Re: [hlds] SteamPipe/SteamCMD conversion status for TFC and DMC?

2013-11-12 Thread AnAkIn
All games have already been moved to SteamPipe and should be available
through steamcmd.


2013/11/13 Ross Bemrose 

> Word on the street is that hldsupdatetool no longer works on any game
> (servers just time out) and that SteamCMD is now required for everything.
>
> Which makes me wonder what happened with the Valve servers we never got
> appids for, such as Left 4 Dead and what's going on with third-party
> servers like Zombie Panic Source.
>
>
> On 11/12/2013 7:24 PM, Weasel's Lair wrote:
>
>> Just wondering if I missed a release for the SteamPipe/SteamCMD
>> conversions for TFC and DMC.
>>
>> The last I remember, there was only a "beta" available for both - with
>> the current "production" client's not being compatible (unless opted
>> into the "beta" for each).
>>
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Re: [hlds] SteamPipe/SteamCMD conversion status for TFC and DMC?

2013-11-12 Thread Ross Bemrose
Word on the street is that hldsupdatetool no longer works on any game 
(servers just time out) and that SteamCMD is now required for everything.


Which makes me wonder what happened with the Valve servers we never got 
appids for, such as Left 4 Dead and what's going on with third-party 
servers like Zombie Panic Source.


On 11/12/2013 7:24 PM, Weasel's Lair wrote:

Just wondering if I missed a release for the SteamPipe/SteamCMD
conversions for TFC and DMC.

The last I remember, there was only a "beta" available for both - with
the current "production" client's not being compatible (unless opted
into the "beta" for each).

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[hlds] SteamPipe/SteamCMD conversion status for TFC and DMC?

2013-11-12 Thread Weasel's Lair
Just wondering if I missed a release for the SteamPipe/SteamCMD
conversions for TFC and DMC.

The last I remember, there was only a "beta" available for both - with
the current "production" client's not being compatible (unless opted
into the "beta" for each).

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[hlds] Mandatory TF2 update released

2013-11-12 Thread Eric Smith
We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 1998941.

-Eric

--

- Added new series of Chemistry Sets
- Added "Collector's" item quality.  "Collector's" items are created by 
completing special Chemistry Sets.
- Added a server cooldown period for Eternaween votes
- Spooky Keys are now regular keys
- Fixed seeing the fire texture on The Maniac's Manacles, PY-40 Incinibot, The 
Parasight, and The Foul Cowl in DirectX 8
- Fixed some Halloween spells not working during Eternaween

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[hlds] Mandatory TF2 update coming

2013-11-12 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Dominik Friedrichs
This is great and the cherry on top would be to add that string to the 
player connect log line - something like this:


L 11/12/2013 - 21:52:16: "Jimmy<288><>" connected, 
address "1.2.3.4:27005", method "serverbrowser_favorites"


On 2013/11/12 20:45, Fletcher Dunn wrote:

It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, "DontWannaName!"  wrote:


Is it able to tell if they connect from their favorites?

Sent from my iPhone 5


On Nov 12, 2013, at 11:02 AM, Fletcher Dunn


wrote:


Several server operators have requested the ability to know how
their

clients are connecting to their server.  The latest TF update added a
new client convar, cl_connectmethod, that contains a string value that
indicates how the client connected to your server.  It's sent in the
same way as cl_rate and others, and a plugin should be able to access
this information.  It will be empty if joined directly through a
console "connect" command.  I apologize that I don't have the list of
values at hand, but I'm sure some helpful server operator or plugin
author will post the list of codes that are sent.


Please be aware that the field is not secure, and the work required
to

secure it is not trivial.  Without too much effort a client could send
you pretty much any string they want.  So this is best used for
general reporting purposes and understanding where your players are
coming from, not to treat players differently based on how they connect.


This is a Source engine change, so it will be available in CS:S,
DoD:S,

and HL2:DM in the next update for those games.

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Re: [hlds] Where is my traffic coming from?

2013-11-12 Thread Nomaan Ahmad
Thanks for that Dr. McKay :)


On 12 November 2013 21:07, Doctor McKay  wrote:

> That's already what it's doing. Someone is building an awesome web panel
> to view the stats in a pretty fashion, as well. I'll post a link here when
> it's released.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Nov 12, 2013 at 4:05 PM, Cody Woodson <
> xxwoodyman123...@sbcglobal.net> wrote:
>
>> Awesome!  MySQL support for the plugin would be great.
>>
>> Sent from my iPhone
>>
>> On Nov 12, 2013, at 12:29 PM, Doctor McKay  wrote:
>>
>> Fletcher gave me a heads-up yesterday before announcing it (thanks!).
>>
>> Here are the values that I found:
>>
>> Quickplay, use # : "quickplay_#"
>> Quickplay Beta/MvM Quickplay : "matchmaking"
>> Server Browser - Internet Tab : "serverbrowser_internet"
>> Server Browser - Favorites Tab : "serverbrowser_favorites"
>> Server Browser - History Tab : "serverbrowser_history"
>> Server Browser - LAN Tab : "serverbrowser_lan"
>> Server Browser - Friends Tab : "serverbrowser_friends"
>> Console  : ""
>> steam://connect URL : "steam"
>> Join Off of Friend : "steam"
>> Redirect Prompt : "redirect"
>>
>> I will be releasing a full-feature analytics plugin in the coming days
>> which displays detailed information on a number of factors of connecting
>> players, including connection method.
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>>>  Several server operators have requested the ability to know how their
>>> clients are connecting to their server.  The latest TF update added a new
>>> client convar, cl_connectmethod, that contains a string value that
>>> indicates how the client connected to your server.  It’s sent in the same
>>> way as cl_rate and others, and a plugin should be able to access this
>>> information.  It will be empty if joined directly through a console
>>> “connect” command.  I apologize that I don’t have the list of values at
>>> hand, but I’m sure some helpful server operator or plugin author will post
>>> the list of codes that are sent.
>>>
>>>
>>>
>>> Please be aware that the field is not secure, and the work required to
>>> secure it is not trivial.  Without too much effort a client could send you
>>> pretty much any string they want.  So this is best used for general
>>> reporting purposes and understanding where your players are coming from,
>>> not to treat players differently based on how they connect.
>>>
>>>
>>>
>>> This is a Source engine change, so it will be available in CS:S, DoD:S,
>>> and HL2:DM in the next update for those games.
>>>
>>> ___
>>> 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] Where is my traffic coming from?

2013-11-12 Thread Doctor McKay
That's already what it's doing. Someone is building an awesome web panel to
view the stats in a pretty fashion, as well. I'll post a link here when
it's released.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 4:05 PM, Cody Woodson <
xxwoodyman123...@sbcglobal.net> wrote:

> Awesome!  MySQL support for the plugin would be great.
>
> Sent from my iPhone
>
> On Nov 12, 2013, at 12:29 PM, Doctor McKay  wrote:
>
> Fletcher gave me a heads-up yesterday before announcing it (thanks!).
>
> Here are the values that I found:
>
> Quickplay, use # : "quickplay_#"
> Quickplay Beta/MvM Quickplay : "matchmaking"
> Server Browser - Internet Tab : "serverbrowser_internet"
> Server Browser - Favorites Tab : "serverbrowser_favorites"
> Server Browser - History Tab : "serverbrowser_history"
> Server Browser - LAN Tab : "serverbrowser_lan"
> Server Browser - Friends Tab : "serverbrowser_friends"
> Console  : ""
> steam://connect URL : "steam"
> Join Off of Friend : "steam"
> Redirect Prompt : "redirect"
>
> I will be releasing a full-feature analytics plugin in the coming days
> which displays detailed information on a number of factors of connecting
> players, including connection method.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  Several server operators have requested the ability to know how their
>> clients are connecting to their server.  The latest TF update added a new
>> client convar, cl_connectmethod, that contains a string value that
>> indicates how the client connected to your server.  It’s sent in the same
>> way as cl_rate and others, and a plugin should be able to access this
>> information.  It will be empty if joined directly through a console
>> “connect” command.  I apologize that I don’t have the list of values at
>> hand, but I’m sure some helpful server operator or plugin author will post
>> the list of codes that are sent.
>>
>>
>>
>> Please be aware that the field is not secure, and the work required to
>> secure it is not trivial.  Without too much effort a client could send you
>> pretty much any string they want.  So this is best used for general
>> reporting purposes and understanding where your players are coming from,
>> not to treat players differently based on how they connect.
>>
>>
>>
>> This is a Source engine change, so it will be available in CS:S, DoD:S,
>> and HL2:DM in the next update for those games.
>>
>> ___
>> 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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> please visit:
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>
>
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Re: [hlds] Where is my traffic coming from?

2013-11-12 Thread Cody Woodson
Awesome!  MySQL support for the plugin would be great. 

Sent from my iPhone

> On Nov 12, 2013, at 12:29 PM, Doctor McKay  wrote:
> 
> Fletcher gave me a heads-up yesterday before announcing it (thanks!).
> 
> Here are the values that I found:
> 
> Quickplay, use #  : "quickplay_#"
> Quickplay Beta/MvM Quickplay  : "matchmaking"
> Server Browser - Internet Tab : "serverbrowser_internet"
> Server Browser - Favorites Tab: 
> "serverbrowser_favorites"
> Server Browser - History Tab  : "serverbrowser_history"
> Server Browser - LAN Tab  : "serverbrowser_lan"
> Server Browser - Friends Tab  : "serverbrowser_friends"
> Console   : ""
> steam://connect URL   : "steam"
> Join Off of Friend: "steam"
> Redirect Prompt   : 
> "redirect"
> 
> I will be releasing a full-feature analytics plugin in the coming days which 
> displays detailed information on a number of factors of connecting players, 
> including connection method.
> 
> 
> Dr. McKay
> www.doctormckay.com
> 
> 
>> On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn  
>> wrote:
>> Several server operators have requested the ability to know how their 
>> clients are connecting to their server.  The latest TF update added a new 
>> client convar, cl_connectmethod, that contains a string value that indicates 
>> how the client connected to your server.  It’s sent in the same way as 
>> cl_rate and others, and a plugin should be able to access this information.  
>> It will be empty if joined directly through a console “connect” command.  I 
>> apologize that I don’t have the list of values at hand, but I’m sure some 
>> helpful server operator or plugin author will post the list of codes that 
>> are sent.
>> 
>>  
>> 
>> Please be aware that the field is not secure, and the work required to 
>> secure it is not trivial.  Without too much effort a client could send you 
>> pretty much any string they want.  So this is best used for general 
>> reporting purposes and understanding where your players are coming from, not 
>> to treat players differently based on how they connect.
>> 
>>  
>> 
>> This is a Source engine change, so it will be available in CS:S, DoD:S, and 
>> HL2:DM in the next update for those games.
>> 
>> 
>> ___
>> 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] Where is my traffic coming from?

2013-11-12 Thread Doctor McKay
Fletcher gave me a heads-up yesterday before announcing it (thanks!).

Here are the values that I found:

Quickplay, use # : "quickplay_#"
Quickplay Beta/MvM Quickplay : "matchmaking"
Server Browser - Internet Tab : "serverbrowser_internet"
Server Browser - Favorites Tab : "serverbrowser_favorites"
Server Browser - History Tab : "serverbrowser_history"
Server Browser - LAN Tab : "serverbrowser_lan"
Server Browser - Friends Tab : "serverbrowser_friends"
Console  : ""
steam://connect URL : "steam"
Join Off of Friend : "steam"
Redirect Prompt : "redirect"

I will be releasing a full-feature analytics plugin in the coming days
which displays detailed information on a number of factors of connecting
players, including connection method.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn
wrote:

>  Several server operators have requested the ability to know how their
> clients are connecting to their server.  The latest TF update added a new
> client convar, cl_connectmethod, that contains a string value that
> indicates how the client connected to your server.  It’s sent in the same
> way as cl_rate and others, and a plugin should be able to access this
> information.  It will be empty if joined directly through a console
> “connect” command.  I apologize that I don’t have the list of values at
> hand, but I’m sure some helpful server operator or plugin author will post
> the list of codes that are sent.
>
>
>
> Please be aware that the field is not secure, and the work required to
> secure it is not trivial.  Without too much effort a client could send you
> pretty much any string they want.  So this is best used for general
> reporting purposes and understanding where your players are coming from,
> not to treat players differently based on how they connect.
>
>
>
> This is a Source engine change, so it will be available in CS:S, DoD:S,
> and HL2:DM in the next update for those games.
>
> ___
> 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] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DarthNinja
Fantastic!


On Tue, Nov 12, 2013 at 2:45 PM, Fletcher Dunn
wrote:

> It tells you what tab they used.  So you know whether they used the
> favorites tab versus the main server list.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
> Sent: Tuesday, November 12, 2013 11:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Where is my traffic coming from?
>
> What's the point of having this feature on the other games if the only way
> to connect is via the server browser?
> On Nov 12, 2013 2:09 PM, "DontWannaName!"  wrote:
>
> > Is it able to tell if they connect from their favorites?
> >
> > Sent from my iPhone 5
> >
> > > On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
> > > 
> > wrote:
> > >
> > > Several server operators have requested the ability to know how
> > > their
> > clients are connecting to their server.  The latest TF update added a
> > new client convar, cl_connectmethod, that contains a string value that
> > indicates how the client connected to your server.  It's sent in the
> > same way as cl_rate and others, and a plugin should be able to access
> > this information.  It will be empty if joined directly through a
> > console "connect" command.  I apologize that I don't have the list of
> > values at hand, but I'm sure some helpful server operator or plugin
> > author will post the list of codes that are sent.
> > >
> > > Please be aware that the field is not secure, and the work required
> > > to
> > secure it is not trivial.  Without too much effort a client could send
> > you pretty much any string they want.  So this is best used for
> > general reporting purposes and understanding where your players are
> > coming from, not to treat players differently based on how they connect.
> > >
> > > This is a Source engine change, so it will be available in CS:S,
> > > DoD:S,
> > and HL2:DM in the next update for those games.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, 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] Where is my traffic coming from?

2013-11-12 Thread Fletcher Dunn
It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, "DontWannaName!"  wrote:

> Is it able to tell if they connect from their favorites?
>
> Sent from my iPhone 5
>
> > On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
> > 
> wrote:
> >
> > Several server operators have requested the ability to know how 
> > their
> clients are connecting to their server.  The latest TF update added a 
> new client convar, cl_connectmethod, that contains a string value that 
> indicates how the client connected to your server.  It's sent in the 
> same way as cl_rate and others, and a plugin should be able to access 
> this information.  It will be empty if joined directly through a 
> console "connect" command.  I apologize that I don't have the list of 
> values at hand, but I'm sure some helpful server operator or plugin 
> author will post the list of codes that are sent.
> >
> > Please be aware that the field is not secure, and the work required 
> > to
> secure it is not trivial.  Without too much effort a client could send 
> you pretty much any string they want.  So this is best used for 
> general reporting purposes and understanding where your players are 
> coming from, not to treat players differently based on how they connect.
> >
> > This is a Source engine change, so it will be available in CS:S, 
> > DoD:S,
> and HL2:DM in the next update for those games.
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread 1nsane
Yes. All the server browser tabs and a bunch of other things.


On Tue, Nov 12, 2013 at 2:08 PM, DontWannaName! wrote:

> Is it able to tell if they connect from their favorites?
>
> Sent from my iPhone 5
>
> > On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
> wrote:
> >
> > Several server operators have requested the ability to know how their
> clients are connecting to their server.  The latest TF update added a new
> client convar, cl_connectmethod, that contains a string value that
> indicates how the client connected to your server.  It's sent in the same
> way as cl_rate and others, and a plugin should be able to access this
> information.  It will be empty if joined directly through a console
> "connect" command.  I apologize that I don't have the list of values at
> hand, but I'm sure some helpful server operator or plugin author will post
> the list of codes that are sent.
> >
> > Please be aware that the field is not secure, and the work required to
> secure it is not trivial.  Without too much effort a client could send you
> pretty much any string they want.  So this is best used for general
> reporting purposes and understanding where your players are coming from,
> not to treat players differently based on how they connect.
> >
> > This is a Source engine change, so it will be available in CS:S, DoD:S,
> and HL2:DM in the next update for those games.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

> On Nov 12, 2013, at 11:02 AM, Fletcher Dunn  
> wrote:
> 
> Several server operators have requested the ability to know how their clients 
> are connecting to their server.  The latest TF update added a new client 
> convar, cl_connectmethod, that contains a string value that indicates how the 
> client connected to your server.  It's sent in the same way as cl_rate and 
> others, and a plugin should be able to access this information.  It will be 
> empty if joined directly through a console "connect" command.  I apologize 
> that I don't have the list of values at hand, but I'm sure some helpful 
> server operator or plugin author will post the list of codes that are sent.
> 
> Please be aware that the field is not secure, and the work required to secure 
> it is not trivial.  Without too much effort a client could send you pretty 
> much any string they want.  So this is best used for general reporting 
> purposes and understanding where your players are coming from, not to treat 
> players differently based on how they connect.
> 
> This is a Source engine change, so it will be available in CS:S, DoD:S, and 
> HL2:DM in the next update for those games.
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[hlds] Where is my traffic coming from?

2013-11-12 Thread Fletcher Dunn
Several server operators have requested the ability to know how their clients 
are connecting to their server.  The latest TF update added a new client 
convar, cl_connectmethod, that contains a string value that indicates how the 
client connected to your server.  It's sent in the same way as cl_rate and 
others, and a plugin should be able to access this information.  It will be 
empty if joined directly through a console "connect" command.  I apologize that 
I don't have the list of values at hand, but I'm sure some helpful server 
operator or plugin author will post the list of codes that are sent.

Please be aware that the field is not secure, and the work required to secure 
it is not trivial.  Without too much effort a client could send you pretty much 
any string they want.  So this is best used for general reporting purposes and 
understanding where your players are coming from, not to treat players 
differently based on how they connect.

This is a Source engine change, so it will be available in CS:S, DoD:S, and 
HL2:DM in the next update for those games.
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Re: [hlds] Is there a cvar controlling Eternaween?

2013-11-12 Thread Doctor McKay
And here's a triple-post, but I have new information.

So far, I've been unable to use the Eternaween enchantment on any of my
registered, Quickplay-eligible servers. I did successfully use it on a
Valve server, however, and the vote passed.

The tf_item_based_forced_holiday cvar was set to 2 when the vote succeeded
(it was 0 before, I checked). Attempting to set this cvar to 2 via the
console just makes it revert back to 0. Sending the value 2 to clients via
a plugin doesn't appear to do anything.

When it was enabled via the item + vote, Halloween items were enabled, the
Thriller taunt was activated, and health packs turned into cauldrons. This
appears to simply be a device to enable forced Halloween mode.

I have been unable to find a cvar or any other method which which to enable
the use of the enchantment item.

When using the item on a Valve server, the vote appeared as "Server wants
to call a vote", not coming from any user. The vote also failed the first
time, but I was able to re-use the item to call the vote again immediately
afterwards, which should probably be fixed.


Dr. McKay
www.doctormckay.com


On Tue, Nov 12, 2013 at 2:29 AM, Doctor McKay  wrote:

> Sorry for double-post, but also got the error on my registered,
> Quickplay-eligible server on Dustbowl, 22 players in-game. The spell and
> Halloween/Full Moon mode were both inactive.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Nov 12, 2013 at 2:26 AM, Doctor McKay wrote:
>
>> Also got that error on my registered server running 2Fort, with no other
>> players online besides me. It's also behind a firewall (meant for local
>> testing) if that means anything.
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Mon, Nov 11, 2013 at 10:59 PM, Peter Jerde wrote:
>>
>>>
>>> On Nov 11, 2013, at 19:44, Eric Smith  wrote:
>>>
>>> > - The Eternaween server enchantment can now be used to call a server
>>> vote to enable Halloween items on that server for a two-hour period
>>>
>>> Are there restrictions for where/when this can be used?
>>>
>>> On a server of mine, which is quickplay except for the fact it's
>>> currently on a custom map, I get "THE ETERNAWEEN ENCHANTMENT CANNOT
>>> CURRENTLY BE CAST ON THIS SERVER"
>>>
>>> Any cvars to check or other troubleshooting to do? Status in console
>>> reports "account: logged in"
>>>
>>>  - Peter
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>>>
>>
>>
>
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