Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread Ross Bemrose
So, are you saying third-party mods shouldn't be announcing their 
hlds/srcds updates on the hlds/srcds mailing lists?


On 6/3/2014 7:04 PM, Weasels Lair wrote:

I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates?  Kind of thought it was more for Valve-related
and general HLDS/SRCDS.

There is a published SteamAPI update URL for Fistful-of-Frags:

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630&version=SERVER_CURRENT_VERSION_HERE&format=xml

Also, it may be checked on the SteamDB page:

http://steamdb.info/search/?a=app&q=Fistful

Or, of course you could sign-up for e-mail alerts on SteamPing:

http://steamping.com/


On Tue, Jun 3, 2014 at 1:17 PM, big john  wrote:


Can we get some sort of update notification on the mailing list?



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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Yun Huang Yong

Could there be issues with the Valve servers in your region?

We saw a similar trend in Australia when, a few weeks ago, the AU Valve 
servers all disappeared (same time as when the US East servers 
disappeared). For a couple of weeks, whilst the AU Valve servers were 
dead, all of the community servers did strongly.


Note that although something like ~30 AU Valve servers died, <10 
community servers were populated in their place. I don't know where the 
roughly 200 (at peak times) other active player slots disappeared to, 
I'm guessing they were assigned by Quickplay to overseas servers.


However, as soon as the AU Valve servers returned (~3 days ago) 
community servers are struggling again -- and I would argue are doing 
worse than before the AU Valve servers disappeared temporarily.


On a broader note:

Two of the most popular community groups in AU prior to the Quickplay 
change have dwindled from 5 servers being full almost 24x7 to struggling 
to even get one server running now. At the current rate of deterioration 
I'd be surprised if both of them were still running in 3 months.


On the other hand the largest ad spammer in AU is doing even worse. They 
continue to operate a very large number of [mostly empty] servers for 
reasons unknown.


On 4/06/2014 3:06 AM, ics wrote:

No, the setting still defaults official servers but i'm thinking of they
changed something in the backend.

-ics

Daniel Barreiro kirjoitti:

Are you saying they fixed it?


On Tue, Jun 3, 2014 at 12:59 PM, ics mailto:i...@ics-base.net>> wrote:

Did someone at Valve did something other than changing the setting
from official to community, after reading our messages because vs
the past 3 months, i have now 300% increase on players and if this
keeps up, things go back to normal as they were before the change
was made.

-ics

Robert Paulson kirjoitti:

No we don't have access to binaries on both ends.We cannot get
players to use client modifications because even if they were
willing to download it, they would get vacced.

The ad exploit from what I heard was a one time client bug
where the big motd did not check the motd cvar. Removing
community servers from quickplay was laziness and not due to
any technical impossibility.

If Valve wants a game free of community servers then they
should do that in their newer games. Can you imagine the
outrage that would happen if EA pulled the same stunt on
Battlefield by throwing all community servers off the main list?


On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt mailto:eliw...@gmail.com> >> wrote:

Replied to the last message, I'll post this here too.

Well, we know from experience just how good Valve is at
keeping a
lid on things (case in point HL3) so I doubt they're going to
acknowledge this in any way unless they see fit to, not
because
we're disgruntled and asking for information.

And for what it's worth, everyone (who's opinion on this
list is
worth a damn) has thrown out the point that "we're the ones
providing the servers for Valve, we're the ones who give
their
players a place to play etc etc" - but what I think is going
unnoticed here is the fact that Valve is obviously taking
steps
(and increasingly larger ones) to nullify that argument in
it's
entirety.

Perhaps it's time to examine the possibility that Valve is
very
purposefully forcing community run servers into the minority
because they're straight tired of having to play
code-counter-code
withe people like the fuckjobs who programmed plugins to
force ads
down players throats and other like-minded stains.

We've got the binaries on both ends, and Valve knows this.
It's
virtually impossible to stop people from being fuckjobs with
access to both binaries, so let [Valve] just diminish the
footprint the fuckjobs get access by about 90% by forcing
people
into the servers we can afford to run now that we've
monetized TF2.

If I was Valve and I made this decision, I wouldn't give a
piss
whether people who run servers are upset by this or
threaten to
pull their servers offline because of this decision, because
that's the direction I wanted to force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
mailto:thepauls...@gmail.com>
>>
wrote:

Making a new thread because replies are being blocke

Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread big john
Hm that will work. Thanks.
On Jun 3, 2014 7:04 PM, "Weasels Lair"  wrote:

> I am not sure this list is the right place for 3rd-party games/mods to be
> announcing their updates?  Kind of thought it was more for Valve-related
> and general HLDS/SRCDS.
>
> There is a published SteamAPI update URL for Fistful-of-Frags:
>
>
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630&version=SERVER_CURRENT_VERSION_HERE&format=xml
>
> Also, it may be checked on the SteamDB page:
>
> http://steamdb.info/search/?a=app&q=Fistful
>
> Or, of course you could sign-up for e-mail alerts on SteamPing:
>
> http://steamping.com/
>
>
> On Tue, Jun 3, 2014 at 1:17 PM, big john  wrote:
>
>> Can we get some sort of update notification on the mailing list?
>>
>>
> ___
> 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] Can we have a Quickplay Status report, please?

2014-06-03 Thread Eli Witt
Well, we know from experience just how good Valve is at keeping a lid on
things (case in point HL3) so I doubt they're going to acknowledge this in
any way unless they see fit to, not because we're disgruntled and asking
for information.

And for what it's worth, everyone (who's opinion on this list is worth a
damn) has thrown out the point that "we're the ones providing the servers
for Valve, we're the ones who give their players a place to play etc etc" -
but what I think is going unnoticed here is the fact that Valve is
obviously taking steps (and increasingly larger ones) to nullify that
argument in it's entirety.

Perhaps it's time to examine the possibility that Valve is very
purposefully forcing community run servers into the minority because
they're straight tired of having to play code-counter-code withe people
like the fuckjobs who programmed plugins to force ads down players throats
and other like-minded stains.

We've got the binaries on both ends, and Valve knows this. It's virtually
impossible to stop people from being fuckjobs with access to both binaries,
so let [Valve] just diminish the footprint the fuckjobs get access by about
90% by forcing people into the servers we can afford to run now that we've
monetized TF2.

If I was Valve and I made this decision, I wouldn't give a piss whether
people who run servers are upset by this or threaten to pull their servers
offline because of this decision, because that's the direction I wanted to
force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 3:31 PM, E. Olsen  wrote:

> That may have been true when quickplay was first introduced (when it was a
> minor source of traffic in general), but after Valve redesigned the user
> Interface to actively steer new players towards using Quickplay (by
> doubling the size of the button, moving it to the most prominent position
> in the UI on the upper left, AND by labeling it "Play Multiplayer"),
> Quickplay has become the most commonly used method by new players to
> connect to servers by a wide margin - well over HALF of all TF2 traffic at
> this point. Frankly, they simply don't know any better.
>
> Couple that with the fact that Valve made their servers the "default"
> choice (which, again, the vast majority of players never alter the default
> settings), doesn't mean that players don't give a "F" about our servers,
> they're simply never given the chance to find them in the first place.
>
> Frankly, I plan to keep discussing this at least until Valve gives us a
> clear answer. It's not too much to ask for a little communication.
>
>
>  On Mon, Jun 2, 2014 at 8:32 AM, ced lo  wrote:
>
>> Finally some common sense answer.
>>
>> I hear people here cry all the time about valve removing quickplay to
>> community be default.
>>
>> You guys don't seem to realize that if player don't come back to your
>> servers without QP, its because they don't give a F about your server.
>>
>>
>>
>> --
>> Date: Mon, 2 Jun 2014 14:25:08 +0200
>> From: spacebur...@gmail.com
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Can we have a Quickplay Status report, please?
>>
>>
>> Valve servers are the safest bet a player has for an normal TF2
>> experience with nothing getting in the way. I'm sure there are many
>> community servers offering a similar experience, but there are just as many
>> of those which don't.
>>
>>
>> On 2 June 2014 13:35, Mehtahl MetalMetal  wrote:
>>
>> I'm quite sure that the experience on many more community servers has
>> given poorer experience than the number of Valve servers for any given
>> region. Take Nightteam for instance, let alone any other server with
>> donation perks such as immunity to auto-balance. Not that Valve
>> servers don't have their share of teamstacking. It's also important to
>> remember that many servers run on a 24/7 same-map rotation designed
>> for players to switch to another server when they grow tired from a
>> map. That's really inefficient for those with many different servers
>> managed that way, as you can see many of them being empty. In fact,
>> hundreds of Community servers have been empty before this quickplay
>> change, but Valve servers only had a few empty during high-time.
>>
>> We could always assume that Community servers are in the vast majority
>> of servers, thus also have most of the, completely subjective concept
>> of 'poor quality'. We could also assume that new players want the
>> actual default experience of the game instead of a very specific
>> method of play. When I first started playing I had no idea which
>> server to join, with the massive list of servers with different maps
>> and tags. I wasn't aware that when I decided to pick a Lotusclan, that
>> I would be unaware that I couldn't 'really' pick my team when
>> autobalance came around, because it most definitely autobalances more
>> frequently than Valve servers' system. While I do understand that's it
>> intention, to prevent stacking, this feat

Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread Weasels Lair
I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates?  Kind of thought it was more for Valve-related
and general HLDS/SRCDS.

There is a published SteamAPI update URL for Fistful-of-Frags:

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630&version=SERVER_CURRENT_VERSION_HERE&format=xml

Also, it may be checked on the SteamDB page:

http://steamdb.info/search/?a=app&q=Fistful

Or, of course you could sign-up for e-mail alerts on SteamPing:

http://steamping.com/


On Tue, Jun 3, 2014 at 1:17 PM, big john  wrote:

> Can we get some sort of update notification on the mailing list?
>
>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Robert Paulson
> We as players have access to the server binaries to reverse all we want,
same with the client files, how is that not having access to both ends?

We do not have equal access to modify the client, so once the client is
fixed, it is fixed forever and it cannot be broken by server operators.

This is why no one can attach models in TF2 anymore.





On Tue, Jun 3, 2014 at 1:16 PM, Eli Witt  wrote:

> > No we don't have access to binaries on both ends
>
> We as players have access to the server binaries to reverse all we want,
> same with the client files, how is that not having access to both ends? I
> never included the statement of having the ability to modify them both at
> runtime.
>
> My point was validated when you said the ad exploit - this is what I was
> referring to and it was found by someone either reverse engineering the
> client or simply finding ways to exploit it without reversing it.
>
>
>
>
> On Mon, Jun 2, 2014 at 5:53 PM, Robert Paulson 
> wrote:
>
>> No we don't have access to binaries on both ends.We cannot get players to
>> use client modifications because even if they were willing to download it,
>> they would get vacced.
>>
>> The ad exploit from what I heard was a one time client bug where the big
>> motd did not check the motd cvar. Removing community servers from quickplay
>> was laziness and not due to any technical impossibility.
>>
>> If Valve wants a game free of community servers then they should do that
>> in their newer games. Can you imagine the outrage that would happen if EA
>> pulled the same stunt on Battlefield by throwing all community servers off
>> the main list?
>>
>>
>> On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt  wrote:
>>
>>> Replied to the last message, I'll post this here too.
>>>
>>> Well, we know from experience just how good Valve is at keeping a lid on
>>> things (case in point HL3) so I doubt they're going to acknowledge this in
>>> any way unless they see fit to, not because we're disgruntled and asking
>>> for information.
>>>
>>> And for what it's worth, everyone (who's opinion on this list is worth a
>>> damn) has thrown out the point that "we're the ones providing the servers
>>> for Valve, we're the ones who give their players a place to play etc etc" -
>>> but what I think is going unnoticed here is the fact that Valve is
>>> obviously taking steps (and increasingly larger ones) to nullify that
>>> argument in it's entirety.
>>>
>>> Perhaps it's time to examine the possibility that Valve is very
>>> purposefully forcing community run servers into the minority because
>>> they're straight tired of having to play code-counter-code withe people
>>> like the fuckjobs who programmed plugins to force ads down players throats
>>> and other like-minded stains.
>>>
>>> We've got the binaries on both ends, and Valve knows this. It's
>>> virtually impossible to stop people from being fuckjobs with access to both
>>> binaries, so let [Valve] just diminish the footprint the fuckjobs get
>>> access by about 90% by forcing people into the servers we can afford to run
>>> now that we've monetized TF2.
>>>
>>> If I was Valve and I made this decision, I wouldn't give a piss whether
>>> people who run servers are upset by this or threaten to pull their servers
>>> offline because of this decision, because that's the direction I wanted to
>>> force you in anyway.
>>>
>>> Just a thought.
>>>
>>>
>>> On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson 
>>> wrote:
>>>
 Making a new thread because replies are being blocked with "Message
 body is too big: 41090 bytes with a limit of 40 KB".

 Complaints here have historically gone ignored but it doesn't mean it
 is a bad idea to keep the issue in the spotlight here as well.

 Just make sure you also contact Valve directly.
 http://valvesoftware.com/email.php
 Some people say Fletcher is in charge of TF2 now so email him too.

 We're really past the point in asking Valve for an "answer". The answer
 is probably the same as before: a handful of servers ruined the experience
 for a few new players and some lazy players who couldn't be bothered to
 type valve in the tags.

 So they threw in some useless features like quickpick and released
 server migrations at the same time to shut you up before you realize your
 community was also going to get screwed so there would be no huge public
 outrage.

 What needs to be done now is to get someone at Valve to realize that
 this change did more harm than good and there is evidence to prove it.

 Any other argument we bring up they will consider it biased because we
 host servers and somehow that means we don't care about players.

 Ever since the change, global TF2 player counts have steadily been
 dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer
 vacation has already started as you can see from the weekday player counts.


 http://www.steamgraph

Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread big john
Can we get some sort of update notification on the mailing list?
On May 15, 2014 5:27 PM, "Weasels Lair"  wrote:

> I have the same situation myself.  Unfortunately, the game does currently
> cap (hard-coded) the slots at 20.  I can only suggest that you re-raise /
> re-enforce the issue (civilly) with the development team:
>
> http://steamcommunity.com/app/265630/discussions/6/540739862043310160/
>
>
>
>
>
> On Thu, May 15, 2014 at 1:23 PM, Saint K. 
> wrote:
>
>> Does anyone have a solution for adding a hidden reserved slot without
>> having to go to a max of 19 visible slots?
>>
>> The cBase and connect extentions from sourcemod don't seem to work on FoF
>> and the engine locks at 20 players.
>>
>> Cheers,
>>
>> Saint K.
>>
>>
>> ___
>> 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] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Eli Witt
> No we don't have access to binaries on both ends

We as players have access to the server binaries to reverse all we want,
same with the client files, how is that not having access to both ends? I
never included the statement of having the ability to modify them both at
runtime.

My point was validated when you said the ad exploit - this is what I was
referring to and it was found by someone either reverse engineering the
client or simply finding ways to exploit it without reversing it.




On Mon, Jun 2, 2014 at 5:53 PM, Robert Paulson 
wrote:

> No we don't have access to binaries on both ends.We cannot get players to
> use client modifications because even if they were willing to download it,
> they would get vacced.
>
> The ad exploit from what I heard was a one time client bug where the big
> motd did not check the motd cvar. Removing community servers from quickplay
> was laziness and not due to any technical impossibility.
>
> If Valve wants a game free of community servers then they should do that
> in their newer games. Can you imagine the outrage that would happen if EA
> pulled the same stunt on Battlefield by throwing all community servers off
> the main list?
>
>
> On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt  wrote:
>
>> Replied to the last message, I'll post this here too.
>>
>> Well, we know from experience just how good Valve is at keeping a lid on
>> things (case in point HL3) so I doubt they're going to acknowledge this in
>> any way unless they see fit to, not because we're disgruntled and asking
>> for information.
>>
>> And for what it's worth, everyone (who's opinion on this list is worth a
>> damn) has thrown out the point that "we're the ones providing the servers
>> for Valve, we're the ones who give their players a place to play etc etc" -
>> but what I think is going unnoticed here is the fact that Valve is
>> obviously taking steps (and increasingly larger ones) to nullify that
>> argument in it's entirety.
>>
>> Perhaps it's time to examine the possibility that Valve is very
>> purposefully forcing community run servers into the minority because
>> they're straight tired of having to play code-counter-code withe people
>> like the fuckjobs who programmed plugins to force ads down players throats
>> and other like-minded stains.
>>
>> We've got the binaries on both ends, and Valve knows this. It's virtually
>> impossible to stop people from being fuckjobs with access to both binaries,
>> so let [Valve] just diminish the footprint the fuckjobs get access by about
>> 90% by forcing people into the servers we can afford to run now that we've
>> monetized TF2.
>>
>> If I was Valve and I made this decision, I wouldn't give a piss whether
>> people who run servers are upset by this or threaten to pull their servers
>> offline because of this decision, because that's the direction I wanted to
>> force you in anyway.
>>
>> Just a thought.
>>
>>
>> On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson 
>> wrote:
>>
>>> Making a new thread because replies are being blocked with "Message body
>>> is too big: 41090 bytes with a limit of 40 KB".
>>>
>>> Complaints here have historically gone ignored but it doesn't mean it is
>>> a bad idea to keep the issue in the spotlight here as well.
>>>
>>> Just make sure you also contact Valve directly.
>>> http://valvesoftware.com/email.php
>>> Some people say Fletcher is in charge of TF2 now so email him too.
>>>
>>> We're really past the point in asking Valve for an "answer". The answer
>>> is probably the same as before: a handful of servers ruined the experience
>>> for a few new players and some lazy players who couldn't be bothered to
>>> type valve in the tags.
>>>
>>> So they threw in some useless features like quickpick and released
>>> server migrations at the same time to shut you up before you realize your
>>> community was also going to get screwed so there would be no huge public
>>> outrage.
>>>
>>> What needs to be done now is to get someone at Valve to realize that
>>> this change did more harm than good and there is evidence to prove it.
>>>
>>> Any other argument we bring up they will consider it biased because we
>>> host servers and somehow that means we don't care about players.
>>>
>>> Ever since the change, global TF2 player counts have steadily been
>>> dropping. Peaks have dipped from 82k to 71k, a 15% loss. And summer
>>> vacation has already started as you can see from the weekday player counts.
>>>
>>>
>>> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Chris Oryschak
I haven't notice an increase in traffic yet, can anyone else confirm this?


On Tue, Jun 3, 2014 at 1:05 PM, Lambda  wrote:

> Mine shows community servers as default but honestly i can't remember if i
> switched it in the past.
>
>
> 2014-06-03 19:01 GMT+02:00 Daniel Barreiro  >:
>
> Are you saying they fixed it?
>>
>>
>> On Tue, Jun 3, 2014 at 12:59 PM, ics  wrote:
>>
>>> Did someone at Valve did something other than changing the setting from
>>> official to community, after reading our messages because vs the past 3
>>> months, i have now 300% increase on players and if this keeps up, things go
>>> back to normal as they were before the change was made.
>>>
>>> -ics
>>>
>>> Robert Paulson kirjoitti:
>>>
 No we don't have access to binaries on both ends.We cannot get players
 to use client modifications because even if they were willing to download
 it, they would get vacced.

 The ad exploit from what I heard was a one time client bug where the
 big motd did not check the motd cvar. Removing community servers from
 quickplay was laziness and not due to any technical impossibility.

 If Valve wants a game free of community servers then they should do
 that in their newer games. Can you imagine the outrage that would happen if
 EA pulled the same stunt on Battlefield by throwing all community servers
 off the main list?


 On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt >>> eliw...@gmail.com>> wrote:

 Replied to the last message, I'll post this here too.

 Well, we know from experience just how good Valve is at keeping a
 lid on things (case in point HL3) so I doubt they're going to
 acknowledge this in any way unless they see fit to, not because
 we're disgruntled and asking for information.

 And for what it's worth, everyone (who's opinion on this list is
 worth a damn) has thrown out the point that "we're the ones
 providing the servers for Valve, we're the ones who give their
 players a place to play etc etc" - but what I think is going
 unnoticed here is the fact that Valve is obviously taking steps
 (and increasingly larger ones) to nullify that argument in it's
 entirety.

 Perhaps it's time to examine the possibility that Valve is very
 purposefully forcing community run servers into the minority
 because they're straight tired of having to play code-counter-code
 withe people like the fuckjobs who programmed plugins to force ads
 down players throats and other like-minded stains.

 We've got the binaries on both ends, and Valve knows this. It's
 virtually impossible to stop people from being fuckjobs with
 access to both binaries, so let [Valve] just diminish the
 footprint the fuckjobs get access by about 90% by forcing people
 into the servers we can afford to run now that we've monetized TF2.

 If I was Valve and I made this decision, I wouldn't give a piss
 whether people who run servers are upset by this or threaten to
 pull their servers offline because of this decision, because
 that's the direction I wanted to force you in anyway.

 Just a thought.


 On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
 mailto:thepauls...@gmail.com>> wrote:

 Making a new thread because replies are being blocked with
 "Message body is too big: 41090 bytes with a limit of 40 KB".

 Complaints here have historically gone ignored but it doesn't
 mean it is a bad idea to keep the issue in the spotlight here
 as well.

 Just make sure you also contact Valve directly.
 http://valvesoftware.com/email.php
 Some people say Fletcher is in charge of TF2 now so email him
 too.

 We're really past the point in asking Valve for an "answer".
 The answer is probably the same as before: a handful of
 servers ruined the experience for a few new players and some
 lazy players who couldn't be bothered to type valve in the tags.

 So they threw in some useless features like quickpick and
 released server migrations at the same time to shut you up
 before you realize your community was also going to get
 screwed so there would be no huge public outrage.

 What needs to be done now is to get someone at Valve to
 realize that this change did more harm than good and there is
 evidence to prove it.

 Any other argument we bring up they will consider it biased
 because we host servers and somehow that means we don't care
 about players.

 Ever since the change, global TF2 player counts have steadily
 b

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Lambda
Mine shows community servers as default but honestly i can't remember if i
switched it in the past.


2014-06-03 19:01 GMT+02:00 Daniel Barreiro :

> Are you saying they fixed it?
>
>
> On Tue, Jun 3, 2014 at 12:59 PM, ics  wrote:
>
>> Did someone at Valve did something other than changing the setting from
>> official to community, after reading our messages because vs the past 3
>> months, i have now 300% increase on players and if this keeps up, things go
>> back to normal as they were before the change was made.
>>
>> -ics
>>
>> Robert Paulson kirjoitti:
>>
>>> No we don't have access to binaries on both ends.We cannot get players
>>> to use client modifications because even if they were willing to download
>>> it, they would get vacced.
>>>
>>> The ad exploit from what I heard was a one time client bug where the big
>>> motd did not check the motd cvar. Removing community servers from quickplay
>>> was laziness and not due to any technical impossibility.
>>>
>>> If Valve wants a game free of community servers then they should do that
>>> in their newer games. Can you imagine the outrage that would happen if EA
>>> pulled the same stunt on Battlefield by throwing all community servers off
>>> the main list?
>>>
>>>
>>> On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt >> eliw...@gmail.com>> wrote:
>>>
>>> Replied to the last message, I'll post this here too.
>>>
>>> Well, we know from experience just how good Valve is at keeping a
>>> lid on things (case in point HL3) so I doubt they're going to
>>> acknowledge this in any way unless they see fit to, not because
>>> we're disgruntled and asking for information.
>>>
>>> And for what it's worth, everyone (who's opinion on this list is
>>> worth a damn) has thrown out the point that "we're the ones
>>> providing the servers for Valve, we're the ones who give their
>>> players a place to play etc etc" - but what I think is going
>>> unnoticed here is the fact that Valve is obviously taking steps
>>> (and increasingly larger ones) to nullify that argument in it's
>>> entirety.
>>>
>>> Perhaps it's time to examine the possibility that Valve is very
>>> purposefully forcing community run servers into the minority
>>> because they're straight tired of having to play code-counter-code
>>> withe people like the fuckjobs who programmed plugins to force ads
>>> down players throats and other like-minded stains.
>>>
>>> We've got the binaries on both ends, and Valve knows this. It's
>>> virtually impossible to stop people from being fuckjobs with
>>> access to both binaries, so let [Valve] just diminish the
>>> footprint the fuckjobs get access by about 90% by forcing people
>>> into the servers we can afford to run now that we've monetized TF2.
>>>
>>> If I was Valve and I made this decision, I wouldn't give a piss
>>> whether people who run servers are upset by this or threaten to
>>> pull their servers offline because of this decision, because
>>> that's the direction I wanted to force you in anyway.
>>>
>>> Just a thought.
>>>
>>>
>>> On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
>>> mailto:thepauls...@gmail.com>> wrote:
>>>
>>> Making a new thread because replies are being blocked with
>>> "Message body is too big: 41090 bytes with a limit of 40 KB".
>>>
>>> Complaints here have historically gone ignored but it doesn't
>>> mean it is a bad idea to keep the issue in the spotlight here
>>> as well.
>>>
>>> Just make sure you also contact Valve directly.
>>> http://valvesoftware.com/email.php
>>> Some people say Fletcher is in charge of TF2 now so email him
>>> too.
>>>
>>> We're really past the point in asking Valve for an "answer".
>>> The answer is probably the same as before: a handful of
>>> servers ruined the experience for a few new players and some
>>> lazy players who couldn't be bothered to type valve in the tags.
>>>
>>> So they threw in some useless features like quickpick and
>>> released server migrations at the same time to shut you up
>>> before you realize your community was also going to get
>>> screwed so there would be no huge public outrage.
>>>
>>> What needs to be done now is to get someone at Valve to
>>> realize that this change did more harm than good and there is
>>> evidence to prove it.
>>>
>>> Any other argument we bring up they will consider it biased
>>> because we host servers and somehow that means we don't care
>>> about players.
>>>
>>> Ever since the change, global TF2 player counts have steadily
>>> been dropping. Peaks have dipped from 82k to 71k, a 15% loss.
>>> And summer vacation has already started as you can see from
>>> the weekday player counts.
>>>
>>> http://www.steamgraph.net/index.php?action=graph

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread ics
No, the setting still defaults official servers but i'm thinking of they 
changed something in the backend.


-ics

Daniel Barreiro kirjoitti:

Are you saying they fixed it?


On Tue, Jun 3, 2014 at 12:59 PM, ics > wrote:


Did someone at Valve did something other than changing the setting
from official to community, after reading our messages because vs
the past 3 months, i have now 300% increase on players and if this
keeps up, things go back to normal as they were before the change
was made.

-ics

Robert Paulson kirjoitti:

No we don't have access to binaries on both ends.We cannot get
players to use client modifications because even if they were
willing to download it, they would get vacced.

The ad exploit from what I heard was a one time client bug
where the big motd did not check the motd cvar. Removing
community servers from quickplay was laziness and not due to
any technical impossibility.

If Valve wants a game free of community servers then they
should do that in their newer games. Can you imagine the
outrage that would happen if EA pulled the same stunt on
Battlefield by throwing all community servers off the main list?


On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt mailto:eliw...@gmail.com> >> wrote:

Replied to the last message, I'll post this here too.

Well, we know from experience just how good Valve is at
keeping a
lid on things (case in point HL3) so I doubt they're going to
acknowledge this in any way unless they see fit to, not
because
we're disgruntled and asking for information.

And for what it's worth, everyone (who's opinion on this
list is
worth a damn) has thrown out the point that "we're the ones
providing the servers for Valve, we're the ones who give their
players a place to play etc etc" - but what I think is going
unnoticed here is the fact that Valve is obviously taking
steps
(and increasingly larger ones) to nullify that argument in
it's
entirety.

Perhaps it's time to examine the possibility that Valve is
very
purposefully forcing community run servers into the minority
because they're straight tired of having to play
code-counter-code
withe people like the fuckjobs who programmed plugins to
force ads
down players throats and other like-minded stains.

We've got the binaries on both ends, and Valve knows this.
It's
virtually impossible to stop people from being fuckjobs with
access to both binaries, so let [Valve] just diminish the
footprint the fuckjobs get access by about 90% by forcing
people
into the servers we can afford to run now that we've
monetized TF2.

If I was Valve and I made this decision, I wouldn't give a
piss
whether people who run servers are upset by this or
threaten to
pull their servers offline because of this decision, because
that's the direction I wanted to force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
mailto:thepauls...@gmail.com>
>>
wrote:

Making a new thread because replies are being blocked with
"Message body is too big: 41090 bytes with a limit of
40 KB".

Complaints here have historically gone ignored but it
doesn't
mean it is a bad idea to keep the issue in the
spotlight here
as well.

Just make sure you also contact Valve directly.
http://valvesoftware.com/email.php
Some people say Fletcher is in charge of TF2 now so
email him too.

We're really past the point in asking Valve for an
"answer".
The answer is probably the same as before: a handful of
servers ruined the experience for a few new players
and some
lazy players who couldn't be bothered to type valve in
the tags.

So they threw in some useless features like quickpick and
released server migrations at the same time to shut you up
before you realize your community was also going to get
screwed so there would be no huge public outrage.

What needs to be done now is to get someone at Valve to
realize that this change did more harm than good and
there is
evidence to prove

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Daniel Barreiro
Are you saying they fixed it?


On Tue, Jun 3, 2014 at 12:59 PM, ics  wrote:

> Did someone at Valve did something other than changing the setting from
> official to community, after reading our messages because vs the past 3
> months, i have now 300% increase on players and if this keeps up, things go
> back to normal as they were before the change was made.
>
> -ics
>
> Robert Paulson kirjoitti:
>
>> No we don't have access to binaries on both ends.We cannot get players to
>> use client modifications because even if they were willing to download it,
>> they would get vacced.
>>
>> The ad exploit from what I heard was a one time client bug where the big
>> motd did not check the motd cvar. Removing community servers from quickplay
>> was laziness and not due to any technical impossibility.
>>
>> If Valve wants a game free of community servers then they should do that
>> in their newer games. Can you imagine the outrage that would happen if EA
>> pulled the same stunt on Battlefield by throwing all community servers off
>> the main list?
>>
>>
>> On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt > eliw...@gmail.com>> wrote:
>>
>> Replied to the last message, I'll post this here too.
>>
>> Well, we know from experience just how good Valve is at keeping a
>> lid on things (case in point HL3) so I doubt they're going to
>> acknowledge this in any way unless they see fit to, not because
>> we're disgruntled and asking for information.
>>
>> And for what it's worth, everyone (who's opinion on this list is
>> worth a damn) has thrown out the point that "we're the ones
>> providing the servers for Valve, we're the ones who give their
>> players a place to play etc etc" - but what I think is going
>> unnoticed here is the fact that Valve is obviously taking steps
>> (and increasingly larger ones) to nullify that argument in it's
>> entirety.
>>
>> Perhaps it's time to examine the possibility that Valve is very
>> purposefully forcing community run servers into the minority
>> because they're straight tired of having to play code-counter-code
>> withe people like the fuckjobs who programmed plugins to force ads
>> down players throats and other like-minded stains.
>>
>> We've got the binaries on both ends, and Valve knows this. It's
>> virtually impossible to stop people from being fuckjobs with
>> access to both binaries, so let [Valve] just diminish the
>> footprint the fuckjobs get access by about 90% by forcing people
>> into the servers we can afford to run now that we've monetized TF2.
>>
>> If I was Valve and I made this decision, I wouldn't give a piss
>> whether people who run servers are upset by this or threaten to
>> pull their servers offline because of this decision, because
>> that's the direction I wanted to force you in anyway.
>>
>> Just a thought.
>>
>>
>> On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
>> mailto:thepauls...@gmail.com>> wrote:
>>
>> Making a new thread because replies are being blocked with
>> "Message body is too big: 41090 bytes with a limit of 40 KB".
>>
>> Complaints here have historically gone ignored but it doesn't
>> mean it is a bad idea to keep the issue in the spotlight here
>> as well.
>>
>> Just make sure you also contact Valve directly.
>> http://valvesoftware.com/email.php
>> Some people say Fletcher is in charge of TF2 now so email him too.
>>
>> We're really past the point in asking Valve for an "answer".
>> The answer is probably the same as before: a handful of
>> servers ruined the experience for a few new players and some
>> lazy players who couldn't be bothered to type valve in the tags.
>>
>> So they threw in some useless features like quickpick and
>> released server migrations at the same time to shut you up
>> before you realize your community was also going to get
>> screwed so there would be no huge public outrage.
>>
>> What needs to be done now is to get someone at Valve to
>> realize that this change did more harm than good and there is
>> evidence to prove it.
>>
>> Any other argument we bring up they will consider it biased
>> because we host servers and somehow that means we don't care
>> about players.
>>
>> Ever since the change, global TF2 player counts have steadily
>> been dropping. Peaks have dipped from 82k to 71k, a 15% loss.
>> And summer vacation has already started as you can see from
>> the weekday player counts.
>>
>> http://www.steamgraph.net/index.php?action=graph&jstime=
>> 1&appid=440&from=138856320&to=End+Time
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> https://list.valvesoftw

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread ics
Did someone at Valve did something other than changing the setting from 
official to community, after reading our messages because vs the past 3 
months, i have now 300% increase on players and if this keeps up, things 
go back to normal as they were before the change was made.


-ics

Robert Paulson kirjoitti:
No we don't have access to binaries on both ends.We cannot get players 
to use client modifications because even if they were willing to 
download it, they would get vacced.


The ad exploit from what I heard was a one time client bug where the 
big motd did not check the motd cvar. Removing community servers from 
quickplay was laziness and not due to any technical impossibility.


If Valve wants a game free of community servers then they should do 
that in their newer games. Can you imagine the outrage that would 
happen if EA pulled the same stunt on Battlefield by throwing all 
community servers off the main list?



On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt > wrote:


Replied to the last message, I'll post this here too.

Well, we know from experience just how good Valve is at keeping a
lid on things (case in point HL3) so I doubt they're going to
acknowledge this in any way unless they see fit to, not because
we're disgruntled and asking for information.

And for what it's worth, everyone (who's opinion on this list is
worth a damn) has thrown out the point that "we're the ones
providing the servers for Valve, we're the ones who give their
players a place to play etc etc" - but what I think is going
unnoticed here is the fact that Valve is obviously taking steps
(and increasingly larger ones) to nullify that argument in it's
entirety.

Perhaps it's time to examine the possibility that Valve is very
purposefully forcing community run servers into the minority
because they're straight tired of having to play code-counter-code
withe people like the fuckjobs who programmed plugins to force ads
down players throats and other like-minded stains.

We've got the binaries on both ends, and Valve knows this. It's
virtually impossible to stop people from being fuckjobs with
access to both binaries, so let [Valve] just diminish the
footprint the fuckjobs get access by about 90% by forcing people
into the servers we can afford to run now that we've monetized TF2.

If I was Valve and I made this decision, I wouldn't give a piss
whether people who run servers are upset by this or threaten to
pull their servers offline because of this decision, because
that's the direction I wanted to force you in anyway.

Just a thought.


On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
mailto:thepauls...@gmail.com>> wrote:

Making a new thread because replies are being blocked with
"Message body is too big: 41090 bytes with a limit of 40 KB".

Complaints here have historically gone ignored but it doesn't
mean it is a bad idea to keep the issue in the spotlight here
as well.

Just make sure you also contact Valve directly.
http://valvesoftware.com/email.php
Some people say Fletcher is in charge of TF2 now so email him too.

We're really past the point in asking Valve for an "answer".
The answer is probably the same as before: a handful of
servers ruined the experience for a few new players and some
lazy players who couldn't be bothered to type valve in the tags.

So they threw in some useless features like quickpick and
released server migrations at the same time to shut you up
before you realize your community was also going to get
screwed so there would be no huge public outrage.

What needs to be done now is to get someone at Valve to
realize that this change did more harm than good and there is
evidence to prove it.

Any other argument we bring up they will consider it biased
because we host servers and somehow that means we don't care
about players.

Ever since the change, global TF2 player counts have steadily
been dropping. Peaks have dipped from 82k to 71k, a 15% loss.
And summer vacation has already started as you can see from
the weekday player counts.


http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time

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