[hlds] SteamCMD Tool

2012-07-15 Thread William Balkcom
Anyone else having issues with this new steamcmd tool? I've tried for
several days to download CS:GO files and keep getting this error and I am
logged in. I sure hope valve improves this tool. It sucks only being able to
update 1 server at a time and to login.

 

ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.

 

William Balkcom

 

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Re: [hlds] All Text Chat In Spec?

2012-07-15 Thread Russell Smith
Check out the SourceMod plugin AllChat 
.


On 7/15/2012 7:11 PM, ozgamingdot...@gmail.com wrote:
Is there a way spectators can text chat in spec and have everyone see 
it? I know we can use voice, but we want to type while in spec and 
have the others hear it.




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Re: [hlds] All Text Chat In Spec?

2012-07-15 Thread Lord_Jeremy Xavier
The sv_alltalk setting would let people see spectator chat, I believe. There's 
also at lease one SourcMod alltalk plugin that has advanced options to control 
precisely who can see what, if I remember correctly.

-J

On Jul 15, 2012, at 10:27 PM, Peter HLDS wrote:

> 
> On Jul 15, 2012, at 21:11 PM, ozgamingdot...@gmail.com wrote:
>> Is there a way spectators can text chat in spec and have everyone see it? I 
>> know we can use voice, but we want to type while in spec and have the others 
>> hear it.
> 
> 
> "tf_teamtalk 1" doesn't let spectators be heard by the living, does it? 
> 
> You could certainly configure sourcemod to let everybody use sm_say (/say), 
> which goes to everyone.
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Re: [hlds] All Text Chat In Spec?

2012-07-15 Thread Peter HLDS

On Jul 15, 2012, at 21:11 PM, ozgamingdot...@gmail.com wrote:
> Is there a way spectators can text chat in spec and have everyone see it? I 
> know we can use voice, but we want to type while in spec and have the others 
> hear it.


"tf_teamtalk 1" doesn't let spectators be heard by the living, does it? 

You could certainly configure sourcemod to let everybody use sm_say (/say), 
which goes to everyone.
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread T Marler
If you know the people who are running those Linux servers, have they done any 
-verify_all's recently? I run only Linux SRCDS servers and I haven't actually 
heard of any such things from my community.

- Original Message -
From: Franco Valerio 
Date: Sunday, July 15, 2012 1:49 pm
Subject: Re: [hlds] Team Fortress 2 Random Crashes
To: hlds@list.valvesoftware.com

> 
> The same problem is happening to me and to a lot of friends. The 
> game crashes when map changes or when you disconnect from the 
> server. Many people in spuf and my community began to complain 
> about this problem. I think is happen to clients playing in 
> Linux servers, because I noticed that the people playing in 
> Windows Servers don't have this problem.Anyone can confirm this?
> 
> > From: k.r.o.n@hotmail.com
> > To: hlds@list.valvesoftware.com
> > Date: Sun, 15 Jul 2012 21:32:36 +0200
> > Subject: Re: [hlds] Team Fortress 2 Random Crashes
> > 
> > It's my game that crash not the server but I don't understand 
> why it 
> > happend?!?
> > 
> > Does somebody know how to fix this?
> > 
> > 
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> archives, please visit:
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread T Marler
Just so you're clear, this is the HLDS mailing list, as in support for SERVERS 
not CLIENTS. I can safely assume that due to your lack of information in this 
matter is not relevant to this mailing list.

- Original Message -
From: Andrew Privé 
Date: Sunday, July 15, 2012 1:32 pm
Subject: Re: [hlds] Team Fortress 2 Random Crashes
To: hlds@list.valvesoftware.com

> It's my game that crash not the server but I don't understand 
> why it happend?!?
> 
> Does somebody know how to fix this?
> 
> 
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Re: [hlds] All Text Chat In Spec?

2012-07-15 Thread ozgamingdot...@gmail.com
Is there a way spectators can text chat in spec and have everyone see 
it? I know we can use voice, but we want to type while in spec and have 
the others hear it.


Any help would be appreciated.

Thanks!

ozgaming.net

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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread Rob Liu
Just a respond to E. Olsen, I absolutely agrees with you.

Quickplay helps I am not going to lie, but in order for the servers to
stand out from the rest, the server operators will still need to put in the
time and develop the server community.  Because at the end of the day, what
separate a popular server and a not so popular server comes down to the
strength of the server community.

If people are wondering why their quickplay server are not filling, they'll
need to ask some of the popular server operators how did they make their
server popular, I can assure you, almost every single one of them will tell
you it's all about put in the time and seed it everyday.  Keep the server
activity consistent and develop an active community over a few months.
Some might even take up to a year for the server to have a really strong
community to run on its own.  It's laborious and really really not fun, but
once you can get past that hurdle and make your server stand out.  It's
pretty rewarding.

Anyway, I hope this helps.  Just my 2 cents.


On Mon, Jul 16, 2012 at 5:28 AM, E. Olsen  wrote:

> Personally, I think quickplay has caused more problems than it has solved
> - primarily causing some server operators to rely on it almost exclusively
> to get their servers going every day. The only true long-term way to build
> consistent traffic is by having a group of like-minded people who are
> interested in the success of your community/servers who will seed those
> servers (i.e. play on low-population servers to get them going) each and
> every day. Without that, you will always be at the mercy of both a system,
> and an anonymous/fickle traffic pool over which you have zero control. It's
> almost ridicuous to me to read complaints about how "quickplay isn't
> filling my servers anymore!!" when those of us who have been doing this for
> years actually had to work to provide something of value to get players to
> take note of our servers, favorite them, and keep them coming back.
>
> How many people complaining about quicklplay have held special events, ran
> tournaments, or created custom game modes/plugins/services not available
> anywhere else to make your servers stand out? If your only complaint is "*I've
> made my servers as plain as possible, yet quickplay still won't fill them*."
> , then I suppose I have to ask what exactly you have to offer than Valve's
> hundreds of servers do not?
>
> I would actually prefer quickplay's settings to be more weighted towards
> established, seasoned servers that maintain a high server score, as opposed
> to randomly throwing players at servers that meet "vanilla" specs. That
> would both reward server operators that maintain high-quality servers that
> attract long-term players, AND force new server operators to actually do
> some traffic building, as opposed just to throwing up a dozen vanilla boxes
> and pressing the quickplay "easy" button to try and fill them.
>
> Don't get me wrong, I'm not looking down my nose at new server operators,
> or those that prefer vanilla-style gameplay. My point is - quickplay is a
> crutch, not a solution. If you can't fill your servers without it, then you
> are probably wasting your time.
>
>
> On Sun, Jul 15, 2012 at 12:56 PM,  wrote:
>
>> I’m sorry, but you’re talking mince.  Hat effects are not and never have
>> been an issue.  The issue is falsely representing servers, especially by
>> making gameplay changes without the corresponding tag change.  i.e.
>> changing the respawn times, gravity, random crits etc. and also not
>> changing the tags, especially for tags which affect quickplay eligibility.
>> Valve don’t give a shit about hat effects.
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Cameron Munroe
>> *Sent:* 15 July 2012 02:00
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Is the policy of truth still going?
>>
>> ** **
>>
>> Eventually people will learn and just blacklist your server. The biggest
>> thing is that valve will eventually realize that players are just leaving
>> before 15 minutes and throw your server into the deep hole that you will
>> never come out of, but yes I do understand where you are coming from.
>>
>> Valve wont do anything to most of the servers that are hacking as they
>> are "too important" to be removed, i.e. lotusclan. They run still to this
>> day with the hat effects that if I tried to run would get a big no no from
>> Valve.
>>
>> So yeah, valve is picking favorites and I understand why as well.
>>
>> 
>>
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>> please visit:
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>>
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

So many I see make that suggestion, and never they tell that when they 
deinstall the game the /tf/cfg folder does not get deleted, or the custom 
files, or the cloud config, or the registry settings etc. So all they do is 
redownload the GCF's, and nothing was solved. (except maybe their download 
limit)

But anyways, this is a server list, thats maybe why you don't know so much 
about the client side of things :) 
For that reason, most ppl refer to SPUF, which is where I'm going to point him 
to...

http://forums.steampowered.com/forums/forumdisplay.php?f=80





>
> From: Cameron Munroe 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 15 July 2012, 21:34
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>My best idea would be for you to delete tf2 and reinstall it from scratch. 
>There has been a lot of issues with tf2 after the pyro update.
>
>If that doesn't work you should contact steam support as this is an email list 
>mainly for server issues not client issues.
>
>best of luck.
>
>
>
>On 7/15/2012 12:32 PM, Andrew Privé wrote:
>> It's my game that crash not the server but I don't understand why it 
>> happend?!?
>> 
>> Does somebody know how to fix this?
>> 
>> 
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>> please visit:
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>
>
>
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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread DontWannaName!
Or email fletcher, he usually is the one to handle these reports on the list.

Sent from my iPhone 4

On Jul 15, 2012, at 12:02 PM, ics  wrote:

> Press F7 on a abusive or bad gameserver that breaks the rules to report it 
> (or to report a player). Sadly not many people know about this feature.
> 
> -ics
> 
> 15.7.2012 21:18, Daniel Barreiro kirjoitti:
>> I personally think that Valve should rework the report system.
>> I'm not sure about how it currently works on their side but maybe add a 
>> button to the report server window that allows you to report it for breaking 
>> the policy of truth. Then if a single server or multiple servers on one 
>> steam account get enough reports (5-15 maybe) Valve looks into it and if 
>> they're doing something major they are delisted until they fix the cause 
>> (I.e. remove the fake players) and once they fix it they are relisted. Then 
>> they are given a major quickplay penalty that slowly goes away over time. 
>> Then if they start breaking the policy again it'll take less reports to get 
>> the community looked into again and if they are breaking it they get a set 
>> time delist and an even larger quickplay penalty and this repeats with more 
>> severe punishments eventually leading to a permanent delist and the people 
>> who ran the servers can never make new ones.
>> 
>> The one problem I see with the quickplay penalty is they will just make new 
>> identities. You could punish all the servers linked to one steam account but 
>> seeing what they do now they'll just find some other way to bypass it
>> 
>> And if the steam accounts get banned what stops them from making a new 
>> account. I have no idea how the fake players work except I heard something 
>> about packet spoofing, so I don't know if it's   fixable, but I'm 
>> guessing not easily.
>> 
>> I would say add a button to quickplay that allows if people want vanilla or 
>> modified servers, but then the cheating servers would take over the modified 
>> server connections. Maybe add a way for quickplay people to select specific 
>> tags they want I.e. norespawntimes. But then the servers would just make 
>> servers to.fit each option and fake it from there.
>> 
>> The major thing that pisses me off about these servers is how much money 
>> they make from the ads that the owners use to put up more of them and use 
>> for their own gain. One of my servers is a 32 slot Deathrun server and it 
>> has 24-31 people on it regularly (reserved slots) and I get from 1.50-3.50$ 
>> a DAY from it. The advertising money goes to the servers and I never use any 
>> of it.
>> My community has 4 servers. A Deathrun, a Mario Kart, a ff2 and a. 24 slot 
>> stock map server. The stock map one never gets filled by quickplay unless 
>> there are 12 people it but he identity list says it's good and steady. I 
>> have to check the numbers. That's the only one that uses quickplay since the 
>> others can't.
>> 
>> 
>> 
>> 
>> Sent from my Android phone so ignore any errors
>> 
>> "E. Olsen"  wrote:
>> 
>> Personally, I think quickplay has caused more problems than it has solved - 
>> primarily causing some server operators to rely on it almost exclusively to 
>> get their servers going every day. The only true long-term way to build 
>> consistent traffic is by having a group of like-minded people who are 
>> interested in the success of   your community/servers who will seed 
>> those servers (i.e. play on low-population servers to get them going) each 
>> and every day. Without that, you will always be at the mercy of both a 
>> system, and an anonymous/fickle traffic pool over which you have zero 
>> control. It's almost ridicuous to me to read complaints about how "quickplay 
>> isn't filling my servers anymore!!" when those of us who have been doing 
>> this for years actually had to work to provide something of value to get 
>> players to take note of our servers, favorite them, and keep them coming 
>> back.
>> 
>> How many people complaining about quicklplay have held special events, ran 
>> tournaments, or created custom game modes/plugins/services not available 
>> anywhere else to make your servers stand out? If your only complaint is 
>> "I've made my servers as plain as possible, yet quickplay still won't fill 
>> them." , then I suppose I have to ask what exactly you have to offer than 
>> Valve's hundreds of servers do not?
>> 
>> I would actually prefer quickplay's settings to be more weighted towards 
>> established, seasoned servers that maintain a high server score, as opposed 
>> to randomly throwing players at servers that meet "vanilla" specs. That 
>> would both reward server operators that maintain high-quality servers that 
>> attract long-term players, AND force new server operators to actually do 
>> some traffic building, as opposed just to throwing up a dozen vanilla boxes 
>> and pressing the quickplay "easy" button to try and fill them. 
>> 
>> Don't get me wrong, I'm not looking down my n

Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Franco Valerio

The same problem is happening to me and to a lot of friends. The game crashes 
when map changes or when you disconnect from the server. Many people in spuf 
and my community began to complain about this problem. I think is happen to 
clients playing in Linux servers, because I noticed that the people playing in 
Windows Servers don't have this problem.Anyone can confirm this?

> From: k.r.o.n@hotmail.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 15 Jul 2012 21:32:36 +0200
> Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
> It's my game that crash not the server but I don't understand why it 
> happend?!?
> 
> Does somebody know how to fix this?
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Cameron Munroe
My best idea would be for you to delete tf2 and reinstall it from 
scratch. There has been a lot of issues with tf2 after the pyro update.


If that doesn't work you should contact steam support as this is an 
email list mainly for server issues not client issues.


best of luck.



On 7/15/2012 12:32 PM, Andrew Privé wrote:
It's my game that crash not the server but I don't understand why it 
happend?!?


Does somebody know how to fix this?


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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Andrew Privé
It's my game that crash not the server but I don't understand why it 
happend?!?


Does somebody know how to fix this?


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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread ics
Press F7 on a abusive or bad gameserver that breaks the rules to report 
it (or to report a player). Sadly not many people know about this feature.


-ics

15.7.2012 21:18, Daniel Barreiro kirjoitti:

I personally think that Valve should rework the report system.
I'm not sure about how it currently works on their side but maybe add 
a button to the report server window that allows you to report it for 
breaking the policy of truth. Then if a single server or multiple 
servers on one steam account get enough reports (5-15 maybe) Valve 
looks into it and if they're doing something major they are delisted 
until they fix the cause (I.e. remove the fake players) and once they 
fix it they are relisted. Then they are given a major quickplay 
penalty that slowly goes away over time. Then if they start breaking 
the policy again it'll take less reports to get the community looked 
into again and if they are breaking it they get a set time delist and 
an even larger quickplay penalty and this repeats with more severe 
punishments eventually leading to a permanent delist and the people 
who ran the servers can never make new ones.


The one problem I see with the quickplay penalty is they will just 
make new identities. You could punish all the servers linked to one 
steam account but seeing what they do now they'll just find some other 
way to bypass it


And if the steam accounts get banned what stops them from making a new 
account. I have no idea how the fake players work except I heard 
something about packet spoofing, so I don't know if it's fixable, but 
I'm guessing not easily.


I would say add a button to quickplay that allows if people want 
vanilla or modified servers, but then the cheating servers would take 
over the modified server connections. Maybe add a way for quickplay 
people to select specific tags they want I.e. norespawntimes. But then 
the servers would just make servers to.fit each option and fake it 
from there.


The major thing that pisses me off about these servers is how much 
money they make from the ads that the owners use to put up more of 
them and use for their own gain. One of my servers is a 32 slot 
Deathrun server and it has 24-31 people on it regularly (reserved 
slots) and I get from 1.50-3.50$ a DAY from it. The advertising money 
goes to the servers and I never use any of it.
My community has 4 servers. A Deathrun, a Mario Kart, a ff2 and a. 24 
slot stock map server. The stock map one never gets filled by 
quickplay unless there are 12 people it but he identity list says it's 
good and steady. I have to check the numbers. That's the only one that 
uses quickplay since the others can't.





Sent from my Android phone so ignore any errors

"E. Olsen"  wrote:

Personally, I think quickplay has caused more problems than it has 
solved - primarily causing some server operators to rely on it almost 
exclusively to get their servers going every day. The only true 
long-term way to build consistent traffic is by having a group of 
like-minded people who are interested in the success of your 
community/servers who will seed those servers (i.e. play on 
low-population servers to get them going) each and every day. Without 
that, you will always be at the mercy of both a system, and an 
anonymous/fickle traffic pool over which you have zero control. It's 
almost ridicuous to me to read complaints about how "quickplay isn't 
filling my servers anymore!!" when those of us who have been doing 
this for years actually had to work to provide something of value to 
get players to take note of our servers, favorite them, and keep them 
coming back.


How many people complaining about quicklplay have held special events, 
ran tournaments, or created custom game modes/plugins/services not 
available anywhere else to make your servers stand out? If your only 
complaint is "/I've made my servers as plain as possible, yet 
quickplay still won't fill them/." , then I suppose I have to ask what 
exactly you have to offer than Valve's hundreds of servers do not?


I would actually prefer quickplay's settings to be more weighted 
towards established, seasoned servers that maintain a high server 
score, as opposed to randomly throwing players at servers that meet 
"vanilla" specs. That would both reward server operators that maintain 
high-quality servers that attract long-term players, AND force new 
server operators to actually do some traffic building, as opposed just 
to throwing up a dozen vanilla boxes and pressing the quickplay "easy" 
button to try and fill them.


Don't get me wrong, I'm not looking down my nose at new server 
operators, or those that prefer vanilla-style gameplay. My point is - 
quickplay is a crutch, not a solution. If you can't fill your servers 
without it, then you are probably wasting your time.



On Sun, Jul 15, 2012 at 12:56 PM, > wrote:


I'm sorry, but you're talking mince.  Hat effects are not and
never have been an issue. 

Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread Daniel Barreiro
I personally think that Valve should rework the report system.
I'm not sure about how it currently works on their side but maybe add a button 
to the report server window that allows you to report it for breaking the 
policy of truth. Then if a single server or multiple servers on one steam 
account get enough reports (5-15 maybe)  Valve looks into it and if they're 
doing something major they are delisted until they fix the cause (I.e. remove 
the fake players) and once they fix it they are relisted. Then they are given a 
major quickplay penalty that slowly goes away over time. Then if they start 
breaking the policy again it'll take less reports to get the community looked 
into again and if they are breaking it they get a set time delist and an even 
larger quickplay penalty and this repeats with more severe punishments 
eventually leading to a permanent delist and the people who ran the servers can 
never make new ones.

The one problem I see with the quickplay penalty is they will just make new 
identities. You could punish all the servers linked to one steam account but 
seeing what they do now they'll just find some other way to bypass it

And if the steam accounts get banned what stops them from making a new account. 
 I have no idea how the fake players work except I heard something about packet 
spoofing, so I don't know if it's fixable, but I'm guessing not easily.

I would say add a button to quickplay that allows if people want vanilla or 
modified servers, but then the cheating servers would take over the modified 
server connections. Maybe add a way for quickplay people to select specific 
tags they want I.e. norespawntimes. But then the servers would just make 
servers to.fit each option and fake it from there.

The major thing that pisses me off about these servers is how much money they 
make from the ads that the owners use to put up more of them and use for their 
own gain. One of my servers is a 32 slot Deathrun server and it has 24-31 
people on it regularly (reserved slots) and I get from 1.50-3.50$ a DAY from 
it. The advertising money goes to the servers and I never use any of it.
 My community has 4 servers. A Deathrun, a Mario Kart, a ff2 and a.  24 slot 
stock map server. The stock map one never gets filled by quickplay unless there 
are 12 people it but he identity list says it's good and steady. I have to 
check the numbers. That's the only one that uses quickplay since the others 
can't.




Sent from my Android phone so ignore any errors

"E. Olsen"  wrote:

>Personally, I think quickplay has caused more problems than it has solved -
>primarily causing some server operators to rely on it almost exclusively to
>get their servers going every day. The only true long-term way to build
>consistent traffic is by having a group of like-minded people who are
>interested in the success of your community/servers who will seed those
>servers (i.e. play on low-population servers to get them going) each and
>every day. Without that, you will always be at the mercy of both a system,
>and an anonymous/fickle traffic pool over which you have zero control. It's
>almost ridicuous to me to read complaints about how "quickplay isn't
>filling my servers anymore!!" when those of us who have been doing this for
>years actually had to work to provide something of value to get players to
>take note of our servers, favorite them, and keep them coming back.
>
>How many people complaining about quicklplay have held special events, ran
>tournaments, or created custom game modes/plugins/services not available
>anywhere else to make your servers stand out? If your only complaint is "*I've
>made my servers as plain as possible, yet quickplay still won't fill them*."
>, then I suppose I have to ask what exactly you have to offer than Valve's
>hundreds of servers do not?
>
>I would actually prefer quickplay's settings to be more weighted towards
>established, seasoned servers that maintain a high server score, as opposed
>to randomly throwing players at servers that meet "vanilla" specs. That
>would both reward server operators that maintain high-quality servers that
>attract long-term players, AND force new server operators to actually do
>some traffic building, as opposed just to throwing up a dozen vanilla boxes
>and pressing the quickplay "easy" button to try and fill them.
>
>Don't get me wrong, I'm not looking down my nose at new server operators,
>or those that prefer vanilla-style gameplay. My point is - quickplay is a
>crutch, not a solution. If you can't fill your servers without it, then you
>are probably wasting your time.
>
>
>On Sun, Jul 15, 2012 at 12:56 PM,  wrote:
>
>> I’m sorry, but you’re talking mince.  Hat effects are not and never have
>> been an issue.  The issue is falsely representing servers, especially by
>> making gameplay changes without the corresponding tag change.  i.e.
>> changing the respawn times, gravity, random crits etc. and also not
>> changing the tags, especially for

Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

hmm, true. Sorry, been reading too many things at same time. 



>
> From: Cameron Munroe 
>To: Mart-Jan Reeuwijk ; Half-Life dedicated Win32 server 
>mailing list  
>Sent: Sunday, 15 July 2012, 19:58
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>
>Can't be positive, doesn't say if server crashes or he crashes.
>
>On 7/15/2012 10:51 AM, Mart-Jan Reeuwijk wrote:
>
>I'm pretty sure that if his game is still running, but the server goes out, 
>one can deduce its the server I guess 
>>
From: Cameron Munroe  To: Half-Life dedicated Win32 
server mailing list  Sent: Sunday, 15 July 2012, 
19:44
Subject: Re: [hlds] Team Fortress 2 Random Crashes Your sure this is the server 
and not you? On 7/15/2012 10:41 AM, Andrew Privé wrote: 
>>>Am I the only one with random crashes?
Everytime if i want to play tf2 and im playing on a random server and after a 
few minutes it crash! What the hell could be the problem?
I'm getting pissed off of this problem! 
___
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>>>___
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>>>
>>>
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>
>
>
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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread Essay Tew Phaun
It's still the same. If you don't create a unique enough or engaging
experience, people won't favorite you and instead click "Play Now" again
next time and on to the next server they go. It just made the game more
easily accessible to newer players and does the work of the server browser
more elegantly.

On Sun, Jul 15, 2012 at 10:28 AM, E. Olsen  wrote:

> Personally, I think quickplay has caused more problems than it has solved
> - primarily causing some server operators to rely on it almost exclusively
> to get their servers going every day. The only true long-term way to build
> consistent traffic is by having a group of like-minded people who are
> interested in the success of your community/servers who will seed those
> servers (i.e. play on low-population servers to get them going) each and
> every day. Without that, you will always be at the mercy of both a system,
> and an anonymous/fickle traffic pool over which you have zero control. It's
> almost ridicuous to me to read complaints about how "quickplay isn't
> filling my servers anymore!!" when those of us who have been doing this for
> years actually had to work to provide something of value to get players to
> take note of our servers, favorite them, and keep them coming back.
>
> How many people complaining about quicklplay have held special events, ran
> tournaments, or created custom game modes/plugins/services not available
> anywhere else to make your servers stand out? If your only complaint is "*I've
> made my servers as plain as possible, yet quickplay still won't fill them*."
> , then I suppose I have to ask what exactly you have to offer than Valve's
> hundreds of servers do not?
>
> I would actually prefer quickplay's settings to be more weighted towards
> established, seasoned servers that maintain a high server score, as opposed
> to randomly throwing players at servers that meet "vanilla" specs. That
> would both reward server operators that maintain high-quality servers that
> attract long-term players, AND force new server operators to actually do
> some traffic building, as opposed just to throwing up a dozen vanilla boxes
> and pressing the quickplay "easy" button to try and fill them.
>
> Don't get me wrong, I'm not looking down my nose at new server operators,
> or those that prefer vanilla-style gameplay. My point is - quickplay is a
> crutch, not a solution. If you can't fill your servers without it, then you
> are probably wasting your time.
>
>
> On Sun, Jul 15, 2012 at 12:56 PM,  wrote:
>
>> I’m sorry, but you’re talking mince.  Hat effects are not and never have
>> been an issue.  The issue is falsely representing servers, especially by
>> making gameplay changes without the corresponding tag change.  i.e.
>> changing the respawn times, gravity, random crits etc. and also not
>> changing the tags, especially for tags which affect quickplay eligibility.
>> Valve don’t give a shit about hat effects.
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Cameron Munroe
>> *Sent:* 15 July 2012 02:00
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Is the policy of truth still going?
>>
>> ** **
>>
>> Eventually people will learn and just blacklist your server. The biggest
>> thing is that valve will eventually realize that players are just leaving
>> before 15 minutes and throw your server into the deep hole that you will
>> never come out of, but yes I do understand where you are coming from.
>>
>> Valve wont do anything to most of the servers that are hacking as they
>> are "too important" to be removed, i.e. lotusclan. They run still to this
>> day with the hat effects that if I tried to run would get a big no no from
>> Valve.
>>
>> So yeah, valve is picking favorites and I understand why as well.
>>
>> 
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Cameron Munroe

Can't be positive, doesn't say if server crashes or he crashes.

On 7/15/2012 10:51 AM, Mart-Jan Reeuwijk wrote:

I'm pretty sure that if his game is still running, but the server goes out, one 
can deduce its the server I guess





From: Cameron Munroe 
To: Half-Life dedicated Win32 server mailing list 
Sent: Sunday, 15 July 2012, 19:44
Subject: Re: [hlds] Team Fortress 2 Random Crashes

Your sure this is the server and not you?


On 7/15/2012 10:41 AM, Andrew Privé wrote:

Am I the only one with random crashes?
Everytime if i want to play tf2 and im playing on a random server and after a 
few minutes it crash!

What the hell could be the problem?
I'm getting pissed off of this problem!

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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Mart-Jan Reeuwijk

I'm pretty sure that if his game is still running, but the server goes out, one 
can deduce its the server I guess



>
> From: Cameron Munroe 
>To: Half-Life dedicated Win32 server mailing list 
> 
>Sent: Sunday, 15 July 2012, 19:44
>Subject: Re: [hlds] Team Fortress 2 Random Crashes
> 
>Your sure this is the server and not you?
>
>
>On 7/15/2012 10:41 AM, Andrew Privé wrote:
>> Am I the only one with random crashes?
>> Everytime if i want to play tf2 and im playing on a random server and after 
>> a few minutes it crash!
>> 
>> What the hell could be the problem?
>> I'm getting pissed off of this problem!
>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
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Re: [hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Cameron Munroe

Your sure this is the server and not you?


On 7/15/2012 10:41 AM, Andrew Privé wrote:

Am I the only one with random crashes?
Everytime if i want to play tf2 and im playing on a random server and 
after a few minutes it crash!


What the hell could be the problem?
I'm getting pissed off of this problem!

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[hlds] Team Fortress 2 Random Crashes

2012-07-15 Thread Andrew Privé

Am I the only one with random crashes?
Everytime if i want to play tf2 and im playing on a random server and after 
a few minutes it crash!


What the hell could be the problem?
I'm getting pissed off of this problem! 



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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread E. Olsen
Personally, I think quickplay has caused more problems than it has solved -
primarily causing some server operators to rely on it almost exclusively to
get their servers going every day. The only true long-term way to build
consistent traffic is by having a group of like-minded people who are
interested in the success of your community/servers who will seed those
servers (i.e. play on low-population servers to get them going) each and
every day. Without that, you will always be at the mercy of both a system,
and an anonymous/fickle traffic pool over which you have zero control. It's
almost ridicuous to me to read complaints about how "quickplay isn't
filling my servers anymore!!" when those of us who have been doing this for
years actually had to work to provide something of value to get players to
take note of our servers, favorite them, and keep them coming back.

How many people complaining about quicklplay have held special events, ran
tournaments, or created custom game modes/plugins/services not available
anywhere else to make your servers stand out? If your only complaint is "*I've
made my servers as plain as possible, yet quickplay still won't fill them*."
, then I suppose I have to ask what exactly you have to offer than Valve's
hundreds of servers do not?

I would actually prefer quickplay's settings to be more weighted towards
established, seasoned servers that maintain a high server score, as opposed
to randomly throwing players at servers that meet "vanilla" specs. That
would both reward server operators that maintain high-quality servers that
attract long-term players, AND force new server operators to actually do
some traffic building, as opposed just to throwing up a dozen vanilla boxes
and pressing the quickplay "easy" button to try and fill them.

Don't get me wrong, I'm not looking down my nose at new server operators,
or those that prefer vanilla-style gameplay. My point is - quickplay is a
crutch, not a solution. If you can't fill your servers without it, then you
are probably wasting your time.


On Sun, Jul 15, 2012 at 12:56 PM,  wrote:

> I’m sorry, but you’re talking mince.  Hat effects are not and never have
> been an issue.  The issue is falsely representing servers, especially by
> making gameplay changes without the corresponding tag change.  i.e.
> changing the respawn times, gravity, random crits etc. and also not
> changing the tags, especially for tags which affect quickplay eligibility.
> Valve don’t give a shit about hat effects.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Cameron Munroe
> *Sent:* 15 July 2012 02:00
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Is the policy of truth still going?
>
> ** **
>
> Eventually people will learn and just blacklist your server. The biggest
> thing is that valve will eventually realize that players are just leaving
> before 15 minutes and throw your server into the deep hole that you will
> never come out of, but yes I do understand where you are coming from.
>
> Valve wont do anything to most of the servers that are hacking as they are
> "too important" to be removed, i.e. lotusclan. They run still to this day
> with the hat effects that if I tried to run would get a big no no from
> Valve.
>
> So yeah, valve is picking favorites and I understand why as well.
>
> 
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread Cameron Munroe
Valve made hat effects so that they could make a profit on the sale of 
keys, when a server group on the other hand simply makes it a donator 
option that removes profit for valve, so I am not talking mince. Also 
there has been an issue with hats if you pay attention around the tf2 
universe and there was times valve gave people no nos.


In my statement I stated that these servers were too important to remove 
as these false representation servers sometimes do so well that taking 
them down would displace many many users, which no one wants.


However in any case my statement is mainly that small gaming communities 
can't do things like hat effects or false tags, but larger communities 
can get away with it.


On 7/15/2012 9:56 AM, gamead...@127001.org wrote:

pecially by
making gameplay changes without the corresponding tag change.  i.e. changing
the respawn times, g




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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread gameadmin
I'm sorry, but you're talking mince.  Hat effects are not and never have
been an issue.  The issue is falsely representing servers, especially by
making gameplay changes without the corresponding tag change.  i.e. changing
the respawn times, gravity, random crits etc. and also not changing the
tags, especially for tags which affect quickplay eligibility.  Valve don't
give a shit about hat effects.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: 15 July 2012 02:00
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Is the policy of truth still going?

 

Eventually people will learn and just blacklist your server. The biggest
thing is that valve will eventually realize that players are just leaving
before 15 minutes and throw your server into the deep hole that you will
never come out of, but yes I do understand where you are coming from.

Valve wont do anything to most of the servers that are hacking as they are
"too important" to be removed, i.e. lotusclan. They run still to this day
with the hat effects that if I tried to run would get a big no no from
Valve.

So yeah, valve is picking favorites and I understand why as well.



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Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread Essay Tew Phaun
So uh, let's not split hairs over the word rank, okay. I have a good
Quickplay score that, prior to a day or so ago, brought players in quickly
and regularly without fail. That essentially stops dead in it's tracks as
of a few days ago. I'm going to go with a problem with Quickplay rather
than an over saturation of servers.

On Sun, Jul 15, 2012 at 6:31 AM, ics  wrote:

>  For those that wonder, the commands are con_logfile putsomenamehere and
> tf_matchmaking_spew_level 4
>
> However, while i did the search, i noticed something off. There's 3 values
> that are kind of important in the output, those are  user score, server
> score and total score. I did a check on some of my servers and this is what
> they had months ago:
>
> Server 1: 0.9400, 5.6867, 6.6267
> Server 2: 0.9280, 6.0250, 6.9530
> Server 3: 0.8840, 6.0500, 6.9340
>
> And now today:
>
> Server 1: 0.8440, 6., 7.1773
> Server 2: 0.9040,-94.,-93.0960
> Server 3: 0.8840,-94.,-93.1160
>
> It seems that some of my servers are taking penalty against quickplay for
> reasons i have no idea and atleast one of the servers (which was least
> populated before) is taking a lot of traffic instead. This way also explain
> why some other peoples servers are not getting traffic even though they
> were getting that before. All my servers have been quickplay eglible and
> packing most time of the day but recently they have not been as full on
> morning / day as they used to be. I don't think it's surplus of active
> servers that is causing this but luckily quickplay isn't the only way to
> have players on a server.
>
> -ics
>
> 15.7.2012 16:10, ics kirjoitti:
>
> There is never going to be a "top list" of servers with positions 1,2,3,4
> etc, there is just going to be x-count of servers that are "good" to be
> assigned players for.
>
> There are couple of console commands that will make you log output to
> logfile and set spew level to maximum. I cant remember or check the command
> now, type find spew into console to search for it. Anyway, if you set them
> on, do a quickplay search, you can look for the logfile later on if your
> servers are on top of the list or not or even among the selectd from which
> the server where you will be put into after search completes. Basically its
> self explanatory after you look that file output. Propably the best meter
> there is.
>
> -ics
>
> - Alkuperäinen viesti -
> > Thanks for the charming link Damon, I think I can do one better than
> your
> > lmgtfy (troll) link though.
> >
> >
> >
> > A)In case you haven't noticed in your infinate wisdom,
> Gametracker
> > is a third party site, probably run by a Game Server Provider or some
> > other party with a vested interest in server ranking, that doesn't use
> > the same method as Valve to establish server ranks. There are a lot of
> > servers that Gametracker considers great, that actually are shit in both
> > reality and Valve Rankings. Automatically assuming your server is
> > awesome on Valve Ranks because a third party site says so is a false
> > assumption, so I wouldn't be complaining that there is a "quick play
> > issue" when you can't even remotely establish the position of your own
> > server on Valve's system beyond "good" or "bad". Else it's like saying
> > "I RUN MY OWN RANKING SITE AND MY SERVER IS AWESUM, WHY VALVE NO
> > QUIKPLAH?!".
> >
> >
> >
> > B)  I know how TF2 servers are ranked, I run 40 of them and as a
> > responsible server owner I keep up to date with all Valve related news.
> > You're more than welcome to drop by any of them anytime you wish.
> > However to suggest that knowing *how* servers are ranked automatically
> > means you know your server's score in comparison with other servers is a
> > bit of a stretch.Unless of course you're suggesting the OP has no life
> > and sits there with a stop watch timing how long each player stays? Even
> > then, he wouldn't all the other server's scores to compare his own with.
> >
> >
> >
> > To think, I didn't even need a lmgtfy link to make you look like a
> moron.
> > Though, hopefully my response has demonstrated that anyone who uses a
> > lmgtfy link in response to a legitimate question (that being, I didn't
> > think you could check your Valve server ranks so why are people saying
> > "I have a highly ranked server" as if the workings of a third party site
> > are remotely relevent to how quickplay works) just looks like a smug
> > idiot and gets a response as such.
> >
> >
> >
> > Ta,
> >
> >
> >
> > -Leon
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com]
> On Behalf Of Damon Reece
> > Sent: Sunday, 15 July 2012 5:29 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TF2 Quickplay Issue
> >
> >
> >
> > http://lmgtfy.com/?q=tf2+server+ranking
> >
> > Brings you these:
> >
> > -GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has
> > most, if not all servers)
> > -Bl

Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread ics
For those that wonder, the commands are con_logfile putsomenamehere and 
tf_matchmaking_spew_level 4


However, while i did the search, i noticed something off. There's 3 
values that are kind of important in the output, those are  user score, 
server score and total score. I did a check on some of my servers and 
this is what they had months ago:


Server 1: 0.9400, 5.6867, 6.6267
Server 2: 0.9280, 6.0250, 6.9530
Server 3: 0.8840, 6.0500, 6.9340

And now today:

Server 1: 0.8440, 6., 7.1773
Server 2: 0.9040,-94.,-93.0960
Server 3: 0.8840,-94.,-93.1160

It seems that some of my servers are taking penalty against quickplay 
for reasons i have no idea and atleast one of the servers (which was 
least populated before) is taking a lot of traffic instead. This way 
also explain why some other peoples servers are not getting traffic even 
though they were getting that before. All my servers have been quickplay 
eglible and packing most time of the day but recently they have not been 
as full on morning / day as they used to be. I don't think it's surplus 
of active servers that is causing this but luckily quickplay isn't the 
only way to have players on a server.


-ics

15.7.2012 16:10, ics kirjoitti:


There is never going to be a "top list" of servers with positions 
1,2,3,4 etc, there is just going to be x-count of servers that are 
"good" to be assigned players for.


There are couple of console commands that will make you log output to 
logfile and set spew level to maximum. I cant remember or check the 
command now, type find spew into console to search for it. Anyway, if 
you set them on, do a quickplay search, you can look for the logfile 
later on if your servers are on top of the list or not or even among 
the selectd from which the server where you will be put into after 
search completes. Basically its self explanatory after you look that 
file output. Propably the best meter there is.


-ics

- Alkuperäinen viesti -
> Thanks for the charming link Damon, I think I can do one better than 
your

> lmgtfy (troll) link though.
>
>
>
> A)In case you haven't noticed in your infinate wisdom, 
Gametracker

> is a third party site, probably run by a Game Server Provider or some
> other party with a vested interest in server ranking, that doesn't use
> the same method as Valve to establish server ranks. There are a lot of
> servers that Gametracker considers great, that actually are shit in 
both

> reality and Valve Rankings. Automatically assuming your server is
> awesome on Valve Ranks because a third party site says so is a false
> assumption, so I wouldn't be complaining that there is a "quick play
> issue" when you can't even remotely establish the position of your own
> server on Valve's system beyond "good" or "bad". Else it's like saying
> "I RUN MY OWN RANKING SITE AND MY SERVER IS AWESUM, WHY VALVE NO
> QUIKPLAH?!".
>
>
>
> B)  I know how TF2 servers are ranked, I run 40 of them and 
as a

> responsible server owner I keep up to date with all Valve related news.
> You're more than welcome to drop by any of them anytime you wish.
> However to suggest that knowing *how* servers are ranked automatically
> means you know your server's score in comparison with other servers 
is a

> bit of a stretch.Unless of course you're suggesting the OP has no life
> and sits there with a stop watch timing how long each player stays? 
Even
> then, he wouldn't all the other server's scores to compare his own 
with.

>
>
>
> To think, I didn't even need a lmgtfy link to make you look like a 
moron.

> Though, hopefully my response has demonstrated that anyone who uses a
> lmgtfy link in response to a legitimate question (that being, I didn't
> think you could check your Valve server ranks so why are people saying
> "I have a highly ranked server" as if the workings of a third party 
site

> are remotely relevent to how quickplay works) just looks like a smug
> idiot and gets a response as such.
>
>
>
> Ta,
>
>
>
> -Leon
>
>
>
> From: hlds-boun...@list.valvesoftware.com 


> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Damon Reece
> Sent: Sunday, 15 July 2012 5:29 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Quickplay Issue
>
>
>
> http://lmgtfy.com/?q=tf2+server+ranking
>
> Brings you these:
>
> -GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has
> most, if not all servers)
> -Blogpost on teamfortress.com about scoring servers
> http://www.teamfortress.com/post.php?id=2338
>
> On Sun, Jul 15, 2012 at 3:59 PM, Leon Hunter >

> wrote:
>
> Forgive me for sounding naive, but how do you know your server is 
highly
> ranked? Last I checked you could only check server standing and the 
rank

> trend (up or down).
>
>
>
> I also understand that the ranks are "scores" and scores are 
comparative

> not absolute, so you'd personally need to know the posi

Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread ics
There is never going to be a "top list" of servers with positions 1,2,3,4 etc, 
there is just going to be x-count of servers that are "good" to be assigned 
players for.

There are couple of console commands that will make you log output to logfile 
and set spew level to maximum. I cant remember or check the command now, type 
find spew into console to search for it. Anyway, if you set them on, do a 
quickplay search, you can look for the logfile later on if your servers are on 
top of the list or not or even among the selectd from which the server where 
you will be put into after search completes. Basically its self explanatory 
after you look that file output. Propably the best meter there is.

-ics

- Alkuperäinen viesti -
> Thanks for the charming link Damon, I think I can do one better than your
> lmgtfy (troll) link though.
> 
>   
> 
> A)         In case you haven't noticed in your infinate wisdom, Gametracker
> is a third party site, probably run by a Game Server Provider or some
> other party with a vested interest in server ranking, that doesn't use
> the same method as Valve to establish server ranks. There are a lot of
> servers that Gametracker considers great, that actually are shit in both
> reality and Valve Rankings. Automatically assuming your server is
> awesome on Valve Ranks because a third party site says so is a false
> assumption, so I wouldn't be complaining that there is a "quick play
> issue" when you can't even remotely establish the position of your own
> server on Valve's system beyond "good" or "bad". Else it's like saying
> "I RUN MY OWN RANKING SITE AND MY SERVER IS AWESUM, WHY VALVE NO
> QUIKPLAH?!".
> 
>   
> 
> B)           I know how TF2 servers are ranked, I run 40 of them and as a
> responsible server owner I keep up to date with all Valve related news.
> You're more than welcome to drop by any of them anytime you wish.
> However to suggest that knowing *how* servers are ranked automatically
> means you know your server's score in comparison with other servers is a
> bit of a stretch.Unless of course you're suggesting the OP has no life
> and sits there with a stop watch timing how long each player stays? Even
> then, he wouldn't all the other server's scores to compare his own with.
> 
>   
> 
> To think, I didn't even need a lmgtfy link to make you look like a moron.
> Though, hopefully my response has demonstrated that anyone who uses a
> lmgtfy link in response to a legitimate question (that being, I didn't
> think you could check your Valve server ranks so why are people saying
> "I have a highly ranked server" as if the workings of a third party site
> are remotely relevent to how quickplay works) just looks like a smug
> idiot and gets a response as such.
> 
>   
> 
> Ta,
> 
>   
> 
> -Leon
> 
>   
> 
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Damon Reece
> Sent: Sunday, 15 July 2012 5:29 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Quickplay Issue
> 
>   
> 
> http://lmgtfy.com/?q=tf2+server+ranking
> 
> Brings you these:
> 
> -GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has
> most, if not all servers)
> -Blogpost on teamfortress.com about scoring servers
> http://www.teamfortress.com/post.php?id=2338
> 
> On Sun, Jul 15, 2012 at 3:59 PM, Leon Hunter 
> wrote:
> 
> Forgive me for sounding naive, but how do you know your server is highly
> ranked? Last I checked you could only check server standing and the rank
> trend (up or down).
> 
>   
> 
> I also understand that the ranks are "scores" and scores are comparative
> not absolute, so you'd personally need to know the position of every
> other server to know your own.
> 
>   
> 
> -Leon 
> 
>   
> 
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
> Sent: Sunday, 15 July 2012 11:15 AM
> 
> 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2 Quickplay Issue
> 
>   
> 
> Always possible, but we have a very highly ranked server experiencing
> this issue.
> 
> On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL  wrote:
> 
> May sound silly but with the pyro update I bet there are an over
> saturation of servers and the update hype has died down meaning more
> empty or not quite full servers. Happens near every major update. 
> 
> On Jul 14, 2012 9:31 PM, "Essay Tew Phaun"  wrote:
> 
> Same issue here. It is topping out in the mid teens on all of our
> servers.
> 
> On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com
>  wrote:
> 
> You lot are lucky you can even get yours to fill. We have about 16
> people on and quizkplay still doesnt kick in.
> 
> 
> 
> On 14/07/2012 23:37, Dominik Friedrichs wrote:
> 
> My servers also wouldnt fill at some points during the last few days,
> without any obvious reason. Restarting seemed to fix this, and my
> feeling is that its quickplay related, even though the log

Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread Leon Hunter
Thanks for the charming link Damon, I think I can do one better than your
lmgtfy (troll) link though.

 

A) In case you haven't noticed in your infinate wisdom, Gametracker is a
third party site, probably run by a Game Server Provider or some other party
with a vested interest in server ranking, that doesn't use the same method
as Valve to establish server ranks. There are a lot of servers that
Gametracker considers great, that actually are shit in both reality and
Valve Rankings. Automatically assuming your server is awesome on Valve Ranks
because a third party site says so is a false assumption, so I wouldn't be
complaining that there is a "quick play issue" when you can't even remotely
establish the position of your own server on Valve's system beyond "good" or
"bad". Else it's like saying "I RUN MY OWN RANKING SITE AND MY SERVER IS
AWESUM, WHY VALVE NO QUIKPLAH?!".

 

B)  I know how TF2 servers are ranked, I run 40 of them and as a
responsible server owner I keep up to date with all Valve related news.
You're more than welcome to drop by any of them anytime you wish. However to
suggest that knowing *how* servers are ranked automatically means you know
your server's score in comparison with other servers is a bit of a
stretch.Unless of course you're suggesting the OP has no life and sits there
with a stop watch timing how long each player stays? Even then, he wouldn't
all the other server's scores to compare his own with.

 

To think, I didn't even need a lmgtfy link to make you look like a moron.
Though, hopefully my response has demonstrated that anyone who uses a lmgtfy
link in response to a legitimate question (that being, I didn't think you
could check your Valve server ranks so why are people saying "I have a
highly ranked server" as if the workings of a third party site are remotely
relevent to how quickplay works) just looks like a smug idiot and gets a
response as such.

 

Ta,

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Damon Reece
Sent: Sunday, 15 July 2012 5:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Issue

 

http://lmgtfy.com/?q=tf2+server+ranking

Brings you these:

-GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has most,
if not all servers)
-Blogpost on teamfortress.com about scoring servers
http://www.teamfortress.com/post.php?id=2338

On Sun, Jul 15, 2012 at 3:59 PM, Leon Hunter  wrote:

Forgive me for sounding naive, but how do you know your server is highly
ranked? Last I checked you could only check server standing and the rank
trend (up or down).

 

I also understand that the ranks are "scores" and scores are comparative not
absolute, so you'd personally need to know the position of every other
server to know your own.

 

-Leon 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Sunday, 15 July 2012 11:15 AM


To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] TF2 Quickplay Issue

 

Always possible, but we have a very highly ranked server experiencing this
issue.

On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL  wrote:

May sound silly but with the pyro update I bet there are an over saturation
of servers and the update hype has died down meaning more empty or not quite
full servers. Happens near every major update. 

On Jul 14, 2012 9:31 PM, "Essay Tew Phaun"  wrote:

Same issue here. It is topping out in the mid teens on all of our servers.

On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com
 wrote:

You lot are lucky you can even get yours to fill. We have about 16 people on
and quizkplay still doesnt kick in.



On 14/07/2012 23:37, Dominik Friedrichs wrote:

My servers also wouldnt fill at some points during the last few days,
without any obvious reason. Restarting seemed to fix this, and my feeling is
that its quickplay related, even though the login and everything seems to be
ok according to the logs...

On 2012/07/15 00:08, Devin O'Malley wrote:

Hey all,

I don't often post here, but this time I felt it was important. I help
managed some TF2 servers, but I notice that as of late Quickplay has
become less reliable. It disconnects more often, and sometimes even
requires a server reboot to fix. More importantly, since the most recent
updates on the 11th and 13th of July, Quickplay no longer fills the
server. It works up until around 16-19 players, and then it dies out
without helping the server reach 21-24 (the server maximums). Has anyone
else noticed this?

Is there any way to check if it is actually working?


Thank you for your time,
Devin O'Malley



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Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread Damon Reece
http://lmgtfy.com/?q=tf2+server+ranking

Brings you these:

-GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has most,
if not all servers)
-Blogpost on teamfortress.com about scoring servers
http://www.teamfortress.com/post.php?id=2338

On Sun, Jul 15, 2012 at 3:59 PM, Leon Hunter  wrote:

> Forgive me for sounding naive, but how do you know your server is highly
> ranked? Last I checked you could only check server standing and the rank
> trend (up or down).
>
> ** **
>
> I also understand that the ranks are “scores” and scores are comparative
> not absolute, so you’d personally need to know the position of every other
> server to know your own.
>
> ** **
>
> -Leon 
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
> *Sent:* Sunday, 15 July 2012 11:15 AM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2 Quickplay Issue
>
> ** **
>
> Always possible, but we have a very highly ranked server experiencing this
> issue.
>
> On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL  wrote:***
> *
>
> May sound silly but with the pyro update I bet there are an over
> saturation of servers and the update hype has died down meaning more empty
> or not quite full servers. Happens near every major update. 
>
> On Jul 14, 2012 9:31 PM, "Essay Tew Phaun"  wrote:
>
> Same issue here. It is topping out in the mid teens on all of our servers.
> 
>
> On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com <
> ad...@aerolitegaming.co.uk> wrote:
>
> You lot are lucky you can even get yours to fill. We have about 16 people
> on and quizkplay still doesnt kick in.
>
>
>
> On 14/07/2012 23:37, Dominik Friedrichs wrote:
>
> My servers also wouldnt fill at some points during the last few days,
> without any obvious reason. Restarting seemed to fix this, and my feeling
> is that its quickplay related, even though the login and everything seems
> to be ok according to the logs...
>
> On 2012/07/15 00:08, Devin O'Malley wrote:
>
> Hey all,
>
> I don't often post here, but this time I felt it was important. I help
> managed some TF2 servers, but I notice that as of late Quickplay has
> become less reliable. It disconnects more often, and sometimes even
> requires a server reboot to fix. More importantly, since the most recent
> updates on the 11th and 13th of July, Quickplay no longer fills the
> server. It works up until around 16-19 players, and then it dies out
> without helping the server reach 21-24 (the server maximums). Has anyone
> else noticed this?
>
> Is there any way to check if it is actually working?
>
>
> Thank you for your time,
> Devin O'Malley
>
>
>
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-- 

Cheers,
Damon
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