Re: [hlds] OB Servers Dont Appear On Server List

2012-07-21 Thread PAL-18
Oh and neither of these are TF2 servers.  Its a DODS server and a modification 
server (Module Combat Source)


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Re: [hlds] OB Servers Dont Appear On Server List

2012-07-21 Thread PAL-18

Some more info:

Ive tried the following and it didnt fix it:

sv_master_share_game_socket 0
sv_master_legacy_mode 0

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[hlds] OB Servers Dont Appear On Server List

2012-07-21 Thread PAL-18
I noticed that all my orangebox servers on my server box aren't displaying the 
servers on the server list.  It worked fine a month ago and nothing has changed 
on them since then.  On the same box, i have a HL1 server running and that one 
displays on the server list properly so it cant be a ports issue.


Any idea what's happening?

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Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread Leon Hunter
This is a well-known caveat, nothing new and nothing to do with the update.

When the replay bot first joins, replay is Replay
All subsequent joins/maps, it comes back as replay

Source: https://dl.dropbox.com/u/9948007/replayduck.png (Nicholas Hastings,
Oct 12, 2011)


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Sunday, 22 July 2012 7:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SourceTV now ignores the tv_name variable?

I'm running my servers on Linux.  My replay bot used to be named 'replay',
now it is 'Replay'.

On 7/21/2012 2:59 PM, ics wrote:
> They did? Must be windows only because i still have replay as 'replay' 
> instead of 'REPLAY'
>
> -ics
>


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Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread Russell Smith
I'm running my servers on Linux.  My replay bot used to be named 
'replay', now it is 'Replay'.


On 7/21/2012 2:59 PM, ics wrote:
They did? Must be windows only because i still have replay as 'replay' 
instead of 'REPLAY'


-ics




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Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread ics
They did? Must be windows only because i still have replay as 'replay' 
instead of 'REPLAY'


-ics

22.7.2012 0:09, Russell Smith kirjoitti:
I noticed they capitalized the replay bot name this patch so they must 
have been dinking around with the replay/sourcetv bot naming code.


On 7/21/2012 2:06 PM, Peter HLDS wrote:
On both our TF2 and GMod servers, our source TV bot now shows up 
named "SourceTV" instead of our usual custom name, set with tv_name.


The tv_name variable is still set and queryable, but seems to have no 
effect on the actual bot's name.

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Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread Russell Smith
I noticed they capitalized the replay bot name this patch so they must 
have been dinking around with the replay/sourcetv bot naming code.


On 7/21/2012 2:06 PM, Peter HLDS wrote:

On both our TF2 and GMod servers, our source TV bot now shows up named 
"SourceTV" instead of our usual custom name, set with tv_name.

The tv_name variable is still set and queryable, but seems to have no effect on 
the actual bot's name.
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[hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread Peter HLDS
On both our TF2 and GMod servers, our source TV bot now shows up named 
"SourceTV" instead of our usual custom name, set with tv_name.

The tv_name variable is still set and queryable, but seems to have no effect on 
the actual bot's name.
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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread AnAkIn
No, they told me back in April that they had a fix, but they never released
it.

2012/7/21 Essay Tew Phaun 

> Has Valve fixed the crit exploit yet?
>
>
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-- 
Best regards,
AnAkIn
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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread Essay Tew Phaun
Has Valve fixed the crit exploit yet?
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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-07-21 Thread AnAkIn
I just found out that the plugin was broken since an update about two weeks
ago (it was not detecting anything anymore). I've fixed it and it should
now be more resistant to future updates.

2012/4/14 AnAkIn 

> I updated it, it should now be fully compatible with CSS & DoD S.
>
> Le 12 avril 2012 18:55, AnAkIn  a écrit :
> > I forgot to mention there is an auto updater included. It'll download
> > the new version automatically from the link you posted.
> >
> > Le 12 avril 2012 18:53, Stefan Giroux  a écrit :
> >> There is no need to obfuscate your strings. From what it looks like,
> this
> >> program downloads code from
> >> http://tftrue.redline-utilities.net/TriggerBotDetector.dll
> >> At least make it clear that your plugin goes out to the web to download
> code
> >> if it does. If it doesn't, there is no need for curl.
> >>
> >>
> >> On Thu, Apr 12, 2012 at 9:40 AM, Crazed Gunman <
> bsr.crazedgun...@gmail.com>
> >> wrote:
> >>>
> >>> I don't think he's given anyone a reason not to trust him. I'd give it
> a
> >>> shot on his word.
> >>>
> >>> On 4/11/2012 5:17 PM, Asher Baker wrote:
> 
>  On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse
>   wrote:
> >
> > Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
> > Names 2 things that are fully open source.
> 
>  But, joking aside, AnAkIn is pretty trustworthy.
> 
>  On Wed, Apr 11, 2012 at 7:06 PM, Andrew DeMerse
>   wrote:
> >
> > Anakin has been around on the list for a very long time, and has
> > provided
> > nothing but good advice, fixes, and insight.  If his plugin is
> anything
> > malicious, which I doubt, I have full backups, and it's easy enough
> to
> > fix.
> >
> > Sure, it's use at your own risk, but so is Sourcemod, Mani, etc.
> >
> >
> > On Wed, Apr 11, 2012 at 1:58 PM, Sebastian Iskra >
> > wrote:
> >>
> >> Atleast I made a valid point Mr. Marbury.
> >>
> >> On Wed, Apr 11, 2012 at 12:55 PM, John Marbury<
> barreltr...@gmail.com>
> >> wrote:
> >>>
> >>> Said the random sea-bass.
> >>>
> >>> ___
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> >>>
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> >>
> >>
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> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
>
>
>
> --
> Best regards,
> AnAkIn
>



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AnAkIn
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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-21 Thread Valentin G.
Things like this need a larger playerbase to get good data I suppose.

On Sat, Jul 21, 2012 at 4:04 PM, Brian Simon wrote:

> So why isn't the TF2 Beta being used to test things like this before being
> shipped into the main game?
>
>
> On Fri, Jul 20, 2012 at 9:46 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>> Just to be clear, the this new feature is in beta status, but it has
>> shipped in the regular game.
>>
>> It is not in the TF beta.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Friday, July 20, 2012 6:35 PM
>> To: Half-Life dedicated Linux server mailing list (
>> hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
>> mailing list (hlds@list.valvesoftware.com)
>> Subject: [hlds_linux] New TF quickplay in beta
>>
>> Today's update introduced a new version of quickplay.  It is currently in
>> beta.  A small percentage of players will be asked if they want to try out
>> the beta, when they press the "Start playing" button.
>>
>> Here's what you need to know as a server operator:
>>
>> * Eligibility rules, maps, etc. have not changed
>>
>> * The new system does not utilize the server browser.
>>
>> * You might see some extra console spam.
>>
>> * Your server must opt into this potential stream of traffic by
>> setting "tf_mm_servermode 1"
>>
>> * Regular joins through through other means can coexist with
>> joins through quickplay beta, with one significant shortcoming:  If the
>> first person to join your server joins outside of the new matchmaking
>> system, the system will treat your server is "full".  If the first person
>> to join your server comes in through the matchmaking system, your server
>> will accept players from either source.  This shortcoming will be addressed
>> soon.
>>
>> So, basically:
>>
>> * Set "tf_mm_servermode 1" to avoid missing out on any traffic
>> from the beta matchmaking system.
>>
>> * If it causes any problems, then opt out!  That's why it's
>> called "beta!"
>>
>> From a player perspective, the new system offers two main features:
>>
>> * Form a search party with friends and find a server together.
>>
>> * Never get matched into an empty server by yourself.  A server
>> will always be seeded with at least N players.  (Currently N = 2 since
>> there will not be many players using the system, but we will increase that
>> over time.)
>>
>> Thank you!
>>
>> Your humble servant,
>> Fletch
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>> please visit:
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>
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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-21 Thread Brian Simon
So why isn't the TF2 Beta being used to test things like this before being
shipped into the main game?

On Fri, Jul 20, 2012 at 9:46 PM, Fletcher Dunn
wrote:

> Just to be clear, the this new feature is in beta status, but it has
> shipped in the regular game.
>
> It is not in the TF beta.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> Sent: Friday, July 20, 2012 6:35 PM
> To: Half-Life dedicated Linux server mailing list (
> hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
> mailing list (hlds@list.valvesoftware.com)
> Subject: [hlds_linux] New TF quickplay in beta
>
> Today's update introduced a new version of quickplay.  It is currently in
> beta.  A small percentage of players will be asked if they want to try out
> the beta, when they press the "Start playing" button.
>
> Here's what you need to know as a server operator:
>
> * Eligibility rules, maps, etc. have not changed
>
> * The new system does not utilize the server browser.
>
> * You might see some extra console spam.
>
> * Your server must opt into this potential stream of traffic by
> setting "tf_mm_servermode 1"
>
> * Regular joins through through other means can coexist with joins
> through quickplay beta, with one significant shortcoming:  If the first
> person to join your server joins outside of the new matchmaking system, the
> system will treat your server is "full".  If the first person to join your
> server comes in through the matchmaking system, your server will accept
> players from either source.  This shortcoming will be addressed soon.
>
> So, basically:
>
> * Set "tf_mm_servermode 1" to avoid missing out on any traffic
> from the beta matchmaking system.
>
> * If it causes any problems, then opt out!  That's why it's called
> "beta!"
>
> From a player perspective, the new system offers two main features:
>
> * Form a search party with friends and find a server together.
>
> * Never get matched into an empty server by yourself.  A server
> will always be seeded with at least N players.  (Currently N = 2 since
> there will not be many players using the system, but we will increase that
> over time.)
>
> Thank you!
>
> Your humble servant,
> Fletch
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Re: [hlds] New TF quickplay in beta

2012-07-21 Thread Dominik Friedrichs
Sweet! Enabled the new beta and my weak server which has been empty for 
months just filled up with over 10 players in less than a minute!


On 2012/07/21 03:35, Fletcher Dunn wrote:

Today’s update introduced a new version of quickplay. It is currently in
beta. A small percentage of players will be asked if they want to try
out the beta, when they press the “Start playing” button.

Here’s what you need to know as a server operator:

·Eligibility rules, maps, etc. have not changed

·The new system does not utilize the server browser.

·You might see some extra console spam.

·Your server must opt into this potential stream of traffic by setting
“tf_mm_servermode 1”

·Regular joins through through other means can coexist with joins
through quickplay beta, with one significant shortcoming: If the first
person to join your server joins outside of the new matchmaking system,
the system will treat your server is “full”. If the first person to join
your server comes in through the matchmaking system, your server will
accept players from either source. This shortcoming will be addressed soon.

So, basically:

·Set “tf_mm_servermode 1” to avoid missing out on any traffic from the
beta matchmaking system.

·If it causes any problems, then opt out! That’s why it’s called “beta!”

 From a player perspective, the new system offers two main features:

·Form a search party with friends and find a server together.

·Never get matched into an empty server by yourself. A server will
always be seeded with at least N players. (Currently N = 2 since there
will not be many players using the system, but we will increase that
over time.)

Thank you!

Your humble servant,

Fletch



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Re: [hlds] New TF quickplay in beta

2012-07-21 Thread Claudio Beretta
If I'm getting it right, the new system won't put players in empty servers
but now requires at least 2 players to join an empty server exclusively
with the new system, otherwise the server will be considered full.
Mindfuck?

On Sat, Jul 21, 2012 at 3:35 AM, Fletcher Dunn
wrote:

>  · Regular joins through through other means can coexist with
> joins through quickplay beta, with one significant shortcoming:  If the
> first person to join your server joins outside of the new matchmaking
> system, the system will treat your server is “full”.  If the first person
> to join your server comes in through the matchmaking system, your server
> will accept players from either source.  This shortcoming will be addressed
> soon.
>
> · Never get matched into an empty server by yourself.  A server
> will always be seeded with at least N players.  (Currently N = 2 since
> there will not be many players using the system, but we will increase that
> over time.)
>
>
>
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