
 
  The problem we have in this country is all the major telco run server
  opertions have instaspawn servers and none of them end up in the custom
 tab,
  wether they are running a plugin version of instaspawn or
  disableresapwntimers 1.
 
  And the custom tab may have only 20 or so servers on it at any one time.
 
  hopefully i managed to avoid creating a flame war over this. Certainly
 dont
  want to create that bullshit we had here 2 weeks ago.
 
 
 
 
 
  On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:
 
 
 
  good idea
 
  On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED]
 wrote:
 
 
 
  Apart from the fact that it took me a while to realise the custom tab
 was
  there when it was first implemented, my main issue with it is that it
 is
  STILL not in the out of game, steam server list.
 
  I think the tags should still be there, but instead of shunting the
 
 
  servers
 
 
  off to the custom tab where no-one looks, allow them to be searchable
 via
  filters. If something like this was happening instead of the custom
 tab
  arrangment, we wouldnt be trying so hard to circumvent this in the
 first
  place. The fact is, if your on the custom tab, people dont come.
 
  On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
 
 
  [EMAIL PROTECTED]
 
 
  wrote:
 
 
 
  The last thing Valve wants to do is get in a war with the mod writers
 
 
  over
 
 
  this.
  Every TF2 update will include a patch to the delisting code, and
 every
 
 
  mod
 
 
  update will include a patch for that.
 
  I'm a server admin.  I don't know what the tags are.  I don't know
 how
 
 
  to
 
 
  use them.  I don't care.
  I run a game server for people to have fun.  My server run's Beetles
 
 
  Mod
 
 
  for administration and reserved slots.
  I have custom maps, but not in my regular rotation.  If the server is
  switched to one, you'll be able to download it lickity split from my
  redirect.
  I see no need for tags in my case.
 
  If you're running a 24/7 or party mode or omg supar low gravity or
 
 
  whatever
 
 
  server that can mess with people's stats, achievements, etc., just
 list
 
 
  it
 
 
  in the damned server name.
 
  As for tags/stats/etc
 
  I'd be more than happy to see Valve do away with the custom tags
 
 
  entirely
 
 
  and just give us more robust filter options, and the option to reset
 
 
  our
 
 
  stats.
  Ideally, you'd be able to reset individual stats and achievements,
 and
  track stats over all time, month, week, etc.  Sure, that kind of stat
  tracking is more suited to a mod/plugin, but those would only catch
 
 
  data
 
 
  from one server/group of servers, and 

Re: [hlds] valve, some feedback?

2008-07-23 Thread chillicane
they didnt allow the game to have 32 slots. Those servers are using a hacked
server library to allow more slots

On Thu, Jul 24, 2008 at 12:12 PM, Craig Collinson 
[EMAIL PROTECTED] wrote:

 why allow a game to have 32 player slots if it only supports 24 ?

 2008/7/24 Cc2iscooL [EMAIL PROTECTED]:

  The real reason Valve did this, as I understand, is the following. (With
  the 25+ slot servers, anyway.)
 
  Valve's system requirements on their game are based on a maximum of 24
  players in one game. When you have a server with 32, that's a maximum of
  32 player models on-screen rather than 24. That's a total of 8 more
  player models possible on screen. When you think about it, it's not
  much, but you're adding stress to the systems the game is being run on,
  and it does reduce framerates. Valve gets support tickets about client's
  games not running well on 32 slot servers and has to spend time (and
  money) on trying to respond to tickets where the system requirements are
  being overdone by 32 slots rather than 24, and trying to convince the
  client that it's because they're playing on a 32 slot server rather than
  a 24. Also, players would send in tickets about other silly issues that
  were placed in by server admins.
 
  To combat these useless tickets (and complaints,) Valve put out a
  system on their master servers that blocked all servers larger than 24
  slots. A workaround (in SourceMod) was quickly made by server operators
  to get around the block by Valve, and server owners of these larger slot
  servers complained to Valve so much that a compromise had to be made.
  Thus, the custom tab system was born. Again, server owners went up in
  arms about the system, and another plugin was made to get around the
  system.
 
  So, you can thank the original 32 slot server operators for your custom
  tabs today.
 
  tgnwells wrote:
   I think the problem is valve set up the rules without thinking much
   about them, or more obviously, how the community would react to being
   forced to have to adapt to these changes when there's really no reason
  to.
  
   And a lot of people pay good money for their hosted servers, I don't
   think Valve should be moderating the servers people put up and start
   punishing people for something that doesn't really matter either way, I
   especially hope they don't think they should as well.
  
   And to think this whole custom tags argument bullshit could be done
 with
   once and for all by adding an All Servers tab.
  
   chillicane wrote:
  
   indeed you are correct, valve set us up the rules (sic)
  
   The problem we have in this country is all the major telco run server
   opertions have instaspawn servers and none of them end up in the
 custom
  tab,
   wether they are running a plugin version of instaspawn or
   disableresapwntimers 1.
  
   And the custom tab may have only 20 or so servers on it at any one
 time.
  
   hopefully i managed to avoid creating a flame war over this. Certainly
  dont
   want to create that bullshit we had here 2 weeks ago.
  
  
  
  
  
   On Thu, Jul 24, 2008 at 11:01 AM, Jake E [EMAIL PROTECTED] wrote:
  
  
  
   good idea
  
   On Wed, Jul 23, 2008 at 7:24 PM, chillicane [EMAIL PROTECTED]
  wrote:
  
  
  
   Apart from the fact that it took me a while to realise the custom
 tab
  was
   there when it was first implemented, my main issue with it is that
 it
  is
   STILL not in the out of game, steam server list.
  
   I think the tags should still be there, but instead of shunting the
  
  
   servers
  
  
   off to the custom tab where no-one looks, allow them to be
 searchable
  via
   filters. If something like this was happening instead of the custom
  tab
   arrangment, we wouldnt be trying so hard to circumvent this in the
  first
   place. The fact is, if your on the custom tab, people dont come.
  
   On Thu, Jul 24, 2008 at 9:01 AM, Blood Letter 
  
  
   [EMAIL PROTECTED]
  
  
   wrote:
  
  
  
   The last thing Valve wants to do is get in a war with the mod
 writers
  
  
   over
  
  
   this.
   Every TF2 update will include a patch to the delisting code, and
  every
  
  
   mod
  
  
   update will include a patch for that.
  
   I'm a server admin.  I don't know what the tags are.  I don't know
  how
  
  
   to
  
  
   use them.  I don't care.
   I run a game server for people to have fun.  My server run's
 Beetles
  
  
   Mod
  
  
   for administration and reserved slots.
   I have custom maps, but not in my regular rotation.  If the server
 is
   switched to one, you'll be able to download it lickity split from
 my
   redirect.
   I see no need for tags in my case.
  
   If you're running a 24/7 or party mode or omg supar low gravity or
  
  
   whatever
  
  
   server that can mess with people's stats, achievements, etc., just
  list
  
  
   it
  
  
   in the damned server name.
  
   As for tags/stats/etc
  
   I'd be more than happy to see Valve do away with the custom tags
  
  
  

Re: [hlds] valve, some feedback?

2008-07-23 Thread DontWannaName!
Not anymore of course, its allowed and with a few work arounds available there 
will always be 32 slots.



- Original Message 
From: chillicane [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wednesday, July 23, 2008 7:22:14 PM
Subject: Re: [hlds] valve, some feedback?

they didnt allow the game to have 32 slots. Those servers are using a hacked
server library to allow more slots

On Thu, Jul 24, 2008 at 12:12 PM, Craig Collinson 
[EMAIL PROTECTED] wrote:


  
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Re: [hlds] valve, some feedback?

2008-07-23 Thread Cc2iscooL
This text seems oddly familiar.

Copy paste from last debate on custom tags?

Spencer 'voogru' MacDonald wrote:
 Not this bullshit again.

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do not
 like.

 If a player learns to use tags, great. If they don't, they see all options.
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called custom
 servers.

 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.

 But I add a grapple hook for all players.

 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?

 NOBODY.

 And then what is valve going to do about that? Are they going to come tell
 server ops hey you HAVE to list tags.

 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.

 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags, server
 operators would have an incentive to SHOW their tags. It's basically saying
 hey! Look what we got!, but if players don't see this by default, it will
 be worthless.

 How hard is it to understand this?

 Valve probably realized their mistake and might be correcting it. At least I
 hope so. The custom tab will be an eternal cat and mouse game between server
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default. 

 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their mind
 on the fly.

 If you go to a restaurant and the waiter gives you a menu, and without you
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu

 Also, increased_maxplayers is probably one of the stupidest tags ever. It's
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Wednesday, July 23, 2008 9:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] valve, some feedback?

 Well just because you pay for your servers doesn't give you rights to do 
 whatever with there programs. Valve has been good about allowing people 
 to modify there games, but i can see there point in what they are doing. 
 They want people that are getting into the game to be able to play it as 
 it was created and not with modified settings. There not limiting anyone 
 from running there servers how they want. They are just looking at how 
 new people experience the game. Now the game was designed for 24players 
 in a server, so if you have a 32 person complaining about balancing 
 issues in a game, that information is kinda scewed because the game is 
 not played as intended.

 I really didn't want to create the bullshit from a few weeks ago either, 
 however i think it was a few months ago, but since no one else has been 
 calling Valve out on there short comings and completely ignoring issues 
 with there games I thought I might as well start somewhere. This really 
 wasn't intended to start the flame back up, but thought it to bring this 
 bit up of there idle threats first and get it out of the way since its 
 the most touchy of things.

 tgnwells wrote:
   
 I think the problem is valve set up the rules without thinking much 
 about them, or more obviously, how the community would react to being 
 forced to have to adapt to these changes when there's really no reason to.

 And a lot of people pay good money for their hosted servers, I don't 
 think Valve should be moderating the servers people put up and start 
 punishing people for something that doesn't really matter either way, I 
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit could be done with 
 once and for all by adding an All Servers tab.

 chillicane wrote:
   
 
 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the custom
   
 tab,
   
 wether they are running a plugin version of instaspawn or
 disableresapwntimers 1.

 And the custom tab may have only 20 or so servers on it at any one time.

 hopefully i managed to avoid creating a flame war over this. Certainly
   
 dont
   
 want 

Re: [hlds] valve, some feedback?

2008-07-23 Thread chillicane
I dont see whats wrong with that warning, im allergic to peanuts, and you
never know, i might pick up a bag of peanuts and not realise that peanuts
have peanuts in them and when i check for the warning label, its not there!

On Thu, Jul 24, 2008 at 12:20 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Not this bullshit again.

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do not
 like.

 If a player learns to use tags, great. If they don't, they see all options.
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called custom
 servers.

 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.

 But I add a grapple hook for all players.

 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?

 NOBODY.

 And then what is valve going to do about that? Are they going to come tell
 server ops hey you HAVE to list tags.

 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.

 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags,
 server
 operators would have an incentive to SHOW their tags. It's basically saying
 hey! Look what we got!, but if players don't see this by default, it will
 be worthless.

 How hard is it to understand this?

 Valve probably realized their mistake and might be correcting it. At least
 I
 hope so. The custom tab will be an eternal cat and mouse game between
 server
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default.

 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their mind
 on the fly.

 If you go to a restaurant and the waiter gives you a menu, and without you
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu

 Also, increased_maxplayers is probably one of the stupidest tags ever. It's
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Wednesday, July 23, 2008 9:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] valve, some feedback?

 Well just because you pay for your servers doesn't give you rights to do
 whatever with there programs. Valve has been good about allowing people
 to modify there games, but i can see there point in what they are doing.
 They want people that are getting into the game to be able to play it as
 it was created and not with modified settings. There not limiting anyone
 from running there servers how they want. They are just looking at how
 new people experience the game. Now the game was designed for 24players
 in a server, so if you have a 32 person complaining about balancing
 issues in a game, that information is kinda scewed because the game is
 not played as intended.

 I really didn't want to create the bullshit from a few weeks ago either,
 however i think it was a few months ago, but since no one else has been
 calling Valve out on there short comings and completely ignoring issues
 with there games I thought I might as well start somewhere. This really
 wasn't intended to start the flame back up, but thought it to bring this
 bit up of there idle threats first and get it out of the way since its
 the most touchy of things.

 tgnwells wrote:
  I think the problem is valve set up the rules without thinking much
  about them, or more obviously, how the community would react to being
  forced to have to adapt to these changes when there's really no reason
 to.
 
  And a lot of people pay good money for their hosted servers, I don't
  think Valve should be moderating the servers people put up and start
  punishing people for something that doesn't really matter either way, I
  especially hope they don't think they should as well.
 
  And to think this whole custom tags argument bullshit could be done with
  once and for all by adding an All Servers tab.
 
  chillicane wrote:
 
  indeed you are correct, valve set us up the rules (sic)
 
  The problem we have in this country is all the major telco run server
  opertions have instaspawn servers and none of them end up in the custom
 tab,
  wether they are running a plugin version of instaspawn or
  

Re: [hlds] valve, some feedback?

2008-07-23 Thread Leonard L. Church


Spencer 'voogru' MacDonald wrote:
*snip the extra stuff that repeats what people already said*

  Players who want vanilla, can find it.

Ummm.. No. That's the problem. We can't.

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Re: [hlds] valve, some feedback?

2008-07-23 Thread Spencer 'voogru' MacDonald
I guess you didn't read my full post.

The system I'm prosing (1 tab with tag filters), would allow players who
want vanilla to be able to find it easier than it is now.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church
Sent: Wednesday, July 23, 2008 10:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] valve, some feedback?



Spencer 'voogru' MacDonald wrote:
*snip the extra stuff that repeats what people already said*

  Players who want vanilla, can find it.

Ummm.. No. That's the problem. We can't.

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please visit:
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visit:
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Re: [hlds] valve, some feedback?

2008-07-23 Thread Ryan Mannion
Thank you for taking the time to enunciate what I'm sure many other
server admins - myself, included - think about this subject.

Ryan

On Wed, Jul 23, 2008 at 7:20 PM, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
 Not this bullshit again.

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do not
 like.

 If a player learns to use tags, great. If they don't, they see all options.
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called custom
 servers.

 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.

 But I add a grapple hook for all players.

 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?

 NOBODY.

 And then what is valve going to do about that? Are they going to come tell
 server ops hey you HAVE to list tags.

 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.

 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags, server
 operators would have an incentive to SHOW their tags. It's basically saying
 hey! Look what we got!, but if players don't see this by default, it will
 be worthless.

 How hard is it to understand this?

 Valve probably realized their mistake and might be correcting it. At least I
 hope so. The custom tab will be an eternal cat and mouse game between server
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default.

 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their mind
 on the fly.

 If you go to a restaurant and the waiter gives you a menu, and without you
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu

 Also, increased_maxplayers is probably one of the stupidest tags ever. It's
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Wednesday, July 23, 2008 9:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] valve, some feedback?

 Well just because you pay for your servers doesn't give you rights to do
 whatever with there programs. Valve has been good about allowing people
 to modify there games, but i can see there point in what they are doing.
 They want people that are getting into the game to be able to play it as
 it was created and not with modified settings. There not limiting anyone
 from running there servers how they want. They are just looking at how
 new people experience the game. Now the game was designed for 24players
 in a server, so if you have a 32 person complaining about balancing
 issues in a game, that information is kinda scewed because the game is
 not played as intended.

 I really didn't want to create the bullshit from a few weeks ago either,
 however i think it was a few months ago, but since no one else has been
 calling Valve out on there short comings and completely ignoring issues
 with there games I thought I might as well start somewhere. This really
 wasn't intended to start the flame back up, but thought it to bring this
 bit up of there idle threats first and get it out of the way since its
 the most touchy of things.

 tgnwells wrote:
 I think the problem is valve set up the rules without thinking much
 about them, or more obviously, how the community would react to being
 forced to have to adapt to these changes when there's really no reason to.

 And a lot of people pay good money for their hosted servers, I don't
 think Valve should be moderating the servers people put up and start
 punishing people for something that doesn't really matter either way, I
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit could be done with
 once and for all by adding an All Servers tab.

 chillicane wrote:

 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the custom
 tab,
 wether they are running a plugin version of instaspawn or
 disableresapwntimers 1.

 And the custom tab may have only 20 or so servers on it at any one time.

 hopefully i managed to avoid 

Re: [hlds] valve, some feedback?

2008-07-23 Thread SakeFox
actually the subject of the email was not about the custom tabs, but it 
seemed to have gone that way, but hopefully it will get back on track to 
where it was

Ryan Mannion wrote:
 Thank you for taking the time to enunciate what I'm sure many other
 server admins - myself, included - think about this subject.

 Ryan

 On Wed, Jul 23, 2008 at 7:20 PM, Spencer 'voogru' MacDonald
 [EMAIL PROTECTED] wrote:
   
 Not this bullshit again.

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do not
 like.

 If a player learns to use tags, great. If they don't, they see all options.
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called custom
 servers.

 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.

 But I add a grapple hook for all players.

 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?

 NOBODY.

 And then what is valve going to do about that? Are they going to come tell
 server ops hey you HAVE to list tags.

 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.

 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags, server
 operators would have an incentive to SHOW their tags. It's basically saying
 hey! Look what we got!, but if players don't see this by default, it will
 be worthless.

 How hard is it to understand this?

 Valve probably realized their mistake and might be correcting it. At least I
 hope so. The custom tab will be an eternal cat and mouse game between server
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default.

 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their mind
 on the fly.

 If you go to a restaurant and the waiter gives you a menu, and without you
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu

 Also, increased_maxplayers is probably one of the stupidest tags ever. It's
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Wednesday, July 23, 2008 9:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] valve, some feedback?

 Well just because you pay for your servers doesn't give you rights to do
 whatever with there programs. Valve has been good about allowing people
 to modify there games, but i can see there point in what they are doing.
 They want people that are getting into the game to be able to play it as
 it was created and not with modified settings. There not limiting anyone
 from running there servers how they want. They are just looking at how
 new people experience the game. Now the game was designed for 24players
 in a server, so if you have a 32 person complaining about balancing
 issues in a game, that information is kinda scewed because the game is
 not played as intended.

 I really didn't want to create the bullshit from a few weeks ago either,
 however i think it was a few months ago, but since no one else has been
 calling Valve out on there short comings and completely ignoring issues
 with there games I thought I might as well start somewhere. This really
 wasn't intended to start the flame back up, but thought it to bring this
 bit up of there idle threats first and get it out of the way since its
 the most touchy of things.

 tgnwells wrote:
 
 I think the problem is valve set up the rules without thinking much
 about them, or more obviously, how the community would react to being
 forced to have to adapt to these changes when there's really no reason to.

 And a lot of people pay good money for their hosted servers, I don't
 think Valve should be moderating the servers people put up and start
 punishing people for something that doesn't really matter either way, I
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit could be done with
 once and for all by adding an All Servers tab.

 chillicane wrote:

   
 indeed you are correct, valve set us up the rules (sic)

 The problem we have in this country is all the major telco run server
 opertions have instaspawn servers and none of them end up in the