Re: [hlds] Setmaster no longer working and sv_search_key
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. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
Re: [hlds] L4D server issue's summery
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ See how Windows® connects the people, information, and fun that are part of your life http://clk.atdmt.com/MRT/go/119463819/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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
Re: [hlds] L4D server issue's summery
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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
Re: [hlds] L4D server issue's summery
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 ___ 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 ___ 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
Re: [hlds] L4D server issue's summery
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 ___ 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 ___ 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
Re: [hlds] L4D server issue's summery
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, ___ 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 ___ 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 ___ 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
[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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 ___ 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
Re: [hlds] Status
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ See how Windows® connects the people, information, and fun that are part of your life http://clk.atdmt.com/MRT/go/119463819/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds just me :) Erik, thank you. Tyrael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D server issue's summery
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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
Re: [hlds] Status
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 ___ 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
[hlds] freebsd
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Stay up to date on your PC, the Web, and your mobile phone with Windows Live http://clk.atdmt.com/MRT/go/119462413/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3600 (20081110) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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
Re: [hlds] Status
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Tabbed server view?
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
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ 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
Re: [hlds] Status
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 unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ 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
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tabbed server view?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tabbed server view?
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 ___ 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
Re: [hlds] Status
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 _ Windows Live Hotmail now works up to 70% faster. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_faster_112008 ___ 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 ___ 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
Re: [hlds] Status
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?
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 ___ 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
Re: [hlds] Status
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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Stay up to date on your PC, the Web, and your mobile phone with Windows Live http://clk.atdmt.com/MRT/go/119462413/direct/01/ ___ 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
Re: [hlds] Status
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 ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3600 (20081110) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ 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
Re: [hlds] Status
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 ___ 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 ___ 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
Re: [hlds] Tabbed server view?
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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. ___ 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 ___ 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 ___ 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
Re: [hlds] Tabbed server view?
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 ___ 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 ___ 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
Re: [hlds] Tabbed server view?
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 ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
You know.. It's concerning to me that Eric answered everyones questions but mine... Do I smell? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] hlds@list.valvesoftware.com
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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? :) ___ 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
Re: [hlds] Tabbed server view?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tabbed server view?
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 ___ 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
Re: [hlds] Tabbed server view?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Tabbed server view?
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 ___ 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
Re: [hlds] Tabbed server view?
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 ___ 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
[hlds] Tabbed server view?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Sv_search_key
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. ___ 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
Re: [hlds] hlds@list.valvesoftware.com
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... ___ 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
Re: [hlds] Sv_search_key
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. ___ 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
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 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: 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
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3601 (20081110) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com Sent Via http://www.gorillazsouth.com mail server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D server issue's summery
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; __ Information from ESET NOD32 Antivirus, version of virus signature database 3601 (20081110) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com Sent Via http://www.gorillazsouth.com mail server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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 ___ 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
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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 ___ 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
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
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
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. ___ 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