Re: [hlds] Setmaster no longer working and sv_search_key

2008-11-10 Thread Frank Hotte
This is my config file:

hostname nameofyourserver

rcon_password 

mp_logdetail 0

setmaster add 68.142.72.250:27011

setmaster add 72.165.61.189:27011

sv_voiceenable 1

sv_alltalk 0

sv_search_key  (I have numbers)



This is my command line:

srcds.exe -autoupdate -console -game left4dead +ip xxx.xxx.xx.xxx +map 
l4d_dem_hospital01_apartment



You can't join my server through the web browser but they are displayed.  A 
player must enter the same sv_search_key  in the console then go back to 
the main screen and create a lobby. The player will then be assigned to your 
server.

That's how it works for me and I just checked 5 minutes ago and it is still 
working.



Busterking
10-78 Clan Boss
Visit our website
Join our forums
www.10-78.com
- Original Message - 
From: Dustin Peacock [EMAIL PROTECTED]
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Sunday, November 09, 2008 10:26 PM
Subject: Re: [hlds] Setmaster no longer working and sv_search_key


 Do you have sv_password in your server.cfg. I haven't tried sv_search_key
 without sv_password so I don't know if that's the problem. Has anyone 
 tried
 and see if it works with out passwording the server?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Sunday, November 09, 2008 10:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Setmaster no longer working and sv_search_key

 Browser works fine, but haven't be able to do sv_search_key since the
 start, tried anything from 1 character to 20 and none of them work, they
 get the unable to locate popup immediately

 J T wrote:
 Post your command line and config?

 My only suggestion is to start over from scratch, might be a typo.

 On Sat, Nov 8, 2008 at 3:36 PM, Dustin Peacock
 [EMAIL PROTECTED]wrote:


 The setmaster (ip) commands in server.cfg were working for a time. My
 servers were showing up in the browser just fine but all of a sudden 
 they
 are no longer showing up and I haven't changed my server.cfg at all or 
 my
 command lines.

 Also, I cannot get sv_search_key to work. I have set it in my server.cfg
 but
 my clients report that when they set the same key from their console 
 they
 immediately get the error window unable to locate a dedicated server.

 Any help would be appreciated.


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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.175 / Virus Database: 270.9.0/1779 - Release Date: 11/10/2008 
7:53 AM


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[hlds] L4D server issue's summery

2008-11-10 Thread Saint K.
I thought I'd post a summery of the current issue's we're experiencing with
L4D as a lot got done in random mails on the list.

Here it goes;

Linux: Can't create more then 4 servers when using normal command line +ip
+port
Linux: Can't rcon query servers when -fork is used and +ip is unset
Linux: (Feature request) per fork configs
Linux: When more then 5 servers are specified with the -fork option, the 6th
server will end up at 27025 rather then 27020 (bug or intention?)

Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
until L4D servers are rebooted
Windows: 'status' query won't return current played map
Windows: Servers will remain empty and have laggy readings when the add
master server commands are not configured

Some feedback: On our Linux machine when running 4 L4D servers with normal
options the total CPU load is around 55% and the total mem useage is around
60%. When using the -fork 6 option the combined CPU load is around 50% and
the memory load is also around 50% (conclusion, running with -fork makes 2
more servers possible in the same load).

Cheers,


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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Blood Letter

I was running 2 full servers and CPU usage never got past 2 or 3% on normal 
play, on my old Athlon X2 4600+.
Even running endless panics on expert (I assume the AI is a tad more complex 
and demanding on Expert), CPU usage maxed out at 2 or 3% (combined).

It wasn't until I was messing around and gave my self a few hundred molotovs, 
pipe bombs, and medpacks did my server choke.  It slowed to a crawl when I 
threw a pipe bomb into the mountain of items.  CPU usage jumped to 50% (I guess 
it's not multi-core optimized?  Or at least by default it isn't...) and slowly 
chugged away at finding out where each of those items should go.

I noticed that the framerate is always listed as 21.3 FPS at the top of the 
console.  I'm using default configs.
Is that 21.3 FPS accurate?  It falls to 10 when hibernating.  What are you guys 
getting?  And did you mess with any server-side settings to get it?


(Since my motherboard, or possibly my PSU, bit the dust after an unfortunate 
tripping incident, I won't be able to contribute my 2 servers for the mass 
flood of users tomorrow when the demo goes public.  I hope to be beack online 
in a week or so)



 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Date: Mon, 10 Nov 2008 16:27:35 +0100
 Subject: [hlds] L4D server issue's summery
 
 I thought I'd post a summery of the current issue's we're experiencing with
 L4D as a lot got done in random mails on the list.
 
 Here it goes;
 
 Linux: Can't create more then 4 servers when using normal command line +ip
 +port
 Linux: Can't rcon query servers when -fork is used and +ip is unset
 Linux: (Feature request) per fork configs
 Linux: When more then 5 servers are specified with the -fork option, the 6th
 server will end up at 27025 rather then 27020 (bug or intention?)
 
 Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
 L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
 until L4D servers are rebooted
 Windows: 'status' query won't return current played map
 Windows: Servers will remain empty and have laggy readings when the add
 master server commands are not configured
 
 Some feedback: On our Linux machine when running 4 L4D servers with normal
 options the total CPU load is around 55% and the total mem useage is around
 60%. When using the -fork 6 option the combined CPU load is around 50% and
 the memory load is also around 50% (conclusion, running with -fork makes 2
 more servers possible in the same load).
 
 Cheers,
 
 
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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Robert Whelan
Looks like a good place to add comments (hope there being addressed)

Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors

server.cfg

hostname blablabla

Thats it... no other changes/edits other then host.txt and motd.txt (added our 
url)

Symptom:-

Server hibernates at 10 like everyone else, people come and go though 
regardless the app crashes on average every 5 minutes (no mini dumps to 
provide).

Still shows unable to load steam library (up to date - base v5 - dedi v0)

Basic commadline:-

srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip 
x +hostport 27015 +rcon_password 





From: Saint K. [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list [EMAIL PROTECTED]; 
Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Monday, November 10, 2008 9:27:35 AM
Subject: [hlds] L4D server issue's summery

I thought I'd post a summery of the current issue's we're experiencing with
L4D as a lot got done in random mails on the list.

Here it goes;

Linux: Can't create more then 4 servers when using normal command line +ip
+port
Linux: Can't rcon query servers when -fork is used and +ip is unset
Linux: (Feature request) per fork configs
Linux: When more then 5 servers are specified with the -fork option, the 6th
server will end up at 27025 rather then 27020 (bug or intention?)

Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
until L4D servers are rebooted
Windows: 'status' query won't return current played map
Windows: Servers will remain empty and have laggy readings when the add
master server commands are not configured

Some feedback: On our Linux machine when running 4 L4D servers with normal
options the total CPU load is around 55% and the total mem useage is around
60%. When using the -fork 6 option the combined CPU load is around 50% and
the memory load is also around 50% (conclusion, running with -fork makes 2
more servers possible in the same load).

Cheers,


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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Brandished
In the past Valve used the VDC for reports like this, no?
http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports

Or did they decide against using the VDC for stuff like this?



- Original Message 
From: Robert Whelan [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Monday, November 10, 2008 12:25:40 PM
Subject: Re: [hlds] L4D server issue's summery

Looks like a good place to add comments (hope there being addressed)

Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors

server.cfg

hostname blablabla

Thats it... no other changes/edits other then host.txt and motd.txt (added our 
url)

Symptom:-

Server hibernates at 10 like everyone else, people come and go though 
regardless the app crashes on average every 5 minutes (no mini dumps to 
provide).

Still shows unable to load steam library (up to date - base v5 - dedi v0)

Basic commadline:-

srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip 
x +hostport 27015 +rcon_password 





From: Saint K. [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list [EMAIL PROTECTED]; 
Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Monday, November 10, 2008 9:27:35 AM
Subject: [hlds] L4D server issue's summery

I thought I'd post a summery of the current issue's we're experiencing with
L4D as a lot got done in random mails on the list.

Here it goes;

Linux: Can't create more then 4 servers when using normal command line +ip
+port
Linux: Can't rcon query servers when -fork is used and +ip is unset
Linux: (Feature request) per fork configs
Linux: When more then 5 servers are specified with the -fork option, the 6th
server will end up at 27025 rather then 27020 (bug or intention?)

Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
until L4D servers are rebooted
Windows: 'status' query won't return current played map
Windows: Servers will remain empty and have laggy readings when the add
master server commands are not configured

Some feedback: On our Linux machine when running 4 L4D servers with normal
options the total CPU load is around 55% and the total mem useage is around
60%. When using the -fork 6 option the combined CPU load is around 50% and
the memory load is also around 50% (conclusion, running with -fork makes 2
more servers possible in the same load).

Cheers,


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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Alex Smith
The way I got rid of the  unable to load steam library message.  Was to
install steam and run it.  You don't have to log in.  Just minimize the
login prompt.  Then start your server.  I dont even have to manually add in
the master servers after doing that.

On Mon, Nov 10, 2008 at 1:30 PM, Brandished [EMAIL PROTECTED] wrote:

 In the past Valve used the VDC for reports like this, no?
 http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports

 Or did they decide against using the VDC for stuff like this?



 - Original Message 
 From: Robert Whelan [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 12:25:40 PM
 Subject: Re: [hlds] L4D server issue's summery

 Looks like a good place to add comments (hope there being addressed)

 Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors

 server.cfg

 hostname blablabla

 Thats it... no other changes/edits other then host.txt and motd.txt
 (added our url)

 Symptom:-

 Server hibernates at 10 like everyone else, people come and go though
 regardless the app crashes on average every 5 minutes (no mini dumps to
 provide).

 Still shows unable to load steam library (up to date - base v5 - dedi v0)

 Basic commadline:-

 srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip
 x +hostport 27015 +rcon_password 




 
 From: Saint K. [EMAIL PROTECTED]
 To: Half-Life dedicated Linux server mailing list 
 [EMAIL PROTECTED]; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 9:27:35 AM
 Subject: [hlds] L4D server issue's summery

 I thought I'd post a summery of the current issue's we're experiencing with
 L4D as a lot got done in random mails on the list.

 Here it goes;

 Linux: Can't create more then 4 servers when using normal command line +ip
 +port
 Linux: Can't rcon query servers when -fork is used and +ip is unset
 Linux: (Feature request) per fork configs
 Linux: When more then 5 servers are specified with the -fork option, the
 6th
 server will end up at 27025 rather then 27020 (bug or intention?)

 Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
 L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
 until L4D servers are rebooted
 Windows: 'status' query won't return current played map
 Windows: Servers will remain empty and have laggy readings when the add
 master server commands are not configured

 Some feedback: On our Linux machine when running 4 L4D servers with normal
 options the total CPU load is around 55% and the total mem useage is around
 60%. When using the -fork 6 option the combined CPU load is around 50% and
 the memory load is also around 50% (conclusion, running with -fork makes 2
 more servers possible in the same load).

 Cheers,


 ___
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 please visit:
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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Alex Smith
umm no,  dedicated server.  And not the one off steam either

On Mon, Nov 10, 2008 at 1:57 PM, Robert Whelan [EMAIL PROTECTED] wrote:

 el oh el.. say wha?

 what are you running a listenserver? wouldn't apply to me thx...




 
 From: Alex Smith [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 12:36:55 PM
  Subject: Re: [hlds] L4D server issue's summery

 The way I got rid of the  unable to load steam library message.  Was to
 install steam and run it.  You don't have to log in.  Just minimize the
 login prompt.  Then start your server.  I dont even have to manually add in
 the master servers after doing that.

 On Mon, Nov 10, 2008 at 1:30 PM, Brandished [EMAIL PROTECTED] wrote:

  In the past Valve used the VDC for reports like this, no?
  http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports
 
  Or did they decide against using the VDC for stuff like this?
 
 
 
  - Original Message 
  From: Robert Whelan [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 12:25:40 PM
  Subject: Re: [hlds] L4D server issue's summery
 
  Looks like a good place to add comments (hope there being addressed)
 
  Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors
 
  server.cfg
 
  hostname blablabla
 
  Thats it... no other changes/edits other then host.txt and motd.txt
  (added our url)
 
  Symptom:-
 
  Server hibernates at 10 like everyone else, people come and go though
  regardless the app crashes on average every 5 minutes (no mini dumps to
  provide).
 
  Still shows unable to load steam library (up to date - base v5 - dedi
 v0)
 
  Basic commadline:-
 
  srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip
  x +hostport 27015 +rcon_password 
 
 
 
 
  
  From: Saint K. [EMAIL PROTECTED]
  To: Half-Life dedicated Linux server mailing list 
  [EMAIL PROTECTED]; Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 9:27:35 AM
  Subject: [hlds] L4D server issue's summery
 
  I thought I'd post a summery of the current issue's we're experiencing
 with
  L4D as a lot got done in random mails on the list.
 
  Here it goes;
 
  Linux: Can't create more then 4 servers when using normal command line
 +ip
  +port
  Linux: Can't rcon query servers when -fork is used and +ip is unset
  Linux: (Feature request) per fork configs
  Linux: When more then 5 servers are specified with the -fork option, the
  6th
  server will end up at 27025 rather then 27020 (bug or intention?)
 
  Windows: L4D influences FPS on TF2 servers. After a couple of hours of
 full
  L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
  until L4D servers are rebooted
  Windows: 'status' query won't return current played map
  Windows: Servers will remain empty and have laggy readings when the add
  master server commands are not configured
 
  Some feedback: On our Linux machine when running 4 L4D servers with
 normal
  options the total CPU load is around 55% and the total mem useage is
 around
  60%. When using the -fork 6 option the combined CPU load is around 50%
 and
  the memory load is also around 50% (conclusion, running with -fork makes
 2
  more servers possible in the same load).
 
  Cheers,
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
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  please visit:
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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Alex Smith
I said that I minimized the login prompt.  So I would be running a listen
server.

On Mon, Nov 10, 2008 at 2:03 PM, Alex Smith [EMAIL PROTECTED] wrote:

 umm no,  dedicated server.  And not the one off steam either


 On Mon, Nov 10, 2008 at 1:57 PM, Robert Whelan [EMAIL PROTECTED]wrote:

 el oh el.. say wha?

 what are you running a listenserver? wouldn't apply to me thx...




 
 From: Alex Smith [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 12:36:55 PM
  Subject: Re: [hlds] L4D server issue's summery

 The way I got rid of the  unable to load steam library message.  Was to
 install steam and run it.  You don't have to log in.  Just minimize the
 login prompt.  Then start your server.  I dont even have to manually add
 in
 the master servers after doing that.

 On Mon, Nov 10, 2008 at 1:30 PM, Brandished [EMAIL PROTECTED]
 wrote:

  In the past Valve used the VDC for reports like this, no?
  http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports
 
  Or did they decide against using the VDC for stuff like this?
 
 
 
  - Original Message 
  From: Robert Whelan [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 12:25:40 PM
  Subject: Re: [hlds] L4D server issue's summery
 
  Looks like a good place to add comments (hope there being addressed)
 
  Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors
 
  server.cfg
 
  hostname blablabla
 
  Thats it... no other changes/edits other then host.txt and motd.txt
  (added our url)
 
  Symptom:-
 
  Server hibernates at 10 like everyone else, people come and go though
  regardless the app crashes on average every 5 minutes (no mini dumps to
  provide).
 
  Still shows unable to load steam library (up to date - base v5 - dedi
 v0)
 
  Basic commadline:-
 
  srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip
  x +hostport 27015 +rcon_password 
 
 
 
 
  
  From: Saint K. [EMAIL PROTECTED]
  To: Half-Life dedicated Linux server mailing list 
  [EMAIL PROTECTED]; Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 9:27:35 AM
  Subject: [hlds] L4D server issue's summery
 
  I thought I'd post a summery of the current issue's we're experiencing
 with
  L4D as a lot got done in random mails on the list.
 
  Here it goes;
 
  Linux: Can't create more then 4 servers when using normal command line
 +ip
  +port
  Linux: Can't rcon query servers when -fork is used and +ip is unset
  Linux: (Feature request) per fork configs
  Linux: When more then 5 servers are specified with the -fork option, the
  6th
  server will end up at 27025 rather then 27020 (bug or intention?)
 
  Windows: L4D influences FPS on TF2 servers. After a couple of hours of
 full
  L4D servers the TF2 servers drop down from 500FPS to below 20
 permanently
  until L4D servers are rebooted
  Windows: 'status' query won't return current played map
  Windows: Servers will remain empty and have laggy readings when the add
  master server commands are not configured
 
  Some feedback: On our Linux machine when running 4 L4D servers with
 normal
  options the total CPU load is around 55% and the total mem useage is
 around
  60%. When using the -fork 6 option the combined CPU load is around 50%
 and
  the memory load is also around 50% (conclusion, running with -fork makes
 2
  more servers possible in the same load).
 
  Cheers,
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
 
  ___
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  please visit:
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 ___
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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Alex Smith
wouldn't*  spelling erorr damnit

On Mon, Nov 10, 2008 at 2:04 PM, Alex Smith [EMAIL PROTECTED] wrote:

 I said that I minimized the login prompt.  So I would be running a listen
 server.


 On Mon, Nov 10, 2008 at 2:03 PM, Alex Smith [EMAIL PROTECTED] wrote:

 umm no,  dedicated server.  And not the one off steam either


 On Mon, Nov 10, 2008 at 1:57 PM, Robert Whelan [EMAIL PROTECTED]wrote:

 el oh el.. say wha?

 what are you running a listenserver? wouldn't apply to me thx...




 
 From: Alex Smith [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 12:36:55 PM
  Subject: Re: [hlds] L4D server issue's summery

 The way I got rid of the  unable to load steam library message.  Was to
 install steam and run it.  You don't have to log in.  Just minimize the
 login prompt.  Then start your server.  I dont even have to manually add
 in
 the master servers after doing that.

 On Mon, Nov 10, 2008 at 1:30 PM, Brandished [EMAIL PROTECTED]
 wrote:

  In the past Valve used the VDC for reports like this, no?
 
 http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports
 
  Or did they decide against using the VDC for stuff like this?
 
 
 
  - Original Message 
  From: Robert Whelan [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 12:25:40 PM
  Subject: Re: [hlds] L4D server issue's summery
 
  Looks like a good place to add comments (hope there being addressed)
 
  Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors
 
  server.cfg
 
  hostname blablabla
 
  Thats it... no other changes/edits other then host.txt and motd.txt
  (added our url)
 
  Symptom:-
 
  Server hibernates at 10 like everyone else, people come and go though
  regardless the app crashes on average every 5 minutes (no mini dumps to
  provide).
 
  Still shows unable to load steam library (up to date - base v5 - dedi
 v0)
 
  Basic commadline:-
 
  srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment
 -ip
  x +hostport 27015 +rcon_password 
 
 
 
 
  
  From: Saint K. [EMAIL PROTECTED]
  To: Half-Life dedicated Linux server mailing list 
  [EMAIL PROTECTED]; Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com
  Sent: Monday, November 10, 2008 9:27:35 AM
  Subject: [hlds] L4D server issue's summery
 
  I thought I'd post a summery of the current issue's we're experiencing
 with
  L4D as a lot got done in random mails on the list.
 
  Here it goes;
 
  Linux: Can't create more then 4 servers when using normal command line
 +ip
  +port
  Linux: Can't rcon query servers when -fork is used and +ip is unset
  Linux: (Feature request) per fork configs
  Linux: When more then 5 servers are specified with the -fork option,
 the
  6th
  server will end up at 27025 rather then 27020 (bug or intention?)
 
  Windows: L4D influences FPS on TF2 servers. After a couple of hours of
 full
  L4D servers the TF2 servers drop down from 500FPS to below 20
 permanently
  until L4D servers are rebooted
  Windows: 'status' query won't return current played map
  Windows: Servers will remain empty and have laggy readings when the add
  master server commands are not configured
 
  Some feedback: On our Linux machine when running 4 L4D servers with
 normal
  options the total CPU load is around 55% and the total mem useage is
 around
  60%. When using the -fork 6 option the combined CPU load is around 50%
 and
  the memory load is also around 50% (conclusion, running with -fork
 makes 2
  more servers possible in the same load).
 
  Cheers,
 
 
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[hlds] Status

2008-11-10 Thread Erik Johnson
First off, thanks to everyone for running servers for the demo. We knew going 
into the release that we were going to need to figure out some ways to make it 
worth it for server administrators, and now we have a ton of feedback to work 
with.

Right now we're looking at ways that server administrators can both build a 
community around their game server (by subscribing to matchmaking) as well as 
service their group of regulars that play on their server. Hooking game 
servers into Steam Community is going to be our first step, and we're working 
on that now.

There is a key difference between Left 4 Dead and games like Counter-Strike and 
Team Fortress in terms of matchmaking that we wanted to solve, and didn't think 
the server browser could accomplish. In CS and TF2, you can have 2 or 3 players 
leave in the middle of a game, have their slots filled by new people, and 
everyone else's experience doesn't completely suffer. When a player or two 
leaves Left 4 Dead the game suffers quite a bit, and we were worried that the 
server browser model wasn't the right one for this game. In hindsight, there 
are a number of cases where the server browser does a better job than the new 
matchmaking system does, so it is highly likely that we'll be adding it back in 
soon. It isn't trivially easy to turn back on, but there is overlap between it 
and the Steam Community work we'd like to do.

Right now we're working toward getting that release out within a week or so.

There are a number of Valve employees reading all of the posts on this list, 
and while we can't reply to every question that comes across, the discussions 
here are ones we reference commonly when talking about what to do next 
internally.

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Re: [hlds] Status

2008-11-10 Thread Kitteny Berk
It's true! Valve does love us! :D

Erik Johnson wrote:
 First off, thanks to everyone for running servers for the demo. We knew going 
 into the release that we were going to need to figure out some ways to make 
 it worth it for server administrators, and now we have a ton of feedback to 
 work with.

 Right now we're looking at ways that server administrators can both build a 
 community around their game server (by subscribing to matchmaking) as well as 
 service their group of regulars that play on their server. Hooking game 
 servers into Steam Community is going to be our first step, and we're working 
 on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike 
 and Team Fortress in terms of matchmaking that we wanted to solve, and didn't 
 think the server browser could accomplish. In CS and TF2, you can have 2 or 3 
 players leave in the middle of a game, have their slots filled by new people, 
 and everyone else's experience doesn't completely suffer. When a player or 
 two leaves Left 4 Dead the game suffers quite a bit, and we were worried that 
 the server browser model wasn't the right one for this game. In hindsight, 
 there are a number of cases where the server browser does a better job than 
 the new matchmaking system does, so it is highly likely that we'll be adding 
 it back in soon. It isn't trivially easy to turn back on, but there is 
 overlap between it and the Steam Community work we'd like to do.

 Right now we're working toward getting that release out within a week or so.

 There are a number of Valve employees reading all of the posts on this list, 
 and while we can't reply to every question that comes across, the discussions 
 here are ones we reference commonly when talking about what to do next 
 internally.

 ___
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 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 3600 (20081110) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



   


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Re: [hlds] Status

2008-11-10 Thread Alex Smith
Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
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 please visit:
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Re: [hlds] Status

2008-11-10 Thread AnAkIn .
With the update last night, search key is already there: sv_search_key on
the servers and client restrict matchmaking to those servers.  We'll see
about adding it to the UI soon.
(Zoid - A valve developer, posted that on the mailing list in the last
days).

So it seems like there'll be an option to put the search key in the lobby...

2008/11/10 Alex Smith [EMAIL PROTECTED]

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's
 server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.



 The sv_search_key feature is already in place.  Why not add an option to
 the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.



 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]
 wrote:

  First off, thanks to everyone for running servers for the demo. We knew
  going into the release that we were going to need to figure out some ways
 to
  make it worth it for server administrators, and now we have a ton of
  feedback to work with.
 
  Right now we're looking at ways that server administrators can both build
 a
  community around their game server (by subscribing to matchmaking) as
 well
  as service their group of regulars that play on their server. Hooking
 game
  servers into Steam Community is going to be our first step, and we're
  working on that now.
 
  There is a key difference between Left 4 Dead and games like
 Counter-Strike
  and Team Fortress in terms of matchmaking that we wanted to solve, and
  didn't think the server browser could accomplish. In CS and TF2, you can
  have 2 or 3 players leave in the middle of a game, have their slots
 filled
  by new people, and everyone else's experience doesn't completely suffer.
  When a player or two leaves Left 4 Dead the game suffers quite a bit, and
 we
  were worried that the server browser model wasn't the right one for this
  game. In hindsight, there are a number of cases where the server browser
  does a better job than the new matchmaking system does, so it is highly
  likely that we'll be adding it back in soon. It isn't trivially easy to
 turn
  back on, but there is overlap between it and the Steam Community work
 we'd
  like to do.
 
  Right now we're working toward getting that release out within a week or
  so.
 
  There are a number of Valve employees reading all of the posts on this
  list, and while we can't reply to every question that comes across, the
  discussions here are ones we reference commonly when talking about what
 to
  do next internally.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

Appreciate the response, Erik! Keep us updated! From: [EMAIL PROTECTED] To: 
[EMAIL PROTECTED]; hlds@list.valvesoftware.com Date: Mon, 10 Nov 2008 11:08:57 
-0800 Subject: [hlds] Status  First off, thanks to everyone for running 
servers for the demo. We knew going into the release that we were going to need 
to figure out some ways to make it worth it for server administrators, and now 
we have a ton of feedback to work with.  Right now we're looking at ways that 
server administrators can both build a community around their game server (by 
subscribing to matchmaking) as well as service their group of regulars that 
play on their server. Hooking game servers into Steam Community is going to be 
our first step, and we're working on that now.  There is a key difference 
between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of 
matchmaking that we wanted to solve, and didn't think the server browser could 
accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a 
game, have their slots filled by new people, and everyone else's experience 
doesn't completely suffer. When a player or two leaves Left 4 Dead the game 
suffers quite a bit, and we were worried that the server browser model wasn't 
the right one for this game. In hindsight, there are a number of cases where 
the server browser does a better job than the new matchmaking system does, so 
it is highly likely that we'll be adding it back in soon. It isn't trivially 
easy to turn back on, but there is overlap between it and the Steam Community 
work we'd like to do.  Right now we're working toward getting that release 
out within a week or so.  There are a number of Valve employees reading all 
of the posts on this list, and while we can't reply to every question that 
comes across, the discussions here are ones we reference commonly when talking 
about what to do next internally.  
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Re: [hlds] Status

2008-11-10 Thread Ferenc Kovacs
2008/11/10 Kitteny Berk [EMAIL PROTECTED]

 It's true! Valve does love us! :D

 Erik Johnson wrote:
  First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.
 
  Right now we're looking at ways that server administrators can both build
 a community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.
 
  There is a key difference between Left 4 Dead and games like
 Counter-Strike and Team Fortress in terms of matchmaking that we wanted to
 solve, and didn't think the server browser could accomplish. In CS and TF2,
 you can have 2 or 3 players leave in the middle of a game, have their slots
 filled by new people, and everyone else's experience doesn't completely
 suffer. When a player or two leaves Left 4 Dead the game suffers quite a
 bit, and we were worried that the server browser model wasn't the right one
 for this game. In hindsight, there are a number of cases where the server
 browser does a better job than the new matchmaking system does, so it is
 highly likely that we'll be adding it back in soon. It isn't trivially easy
 to turn back on, but there is overlap between it and the Steam Community
 work we'd like to do.
 
  Right now we're working toward getting that release out within a week or
 so.
 
  There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 3600 (20081110) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 


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just me :)
Erik, thank you.

Tyrael
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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Robert Whelan
el oh el.. say wha?

what are you running a listenserver? wouldn't apply to me thx...





From: Alex Smith [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Monday, November 10, 2008 12:36:55 PM
Subject: Re: [hlds] L4D server issue's summery

The way I got rid of the  unable to load steam library message.  Was to
install steam and run it.  You don't have to log in.  Just minimize the
login prompt.  Then start your server.  I dont even have to manually add in
the master servers after doing that.

On Mon, Nov 10, 2008 at 1:30 PM, Brandished [EMAIL PROTECTED] wrote:

 In the past Valve used the VDC for reports like this, no?
 http://developer.valvesoftware.com/wiki/Counter-Strike_Beta_Bug_Reports

 Or did they decide against using the VDC for stuff like this?



 - Original Message 
 From: Robert Whelan [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 12:25:40 PM
 Subject: Re: [hlds] L4D server issue's summery

 Looks like a good place to add comments (hope there being addressed)

 Win2k3x64, dual xeon 5405's, 4gb 1066 ddr2, 15krpm raptors

 server.cfg

 hostname blablabla

 Thats it... no other changes/edits other then host.txt and motd.txt
 (added our url)

 Symptom:-

 Server hibernates at 10 like everyone else, people come and go though
 regardless the app crashes on average every 5 minutes (no mini dumps to
 provide).

 Still shows unable to load steam library (up to date - base v5 - dedi v0)

 Basic commadline:-

 srcds.exe -game left4dead -console +map l4d_dem_hospital01_apartment -ip
 x +hostport 27015 +rcon_password 




 
 From: Saint K. [EMAIL PROTECTED]
 To: Half-Life dedicated Linux server mailing list 
 [EMAIL PROTECTED]; Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com
 Sent: Monday, November 10, 2008 9:27:35 AM
 Subject: [hlds] L4D server issue's summery

 I thought I'd post a summery of the current issue's we're experiencing with
 L4D as a lot got done in random mails on the list.

 Here it goes;

 Linux: Can't create more then 4 servers when using normal command line +ip
 +port
 Linux: Can't rcon query servers when -fork is used and +ip is unset
 Linux: (Feature request) per fork configs
 Linux: When more then 5 servers are specified with the -fork option, the
 6th
 server will end up at 27025 rather then 27020 (bug or intention?)

 Windows: L4D influences FPS on TF2 servers. After a couple of hours of full
 L4D servers the TF2 servers drop down from 500FPS to below 20 permanently
 until L4D servers are rebooted
 Windows: 'status' query won't return current played map
 Windows: Servers will remain empty and have laggy readings when the add
 master server commands are not configured

 Some feedback: On our Linux machine when running 4 L4D servers with normal
 options the total CPU load is around 55% and the total mem useage is around
 60%. When using the -fork 6 option the combined CPU load is around 50% and
 the memory load is also around 50% (conclusion, running with -fork makes 2
 more servers possible in the same load).

 Cheers,


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Re: [hlds] Status

2008-11-10 Thread Don Williams
In all honesty I love the match making system.. Servers remain full no 
matter what..  I can always find a way to get to my server and so can my 
players.  While some people disagree and want a server browser I like this 
idea 100x better. Good job valve!
- Original Message - 
From: Erik Johnson [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list 
[EMAIL PROTECTED]; Half-Life dedicated Win32 server 
mailing list hlds@list.valvesoftware.com
Sent: 2008-11-10 2:08 PM
Subject: [hlds] Status


 First off, thanks to everyone for running servers for the demo. We knew 
 going into the release that we were going to need to figure out some ways 
 to make it worth it for server administrators, and now we have a ton of 
 feedback to work with.

 Right now we're looking at ways that server administrators can both build 
 a community around their game server (by subscribing to matchmaking) as 
 well as service their group of regulars that play on their server. 
 Hooking game servers into Steam Community is going to be our first step, 
 and we're working on that now.

 There is a key difference between Left 4 Dead and games like 
 Counter-Strike and Team Fortress in terms of matchmaking that we wanted to 
 solve, and didn't think the server browser could accomplish. In CS and 
 TF2, you can have 2 or 3 players leave in the middle of a game, have their 
 slots filled by new people, and everyone else's experience doesn't 
 completely suffer. When a player or two leaves Left 4 Dead the game 
 suffers quite a bit, and we were worried that the server browser model 
 wasn't the right one for this game. In hindsight, there are a number of 
 cases where the server browser does a better job than the new matchmaking 
 system does, so it is highly likely that we'll be adding it back in soon. 
 It isn't trivially easy to turn back on, but there is overlap between it 
 and the Steam Community work we'd like to do.

 Right now we're working toward getting that release out within a week or 
 so.

 There are a number of Valve employees reading all of the posts on this 
 list, and while we can't reply to every question that comes across, the 
 discussions here are ones we reference commonly when talking about what to 
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 



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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] Status

2008-11-10 Thread gameadmin
Me and my friends usage pattern is, We have a dedicated server, so we will
play on it, and for us the traditional server browser / passworded server
system suits us.  But the use-case of 4 mates who don't have a server is
more problematic, and I can understand why the matchmaking system was
introduced.  However, especially from the client point of view, there are
some issues:

- There are some servers advertising publically that I think are badly
executed attempts to create private servers, in that people complain that
the lobby connection never completes.  I don't know if this is already in
the matchmaking algorithm, but perhaps it needs to move to the bottom of the
list servers that people consistently have errors with.

- Similarly, there's apparently a cvar that limits the search for servers to
only those below a certain ping.  This could do with being gui-fied for the
lobby leader, as people are complaining of being matchmaked to very high
latency servers. 

However, the thought occurs that possibly the matchmaking system is already
trying to do this behind the scenes, yet due to a shortage of servers it is
forced to connect people to the laggy/unreliable ones.

One minor complaint, the fact that your banner (host.txt file) is a url to a
webpage makes it more than necessarily difficult to stick a simple image
there.

That aside, we're loving the game, and loving the speed improvements under
Linux :)

Phil on behalf of localhost

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Kitteny Berk
 Sent: 10 November 2008 19:18
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status
 
 It's true! Valve does love us! :D
 
 Erik Johnson wrote:
  First off, thanks to everyone for running servers for the demo. We
 knew going into the release that we were going to need to figure out
 some ways to make it worth it for server administrators, and now we
 have a ton of feedback to work with.
 
  Right now we're looking at ways that server administrators can both
 build a community around their game server (by subscribing to
 matchmaking) as well as service their group of regulars that play on
 their server. Hooking game servers into Steam Community is going to be
 our first step, and we're working on that now.
 
  There is a key difference between Left 4 Dead and games like Counter-
 Strike and Team Fortress in terms of matchmaking that we wanted to
 solve, and didn't think the server browser could accomplish. In CS and
 TF2, you can have 2 or 3 players leave in the middle of a game, have
 their slots filled by new people, and everyone else's experience
 doesn't completely suffer. When a player or two leaves Left 4 Dead the
 game suffers quite a bit, and we were worried that the server browser
 model wasn't the right one for this game. In hindsight, there are a
 number of cases where the server browser does a better job than the new
 matchmaking system does, so it is highly likely that we'll be adding it
 back in soon. It isn't trivially easy to turn back on, but there is
 overlap between it and the Steam Community work we'd like to do.
 
  Right now we're working toward getting that release out within a week
 or so.
 
  There are a number of Valve employees reading all of the posts on
 this list, and while we can't reply to every question that comes
 across, the discussions here are ones we reference commonly when
 talking about what to do next internally.
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  __ Information from ESET NOD32 Antivirus, version of virus
 signature database 3600 (20081110) __
 
  The message was checked by ESET NOD32 Antivirus.
 
  http://www.eset.com
 
 
 
 
 
 
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[hlds] freebsd

2008-11-10 Thread Marcos Zapata
Hi, i'm new to the list. I would like to know if there's any news,
fixes or workarounds on the 'stalled cross-threaded pipe' error that
began to happen after we updated our servers on freebsd. i used to run
a private dod clan server with the old engine without problems.
thanks. kind regards.

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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

And this would be for every steam game, not just for L4D, correct?
 
 
Keep up the good work :)
 
 
. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Mon, 10 Nov 
2008 11:35:54 -0800 Subject: Re: [hlds] Status  In what we're building, this 
should be pretty straight-forward.  Our thinking is that you'll tie a Steam 
group directly to your game server, and then allowing people inside of that 
group to browse and connect to it. The server would be able to pull people from 
this method, and from matchmaking at the same time.-Original 
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 
Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated 
Win32 server mailing list Subject: Re: [hlds] Status  Would it be possible 
to add a feature, so that we could select our own server in the match making 
system? Rather than using someone else's server. That way some of us that like 
matchmaking can still use the matchmaking system with our own server.
The sv_search_key feature is already in place. Why not add an option to the 
matchmaking lobby, so the lobby leader can select a server based on its 
sv_search_key setting.That alone would give me a lot more incentive to 
keep my dedicated servers up after the game is released. Its nice to be able 
to use our own servers.   On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
[EMAIL PROTECTED]wrote:   First off, thanks to everyone for running 
servers for the demo. We knew  going into the release that we were going to 
need to figure out some ways to  make it worth it for server administrators, 
and now we have a ton of  feedback to work with.   Right now we're 
looking at ways that server administrators can both build a  community around 
their game server (by subscribing to matchmaking) as well  as service their 
group of regulars that play on their server. Hooking game  servers into 
Steam Community is going to be our first step, and we're  working on that 
now.   There is a key difference between Left 4 Dead and games like 
Counter-Strike  and Team Fortress in terms of matchmaking that we wanted to 
solve, and  didn't think the server browser could accomplish. In CS and TF2, 
you can  have 2 or 3 players leave in the middle of a game, have their slots 
filled  by new people, and everyone else's experience doesn't completely 
suffer.  When a player or two leaves Left 4 Dead the game suffers quite a 
bit, and we  were worried that the server browser model wasn't the right one 
for this  game. In hindsight, there are a number of cases where the server 
browser  does a better job than the new matchmaking system does, so it is 
highly  likely that we'll be adding it back in soon. It isn't trivially easy 
to turn  back on, but there is overlap between it and the Steam Community 
work we'd  like to do.   Right now we're working toward getting that 
release out within a week or  so.   There are a number of Valve employees 
reading all of the posts on this  list, and while we can't reply to every 
question that comes across, the  discussions here are ones we reference 
commonly when talking about what to  do next internally.   
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Re: [hlds] Status

2008-11-10 Thread Cc2iscooL
You sir, make me very happy with this post.

On Mon, Nov 10, 2008 at 1:35 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 In what we're building, this should be pretty straight-forward.

 Our thinking is that you'll tie a Steam group directly to your game server,
 and then allowing people inside of that group to browse and connect to it.
 The server would be able to pull people from this method, and from
 matchmaking at the same time.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's
 server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.



 The sv_search_key feature is already in place.  Why not add an option to
 the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.



 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]
 wrote:

  First off, thanks to everyone for running servers for the demo. We knew
  going into the release that we were going to need to figure out some ways
 to
  make it worth it for server administrators, and now we have a ton of
  feedback to work with.
 
  Right now we're looking at ways that server administrators can both build
 a
  community around their game server (by subscribing to matchmaking) as
 well
  as service their group of regulars that play on their server. Hooking
 game
  servers into Steam Community is going to be our first step, and we're
  working on that now.
 
  There is a key difference between Left 4 Dead and games like
 Counter-Strike
  and Team Fortress in terms of matchmaking that we wanted to solve, and
  didn't think the server browser could accomplish. In CS and TF2, you can
  have 2 or 3 players leave in the middle of a game, have their slots
 filled
  by new people, and everyone else's experience doesn't completely suffer.
  When a player or two leaves Left 4 Dead the game suffers quite a bit, and
 we
  were worried that the server browser model wasn't the right one for this
  game. In hindsight, there are a number of cases where the server browser
  does a better job than the new matchmaking system does, so it is highly
  likely that we'll be adding it back in soon. It isn't trivially easy to
 turn
  back on, but there is overlap between it and the Steam Community work
 we'd
  like to do.
 
  Right now we're working toward getting that release out within a week or
  so.
 
  There are a number of Valve employees reading all of the posts on this
  list, and while we can't reply to every question that comes across, the
  discussions here are ones we reference commonly when talking about what
 to
  do next internally.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Status

2008-11-10 Thread K Jarrett
This is an excellent idea, how likely is this to be included at launch?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: 10 November 2008 19:36
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Status

2008-11-10 Thread Kitteny Berk
I trust it'll support multiple servers?  Right now we have 8 L4D servers 
running and I imagine larger communities have more,  so It'd be pretty 
important to our users to be able to join any of them.

Erik Johnson wrote:
 In what we're building, this should be pretty straight-forward.

 Our thinking is that you'll tie a Steam group directly to your game server, 
 and then allowing people inside of that group to browse and connect to it. 
 The server would be able to pull people from this method, and from 
 matchmaking at the same time.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.



 The sv_search_key feature is already in place.  Why not add an option to the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.



 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

   
 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
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 database 3600 (20081110) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



   


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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Just a side note..

There is rumblings about the rep system going away on the forums. Is 
this true and if it isn't, then how would the system deal with group 
members who have below server rep who try to join? Would it override the 
rep system?

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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Also, what if I want to play on a specific server and I'm not actually 
part of that group. Would I be able to still connect to it?

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Re: [hlds] Status

2008-11-10 Thread gameadmin
DO WANT :)

More sensibly, this seems like it would be a cool thing for other games.  It
would allow for a much more manageable system of access control than just
passwords.  For example, I could see server admin plugins making use of this
information to give members of community groups priority access to game
severs; at the moment this can only be easily done on an id-by-id basis.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Erik Johnson
 Sent: 10 November 2008 19:36
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status
 
 In what we're building, this should be pretty straight-forward.
 
 Our thinking is that you'll tie a Steam group directly to your game
 server, and then allowing people inside of that group to browse and
 connect to it. The server would be able to pull people from this
 method, and from matchmaking at the same time.
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status
 
 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's
 server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.
 
 
 
 The sv_search_key feature is already in place.  Why not add an option
 to the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.
 
 
 
 That alone would give me a lot more incentive to keep my dedicated
 servers
 up after the game is released.  Its nice to be able to use our own
 servers.
 
 
 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson
 [EMAIL PROTECTED]wrote:
 
  First off, thanks to everyone for running servers for the demo. We
 knew
  going into the release that we were going to need to figure out some
 ways to
  make it worth it for server administrators, and now we have a ton of
  feedback to work with.
 
  Right now we're looking at ways that server administrators can both
 build a
  community around their game server (by subscribing to matchmaking) as
 well
  as service their group of regulars that play on their server.
 Hooking game
  servers into Steam Community is going to be our first step, and we're
  working on that now.
 
  There is a key difference between Left 4 Dead and games like Counter-
 Strike
  and Team Fortress in terms of matchmaking that we wanted to solve,
 and
  didn't think the server browser could accomplish. In CS and TF2, you
 can
  have 2 or 3 players leave in the middle of a game, have their slots
 filled
  by new people, and everyone else's experience doesn't completely
 suffer.
  When a player or two leaves Left 4 Dead the game suffers quite a bit,
 and we
  were worried that the server browser model wasn't the right one for
 this
  game. In hindsight, there are a number of cases where the server
 browser
  does a better job than the new matchmaking system does, so it is
 highly
  likely that we'll be adding it back in soon. It isn't trivially easy
 to turn
  back on, but there is overlap between it and the Steam Community work
 we'd
  like to do.
 
  Right now we're working toward getting that release out within a week
 or
  so.
 
  There are a number of Valve employees reading all of the posts on
 this
  list, and while we can't reply to every question that comes across,
 the
  discussions here are ones we reference commonly when talking about
 what to
  do next internally.
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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[hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
Hi there,

This is the first time I start a *new* thread in a mailing list. I hope it
works.

I have another question.  Is there a way to get tabbed view on the server
windows.  I have been googling to see if there is a porgram that will do
this.  Found nothing as of now.

http://megumi.kizakinet.com/serverswindows.jpg

This is what I have now.   I would rather have one window with tabs for each
server.

Thanks,
Alex Smith
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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

hmm?? are you saying there would be a connection between forum rep and the 
servers? I highly doubt this is the case. I know burton has nailed a few guys 
for exploiting the system, and I'm sure that is the only reason it'd be 
removed Date: Mon, 10 Nov 2008 11:59:00 -0800 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Status  Just a side note.. 
 There is rumblings about the rep system going away on the forums. Is  this 
true and if it isn't, then how would the system deal with group  members who 
have below server rep who try to join? Would it override the  rep system?  
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
Nonono...

It seems to me that there was a system that was going to appear in L4D 
that gave you a perminant Reputation attached to your steamID. This 
would mean it was shown when you entered the game and if you have a 
rep for team killing (or whatever), the players could kick you or the 
server admins could set a level of acceptable rep to play on the server.

My question is, was this actually scrapped or is still still going to be 
in the release?

Alec Sanger wrote:
 hmm?? are you saying there would be a connection between forum rep and the 
 servers? I highly doubt this is the case. I know burton has nailed a few guys 
 for exploiting the system, and I'm sure that is the only reason it'd be 
 removed Date: Mon, 10 Nov 2008 11:59:00 -0800 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Status  Just a side 
 note..  There is rumblings about the rep system going away on the forums. 
 Is  this true and if it isn't, then how would the system deal with group  
 members who have below server rep who try to join? Would it override the  
 rep system?  ___ To 
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Re: [hlds] Status

2008-11-10 Thread Donnie Newlove
Not forum rep, L4D in-game rep.

Also, please do not use hotmail. All your messages get messed up by it.

On Mon, Nov 10, 2008 at 9:30 PM, Alec Sanger [EMAIL PROTECTED] wrote:

 hmm?? are you saying there would be a connection between forum rep and the 
 servers? I highly doubt this is the case. I know burton has nailed a few guys 
 for exploiting the system, and I'm sure that is the only reason it'd be 
 removed Date: Mon, 10 Nov 2008 11:59:00 -0800 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Status  Just a side 
 note..  There is rumblings about the rep system going away on the forums. 
 Is  this true and if it isn't, then how would the system deal with group  
 members who have below server rep who try to join? Would it override the  
 rep system?  ___ To 
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Re: [hlds] Status

2008-11-10 Thread Donnie Newlove
Would it not be much better to use rep when matching players together
instead of letting player kick players with a bad, publicly viewable
rep?

Automatically let teamkillers play with teamkillers and teamworkers
play with teamworkers, now that would be something! To get good rep
again they have to play nice, but if they will just get kicked when
trying to join a server then they are practically banned from the game
for being bad.

On Mon, Nov 10, 2008 at 9:34 PM, Leonard L. Church
[EMAIL PROTECTED] wrote:
 Nonono...

 It seems to me that there was a system that was going to appear in L4D
 that gave you a perminant Reputation attached to your steamID. This
 would mean it was shown when you entered the game and if you have a
 rep for team killing (or whatever), the players could kick you or the
 server admins could set a level of acceptable rep to play on the server.

 My question is, was this actually scrapped or is still still going to be
 in the release?

 Alec Sanger wrote:
 hmm?? are you saying there would be a connection between forum rep and the 
 servers? I highly doubt this is the case. I know burton has nailed a few 
 guys for exploiting the system, and I'm sure that is the only reason it'd be 
 removed Date: Mon, 10 Nov 2008 11:59:00 -0800 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Status  Just a side 
 note..  There is rumblings about the rep system going away on the forums. 
 Is  this true and if it isn't, then how would the system deal with group  
 members who have below server rep who try to join? Would it override the  
 rep system?  ___ To 
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 visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Tabbed server view?

2008-11-10 Thread Donnie Newlove
Works just fine!

Try this app.
http://sourceforge.net/projects/console/

On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED] wrote:
 Hi there,

 This is the first time I start a *new* thread in a mailing list. I hope it
 works.

 I have another question.  Is there a way to get tabbed view on the server
 windows.  I have been googling to see if there is a porgram that will do
 this.  Found nothing as of now.

 http://megumi.kizakinet.com/serverswindows.jpg

 This is what I have now.   I would rather have one window with tabs for each
 server.

 Thanks,
 Alex Smith
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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
Trying it now... Thank you.  I will post back and let you know if I got it
to work or not

Thanks again.

On Mon, Nov 10, 2008 at 3:47 PM, Donnie Newlove [EMAIL PROTECTED]wrote:

 Works just fine!

 Try this app.
 http://sourceforge.net/projects/console/

 On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED] wrote:
  Hi there,
 
  This is the first time I start a *new* thread in a mailing list. I hope
 it
  works.
 
  I have another question.  Is there a way to get tabbed view on the server
  windows.  I have been googling to see if there is a porgram that will do
  this.  Found nothing as of now.
 
  http://megumi.kizakinet.com/serverswindows.jpg
 
  This is what I have now.   I would rather have one window with tabs for
 each
  server.
 
  Thanks,
  Alex Smith
  ___
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 please visit:
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
That's true.. I'm a bit fuzzy on the details as to how specifically it 
was going to work. But I'm just curious if the rumors over the rep being 
removed fully are true or not.

Donnie Newlove wrote:
 Would it not be much better to use rep when matching players together
 instead of letting player kick players with a bad, publicly viewable
 rep?
 
 Automatically let teamkillers play with teamkillers and teamworkers
 play with teamworkers, now that would be something! To get good rep
 again they have to play nice, but if they will just get kicked when
 trying to join a server then they are practically banned from the game
 for being bad.
 
 On Mon, Nov 10, 2008 at 9:34 PM, Leonard L. Church
 [EMAIL PROTECTED] wrote:
 Nonono...

 It seems to me that there was a system that was going to appear in L4D
 that gave you a perminant Reputation attached to your steamID. This
 would mean it was shown when you entered the game and if you have a
 rep for team killing (or whatever), the players could kick you or the
 server admins could set a level of acceptable rep to play on the server.

 My question is, was this actually scrapped or is still still going to be
 in the release?

 Alec Sanger wrote:
 hmm?? are you saying there would be a connection between forum rep and the 
 servers? I highly doubt this is the case. I know burton has nailed a few 
 guys for exploiting the system, and I'm sure that is the only reason it'd 
 be removed Date: Mon, 10 Nov 2008 11:59:00 -0800 From: [EMAIL PROTECTED] 
 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Status  Just a side 
 note..  There is rumblings about the rep system going away on the forums. 
 Is  this true and if it isn't, then how would the system deal with group  
 members who have below server rep who try to join? Would it override the  
 rep system?  ___ To 
 unsubscribe, edit your list preferences, or view the list archives, please 
 visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Status

2008-11-10 Thread Blood Letter

I know everyone's excited about getting any sort of response from Valve, but 
the devil's in the details.

What if a server is full of public players, or partially full, and a lobby of 
preferred players wants to join?
How are mutliple preferred groups handled?

I suggest something like the following (you may want to sit down for this one):


This system assumes lobby leaders get to see a server browser and pick
(and reserve if not empty/not enough slots/friends only) a preferred
server, or pick any server that they like, or use the automatic server
matching.

sv_preferred_group_reserve

0 - the server doesn't reserve itself for preferred groups

1 - the server reserves itself for preferred groups

sv_preferred groups
List the Steam groups (similar for Live! ?) you want to give preferred access 
to (in order of preference) and allow the server to reserve space for.

Simple enough.

sv_preferred_group_private_override
0 - if a lobby set to friends only is on the server, members of the
preferred group cannot join until the current group leaves even if the
lobby leader is a friend of one of the current players

1 - if a lobby set to friends only is on the server, members of the preferred 
group cannot join until the current group leaves unless the lobby leader is a 
friend of one of the current players, in which it functions as if it were set 
to 2

2 - if a lobby set to friends only is on the server, members of the preferred 
group can join and fill any open slots (manually individually, or via lobby if 
there are enough slots for the whole lobby).

Details, details.

sv_preferred_group_takeover
0 - if a preferred lobby leader tries to join the lobby to a server that has 
people playing, the current players are given a notice, but are allowed to 
finish and leave at their own pace.  The lobby then gets a reserve (and no new 
players may join the current game), overriding other reserves of less preferred 
groups, and possibly being overridden by a more preferred group (see 
sv_preferred groups).  When the server is empty, the lobby currently holding a 
reserve is joined to the server, if it still exists and has not joined a 
different server.  Otherwise, the reserve is cleared.

1 - if a preferred lobby leader tries to join the lobby to a server that has
people playing, the current players are given a notice, and given count downs 
notifying them of how much time or how many attempts they have left or both 
(see sv_preferred_group_takeover_wipes and sv_preferred_group_takeover_time).  
When either reaches 0, the current players are kicked and the reserved lobby is 
allowed to join.  If the lobby with the reserve disbands or joins another 
server, the reserve is cleared.

2 - if a preferred lobby leader tries to join the lobby to a server
that has
people playing, the current players are given a notice, and given count
downs notifying them of how much time or how many attempts they have
left or both (see sv_preferred_group_takeover_wipes and
sv_preferred_group_takeover_time).  When either reaches 0, the current
players are kicked and the reserved lobby is allowed to join.  If the
lobby with the reserve disbands, the reserve is
cleared.  If the lobby with the reserve joins another server, the reserve is 
kept, and they are given the option of joining the server (by vote).

3 - if a preferred lobby leader tries to join the lobby to a server that has
people playing, the current players are given a notice, and immediately kicked 
out.  The lobby is allowed to join immediately.

sv_preferred_group_takeover_wipes
The number of group wipes (after a takeover is initiated) to wait for until 
clearing the server and letting the preferred lobby join (0 to disable)

sv_preferred_group_takeover_time
The number of minutes (after a takeover is initiated) to
wait for until clearing the server and letting the preferred lobby join
(0 to disable)

Getting tricky.

sv_preferred_group_lobby_reserve_method  (assumes that when a lobby leader 
leaves a lobby, a new lobby leader is chosen if the lobby is not empty)

0 - if a preferred lobby leader joins a server and gets a reserve for the 
lobby, then leaves, the reserve stays.

1- if a preferred lobby leader joins a server and gets a reserve for the lobby, 
then leaves, the reserve stays, but can later be overriden by any preferred 
group's reserve.  A notice is given to the lobby when the reserve is demoted or 
lost.  The lobby leader has the choice of waiting on the current reserve 
(demoted or not), or placing joining another server (via matchmaking or the 
browser).

2 - if a preferred lobby leader joins a server and gets a reserve for the 
lobby, then leaves, the reserve is wiped (a notice is given to the lobby), and 
the lobby will use standard matchmaking, or preferred matchmaking (via the 
current lobby leader) when

Getting complicated.

You can get really complicated with the last one, but I decided to keep it 
simple.
(You can prefer the new lobby leader be someone in one 

Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
Why the heck is sv_shutdown a cheat?  I prefer to let people finish the game
rather than boot them off.


On Mon, Nov 10, 2008 at 3:50 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Trying it now... Thank you.  I will post back and let you know if I got it
 to work or not

 Thanks again.

   On Mon, Nov 10, 2008 at 3:47 PM, Donnie Newlove 
 [EMAIL PROTECTED] wrote:

 Works just fine!

 Try this app.
 http://sourceforge.net/projects/console/

 On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
  Hi there,
 
  This is the first time I start a *new* thread in a mailing list. I hope
 it
  works.
 
  I have another question.  Is there a way to get tabbed view on the
 server
  windows.  I have been googling to see if there is a porgram that will do
  this.  Found nothing as of now.
 
  http://megumi.kizakinet.com/serverswindows.jpg
 
  This is what I have now.   I would rather have one window with tabs for
 each
  server.
 
  Thanks,
  Alex Smith
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
Just Left 4 Dead for starters.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
Sent: Monday, November 10, 2008 11:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Status


And this would be for every steam game, not just for L4D, correct?


Keep up the good work :)


. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Mon, 10 Nov 
2008 11:35:54 -0800 Subject: Re: [hlds] Status  In what we're building, this 
should be pretty straight-forward.  Our thinking is that you'll tie a Steam 
group directly to your game server, and then allowing people inside of that 
group to browse and connect to it. The server would be able to pull people from 
this method, and from matchmaking at the same time.-Original 
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 
Alex Smith Sent: Monday, November 10, 2008 11:20 AM To: Half-Life dedicated 
Win32 server mailing list Subject: Re: [hlds] Status  Would it be possible 
to add a feature, so that we could select our own server in the match making 
system? Rather than using someone else's server. That way some of us that like 
matchmaking can still use the matchmaking system with our own server.
The sv_search_key feature is already in place. Why not add an option to the 
matchmaking lobby, so the lobby leader can select a server based on its 
sv_search_key setting.That alone would give me a lot more incentive to 
keep my dedicated servers up after the game is released. Its nice to be able 
to use our own servers.   On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
[EMAIL PROTECTED]wrote:   First off, thanks to everyone for running 
servers for the demo. We knew  going into the release that we were going to 
need to figure out some ways to  make it worth it for server administrators, 
and now we have a ton of  feedback to work with.   Right now we're 
looking at ways that server administrators can both build a  community around 
their game server (by subscribing to matchmaking) as well  as service their 
group of regulars that play on their server. Hooking game  servers into 
Steam Community is going to be our first step, and we're  working on that 
now.   There is a key difference between Left 4 Dead and games like 
Counter-Strike  and Team Fortress in terms of matchmaking that we wanted to 
solve, and  didn't think the server browser could accomplish. In CS and TF2, 
you can  have 2 or 3 players leave in the middle of a game, have their slots 
filled  by new people, and everyone else's experience doesn't completely 
suffer.  When a player or two leaves Left 4 Dead the game suffers quite a 
bit, and we  were worried that the server browser model wasn't the right one 
for this  game. In hindsight, there are a number of cases where the server 
browser  does a better job than the new matchmaking system does, so it is 
highly  likely that we'll be adding it back in soon. It isn't trivially easy 
to turn  back on, but there is overlap between it and the Steam Community 
work we'd  like to do.   Right now we're working toward getting that 
release out within a week or  so.   There are a number of Valve employees 
reading all of the posts on this  list, and while we can't reply to every 
question that comes across, the  discussions here are ones we reference 
commonly when talking about what to  do next internally.   
___  To unsubscribe, edit your 
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
Yes, it should support multiple servers.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Monday, November 10, 2008 11:52 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

I trust it'll support multiple servers?  Right now we have 8 L4D servers
running and I imagine larger communities have more,  so It'd be pretty
important to our users to be able to join any of them.

Erik Johnson wrote:
 In what we're building, this should be pretty straight-forward.

 Our thinking is that you'll tie a Steam group directly to your game server, 
 and then allowing people inside of that group to browse and connect to it. 
 The server would be able to pull people from this method, and from 
 matchmaking at the same time.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.



 The sv_search_key feature is already in place.  Why not add an option to the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.



 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:


 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 3600 (20081110) __

 The message was checked by ESET NOD32 Antivirus.

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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
We're planning on getting it done before next week.

I guess someone should add the above quote to this page if we don't make it:

http://developer.valvesoftware.com/wiki/Valve_time


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett
Sent: Monday, November 10, 2008 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

This is an excellent idea, how likely is this to be included at launch?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: 10 November 2008 19:36
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server, and 
then allowing people inside of that group to browse and connect to it. The 
server would be able to pull people from this method, and from matchmaking at 
the same time.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
I have console running, but I can't figure out how to separate it into tabs.
The toolbar is not even showing up.  I don't see anything in the readme nor
configuration file about tabs.  I see it in the screenshot on sourceforge,
but all I have is a console with no toolbar and tabs.


On Mon, Nov 10, 2008 at 3:56 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Why the heck is sv_shutdown a cheat?  I prefer to let people finish the
 game rather than boot them off.


 On Mon, Nov 10, 2008 at 3:50 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Trying it now... Thank you.  I will post back and let you know if I got it
 to work or not

 Thanks again.

   On Mon, Nov 10, 2008 at 3:47 PM, Donnie Newlove 
 [EMAIL PROTECTED] wrote:

 Works just fine!

 Try this app.
 http://sourceforge.net/projects/console/

 On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
  Hi there,
 
  This is the first time I start a *new* thread in a mailing list. I hope
 it
  works.
 
  I have another question.  Is there a way to get tabbed view on the
 server
  windows.  I have been googling to see if there is a porgram that will
 do
  this.  Found nothing as of now.
 
  http://megumi.kizakinet.com/serverswindows.jpg
 
  This is what I have now.   I would rather have one window with tabs for
 each
  server.
 
  Thanks,
  Alex Smith
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Re: [hlds] Status

2008-11-10 Thread Ronny Schedel

It's already there, we will check again in 2 weeks ;-)

 We're planning on getting it done before next week.

 I guess someone should add the above quote to this page if we don't make 
 it:

 http://developer.valvesoftware.com/wiki/Valve_time


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett
 Sent: Monday, November 10, 2008 11:50 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 This is an excellent idea, how likely is this to be included at launch?

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
 Sent: 10 November 2008 19:36
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 In what we're building, this should be pretty straight-forward.

 Our thinking is that you'll tie a Steam group directly to your game 
 server, and then allowing people inside of that group to browse and 
 connect to it. The server would be able to pull people from this method, 
 and from matchmaking at the same time.



 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's 
 server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.



 The sv_search_key feature is already in place.  Why not add an option to 
 the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.



 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own 
 servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
 [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways 
 to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build 
 a
 community around their game server (by subscribing to matchmaking) as 
 well
 as service their group of regulars that play on their server. Hooking 
 game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like 
 Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots 
 filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and 
 we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to 
 turn
 back on, but there is overlap between it and the Steam Community work 
 we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what 
 to
 do next internally.

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Re: [hlds] Tabbed server view?

2008-11-10 Thread Donnie Newlove
I actually dont have any idea how it works because I have not tried it
myself, it was just the first freeware I found that is supposed to do
the job. Just search Google for tabbed cmd, tabbed command line or
tabbed windows and see if you find something else in case it does not
work with srcds.

On Mon, Nov 10, 2008 at 10:20 PM, Alex Smith [EMAIL PROTECTED] wrote:
 I have console running, but I can't figure out how to separate it into tabs.
 The toolbar is not even showing up.  I don't see anything in the readme nor
 configuration file about tabs.  I see it in the screenshot on sourceforge,
 but all I have is a console with no toolbar and tabs.


 On Mon, Nov 10, 2008 at 3:56 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Why the heck is sv_shutdown a cheat?  I prefer to let people finish the
 game rather than boot them off.


 On Mon, Nov 10, 2008 at 3:50 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Trying it now... Thank you.  I will post back and let you know if I got it
 to work or not

 Thanks again.

   On Mon, Nov 10, 2008 at 3:47 PM, Donnie Newlove 
 [EMAIL PROTECTED] wrote:

 Works just fine!

 Try this app.
 http://sourceforge.net/projects/console/

 On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
  Hi there,
 
  This is the first time I start a *new* thread in a mailing list. I hope
 it
  works.
 
  I have another question.  Is there a way to get tabbed view on the
 server
  windows.  I have been googling to see if there is a porgram that will
 do
  this.  Found nothing as of now.
 
  http://megumi.kizakinet.com/serverswindows.jpg
 
  This is what I have now.   I would rather have one window with tabs for
 each
  server.
 
  Thanks,
  Alex Smith
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 please visit:
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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
I am still playing with it.  Its probably not compatible with 64 bit windows
or something.

On Mon, Nov 10, 2008 at 4:32 PM, Donnie Newlove [EMAIL PROTECTED]wrote:

 I actually dont have any idea how it works because I have not tried it
 myself, it was just the first freeware I found that is supposed to do
 the job. Just search Google for tabbed cmd, tabbed command line or
 tabbed windows and see if you find something else in case it does not
 work with srcds.

 On Mon, Nov 10, 2008 at 10:20 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
  I have console running, but I can't figure out how to separate it into
 tabs.
  The toolbar is not even showing up.  I don't see anything in the readme
 nor
  configuration file about tabs.  I see it in the screenshot on
 sourceforge,
  but all I have is a console with no toolbar and tabs.
 
 
  On Mon, Nov 10, 2008 at 3:56 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
 
  Why the heck is sv_shutdown a cheat?  I prefer to let people finish the
  game rather than boot them off.
 
 
  On Mon, Nov 10, 2008 at 3:50 PM, Alex Smith [EMAIL PROTECTED]
 wrote:
 
  Trying it now... Thank you.  I will post back and let you know if I got
 it
  to work or not
 
  Thanks again.
 
On Mon, Nov 10, 2008 at 3:47 PM, Donnie Newlove 
  [EMAIL PROTECTED] wrote:
 
  Works just fine!
 
  Try this app.
  http://sourceforge.net/projects/console/
 
  On Mon, Nov 10, 2008 at 9:05 PM, Alex Smith [EMAIL PROTECTED]
  wrote:
   Hi there,
  
   This is the first time I start a *new* thread in a mailing list. I
 hope
  it
   works.
  
   I have another question.  Is there a way to get tabbed view on the
  server
   windows.  I have been googling to see if there is a porgram that
 will
  do
   this.  Found nothing as of now.
  
   http://megumi.kizakinet.com/serverswindows.jpg
  
   This is what I have now.   I would rather have one window with tabs
 for
  each
   server.
  
   Thanks,
   Alex Smith
   ___
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 archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
  ___
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  please visit:
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Re: [hlds] Status

2008-11-10 Thread Leonard L. Church
You know.. It's concerning to me that Eric answered everyones questions 
but mine... Do I smell? :)

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[hlds] hlds@list.valvesoftware.com

2008-11-10 Thread Martin Weltchek aka CoZmicShReddeR
I haven't read everything with the emails but I will suggest this... Match
making would work under certain guidelines which hopefully people might
like... 

I was thinking if we could set it like someone said to allow our communities
or clans to have them see our servers in some sort of list? Like let's say
for instance I have a community called COZ-WORLD and let's say people sign
up for it and they set something to allow matching with all
COZ-WORLD.com/C7Clan.com servers and when they open a game something will
pop up saying we found you are a member of this community and would you like
to join their server? I know this could go bad too because people could just
buy tons of Steam_ID's or build tons of Steam Community pages and sort of
ruin this with a spam of server communities but if somehow it could be
figured out to make it work would be nice...

Of course all the official servers would have to be added to the Steam page
to line all of this up and maybe a special code to be added to the
server.cfg that matches the community so nobody can try to add a fake
server? Or when we add our server the Steam Community page creates a key for
us to add to our server.cfg... 

It's just an idea and it sort of works if we can have both this could be the
alternative to make the match making browser more community friendly...


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Re: [hlds] Status

2008-11-10 Thread Alec Sanger

3 months you say? Sounds good :)

Oh I still get a kick out of that. I don't care if it's older than numa numa.

We're planning on getting it done before next week.
 
I guess someone should add the above quote to this page if we don't make it:
 
http://developer.valvesoftware.com/wiki/Valve_time
 
_
Windows Live Hotmail now works up to 70% faster.
http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008
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Re: [hlds] Status

2008-11-10 Thread Erik Johnson
I don't actually know what feature you're describing.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L. Church
Sent: Monday, November 10, 2008 1:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

You know.. It's concerning to me that Eric answered everyones questions
but mine... Do I smell? :)

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Re: [hlds] Tabbed server view?

2008-11-10 Thread Sergio González
For : Leonard L. Church

i can use the console on an x64 system with windows 64 bit pro

http://i37.tinypic.com/x2ktft.jpg

I am using 
Console-2.00b141-Beta.ziphttp://downloads.sourceforge.net/console/Console-2.00b141-Beta.zip?modtime=1225662132big_mirror=0
http://sourceforge.net/project/showfiles.php?group_id=43764package_id=36333

cheers and luck
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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
Hi there.



I tried it and the tabs worked this time.  Thanks I appreciate it



The problem now is that the srcds console windows spawn separately from the
command prompt.  Anyway to bind it into the console?  I am using the
-console parameter on srcds by the way.


On Mon, Nov 10, 2008 at 4:48 PM, Sergio González [EMAIL PROTECTED] wrote:

 For : Leonard L. Church

 i can use the console on an x64 system with windows 64 bit pro

 http://i37.tinypic.com/x2ktft.jpg

 I am using Console-2.00b141-Beta.zip
 http://downloads.sourceforge.net/console/Console-2.00b141-Beta.zip?modtime=1225662132big_mirror=0
 

 http://sourceforge.net/project/showfiles.php?group_id=43764package_id=36333

 cheers and luck
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Re: [hlds] Tabbed server view?

2008-11-10 Thread Leonard L. Church
Ummm ok.. I didn't ask about this, but thanks for the info. :)

Sergio González wrote:
 For : Leonard L. Church
 
 i can use the console on an x64 system with windows 64 bit pro
 
 http://i37.tinypic.com/x2ktft.jpg
 
 I am using 
 Console-2.00b141-Beta.ziphttp://downloads.sourceforge.net/console/Console-2.00b141-Beta.zip?modtime=1225662132big_mirror=0
 http://sourceforge.net/project/showfiles.php?group_id=43764package_id=36333
 
 cheers and luck

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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
What are you talking about

On Mon, Nov 10, 2008 at 5:00 PM, Leonard L. Church
[EMAIL PROTECTED]wrote:

 Ummm ok.. I didn't ask about this, but thanks for the info. :)

 Sergio González wrote:
  For : Leonard L. Church
 
  i can use the console on an x64 system with windows 64 bit pro
 
  http://i37.tinypic.com/x2ktft.jpg
 
  I am using Console-2.00b141-Beta.zip
 http://downloads.sourceforge.net/console/Console-2.00b141-Beta.zip?modtime=1225662132big_mirror=0
 
 
 http://sourceforge.net/project/showfiles.php?group_id=43764package_id=36333
 
  cheers and luck

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Re: [hlds] Tabbed server view?

2008-11-10 Thread Alex Smith
Wait
You didn't use your main E-mail to sign up to the mailing list, did you?

On Mon, Nov 10, 2008 at 5:03 PM, Alex Smith [EMAIL PROTECTED] wrote:

 What are you talking about


 On Mon, Nov 10, 2008 at 5:00 PM, Leonard L. Church [EMAIL PROTECTED]
  wrote:

 Ummm ok.. I didn't ask about this, but thanks for the info. :)

 Sergio González wrote:
  For : Leonard L. Church
 
  i can use the console on an x64 system with windows 64 bit pro
 
  http://i37.tinypic.com/x2ktft.jpg
 
  I am using Console-2.00b141-Beta.zip
 http://downloads.sourceforge.net/console/Console-2.00b141-Beta.zip?modtime=1225662132big_mirror=0
 
 
 http://sourceforge.net/project/showfiles.php?group_id=43764package_id=36333
 
  cheers and luck

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[hlds] Tabbed server view?

2008-11-10 Thread Sergio Gonzalez
humm, yeah, but with filters and stuff.

I haven't got it to don't pop out yet, i don't think that it can be 
possible as it spawns a new window, even if you call it from a .bat

Maybe someone indeed will know how to, but i don't sorry

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[hlds] Sv_search_key

2008-11-10 Thread Rob wheat
I am having issues with getting Sv_search_key working with my current Left4Dead 
server. I have it set to a Unique key on the server, and I place the unique key 
into my Console when I lead a lobby. At this point when I click Search for 
Game it sends back No server found, Do you want to host? This is a split 
second after clicking.

I have checked both the server and my console and the sv_search_key match 
perfectly, and no matter if I make the key Alphabetical, Numerical, or 
Alphanumerical it still punts back the message that it cannot be found. 




  
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Re: [hlds] Sv_search_key

2008-11-10 Thread Cc2iscooL
Make sure your server shows up on the openserverbrowser custom tab. If it
doesn't, you need to add the master servers to your config. Then it should
work.

On Mon, Nov 10, 2008 at 4:35 PM, Rob wheat [EMAIL PROTECTED] wrote:

 I am having issues with getting Sv_search_key working with my current
 Left4Dead server. I have it set to a Unique key on the server, and I place
 the unique key into my Console when I lead a lobby. At this point when I
 click Search for Game it sends back No server found, Do you want to
 host? This is a split second after clicking.

 I have checked both the server and my console and the sv_search_key match
 perfectly, and no matter if I make the key Alphabetical, Numerical, or
 Alphanumerical it still punts back the message that it cannot be found.





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Re: [hlds] hlds@list.valvesoftware.com

2008-11-10 Thread Cc2iscooL
Quoted from Erik...

In what we're building, this should be pretty straight-forward.

Our thinking is that you'll tie a Steam group directly to your game server,
and then allowing people inside of that group to browse and connect to it.
The server would be able to pull people from this method, and from
matchmaking at the same time.

On Mon, Nov 10, 2008 at 3:34 PM, Martin Weltchek aka CoZmicShReddeR 
[EMAIL PROTECTED] wrote:

 I haven't read everything with the emails but I will suggest this... Match
 making would work under certain guidelines which hopefully people might
 like...

 I was thinking if we could set it like someone said to allow our
 communities
 or clans to have them see our servers in some sort of list? Like let's say
 for instance I have a community called COZ-WORLD and let's say people sign
 up for it and they set something to allow matching with all
 COZ-WORLD.com/C7Clan.com servers and when they open a game something will
 pop up saying we found you are a member of this community and would you
 like
 to join their server? I know this could go bad too because people could
 just
 buy tons of Steam_ID's or build tons of Steam Community pages and sort of
 ruin this with a spam of server communities but if somehow it could be
 figured out to make it work would be nice...

 Of course all the official servers would have to be added to the Steam page
 to line all of this up and maybe a special code to be added to the
 server.cfg that matches the community so nobody can try to add a fake
 server? Or when we add our server the Steam Community page creates a key
 for
 us to add to our server.cfg...

 It's just an idea and it sort of works if we can have both this could be
 the
 alternative to make the match making browser more community friendly...


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Re: [hlds] Sv_search_key

2008-11-10 Thread Zoid Kirsch
You may need to do a heartbeat after changing sv_search_key. This should be 
fixed in the next update.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rob wheat
Sent: Monday, November 10, 2008 2:35 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Sv_search_key

I am having issues with getting Sv_search_key working with my current Left4Dead 
server. I have it set to a Unique key on the server, and I place the unique key 
into my Console when I lead a lobby. At this point when I click Search for 
Game it sends back No server found, Do you want to host? This is a split 
second after clicking.

I have checked both the server and my console and the sv_search_key match 
perfectly, and no matter if I make the key Alphabetical, Numerical, or 
Alphanumerical it still punts back the message that it cannot be found.





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Re: [hlds] Status

2008-11-10 Thread Aaron Edgington
I don't use the sv_search_key because there are 3 backdoors right now that
work well with our community. I also don't have any issues with servers
being full or not showing up in the server browser. I would also say that so
far of my 3 servers that I have running, that half of the traffic is from
pubs coming in a game after a couple people have left after matchmaking.
When the server empties, within a minute the servers will be back full with
players, and will usually sit full. 

I should also mention that 2 of my dedicated servers are running from 2
computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
processor. 1 of them is hosted via a hosting company.

I would like more integration to the server browser than using the
sv_search_key command.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways
to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build
a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking
game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like
Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and
we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to
turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

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[hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Jason Ruymen
A required update for the Left 4 Dead Demo Dedicated Server has been released.  
Please run hldsupdatetool to receive the update.  The specific changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server with -fork

Jason

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Re: [hlds] Status

2008-11-10 Thread Luke Lewis
Personally in my opinion and knowing how I like to run my community, I have
three possible combinations of servers I would use. A purely private locked
server for a regulars night or private fun with a group of friends. A
group + match making connect server, where people in my group as well as the
match making crowd can come in. And a group only connect server where only
my friends on my friends list can connect for the simple reason we don't
want any possible random trouble makers coming in. What this would also do
is look for people on my friends, friends list to connect thus only allowing
people on someone's friends list and no match makers coming into this
server.

Also what I would like to see is some sort of reserve system, where I can
specify that I can have 1 or 2 slots or more, configurable by me, to set
aside out of my total player count, to be set as group/community or friends
can join at any time. Also would I would like to see is when the game goes
live a way to search for games that are looking for survivors only or
zombies only, or in other words to look for games that are full of survivors
and seeking zombies only and vice versa. I hope that is understandable.

Now as far as the rep system, I don't think it should be made public what
rep you have except to the person themselves but should be viewable, with
possible hints on how to improve you reputation as well as what you are out
of the total. Such as you are 35/100 in rep points, then have a message
somewhere to tell you what you can do to improve to play with more
cooperative people. And the last thing on the rep system, I think you should
also have a cvar that will limit at what rep point you will allow people to
connect to your servers, that way, in mass, we the server admins can set a
50/100 rep point or what not can connect and basically keep any problem
childs off your server. Less administration = more play time and more fun.

And last but not least, I would like to thank Erik for letting us know they
are working on things and listening to our input. I know at times
personally, it's hard to believe that you guys are listening. And I think
this is a chance for the server admins to pitch in their input and sort of
start helping to reinvent how multiplayer systems work in various games and
to help improve player counts to each admins servers. Well this is my
opinion and I hope this kinda sums up what a lot of people are thinking.

Luke -BeNt- Lewis
http://www.gorillazsouth.com
 

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Re: [hlds] L4D server issue's summery

2008-11-10 Thread Luke Lewis
One of the issues I have seen, is that if you run a L4D server on the same
ip as CS or TF2 even if they are on a different port the console gets
spammed with the messages from the other game server's console. Also this is
all on windows, the 4th server on the box will finally totally lock up after
a few hours of running full throughout the night.



-Original Message-
On Behalf Of Saint K.
Sent: Monday, November 10, 2008 9:28 AM
Subject: [hlds] L4D server issue's summery

I thought I'd post a summery of the current issue's we're experiencing with
L4D as a lot got done in random mails on the list.

Here it goes;

 

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Rick Payton
Downloaded and running, thanks.

mauirixxx

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Monday, November 10, 2008 2:57 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlds] Left 4 Dead Demo Update Available

A required update for the Left 4 Dead Demo Dedicated Server has been
released.  Please run hldsupdatetool to receive the update.  The
specific changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server
with -fork

Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Alex Smith
Any chance of fixing sv_shutdown so it works without sv_cheats on?

On Mon, Nov 10, 2008 at 7:57 PM, Jason Ruymen [EMAIL PROTECTED]wrote:

 A required update for the Left 4 Dead Demo Dedicated Server has been
 released.  Please run hldsupdatetool to receive the update.  The specific
 changes include:

 - Tuned matchmaking to provide better search results
 - Added UI to host a game on a local server
 - Improvements and performance optimizations to network layer
 - Improved handling of unsupported graphics hardware
 - Fixed a rare crash when kicking people from lobby
 - Fixes for demo exploits
 - Localization fixes
 - Increase automatic port range when running a Linux dedicated server with
 -fork

 Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread 1nsane
Could the next updates perhaps leave the motd file alone? It's becoming a
chore to keep them all correct over multiple servers.

On Mon, Nov 10, 2008 at 8:19 PM, Alex Smith [EMAIL PROTECTED] wrote:

 Any chance of fixing sv_shutdown so it works without sv_cheats on?

 On Mon, Nov 10, 2008 at 7:57 PM, Jason Ruymen [EMAIL PROTECTED]
 wrote:

  A required update for the Left 4 Dead Demo Dedicated Server has been
  released.  Please run hldsupdatetool to receive the update.  The specific
  changes include:
 
  - Tuned matchmaking to provide better search results
  - Added UI to host a game on a local server
  - Improvements and performance optimizations to network layer
  - Improved handling of unsupported graphics hardware
  - Fixed a rare crash when kicking people from lobby
  - Fixes for demo exploits
  - Localization fixes
  - Increase automatic port range when running a Linux dedicated server
 with
  -fork
 
  Jason
 
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Arg!
Also the srcds_run got clobbered so you will have to apply the autoupdate
fix again, if you had previously

On Tue, Nov 11, 2008 at 12:28 PM, 1nsane [EMAIL PROTECTED] wrote:

 Could the next updates perhaps leave the motd file alone? It's becoming a
 chore to keep them all correct over multiple servers.

 On Mon, Nov 10, 2008 at 8:19 PM, Alex Smith [EMAIL PROTECTED] wrote:

  Any chance of fixing sv_shutdown so it works without sv_cheats on?
 
  On Mon, Nov 10, 2008 at 7:57 PM, Jason Ruymen [EMAIL PROTECTED]
  wrote:
 
   A required update for the Left 4 Dead Demo Dedicated Server has been
   released.  Please run hldsupdatetool to receive the update.  The
 specific
   changes include:
  
   - Tuned matchmaking to provide better search results
   - Added UI to host a game on a local server
   - Improvements and performance optimizations to network layer
   - Improved handling of unsupported graphics hardware
   - Fixed a rare crash when kicking people from lobby
   - Fixes for demo exploits
   - Localization fixes
   - Increase automatic port range when running a Linux dedicated server
  with
   -fork
  
   Jason
  
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Robert Whelan
Sweet Jason...

I can finally host some servers. The tweaks seem to have fixed the issues that 
were crashing our server which I had reported. Nobody seemed to join the server 
till I added setmaster add blabla, once I ran that it filled instantly.

gonna run overnight to be sure

hostname blablabla
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

w00t, thx




From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; [EMAIL PROTECTED] [EMAIL PROTECTED]; [EMAIL 
PROTECTED] [EMAIL PROTECTED]
Sent: Monday, November 10, 2008 6:57:10 PM
Subject: [hlds] Left 4 Dead Demo Update Available

A required update for the Left 4 Dead Demo Dedicated Server has been released.  
Please run hldsupdatetool to receive the update.  The specific changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server with -fork

Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Cc2iscooL
In the command line...

+motdfile yourmotd.txt +hostfile yourhost.txt

On Mon, Nov 10, 2008 at 7:28 PM, 1nsane [EMAIL PROTECTED] wrote:

 Could the next updates perhaps leave the motd file alone? It's becoming a
 chore to keep them all correct over multiple servers.

 On Mon, Nov 10, 2008 at 8:19 PM, Alex Smith [EMAIL PROTECTED] wrote:

  Any chance of fixing sv_shutdown so it works without sv_cheats on?
 
  On Mon, Nov 10, 2008 at 7:57 PM, Jason Ruymen [EMAIL PROTECTED]
  wrote:
 
   A required update for the Left 4 Dead Demo Dedicated Server has been
   released.  Please run hldsupdatetool to receive the update.  The
 specific
   changes include:
  
   - Tuned matchmaking to provide better search results
   - Added UI to host a game on a local server
   - Improvements and performance optimizations to network layer
   - Improved handling of unsupported graphics hardware
   - Fixed a rare crash when kicking people from lobby
   - Fixes for demo exploits
   - Localization fixes
   - Increase automatic port range when running a Linux dedicated server
  with
   -fork
  
   Jason
  
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   please visit:
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-10 Thread Flubber
Still no bugfix on the client server browser, the fact that we can host game
doesn't solve this problem, i know valve tld us one week to make some
improvment on this point, but client side is just a pain in the ass. I hope
it's not voluntary...

2008/11/11 Robert Whelan [EMAIL PROTECTED]

 Sweet Jason...

 I can finally host some servers. The tweaks seem to have fixed the issues
 that were crashing our server which I had reported. Nobody seemed to join
 the server till I added setmaster add blabla, once I ran that it filled
 instantly.

 gonna run overnight to be sure

 hostname blablabla
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011

 w00t, thx



 
 From: Jason Ruymen [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; [EMAIL PROTECTED] 
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 [EMAIL PROTECTED]
 Sent: Monday, November 10, 2008 6:57:10 PM
 Subject: [hlds] Left 4 Dead Demo Update Available

 A required update for the Left 4 Dead Demo Dedicated Server has been
 released.  Please run hldsupdatetool to receive the update.  The specific
 changes include:

 - Tuned matchmaking to provide better search results
 - Added UI to host a game on a local server
 - Improvements and performance optimizations to network layer
 - Improved handling of unsupported graphics hardware
 - Fixed a rare crash when kicking people from lobby
 - Fixes for demo exploits
 - Localization fixes
 - Increase automatic port range when running a Linux dedicated server with
 -fork

 Jason

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 please visit:
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Re: [hlds] Status

2008-11-10 Thread Kevin Ottalini
A simple solution would be for matchmaking to always look in the favorite 
servers listed in the client's serverbrowser and choose one of those first 
if they are available (assuming you have a serverbrowser to add favorites to 
of course).

The serverbrowser concept is a proven and useful tool for locating game 
servers.  In its current implementation it only really fails when 
inexperienced players try to see all servers in the whole world (and it just 
takes too long to query thousands of servers you really aren't interested 
in).

Pure Matchmaking sidesteps this problem but destroys the concept of server 
based communities which isn't a good thing.

The best solution is to have a hybrid of both solutions.  Using a Steam 
Community Server group is actually a 3rd leg to this tripod - basically 
pre-established matchmaking for both friends and the server.

So we would then have (from a client point of view):
1. On the fly matchmaking (console game simplicity)
2. Friends list based matchmaking
3. Favorite Tab servers based matchmaking
4. Steam Community Based matchmaking (groups friends around specific 
servers)
5. Tag based matchmaking (sv_search_key)
6. Independent players that use a pure serverbrowser (or that just prefer 
3rd party serverbrowser tools)

7. players need to be able to join specific servers via links on webpages as 
well.

Add to this (eventually) skill level and/or reputation based controls 
(server side) to the matchmaking and this would be a very powerful set of 
tools indeed for servers and players to find each other with.

It might be a nice addition for players to eventually have the ability to 
vote a reputation for a server as well, although there are probably many 
ways for this to be sidestepped since servers don't really have a fixed 
identity. One method would be to give the server the ability to register 
directly to it's Community group and then reputation votes could accumulate 
there.

I don't see any problem for players joining in the middle of a mission 
especially since players are always going to be leaving in the middle of a 
mission.

If coop missions develop into multi-map day long or week long adventures 
with status being saved and restored then locking out random players would 
become very valuable.  This scenario would be a wonderful addition to the 
game as well as a great challenge for map makers (a mod within a mod).



- Original Message - 
From: Aaron Edgington
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Monday, November 10, 2008 4:45 PM
Subject: Re: [hlds] Status


I don't use the sv_search_key because there are 3 backdoors right now that
 work well with our community. I also don't have any issues with servers
 being full or not showing up in the server browser. I would also say that 
 so
 far of my 3 servers that I have running, that half of the traffic is from
 pubs coming in a game after a couple people have left after matchmaking.
 When the server empties, within a minute the servers will be back full 
 with
 players, and will usually sit full.

 I should also mention that 2 of my dedicated servers are running from 2
 computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
 processor. 1 of them is hosted via a hosting company.

 I would like more integration to the server browser than using the
 sv_search_key command.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
 Sent: Monday, November 10, 2008 11:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Status

 Would it be possible to add a feature, so that we could select our own
 server in the match making system?  Rather than using someone else's 
 server.
 That way some of us that like matchmaking can still use the matchmaking
 system with our own server.

 The sv_search_key feature is already in place.  Why not add an option to 
 the
 matchmaking lobby, so the lobby leader can select a server based on its
 sv_search_key setting.

 That alone would give me a lot more incentive to keep my dedicated servers
 up after the game is released.  Its nice to be able to use our own 
 servers.


 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
 [EMAIL PROTECTED]wrote:

 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways
 to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build
 a
 community around their game server (by subscribing to matchmaking) as 
 well
 as service their group of regulars that play on their server. Hooking
 game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like
 Counter-Strike
 and Team Fortress in terms of matchmaking that we 

Re: [hlds] Status

2008-11-10 Thread Andrew Armstrong
That sounds great.

A feature I think that would be neat would be to have two other options on
the GUI where appropriate:
* Join Group Chat Room
* View Group Profile

This may help bring group members a bit closer together by allowing them to
quickly chat with one another and then join a game together.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Tuesday, 11 November 2008 6:09 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Status

First off, thanks to everyone for running servers for the demo. We knew
going into the release that we were going to need to figure out some ways to
make it worth it for server administrators, and now we have a ton of
feedback to work with.

Right now we're looking at ways that server administrators can both build a
community around their game server (by subscribing to matchmaking) as well
as service their group of regulars that play on their server. Hooking game
servers into Steam Community is going to be our first step, and we're
working on that now.

There is a key difference between Left 4 Dead and games like Counter-Strike
and Team Fortress in terms of matchmaking that we wanted to solve, and
didn't think the server browser could accomplish. In CS and TF2, you can
have 2 or 3 players leave in the middle of a game, have their slots filled
by new people, and everyone else's experience doesn't completely suffer.
When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
were worried that the server browser model wasn't the right one for this
game. In hindsight, there are a number of cases where the server browser
does a better job than the new matchmaking system does, so it is highly
likely that we'll be adding it back in soon. It isn't trivially easy to turn
back on, but there is overlap between it and the Steam Community work we'd
like to do.

Right now we're working toward getting that release out within a week or so.

There are a number of Valve employees reading all of the posts on this list,
and while we can't reply to every question that comes across, the
discussions here are ones we reference commonly when talking about what to
do next internally.

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