Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread Daniel Reinhardt
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




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Re: [hlds] tf2 match server

2009-01-24 Thread Philip Bembridge
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
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Re: [hlds] tf2 match server

2009-01-24 Thread Philip Bembridge
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
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  please visit:
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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread Patrick Shelley
Valve - How dare you release an update. ;)
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Re: [hlds] tf2 match server

2009-01-24 Thread Patrick Shelley
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
   ___
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   please visit:
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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread J T
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. ;)
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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread Patrick Shelley
Didnt you know its a requirement??

;)
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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread Matthew Gottlieb
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. ;)
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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread [??R] The-/iller
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. ;)
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[hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread David Cousins
*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.

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Re: [hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread mu...@anbservers.net
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.

___
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Re: [hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread Ronny Schedel
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


 ___
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Re: [hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread Jonah Hirsch
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.

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


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To 

Re: [hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread Cc2iscooL
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.

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Re: [hlds] Server/client updating and L4D matchmaking

2009-01-24 Thread Jonah Hirsch
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,