Re: [hlds] Left 4 Dead Update Available
Eh, I get 2.5 Megabytes a second in Laurel, Maryland. -- From: DontWannaName! dontwannaname...@yahoo.com Sent: Saturday, January 24, 2009 04:53 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead Update Available Maybe you should come to Seattle. I get 1.7mb/sec download speeds for the updates :D From: jps.sgtr...@gmail.com jps.sgtr...@gmail.com To: hlds@list.valvesoftware.com Sent: Friday, January 23, 2009 7:05:03 PM Subject: Re: [hlds] Left 4 Dead Update Available Will you PLEASE quit releasing your patches on Friday afternoon I'm getting sick of having to update my client and server before I can play. This is getting ridiculous! On Fri, Jan 23, 2009 at 5:13 PM, hlds-requ...@list.valvesoftware.comwrote: -- Message: 1 Date: Fri, 23 Jan 2009 13:53:11 -0800 From: Jason Ruymen jas...@valvesoftware.com Subject: [hlds] Left 4 Dead Update Available To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com, hlds_li...@list.valvesoftware.com hlds_li...@list.valvesoftware.com, hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com Message-ID: ec42140f113a234ea70d682a310d100a01d869e...@exchange07.valvesoftware.com Content-Type: text/plain; charset=us-ascii A required update for Left 4 Dead has been released. Please use hldsupdatetool to receive the update. The specific changes include: - Fixed an exploit with melee where swapping weapons ignored the intended delay between swings. - In Versus mode, the Tanks' health now reflects the damage he takes from burning. - Fixed an exploit related to the joinclass command 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] tf2 match server
sorry, I kind of ignored the question...: Would my admin need rcon first? If you have sourcemod you could give them access to the sm_execcfg command {Binding would then be: bind f11 +wireplay alias +wireplay sm_execcfg wireplay.cfg alias -wireplay bind f11 +wireplay2 alias +wireplay2 sm_execcfg server.cfg alias -wireplay2 bind f11 +wireplay } Phil 2009/1/24 Philip Bembridge philipbembri...@gmail.com if you were feeling dangerous you could create a toggle key, stick the following in your client autoexec: bind f11 +wireplay alias +wireplay rcon exec wireplay.cfg alias -wireplay bind f11 +wireplay2 alias +wireplay2 rcon exec server.cfg alias -wireplay2 bind f11 +wireplay (explination: when you press f11 it execs wireplay, then when released it changes the binding to wireplay2) Remember you still have to use rcon_password first 2009/1/23 Chris Walker ch...@chriswalkr.com You'd need to type rcon exec wireplay.cfg. http://developer.valvesoftware.com/wiki/CFG On Fri, Jan 23, 2009 at 4:40 PM, Patrick Shelley sidest...@gmail.com wrote: HI when a map loads, server.cfg is exec'd right? so, could i do this: bind f11 exec matchserver.cfg to load the wireplay rules? Would my admin need rcon first? How do i swap between the server.cfg i have and this wireplay cfg? The match is at 7pm GMT tonight, if not possible then i have to comment out my stuff in server.cfg and paste wireplays rules in? Thanks, Pattycake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://chriswalkr.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] tf2 match server
if you were feeling dangerous you could create a toggle key, stick the following in your client autoexec: bind f11 +wireplay alias +wireplay rcon exec wireplay.cfg alias -wireplay bind f11 +wireplay2 alias +wireplay2 rcon exec server.cfg alias -wireplay2 bind f11 +wireplay (explination: when you press f11 it execs wireplay, then when released it changes the binding to wireplay2) Remember you still have to use rcon_password first 2009/1/23 Chris Walker ch...@chriswalkr.com You'd need to type rcon exec wireplay.cfg. http://developer.valvesoftware.com/wiki/CFG On Fri, Jan 23, 2009 at 4:40 PM, Patrick Shelley sidest...@gmail.com wrote: HI when a map loads, server.cfg is exec'd right? so, could i do this: bind f11 exec matchserver.cfg to load the wireplay rules? Would my admin need rcon first? How do i swap between the server.cfg i have and this wireplay cfg? The match is at 7pm GMT tonight, if not possible then i have to comment out my stuff in server.cfg and paste wireplays rules in? Thanks, Pattycake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://chriswalkr.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] Left 4 Dead Update Available
Valve - How dare you release an update. ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] tf2 match server
ok - this is fine, but as its a locked match server, i didnt want to add any plugins or anything, so, in tf/cfg folder can i make mapname.cfg with the appropriate vars that wireplay use for each map so that when that map is loaded, the corresponding mapname.cfg is loaded and i dont have to exec anything via the ways mentioned above? basically, setting it up so it all laid on without anyone having to do anything On 1/24/09, Philip Bembridge philipbembri...@gmail.com wrote: sorry, I kind of ignored the question...: Would my admin need rcon first? If you have sourcemod you could give them access to the sm_execcfg command {Binding would then be: bind f11 +wireplay alias +wireplay sm_execcfg wireplay.cfg alias -wireplay bind f11 +wireplay2 alias +wireplay2 sm_execcfg server.cfg alias -wireplay2 bind f11 +wireplay } Phil 2009/1/24 Philip Bembridge philipbembri...@gmail.com if you were feeling dangerous you could create a toggle key, stick the following in your client autoexec: bind f11 +wireplay alias +wireplay rcon exec wireplay.cfg alias -wireplay bind f11 +wireplay2 alias +wireplay2 rcon exec server.cfg alias -wireplay2 bind f11 +wireplay (explination: when you press f11 it execs wireplay, then when released it changes the binding to wireplay2) Remember you still have to use rcon_password first 2009/1/23 Chris Walker ch...@chriswalkr.com You'd need to type rcon exec wireplay.cfg. http://developer.valvesoftware.com/wiki/CFG On Fri, Jan 23, 2009 at 4:40 PM, Patrick Shelley sidest...@gmail.com wrote: HI when a map loads, server.cfg is exec'd right? so, could i do this: bind f11 exec matchserver.cfg to load the wireplay rules? Would my admin need rcon first? How do i swap between the server.cfg i have and this wireplay cfg? The match is at 7pm GMT tonight, if not possible then i have to comment out my stuff in server.cfg and paste wireplays rules in? Thanks, Pattycake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://chriswalkr.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 ___ 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 Update Available
I joined this list just before l4d was released, when did all the cry babies show up? On Sat, Jan 24, 2009 at 4:27 AM, Patrick Shelley sidest...@gmail.comwrote: Valve - How dare you release an update. ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- - jtr...@gmail.com ___ 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 Update Available
Didnt you know its a requirement?? ;) ___ 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 Update Available
People always complain about updates for all valve games. Either they release too many or not enough. I'm just glad the actually release updates. Current valve games get patches and updates quite often. Other companies never roll out updates for known problems. ~ Matt On Sat, Jan 24, 2009 at 12:44 PM, J T jtr...@gmail.com wrote: I joined this list just before l4d was released, when did all the cry babies show up? On Sat, Jan 24, 2009 at 4:27 AM, Patrick Shelley sidest...@gmail.com wrote: Valve - How dare you release an update. ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- - jtr...@gmail.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] Left 4 Dead Update Available
Its pretty much been like this since TF2 official release, if not in TF2 Beta, back in the day when we just had css dods hl2mp the little kids only cared about css. J T wrote: I joined this list just before l4d was released, when did all the cry babies show up? On Sat, Jan 24, 2009 at 4:27 AM, Patrick Shelley sidest...@gmail.comwrote: Valve - How dare you release an update. ;) ___ 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] Server/client updating and L4D matchmaking
*ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server/client updating and L4D matchmaking
Linux Has an autoupdate feature. When will the windows guys get -autoupdate and -fork for l4d? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins Sent: Saturday, January 24, 2009 2:39 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server/client updating and L4D matchmaking *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ 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] Server/client updating and L4D matchmaking
The autoupdate does not work for L4D. Linux Has an autoupdate feature. When will the windows guys get -autoupdate and -fork for l4d? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins Sent: Saturday, January 24, 2009 2:39 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server/client updating and L4D matchmaking *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ 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] Server/client updating and L4D matchmaking
I like this idea, but the only problem I see is that it takes control of the servers, instead of the server admins controlling the server. If this system were to be implemented, it needs to have at least a variable, or startup parameter, so that if a server admin does NOT want their server automatically updating (for whatever reason), it won't. Ronny Schedel wrote: The autoupdate does not work for L4D. Linux Has an autoupdate feature. When will the windows guys get -autoupdate and -fork for l4d? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins Sent: Saturday, January 24, 2009 2:39 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server/client updating and L4D matchmaking *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ 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
Re: [hlds] Server/client updating and L4D matchmaking
Um... There's two options. Either you use autoupdate or you don't. Take your pick. On 1/24/09, Jonah Hirsch crazydog...@gmail.com wrote: I like this idea, but the only problem I see is that it takes control of the servers, instead of the server admins controlling the server. If this system were to be implemented, it needs to have at least a variable, or startup parameter, so that if a server admin does NOT want their server automatically updating (for whatever reason), it won't. Ronny Schedel wrote: The autoupdate does not work for L4D. Linux Has an autoupdate feature. When will the windows guys get -autoupdate and -fork for l4d? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins Sent: Saturday, January 24, 2009 2:39 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server/client updating and L4D matchmaking *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ 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
Re: [hlds] Server/client updating and L4D matchmaking
That's wonderful. But again, I'm not talking about the current autoupdate system (which apparently doesn't work on L4D), but the one that David Cousins pitched. Cc2iscooL wrote: Um... There's two options. Either you use autoupdate or you don't. Take your pick. On 1/24/09, Jonah Hirsch crazydog...@gmail.com wrote: I like this idea, but the only problem I see is that it takes control of the servers, instead of the server admins controlling the server. If this system were to be implemented, it needs to have at least a variable, or startup parameter, so that if a server admin does NOT want their server automatically updating (for whatever reason), it won't. Ronny Schedel wrote: The autoupdate does not work for L4D. Linux Has an autoupdate feature. When will the windows guys get -autoupdate and -fork for l4d? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins Sent: Saturday, January 24, 2009 2:39 PM To: hlds@list.valvesoftware.com Subject: [hlds] Server/client updating and L4D matchmaking *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after every update because of the automatic nature of client updates and the manual nature of Server updates. It needs fixing by making the hldsupdate automatic too, but with some intelligence.. -- Non-TLDR version: Everyone knows the drill by now. Whenever an update is released, matchmaking suddenly becomes useless when trying to find a server. It's also a problem for other games, but at least with a server browser you can see and choose servers that have been updated. People already playing when the update drops are fine, but anyone they invite gets the new update and can't play with them, and if a group logs out and back in to grab the update, because of how servers are updated they wouldn't be able to find many freshly updated servers to actually play on. What needs to happen is for steam to be a heck of a lot more intelligent about updating clients and servers need to self update. When an update is released, it should start off by being distributed to servers only, but not applied, and trickled down slowly so as not to disrupt the gameplay of people on that server currently. For major updates with a large filesize they would have to be released a couple of hours before pushing the client update, but for most patches it could be done an hour or so before. When a server has downloaded all of the update, it should then tell the master server it has done so and is ready to update itself, but it continues to run until given the go-ahead to update. When a certain percentage of servers have reported to the master server that they are ready, then the master server should tell them to update. When the servers are told to restart, they don't instantly shutdown (this would be annoying for anyone playing and potentially cause a massive load on the content servers with players from thousands of servers all updating their client). Instead, servers wait until they are empty, change maps, or end a campaign (depending on the game). This helps spread the load of clients grabbing updates, as well as allowing people to finish their game. Shortly before the server shuts down, it sends the players a message telling them a game update is available and that they can grab it at the end of the map/campaign when the server updates itself. At the same time as the master server tells servers to update, the steam content servers begin to release the update to clients in the normal way. This way, anyone in a game can continue playing and anyone looking for a game can continue playing without having an update forced on them and then needing to hunt for an updated server. When the client update is pushed out, anyone in a game can continue without worry that the server will boot them, but anyone launching a game will get the update and will have servers to use (any that were empty will update instantly, and gradually as games finish and maps change servers will update themselves). Anyone invited to join a game in progress will be fine for the most part, and only inconvenienced for a short time while the game they were invited to is completed. It's probably a hard system to implement, but the current system just renders matchmaking unusable and really needs fixing. And even in games without matchmaking, it can be frustrating when you want a game but can't find any empty local servers because everyone who has updated only has a few updated servers to choose from. ___ 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,