[hlds] Engine Error: Host_Error: Overflow... still present

2012-08-17 Thread Andreas Grimm
The String table overflow engine error is still present:

 

Happened on plr_hightower:

L 08/18/2012 - 08:51:02: World triggered "Round_Start"

L 08/18/2012 - 08:51:02: World triggered "Round_Setup_Begin"

L 08/18/2012 - 08:51:02: World triggered "Mini_Round_Selected" (round 
"plr_round_C")

L 08/18/2012 - 08:51:02: World triggered "Mini_Round_Start"

L 08/18/2012 - 08:51:02: Engine error: Host_Error: Overflow error writing 
string table baseline ServerMapCycleMvM

 

Dump file available here:

http://pfiles.saigns.de/dmps/crash_srcds.exe_20120818085102_1.dmp

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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Brendan Cosman
This is odd, because I'm running all my normal rotation servers with timelimit 
0, and they don't get stuck on a map. (Also, I saw the same behaviour - using 
that file caused the server not to launch in advanced mode, and then to get 
stuck at the end of the round.


- Original Message -
From: "Mark Steele" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, 18 August, 2012 2:16:05 PM GMT +10:00 Brisbane
Subject: Re: [hlds] Setting Missions in MvM


Chances are your mp_timelimit is still set to the default (0), which will just 
have the map on permanently. If you set mp_timelimit 20 or something along 
those lines, when the mission has been completed, that time should be up, and 
it'll move onto the next map in the rotation. Unfortunately, map votes still 
break servers (as far as I know), and so this is the only real way to change 
map without doing it manually (changelevel foo_bar) 


If the players want to change difficulty, they'll have to do that by calling a 
difficulty vote from the game menu, right now I don't think there's a way to 
automatically change to a different difficulty automatically. 


On 18 August 2012 05:08, Alan Kennedy < kenne...@3dgames.com.ar > wrote: 







I've tried this, but my players report that the game got stuck at mvm_coaltown, 
even though they defeated all the waves. Mmm... bogus report or someone had the 
same issue? I think the servers where started on mvm_coaltown, maybe that's the 
issue? 

-- 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 





From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 
Sent: Friday, August 17, 2012 11:25:52 PM 


Subject: Re: [hlds] Setting Missions in MvM 


"tf_mvm_missioncycle.res" 
{ 
"categories" "1" 
"1" 
{ 
"count" "6" 


"1" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced" 
} 
"2" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced" 
} 
"3" 
{ 
"map" "mvm_mannworks" 
"popfile" "mvm_mannworks_advanced" 
} 
"4" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced2" 
} 
"5" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced2" 
} 
"6" 
{ 
"map" "mvm_mannworks" 

"popfile" "mvm_mannworks_ironman" 
} 
} 
} 

Should do what you need. If it doesn't, then you'd need to ask someone more 
knowledgeable than myself :-P 


On 18 August 2012 02:51, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


Hi, 

Sorry, I must be dense today, but I can't get a server launching with only 
advanced missions. Can you (or someone) provide an example of a 
tf_mvm_missioncycle.res and any other changes necessary for that to happen? 

Thanks, 

Brendan. 
- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 


Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 


You can edit tf_mvm_missioncycle.res to remove the Normal missions. 


On 18 August 2012 00:08, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations. 

Regards, 
Brendan. 



- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 
Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06, < dray...@me.com > wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' 

Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Todd Pettit
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Sampson Rogers
Indifference or lack of care doesn't lead to solutions either. I agree,
complaining for the sake of complaining really isn't useful, but can still
let a company know that the majority of it's users (In this case, server
operators) are not happy with the way things are going. They can reassess
the way they do things or continue doing them the same way. The fact that
people complain so much about the timing of updates, like for example, the
end of the week, should send a message to Valve about what server owners do
not appreciate. It doesn't mean things have to change, but it's a valid
complaint that deserves attention.

I see plenty of complaints on here that are followed up with ideas and
solutions. If you want to sit back and say nothing, that's your choice.
Don't call out people on the list as nothing more than complainers who
impede your "solution finding" when it's very likely many of these
complainers have led to some improvements and changes that you enjoy today,
running your own servers.
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Todd Pettit
rences, or view the list archives,
please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Formologic23
No offense, but if many of you are so by a company's "product", why do you
keep using it? If you're not happy with the way in which said company does
business or their practices their business, then don't use their services or
product. It's that simple. If you make money off of your community marketing
such an allegedly crappy product, then you should look at other business
alternatives. It's that simple. Things break due to possibly billions of
different configurations of hardware, software and you can't expect software
programmers to be perfect.

This is my opinion. If I get what I feel is crappy service (a restaurant for
example), I don't return. Ok, maybe it was a bad day. I give it another
shot. If I have to complain about the same things, they don't get my
business. If I buy a product and it sucks, I stop buying that product. Also,
I've stopped selling products that cause me grief as well. This is such a
simple concept, but many of you come from the generation of "you owe it to
me".

Stop filling the boards up with nonsense. I'm tired of filtering through the
complaints to find solutions. Either produce productive statements or don't
say anything at all. The squeaky wheel does not get the grease, it gets
ignored and set aside.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
Sent: Friday, August 17, 2012 7:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Full servers, but not?

Ok, well obviously though that was too late since Friday night here we are
on the third update and I am having to explain to my community that Valve
doesn't believe in testing first.

- Original Message -
From: "Kush Mahajani" 
To: "Half-Life dedicated Win32 server mailing list"

Sent: Friday, August 17, 2012 10:45:18 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?

Pyromania and MvM both came out on Wednesday.

On Aug 17, 2012, at 19:39, Todd Pettit  wrote:

> Can I ask why Valve insists on doing major updates on Thursday and Friday
nights instead of on a Monday or Tuesday?
> I mean if I rolled out updates leading into the busiest days in my
workplace I would be fired on the spot.
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list"
> , "Half-Life dedicated Win32 server
> mailing list (hlds@list.valvesoftware.com)"
> 
> Sent: Friday, August 17, 2012 8:43:41 PM
> Subject: Re: [hlds] [hlds_linux] Full servers, but not?
>
> Update coming in the next 30 minutes or so.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> Sent: Friday, August 17, 2012 5:40 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Full servers, but not?
>
> I feel like a shit for laughing at this one, haha.
>
> On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun 
wrote:
>
>> Since so many communities abuse fake clients/counts Valve felt it was
>> best to allow all communities to do it ;)
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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
Chances are your mp_timelimit is still set to the default (0), which will
just have the map on permanently. If you set mp_timelimit 20 or something
along those lines, when the mission has been completed, that time should be
up, and it'll move onto the next map in the rotation. Unfortunately, map
votes still break servers (as far as I know), and so this is the only real
way to change map without doing it manually (changelevel foo_bar)

If the players want to change difficulty, they'll have to do that by
calling a difficulty vote from the game menu, right now I don't think
there's a way to automatically change to a different difficulty
automatically.

On 18 August 2012 05:08, Alan Kennedy  wrote:

>
> I've tried this, but my players report that the game got stuck at
> mvm_coaltown, even though they defeated all the waves. Mmm... bogus report
> or someone had the same issue? I think the servers where started on
> mvm_coaltown, maybe that's the issue?
>
> --
> Libertad 41, 5to Piso - Capital Federal
> Tel: 4-332-4709
>
> --
>
> *From: *"Mark Steele" 
> *To: *"Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> *Sent: *Friday, August 17, 2012 11:25:52 PM
>
> *Subject: *Re: [hlds] Setting Missions in MvM
>
> "tf_mvm_missioncycle.res"
> {
> "categories" "1"
> "1"
> {
> "count" "6"
>
> "1"
> {
> "map" "mvm_decoy"
> "popfile" "mvm_decoy_advanced"
> }
> "2"
> {
> "map" "mvm_coaltown"
> "popfile" "mvm_coaltown_advanced"
> }
> "3"
> {
> "map" "mvm_mannworks"
> "popfile" "mvm_mannworks_advanced"
> }
> "4"
> {
> "map" "mvm_decoy"
> "popfile" "mvm_decoy_advanced2"
> }
> "5"
> {
> "map" "mvm_coaltown"
> "popfile" "mvm_coaltown_advanced2"
> }
> "6"
> {
> "map" "mvm_mannworks"
> "popfile" "mvm_mannworks_ironman"
> }
> }
> }
>
> Should do what you need. If it doesn't, then you'd need to ask someone
> more knowledgeable than myself :-P
>
> On 18 August 2012 02:51, Brendan Cosman <
> brendan.cos...@mammothmedia.com.au> wrote:
>
>> Hi,
>>
>> Sorry, I must be dense today, but I can't get a server launching with
>> only advanced missions. Can you (or someone) provide an example of a
>> tf_mvm_missioncycle.res and any other changes necessary for that to happen?
>>
>> Thanks,
>> Brendan.
>> - Original Message -
>> From: "Mark Steele" 
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com>
>> Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
>> Subject: Re: [hlds] Setting Missions in MvM
>>
>>
>> You can edit tf_mvm_missioncycle.res to remove the Normal missions.
>>
>>
>> On 18 August 2012 00:08, Brendan Cosman <
>> brendan.cos...@mammothmedia.com.au > wrote:
>>
>>
>> On this topic - does anyone have a quick overview of how to start and
>> keep an MvM server rotating through only the advanced missions, or even
>> both the standard and advanced missions? I've got around 40 MvM servers up
>> for the Australian community, but I'd like to be able to run some more with
>> the advanced rotations.
>>
>> Regards,
>> Brendan.
>>
>>
>>
>> - Original Message -
>> From: "Mark Steele" < m...@dahou.se >
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com >
>> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
>> Subject: Re: [hlds] Setting Missions in MvM
>>
>>
>>
>> I knew I'd find it somehow!
>>
>> You can use tf_mvm_popfile to select the appropriate mission file. The
>> popfiles are in tf/scripts/population, and are listed in
>> tf_mvm_missioncycle.res. This can probably also be used to load missions
>> that belong to different maps, but I wouldn't recommend it. Who knows how
>> horribly it could break things.
>>
>>
>>
>>
>> On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote:
>>
>>
>>
>>
>> I'd love a command for this, it really is annoying to have to vote to
>> change to something else.
>>
>> Don't votes run commands after they are won? Maybe we could steal the
>> command from there.
>>
>>
>>
>> On 8/16/2012 5:53 AM, Mark Steele wrote:
>>
>>
>>
>>
>> The only real way I've found so far is to call a ChangeMission vote once
>> in game. Still trying to find the command to do it otherwise.
>>
>>
>> On 16 August 2012 12:06, < dray...@me.com > wrote:
>>
>>
>>
>>
>> Hey, maybe I missed some sort of memo, but as a serve

Re: [hlds] hlds Digest, Vol 17, Issue 167

2012-08-17 Thread Sampson Rogers
You don't need a memo to get it up and running. Just take guesses at the
new cvars. Your chances of it working as intended are as good this way as
following any memo.
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Re: [hlds] Possible to host CS:S and CS:GO dedicated servers on the same box?

2012-08-17 Thread Todd Pettit
Valve does say specifically somewhere not to put steam CMD in the same folder 
as HLupdate. I am not sure if this has anything to do with your issue but I 
think its worth mentioning just in case.

- Original Message -
From: "Ryan Becerra" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 8:06:15 PM
Subject: Re: [hlds] Possible to host CS:S and CS:GO dedicated servers on
the same box?

Quick fix. Install the steam client. No joke. There are other registry fixes 
posted too

Ryan

On Aug 17, 2012, at 7:05 PM, ∞  wrote:

> I run a dedicated computer to host a few CS:S servers (Windows Server 2008 
> R2). I have been hosting multiple instances of the old srcds with CS:S for 
> years without any trouble. I recently installed SteamCMD on this same box and 
> downloaded the CS:GO server. Upon restarting my CS:S servers, I was now 
> getting this error message:
> 
> *
> *
> *   Unable to load Steam support library.*
> *   Unable to load Steam support library.*
> *   This server will operate in LAN mode only.*
> *   This server will operate in LAN mode only.*
> *
> *
> 
> 
> After asking on the steam forums, someone told me that deleting 
> HKEY_CURRENT_USER\Software\Valve\Steam from the registry was a way to work 
> around this, and it worked. However, this just feels "wrong" and I am 
> wondering if there is a better way, or any way at all presently, to host both 
> CS:S and CS:GO on the same computer without hacking apart my registry?
> 
> Is it possible to retrieve the CS:S files from SteamCMD? I did a bit of 
> searching around but was not able to find any really helpful info... (I 
> haven't tried messing around too much with SteamCMD on my own yet, as I don't 
> have a test environment and don't want to break my hosting box too much more)
> 
> I also do not have steam installed on my server
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Re: [hlds] hlds Digest, Vol 17, Issue 167

2012-08-17 Thread Todd Pettit
t;Half-Life dedicated
> Win32 server mailing list"  <mailto:hlds@list.valvesoftware.com>>,
> "hlds_annou...@list.valvesoftware.com
> <mailto:hlds_annou...@list.valvesoftware.com>"
>  <mailto:hlds_annou...@list.valvesoftware.com>>
> Sent: Friday, August 17, 2012 6:34:51 PM
> Subject: [hlds] Mandatory TF2 update released
>
> We've released a mandatory update to TF2. The notes for the update
> are below.
>
> -Eric
>
> --
> ...
> - Updated the dedicated server to exit when attempting to start a
> Mann vs. Machine map with less than 32 maxplayers
> ...
>
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>
>
>
>
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Message: 4
Date: Fri, 17 Aug 2012 23:31:13 -0400
From: Sampson Rogers 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] [hlds_linux] Full servers, but not?
Message-ID:

Content-Type: text/plain; charset="iso-8859-1"

I know, right? I've got several people suggesting it's an issue with our
servers and "They don't have this problem on other servers". Makes a
community look incompetent, to be honest.
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Message: 5
Date: Fri, 17 Aug 2012 23:32:54 -0400
From: Sampson Rogers 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory TF2 update released
Message-ID:

Content-Type: text/plain; charset="iso-8859-1"

It may take 3 months to fix. Remember, Valve time.
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Message: 6
Date: Sat, 18 Aug 2012 01:08:18 -0300 (ART)
From: Alan Kennedy 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Setting Missions in MvM
Message-ID: <27249994.22795.1345262898528.JavaMail.root@mail>
Content-Type: text/plain; charset="utf-8"




I've tried this, but my players report that the game got stuck at mvm_coaltown, 
even though they defeated all the waves. Mmm... bogus report or someone had the 
same issue? I think the servers where started on mvm_coaltown, maybe that's the 
issue? 

-- 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 

- Original Message -


From: "Mark Steele"  
To: "Half-Life dedicated Win32 server mailing list" 
 
Sent: Friday, August 17, 2012 11:25:52 PM 
Subject: Re: [hlds] Setting Missions in MvM 


"tf_mvm_missioncycle.res" 
{ 
"categories" "1" 
"1" 
{ 
"count" "6" 


"1" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced" 
} 
"2" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced" 
} 
"3" 
{ 
"map" "mvm_mannworks" 
"popfile" "mvm_mannworks_advanced" 
} 
"4" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced2" 
} 
"5" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced2" 
} 
"6" 
{ 
"map" "mvm_mannworks" 

"popfile" "mvm_mannworks_ironman" 
} 
} 
} 

Should do what you need. If it doesn't, then you'd need to ask someone more 
knowledgeable than myself :-P 


On 18 August 2012 02:51, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


Hi, 

Sorry, I must be dense today, but I can't get a server launching with only 
advanced missions. Can you (or someone) provide an example of a 
tf_mvm_missioncycle.res and any other changes necessary for that to happen? 

Thanks, 

Brendan. 
- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life ded

Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Todd Pettit
I have learned to expect Valves incompetence. So I send warnings of possible 
debilitating updates several times when I know one is imminent to mitigate the 
personal blame.

- Original Message -
From: "Sampson Rogers" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 11:31:13 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?


I know, right? I've got several people suggesting it's an issue with our 
servers and "They don't have this problem on other servers". Makes a community 
look incompetent, to be honest. 
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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Alan Kennedy



I've tried this, but my players report that the game got stuck at mvm_coaltown, 
even though they defeated all the waves. Mmm... bogus report or someone had the 
same issue? I think the servers where started on mvm_coaltown, maybe that's the 
issue? 

-- 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 

- Original Message -


From: "Mark Steele"  
To: "Half-Life dedicated Win32 server mailing list" 
 
Sent: Friday, August 17, 2012 11:25:52 PM 
Subject: Re: [hlds] Setting Missions in MvM 


"tf_mvm_missioncycle.res" 
{ 
"categories" "1" 
"1" 
{ 
"count" "6" 


"1" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced" 
} 
"2" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced" 
} 
"3" 
{ 
"map" "mvm_mannworks" 
"popfile" "mvm_mannworks_advanced" 
} 
"4" 
{ 
"map" "mvm_decoy" 
"popfile" "mvm_decoy_advanced2" 
} 
"5" 
{ 
"map" "mvm_coaltown" 
"popfile" "mvm_coaltown_advanced2" 
} 
"6" 
{ 
"map" "mvm_mannworks" 

"popfile" "mvm_mannworks_ironman" 
} 
} 
} 

Should do what you need. If it doesn't, then you'd need to ask someone more 
knowledgeable than myself :-P 


On 18 August 2012 02:51, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


Hi, 

Sorry, I must be dense today, but I can't get a server launching with only 
advanced missions. Can you (or someone) provide an example of a 
tf_mvm_missioncycle.res and any other changes necessary for that to happen? 

Thanks, 

Brendan. 
- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 


Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 


You can edit tf_mvm_missioncycle.res to remove the Normal missions. 


On 18 August 2012 00:08, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations. 

Regards, 
Brendan. 



- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 
Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06, < dray...@me.com > wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' difficulty maps, but I had no idea how to set a map to be on a mission 
such as "Data Demolition" on Decoy or whatever else. I did a bit of looking 
around but I think I really missed something here. 
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To 

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Sampson Rogers
It may take 3 months to fix. Remember, Valve time.
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Sampson Rogers
I know, right? I've got several people suggesting it's an issue with our
servers and "They don't have this problem on other servers". Makes a
community look incompetent, to be honest.
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Russell Smith

You rented a server 3 months ahead of time to play MvM?

On 8/17/2012 8:21 PM, Thermal Ions wrote:
So much for my rented server that has max 12 players - guess that's 3 
months of wasted rental to play MvM with a small group of friends. 
Thanks Valve.


-Thermal Ions


- Original Message -
From: "Eric Smith" mailto:er...@valvesoftware.com>>
To: "Half-Life dedicated Linux server mailing list"
mailto:hlds_li...@list.valvesoftware.com>>, "Half-Life dedicated
Win32 server mailing list" mailto:hlds@list.valvesoftware.com>>,
"hlds_annou...@list.valvesoftware.com
"
mailto:hlds_annou...@list.valvesoftware.com>>
Sent: Friday, August 17, 2012 6:34:51 PM
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory update to TF2. The notes for the update
are below.

-Eric

--
...
- Updated the dedicated server to exit when attempting to start a
Mann vs. Machine map with less than 32 maxplayers
...

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Thermal Ions
So much for my rented server that has max 12 players - guess that's 3
months of wasted rental to play MvM with a small group of friends. Thanks
Valve.

-Thermal Ions

>
> - Original Message -
> From: "Eric Smith" 
> To: "Half-Life dedicated Linux server mailing list" <
> hlds_li...@list.valvesoftware.com>, "Half-Life dedicated Win32 server
> mailing list" , "
> hlds_annou...@list.valvesoftware.com" <
> hlds_annou...@list.valvesoftware.com>
> Sent: Friday, August 17, 2012 6:34:51 PM
> Subject: [hlds] Mandatory TF2 update released
>
> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
> ...
> - Updated the dedicated server to exit when attempting to start a Mann vs.
> Machine map with less than 32 maxplayers
> ...
>
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread John

On 8/17/2012 6:24 PM, Eric Smith wrote:

We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM. The 
notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug where rejected players could leave a "ghost" player that takes up 
a slot on the server browser

Team Fortress 2
- Fixed tf_mm_strict to work as documented


External queries for TF2 are still broken, in that they often include 
bots ("Pyro", "Flare Pyro", etc) in the output, and they show the number 
of players + bots in the server and not just the number of players. I'm 
looking at a server with 6 human players in it right now, and it's 
showing as having 29 because bots are being counted, for instance.


-John

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Kush Mahajani
Their priority is to ship as soon as they can and fix bugs after the fact.

On Aug 17, 2012, at 20:03, Jason  wrote:

If I, in my QA job, failed as much as thisI'd be fired.  I
certainly appreciate the updates, but fucking hell..there's not enough
testing and this is bullshit

On Fri, Aug 17, 2012 at 11:00 PM, Todd Pettit  wrote:

> So ruining your companies reputation every 2 or 3 weeks is preferable?
>
> - Original Message -
> From: "Robert Paulson" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, August 17, 2012 8:17:24 PM
> Subject: Re: [hlds] Mandatory TF2 update released
>
> It would go against their policy to hire QA's.
>
> - They would have to have a "boss" when they are supposed to have a
> bossless company.
> - They only hire the "best" and QA isn't a very difficult job. Anyone
> that is considered good wouldn't be stuck doing QA.
> - It would bring their money per employee down.
>
> http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/
>
> On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon 
> wrote:
> > This is why they need a Quality Assurance team. Exactly for things like
> > this, and for every other one of there numerous broken updates. Any
> decent
> > QA team would catch these things easily.
> >
> > On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
> >  wrote:
> >>
> >> I imagine this is quite nightmarish for Valve.
> >> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit 
> >> wrote:
> >>>
> >>> The cure has been far worse than the affliction. :)
> >>>
> >>>
> >>> 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] Mandatory TF2 update released

2012-08-17 Thread Jason
If I, in my QA job, failed as much as thisI'd be fired.  I
certainly appreciate the updates, but fucking hell..there's not enough
testing and this is bullshit

On Fri, Aug 17, 2012 at 11:00 PM, Todd Pettit  wrote:

> So ruining your companies reputation every 2 or 3 weeks is preferable?
>
> - Original Message -
> From: "Robert Paulson" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, August 17, 2012 8:17:24 PM
> Subject: Re: [hlds] Mandatory TF2 update released
>
> It would go against their policy to hire QA's.
>
> - They would have to have a "boss" when they are supposed to have a
> bossless company.
> - They only hire the "best" and QA isn't a very difficult job. Anyone
> that is considered good wouldn't be stuck doing QA.
> - It would bring their money per employee down.
>
> http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/
>
> On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon 
> wrote:
> > This is why they need a Quality Assurance team. Exactly for things like
> > this, and for every other one of there numerous broken updates. Any
> decent
> > QA team would catch these things easily.
> >
> > On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
> >  wrote:
> >>
> >> I imagine this is quite nightmarish for Valve.
> >> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit 
> >> wrote:
> >>>
> >>> The cure has been far worse than the affliction. :)
> >>>
> >>>
> >>> 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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> >>
> >
> >
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Todd Pettit
So ruining your companies reputation every 2 or 3 weeks is preferable?

- Original Message -
From: "Robert Paulson" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 8:17:24 PM
Subject: Re: [hlds] Mandatory TF2 update released

It would go against their policy to hire QA's.

- They would have to have a "boss" when they are supposed to have a
bossless company.
- They only hire the "best" and QA isn't a very difficult job. Anyone
that is considered good wouldn't be stuck doing QA.
- It would bring their money per employee down.
http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/

On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon  wrote:
> This is why they need a Quality Assurance team. Exactly for things like
> this, and for every other one of there numerous broken updates. Any decent
> QA team would catch these things easily.
>
> On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
>  wrote:
>>
>> I imagine this is quite nightmarish for Valve.
>> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit 
>> wrote:
>>>
>>> The cure has been far worse than the affliction. :)
>>>
>>>
>>> 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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>
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Todd Pettit
Ok, well obviously though that was too late since Friday night here we are on 
the third update and I am having to explain to my community that Valve doesn't 
believe in testing first.

- Original Message -
From: "Kush Mahajani" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 10:45:18 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?

Pyromania and MvM both came out on Wednesday.

On Aug 17, 2012, at 19:39, Todd Pettit  wrote:

> Can I ask why Valve insists on doing major updates on Thursday and Friday 
> nights instead of on a Monday or Tuesday?
> I mean if I rolled out updates leading into the busiest days in my workplace 
> I would be fired on the spot.
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list" 
> , "Half-Life dedicated Win32 server 
> mailing list (hlds@list.valvesoftware.com)" 
> Sent: Friday, August 17, 2012 8:43:41 PM
> Subject: Re: [hlds] [hlds_linux] Full servers, but not?
>
> Update coming in the next 30 minutes or so.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> Sent: Friday, August 17, 2012 5:40 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Full servers, but not?
>
> I feel like a shit for laughing at this one, haha.
>
> On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun  wrote:
>
>> Since so many communities abuse fake clients/counts Valve felt it was
>> best to allow all communities to do it ;)
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Kush Mahajani
Pyromania and MvM both came out on Wednesday.

On Aug 17, 2012, at 19:39, Todd Pettit  wrote:

> Can I ask why Valve insists on doing major updates on Thursday and Friday 
> nights instead of on a Monday or Tuesday?
> I mean if I rolled out updates leading into the busiest days in my workplace 
> I would be fired on the spot.
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list" 
> , "Half-Life dedicated Win32 server 
> mailing list (hlds@list.valvesoftware.com)" 
> Sent: Friday, August 17, 2012 8:43:41 PM
> Subject: Re: [hlds] [hlds_linux] Full servers, but not?
>
> Update coming in the next 30 minutes or so.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> Sent: Friday, August 17, 2012 5:40 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Full servers, but not?
>
> I feel like a shit for laughing at this one, haha.
>
> On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun  wrote:
>
>> Since so many communities abuse fake clients/counts Valve felt it was
>> best to allow all communities to do it ;)
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Ross Bemrose

They rolled the major update out on Wednesday...

On 8/17/2012 10:38 PM, Todd Pettit wrote:

Can I ask why Valve insists on doing major updates on Thursday and Friday 
nights instead of on a Monday or Tuesday?
I mean if I rolled out updates leading into the busiest days in my workplace I 
would be fired on the spot.

- Original Message -
From: "Fletcher Dunn" 
To: "Half-Life dedicated Linux server mailing list" , 
"Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)" 

Sent: Friday, August 17, 2012 8:43:41 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?

Update coming in the next 30 minutes or so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Friday, August 17, 2012 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Full servers, but not?

I feel like a shit for laughing at this one, haha.

On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun  wrote:


Since so many communities abuse fake clients/counts Valve felt it was
best to allow all communities to do it ;)
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Todd Pettit
Can I ask why Valve insists on doing major updates on Thursday and Friday 
nights instead of on a Monday or Tuesday?
I mean if I rolled out updates leading into the busiest days in my workplace I 
would be fired on the spot.

- Original Message -
From: "Fletcher Dunn" 
To: "Half-Life dedicated Linux server mailing list" 
, "Half-Life dedicated Win32 server mailing 
list (hlds@list.valvesoftware.com)" 
Sent: Friday, August 17, 2012 8:43:41 PM
Subject: Re: [hlds] [hlds_linux] Full servers, but not?

Update coming in the next 30 minutes or so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Friday, August 17, 2012 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Full servers, but not?

I feel like a shit for laughing at this one, haha.

On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun  wrote:

> Since so many communities abuse fake clients/counts Valve felt it was 
> best to allow all communities to do it ;) 
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Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from

2012-08-17 Thread 1nsane
Still getting this here as well.

On Fri, Aug 17, 2012 at 5:28 PM, Vij  wrote:

> Its been happening on couple of our servers since last night. Both servers
> are running vanilla. 
>
> Restart fixes the problem temporarily but starts happening again every few
> hours. 
>
> ** **
>
> Attemped to precache unknown particle system "bot_eye_glow_soft"!
>
> Netchannel: failed reading message net_SetConVar from IP.
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Leon Hunter
> *Sent:* Friday, August 17, 2012 10:42 AM
>
> *To:* 'Half-Life dedicated Win32 server mailing list'
> *Subject:* Re: [hlds] Clients getting Netchannel: failed reading message
> net_SetConVar from 
>
> ** **
>
> I also had a complaint about this earlier today.
>
> ** **
>
> -Leon
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com]
> *On Behalf Of *Sampson Rogers
> *Sent:* Friday, 17 August 2012 3:15 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* [hlds] Clients getting Netchannel: failed reading message
> net_SetConVar from 
>
> ** **
>
> I've got several players reporting they get stuck at "Retrieving Server
> Info..." and they cannot connect no matter how long they wait. They receive
> the error:
>
> ** **
>
> *Netchannel: failed reading message net_SetConVar from *
>
> ** **
>
> Sorry if I missed this already, but didn't see it posted yet.
>
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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
"tf_mvm_missioncycle.res"
{
"categories" "1"
"1"
{
"count" "6"

"1"
{
"map" "mvm_decoy"
"popfile" "mvm_decoy_advanced"
}
"2"
{
"map" "mvm_coaltown"
"popfile" "mvm_coaltown_advanced"
}
"3"
{
"map" "mvm_mannworks"
"popfile" "mvm_mannworks_advanced"
}
"4"
{
"map" "mvm_decoy"
"popfile" "mvm_decoy_advanced2"
}
"5"
{
"map" "mvm_coaltown"
"popfile" "mvm_coaltown_advanced2"
}
"6"
{
"map" "mvm_mannworks"
"popfile" "mvm_mannworks_ironman"
}
}
}

Should do what you need. If it doesn't, then you'd need to ask someone more
knowledgeable than myself :-P

On 18 August 2012 02:51, Brendan Cosman
wrote:

> Hi,
>
> Sorry, I must be dense today, but I can't get a server launching with only
> advanced missions. Can you (or someone) provide an example of a
> tf_mvm_missioncycle.res and any other changes necessary for that to happen?
>
> Thanks,
> Brendan.
> - Original Message -
> From: "Mark Steele" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
> You can edit tf_mvm_missioncycle.res to remove the Normal missions.
>
>
> On 18 August 2012 00:08, Brendan Cosman <
> brendan.cos...@mammothmedia.com.au > wrote:
>
>
> On this topic - does anyone have a quick overview of how to start and keep
> an MvM server rotating through only the advanced missions, or even both the
> standard and advanced missions? I've got around 40 MvM servers up for the
> Australian community, but I'd like to be able to run some more with the
> advanced rotations.
>
> Regards,
> Brendan.
>
>
>
> - Original Message -
> From: "Mark Steele" < m...@dahou.se >
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com >
> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
>
> I knew I'd find it somehow!
>
> You can use tf_mvm_popfile to select the appropriate mission file. The
> popfiles are in tf/scripts/population, and are listed in
> tf_mvm_missioncycle.res. This can probably also be used to load missions
> that belong to different maps, but I wouldn't recommend it. Who knows how
> horribly it could break things.
>
>
>
>
> On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote:
>
>
>
>
> I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won? Maybe we could steal the
> command from there.
>
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
>
>
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
>
> On 16 August 2012 12:06, < dray...@me.com > wrote:
>
>
>
>
> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
> ___
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
tf_mm_servermode can be set to 0, 1 or 2. At setting 0, it uses just the
old quickplay system (the original). At setting 1, it opts into the beta
system at the same time as the old one. At setting 2 it sets it to MvM mode.

tf_mm_strict can also be set to 0, 1 or 2. It influences how the beta
system interacts with servers. At setting 0, it allows people to join off
of the server browser, through quickplay or what have you. At setting 1, it
hides the server on the browser, and only accepts matchmaking. At setting
2, it hides the server on the browser but allows ad-hoc joining methods
(like off of a friend, console, etc.)

On Fri, Aug 17, 2012 at 10:59 PM, Jimmy Rustler wrote:

>  So can I get a breakdown of tf_mm_servermode and tf_mm_strict and what
> their specific commands do? I'm so lost with all this.
>
> Thanks.
>
> --
> Date: Fri, 17 Aug 2012 21:07:03 -0300
> From: omalley@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] tf_mm_servermode
>
>
> Here is my assessment:
>
> The real heart of the issue is tf_mm_strict is fucked up. The values of 0
> and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
> hidden, but makes ad-hoc connections not possible (IE, from the server
> browser). It also has a chance to make bots move into the server. Setting
> this to 1 puts on the hidden tags, but makes it possible to connect
> normally (Which is what setting it to 0 should do). The reason that setting
> tf_mm_servermode to 0 works is because it cuts out the beta system, which
> is the only system using the tf_mm_strict. This lets you rely on the old
> system.
>
> Therefore, Valve needs to fix their shiz.
>
>
> On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit wrote:
>
> Good call going to do the same.
>
> - Original Message -
> From: "Devin O'Malley" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, August 17, 2012 7:55:36 PM
> Subject: [hlds] tf_mm_servermode
>
>
> Hey again,
>
> I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
> just means that probably the beta quickplay system is broken at the moment.
> What is tf_mm_strict, by the way? From what I read it is the same command.
>
>
> Regards,
> Devin O'Malley
>
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Jimmy Rustler

So can I get a breakdown of tf_mm_servermode and tf_mm_strict and what their 
specific commands do? I'm so lost with all this. 
Thanks. 

Date: Fri, 17 Aug 2012 21:07:03 -0300
From: omalley@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] tf_mm_servermode

Here is my assessment:

The real heart of the issue is tf_mm_strict is fucked up. The values of 0 and 1 
are reversed, but not for the tags. Setting it to 0 clears the tag hidden, but 
makes ad-hoc connections not possible (IE, from the server browser). It also 
has a chance to make bots move into the server. Setting this to 1 puts on the 
hidden tags, but makes it possible to connect normally (Which is what setting 
it to 0 should do). The reason that setting tf_mm_servermode to 0 works is 
because it cuts out the beta system, which is the only system using the 
tf_mm_strict. This lets you rely on the old system.


Therefore, Valve needs to fix their shiz.


On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit  wrote:

Good call going to do the same.



- Original Message -

From: "Devin O'Malley" 

To: "Half-Life dedicated Win32 server mailing list" 


Sent: Friday, August 17, 2012 7:55:36 PM

Subject: [hlds] tf_mm_servermode





Hey again,



I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this just 
means that probably the beta quickplay system is broken at the moment. What is 
tf_mm_strict, by the way? From what I read it is the same command.






Regards,

Devin O'Malley



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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Brendan Cosman
Hi,

Sorry, I must be dense today, but I can't get a server launching with only 
advanced missions. Can you (or someone) provide an example of a 
tf_mvm_missioncycle.res and any other changes necessary for that to happen?

Thanks,
Brendan.
- Original Message -
From: "Mark Steele" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
Subject: Re: [hlds] Setting Missions in MvM


You can edit tf_mvm_missioncycle.res to remove the Normal missions. 


On 18 August 2012 00:08, Brendan Cosman < brendan.cos...@mammothmedia.com.au > 
wrote: 


On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations. 

Regards, 
Brendan. 



- Original Message - 
From: "Mark Steele" < m...@dahou.se > 
To: "Half-Life dedicated Win32 server mailing list" < 
hlds@list.valvesoftware.com > 
Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane 
Subject: Re: [hlds] Setting Missions in MvM 



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06, < dray...@me.com > wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' difficulty maps, but I had no idea how to set a map to be on a mission 
such as "Data Demolition" on Decoy or whatever else. I did a bit of looking 
around but I think I really missed something here. 
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread DontWannaName!
My servers hostname and password is being used on all of my servers, so weird...

On Fri, Aug 17, 2012 at 6:47 PM, Adam Nowacki  wrote:
> Mine updated and everything is fine.
>
>
> On 2012-08-18 03:46, Jason wrote:
>>
>> Update tool is constantly timing out and never connecting..
>> Checking bootstrapper version ...
>> Updating Installation
>> Command aborted
>> Press any key to continue . . .
>>
>> On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers > > wrote:
>>
>> Here we go now!
>> Here we go no-no-no-no-n-no-n-no-now!
>>
>> Yo, yo look at srcds.exe
>> Gettin lots of errors, like I'm Windows XP.
>> Just doin' it's thing, crashin daily
>> Yeah ya b-b-b-best, believe me
>>
>> Hey Valve, Help us fix this thing
>> And when I say "when?", lemme hear you sing
>> We got the fix, we got the patch
>> And now we'll show you that it'll still crash!
>>
>> When we up in a pub
>> It's easy to see
>> That we got crashes due to strings
>> 'Cause lack of fixes is what we bring
>>
>> When we releasin updates late at night
>> We doing it right, right
>> R-r-r-r-r-r-r-r-right!
>>
>> Crashin is my kryptonite!
>> Crashin is my kryptonite!
>> Crashin is my kryptonite!
>> Crashin is my kryptonite!
>> Crashin is my kryptonite!
>>
>> ___
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>> archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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>>
>>
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Adam Nowacki

Mine updated and everything is fine.

On 2012-08-18 03:46, Jason wrote:

Update tool is constantly timing out and never connecting..
Checking bootstrapper version ...
Updating Installation
Command aborted
Press any key to continue . . .

On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers mailto:kritskring...@gmail.com>> wrote:

Here we go now!
Here we go no-no-no-no-n-no-n-no-now!

Yo, yo look at srcds.exe
Gettin lots of errors, like I'm Windows XP.
Just doin' it's thing, crashin daily
Yeah ya b-b-b-best, believe me

Hey Valve, Help us fix this thing
And when I say "when?", lemme hear you sing
We got the fix, we got the patch
And now we'll show you that it'll still crash!

When we up in a pub
It's easy to see
That we got crashes due to strings
'Cause lack of fixes is what we bring

When we releasin updates late at night
We doing it right, right
R-r-r-r-r-r-r-r-right!

Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Jason
Update tool is constantly timing out and never connecting..

Checking bootstrapper version ...
Updating Installation
Command aborted

Press any key to continue . . .

On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers wrote:

> Here we go now!
> Here we go no-no-no-no-n-no-n-no-now!
>
> Yo, yo look at srcds.exe
> Gettin lots of errors, like I'm Windows XP.
> Just doin' it's thing, crashin daily
> Yeah ya b-b-b-best, believe me
>
> Hey Valve, Help us fix this thing
> And when I say "when?", lemme hear you sing
> We got the fix, we got the patch
> And now we'll show you that it'll still crash!
>
> When we up in a pub
> It's easy to see
> That we got crashes due to strings
> 'Cause lack of fixes is what we bring
>
> When we releasin updates late at night
> We doing it right, right
> R-r-r-r-r-r-r-r-right!
>
> Crashin is my kryptonite!
> Crashin is my kryptonite!
> Crashin is my kryptonite!
> Crashin is my kryptonite!
> Crashin is my kryptonite!
>
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Russell Smith

What about 0?

On 17.08.2012 18:39, T Marler wrote:

tf_mm_strict 2 does not allow ad-hoc

1 does

:/

- Original Message -
From: Eric Smith 
Date: Friday, August 17, 2012 7:25 pm
Subject: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
To: Half-Life dedicated Linux server mailing list
, Half-Life dedicated Win32 server
mailing list ,
"'hlds_annou...@list.valvesoftware.com'"



We've released optional (for servers) updates to TF2, DoD:S, and
HL2:DM. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug where rejected players could leave a "ghost"
player that takes up a slot on the server browser

Team Fortress 2
- Fixed tf_mm_strict to work as documented


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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Ross Bemrose
Unless you install the plugin to make it use the Monoculus healthbar, 
which as I already mentioned isn't working.


(Side Note: I wrote both the Force Holidays and Horsemann Healthbar plugins)

On 8/17/2012 9:34 PM, Jethro Seabridge wrote:

HHH has never had a health bar.

On Sat, Aug 18, 2012 at 2:27 AM, Mike Bohde > wrote:


It was working as of the 15th. Just checked the headless horseman
doesn't have one. Didn't stick around long enough to check Monoculus.

On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose mailto:rbemr...@gmail.com>> wrote:
> I was just following up on some comments someone said to me.
>
> As of right now, on a server that Halloween mode is forced on.
Monoculus
> spawns automatically after a while, but his healthbar never appears.
>
> Is the Monoculus Health Bar currently broken?

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Sampson Rogers
Here we go now!
Here we go no-no-no-no-n-no-n-no-now!

Yo, yo look at srcds.exe
Gettin lots of errors, like I'm Windows XP.
Just doin' it's thing, crashin daily
Yeah ya b-b-b-best, believe me

Hey Valve, Help us fix this thing
And when I say "when?", lemme hear you sing
We got the fix, we got the patch
And now we'll show you that it'll still crash!

When we up in a pub
It's easy to see
That we got crashes due to strings
'Cause lack of fixes is what we bring

When we releasin updates late at night
We doing it right, right
R-r-r-r-r-r-r-r-right!

Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
Crashin is my kryptonite!
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread T Marler
tf_mm_strict 2 does not allow ad-hoc

1 does

:/

- Original Message -
From: Eric Smith 
Date: Friday, August 17, 2012 7:25 pm
Subject: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released
To: Half-Life dedicated Linux server mailing list 
, Half-Life dedicated Win32 server mailing 
list , "'hlds_annou...@list.valvesoftware.com'" 


> We've released optional (for servers) updates to TF2, DoD:S, and 
> HL2:DM. The notes for the updates are below.
> 
> -Eric
> 
> --
> 
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a bug where rejected players could leave a "ghost" 
> player that takes up a slot on the server browser
> 
> Team Fortress 2
> - Fixed tf_mm_strict to work as documented
> 
> 
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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Jethro Seabridge
HHH has never had a health bar.

On Sat, Aug 18, 2012 at 2:27 AM, Mike Bohde  wrote:

> It was working as of the 15th. Just checked the headless horseman
> doesn't have one. Didn't stick around long enough to check Monoculus.
>
> On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose  wrote:
> > I was just following up on some comments someone said to me.
> >
> > As of right now, on a server that Halloween mode is forced on. Monoculus
> > spawns automatically after a while, but his healthbar never appears.
> >
> > Is the Monoculus Health Bar currently broken?
>
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Re: [hlds] Monoculus's healthbar not working

2012-08-17 Thread Mike Bohde
It was working as of the 15th. Just checked the headless horseman
doesn't have one. Didn't stick around long enough to check Monoculus.

On Fri, Aug 17, 2012 at 9:13 PM, Ross Bemrose  wrote:
> I was just following up on some comments someone said to me.
>
> As of right now, on a server that Halloween mode is forced on. Monoculus
> spawns automatically after a while, but his healthbar never appears.
>
> Is the Monoculus Health Bar currently broken?

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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread E. Olsen
I take it we're out of luck getting all the String Table crashes fixed
before next week?

On Fri, Aug 17, 2012 at 9:24 PM, Eric Smith  wrote:

> We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM.
> The notes for the updates are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a bug where rejected players could leave a "ghost" player that
> takes up a slot on the server browser
>
> Team Fortress 2
> - Fixed tf_mm_strict to work as documented
>
>
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[hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread Eric Smith
We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM. The 
notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug where rejected players could leave a "ghost" player that takes up 
a slot on the server browser

Team Fortress 2
- Fixed tf_mm_strict to work as documented


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[hlds] Monoculus's healthbar not working

2012-08-17 Thread Ross Bemrose

I was just following up on some comments someone said to me.

As of right now, on a server that Halloween mode is forced on. Monoculus 
spawns automatically after a while, but his healthbar never appears.


Is the Monoculus Health Bar currently broken?

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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-17 Thread Fletcher Dunn
Update coming in the next 30 minutes or so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Friday, August 17, 2012 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Full servers, but not?

I feel like a shit for laughing at this one, haha.

On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun  wrote:

> Since so many communities abuse fake clients/counts Valve felt it was 
> best to allow all communities to do it ;) 
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Robert Paulson
It would go against their policy to hire QA's.

- They would have to have a "boss" when they are supposed to have a
bossless company.
- They only hire the "best" and QA isn't a very difficult job. Anyone
that is considered good wouldn't be stuck doing QA.
- It would bring their money per employee down.
http://techcrunch.com/2011/02/15/valve-makes-more-money-per-employee-than-google-or-apple/

On Fri, Aug 17, 2012 at 5:00 PM, Brian Simon  wrote:
> This is why they need a Quality Assurance team. Exactly for things like
> this, and for every other one of there numerous broken updates. Any decent
> QA team would catch these things easily.
>
> On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
>  wrote:
>>
>> I imagine this is quite nightmarish for Valve.
>> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit 
>> wrote:
>>>
>>> The cure has been far worse than the affliction. :)
>>>
>>>
>>> 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] Mandatory TF2 update released

2012-08-17 Thread Mike M
There's probably quite a few server owners that wouldn't mind testing this
sort of thing for Valve if it means smoother updates for everyone, myself
included.

On Fri, Aug 17, 2012 at 8:02 PM, E. Olsen  wrote:

> Yep - I hate to say it, but it appears that the String Table crashes are
> actually occurring faster now - I've had two dozen (PVP server) crashes
> since patching our servers, all with things like:
>
> Engine error: Host_Error: Overflow error writing string table baseline
> ServerMapCycleMvM
> Sys_Error Host_Error: Overflow error writing string table baseline Scenes
>
>
>
> On Fri, Aug 17, 2012 at 8:00 PM, Mike M  wrote:
>
>> This didn't fix the String Table crashes at all for me. Passwording my
>> MvM servers made ad-hoc connections work though.
>>
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Just keep in mind that this opts out of the beta quickplay. You can still
use the beta quickplay if you set tf_mm_servermode back to 1, and set
tf_mm_strict to 1. However, your server gets the hidden tags. For now, I
just said whatever, and set tf_mm_servermode to 0 for the time being.

On Fri, Aug 17, 2012 at 9:07 PM, Shizzle Nizzle  wrote:

> Setting it to tf_mm_servermode 0 worked for me too. Able to connect
> from browser again. Thanks
>
> On Fri, Aug 17, 2012 at 6:58 PM, wickedplayer494 .
>  wrote:
> > I'm seeing some conflicting reports on this. Hopefully that one person
> that
> > said it didn't work is just only him/her. Would be really nice to get
> some
> > more reports from other ops to see what side is in the majority.
> >
> > On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley 
> > wrote:
> >>
> >> Hey again,
> >>
> >> I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
> >> just means that probably the beta quickplay system is broken at the
> moment.
> >> What is tf_mm_strict, by the way? From what I read it is the same
> command.
> >>
> >>
> >> Regards,
> >> Devin O'Malley
> >>
> >> ___
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> >> please visit:
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> >>
> >
> >
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Shizzle Nizzle
Setting it to tf_mm_servermode 0 worked for me too. Able to connect
from browser again. Thanks

On Fri, Aug 17, 2012 at 6:58 PM, wickedplayer494 .
 wrote:
> I'm seeing some conflicting reports on this. Hopefully that one person that
> said it didn't work is just only him/her. Would be really nice to get some
> more reports from other ops to see what side is in the majority.
>
> On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley 
> wrote:
>>
>> Hey again,
>>
>> I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
>> just means that probably the beta quickplay system is broken at the moment.
>> What is tf_mm_strict, by the way? From what I read it is the same command.
>>
>>
>> Regards,
>> Devin O'Malley
>>
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Here is my assessment:

The real heart of the issue is tf_mm_strict is fucked up. The values of 0
and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
hidden, but makes ad-hoc connections not possible (IE, from the server
browser). It also has a chance to make bots move into the server. Setting
this to 1 puts on the hidden tags, but makes it possible to connect
normally (Which is what setting it to 0 should do). The reason that setting
tf_mm_servermode to 0 works is because it cuts out the beta system, which
is the only system using the tf_mm_strict. This lets you rely on the old
system.

Therefore, Valve needs to fix their shiz.


On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit  wrote:

> Good call going to do the same.
>
> - Original Message -
> From: "Devin O'Malley" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, August 17, 2012 7:55:36 PM
> Subject: [hlds] tf_mm_servermode
>
>
> Hey again,
>
> I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
> just means that probably the beta quickplay system is broken at the moment.
> What is tf_mm_strict, by the way? From what I read it is the same command.
>
>
> Regards,
> Devin O'Malley
>
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Re: [hlds] Possible to host CS:S and CS:GO dedicated servers on the same box?

2012-08-17 Thread Ryan Becerra
Quick fix. Install the steam client. No joke. There are other registry fixes 
posted too

Ryan

On Aug 17, 2012, at 7:05 PM, ∞  wrote:

> I run a dedicated computer to host a few CS:S servers (Windows Server 2008 
> R2). I have been hosting multiple instances of the old srcds with CS:S for 
> years without any trouble. I recently installed SteamCMD on this same box and 
> downloaded the CS:GO server. Upon restarting my CS:S servers, I was now 
> getting this error message:
> 
> *
> *
> *   Unable to load Steam support library.*
> *   Unable to load Steam support library.*
> *   This server will operate in LAN mode only.*
> *   This server will operate in LAN mode only.*
> *
> *
> 
> 
> After asking on the steam forums, someone told me that deleting 
> HKEY_CURRENT_USER\Software\Valve\Steam from the registry was a way to work 
> around this, and it worked. However, this just feels "wrong" and I am 
> wondering if there is a better way, or any way at all presently, to host both 
> CS:S and CS:GO on the same computer without hacking apart my registry?
> 
> Is it possible to retrieve the CS:S files from SteamCMD? I did a bit of 
> searching around but was not able to find any really helpful info... (I 
> haven't tried messing around too much with SteamCMD on my own yet, as I don't 
> have a test environment and don't want to break my hosting box too much more)
> 
> I also do not have steam installed on my server
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[hlds] Possible to host CS:S and CS:GO dedicated servers on the same box?

2012-08-17 Thread
I run a dedicated computer to host a few CS:S servers (Windows Server 2008
R2). I have been hosting multiple instances of the old srcds with CS:S for
years without any trouble. I recently installed SteamCMD on this same box
and downloaded the CS:GO server. Upon restarting my CS:S servers, I was now
getting this error message:

*
*
*   Unable to load Steam support library.*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*   This server will operate in LAN mode only.*
*
*


After asking on the steam forums, someone told me that deleting
HKEY_CURRENT_USER\Software\Valve\Steam from the registry was a way to work
around this, and it worked. However, this just feels "wrong" and I am
wondering if there is a better way, or any way at all presently, to host
both CS:S and CS:GO on the same computer without hacking apart my registry?

Is it possible to retrieve the CS:S files from SteamCMD? I did a bit of
searching around but was not able to find any really helpful info... (I
haven't tried messing around too much with SteamCMD on my own yet, as I
don't have a test environment and don't want to break my hosting box too
much more)

I also do not have steam installed on my server
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread AeroliteGaming.com

Confirmed!

http://aerolitegaming.com/hosterror.jpg

Disaster update. I was hoping to go to bed!

On 18/08/2012 01:02, E. Olsen wrote:
Yep - I hate to say it, but it appears that the String Table 
crashes are actually occurring faster now - I've had two dozen (PVP 
server) crashes since patching our servers, all with things like:


Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

Sys_Error Host_Error: Overflow error writing string table baseline Scenes



On Fri, Aug 17, 2012 at 8:00 PM, Mike M > wrote:


This didn't fix the String Table crashes at all for me.
Passwording my MvM servers made ad-hoc connections work though.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Yep - I hate to say it, but it appears that the String Table crashes are
actually occurring faster now - I've had two dozen (PVP server) crashes
since patching our servers, all with things like:

Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM
Sys_Error Host_Error: Overflow error writing string table baseline Scenes



On Fri, Aug 17, 2012 at 8:00 PM, Mike M  wrote:

> This didn't fix the String Table crashes at all for me. Passwording my MvM
> servers made ad-hoc connections work though.
>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Brian Simon
This is why they need a Quality Assurance team. Exactly for things like
this, and for every other one of there numerous broken updates. Any decent
QA team would catch these things easily.

On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 . <
wickedplayer...@gmail.com> wrote:

> I imagine this is quite nightmarish for Valve.
> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit wrote:
>
>> The cure has been far worse than the affliction. :)
>>
>>
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>
>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Mike M
This didn't fix the String Table crashes at all for me. Passwording my MvM
servers made ad-hoc connections work though.
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Re: [hlds] hlds Digest, Vol 17, Issue 159

2012-08-17 Thread War Stories
Yeah, my servers aren't filling at all either, and it's filled with bots,
what the hell Valve, fix your shit
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread wickedplayer494 .
I'm seeing some conflicting reports on this. Hopefully that one person that
said it didn't work is just only him/her. Would be really nice to get some
more reports from other ops to see what side is in the majority.

On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley wrote:

> Hey again,
>
> I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
> just means that probably the beta quickplay system is broken at the moment.
> What is tf_mm_strict, by the way? From what I read it is the same command.
>
>
> Regards,
> Devin O'Malley
>
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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
You can edit tf_mvm_missioncycle.res to remove the Normal missions.

On 18 August 2012 00:08, Brendan Cosman
wrote:

> On this topic - does anyone have a quick overview of how to start and keep
> an MvM server rotating through only the advanced missions, or even both the
> standard and advanced missions? I've got around 40 MvM servers up for the
> Australian community, but I'd like to be able to run some more with the
> advanced rotations.
>
> Regards,
> Brendan.
>
> - Original Message -
> From: "Mark Steele" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
>
> I knew I'd find it somehow!
>
> You can use tf_mvm_popfile to select the appropriate mission file. The
> popfiles are in tf/scripts/population, and are listed in
> tf_mvm_missioncycle.res. This can probably also be used to load missions
> that belong to different maps, but I wouldn't recommend it. Who knows how
> horribly it could break things.
>
>
>
>
> On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote:
>
>
>
>
> I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won? Maybe we could steal the
> command from there.
>
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
>
>
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
>
> On 16 August 2012 12:06, < dray...@me.com > wrote:
>
>
>
>
> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Todd Pettit
Good call going to do the same.

- Original Message -
From: "Devin O'Malley" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 7:55:36 PM
Subject: [hlds] tf_mm_servermode


Hey again, 

I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this just 
means that probably the beta quickplay system is broken at the moment. What is 
tf_mm_strict, by the way? From what I read it is the same command. 


Regards, 
Devin O'Malley 

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[hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Hey again,

I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
just means that probably the beta quickplay system is broken at the moment.
What is tf_mm_strict, by the way? From what I read it is the same command.


Regards,
Devin O'Malley
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread E. Olsen
Still getting crashes on regular PVP servers (Windows 2008 R2):

*Sys_Error( Host_Error: Overflow error writing string table baseline
Scenes )*
*
*

On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 . <
wickedplayer...@gmail.com> wrote:

> I imagine this is quite nightmarish for Valve. I don't believe
> tf_mm_strict 0 works for ad hoc connections either.
>
> On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit wrote:
>
>> The cure has been far worse than the affliction. :)
>>
>>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Franco Valerio
Is this ok? http://box.jisko.net/i/f117d537.png o.o 
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread wickedplayer494 .
I imagine this is quite nightmarish for Valve. I don't believe tf_mm_strict
0 works for ad hoc connections either.

On Fri, Aug 17, 2012 at 6:50 PM, Todd Pettit  wrote:

> The cure has been far worse than the affliction. :)
>
>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Todd Pettit
The cure has been far worse than the affliction. :)

- Original Message -
From: "1nsane" <1nsane...@gmail.com>
To: tmar...@shaw.ca, "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 7:44:06 PM
Subject: Re: [hlds] Mandatory TF2 update released


Yes the update is rather broken. We'll just have to wait for valve to fix it. 


On Fri, Aug 17, 2012 at 7:38 PM, T Marler < bloodyi...@shaw.ca > wrote: 


I juat had 3 people disconnect from my server, and the other servers aren't 
filling at all. o.O 



- Original Message - 
From: Peter HLDS < peter-h...@jerde.net > 
Date: Friday, August 17, 2012 5:36 pm 
Subject: Re: [hlds] Mandatory TF2 update released 
To: Half-Life dedicated Win32 server mailing list < hlds@list.valvesoftware.com 
> 

> Eww. Suddenly, Engine Errors on my mac TF2 client: 
> 
> "failed to lock index buffer in CMeshDX8::LockIndexBuffer" 
> 
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Ross Bemrose

Are you using SourceMod on that server?
If you are, are you using the TF2Items extension?
If you are, try using the latest build from this page: 
http://vphysics.limetech.org/?project=tf2items


On 8/17/2012 7:38 PM, Lance Waidzunas wrote:

Server still reboots when a player picks a class.

On Fri, Aug 17, 2012 at 6:30 PM, T Marler > wrote:


use servermode 2, and strict 1, and that works for me.


- Original Message -
From: Lance Waidzunas mailto:lswa...@gmail.com>>
Date: Friday, August 17, 2012 5:14 pm
Subject: Re: [hlds] tf_mm_strict values swapped
To: Half-Life dedicated Win32 server mailing list
mailto:hlds@list.valvesoftware.com>>

> No possible configuration of mm_strict and mm_servermode allow
direct
> connections - our servers restart as soon as a player picks a class.
>
> On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
> mailto:fletch...@valvesoftware.com>>wrote:
>
> >  There is a bug with the tf_mm_strict change in the
> update we released a
> > few minutes ago.
> >
> > ** **
> >
> > The values as documented are swapped between 1 and 2.
> >
> > ** **
> >
> > In this update:
> >
> > tf_mm_strict 1 currently DOES NOT allow direct connections
> >
> > tf_mm_strict 2 currently DOES allow direct connections
> >
> > ** **

> >
> > We'll release an optional update shortly to fix this to match the
> > documentation.
> >
> > ** **

> >
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Re: [hlds] Odd player issue

2012-08-17 Thread 1nsane
Quickplay FAQ says 100.

On Fri, Aug 17, 2012 at 7:45 PM, Ross Bemrose  wrote:

>  Each server needs its own identity.  They're easy to create, through,
> and I'm not sure what the limit is per account.
>
>
> On 8/17/2012 7:41 PM, T Marler wrote:
>
> do i need separate server identities per server, or when i make an
> identity can i use that for multiple servers? I just got
>
> "account : not logged in  (Server at X logging into account Y; kicking
> your server at X off of that account)"
>
>
> - Original Message -
> From: Lambda  
> Date: Friday, August 17, 2012 5:37 pm
> Subject: Re: [hlds] Odd player issue
> To: Half-Life dedicated Win32 server mailing list
>  
>
> > Yes, i can say that some of my servers are affected while some
> > others does
> > not.
> >
> > 2012/8/18 AeroliteGaming.com 
> > 
> >
> > >  Yes however one of the servers is and isn't affected.
> > >
> > >
> > >
> > > On 18/08/2012 00:25, Lambda wrote:
> > >
> > > Are you guys running bots in the affected servers?
> > >
> > > 2012/8/18 AeroliteGaming.com 
> > > 
> > >
> > >>  Maybe they rushed it.
> > >>
> > >> Took the knackered servers offline until its fixed. Hope it's soon!
> > >>
> > >>
> > >>
> > >> On 18/08/2012 00:16, Lambda wrote:
> > >>
> > >> I've saw this also on my gameservers.
> > >>
> > >>  Does valve test their updates before shipping them out? lol
> > >>
> > >> 2012/8/18 AeroliteGaming.com 
> > >> 
> > >>
> > >>> Hi,
> > >>>
> > >>> After the update my servers are showing as full on the
> > browser yet
> > >>> running status there is only 3 users in.
> > >>>
> > >>> Mann Vs Machine has gone to 32/32 with nobody in it. "
> > >>> 109.70.148.13:27012"
> > >>>
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,>>> please visit:
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> > >>>
> > >>
> > >>
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Re: [hlds] Odd player issue

2012-08-17 Thread Ross Bemrose
Each server needs its own identity. They're easy to create, through, and 
I'm not sure what the limit is per account.


On 8/17/2012 7:41 PM, T Marler wrote:
do i need separate server identities per server, or when i make an 
identity can i use that for multiple servers? I just got


"account : not logged in  (Server at X logging into account Y; kicking 
your server at X off of that account)"



- Original Message -
From: Lambda 
Date: Friday, August 17, 2012 5:37 pm
Subject: Re: [hlds] Odd player issue
To: Half-Life dedicated Win32 server mailing list 



> Yes, i can say that some of my servers are affected while some
> others does
> not.
>
> 2012/8/18 AeroliteGaming.com 
>
> >  Yes however one of the servers is and isn't affected.
> >
> >
> >
> > On 18/08/2012 00:25, Lambda wrote:
> >
> > Are you guys running bots in the affected servers?
> >
> > 2012/8/18 AeroliteGaming.com 
> >
> >>  Maybe they rushed it.
> >>
> >> Took the knackered servers offline until its fixed. Hope it's soon!
> >>
> >>
> >>
> >> On 18/08/2012 00:16, Lambda wrote:
> >>
> >> I've saw this also on my gameservers.
> >>
> >>  Does valve test their updates before shipping them out? lol
> >>
> >> 2012/8/18 AeroliteGaming.com 
> >>
> >>> Hi,
> >>>
> >>> After the update my servers are showing as full on the
> browser yet
> >>> running status there is only 3 users in.
> >>>
> >>> Mann Vs Machine has gone to 32/32 with nobody in it. "
> >>> 109.70.148.13:27012"
> >>>
> >>>
> >>>
> >>> ___
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> >>>
> >>
> >>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread 1nsane
Yes the update is rather broken. We'll just have to wait for valve to fix
it.

On Fri, Aug 17, 2012 at 7:38 PM, T Marler  wrote:

> I juat had 3 people disconnect from my server, and the other servers
> aren't filling at all. o.O
>
>
> - Original Message -
> From: Peter HLDS 
> Date: Friday, August 17, 2012 5:36 pm
> Subject: Re: [hlds] Mandatory TF2 update released
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
>
> > Eww. Suddenly, Engine Errors on my mac TF2 client:
> >
> > "failed to lock index buffer in CMeshDX8::LockIndexBuffer"
> >
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[hlds] Yeah, I'm getting an odd error too

2012-08-17 Thread Devin O'Malley
Hey,

I'm getting errors like other people. My servers are all full, but the
clients connected have no steam IDs. Attempts to manually join are met with
"Steam Validation Rejected" and "This server only accepts connections
through matchmaking. Ad-hoc connections are not allowed". This did not
happen prior to the update.

Regards,
Devin O'Malley
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Re: [hlds] Odd player issue

2012-08-17 Thread Todd Pettit
AWESOME. Now on map changes I have 31/24 players on all my 24 player servers 
while my 32 player servers are now set to 24

Yeah! Go valve... Do you ever test anything? Seriously?

- Original Message -
From: "Lambda" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 7:36:09 PM
Subject: Re: [hlds] Odd player issue


Yes, i can say that some of my servers are affected while some others does not. 


2012/8/18 AeroliteGaming.com < ad...@aerolitegaming.co.uk > 




Yes however one of the servers is and isn't affected. 




On 18/08/2012 00:25, Lambda wrote: 




Are you guys running bots in the affected servers? 


2012/8/18 AeroliteGaming.com < ad...@aerolitegaming.co.uk > 




Maybe they rushed it. 

Took the knackered servers offline until its fixed. Hope it's soon! 




On 18/08/2012 00:16, Lambda wrote: 




I've saw this also on my gameservers. 


Does valve test their updates before shipping them out? lol 


2012/8/18 AeroliteGaming.com < ad...@aerolitegaming.co.uk > 


Hi, 

After the update my servers are showing as full on the browser yet running 
status there is only 3 users in. 

Mann Vs Machine has gone to 32/32 with nobody in it. " 109.70.148.13:27012 " 



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Re: [hlds] Odd player issue

2012-08-17 Thread T Marler
do i need separate server identities per server, or when i make an identity can 
i use that for multiple servers? I just got

"account : not logged in  (Server at X logging into account Y; kicking your 
server at X off of that account)"


- Original Message -
From: Lambda 
Date: Friday, August 17, 2012 5:37 pm
Subject: Re: [hlds] Odd player issue
To: Half-Life dedicated Win32 server mailing list 

> Yes, i can say that some of my servers are affected while some 
> others does
> not.
> 
> 2012/8/18 AeroliteGaming.com 
> 
> >  Yes however one of the servers is and isn't affected.
> >
> >
> >
> > On 18/08/2012 00:25, Lambda wrote:
> >
> > Are you guys running bots in the affected servers?
> >
> > 2012/8/18 AeroliteGaming.com 
> >
> >>  Maybe they rushed it.
> >>
> >> Took the knackered servers offline until its fixed. Hope it's soon!
> >>
> >>
> >>
> >> On 18/08/2012 00:16, Lambda wrote:
> >>
> >> I've saw this also on my gameservers.
> >>
> >>  Does valve test their updates before shipping them out? lol
> >>
> >> 2012/8/18 AeroliteGaming.com 
> >>
> >>> Hi,
> >>>
> >>> After the update my servers are showing as full on the 
> browser yet
> >>> running status there is only 3 users in.
> >>>
> >>> Mann Vs Machine has gone to 32/32 with nobody in it. "
> >>> 109.70.148.13:27012"
> >>>
> >>>
> >>>
> >>> ___
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> archives,>>> please visit:
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> >>>
> >>
> >>
> >>
> >> ___
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Lance Waidzunas
Server still reboots when a player picks a class.

On Fri, Aug 17, 2012 at 6:30 PM, T Marler  wrote:

> use servermode 2, and strict 1, and that works for me.
>
>
> - Original Message -
> From: Lance Waidzunas 
> Date: Friday, August 17, 2012 5:14 pm
> Subject: Re: [hlds] tf_mm_strict values swapped
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
>
> > No possible configuration of mm_strict and mm_servermode allow direct
> > connections - our servers restart as soon as a player picks a class.
> >
> > On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
> > wrote:
> >
> > >  There is a bug with the tf_mm_strict change in the
> > update we released a
> > > few minutes ago.
> > >
> > > ** **
> > >
> > > The values as documented are swapped between 1 and 2.
> > >
> > > ** **
> > >
> > > In this update:
> > >
> > > tf_mm_strict 1 currently DOES NOT allow direct connections
> > >
> > > tf_mm_strict 2 currently DOES allow direct connections
> > >
> > > ** **
>
> > >
> > > We’ll release an optional update shortly to fix this to match the
> > > documentation.
> > >
> > > ** **
>
> > >
> > > ___
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread T Marler
I juat had 3 people disconnect from my server, and the other servers aren't 
filling at all. o.O

- Original Message -
From: Peter HLDS 
Date: Friday, August 17, 2012 5:36 pm
Subject: Re: [hlds] Mandatory TF2 update released
To: Half-Life dedicated Win32 server mailing list 

> Eww. Suddenly, Engine Errors on my mac TF2 client:
> 
> "failed to lock index buffer in CMeshDX8::LockIndexBuffer"
> 
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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Yes, i can say that some of my servers are affected while some others does
not.

2012/8/18 AeroliteGaming.com 

>  Yes however one of the servers is and isn't affected.
>
>
>
> On 18/08/2012 00:25, Lambda wrote:
>
> Are you guys running bots in the affected servers?
>
> 2012/8/18 AeroliteGaming.com 
>
>>  Maybe they rushed it.
>>
>> Took the knackered servers offline until its fixed. Hope it's soon!
>>
>>
>>
>> On 18/08/2012 00:16, Lambda wrote:
>>
>> I've saw this also on my gameservers.
>>
>>  Does valve test their updates before shipping them out? lol
>>
>> 2012/8/18 AeroliteGaming.com 
>>
>>> Hi,
>>>
>>> After the update my servers are showing as full on the browser yet
>>> running status there is only 3 users in.
>>>
>>> Mann Vs Machine has gone to 32/32 with nobody in it. "
>>> 109.70.148.13:27012"
>>>
>>>
>>>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Peter HLDS
Eww. Suddenly, Engine Errors on my mac TF2 client:

"failed to lock index buffer in CMeshDX8::LockIndexBuffer"

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Re: [hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Yes however one of the servers is and isn't affected.


On 18/08/2012 00:25, Lambda wrote:

Are you guys running bots in the affected servers?

2012/8/18 AeroliteGaming.com >


Maybe they rushed it.

Took the knackered servers offline until its fixed. Hope it's soon!



On 18/08/2012 00:16, Lambda wrote:

I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com mailto:ad...@aerolitegaming.co.uk>>

Hi,

After the update my servers are showing as full on the
browser yet running status there is only 3 users in.

Mann Vs Machine has gone to 32/32 with nobody in it.
"109.70.148.13:27012 "



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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread John Barker
Anyone getting this?

threadtools.cpp (2644) : Assertion Failed: Illegal termination of worker
thread "SteamFindServerThread'


 *From:* Fletcher Dunn 
*Sent:* Friday, August 17, 2012 7:04:01 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] tf_mm_strict values swapped


There is a bug with the tf_mm_strict change in the update we released a few
minutes ago.

** **

The values as documented are swapped between 1 and 2.

** **

In this update:

tf_mm_strict 1 currently DOES NOT allow direct connections

tf_mm_strict 2 currently DOES allow direct connections

** **

We’ll release an optional update shortly to fix this to match the
documentation.

** **

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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread T Marler
use servermode 2, and strict 1, and that works for me.

- Original Message -
From: Lance Waidzunas 
Date: Friday, August 17, 2012 5:14 pm
Subject: Re: [hlds] tf_mm_strict values swapped
To: Half-Life dedicated Win32 server mailing list 

> No possible configuration of mm_strict and mm_servermode allow direct
> connections - our servers restart as soon as a player picks a class.
> 
> On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
> wrote:
> 
> >  There is a bug with the tf_mm_strict change in the 
> update we released a
> > few minutes ago.
> >
> > ** **
> >
> > The values as documented are swapped between 1 and 2.
> >
> > ** **
> >
> > In this update:
> >
> > tf_mm_strict 1 currently DOES NOT allow direct connections
> >
> > tf_mm_strict 2 currently DOES allow direct connections
> >
> > ** **
> >
> > We’ll release an optional update shortly to fix this to match the
> > documentation.
> >
> > ** **
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> archives,> please visit:
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> >
> >
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Re: [hlds] Odd player issue

2012-08-17 Thread Todd Pettit
It affects regular servers.
24 slot servers are showing 12/12 for me.
I have tf_bot_quota mode fill and tf_bot_quota 12.
I have to kick the bots to show the actual 12/24.



- Original Message -
From: "Lambda" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, August 17, 2012 7:25:57 PM
Subject: Re: [hlds] Odd player issue


Are you guys running bots in the affected servers? 


2012/8/18 AeroliteGaming.com < ad...@aerolitegaming.co.uk > 




Maybe they rushed it. 

Took the knackered servers offline until its fixed. Hope it's soon! 




On 18/08/2012 00:16, Lambda wrote: 




I've saw this also on my gameservers. 


Does valve test their updates before shipping them out? lol 


2012/8/18 AeroliteGaming.com < ad...@aerolitegaming.co.uk > 


Hi, 

After the update my servers are showing as full on the browser yet running 
status there is only 3 users in. 

Mann Vs Machine has gone to 32/32 with nobody in it. " 109.70.148.13:27012 " 



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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
Are you guys running bots in the affected servers?

2012/8/18 AeroliteGaming.com 

>  Maybe they rushed it.
>
> Took the knackered servers offline until its fixed. Hope it's soon!
>
>
>
> On 18/08/2012 00:16, Lambda wrote:
>
> I've saw this also on my gameservers.
>
>  Does valve test their updates before shipping them out? lol
>
> 2012/8/18 AeroliteGaming.com 
>
>> Hi,
>>
>> After the update my servers are showing as full on the browser yet
>> running status there is only 3 users in.
>>
>> Mann Vs Machine has gone to 32/32 with nobody in it. "109.70.148.13:27012
>> "
>>
>>
>>
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>
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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Todd Pettit
Okay Valve has overcompensated again.

Servers set to maxplayers 24 are for some reason showing full at 12/12.
I have to kick the bots manually to show the total player count.

Come on.

- Original Message -
From: "Eric Smith" 
To: "Half-Life dedicated Linux server mailing list" 
, "Half-Life dedicated Win32 server mailing 
list" , "hlds_annou...@list.valvesoftware.com" 

Sent: Friday, August 17, 2012 6:34:51 PM
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory update to TF2. The notes for the update are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated client rate value to default to 3 to improve network performance 
for most players
   - Rate was previously set by Steam's Internet connection speed setting
- Updated client rate value to be stored in the config.cfg file

Team Fortress 2
- Fixed a crash caused by a string table overflow
- Fixed a client crash related to the freeze panel
- Fixed a client crash related to ragdolls
- Fixed a client crash related to the Mann vs. Machine upgrade panel
- Fixed a client crash related to Mann vs. Machine stats
- Fixed a crash related to server plug-ins spawning a Mann vs. Machine Tank 
before the game is ready
- Updated the dedicated server to exit when attempting to start a Mann vs. 
Machine map with less than 32 maxplayers
- Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly when 
the defenders lose
- Fixed the Mann vs. Machine wave loss/victory dialog buttons not being 
clickable sometimes
- Fixed the Mann vs. Machine victory dialog getting stuck on the screen
- Fixed the Mann vs. Machine wave summary dialog showing up at the beginning of 
the first wave
- Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
- Updated upgrade icons to remove numbers 
- Fixed Sentry Busters picking disposable buildings as valid targets
- Fixed an instance of the Sentry Buster sound looping endlessly
- Updated the backpack image for Archimedes to fix an alpha channel problem
- Updated the colors for The Battery Bandolier
- Fixed the disconnect reason not being localized properly for Mann vs. Machine 
mode
- Fixed player glow colors not based on player health in some community mods 
outside of Mann vs. Machine mode
- Removed console spew related to missing movement warnings
- Updated the matchmaking ConVar tf_mm_strict
   - A value of 2 will hide the server from the server browser but will still 
allow direct connections
- Updated Mvm_Mannworks
   - Adjusted clipping on left side drop down where bots may become stuck
   - Fixed lighting seam near base
   - Fixed vphysics prop error in console
   - Minor clipping pass on areas players may become hung up on


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Re: [hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Maybe they rushed it.

Took the knackered servers offline until its fixed. Hope it's soon!


On 18/08/2012 00:16, Lambda wrote:

I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com >


Hi,

After the update my servers are showing as full on the browser yet
running status there is only 3 users in.

Mann Vs Machine has gone to 32/32 with nobody in it.
"109.70.148.13:27012 "



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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Claudio Beretta
and the funniest thing about it, is that it create ghost players... again


On Fri, Aug 17, 2012 at 7:04 PM, Adam Nowacki wrote:

> I must confirm ... this really broke the shit up:
>
> tf_mm_strict
> "tf_mm_strict" = "0"
>  game notify
>  -0 = Show in server browser, and allow ad-hoc joins
>1 = Hide from server browser and only allow joins coordinated through
> GC matchmaking
>2 = Hide from server browser, but allow ad-hoc joins
>
> tf_mm_servermode
> "tf_mm_servermode" = "1" ( def. "0" )
>  game notify
>  - Activates / deactivates Lobby-based hosting mode.
>0 = not active
>1 = Put in quickplay pool (based on current map)
>2 = Put in MvM pool.  (Lobby will control current map)
>
> ...
>
> This server only accepts connections negotiated through matchmaking.
> Ad-hoc connections are not allowed
>
>
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Re: [hlds] Odd player issue

2012-08-17 Thread 1nsane
I'm experiencing the same.

On Fri, Aug 17, 2012 at 7:16 PM, Lambda  wrote:

> I've saw this also on my gameservers.
>
> Does valve test their updates before shipping them out? lol
>
> 2012/8/18 AeroliteGaming.com 
>
> Hi,
>>
>> After the update my servers are showing as full on the browser yet
>> running status there is only 3 users in.
>>
>> Mann Vs Machine has gone to 32/32 with nobody in it. "109.70.148.13:27012
>> "
>>
>>
>>
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Re: [hlds] Odd player issue

2012-08-17 Thread Lambda
I've saw this also on my gameservers.

Does valve test their updates before shipping them out? lol

2012/8/18 AeroliteGaming.com 

> Hi,
>
> After the update my servers are showing as full on the browser yet running
> status there is only 3 users in.
>
> Mann Vs Machine has gone to 32/32 with nobody in it. "109.70.148.13:27012"
>
>
>
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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread Charlie
Confirmed, please fix.

On Fri, Aug 17, 2012 at 4:06 PM, Lambda  wrote:

> I can confirm this on my servers too.
>
>
> 2012/8/18 Michael Tharp 
>
>> This is for a pvp server, as of version 1.1.2.5:
>>
>> If tf_mm_servermode = 0, everything is fine
>>
>> If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
>> favorites are rejected with "ad-hoc connections are not allowed"
>>
>> If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
>> work.
>>
>> So, to workaround you can either turn off mm, or (ironically) set strict
>> to 1.
>>
>> -- m. tharp
>>
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-- 
*/// UNCLASSIFIED*
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Fletcher Dunn
Actually, that description below was incorrect.

If you set tf_mm_servermode 0, then tf_mm_strict 0 and tf_mm_strict 2 will both 
deny directions connections.

We'll get an update fixed for this ASAP.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter HLDS
Sent: Friday, August 17, 2012 4:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] tf_mm_strict values swapped

But what about tf_mm_strict 0?

That SHOULD allow direct connections, AND show in server browser, no?

On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:

> There is a bug with the tf_mm_strict change in the update we released a few 
> minutes ago.
>  
> The values as documented are swapped between 1 and 2.
>  
> In this update:
> tf_mm_strict 1 currently DOES NOT allow direct connections 
> tf_mm_strict 2 currently DOES allow direct connections
>  
> We'll release an optional update shortly to fix this to match the 
> documentation.
> 


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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread wickedplayer494 .
Fletcher Dunn announced that an optional fix is coming to fix this. Good to
see Valve's responding fast.

On Fri, Aug 17, 2012 at 6:06 PM, Lambda  wrote:

> I can confirm this on my servers too.
>
>
> 2012/8/18 Michael Tharp 
>
>> This is for a pvp server, as of version 1.1.2.5:
>>
>> If tf_mm_servermode = 0, everything is fine
>>
>> If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
>> favorites are rejected with "ad-hoc connections are not allowed"
>>
>> If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
>> work.
>>
>> So, to workaround you can either turn off mm, or (ironically) set strict
>> to 1.
>>
>> -- m. tharp
>>
>> __**_
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>> please visit:
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[hlds] Odd player issue

2012-08-17 Thread AeroliteGaming.com

Hi,

After the update my servers are showing as full on the browser yet 
running status there is only 3 users in.


Mann Vs Machine has gone to 32/32 with nobody in it. "109.70.148.13:27012"



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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Lance Waidzunas
No possible configuration of mm_strict and mm_servermode allow direct
connections - our servers restart as soon as a player picks a class.

On Fri, Aug 17, 2012 at 6:03 PM, Fletcher Dunn
wrote:

>  There is a bug with the tf_mm_strict change in the update we released a
> few minutes ago.
>
> ** **
>
> The values as documented are swapped between 1 and 2.
>
> ** **
>
> In this update:
>
> tf_mm_strict 1 currently DOES NOT allow direct connections
>
> tf_mm_strict 2 currently DOES allow direct connections
>
> ** **
>
> We’ll release an optional update shortly to fix this to match the
> documentation.
>
> ** **
>
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Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Brendan Cosman
On this topic - does anyone have a quick overview of how to start and keep an 
MvM server rotating through only the advanced missions, or even both the 
standard and advanced missions? I've got around 40 MvM servers up for the 
Australian community, but I'd like to be able to run some more with the 
advanced rotations.

Regards,
Brendan.

- Original Message -
From: "Mark Steele" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
Subject: Re: [hlds] Setting Missions in MvM



I knew I'd find it somehow! 

You can use tf_mvm_popfile to select the appropriate mission file. The popfiles 
are in tf/scripts/population, and are listed in tf_mvm_missioncycle.res. This 
can probably also be used to load missions that belong to different maps, but I 
wouldn't recommend it. Who knows how horribly it could break things. 




On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote: 




I'd love a command for this, it really is annoying to have to vote to change to 
something else. 

Don't votes run commands after they are won? Maybe we could steal the command 
from there. 



On 8/16/2012 5:53 AM, Mark Steele wrote: 




The only real way I've found so far is to call a ChangeMission vote once in 
game. Still trying to find the command to do it otherwise. 


On 16 August 2012 12:06, < dray...@me.com > wrote: 




Hey, maybe I missed some sort of memo, but as a server owner, how should I be 
able to change the missions my server runs? I was playing on my private server 
with some friends earlier but we noticed in matchmaking we could select these 
different missions here: http://puu.sh/VQAn 


When playing on my server, it seemed to just rotate between the 3 maps on the 
'normal' difficulty maps, but I had no idea how to set a map to be on a mission 
such as "Data Demolition" on Decoy or whatever else. I did a bit of looking 
around but I think I really missed something here. 
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Alan Kennedy


Thx for the heads up. 

-- 
3DGames Argentina 
http://www.3dgames.com.ar 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 

- Original Message -


From: "Fletcher Dunn"  
To: "Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com)" , 
"Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)" 
 
Sent: Friday, August 17, 2012 8:03:25 PM 
Subject: [hlds] tf_mm_strict values swapped 




There is a bug with the tf_mm_strict change in the update we released a few 
minutes ago. 



The values as documented are swapped between 1 and 2. 



In this update: 

tf_mm_strict 1 currently DOES NOT allow direct connections 

tf_mm_strict 2 currently DOES allow direct connections 



We’ll release an optional update shortly to fix this to match the 
documentation. 


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Re: [hlds] tf_mm_strict is very broken

2012-08-17 Thread Lambda
I can confirm this on my servers too.

2012/8/18 Michael Tharp 

> This is for a pvp server, as of version 1.1.2.5:
>
> If tf_mm_servermode = 0, everything is fine
>
> If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from
> favorites are rejected with "ad-hoc connections are not allowed"
>
> If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites
> work.
>
> So, to workaround you can either turn off mm, or (ironically) set strict
> to 1.
>
> -- m. tharp
>
> __**_
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> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>
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Re: [hlds] tf_mm_strict values swapped

2012-08-17 Thread Peter HLDS
But what about tf_mm_strict 0?

That SHOULD allow direct connections, AND show in server browser, no?

On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:

> There is a bug with the tf_mm_strict change in the update we released a few 
> minutes ago.
>  
> The values as documented are swapped between 1 and 2.
>  
> In this update:
> tf_mm_strict 1 currently DOES NOT allow direct connections
> tf_mm_strict 2 currently DOES allow direct connections
>  
> We’ll release an optional update shortly to fix this to match the 
> documentation.
> 


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Adam Nowacki

I must confirm ... this really broke the shit up:

tf_mm_strict
"tf_mm_strict" = "0"
 game notify
 -0 = Show in server browser, and allow ad-hoc joins
   1 = Hide from server browser and only allow joins coordinated 
through GC matchmaking

   2 = Hide from server browser, but allow ad-hoc joins

tf_mm_servermode
"tf_mm_servermode" = "1" ( def. "0" )
 game notify
 - Activates / deactivates Lobby-based hosting mode.
   0 = not active
   1 = Put in quickplay pool (based on current map)
   2 = Put in MvM pool.  (Lobby will control current map)

...

This server only accepts connections negotiated through matchmaking. 
Ad-hoc connections are not allowed


On 2012-08-18 00:59, Lambda wrote:

Im unable to directly connect to my servers, it disconnects me with the
error saying that the server can't be directly connected, however
tf_mm_strict is set to 0 and tf_mm_servermode to 1

2012/8/18 Daniel Barreiro mailto:smelly.feet.you.h...@gmail.com>>

I keep getting a disconnected error and then it closes.

On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir mailto:tsadl...@gmail.com>> wrote:
 > I've never seen it before the last update.  Weird...
 >
 >
 > On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker
mailto:voidedwea...@gmail.com>>
 > wrote:
 >>
 >> What you're seeing is completely normal during the update rush.
 >>
 >>
 >> On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir
mailto:tsadl...@gmail.com>>
 >> wrote:
 >>>
 >>> Well, it did eventually connect so I guess that much is good.  :)
 >>>
 >>>
 >>> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir
mailto:tsadl...@gmail.com>>
 >>> wrote:
 
  I'm getting this again while trying to update like I did the last
  update...  Something wrong with the DS file content server?
 
 
  C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe
-command update
  -game t
  f -dir c:\TF2Server -verify_all
  Checking bootstrapper version ...
  Updating Installation
  Determining which depot(s) to install/update...
  6 depot(s) will be installed/updated
    0:37 Checking local files and building download list for
depot 441
  'Team Fortr
  ess 2 Content' version 351
    0:37 Patching from version 350; connecting to content server
    0:37 [209.197.6.232:27030 ]
Connecting...
    0:40 [209.197.6.232:27030 ]
Failed.  Failed to connect to
  209.197.6.232:270 
  30, WinSock Error 0 "No error"
    0:40 [63.145.224.22:27030 ]
Connecting...
    0:43 [63.145.224.22:27030 ]
Failed.  Failed to connect to
  63.145.224.22:270 
  30, WinSock Error 0 "No error"
    0:43 [209.197.6.231:27030 ]
Connecting...
    0:46 [209.197.6.231:27030 ]
Failed.  Failed to connect to
  209.197.6.231:270 
  30, WinSock Error 0 "No error"
    0:46 [65.113.32.98:27030 ]
Connecting...
    0:49 [65.113.32.98:27030 ]
Failed.  Failed to connect to
  65.113.32.98:27030 
  , WinSock Error 0 "No error"
    0:49 [4.28.20.42:27030 ]
Connecting...
    0:52 [4.28.20.42:27030 ]
Failed.  Failed to connect to
  4.28.20.42:27030 , Wi
  nSock Error 0 "No error"
    0:52 [4.28.151.210:27030 ]
Connecting...
    0:55 [4.28.151.210:27030 ]
Failed.  Failed to connect to
  4.28.151.210:27030 
  , WinSock Error 0 "No error"
    0:55 [208.64.203.16:27030 ]
Connecting...
    0:58 [208.64.203.16:27030 ]
Failed.  Failed to connect to
  208.64.203.16:270 
  30, WinSock Error 0 "No error"
    0:58 [65.115.96.238:27030 ]
Connecting...
    1:01 [65.115.96.238:27030 ]
Failed.  Failed to connect to
  65.115.96.238:270 
  30, WinSock Error 0 "No error"
 
 
 
  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith
mailto:er...@valvesoftware.com>>
  wrote:
 >
 > We've released a mandatory update to TF2. The notes for the
update are
 > below.
 >
 >>>

[hlds] tf_mm_strict is very broken

2012-08-17 Thread Michael Tharp

This is for a pvp server, as of version 1.1.2.5:

If tf_mm_servermode = 0, everything is fine

If tf_mm_servermode = 1 AND tf_mm_strict = 0 or 2, connections from 
favorites are rejected with "ad-hoc connections are not allowed"


If tf_mm_servermode = 1 AND tf_mm_strict = 1, connections from favorites 
work.


So, to workaround you can either turn off mm, or (ironically) set strict 
to 1.


-- m. tharp

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[hlds] tf_mm_strict values swapped

2012-08-17 Thread Fletcher Dunn
There is a bug with the tf_mm_strict change in the update we released a few 
minutes ago.

The values as documented are swapped between 1 and 2.

In this update:
tf_mm_strict 1 currently DOES NOT allow direct connections
tf_mm_strict 2 currently DOES allow direct connections

We'll release an optional update shortly to fix this to match the documentation.

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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Lance Waidzunas
Anyone else getting a server crash when a player attempts to pick a class
in MVM?

On Fri, Aug 17, 2012 at 5:45 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com> wrote:

> I keep getting a disconnected error and then it closes.
>
> On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir 
> wrote:
> > I've never seen it before the last update.  Weird...
> >
> >
> > On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker 
> > wrote:
> >>
> >> What you're seeing is completely normal during the update rush.
> >>
> >>
> >> On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir 
> >> wrote:
> >>>
> >>> Well, it did eventually connect so I guess that much is good.  :)
> >>>
> >>>
> >>> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir 
> >>> wrote:
> 
>  I'm getting this again while trying to update like I did the last
>  update...  Something wrong with the DS file content server?
> 
> 
>  C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe -command
> update
>  -game t
>  f -dir c:\TF2Server -verify_all
>  Checking bootstrapper version ...
>  Updating Installation
>  Determining which depot(s) to install/update...
>  6 depot(s) will be installed/updated
>    0:37 Checking local files and building download list for depot 441
>  'Team Fortr
>  ess 2 Content' version 351
>    0:37 Patching from version 350; connecting to content server
>    0:37 [209.197.6.232:27030] Connecting...
>    0:40 [209.197.6.232:27030] Failed.  Failed to connect to
>  209.197.6.232:270
>  30, WinSock Error 0 "No error"
>    0:40 [63.145.224.22:27030] Connecting...
>    0:43 [63.145.224.22:27030] Failed.  Failed to connect to
>  63.145.224.22:270
>  30, WinSock Error 0 "No error"
>    0:43 [209.197.6.231:27030] Connecting...
>    0:46 [209.197.6.231:27030] Failed.  Failed to connect to
>  209.197.6.231:270
>  30, WinSock Error 0 "No error"
>    0:46 [65.113.32.98:27030] Connecting...
>    0:49 [65.113.32.98:27030] Failed.  Failed to connect to
>  65.113.32.98:27030
>  , WinSock Error 0 "No error"
>    0:49 [4.28.20.42:27030] Connecting...
>    0:52 [4.28.20.42:27030] Failed.  Failed to connect to
>  4.28.20.42:27030, Wi
>  nSock Error 0 "No error"
>    0:52 [4.28.151.210:27030] Connecting...
>    0:55 [4.28.151.210:27030] Failed.  Failed to connect to
>  4.28.151.210:27030
>  , WinSock Error 0 "No error"
>    0:55 [208.64.203.16:27030] Connecting...
>    0:58 [208.64.203.16:27030] Failed.  Failed to connect to
>  208.64.203.16:270
>  30, WinSock Error 0 "No error"
>    0:58 [65.115.96.238:27030] Connecting...
>    1:01 [65.115.96.238:27030] Failed.  Failed to connect to
>  65.115.96.238:270
>  30, WinSock Error 0 "No error"
> 
> 
> 
>  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith 
>  wrote:
> >
> > We've released a mandatory update to TF2. The notes for the update
> are
> > below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Updated client rate value to default to 3 to improve network
> > performance for most players
> >- Rate was previously set by Steam's Internet connection speed
> > setting
> > - Updated client rate value to be stored in the config.cfg file
> >
> > Team Fortress 2
> > - Fixed a crash caused by a string table overflow
> > - Fixed a client crash related to the freeze panel
> > - Fixed a client crash related to ragdolls
> > - Fixed a client crash related to the Mann vs. Machine upgrade panel
> > - Fixed a client crash related to Mann vs. Machine stats
> > - Fixed a crash related to server plug-ins spawning a Mann vs.
> Machine
> > Tank before the game is ready
> > - Updated the dedicated server to exit when attempting to start a
> Mann
> > vs. Machine map with less than 32 maxplayers
> > - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
> > properly when the defenders lose
> > - Fixed the Mann vs. Machine wave loss/victory dialog buttons not
> being
> > clickable sometimes
> > - Fixed the Mann vs. Machine victory dialog getting stuck on the
> screen
> > - Fixed the Mann vs. Machine wave summary dialog showing up at the
> > beginning of the first wave
> > - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade
> panel
> > - Updated upgrade icons to remove numbers
> > - Fixed Sentry Busters picking disposable buildings as valid targets
> > - Fixed an instance of the Sentry Buster sound looping endlessly
> > - Updated the backpack image for Archimedes to fix an alpha channel
> > problem
> > - Updated the colors for The Battery Bandolier
> > - Fixed the disconnect reason not being localized properly for Mann
> vs.
> 

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Lambda
Im unable to directly connect to my servers, it disconnects me with the
error saying that the server can't be directly connected, however
tf_mm_strict is set to 0 and tf_mm_servermode to 1

2012/8/18 Daniel Barreiro 

> I keep getting a disconnected error and then it closes.
>
> On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir 
> wrote:
> > I've never seen it before the last update.  Weird...
> >
> >
> > On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker 
> > wrote:
> >>
> >> What you're seeing is completely normal during the update rush.
> >>
> >>
> >> On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir 
> >> wrote:
> >>>
> >>> Well, it did eventually connect so I guess that much is good.  :)
> >>>
> >>>
> >>> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir 
> >>> wrote:
> 
>  I'm getting this again while trying to update like I did the last
>  update...  Something wrong with the DS file content server?
> 
> 
>  C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe -command
> update
>  -game t
>  f -dir c:\TF2Server -verify_all
>  Checking bootstrapper version ...
>  Updating Installation
>  Determining which depot(s) to install/update...
>  6 depot(s) will be installed/updated
>    0:37 Checking local files and building download list for depot 441
>  'Team Fortr
>  ess 2 Content' version 351
>    0:37 Patching from version 350; connecting to content server
>    0:37 [209.197.6.232:27030] Connecting...
>    0:40 [209.197.6.232:27030] Failed.  Failed to connect to
>  209.197.6.232:270
>  30, WinSock Error 0 "No error"
>    0:40 [63.145.224.22:27030] Connecting...
>    0:43 [63.145.224.22:27030] Failed.  Failed to connect to
>  63.145.224.22:270
>  30, WinSock Error 0 "No error"
>    0:43 [209.197.6.231:27030] Connecting...
>    0:46 [209.197.6.231:27030] Failed.  Failed to connect to
>  209.197.6.231:270
>  30, WinSock Error 0 "No error"
>    0:46 [65.113.32.98:27030] Connecting...
>    0:49 [65.113.32.98:27030] Failed.  Failed to connect to
>  65.113.32.98:27030
>  , WinSock Error 0 "No error"
>    0:49 [4.28.20.42:27030] Connecting...
>    0:52 [4.28.20.42:27030] Failed.  Failed to connect to
>  4.28.20.42:27030, Wi
>  nSock Error 0 "No error"
>    0:52 [4.28.151.210:27030] Connecting...
>    0:55 [4.28.151.210:27030] Failed.  Failed to connect to
>  4.28.151.210:27030
>  , WinSock Error 0 "No error"
>    0:55 [208.64.203.16:27030] Connecting...
>    0:58 [208.64.203.16:27030] Failed.  Failed to connect to
>  208.64.203.16:270
>  30, WinSock Error 0 "No error"
>    0:58 [65.115.96.238:27030] Connecting...
>    1:01 [65.115.96.238:27030] Failed.  Failed to connect to
>  65.115.96.238:270
>  30, WinSock Error 0 "No error"
> 
> 
> 
>  On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith 
>  wrote:
> >
> > We've released a mandatory update to TF2. The notes for the update
> are
> > below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Updated client rate value to default to 3 to improve network
> > performance for most players
> >- Rate was previously set by Steam's Internet connection speed
> > setting
> > - Updated client rate value to be stored in the config.cfg file
> >
> > Team Fortress 2
> > - Fixed a crash caused by a string table overflow
> > - Fixed a client crash related to the freeze panel
> > - Fixed a client crash related to ragdolls
> > - Fixed a client crash related to the Mann vs. Machine upgrade panel
> > - Fixed a client crash related to Mann vs. Machine stats
> > - Fixed a crash related to server plug-ins spawning a Mann vs.
> Machine
> > Tank before the game is ready
> > - Updated the dedicated server to exit when attempting to start a
> Mann
> > vs. Machine map with less than 32 maxplayers
> > - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
> > properly when the defenders lose
> > - Fixed the Mann vs. Machine wave loss/victory dialog buttons not
> being
> > clickable sometimes
> > - Fixed the Mann vs. Machine victory dialog getting stuck on the
> screen
> > - Fixed the Mann vs. Machine wave summary dialog showing up at the
> > beginning of the first wave
> > - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade
> panel
> > - Updated upgrade icons to remove numbers
> > - Fixed Sentry Busters picking disposable buildings as valid targets
> > - Fixed an instance of the Sentry Buster sound looping endlessly
> > - Updated the backpack image for Archimedes to fix an alpha channel
> > problem
> > - Updated the colors for The Battery Bandolier
> > - Fixed the disconnect reason no

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Daniel Barreiro
I keep getting a disconnected error and then it closes.

On Fri, Aug 17, 2012 at 6:42 PM, Timothy Sadleir  wrote:
> I've never seen it before the last update.  Weird...
>
>
> On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker 
> wrote:
>>
>> What you're seeing is completely normal during the update rush.
>>
>>
>> On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir 
>> wrote:
>>>
>>> Well, it did eventually connect so I guess that much is good.  :)
>>>
>>>
>>> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir 
>>> wrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441
 'Team Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 "No error"
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 "No error"
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 "No error"
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 "No error"
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 "No error"
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 "No error"
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 "No error"
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 "No error"



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith 
 wrote:
>
> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Updated client rate value to default to 3 to improve network
> performance for most players
>- Rate was previously set by Steam's Internet connection speed
> setting
> - Updated client rate value to be stored in the config.cfg file
>
> Team Fortress 2
> - Fixed a crash caused by a string table overflow
> - Fixed a client crash related to the freeze panel
> - Fixed a client crash related to ragdolls
> - Fixed a client crash related to the Mann vs. Machine upgrade panel
> - Fixed a client crash related to Mann vs. Machine stats
> - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
> Tank before the game is ready
> - Updated the dedicated server to exit when attempting to start a Mann
> vs. Machine map with less than 32 maxplayers
> - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
> properly when the defenders lose
> - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
> clickable sometimes
> - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
> - Fixed the Mann vs. Machine wave summary dialog showing up at the
> beginning of the first wave
> - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
> - Updated upgrade icons to remove numbers
> - Fixed Sentry Busters picking disposable buildings as valid targets
> - Fixed an instance of the Sentry Buster sound looping endlessly
> - Updated the backpack image for Archimedes to fix an alpha channel
> problem
> - Updated the colors for The Battery Bandolier
> - Fixed the disconnect reason not being localized properly for Mann vs.
> Machine mode
> - Fixed player glow colors not based on player health in some community
> mods outside of Mann vs. Machine mode
> - Removed console spew related to missing movement warnings
> - Updated the matchmaking ConVar tf_mm_strict
>- A value of 2 will hide the server from the server browser but will
> still allow direct connections
> - Updated Mvm_Mannworks
>- Adju

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
I've never seen it before the last update.  Weird...

On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker wrote:

> What you're seeing is completely normal during the update rush.
>
>
> On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir wrote:
>
>> Well, it did eventually connect so I guess that much is good.  :)
>>
>>
>> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir wrote:
>>
>>> I'm getting this again while trying to update like I did the last
>>> update...  Something wrong with the DS file content server?
>>>
>>>
>>> C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe -command update
>>> -game t
>>> f -dir c:\TF2Server -verify_all
>>> Checking bootstrapper version ...
>>> Updating Installation
>>> Determining which depot(s) to install/update...
>>> 6 depot(s) will be installed/updated
>>>   0:37 Checking local files and building download list for depot 441
>>> 'Team Fortr
>>> ess 2 Content' version 351
>>>   0:37 Patching from version 350; connecting to content server
>>>   0:37 [209.197.6.232:27030] Connecting...
>>>   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
>>> 209.197.6.232:270
>>> 30, WinSock Error 0 "No error"
>>>   0:40 [63.145.224.22:27030] Connecting...
>>>   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
>>> 63.145.224.22:270
>>> 30, WinSock Error 0 "No error"
>>>   0:43 [209.197.6.231:27030] Connecting...
>>>   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
>>> 209.197.6.231:270
>>> 30, WinSock Error 0 "No error"
>>>   0:46 [65.113.32.98:27030] Connecting...
>>>   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
>>> 65.113.32.98:27030
>>> , WinSock Error 0 "No error"
>>>   0:49 [4.28.20.42:27030] Connecting...
>>>   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
>>> 4.28.20.42:27030, Wi
>>> nSock Error 0 "No error"
>>>   0:52 [4.28.151.210:27030] Connecting...
>>>   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
>>> 4.28.151.210:27030
>>> , WinSock Error 0 "No error"
>>>   0:55 [208.64.203.16:27030] Connecting...
>>>   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
>>> 208.64.203.16:270
>>> 30, WinSock Error 0 "No error"
>>>   0:58 [65.115.96.238:27030] Connecting...
>>>   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
>>> 65.115.96.238:270
>>> 30, WinSock Error 0 "No error"
>>>
>>>
>>>
>>> On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith wrote:
>>>
 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed
 setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
 properly when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become
 stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


 _

Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Ryan Stecker
What you're seeing is completely normal during the update rush.

On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir  wrote:

> Well, it did eventually connect so I guess that much is good.  :)
>
>
> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir wrote:
>
>> I'm getting this again while trying to update like I did the last
>> update...  Something wrong with the DS file content server?
>>
>>
>> C:\Program Files (x86)\Valve\HLServer>HldsUpdateTool.exe -command update
>> -game t
>> f -dir c:\TF2Server -verify_all
>> Checking bootstrapper version ...
>> Updating Installation
>> Determining which depot(s) to install/update...
>> 6 depot(s) will be installed/updated
>>   0:37 Checking local files and building download list for depot 441
>> 'Team Fortr
>> ess 2 Content' version 351
>>   0:37 Patching from version 350; connecting to content server
>>   0:37 [209.197.6.232:27030] Connecting...
>>   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
>> 209.197.6.232:270
>> 30, WinSock Error 0 "No error"
>>   0:40 [63.145.224.22:27030] Connecting...
>>   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
>> 63.145.224.22:270
>> 30, WinSock Error 0 "No error"
>>   0:43 [209.197.6.231:27030] Connecting...
>>   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
>> 209.197.6.231:270
>> 30, WinSock Error 0 "No error"
>>   0:46 [65.113.32.98:27030] Connecting...
>>   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
>> 65.113.32.98:27030
>> , WinSock Error 0 "No error"
>>   0:49 [4.28.20.42:27030] Connecting...
>>   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
>> 4.28.20.42:27030, Wi
>> nSock Error 0 "No error"
>>   0:52 [4.28.151.210:27030] Connecting...
>>   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
>> 4.28.151.210:27030
>> , WinSock Error 0 "No error"
>>   0:55 [208.64.203.16:27030] Connecting...
>>   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
>> 208.64.203.16:270
>> 30, WinSock Error 0 "No error"
>>   0:58 [65.115.96.238:27030] Connecting...
>>   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
>> 65.115.96.238:270
>> 30, WinSock Error 0 "No error"
>>
>>
>>
>> On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith wrote:
>>
>>> We've released a mandatory update to TF2. The notes for the update are
>>> below.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>>> - Updated client rate value to default to 3 to improve network
>>> performance for most players
>>>- Rate was previously set by Steam's Internet connection speed setting
>>> - Updated client rate value to be stored in the config.cfg file
>>>
>>> Team Fortress 2
>>> - Fixed a crash caused by a string table overflow
>>> - Fixed a client crash related to the freeze panel
>>> - Fixed a client crash related to ragdolls
>>> - Fixed a client crash related to the Mann vs. Machine upgrade panel
>>> - Fixed a client crash related to Mann vs. Machine stats
>>> - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
>>> Tank before the game is ready
>>> - Updated the dedicated server to exit when attempting to start a Mann
>>> vs. Machine map with less than 32 maxplayers
>>> - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
>>> when the defenders lose
>>> - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
>>> clickable sometimes
>>> - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
>>> - Fixed the Mann vs. Machine wave summary dialog showing up at the
>>> beginning of the first wave
>>> - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
>>> - Updated upgrade icons to remove numbers
>>> - Fixed Sentry Busters picking disposable buildings as valid targets
>>> - Fixed an instance of the Sentry Buster sound looping endlessly
>>> - Updated the backpack image for Archimedes to fix an alpha channel
>>> problem
>>> - Updated the colors for The Battery Bandolier
>>> - Fixed the disconnect reason not being localized properly for Mann vs.
>>> Machine mode
>>> - Fixed player glow colors not based on player health in some community
>>> mods outside of Mann vs. Machine mode
>>> - Removed console spew related to missing movement warnings
>>> - Updated the matchmaking ConVar tf_mm_strict
>>>- A value of 2 will hide the server from the server browser but will
>>> still allow direct connections
>>> - Updated Mvm_Mannworks
>>>- Adjusted clipping on left side drop down where bots may become stuck
>>>- Fixed lighting seam near base
>>>- Fixed vphysics prop error in console
>>>- Minor clipping pass on areas players may become hung up on
>>>
>>>
>>> ___
>>> 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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