Re: [hlds] Optional TF2 dedicated server update released

2014-12-08 Thread Eric Smith
CTFGameRules::DropBonusDuck


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bottiger
Sent: Monday, December 08, 2014 9:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional TF2 dedicated server update released

Can you tell us which function was patched?

On Mon, Dec 8, 2014 at 8:40 PM, Eric Smith  wrote:
> We’ve released an optional update for TF2 dedicated servers that fixes 
> a crash related to the EOTL ducks being created when players are 
> killed. You do not need to update your server(s) if you’re not having any 
> problems.
> Thanks.
>
>
>
> -Eric
>
>
>
>
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-08 Thread Bottiger
Can you tell us which function was patched?

On Mon, Dec 8, 2014 at 8:40 PM, Eric Smith  wrote:
> We’ve released an optional update for TF2 dedicated servers that fixes a
> crash related to the EOTL ducks being created when players are killed. You
> do not need to update your server(s) if you’re not having any problems.
> Thanks.
>
>
>
> -Eric
>
>
>
>
> ___
> 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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[hlds] Optional TF2 dedicated server update released

2014-12-08 Thread Eric Smith
We've released an optional update for TF2 dedicated servers that fixes a crash 
related to the EOTL ducks being created when players are killed. You do not 
need to update your server(s) if you're not having any problems. Thanks.

-Eric

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Re: [hlds] Mandatory TF2 update coming

2014-12-08 Thread Jordan Olling
Ah, ha ha. Good one, John.

On Mon, Dec 8, 2014 at 4:47 PM, John Irwin  wrote:

> I see how you didn't say this wasn't end of the line this time.
> Agro
> On 9 Dec 2014 00:39, "Eric Smith"  wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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[hlds] Mandatory TF2 update released

2014-12-08 Thread Eric Smith
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2535271.

-Eric

-

- End of the Line Community Update has arrived!
- Check out the community-created movie and web page at 
http://www.teamfortress.com/endoftheline/
- The event will run through till January 5th, 2015, and includes 
finding ducks, duck statistics and friendly leaderboards.
- Added End of the Line Community Crate Key
- Added 21 cosmetic items featured from End of the Line
- Added Pyro Taunt - Pool Party
- Added multi-class melee weapon - The Crossing Guard
- Added Duck Journal and Duck Tokens for the End of the Line event
- Fixed The Swagman's Swatter and Tough Stuff Muffs not being held by the 
Sniper during the melee taunt
- Updated the crosshair to not draw while taunting


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Re: [hlds] Mandatory TF2 update coming

2014-12-08 Thread John Irwin
I see how you didn't say this wasn't end of the line this time.
Agro
On 9 Dec 2014 00:39, "Eric Smith"  wrote:

> We're working on a mandatory update for TF2. We should have it ready soon.
>
> -Eric
>
>
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[hlds] Mandatory TF2 update coming

2014-12-08 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] TF2 Quickplay Changes - How to tell if your server is Quickplay-banned?

2014-12-08 Thread Bjorn Wielens
Also, assuming your mods set their tags correctly (e.g. changed maxplayers or 
respawn rates, etc) the server would simply have been disqualified from the 
quickplay pool until the tags were removed.
Presumably, actual bans from quickplay are reserved for those that try to game 
the system.
Bjorn.
  From: Tyler O'Malley 
 To: hlds@list.valvesoftware.com 
 Sent: Monday, December 8, 2014 12:20 AM
 Subject: [hlds] TF2 Quickplay Changes - How to tell if your server is 
Quickplay-banned?
   
Sorry if I'm not using this mailing list right, this is my first time actually 
sending a message, ever.

Several months ago the TF2 Quickplay rules were updated, some of them quite 
drastically. The changes server-side mods can make were severely restricted, 
and mods like VSH and PropHunt are right out.

Our community's TF2 server has been offline since before this happened, and 
recently we've revived it. It used to be a "fun" server, running stuff most 
decidedly not suitable for Quickplay now, and we used to turn it all off to run 
in "stock" mode and attract Quickplay players when we wanted to play actual TF2.

That is no longer possible given the new rules, and so the server has been 
switched to stock TF2 to make use of Quickplay . However, it was revived from 
an existing install, and I'm worried that the brief moment in time that it came 
online with Quickplay activated and all the mods still installed may have 
blacklisted it forevermore.

To that end, I would like to know; how can you tell if your server has been 
banned/blacklisted/whatever from TF2 Quickplay?

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Re: [hlds] TF2 Quickplay Changes - How to tell if your server is Quickplay-banned?

2014-12-08 Thread Robert Paulson
It will say in sv_registration_message.

But quickplay doesn't matter for non-official servers anymore. The amount
of players you get from it is negligible now because most players pick the
path of least clicks and community servers get a fraction of the screen
space and convenience that official servers do.

Valve probably knows this. There have been more servers that don't belong
on quickplay such as randomizer that aren't getting removed. I have no
doubt that they have been reported, but since so few people use it anymore
they probably ignore them now. Community servers have been segregated into
their own ghetto so Valve doesn't have to worry about policing them anymore.
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Re: [hlds] Listing players and team membership on a TF2 server

2014-12-08 Thread Wander
As far as I know, there is no way to get a list of players and what team
they're on with just an un-modded vanilla installation of tf2. (I should
point out, I'm no expert)

It is possible with sourcemod, this is not difficult at all, and would most
likely not have to be maintained much. The functions used to get such a
list have not changed in ages. The only maintenance you'd need is updating
sourcemod when a tf2 update breaks it. This only happens a few times a year.




On 8 December 2014 at 05:34, Rovanion Luckey 
wrote:

> I'm not finding that running the server is a burden. However I found
> procedure of manually patching server mods quite cumbersome.
>
> I also feel that I have to point out that I did too ask on allied mods
> before emailing this list [0]. But then again, I'm not sure how everyday
> issues/queries doesn't pass under the topic of:
> *for discussion of windows server issues* [1]
>
> However quibbling over such bagatelles was not the reason I turned to this
> list. I only wanted to write software, not start a war.
>
> So understand me right when I say that I would prefer to have minimal
> dependencies for this software. It is only natural that if the facilities
> exist within the standard TF2 server installation that those would be the
> ones used. As with any software the smaller the dependency list the less
> the software is exposed to changes within its dependencies. And I imagine,
> though I could be completely wrong about this, that the console commands
> are quite stable, not changing much from version to version.
>
> So if we return to the question at hand: It is true as William tells it
> that there is no way of determining which team, RED or BLU, one, many or
> all players on a server is fighting for using the built in commands of the
> TF2 server?
>
> [0] https://forums.alliedmods.net/showthread.php?t=252620
> [1] https://list.valvesoftware.com/
>
> 2014-12-07 22:10 GMT+01:00 Anthony James Duncan  >:
>
>> Don’t run a server if you find it a burden. The only way you are going to
>> work out how things work is by running a test environment and trying it
>> yourself if you need help after that by all means. Also try and use the
>> alliedmodders forum by no means is it a way of guaranteed support but it
>> keeps this mailing list clear of everyday issues/queries.
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Rovanion Luckey
>> *Sent:* 07 December 2014 19:44
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Listing players and team membership on a TF2 server
>>
>>
>>
>> Of course, assuming that I have sourcemod installed which I don't. But as
>> I explained due to the maintenance burden of keeping the mods up to date
>> without any package manager to go with the mods it's something I'd rather
>> be without if I don't absolutely have to.
>>
>>
>>
>> 2014-12-07 19:18 GMT+01:00 Eli Witt :
>>
>> I'm fairly certain using the @red and @blue targets will work, but you
>> could have just tried in the console instead of posting and waiting around
>> for replies on a mailing list, too.
>>
>>
>>
>> On Sun, Dec 7, 2014 at 5:43 AM, Rovanion Luckey <
>> rovanion.luc...@gmail.com> wrote:
>>
>> So neither the default TF2-server nor sourcemod provides a way to
>> distinguish if a player is on the RED or the BLU team?
>>
>>
>>
>> 2014-12-07 3:17 GMT+01:00 William Pickard :
>>
>> No, you need a custom built plugin that acts like the status command but
>> prints out players + team their on
>>
>> On 2014-12-06 7:19 PM, "Rovanion Luckey" 
>> wrote:
>>
>> I tried installing that a couple of weeks ago. Long story short I got a
>> segfault because the stable version was not compatible with the TF2 server
>> and manually keeping meta- and sourcemod up to date seemed like more effort
>> than it was worth. I guess I've been spoilt by package managers.
>>
>> So does sourcemod provide a console command which does this. I see there
>> is a concept of targets; would I write something along the lines of "sm_who
>> @red" ?
>>
>>
>>
>> 2014-12-07 1:00 GMT+01:00 William Pickard :
>>
>> Sourcemod plugin will help
>>
>>
>> On 2014-12-06 5:56 PM, "Rovanion Luckey" 
>> wrote:
>> >
>> > Hi,
>> > I'm running a TF2 server and want to list the players currently playing
>> on the server along with the team they're on through the rcon console. I
>> want to use this information to write a small program which moves players
>> around in mumble to the appropriate channel for their team. But that's
>> besides the point.
>> >
>> > The "status" command does list every player and a bunch of interesting
>> information, but not which team they're in. My question is: Is it possible
>> to list every player on the server along with the name of the team they're
>> currently in?
>> >
>>
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