Re: [hlds] Mandatory Team Fortress 2 update coming

2017-11-16 Thread A Fearts
Is it worth waiting up for this to be pushed out tonight? It's getting kind
of late.

On Thu, Nov 16, 2017 at 6:45 PM, Eric Smith  wrote:

> We're holding off on this while we fix a problem we found during testing.
> We're not sure when it will be ready yet.
>
> -Eric
>
>
> -Original Message-
> From: Eric Smith
> Sent: Thursday, November 16, 2017 3:31 PM
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Subject: Mandatory Team Fortress 2 update coming
>
> We're working on a mandatory update for Team Fortress 2. It should be
> ready in a few minutes. The notes for the update are below.
>
> -Eric
>
> ---
>
> - Fixed the scoreboard not displaying the proper images for players Jungle
> Inferno Campaign Pass owners
> - Fixed a Pyro animation bug related to jumping
> - Fixed the Spy-cicle not giving the Spy fire immunity
> - Fixed a Scout bug where mini-crits were granted to weapons other than
> The Atomizer while jumping
> - Added the Titanium Tank Participant Medal
> - Updated the Mann Co. Store to support the new foreign currencies added
> to Steam
> - Updated the localization files
> - Updated pl_enclosure_final
> - Fixed a buildable area in BLU spawn for stage 1
> - Updated materials for foliage props
> - Updated plr_bananabay
> - The train will now pass at its maximum frequency after both
> payloads make it up the large hill
> - Fixed players getting pushed into the underwater tunnel and
> ceiling over right spawn exit
> - Fixed spawn gates trapping enemy players
> - Amplified train engine sound
> - Reworked left spawn exit
> - Added small barrier near final cap
> - Improved performance in some areas
> - Reduced push force near outer rocks
> - Updated cp_mossrock
> - Fixed small area where Engineers could build in initial BLU spawn
> - Fixed area where you could fall in the pit and not die
> - Fixed cases where you could block the train without dying
> - The train now doesn't kill you if your toe touches it
> - Optimized FPS around the last point. Should be significantly
> better.
> - Brightened the underside of last point slightly
> - Improved clipping around the ramp to last point
> - Fixed a case where your view would glitch out on the sign near
> cap A
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-07 Thread A Fearts
Also I don't know if anyone else noticed this but I'm seeing it on a lot of
TF2 servers where for some reason they just aren't VAC secure.

On Tue, Nov 7, 2017 at 9:25 PM, A Fearts  wrote:

> - Fixed a rare client crash related to community server mods
>
> Which client crash was it if you don't mind explaining a bit more?
>
> On Tue, Nov 7, 2017 at 9:06 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4228475. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed an exploit where players were getting out of bumper-car mode and
>> ghost mode on Halloween maps
>> - Fixed a rare client crash related to community server mods
>> - Fixed not seeing the new flamethrower effects on some machines
>> - Fixed not being able to jump after zooming with The Classic
>> - Fixed the bite bodygroup for The Second Banana
>> - Fixed The Rescue Ranger not drawing its attached screen properly
>> - Fixed The Saxton not cloaking properly
>> - Fixed a Pyro melee animation bug
>> - Fixed a client hitch related to the backpack
>> - Added new drop plates for The Fishcake, The Dalokohs Bar, and The
>> Buffalo Steak Sandvich
>> - Updated the Taunt Unusualifier 'Inspect' screen to display the unusual
>> effects it will roll against when used
>> - Updated the localization files
>>
>>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-11-07 Thread A Fearts
- Fixed a rare client crash related to community server mods

Which client crash was it if you don't mind explaining a bit more?

On Tue, Nov 7, 2017 at 9:06 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4228475. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed an exploit where players were getting out of bumper-car mode and
> ghost mode on Halloween maps
> - Fixed a rare client crash related to community server mods
> - Fixed not seeing the new flamethrower effects on some machines
> - Fixed not being able to jump after zooming with The Classic
> - Fixed the bite bodygroup for The Second Banana
> - Fixed The Rescue Ranger not drawing its attached screen properly
> - Fixed The Saxton not cloaking properly
> - Fixed a Pyro melee animation bug
> - Fixed a client hitch related to the backpack
> - Added new drop plates for The Fishcake, The Dalokohs Bar, and The
> Buffalo Steak Sandvich
> - Updated the Taunt Unusualifier 'Inspect' screen to display the unusual
> effects it will roll against when used
> - Updated the localization files
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2017-10-24 Thread A Fearts
Found a server crashing bug.

If a player doesn't have any weapons and types "taunt" into console to do a
weapon taunt it will crash the server.

I found this on my Prophunt server when people on the prop team were typing
"taunt" into console. I think this might also be related to the Thermal
Thruster animation crashes people were also getting on spawn.

On Tue, Oct 24, 2017 at 8:51 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4199528. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Added a Steam Workshop tag for War Paint submissions
> - Updated the description for The Gas Passer
> - Updated The Ubersaw to support the Cool, Hot, and Isotope Unusual effects
> - Updated the models/materials for The Nuke, The Snowmann, and The
> Fireman's Essentials
> - Updated the following Contracts:
> - Reduced the number of times the bonus objectives for the Thermal
> Thruster Contract need to be completed
> - Reduced the number of times "Defend the control point"
> objectives need to be completed
> - Fixed The Loose Cannon not being able to Double Donk
> - Fixed the afterburn duration for The Huo-Long Heater, The Sharpened
> Volcano Fragment, The Huntsman, and The Cow Mangler
> - Fixed the charge meters for The Phlogistinator and The Gas Passer
> overlapping in the HUD
> - Fixed the charge meter not recharging for The Fishcake and The
> Robo-Sandvich
> - Fixed The Fishcake not honoring the viewmodel minmode setting
> - Fixed The Festive Black Box not working for Black Box Contracts
> - Fixed the charge meter for The Sandvich not resetting to 100% when the
> player picks up a health kit
> - Fixed the 2nd objective for the Brass Beast Contract
> - Fixed the HUD prompt for a movable building so it shows the proper Steam
> Controller button text
> - Fixed party invite and join requests being inconsistent with five or
> more players in the group
> - Fixed the party invite mode setting not saving when exiting the game
> - Fixed party invite mode and ignore party invites settings not always
> working as expected
> - Fixed a case were a party invite or join request would reappear after
> being acted upon
>
>
>
>
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Re: [hlds] ToolChain fix just released?

2017-04-12 Thread A Fearts
If they did release it then it seems to still require the beta toolchain in
the update command line, as normal updating doesn't seem to push any new
changes.

On Wed, Apr 12, 2017 at 5:27 PM, Tim van den Essen  wrote:

> Stop spamming this come on it is not meant for joking.
>
>
>
> -Tvde1
>
>
>
> *Van:* hlds [mailto:hlds-boun...@list.valvesoftware.com] *Namens *Weasels
> Lair
> *Verzonden:* Wednesday, April 12, 2017 11:24 PM
> *Aan:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Onderwerp:* Re: [hlds] ToolChain fix just released?
>
>
>
> Make me a sandwich would always be appreciated, and pootispenser here too!
>
>
>
> On Wed, Apr 12, 2017 at 2:15 PM, William Kane 
> wrote:
>
> What else do you expected them to do for you, wash your dishes??
>
>
>
> 2017-04-12 23:15 GMT+02:00 BOOM! Support :
>
> Thank you for the heads up!!! I wish Valve would post the client
> notices here for us. Even though they aren't server related, they affect us
> significantly and we relate them to our players.
>
>
>
> Have a good week!
>
>
>
> On Wed, Apr 12, 2017 at 1:46 PM, Weasels Lair 
> wrote:
>
> Looks like Valve may have just released the ToolChain update for TF2,
> which includes fixes for Mac OS-X?
>
>
>
> http://store.steampowered.com/news/28831/
>
>
>
>
>
>
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>
>
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Re: [hlds] Optional Team Fortress 2 update later today (toolchain update)

2017-03-14 Thread A Fearts
Here is a three page thread about it:
http://steamcommunity.com/app/440/discussions/0/135511655650120722/

On Tue, Mar 14, 2017 at 9:36 PM, A Fearts  wrote:

> I can confirm E. Olsen's reply. Some Mac users have reported to me also
> they are getting that same disconnect message.
>
> With the Mac user I tested:
>
> 1. Having them try to connect to a server not using the optional update.
>
> 2. Having them try to connect to a server that is using the optional
> update.
>
> 3. Having them try to connect to a Valve server.
>
>
> None of the three tests allowed the user to connect.
>
> On Tue, Mar 14, 2017 at 9:14 PM, E. Olsen  wrote:
>
>> Hiya John,
>>
>> Just a heads-upa few of my users that are on Macs are getting the
>> following message when trying to connect after their clients updated:
>>
>> *Disconnect: Server uses different class tables*
>>
>> On Tue, Mar 14, 2017 at 4:58 PM, John Schoenick 
>> wrote:
>>
>>> We're working on an optional update for Team Fortress 2. The notes for
>>> the update are below. We are tentatively aiming for 4PM PDT (23:00 UTC).
>>>
>>> This update will be making the toolchain beta branch live.  This update
>>> is known to break numerous server mods, many of which have updates
>>> available.  In order to reduce the pain with this transition, the update is
>>> optional for servers.  However, the next mandatory TF update will
>>> necessarily end support for the pre-toolchain-update builds, so server
>>> administrators should seek to update as soon as possible.
>>>
>>> See the "Updated system requirements for TF2 dedicated servers" thread
>>> for more information on the toolchain update.
>>>
>>> - John
>>>
>>> 
>>>
>>> - Internal updates to support future development
>>>
>>> ___
>>> 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] Optional Team Fortress 2 update later today (toolchain update)

2017-03-14 Thread A Fearts
I can confirm E. Olsen's reply. Some Mac users have reported to me also
they are getting that same disconnect message.

With the Mac user I tested:

1. Having them try to connect to a server not using the optional update.

2. Having them try to connect to a server that is using the optional update.

3. Having them try to connect to a Valve server.


None of the three tests allowed the user to connect.

On Tue, Mar 14, 2017 at 9:14 PM, E. Olsen  wrote:

> Hiya John,
>
> Just a heads-upa few of my users that are on Macs are getting the
> following message when trying to connect after their clients updated:
>
> *Disconnect: Server uses different class tables*
>
> On Tue, Mar 14, 2017 at 4:58 PM, John Schoenick 
> wrote:
>
>> We're working on an optional update for Team Fortress 2. The notes for
>> the update are below. We are tentatively aiming for 4PM PDT (23:00 UTC).
>>
>> This update will be making the toolchain beta branch live.  This update
>> is known to break numerous server mods, many of which have updates
>> available.  In order to reduce the pain with this transition, the update is
>> optional for servers.  However, the next mandatory TF update will
>> necessarily end support for the pre-toolchain-update builds, so server
>> administrators should seek to update as soon as possible.
>>
>> See the "Updated system requirements for TF2 dedicated servers" thread
>> for more information on the toolchain update.
>>
>> - John
>>
>> 
>>
>> - Internal updates to support future development
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-13 Thread A Fearts
Hey John quick question. Have there been any changes to the toolchainbeta
since you first posted it that we might need to recheck stuff or it is all
the same?

On Mon, Mar 13, 2017 at 5:47 PM, John Schoenick 
wrote:

> Reminder, we plan on releasing a normal update with this change this
> week.  Server operators are encouraged to double-check that their setup
> works against the toolchainbeta branch to avoid ugly surprises!
>
> - John
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
>
> Hey everyone,
>
> Following up on the warning email we sent a long while back, we're making
> good on our promise and changing our build toolchains for the TF2+SDK2013
> games' dedicated server.  TF2 is being updated first, with the other
> SDK2013 games to follow.
>
> There are two things that may affect server administrators that you should
> be aware of:
>
>
> *The Linux dedicated server now targets the Steam Runtime*
>
> The Steam Runtime is a common runtime target based on Ubuntu.  For srcds,
> this largely means linking against a more recent glibc than may be
> available in some server distributions.  Administrators should check that
> the provided beta still runs in their environment of choice.  Those who are
> on older or incompatible distributions have several options:
>
> - Switch to a distribution more compatible with the Steam Runtime, such as
> Ubuntu LTS
>
> - Make use of a chroot/container/VM environment to run srcds.  The tools
> linked below include a script for creating a chroot that can be used for
> bootstrapping Steam Runtime environments.
>
> - Use the Steam Runtime tools linked below combined with some dynamic
> linker magic to use the runtime libraries on an incompatible distribution,
> e.g.:
>
> steamrt=/path/to/runtime
> export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> LD="$steamrt/usr/lib32/ld-linux.so.2"
> "$LD" ./srcds_linux "$@"
>
> More information about the Steam Runtime and utilities for obtaining it
> can be found here: https://github.com/ValveSoftware/steam-runtime
>
>
> *The compiler toolchain used for all editions of srcds has changed*
>
> Along with the client builds, all server builds have been updated to a
> newer compiler.  Windows builds now use the MSVC2015 tools, while Linux
> builds now use a newer edition of GCC with differing command-line
> parameters that affect codegen.
>
> This is expected to break mods that expect certain ABI behaviors or look
> for certain signatures in order to hook functions (such as SourceMod).  We
> have separately spoken with the SourceMod team and they are working on
> supporting the new setup.  Maintainers of other mods should test them
> against the beta release below.
>
> Our previous warning also indicated that this would change the _srv naming
> of the linux binaries.  We have decided *not* to adjust this, and the
> separate _srv build and naming remains unchanged.
>
>
> *Beta*
>
> We've made a beta branch available for TF2 with these new changes.  The
> remaining SDK2013 games will be updated in the near future, and we will
> provide a beta for them at that time.
>
> The beta is compatible with the current TF2 public release - servers may
> safely convert to it and continue serving both beta and non-beta clients.
>
> The beta branch is titled "toolchainbeta" with no required password.  It
> can be accessed with SteamCMD via:
>
> app_update 232250 -beta toolchainbeta
>
> These changes may be promoted to an official release of TF2 as soon as
> next week, so we encourage all server administrators to test their setup
> against the beta before then.
>
>
> Let me know if you have any questions or concerns
>
> - John
>
>
>
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Re: [hlds] Mandatory TF2 update released

2016-12-29 Thread A Fearts
They the spectator bug I'm assuming is in some way connect to this issue:
https://forums.alliedmods.net/showthread.php?t=291820

Where "ChangeClientTeam on TF2 is no longer enough to change a client's
team. TF2_RespawnPlayer must be called afterward."

Hopefully any update you make to fix the spectator kill exploit will also
remedy the above issue.

On Thu, Dec 29, 2016 at 10:42 AM, ics  wrote:

> Yeah i can confirm. "you don't have any eglible items to use with this
> item" when you try use it. But only that gifted sock one is broken.
>
> -ics
>
> Josh Russell kirjoitti:
>
>> Giftapult that came in the stocking doesn't work with any item for a lot
>> of people, if not everyone.
>>
>> On Wed, Dec 28, 2016 at 9:04 PM, Bartek S > > wrote:
>>
>> What is wrong with the giftapult? (Out of the loop)
>>
>> On 29 Dec 2016 03:04, "Josh Russell" > > wrote:
>>
>> Somebody should probably fix the Giftapult too
>>
>> On Wed, Dec 28, 2016 at 3:10 PM, ED-E > > wrote:
>>
>> https://www.youtube.com/watch?v=dw-xB0jHrt4
>>
>> 
>> I hope Eric is aware with this spectator kill exploit
>> introduced with this update and that it will be addressed
>> soon.
>> The workarounds from the community fixed the issue but
>> cooked up other troubles at least on my servers (many
>> crashes of FF2, weird behaviour in MvM).
>> However since the exploit works on Valve servers too, I
>> still wait for an official patch before making workarounds.
>>
>> Am 21.12.2016 um 20:55 schrieb Eric Smith:
>>
>> We've released a mandatory update for Team Fortress 2.
>> The update notes are below. The new version number is
>> 3755511.
>>
>> -Eric
>>
>> 
>>
>> Happy Smissmas 2016!
>> - All players who play TF2 during the event will
>> receive a Stuffed Stocking as a gift! Stockings
>> contain goodies for good little Mercenaries.
>> - Added the limited-time key-less Winter 2016 Cosmetic
>> Case to the Mann Co. Store
>> - Contains 17 new community-contributed items
>> - The Festivizer can be found as a bonus drop
>> when opening the case
>> - Added 3 new taunts to the Mann Co. Store
>> - The Scotsmann's Stagger (community-contributed)
>> - The Didgeridrongo (community-contributed)
>> - The Table Tantrum (Valve)
>> - New weapons for the Festivizer!
>> - Fire Axe, The Jag, The Kritzkrieg, Pistol,
>> The Quick-Fix, Natascha, The Sandman, The Spy-cicle,
>> Kukri, Shovel and The Scottish Resistance
>> - Mann Co. Store winter sale!
>> - Look for 20%-75% off selected unlocked
>> cosmetic crates, taunts, and tools in the Mann Co.
>> Store through January 11th, 2017
>> - Matchmaking Improvements
>> - At the end of a Casual match, players are
>> automatically formed into a new match with the same
>> players and teams
>> - Players get to vote on which map the
>> new match will take place on
>> - There are 3 maps to vote on,
>> chosen based on the maps everyone in the match had
>> selected when they began searching for a match. The
>> current map is always the first option.
>> - This replaces the Rematch system
>> - Players can now set their maximum acceptable
>> ping by clicking the new gear icon in the top right of
>> the Casual and Competitive matchmaking lobby screens
>> and choosing "Ping Settings"
>> - New autobalance system to help with balancing teams
>> when players leave a match. The system will ask
>> players to volunteer to switch teams.
>> - Automatically enabled for all Casual match
>> servers
>> - Players who switch will be able to
>> earn bonus XP as a reward
>> - Community servers can enable this new
>> feature by using "mp_autoteambalance 2"
>>
>> General
>> - Fixed security issue reported by Justin G. (sigsegv)
>>   

Re: [hlds] [hlds_linux] Problem

2016-11-16 Thread A Fearts
@Weasels Lair

Yes there has been a noticeable improvement in responses from Valve in the
past few months. It's nice to see that they are taking the time to read
stuff and respond.

On Wed, Nov 16, 2016 at 4:07 PM, Weasels Lair 
wrote:

> "proof-of-life" that Valve does actually read this stuff. :-)
>
> They probably just ignore the rants and "venting".
>
> On Nov 16, 2016 1:00 PM, "John Schoenick"  wrote:
>
>> Thanks for the feedback, all!
>>
>> I've narrowed this down to an old typo in the engine that was
>> exacerbated by recent changes.  We will have a fix ready in the near
>> future.
>>
>>
>> - John
>>
>>
>> On 11/15/2016 11:58 PM, ics wrote:
>> > I'm also sure that this has nothing to do with the maps entity counts
>> > at all. The connecting player is 1 entity and if the server for some
>> > reason reports it cannot create new entity, it will drop the player
>> > and give false information about max_edicts.
>> >
>> > -ics
>> >
>> > sigsegv kirjoitti:
>> >> Since I had the (possibly somewhat unique) experience of seeing this
>> >> problem from both the client side and server side at the same time
>> >> when it
>> >> happened, I have some console excerpts from both sides at the time of
>> >> disconnect.
>> >>
>> >> Unfortunately I don't have timestamps for every single line on the
>> >> server
>> >> side, because I let my console.log file saturate at 2GB several
>> >> months ago
>> >> (oops). However I can confirm that the system clocks on the client
>> >> side and
>> >> server side were exactly in sync (to within 1 second).
>> >>
>> >> Client:
>> >>
>> >> 11/15/2016 - 15:40:06: sigsegv connected
>> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
>> >> "drain_effect"!
>> >> 11/15/2016 - 15:40:07: Attemped to precache unknown particle system
>> >> "drain_effect"!
>> >> 11/15/2016 - 15:40:10: CAsyncWavDataCache:  2 .wavs total 0 bytes,
>> >> 0.00 %
>> >> of capacity
>> >> 11/15/2016 - 15:40:12: Set Gravity 800.0 (0.250 tolerance)
>> >> 11/15/2016 - 15:40:12: TODO: Refusing to discard 39882 bytes
>> >> 11/15/2016 - 15:40:12: Signon traffic "CLIENT":  incoming 282.030 KB,
>> >> outgoing 3.277 KB
>> >> 11/15/2016 - 15:40:12: Queued Material System: ENABLED!
>> >> 11/15/2016 - 15:40:12: Compact freed 1122304 bytes
>> >> 11/15/2016 - 15:40:12: Using joystick 'Xbox360 controller'
>> configuration
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_X:  mapped to Side (absolute)
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_Y:  mapped to Forward (absolute)
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_Z:  unmapped
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_R:  mapped to Look (absolute)
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_U:  mapped to Turn (absolute)
>> >> 11/15/2016 - 15:40:12: JOY_AXIS_V:  unmapped
>> >> 11/15/2016 - 15:40:12: Advanced Joystick settings initialized
>> >> 11/15/2016 - 15:40:12: Redownloading all lightmaps
>> >> 11/15/2016 - 15:40:12: R_RedownloadAllLightmaps took 7.764 msec!
>> >> 11/15/2016 - 15:40:12: Attemped to precache unknown particle system
>> >> "drain_effect"!
>> >> 11/15/2016 - 15:41:06: Starting ping measurement
>> >> 11/15/2016 - 15:41:11: Communications with routing cluster 'man' have
>> >> been
>> >> disrupted.
>> >> 11/15/2016 - 15:41:32:
>> >> Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
>> >> u.m_nNewEntity < 0
>> >>
>> >>
>> >> Server:
>> >>
>> >> L 11/15/2016 - 15:39:11:  Mapchange to mvm_example 
>> >> L 11/15/2016 - 15:39:11: Error log file session closed.
>> >> Applying new item schema, version 27C794FC
>> >> **WARNING** Item schema mismatch after update!
>> >> GC told us to expect 27C794FC, we got 5CE6659C
>> >> ConVarRef room_type doesn't point to an existing ConVar
>> >> Executing dedicated server config file server.cfg
>> >> Set Gravity 800.0 (0.250 tolerance)
>> >> SoundEmitter:  adding map sound overrides from
>> >> scripts/mvm_level_sounds.txt
>> >> [1667 total, 1667 replacements, 4 duplicated replacements]
>> >> SoundEmitter:  adding map sound overrides from
>> >> scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11
>> >> duplicated replacements]
>> >> SoundEmitter:  adding map sound overrides from
>> >> scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0
>> duplicated
>> >> replacements]
>> >> SoundEmitter:  adding map sound overrides from
>> >> scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0
>> >> duplicated replacements]
>> >> Loading AI graph
>> >> Step 1 loading
>> >> Checking version
>> >> Passed first ver check
>> >> Got version 37
>> >> Map version 174
>> >> Done version checks
>> >> Finishing load
>> >> Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not
>> >> found.)
>> >> Set motd_text from file 'cfg/motd_text_default.txt'.
>> >> ('cfg/motd_text.txt'
>> >> was not found.)
>> >> Created class baseline: 22 classes, 7831 bytes.
>> >> 32 player server started
>> >> execing server.cfg
>> >> 'mvm_example.cfg' not present; not executing.
>> >> Steamworks Stats: Requesting SERV

Re: [hlds] Mandatory Team Fortress 2 update released

2016-11-13 Thread A Fearts
Hi, Eric.

Some people on the Sourcemod forums were talking about users being kicked
from their servers with this error:

"Host_Error: CL_ReadPreserveEnt: u.m_nNewEntity == MAX_EDICTS ||
u.m_nNewEntity < 0"

https://forums.alliedmods.net/showthread.php?t=290360

People speculate it started happening after the hibernation update but I'm
not sure. People are also claiming it is happening on full servers with
Sourcemod not even installed. I personally have not got reports from my
players about this or seen it so I can't give much more details. It might
be happening on my servers and just no one ever reported it to me. Is there
any information as to what might be causing this to happen? If not thanks
anyway.





On Thu, Nov 10, 2016 at 7:25 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3690292.
>
> -Eric
>
> --
>
> - Fixed invisible weapons on other players when they have recently changed
> loadout
> - Fixed color correction not working
> - Fixed players not always returning to the matchmaking lobby screen at
> the end of a Mann vs. Machine match
> - Fixed particles not being removed from cosmetics when toggling between
> third-person and first-person views
> - Fixed seeing the wrong custom projectiles for grenade launchers like the
> Iron Bomber when the wielder has recently changed loadout
> - Fixed some Strange map filters displaying the wrong map names in their
> descriptions
> - Replaced convar tf_teamtalk with tf_gravetalk
> - When enabled, living players can receive text and voice chat
> from dead players
> - When disabled, living players cannot hear the dead, regardless
> of team
> - Removes the odd behavior of tf_teamtalk wherein living players
> were exclusively unable to hear dead players on the other team
> - Defaults to on, except in Competitive matches
> - Fixed being able to use The Holiday Punch on enemies during a Halloween
> boss truce
> - Fixed not being able to activate the Pyro's Phlogistinator rage again
> right away if the first attempt failed
> - Fixed Mann vs. Machine bots not playing the teleport sound effect and
> becoming invulnerable after teleporting
> - Fixed not switching Snipers to their melee weapon while under the
> effects of the "tiny" spell
> - Fixed a missing material in the main menu
> - Added the Unusual Cap to be used for granting a Self-Made Unusual Cap to
> Unusual particle effect contributors
> - Added the Chapelaria 6v6 tournament medals for season 1
> - Updated the spawn/death sounds for Monoculus and Merasmus to remove the
> Horseless Headless Horsemann sound effects
> - Updated the localization files
> - Updated mvm_ghost_town to fix the cube maps
> - Updated mvm_mannhattan
> - Fixed Spies spawning behind the closed door at Gate A
> - Fixed Sentry Busters sometimes staying at Gate A instead of
> attacking the sentry gun
> - Updated pl_millstone_event (Hellstone)
> - Fixed an exploit where you could trap Horseless Headless
> Horsemann in place
> - Fixed some door frames from being able to shoot through them
> - Fixed a texture error
> - Fixed a barrel that you could walk through
> - Improved navigation file for better bot movement
> - Fixed being able to shoot through building wall located front of
> RED 1st base
> - Community request: Added OnTruceStart and OnTruceEnd outputs to the
> tf_gamerules entity for maps
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-25 Thread A Fearts
Hey Eric,  in the last update you stated:

"- A new tool that will Unusualify the specified taunt with the Unusual
effect listed in the tool's description"

However, the Unusualifier still doesn't show the effect on the tool. Is
this done on purpose and the effect is random or is set what effect it will
be and it's a glitch that the effect still isn't being shown?

On Tue, Oct 25, 2016 at 4:26 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3666413.
>
> -Eric
>
> --
>
> - Extended Scream Fortress VIII to run through November 16th, 2016
> - Fixed a problem causing some players to receive the incorrect number of
> Merasmissions
> - Players should receive one Scream Fortress VIII Merasmission per
> day of the event, for a maximum possible of seven as of today
> - Players who received too few Merasmissions will be able to
> quickly catch up to the intended amount
> - A small number of players who received too many Merasmissions
> will not receive any for the next few days
> - Fixed the Tome of Merasmissions displaying an erroneous maximum number
> - All players will have the opportunity to receive twenty-six
> Merasmissions during this year's event, regardless of number of
> Merasmissions completed in previous years
> - Fixed a small number of unusuals that did not have the proper displayed
> quality (unique (golden name) instead of unusual (purple name))
> - Updated the model/materials for The El Paso Poncho
> - Fixed not seeing the correct display name for featured community maps
> (example: pl_fifthcurve_event vs. Brimstone)
> - Updated the localization files
> - Updated mvm_ghost_town to fix error models in the spawn rooms
> - Updated pl_fifthcurve_event (Brimstone)
> - Fixed RED players getting inside BLU's 2nd forward spawn
> - Fixed skull's teeth in hell being non-solid
> - Fixed hell's coffin tune and tiny spell song sometimes playing
> to the next round from previous round
> - Fixed some players dropping into hell's lava in rare cases
> - Fixed big pumpkin in RED 2nd base being non-solid
> - Updated pd_pit_of_death_event
> - Fixed an exploit which allowed players to enter the enemy spawn
> - Fixed enemy players teleported to the Underworld spawning in one
> another
> - Fixed finale particles not being drawn from certain distances
> - Fixed certain overlays not rendering
> - Increased damage over time dealt in the Underworld
> - Added climbable props to the platforms near mid
> - Added a nobuild to the area surrounding the portal
> - Added signs in spawns to make the second door more obvious
> - Adjusted respawn times so that the losing team will respawn
> faster
> - Adjusted health, ammo, and spellbooks around the map
> - Changed the Underworld buff to use the Purgatory buff from
> Eyeaduct
> - Players killed during the finale will now turn into ghosts
> - Decreased score limit from 5 to 4 points per player
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-08-29 Thread A Fearts
Thanks for the fix on the Short Circuit. This weekend was hell cause some
idiot made a Youtube video showing it off.

On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3591277.
>
> -Eric
>
> 
>
> - Fixed the Short Circuit causing lag compensation problems on the server
> - Fixed sappers sometimes only being applied to one Engineer teleporter
> - Weapons can no longer be juggled to bypass the weapon's re-fire rate
> - Fixed a server crash related to sending an invalid client command
> - Fixed players being able to teleport out of the spawn room using the
> Eureka Effect at the beginning of a round
> - Fixed Mann vs. Machine players receiving abandon penalties after playing
> at least one wave
> - Fixed Refill Ammo canteens not refilling the ammo for all weapons in
> Mann vs. Machine
> - Fixed mini-sentries not having full health when they are built quickly
> during the setup time on Mann vs. Machine maps
> - Fixed the scoreboard badge panels not updating properly when teams would
> change sides on attack/defend maps
> - Fixed Casual and Competitive mode badges incorrectly displaying the
> level 1 badge when at max level
> - Updated the materials for the Mistaken Movember to fix a transparency
> problem
> - Updated the model for the Pretty Boy's Pocket Pistol to fix a problem
> with shading
> - Updated the Frontier Justice so the "Revenge crits are lost on death"
> attribute is displayed as a negative
> - Strange Part: Allies Extinguished can now be applied to Strange Sydney
> Sleeper rifles
> - Added the Tip of the Hats 2016 community event medals
> - Updated the Salty Dog to hide the Scout's headphones
> - Fixed the Borneo map stamp using the incorrect image in the Mann Co.
> Store
> - Fixed the game not properly honoring the steam per-game language setting
> - Fixed a bug with the Cow Mangler 5000 reload speed
> - Updated the localization files
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-08-23 Thread A Fearts
Did you push the Short Circuit fix?

On Tue, Aug 23, 2016 at 6:48 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3584964.
>
> Apologies for the short notice.
>
> -Eric
>
> 
>
> - Added "Party Hat" and "Noise Maker - TF Birthday" item grants to players
> who don't already have them during TF2's birthday
> - Fixed some classes not displaying the particles when using the "Noise
> Maker - TF Birthday" item
>
>
>
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[hlds] Short Circuit Alt Fire Lagging Servers

2016-08-20 Thread A Fearts
Apparently if you spam right-click on the short circuit it will cause other
players on the server to rubber band.

>From my short testing it seems to only work if you are pointing at enemy
player and can see the player. I've tested this on a server with the addons
folder completely disabled and it still happens. I tried to test it on a
Valve server but since it was hard to see if it was working because I
needed someone on the other team to respond.

I went to multiple other community servers however with a friend and tested
it once just to make sure it wasn't only my servers effected.

Is anyone else seeing these issue or know why it's happening?
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Re: [hlds] Mandatory Team Fortress 2 update coming

2016-08-16 Thread A Fearts
I guess it's not happening then? Lol.

On Tue, Aug 16, 2016 at 4:23 PM, John Schoenick 
wrote:

> We're working on a mandatory update for Team Fortress 2. We should have
> it ready soon.
>
> For real this time. Probably.
>
> - John
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-07-15 Thread A Fearts
Has anyone running a 32 slot server been getting Buffer Overflow kicking
players after last couple updates? I think it's like last time and due to
the new taunts but I'm not sure.

On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose  wrote:

> I imagine they'd just change mp_tournament_stopwatch 1 to
> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
>
> You're on the server mailing list, there's an unwritten assumption that
> you'd know about things like this.
>
> On 7/15/2016 12:14 AM, Bartek S wrote:
>
> If they change stopwatch mode code-wise without adding a cvar that
> defaults to old behavior and is used with a different value for casual, all
> stopwatch based games will be affected.
>
>
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>
>
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Re: [hlds] Optional TF2 Server Update Released

2016-06-25 Thread A Fearts
Yes thank you for taking the time during a weekend to fix the round start
issue with arena.

On Sat, Jun 25, 2016 at 5:26 PM, ED-E  wrote:

> Thanks John for that update! Even more surprisingly on saturday!
> Some of mods were really spazzing out the last days. So thanks again!
>
> - Original Message -
> From: John Schoenick 
> To: , "hlds@list.valvesoftware.com"
> , Half-Life dedicated Linux server mailing
> list 
> Date: Sat, 25 Jun 2016 13:40:36 -0700
> Subject: [hlds] Optional TF2 Server Update Released
>
> > We've released an optional server update for TF2 servers to go with
> > today's client update.  The patch notes are below.  Community servers
> > need only apply this update if they are encountering the server issues
> > mentioned.
> >
> > Thanks.
> >
> > - John
> >
> > 
> >
> > - Internal system changes in preparation for a future update.
> > - Fixed erroneously being warned that leaving a bootcamp match will
> > result in an abandon penalty.
> > - Fixed servers running tf_mm_strict 2 mis-handling bootcamp matches.
> > - Fixed servers running arena mode constantly entering and exiting the
> > pre-round state while empty.
> > - Fixed servers failing to recover properly from crashing while running
> > a bootcamp match.
> >
> >
> > ___
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> please visit:
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> >
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-22 Thread A Fearts
Also during my testing tf_mm_strict and tf_mm_servermode were both set to
their default values of 0.

On Wed, Jun 22, 2016 at 9:16 PM, A Fearts  wrote:

> This issue also only seems to happen on arena_ maps. Tested on koth, pl,
> ctf, cp maps.
>
> On Wed, Jun 22, 2016 at 9:05 PM, A Fearts  wrote:
>
>> @John Schoenick
>>
>> On a completely Vanilla server if you only have:
>>
>> autoexec.cfg with sv_setsteamaccount #
>>
>> And
>>
>> server.cfg with only the entry: log 1
>>
>> And you go to a vanilla map like: arena_sawmill
>>
>> In console you will get spammed with: "L 06/22/2016 - 21:04:33: World
>> triggered "Round_Start"" until there is a player on both teams.
>>
>> On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick 
>> wrote:
>>
>>> Do you have tf_mm_strict set?
>>>
>>> On 06/22/2016 05:11 PM, A Fearts wrote:
>>>
>>> I'm getting a lot of issues. My server keeps spamming with:
>>>
>>> "No match, but configured for MM, enrolling in matchmaking"
>>>
>>> Also
>>>
>>> "World triggered "Round_Start""
>>>
>>> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose 
>>> wrote:
>>>
>>>> So... did something replace it as mode 1 or did all the existing values
>>>> shift down one?
>>>>
>>>> I ask because MvM is mode 2 on that same cvar.
>>>>
>>>>
>>>> On 6/22/2016 8:04 PM, John Schoenick wrote:
>>>>
>>>>> One of the internal changes in this patch removed the old quickplay
>>>>> value from tf_mm_servermode (which was no longer used) -- if you still
>>>>> have it set, you're likely enrolling in the bootcamp pool when empty.
>>>>> Setting this back to 0 should fix you. Apologies!
>>>>>
>>>>>
>>>>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
>>>>>
>>>>>> - Internal system changes in preparation for a future update
>>>>>>>
>>>>>> So I know I’m running an outdated version of SourceMod (1.7 branch),
>>>>>> but I thought I’d just throw this out and see if anyone else is seeing 
>>>>>> it.
>>>>>> Out of the blue, some of my servers are switching to MvM mode:
>>>>>>
>>>>>> L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced on this
>>>>>> server in state SERVERSETUP
>>>>>>
>>>>>> That was on a 24/7 2fort server.
>>>>>>
>>>>>> Why would that suddenly start happening!?
>>>>>>
>>>>>>   - Peter
>>>>>> ___
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>>>>>> 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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>>>> please visit:
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>>>>
>>>
>>>
>>>
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>>>
>>>
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>>>
>>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-22 Thread A Fearts
This issue also only seems to happen on arena_ maps. Tested on koth, pl,
ctf, cp maps.

On Wed, Jun 22, 2016 at 9:05 PM, A Fearts  wrote:

> @John Schoenick
>
> On a completely Vanilla server if you only have:
>
> autoexec.cfg with sv_setsteamaccount #
>
> And
>
> server.cfg with only the entry: log 1
>
> And you go to a vanilla map like: arena_sawmill
>
> In console you will get spammed with: "L 06/22/2016 - 21:04:33: World
> triggered "Round_Start"" until there is a player on both teams.
>
> On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick 
> wrote:
>
>> Do you have tf_mm_strict set?
>>
>> On 06/22/2016 05:11 PM, A Fearts wrote:
>>
>> I'm getting a lot of issues. My server keeps spamming with:
>>
>> "No match, but configured for MM, enrolling in matchmaking"
>>
>> Also
>>
>> "World triggered "Round_Start""
>>
>> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose  wrote:
>>
>>> So... did something replace it as mode 1 or did all the existing values
>>> shift down one?
>>>
>>> I ask because MvM is mode 2 on that same cvar.
>>>
>>>
>>> On 6/22/2016 8:04 PM, John Schoenick wrote:
>>>
>>>> One of the internal changes in this patch removed the old quickplay
>>>> value from tf_mm_servermode (which was no longer used) -- if you still
>>>> have it set, you're likely enrolling in the bootcamp pool when empty.
>>>> Setting this back to 0 should fix you. Apologies!
>>>>
>>>>
>>>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
>>>>
>>>>> - Internal system changes in preparation for a future update
>>>>>>
>>>>> So I know I’m running an outdated version of SourceMod (1.7 branch),
>>>>> but I thought I’d just throw this out and see if anyone else is seeing it.
>>>>> Out of the blue, some of my servers are switching to MvM mode:
>>>>>
>>>>> L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced on this
>>>>> server in state SERVERSETUP
>>>>>
>>>>> That was on a 24/7 2fort server.
>>>>>
>>>>> Why would that suddenly start happening!?
>>>>>
>>>>>   - Peter
>>>>> ___
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>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>
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>>>
>>>
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>>
>>
>>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-22 Thread A Fearts
@John Schoenick

On a completely Vanilla server if you only have:

autoexec.cfg with sv_setsteamaccount #

And

server.cfg with only the entry: log 1

And you go to a vanilla map like: arena_sawmill

In console you will get spammed with: "L 06/22/2016 - 21:04:33: World
triggered "Round_Start"" until there is a player on both teams.

On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick 
wrote:

> Do you have tf_mm_strict set?
>
> On 06/22/2016 05:11 PM, A Fearts wrote:
>
> I'm getting a lot of issues. My server keeps spamming with:
>
> "No match, but configured for MM, enrolling in matchmaking"
>
> Also
>
> "World triggered "Round_Start""
>
> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose  wrote:
>
>> So... did something replace it as mode 1 or did all the existing values
>> shift down one?
>>
>> I ask because MvM is mode 2 on that same cvar.
>>
>>
>> On 6/22/2016 8:04 PM, John Schoenick wrote:
>>
>>> One of the internal changes in this patch removed the old quickplay
>>> value from tf_mm_servermode (which was no longer used) -- if you still
>>> have it set, you're likely enrolling in the bootcamp pool when empty.
>>> Setting this back to 0 should fix you. Apologies!
>>>
>>>
>>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
>>>
>>>> - Internal system changes in preparation for a future update
>>>>>
>>>> So I know I’m running an outdated version of SourceMod (1.7 branch),
>>>> but I thought I’d just throw this out and see if anyone else is seeing it.
>>>> Out of the blue, some of my servers are switching to MvM mode:
>>>>
>>>> L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced on this
>>>> server in state SERVERSETUP
>>>>
>>>> That was on a 24/7 2fort server.
>>>>
>>>> Why would that suddenly start happening!?
>>>>
>>>>   - Peter
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-22 Thread A Fearts
I'm getting a lot of issues. My server keeps spamming with:

"No match, but configured for MM, enrolling in matchmaking"

Also

"World triggered "Round_Start""

On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose  wrote:

> So... did something replace it as mode 1 or did all the existing values
> shift down one?
>
> I ask because MvM is mode 2 on that same cvar.
>
>
> On 6/22/2016 8:04 PM, John Schoenick wrote:
>
>> One of the internal changes in this patch removed the old quickplay
>> value from tf_mm_servermode (which was no longer used) -- if you still
>> have it set, you're likely enrolling in the bootcamp pool when empty.
>> Setting this back to 0 should fix you. Apologies!
>>
>>
>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
>>
>>> - Internal system changes in preparation for a future update

>>> So I know I’m running an outdated version of SourceMod (1.7 branch), but
>>> I thought I’d just throw this out and see if anyone else is seeing it. Out
>>> of the blue, some of my servers are switching to MvM mode:
>>>
>>> L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced on this server
>>> in state SERVERSETUP
>>>
>>> That was on a 24/7 2fort server.
>>>
>>> Why would that suddenly start happening!?
>>>
>>>   - Peter
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Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread A Fearts
First off this system has literally nothing to do with quickplay so I don't
understand people making comments about it. This system is a tracking
system to ban anyone who Valve feels is being abusive, using quick play or
not. I don't know anyone who runs custom game play servers and also runs
quickplay. It would be completely pointless as most custom game modes don't
run vanilla maps or 24 slots.

They wouldn't need to ban custom game modes that I can never see happening.
But if lets say they decided anyone who edits attributes of weapons is
being abusive or if they say giving someone a weapon they don't have is
abusive (which they did do in CS:GO) then that's were the issues arise.
Game modes like TF2 Randomizer, TF2 X10, Freak Fortress, Saxton Hale would
all be considered abusive.

On Fri, May 13, 2016 at 4:18 PM, Chase McIntyre 
wrote:

> CSGO is a very different game.
>
> You fallaciously assume that the possibility of banning custom gamemodes
> in TF2 guarantees that valve will, in fact, ban them.
>
> On Fri, May 13, 2016 at 4:13 PM, Alex Kowald  wrote:
>
>> Some other concerns I had about how Valve handled GSLT tokens in CS:GO:
>> 1. Clients can only connect to servers with valid GSLT.
>> 2. Item drops being limited to GSLT servers.
>> 3. Arbitrary reporting system that bans servers for modifying economy
>> items. (Valve has taken steps to clear this up, however.)
>>
>> Valve hasn't said they want to do these things so I remain optimistic
>> that this system will weed out the worst offenders and improve quickplay!
>>
>> On Fri, May 13, 2016 at 4:06 PM, Ross Bemrose  wrote:
>>
>>> CS:GO bans servers that change weapons around.
>>>
>>> This would kill a LOT of custom game modes, such as Vs. Saxton Hale,
>>> Randomizer, and PropHunt.  To name 3.
>>> On 5/13/2016 4:03 PM, Chase McIntyre wrote:
>>>
>>> How does this worry you? What exactly is your argument?
>>>
>>> On Fri, May 13, 2016 at 4:00 PM, A Fearts 
>>> wrote:
>>>
>>>> Makes me very worried. If you saw how they were handling bans on "bad"
>>>> accounts in CS:GO you would be worried too.
>>>>
>>>> On Fri, May 13, 2016 at 3:53 PM, 1nsane < <1nsane...@gmail.com>
>>>> 1nsane...@gmail.com> wrote:
>>>>
>>>>> This sounds promising :)
>>>>> On May 13, 2016 3:51 PM, "John Schoenick" 
>>>>> wrote:
>>>>>
>>>>>> Hey everyone,
>>>>>>
>>>>>> I wanted to give a heads-up about some upcoming changes to the way
>>>>>> server accounts work in TF.
>>>>>>
>>>>>> In an future update, we are going to be introducing features that
>>>>>> will only be available to game servers that have a registered game server
>>>>>> SteamID, via the Game Server Login Token (GSLT) system.  This system has
>>>>>> existed for some time, but is currently only used in TF for persistent
>>>>>> favouriting in the server browser.  It has also gained some more
>>>>>> restrictions recently that you should be aware of.
>>>>>>
>>>>>> - Game server accounts are tied to an owning Steam user account
>>>>>> - This Steam account must not be currently community banned or locked.
>>>>>> - This Steam account must not be limited
>>>>>> <https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663>.
>>>>>> - This Steam account must have a qualifying registered phone
>>>>>> <https://support.steampowered.com/kb_article.php?ref=8625-WRAH-9030&l=english>
>>>>>> .
>>>>>> - Game servers that violate the community guidelines for the game
>>>>>> they are hosting may have their access suspended or revoked.
>>>>>> - Game server account suspensions or bans also apply to *all* other
>>>>>> game servers tied to said Steam user
>>>>>>
>>>>>> More info and management tools are here:
>>>>>> https://steamcommunity.com/dev/managegameservers
>>>>>>
>>>>>> For TF specifically, being free-to-play, access to some upcoming
>>>>>> features may eventually depend on the qualifications the owning Steam 
>>>>>> user
>>>>>> account.  So, while creating dedicated individual user accounts to own
>>>>>> individual game servers is possible, it may lead to an increased burde

Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread A Fearts
Maybe it isn't a worry for you if you are running completely vanilla quick
play servers. However, for someone like myself who runs custom game modes
it's very troubling. For example if they start banning TF2Items based
plugins or custom player skins. If you saw what happened in CS:GO with the
mass bans there then you would be concerned also.

On Fri, May 13, 2016 at 4:03 PM, Chase McIntyre 
wrote:

> How does this worry you? What exactly is your argument?
>
> On Fri, May 13, 2016 at 4:00 PM, A Fearts  wrote:
>
>> Makes me very worried. If you saw how they were handling bans on "bad"
>> accounts in CS:GO you would be worried too.
>>
>> On Fri, May 13, 2016 at 3:53 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> This sounds promising :)
>>> On May 13, 2016 3:51 PM, "John Schoenick" 
>>> wrote:
>>>
>>>> Hey everyone,
>>>>
>>>> I wanted to give a heads-up about some upcoming changes to the way
>>>> server accounts work in TF.
>>>>
>>>> In an future update, we are going to be introducing features that will
>>>> only be available to game servers that have a registered game server
>>>> SteamID, via the Game Server Login Token (GSLT) system.  This system has
>>>> existed for some time, but is currently only used in TF for persistent
>>>> favouriting in the server browser.  It has also gained some more
>>>> restrictions recently that you should be aware of.
>>>>
>>>> - Game server accounts are tied to an owning Steam user account
>>>> - This Steam account must not be currently community banned or locked.
>>>> - This Steam account must not be limited
>>>> <https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663>.
>>>> - This Steam account must have a qualifying registered phone
>>>> <https://support.steampowered.com/kb_article.php?ref=8625-WRAH-9030&l=english>
>>>> .
>>>> - Game servers that violate the community guidelines for the game they
>>>> are hosting may have their access suspended or revoked.
>>>> - Game server account suspensions or bans also apply to *all* other
>>>> game servers tied to said Steam user
>>>>
>>>> More info and management tools are here:
>>>> https://steamcommunity.com/dev/managegameservers
>>>>
>>>> For TF specifically, being free-to-play, access to some upcoming
>>>> features may eventually depend on the qualifications the owning Steam user
>>>> account.  So, while creating dedicated individual user accounts to own
>>>> individual game servers is possible, it may lead to an increased burden in
>>>> the future.  We recommend game server accounts be registered to the Steam
>>>> account of the acting server owner -- GSPs should require clients to
>>>> provide their own tokens.
>>>>
>>>> This change will allow us to have a greater level of confidence in game
>>>> servers, by making it easier to revoke access for bad actors and better
>>>> tying game servers to their owners.  The increased persistence gives us
>>>> many more opportunities to assign trust to community servers, and to
>>>> provide them access to features that would otherwise be too open for
>>>> abuse.  It also provides a much better mechanism for dealing with abuse
>>>> than the current IP-ban system that is both less effective and more painful
>>>> for server providers that share IPs between clients.
>>>>
>>>> We will have more information once we are ready to begin rolling out
>>>> these features, but I wanted to send this heads up such that current admins
>>>> and server providers can look into integrating this support into their
>>>> setups.
>>>>
>>>> Let me know if you have any questions or concerns and I will try to
>>>> address them,
>>>> - Neph
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
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Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread A Fearts
Makes me very worried. If you saw how they were handling bans on "bad"
accounts in CS:GO you would be worried too.

On Fri, May 13, 2016 at 3:53 PM, 1nsane <1nsane...@gmail.com> wrote:

> This sounds promising :)
> On May 13, 2016 3:51 PM, "John Schoenick"  wrote:
>
>> Hey everyone,
>>
>> I wanted to give a heads-up about some upcoming changes to the way server
>> accounts work in TF.
>>
>> In an future update, we are going to be introducing features that will
>> only be available to game servers that have a registered game server
>> SteamID, via the Game Server Login Token (GSLT) system.  This system has
>> existed for some time, but is currently only used in TF for persistent
>> favouriting in the server browser.  It has also gained some more
>> restrictions recently that you should be aware of.
>>
>> - Game server accounts are tied to an owning Steam user account
>> - This Steam account must not be currently community banned or locked.
>> - This Steam account must not be limited
>> .
>> - This Steam account must have a qualifying registered phone
>> 
>> .
>> - Game servers that violate the community guidelines for the game they
>> are hosting may have their access suspended or revoked.
>> - Game server account suspensions or bans also apply to *all* other game
>> servers tied to said Steam user
>>
>> More info and management tools are here:
>> https://steamcommunity.com/dev/managegameservers
>>
>> For TF specifically, being free-to-play, access to some upcoming features
>> may eventually depend on the qualifications the owning Steam user account.
>> So, while creating dedicated individual user accounts to own individual
>> game servers is possible, it may lead to an increased burden in the
>> future.  We recommend game server accounts be registered to the Steam
>> account of the acting server owner -- GSPs should require clients to
>> provide their own tokens.
>>
>> This change will allow us to have a greater level of confidence in game
>> servers, by making it easier to revoke access for bad actors and better
>> tying game servers to their owners.  The increased persistence gives us
>> many more opportunities to assign trust to community servers, and to
>> provide them access to features that would otherwise be too open for
>> abuse.  It also provides a much better mechanism for dealing with abuse
>> than the current IP-ban system that is both less effective and more painful
>> for server providers that share IPs between clients.
>>
>> We will have more information once we are ready to begin rolling out
>> these features, but I wanted to send this heads up such that current admins
>> and server providers can look into integrating this support into their
>> setups.
>>
>> Let me know if you have any questions or concerns and I will try to
>> address them,
>> - Neph
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] Mandatory TF2 update released

2015-12-18 Thread A Fearts
I second that. I don't understand why it was removed. Also killstreaks
don't display properly on scoreboard.

On Fri, Dec 18, 2015 at 9:41 PM, HD  wrote:

> Can yall put the player counts back up in the TAB menu for each team?
>
> K thx!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Friday, December 18, 2015 8:28 PM
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds] Mandatory TF2 update released
>
> We've released a mandatory update for TF2. The update notes are below. The
> new version is  3195453.
>
> -Eric
>
> 
>
> - Fixed a client crash related to the HUD
> - Fixed a client crash related to picking up weapons
> - Fixed some Mac client crashes related to being out of memory
> - Fixed a bug with removing the Gifter's Name on gift-wrapped items
> - Fixed paint cans from the stocking stuffer being always tradeable
> - Fixed an issue with knives not animating correctly
> - Fixed a bug related to the Loose Cannon and bots in Mann vs. Machine mode
> - Fixed Engineer's Wrangler contract updating points for players other than
> the Engineer doing the contract
> - Fixed a bug where the Sapper preview would disable buildings when removed
> - Fixed a bug with Sentry Guns being disabled for 5 seconds instead of the
> desired 0.5 seconds after a Sapper is removed
> - Fixed an issue with The Concheror regen not being 4 health per second as
> intended
> - Fixed the Half-Zatoichi giving more overheal then intended. Max overheal
> is 1.5x base health.
> - Added the EdgeGamers UltiDuo Participant 2015 tournament medal
> - Added an option to the Adv. Options menu to disable teammate glow effects
> after respawn
> - Updated the equip_region for the Chicago Overcoat
> - Updated the models/materials for The Chill Chullo
>
> Notes missed from the previous update:
>
> - Huntsman
> - Can be fired while off the ground
> - Updated pass_pinewood
> - Fixed lighting/shadow issues
> - Increased size of water tower goals
>
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Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread A Fearts
I don't know who you are talking to in regards to private custom game mode
servers being 10x less popular. I run a small community with 20 servers in
TF2 and a couple in CS:GO. I don't know if the two are related, however
since the quick play changes my servers have only increased in popularity.
Mostly I think it's because my servers have a lot of custom content and
have been around for 3 years now. My experience maybe different from others
but that's what I'm seeing. Not saying I think anything Valve is doing
regarding quick play and vanilla servers is correct.
On Dec 18, 2015 7:47 AM, "Robert Paulson"  wrote:

> Your understanding is flawed then. Everything you've been saying is
> logically flawed and it just seems like you are just trying to be as troll
> as possible.
>
> If hosting servers was a zero sum game, then why would the would Valve let
> people do it? Use your brain and think. They do it because it is NOT a zero
> sum game. We get something out of it and they get something out of it.
>
> It doesn't matter if they were on quickplay.I don't know how many times I
> have to repeat myself. My point is that even servers that aren't eligible
> for quickplay were negatively affected because most players are now never
> even aware that community servers exist given the tiny button that browse
> servers have. If you ever ran a saxton/ff server you would know what I am
> talking about, but you obvious don't have any experience in this matter.
> There used to be dozens of custom servers populated 24/7 and now there are
> maybe 3-4.
>
> Why is minecraft not a valid argument? You know that there is an official
> minecraft host called minecraft realms? And they don't plaster them all
> over the top of the main menu. Why does the game mode even matter? Again,
> wrong on all points.
>
> And why do the lack of complaints flooding reddit mean that Valve should
> ignore the issue? As Henry Ford famously said, "If I had asked people what
> they wanted, they would have said faster horses". If people don't know
> there's something better, they won't ask for it. The community players
> didn't complain about it right away because it was a slow change and it was
> hard to figure out that Valve was at fault for killing off their server
> because they never use quickplay.
>
> And yes Valve does owe something to communities *who also happen to be
> their players and customers* not to break crucial features that were sold
> on release such as being able to host the game and have a fair chance to
> get players. It doesn't matter if people shuda wuda cuda shifted to custom
> game modes which are actually deader than regular tf2.
>
> If you ever release a game or marketplace, please tell everyone you are
> going to screw them over as soon as it is more profitable for them. Let's
> see how well that works out for you.
>
> @rd, I think someone was complaining here about your stop the tank being
> on quickplay several months ago.
>
>
>
>
>
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Re: [hlds] Mandatory TF2 update released

2015-07-23 Thread A Fearts
I have seen this happen too with The Wrangler.

On Thu, Jul 23, 2015 at 9:34 PM, Gabriel Klinefelter <
gabe.klinefel...@gmail.com> wrote:

> Scratch that, sentries just never run out of bullets. Minis, level 1s, 2s,
> and 3s
>
> On Thu, Jul 23, 2015 at 8:31 PM, Gabriel Klinefelter <
> gabe.klinefel...@gmail.com> wrote:
>
>> When using the wrangler, guns have infinite ammo.  They go to zero and
>> then keep firing, when "repaired", it fills an unseen pool of ammo, making
>> me think that ammo just goes down past zero.
>>
>> On Thu, Jul 23, 2015 at 7:54 PM, Eric Smith 
>> wrote:
>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version is 2892090.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> - Changed the Pomson 6000 ÜberCharge and cloak drain effect's distance
>>> fall-off
>>> - Old:  Drain 15 ÜberCharge at point blank and scale down to 0
>>> at 1024 HU
>>> - New: Drain 10 ÜberCharge from 0 to 512 HU and scale down to 0
>>> at 1536 HU
>>> - Added Arms Race 1 and Arms Race 2 community event medals
>>> - Fixed a bug related to using incorrect particle effects
>>> - Fixed the Scorch Shot flares pushing teammates
>>> - Fixed being able to carry the flag with the Rocket/Sticky Jumpers
>>> - Fixed Sentries shooting over the head of Spies using the Box Trot taunt
>>> - Fixed tf_bot_join_after_player preventing the bots from joining a team
>>> after the player joins team Spectator
>>> - Fixed missing secondary attack animations for the Short Circuit
>>> - Fixed the Contracts button on the main menu not being disabled when
>>> there are no contracts
>>> - Fixed an exploit related to coaching and the 'autoteam' command
>>> - Fixed Mann vs. Machine maps not resetting properly after a successful
>>> vote to change the challenge
>>> - Fixed Stat Clock models not cloaking with the Spy
>>> - Fixed a case where buildings would not go active if they were sapped
>>> while being built
>>> - Fixed a display bug that made it look like players had received
>>> multiple copies of the same item
>>> - Fixed a regression with the tournament spectator GUI that broke custom
>>> HUDs
>>> - Fixed showing "cannot be listed on the Steam Community Market for one
>>> week" on listings in the Steam Community Market when that is no longer the
>>> case
>>> - Fixed a rare client crash when turning in Contracts
>>> - Updated the Spy Contract objective for destroying buildings to work
>>> with the Ap-Sap, the Red-Tape Recorder, and the Snack Attack
>>> - Updated Mann Co. Store prices for foreign currencies to current USD
>>> equivalents
>>> - Updated the localization files
>>> - Maps Workshop Beta
>>> - Improved handling of recently changed workshop maps
>>> - Fixed a case where servers would fail to load maps that had
>>> been updated since the last server restart
>>> - Fixed a case were clients would not check for new versions
>>> when connecting to a workshop server
>>> - Improved server console output when waiting on map downloads
>>> during level change
>>> - Fixed a case where subscribing to maps while the game was
>>> running could result in failure to load the map
>>> - Fixed a case where joining a server running a workshop map
>>> would first wait for all subscribed maps to finish downloading before
>>> attempting to download the map at hand
>>>
>>>
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>>
>>
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Re: [hlds] Dear Valve: Feature request regarding "_restart"

2015-06-29 Thread A Fearts
I believe there is a difference. If you use "quit" with players on the
server it will drop everyone from the server with a message saying the
server is shutting down. If you use "_restart" with players on the server
it will run a connection failure on clients and only time them out after 12
seconds I believe.

I know this difference because I run a script that basically issues the
"retry" on clients on the server then instantly issues the "_restart"
command. This will cause the server to restart while clients are still
trying to connect. If the server loads up fast enough it will then allow
clients to continue connecting to the server without being dropped. You
can't do this method with the "quit" command.

On Mon, Jun 29, 2015 at 8:00 PM, Jesse Molina  wrote:

>
> Dear Valve
>
> I've written my own Linux server manager tool which acts as a replacement
> for the srcds_run script, and a number of server admins use it to manage
> their servers.
>
> Recently I had a user ask me why the "_restart" console command caused the
> server to quit instead of restart.
>
> The answer is that "_restart" on the console is, as far as I can tell,
> identical to the "quit" command. In both instances, the srcds_linux server
> shuts down and quits with exit code 0.
>
> I would like to make a feature request. Please make the "_restart" console
> command quit with a specific exit code to indicate to the parent process
> that it should be restarted.
>
> Alternatively, create a new console command which causes the server to
> quit with a specific exit code.
>
> Just to be clear: This exit code would specifically be reserved as a
> signal to the parent process that the server process should be restarted.
> It should not be interpreted as being a crash or an otherwise unexpected
> event.
>
> One way or another, there needs to be a differentiation between the "quit"
> and "_restart" commands.
>
>
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Re: [hlds] Mandatory TF2 Update Released

2015-02-11 Thread A Fearts
(I hope I'm understanding what this new command does, as I have yet to
personally test it.)

- Added "redirect" client command that can be used to send clients to a
different server. Does not function for clients that came from matchmaking
or certain server browser tabs.

^It would be nice if someone from Valve would create some guidelines on
this. This command could be used to in a ways that degrade a players
experience.

For example (voided's thoughts): This could be used to create on mass
redirect servers which fill the master list just to send people to one
specific server.

^This example is a obvious no no. But what about this: I create a plugin
that detects when my server becomes 31/32 and then redirect all new
connecting players to a secondardy less full server. Is this acceptable?

What about using it to load balance clients who are already connected to
the server?

It's cool we have a new command but what are the practical accepted uses
that ask_connect_accept doesn't already fulfill?

Some response from Valve would be appreciated.

On Wed, Feb 11, 2015 at 7:39 PM, Alexander Kolev 
wrote:

> Also what does " r_drawtracers_firstperson" do? How does affect the view
> of the game? How we should work/use the new 'redirect' cvar?
>
> 2015-02-12 2:36 GMT+02:00 Alexander Kolev :
>
>> Great update but the cvar - "cl_jiggle_bone_framerate_cutoff" is still
>> bugged. Typing 0 does not disable the jiggle bone. Please fix this, its
>> been a year.. meh
>>
>> Alexander
>>
>> 2015-02-12 2:24 GMT+02:00 HD :
>>
>>> How do you use the "redirect" client command? Is this something applied
>>> in
>>> the configuration and if so what is the exact command?
>>> Example?
>>>
>>> Also its noted "certain server browser tabs" which ones? A little
>>> more
>>> clarification on this would be great.
>>>
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>>> Sent: Wednesday, February 11, 2015 7:13 PM
>>> To: hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com;
>>> hlds_li...@list.valvesoftware.com
>>> Subject: [hlds] Mandatory TF2 Update Released
>>>
>>> We've released a mandatory update for Team Fortress 2. The update notes
>>> are
>>> below. The new version number is 2621505.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> - Added Crate #90 and Crate #91 to the drop list
>>> - Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from the
>>> drop
>>> list
>>> - Added convar sv_rcon_whitelist_address. Rcon clients failing to auth
>>> from
>>> the specified IP address will never get banned.
>>> - Added convar r_drawtracers_firstperson to disable the drawing of first
>>> person bullet tracer particles
>>> - Added "redirect" client command that can be used to send clients to a
>>> different server. Does not function for clients that came from
>>> matchmaking
>>> or certain server browser tabs.
>>> - Fixed an exploit related to the "connect" command allowing servers to
>>> redirect clients when they should not be able to
>>> - Fixed a client crash related to extreme viewmodel_fov settings
>>> - The viewmodel_fov convar is now clamped to valid values. Users
>>> who
>>> were using this to hide the viewmodel and tracers should use
>>> r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same
>>> effect.
>>> - Fixed missing Killstreak sheen effects for the Iron Bomber
>>> - Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying
>>> to
>>> The Classic
>>> - Fixed the Panic Attack not using the correct sound for crits
>>> - Fixed The Peacenik's Ponytail not using the correct team skins
>>> - Fixed not being able to switch away from the Minigun while spinning
>>> down
>>> - Fixed not being able to deliver wrapped Giftapult packages
>>> - Fixed The Classic zooming-in when the Sniper teleports while charging a
>>> shot
>>> - Fixed The Bootenkhamuns not hiding the correct bodygroup when equipped
>>> - Fixed the Diamondback accumulating crits for backstabbing invlun
>>> players
>>> - Fixed players not receiving timed drops when running the game in
>>> Ukrainian
>>> - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound
>>> effects
>>> - Updated the equip_region for the Brimstone
>>> - Updated Mann Co. Store prices for foreign currencies to current USD
>>> equivalents
>>> - Updated the localization files
>>> - Mannpower mode changes:
>>> - Fixed bug that sometimes caused two intel briefcases to spawn
>>> - Reduced capture trigger size to match capture area on CTF_Gorge
>>> - Powerup changes:
>>> - Haste: Doubles the Medigun's uber charge build up speed
>>> - Vampire: Reduced health leeched when using the
>>> Flamethrower and Minigun
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://li

Re: [hlds] Mandatory TF2 update released

2014-12-12 Thread A Fearts
I still don't think this is fixed. I'm still getting crashes on Windows.

On Fri, Dec 12, 2014 at 7:08 PM, Ross Bemrose  wrote:
>
> Well, this one includes a fix that was causing a lot of different custom
> game modes to crash players out (PropHunt and Vs. Saxton Hale to name two).
>
>
> On 12/12/2014 7:06 PM, Dill Bates wrote:
>
>> Are updates becoming a daily occurrence now?
>>
>> Sent from my iPhone
>>
>>  On Dec 12, 2014, at 3:44 PM, Eric Smith  wrote:
>>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2544808.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Added the Cold Snap Coat to the End of the Line Community Crate
>>> - Fixed a client crash related to ragdolls
>>> - Fixed a client crash related to the material system
>>> - Fixed the backpack panel not highlighting the currently selected page
>>> number
>>> - Fixed Halloween footstep spells being displayed for disguised Spies
>>> - Fixed The Swagman's Swatter not being held by the Sniper for lower LOD
>>> settings during the melee taunt
>>> - Updated the materials for The Peacenik's Ponytail and added a new style
>>> - Updated The Li'l Dutchman to fix a jiggle bone issue
>>> - Updated The Ghost of Spies Checked Past to fix a jiggle bone issue
>>> - Updated Mann Co. Store prices for foreign currencies to current USD
>>> equivalents
>>> - Updated the localization files
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>> ___
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Re: [hlds] TF2 - New weapon exploit?

2014-11-13 Thread A Fearts
http://imgur.com/vBjC7ZQ

On Thu, Nov 13, 2014 at 11:55 AM, William Pickard 
wrote:

> The only way I know how to have a minicrit minigun is have your melee slot
> removed with a sourcemod plugin with no replacement, forcing the game to
> switch you to your primary because you end up with no secondary or melee
> On 2014-11-13 10:46 AM, "Alex Kowald"  wrote:
>
>> Video reference: https://www.youtube.com/watch?v=iKwWeRW9cxg but chances
>> are Valve already knows about this.
>>
>> On Thu, Nov 13, 2014 at 10:39 AM, Ross Bemrose 
>> wrote:
>>
>>> Note: I haven't seen this exploit in person.
>>>
>>> I've been hearing about an exploit that is allowing players to equip
>>> weapons into slots they don't belong in.
>>>
>>> The most notorious example is the Mini-crit Minigun.  By equipping a
>>> Minigun in the melee slot and using the Buffalo Steak Sandvich in its
>>> normal slot, you end up with a minigun that minicrits until the Steak
>>> Sandvich effect wears off.
>>>
>>> Now, I haven't looked up how this works (and my Google-fu is failing),
>>> so I'm not sure if this would allow you to equip things like multiple
>>> primaries, or if it's just swapping the order of slots around.
>>>
>>> --
>>> Ross Bemrose
>>>
>>> ___
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>>>
>>
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Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread A Fearts
Could you also please look into fixing the player outlines? For some reason
in the last update netprop for player outlines broke on non-LAN servers.

On Thu, Oct 30, 2014 at 9:44 PM, Chris Oryschak  wrote:

> I'm crashing.. anyone else? Linux here.
>
> On Thu, Oct 30, 2014 at 9:37 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2470138.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a dedicated server crash related to the new map sd_doomsday_event
>> and server-wide curses
>> - Fixed Blue team hearing the win audio instead of the lose audio when
>> Red gets the tickets to the Strongmann machine
>> - Fixed grenade projectiles doing more damage than expected
>> - Fixed players changing team to respawn outside of their cart while
>> playing a minigame
>> - Fixed players being able to use the Eureka effect while in their bumper
>> car
>> - Fixed a bug that let Engineers move faster while carrying a building
>> - Fixed the Spycicle not giving the Spy fire resistance
>> - Fixed The Manngaroo itemset including the wrong item
>> - Updated the equip_region for the Vaccinator and Quick-Fix
>> - Fixed a bug where players would not get a kill credit for turning
>> another player in to a ghost
>> - Updated player ghosts to always use team color
>> - Updated the new TargetID system
>> - Added Advance Option and ConVar to disable floating health icon
>> (tf_hud_target_id_disable_floating_health)
>> - Added Advance Option to control the alpha of TargetID nameplate
>> - Fixed not showing for disguised enemy Spies
>> - Fixed showing the health of cloaked Spies
>> - Fixed not hiding the panel when players are no longer visible
>> - Added ConVar tf_weapon_criticals_melee to control whether melee weapons
>> have random crits. Works separately from tf_weapon_criticals.
>> - Fixed the knife not playing its backstab animation when crits are
>> disabled
>> - Fixed round-end crits not working when tf_weapon_criticals is set to
>> zero
>> - Updated sd_doomsday_event
>> - Added spell pickups near the ticket case spawn
>> - Reduced mega spell respawn time from 90 seconds to 45 seconds
>> - Fixed curses occurring in bumper car minigames
>> - Fixed players being able to boost their bumper cars early
>> - Increased the damage that bumper cars receive from collisions
>> - Players can no longer suicide when in a Bumper Car
>> - Replaced large ammo kits near the Strongmann machine with spells
>> - Reduced ammo kit size on the bridge from full to medium
>> - Updated HHH to use a giant Necro Smasher when attacking players
>> - Platform game:
>> - Fixed Merasmus giving instructions in the platform game
>> when it gets to the final platform
>> - Center tent pole now vanishes when the final platform
>> is reached
>> - Soccer game:
>> - Added HHH, spawns 45 seconds into the match
>> - Duck game:
>> - Increased max score to 200
>>
>> ___
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>> please visit:
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>
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread A Fearts
I'm getting crashes also.

On Mon, Oct 20, 2014 at 5:24 PM, E. Olsen  wrote:

> Darn it - yep, I'm seeing crashes on windows 2008R2 servers.
>
> On Mon, Oct 20, 2014 at 5:19 PM, big john  wrote:
>
>> Windows rc 2008 crashing for anyone else?
>> On Oct 20, 2014 5:11 PM, "Eric Smith"  wrote:
>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2450713.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed another exploit that allowed clients to have an out-of-date,
>>> corrupt, or modified version of items_game.txt
>>> - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx
>>> files from servers running custom content
>>> - Fixed sv_pure defaulting to -2 instead of 0
>>> - Fixed font issues for Mac clients
>>> - Made the Spellbook Magazine a base action slot item for players to
>>> equip and use when playing on a server that uses Halloween Spells
>>> - Fixed not being able to wear Halloween-restricted cosmetic items on
>>> Halloween maps outside of the regular Halloween and Fullmoon events
>>> - Halloween spells can now be enabled and controlled on servers via
>>> ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
>>> - Halloween spells can now be enabled by map authors via HolidayEntity
>>> by setting the flag HalloweenSetUsingSpells
>>>
>>> ___
>>> 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] Mandatory TF2 update released

2014-08-21 Thread A Fearts
Alfred Reynolds 

"This is right, and the old steam2 format is still accepted by the engine
(so any existing bans you have keep applying). "


It seems the steam2 format is still able to be read. I assume then all
Sourcemod will need to do is update their getclientsteamid fucntions to get
the old ID.


On Thu, Aug 21, 2014 at 7:05 PM, big john  wrote:

> I take it the zero response from valve is a big middle finger to anyone
> running a server?
> On Aug 21, 2014 6:54 PM, "Michael Loveless" 
> wrote:
>
>> Every account I launch comes up in insecure mode. Reinstalling Steam
>> doesn't even fix it this time. Game unable to be launched in any way.
>> Validated files, even re-installed TF2.
>>
>>
>> On Thu, Aug 21, 2014 at 6:50 PM, A Fearts 
>> wrote:
>>
>>> Well at least that wasn't messed with. But please couldn't you have at
>>> least given us some warning before making just a major change. Do you care
>>> that little about the people who help drive your community that you
>>> wouldn't at least give a heads up?
>>>
>>>
>>> On Thu, Aug 21, 2014 at 6:44 PM, Alfred Reynolds <
>>> alf...@valvesoftware.com> wrote:
>>>
>>>>  This is right, and the old steam2 format is still accepted by the
>>>> engine (so any existing bans you have keep applying).
>>>>
>>>>
>>>>
>>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
>>>> *Sent:* Thursday, August 21, 2014 3:42 PM
>>>> *To:* Half-Life dedicated Win32 server mailing list
>>>> *Subject:* Re: [hlds] Mandatory TF2 update released
>>>>
>>>>
>>>>
>>>> It seems that SteamIDs are just in the Steam3 format instead of Steam2
>>>> now.
>>>>
>>>>
>>>>
>>>> 2014-08-22 0:39 GMT+02:00 A Fearts :
>>>>
>>>> Yes, there is a thread here about it:
>>>> https://forums.alliedmods.net/showthread.php?t=246705
>>>>
>>>>
>>>>
>>>> On Thu, Aug 21, 2014 at 6:35 PM, big john 
>>>> wrote:
>>>>
>>>> Wait what they changed the steam id format
>>>>
>>>> On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:
>>>>
>>>> Why after all these years would you change the SteamID format? Why
>>>> wouldn't you at least give people a warning before you made such a drastic
>>>> change?
>>>>
>>>>
>>>>
>>>> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless <
>>>> mloveless1...@gmail.com> wrote:
>>>>
>>>> All 3 of my accounts/computers are all now launching in insecure mode
>>>> after update. This has happened at least once a month for the past 3 or 4
>>>> months. It requires me to reinstall Steam in every instance to fix it. Why
>>>> does this happen?
>>>>
>>>>
>>>>
>>>> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
>>>> wrote:
>>>>
>>>> We've released a mandatory update for TF2. The notes for the update are
>>>> below. The new version number is 2369699.
>>>>
>>>> -Eric
>>>>
>>>> -
>>>>
>>>> - Fixed rockets colliding with other projectiles and getting stuck in
>>>> the world
>>>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
>>>> Power Up Canteen
>>>> - Fixed the Demoman not being able to equip The Grandmaster
>>>> - Fixed a bug where Professional Killstreak items were being displayed
>>>> as Specialized
>>>> - Market Listings for Specialized Killstreak kits for the following
>>>> items have been removed and will need to be relisted
>>>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
>>>> Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>>>> - Fixed character audio being cut short when characters clap during the
>>>> Conga taunt
>>>> - Unusual taunts that are tradable can now be listed on the Steam
>>>> Community Market
>>>> - The Classic can now accept Enemies Gibbed strange parts
>>>> - The Manmelter can now accept Allies Extinguished strange parts
>>>> - Added mp_spectators_restricted server convar
>>>> - Prevents player

Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread A Fearts
Well at least that wasn't messed with. But please couldn't you have at
least given us some warning before making just a major change. Do you care
that little about the people who help drive your community that you
wouldn't at least give a heads up?


On Thu, Aug 21, 2014 at 6:44 PM, Alfred Reynolds 
wrote:

>  This is right, and the old steam2 format is still accepted by the engine
> (so any existing bans you have keep applying).
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
> *Sent:* Thursday, August 21, 2014 3:42 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
>
>
> It seems that SteamIDs are just in the Steam3 format instead of Steam2 now.
>
>
>
> 2014-08-22 0:39 GMT+02:00 A Fearts :
>
> Yes, there is a thread here about it:
> https://forums.alliedmods.net/showthread.php?t=246705
>
>
>
> On Thu, Aug 21, 2014 at 6:35 PM, big john  wrote:
>
> Wait what they changed the steam id format
>
> On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:
>
> Why after all these years would you change the SteamID format? Why
> wouldn't you at least give people a warning before you made such a drastic
> change?
>
>
>
> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
> wrote:
>
> All 3 of my accounts/computers are all now launching in insecure mode
> after update. This has happened at least once a month for the past 3 or 4
> months. It requires me to reinstall Steam in every instance to fix it. Why
> does this happen?
>
>
>
> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
> wrote:
>
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2369699.
>
> -Eric
>
> -
>
> - Fixed rockets colliding with other projectiles and getting stuck in the
> world
> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power
> Up Canteen
> - Fixed the Demoman not being able to equip The Grandmaster
> - Fixed a bug where Professional Killstreak items were being displayed as
> Specialized
> - Market Listings for Specialized Killstreak kits for the following items
> have been removed and will need to be relisted
> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner,
> Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
> - Fixed character audio being cut short when characters clap during the
> Conga taunt
> - Unusual taunts that are tradable can now be listed on the Steam
> Community Market
> - The Classic can now accept Enemies Gibbed strange parts
> - The Manmelter can now accept Allies Extinguished strange parts
> - Added mp_spectators_restricted server convar
> - Prevents players on Red/Blue from joining team Spectator
> if it would exceed mp_teams_unbalance_limit
> - Updated the HTML display in the MOTD to use shared Steam browser control
> - Updated the materials for The Dalokohs Bar
> - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The
> Pencil Pusher, and Antlers
> - Updated the localization files
> - Updated pl_cactuscanyon
> -Stage 1
> - Reworked the geometry of the back
> stairwell route leading to the final cap
> -Stage 3
> - New design of back yard underpass area
> - Added new building and route near the
> underpass
> - New geometry for Red battlements and
> spawn exit by the first cap
> - Added new exit from Red spawn leading to
> the raised middle rock outcrop by the barn
> - Reworked Red spawn exit by capture point
> 2
> - Removed rocks and added a new structure
> by the final cart push
> - Cart now takes longer to pass through
> the building at the end of
> - Adjusted spawn times
> - Adjusted Health and ammo packs
>
> ___
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> please visit:
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>
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Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread A Fearts
Yes, there is a thread here about it:
https://forums.alliedmods.net/showthread.php?t=246705


On Thu, Aug 21, 2014 at 6:35 PM, big john  wrote:

> Wait what they changed the steam id format
> On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:
>
>> Why after all these years would you change the SteamID format? Why
>> wouldn't you at least give people a warning before you made such a drastic
>> change?
>>
>>
>> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless <
>> mloveless1...@gmail.com> wrote:
>>
>>> All 3 of my accounts/computers are all now launching in insecure mode
>>> after update. This has happened at least once a month for the past 3 or 4
>>> months. It requires me to reinstall Steam in every instance to fix it. Why
>>> does this happen?
>>>
>>>
>>> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
>>> wrote:
>>>
>>>> We've released a mandatory update for TF2. The notes for the update are
>>>> below. The new version number is 2369699.
>>>>
>>>> -Eric
>>>>
>>>> -
>>>>
>>>> - Fixed rockets colliding with other projectiles and getting stuck in
>>>> the world
>>>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
>>>> Power Up Canteen
>>>> - Fixed the Demoman not being able to equip The Grandmaster
>>>> - Fixed a bug where Professional Killstreak items were being displayed
>>>> as Specialized
>>>> - Market Listings for Specialized Killstreak kits for the following
>>>> items have been removed and will need to be relisted
>>>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
>>>> Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>>>> - Fixed character audio being cut short when characters clap during the
>>>> Conga taunt
>>>> - Unusual taunts that are tradable can now be listed on the Steam
>>>> Community Market
>>>> - The Classic can now accept Enemies Gibbed strange parts
>>>> - The Manmelter can now accept Allies Extinguished strange parts
>>>> - Added mp_spectators_restricted server convar
>>>> - Prevents players on Red/Blue from joining team
>>>> Spectator if it would exceed mp_teams_unbalance_limit
>>>> - Updated the HTML display in the MOTD to use shared Steam browser
>>>> control
>>>> - Updated the materials for The Dalokohs Bar
>>>> - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The
>>>> Pencil Pusher, and Antlers
>>>> - Updated the localization files
>>>> - Updated pl_cactuscanyon
>>>> -Stage 1
>>>> - Reworked the geometry of the back
>>>> stairwell route leading to the final cap
>>>> -Stage 3
>>>> - New design of back yard underpass area
>>>> - Added new building and route near the
>>>> underpass
>>>> - New geometry for Red battlements and
>>>> spawn exit by the first cap
>>>> - Added new exit from Red spawn leading
>>>> to the raised middle rock outcrop by the barn
>>>> - Reworked Red spawn exit by capture
>>>> point 2
>>>> - Removed rocks and added a new
>>>> structure by the final cart push
>>>> - Cart now takes longer to pass through
>>>> the building at the end of
>>>> - Adjusted spawn times
>>>> - Adjusted Health and ammo packs
>>>>
>>>> ___
>>>> 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

2014-08-21 Thread A Fearts
Why after all these years would you change the SteamID format? Why wouldn't
you at least give people a warning before you made such a drastic change?


On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
wrote:

> All 3 of my accounts/computers are all now launching in insecure mode
> after update. This has happened at least once a month for the past 3 or 4
> months. It requires me to reinstall Steam in every instance to fix it. Why
> does this happen?
>
>
> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2369699.
>>
>> -Eric
>>
>> -
>>
>> - Fixed rockets colliding with other projectiles and getting stuck in the
>> world
>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power
>> Up Canteen
>> - Fixed the Demoman not being able to equip The Grandmaster
>> - Fixed a bug where Professional Killstreak items were being displayed as
>> Specialized
>> - Market Listings for Specialized Killstreak kits for the following items
>> have been removed and will need to be relisted
>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner,
>> Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>> - Fixed character audio being cut short when characters clap during the
>> Conga taunt
>> - Unusual taunts that are tradable can now be listed on the Steam
>> Community Market
>> - The Classic can now accept Enemies Gibbed strange parts
>> - The Manmelter can now accept Allies Extinguished strange parts
>> - Added mp_spectators_restricted server convar
>> - Prevents players on Red/Blue from joining team
>> Spectator if it would exceed mp_teams_unbalance_limit
>> - Updated the HTML display in the MOTD to use shared Steam browser control
>> - Updated the materials for The Dalokohs Bar
>> - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The
>> Pencil Pusher, and Antlers
>> - Updated the localization files
>> - Updated pl_cactuscanyon
>> -Stage 1
>> - Reworked the geometry of the back
>> stairwell route leading to the final cap
>> -Stage 3
>> - New design of back yard underpass area
>> - Added new building and route near the
>> underpass
>> - New geometry for Red battlements and
>> spawn exit by the first cap
>> - Added new exit from Red spawn leading
>> to the raised middle rock outcrop by the barn
>> - Reworked Red spawn exit by capture
>> point 2
>> - Removed rocks and added a new structure
>> by the final cart push
>> - Cart now takes longer to pass through
>> the building at the end of
>> - Adjusted spawn times
>> - Adjusted Health and ammo packs
>>
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Re: [hlds] How often can we query uptodate check?

2014-07-13 Thread A Fearts
http://steamcommunity.com/dev/apiterms

"You are limited to one hundred thousand (100,000) calls to the Steam Web
API per day. Valve may approve higher daily call limits if you adhere to
these API Terms of Use."



On Sun, Jul 13, 2014 at 1:33 AM, Alexander Corn 
wrote:

> nemrun.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Jul 8, 2014 at 8:36 PM, Mohammed Khalik <
> mohammed_kha...@hotmail.com> wrote:
>
>> What plugin do you use to check?
>> Can you provide a link please?
>>
>> --
>> From: mc...@doctormckay.com
>> Date: Tue, 8 Jul 2014 19:33:11 -0400
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] How often can we query uptodate check?
>>
>>
>> I have two systems checking every 30 seconds.
>>
>>
>> Dr. McKay
>> www.doctormckay.com
>>
>>
>> On Tue, Jul 8, 2014 at 7:15 PM, big john  wrote:
>>
>> How often is it acceptable to query
>> http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001 without
>> getting firewalled off from steam servers? I have about 10 servers checking
>> every hour but I would like to check every 30 min.
>>
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>>
>>
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Re: [hlds] Mandatory TF2 update released

2014-06-23 Thread A Fearts
Did you happen to get a chance to fix the Conga taunt from buffer
overflowing the server if it's over used?


On Mon, Jun 23, 2014 at 8:55 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2294473.
>
> -Eric
>
> -
>
> - Reverted the recent stickybomb damage ramp up change. We will continue
> to evaluate the use of stickybomb air detonations and potential changes to
> that mechanic.
> - Fixed being able to taunt with enemies between spawn room doors
> - Fixed a problem with The Senguko Scorcher's materials
> - Updated the Towering Pillar of Summer Shades so they are marketable
> - Updated the attribute description for the Back Scatter to better explain
> what it does
> - Updated the localization files
>
>
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Re: [hlds] Mandatory TF2 update released

2014-06-12 Thread A Fearts
Would you mind please fixing:

m_flGravity sendprop
&
Hammer's trigger_gravity

It seems to have broken in the last update and it's has destroyed some of
the plugins and maps I use this on.


On Wed, Jun 11, 2014 at 9:14 PM, Eric Smith  wrote:

> We've released another mandatory update for TF2. The notes for the update
> are below. The new version number is 2276724.
>
> -Eric
>
> -
>
> - Fixed a client crash caused by failing to properly parse the item schema
> - Fixed not being able to equip The Director's Vision taunt in the Action
> slot
> - Fixed not being able to taunt with the Spy's disguise kit
> - Fixed the Engineer's build menu staying open after changing class
> - Fixed being charged the incorrect amount of metal for a Dispenser when
> The Gunslinger is equipped
> - Updated the description of The High Five! Taunt to better describe the
> new toggle behavior
> - Updated the materials for The Eureka Effect HUD to support mat_picmip
>
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Re: [hlds] Client updates released for TF2, CS:S, DoD:S, and HL2:DM

2014-04-25 Thread A Fearts
Thank you for fixing this so quickly.


On Fri, Apr 25, 2014 at 5:45 PM, Eric Smith  wrote:

> We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that should
> fix the decompression problems clients are having with large .bsp files
> being downloaded from servers.
>
> -Eric
>
>
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Re: [hlds] Mandatory TF2 update released

2014-03-05 Thread A Fearts
In the News area on Steam it says:

"An update to Team Fortress 2 has been released. The update will be applied
automatically when you restart Team Fortress 2. Game servers do not need to
apply the update. The major changes include:"

"Game servers do not need to apply the update."


Why does it say this when we obviously do need to update our servers for
people to connect.



On Wed, Mar 5, 2014 at 8:29 PM, Eric Smith  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2142131.
>
> -Eric
>
> --
>
> - Fixed an infinite healing exploit related to loadout presets
> - Fixed a bug where Medics would be unable to deploy their ÜberCharge
> - Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades
> for free
> - Fixed workshop contributors not being able to view all of their
> submitted items using the in-game menus
> - Fixed Strange versions of The Southern Hospitality not tracking sentry
> kills
> - Fixed The Fortified Compound not triggering the same taunts and voice
> lines as The Huntsman
> - Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The
> Infernal Orchestrina on Mann vs. Machine maps
> - Fixed Natascha using the wrong material for the viewmodel
> - Fixed Killstreak sheen effects for the Flying Guillotine (style), The
> Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin'
> Targe, and The Splendid Screen
> - Updated the equip_regions for The Sangu Sleeves, The Huntsman's
> Essentials, The Lucky Shot, and The Soldier's Stash
> - Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to
> use the same crosshair as The Huntsman
> - Updated cp_dustbowl
>  - Fixed Red team's stage 1 spawn door pushing players in the air
>  - Fixed collision on windows, props, and rooflines
>  - Fixed floating props
>  - Fixed players building inside the alternate exit from the Red spawn
> in stage 3
> - Updated cp_mountainlab
>  - Fixed exploit on rafters near control point 2
> - Updated ctf_2fort
>  - Fixed collision on train-wheels prop outside Blu base
>  - Fixed clipping on window ledges
>  - Fixed collision on pipes in flag rooms
>  - Fixed texture alignment on world map textures
>  - Fixed clipping issue in the middle where Blu could stand in the sky
> - Updated pl_goldrush
>  - Added nobuild area under the train tracks to prevent teleport trap
> near Blu spawn in stage 1
> - Community request:
>  - Added convar hud_combattext_batching_window to be used with
> hud_combattext_batching
>   - maximum delay between damage events in order to
> batch numbers
>   - min 0.1, max 2.0, default 0.2
>
>
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Re: [hlds] Mandatory TF2 update released

2014-02-11 Thread A Fearts
The servers are updating however I'm getting a few reports from people
(including myself) who aren't getting the client side update. Anyone else
having this issue?


On Tue, Feb 11, 2014 at 7:24 PM, Eric Smith  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2112877.
>
> -Eric
>
> --
>
> - Fixed an infinite ÜberCharge exploit related to loadout presets
> - Fixed a case where players that are the target of a vote kick would not
> be banned from the server
> - Fixed a Quickplay crash for Linux clients
> - Fixed Linux servers getting disconnected from Steam when multiple
> servers are run from the same IP
> - Fixed taunts not previewing in the character loadout screen after being
> equipped
> - Fixed the High-Five! taunt not hiding the Engineer's weapon
> - Fixed some missing knobs on the level 2 dispenser
> - Fixed being able to jarate invulnerable targets with the Sydney Sleeper
> - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
> - Updated several cosmetic items that were missing an item_type description
> - Updated several cosmetic items to count as assisters in Pyrovision
> - Updated the Medi-Mask to use equip_region beard instead of face
> - Quickplay: Added option to search for "nodmgspread" servers
> - Quickplay: Removed disabling of non-vanilla option radio buttons when
> official servers are selected
>
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread A Fearts
^This


On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair  wrote:

> Holy almost-name-resolution Batman!
>
> > Gameserver accounts are now a Steam feature.
> > The feature is currently in beta.
> >
> > Using a steam gameserver account provides one
> > important advantage right now: client favorite lists
> > are keyed by the Steam account if present.
> > This means that you can move your server to
> > another IP address, and clients who have your
> > server in their favorites or history will follow you
> > to your new location.
>
> Been waiting from something like this (for years).
> Thanks!
>
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Re: [hlds] Maps crashing clients (upward & watchtower)

2014-01-10 Thread A Fearts
This is happening on many more maps than just Watchtower and Upwards. These
maps are also effected:

vsh_snow_valley_v4
ph_mountain_a2
spooky_ravine_a1

Probably more maps also that I haven't tried. It's very annoying to have
your full server suddenly empty because of this. Please fix it quickly.


On Fri, Jan 10, 2014 at 7:18 AM, Helene S wrote:

> I have the same problem, Any solution so far?
>
> Regards,
>
>
> Helene Schweikert
>
> *Gamers United - KritzKast Team*
> *Administrator*
>
>
>
>
> This message and any attachments are confidential and are intended for the
> addressee only.
>
>
>
> On Fri, Jan 10, 2014 at 5:32 AM, ics  wrote:
>
>> I guess there was hidden changes to some effects in these maps use that
>> cause a crash now on the client since the servers can actually run the map
>> without a crash. But this problem happens on both windows & linux, vanilla
>> or modded.
>>
>> -ics
>>
>> Yun Huang Yong kirjoitti:
>>
>>  Same here. I was wondering why the servers emptied out on change to
>>> pl_upward.
>>>
>>> Linux, SM 1.5.1.
>>>
>>> On 10/01/2014 3:06 PM, Ryan Stecker wrote:
>>>
 Can confirm this myself and with multiple reports from others.


 On Thu, Jan 9, 2014 at 9:17 PM, Alex Kowald >>> > wrote:

 My server causes clients to crash on the map loading screen for the
 maps pl_upward and arena_watchtower after today's update. This is on
 stock servers with no mods. It seems to affect both windows and
 linux. Anybody else seeing this behavior with any maps?

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>>>
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>>>
>>
>>
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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread A Fearts
Same with 14 TF2 servers (24/32 slots). I get a ghost player from time to
time but never more than 1, maybe 2 at the most.


On Thu, Dec 26, 2013 at 8:47 PM, Doctor McKay  wrote:

> Just for the record, I have not noticed any player count discrepancies in
> my TF servers, nor have any players reported any discrepancies to me.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  I'd start my investigation by confirming that the raw ping from your
>> server is correct and what you want it to be (using hlsw or something
>> similar).
>>
>>
>>  Original message 
>> From: Kyle Sanderson
>> Date:2013/12/26 5:25 PM (GMT-08:00)
>> To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list
>> ,Half-Life dedicated Win32 server mailing list
>> Cc: Eric Smith
>> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
>> counts from Steam.
>>
>>  >and your server contains bots.
>> No bots (not even STV).
>>
>> > totally based on the visible max.
>> Ah, so I'm presuming that's the case too with the GMS (the actual
>> field is ignored)?
>>
>> I'll try gaming our queries to Steam and see if that declines in user
>> reports.
>>
>> Thanks,
>> Kyle.
>>
>>
>>
>> On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
>>  wrote:
>> > The server browser doesn't know anything about the actual max, it is
>> totally based on the visible max.
>> >
>> > -Original Message-
>> > From: Kyle Sanderson [mailto:kyle.l...@gmail.com ]
>> > Sent: Thursday, December 26, 2013 5:19 PM
>> > To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
>> Half-Life dedicated Win32 server mailing list
>> > Cc: Eric Smith
>> > Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate
>> player counts from Steam.
>> >
>> > Is that the visible max, or the actual max? We only recently removed
>> sv_visiblemaxplayers as a result from this about a week and a half ago; no
>> improvement.
>> >
>> > Kyle.
>> >
>> > On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>> >> "full" should mean that the player count in the ping >= the max player
>> count in the ping.
>> >>
>> >> -Original Message-
>> >> From: Kyle Sanderson [mailto:kyle.l...@gmail.com 
>> ]
>> >> Sent: Thursday, December 26, 2013 5:14 PM
>> >> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> >> Linux server mailing list; Fletcher Dunn
>> >> Cc: Eric Smith
>> >> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate
>> player counts from Steam.
>> >>
>> >> There may be logic missing from cstrike if being full is the case (or
>> missing from the GMS, if it's implemented there). My C++ classes,
>> CheckValve, and the collection of PHP querying classes from xPaw all show
>> the server as being full from the old masters.
>> >>
>> >> It may also not be staying full (just under, from our AFK Manager),
>> and players are thinking they shouldn't encounter it as the GMS is
>> returning 10+ free slots. The human element may be wrecking the full
>> implementation. Maybe we'd be better off faking being full if we've passed
>> a threshold? Client's that return true from IsClientFullyAuthenticated
>> should be part of the list; right?
>> >>
>> >> Kyle.
>> >>
>> >> On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>> >>> The server browser queries the server and then checks the numbers
>> >>> from the ping against authenticated player counts from Steam.  If
>> >>> there is a difference, then it performs a reconciliation according to
>> >>> some logic that is not totally brain-dead.  For example, one of the
>> >>> heuristics it uses is that if the server reports that it is full,
>> >>> then it will trust the server, no matter what Steam says.  (Because
>> >>> of the exact problem you describe.)
>> >>>
>> >>> So I'm not sure that the problem is that Steam service is
>> intermittent.  I think the problem is that the server is not reporting
>> itself as full?  When you use a tool such as HLSW, which doesn't talk to
>> Steam at all, does the data in the ping show the server as full?
>> >>>
>> >>> -Original Message-
>> >>> From: hlds_linux-boun...@list.valvesoftware.com
>> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com]
>> On Behalf Of Kyle
>> >>> Sanderson
>> >>> Sent: Thursday, December 26, 2013 3:33 PM
>> >>> To: Half-Life dedicated Linux server mailing list; Half-Life
>> >>> dedicated
>> >>> Win32 server mailing list
>> >>> Cc: Eric Smith
>> >>> Subject: [hlds_linux] [Regression] Horribly inaccurate player counts
>> from Steam.
>> >>>
>> >>> So a few weeks (probably months now, actually) ago all of the in-game
>> client tabs were moved to rely on data from Steam, instead of querying the
>> actual server. Which is fine, this most likely hurt fake players users
>> quite significantly.
>> >>>
>> >>> However, from what started off as a few players incorr

Re: [hlds] Family Sharing Ban Bypass.

2013-10-17 Thread A Fearts
Yes, please take this suggestion into consideration. It's a troubling issue.


On Wed, Oct 16, 2013 at 7:25 PM, Kyle Sanderson  wrote:

> Using Steam's new Family Sharing feature, Server Bans can be easily
> bypassed, along with other Steam based bans. This is due to the fact that
> the launched game doesn't use the owner's Account ID, rather the newly
> created account id. This impacts CS:GO's banning mechanisms (blocked
> friends, abandon match timeout), all Community Server based bans, and many
> other community based stat tracking functions. Bypassing bans has been a
> rampant problem in TF2 since the game went F2P, and hasn't been addressed
> since the change.
>
> Please add a Function to any public interface so server operators can get
> the primary holder AccountID, or glue the Primary User's accountid onto
> launched games. The former would be nice to preserve the idea of different
> accounts, but this is a pretty significant problem for everyone going
> forward...
>
> Kyle.
>
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Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-26 Thread A Fearts
http://forums.steampowered.com/forums/showthread.php?t=2756854


On Thu, Sep 26, 2013 at 5:41 PM, Jason Tango  wrote:

>
> I would definitely be curious to know how many server operators have
> decided against upgrading their hardware (which would be better for the
> overall game's userbase in the long run) for this very reason.
>
> Is it simply the difficulty of implementation? Or is Valve so close to
> releasing Source 2 (that may already have this implemented) that they think
> it's a waste of time?
>
> All I DO know is that I would have to recommend against changing IP's to
> anyone that doesn't absolutely have to. It's a disaster to your traffic.
>
>
> --
> Date: Thu, 26 Sep 2013 14:33:59 -0700
> From: thepauls...@gmail.com
> To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
> Subject: Re: [hlds] Problems caused by connecting server favorites to IP
> address
>
>
> I said this a month ago and I explained why it would be much easier and
> better for Valve to implement DNS instead of tying it to the server
> registration system.
>
> When people upgrade you usually change hosts because the old ones have
> gone bad so you cannot keep IPs. My experience with most hosts is that they
> may let you upgrade your server, but they will not fix their network
> providers, add ddos protection, or reduce your costs so you stop paying
> $200/month because that was the standard price 4 years ago.
>
> I think what we need to do in order to get this implemented is to
> understand why Valve has ignored this request for so long.
>
> This isn't rocket science or as difficult as implementing Source3, so the
> problem must be because Valve doesn't think this will improve anything.
>
>
> On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk wrote:
>
> The only way to truly "move" is keeping the old servers for a while, and
> point those to the new servers so they can connect and favorite them.
> having a turnover time without paralel, would give no incentive to the
> players to add those IP's.
>
> I do agree a solution would really be nice to keep your playerbase of a
> server. I even proposed various workings for that (via steam group
> memberships to have a specific tab / option to show them in favs). But its
> been on deaf ears for years now.
>
> Also, I never hear anybody about having a chat with the hoster /
> datacenter to move the IP's to the new machines.
>
>   --
>  *From:* Jason Tango 
> *To:* "hlds@list.valvesoftware.com" 
> *Sent:* Thursday, 26 September 2013, 22:11
> *Subject:* [hlds] Problems caused by connecting server favorites to IP
> address
>
> Hello,
>
> I know this has been brought up many, many timesbut it would seem that
> with the maturity of the server registration system that Valve is now in
> a perfect position to fix this issue which both negatively impacts
> long-established servers, AND prevents server operators from moving to
> better/improved hardware.
>
> I'm talking about the way server favorites work in the server browser.
> Specifically, the fact that if  - for any reason - a server operator needs
> to change their server's IP address, it disappears from all the users
> clients who have added it to their favorites over the years.
>
> That may not seem like a big deal, but it absolutely IS. It takes months
> and years to build up a strong base of server regulars, and that base is
> virtually destroyed if you change that server's IP address.
>
> For examplewe recently had the opportunity to acquire hardware at a
> significant discount at another server provider that was a significant upgrade
> from our current hardware (from a Q9400 to a E3-1270v3 with a samsung Pro
> SSD) for the same price we were currently paying per month. Wanting to
> give our players the best possible experience, so we decided to make the
> move.
>
> To prepare, we ran a message for 30 days on the current servers informing
> the players the servers were moving (and the new address). After that 30
> day period, we flipped the switch, and shutdown the old server, bringing
> the new ones online (the 1270v3 is ridiculously powerful, BTW).
>
> Now, these are servers which had previously stayed full for 18+ hours per
> day on a regular basis, with a 24-hour average population (according to 
> HlStats)
> of 21 players.
>
> After the first 30 days, the 24-hour average is now down to 6 players, and
> they only fill up roughly 4-6 hours per day.
>
> And therein lies the problem. We did (we believe) what was absolutely the
> right thing in that we chose to upgrade our hardware solely for the purpose
> of giving our players a better, smoother, more state of the art gaming
> experience. The server runs wonderfully (3 full servers uses less than 7%
> CPU!), and the players who ARE playing on them regularly comment on the
> improvement to frame rate, stability, and map load times.
>
> The only thing on our end that changed as far as server configuration was
> the IP - and i

Re: [hlds] New Steam Profile Suggestions/Fixes

2013-05-19 Thread A Fearts
Sorry.

Everyone please post your support here:

http://forums.steampowered.com/forums/showthread.php?p=34431078

Thanks.


On Sun, May 19, 2013 at 9:11 AM, Jeff Sugar  wrote:

> Regardless of what points I may agree with, this mailing list is for
> server discussion, not feature requests for the website. I'd recommend
> making a thread on SPUF instead.
>
> -Atreus
> On May 19, 2013 6:07 AM, "A Fearts"  wrote:
>
>> If you agree to any or all please reply so this will be seen and acted
>> upon.
>>
>>
>> 1. Please re-add Steam Ratings to the page.
>>
>> It was nice being able to see a compiled time played on Steam over the
>> past two weeks. I also used this feature to make sure the admins in my
>> community stayed active (I required them to keep a 10 Steam Rating).
>>
>>
>> 2. If you're going to sort the top 6 friends on a persons profile by
>> their profile level, could you please add a filter so offline people don't
>> get a spot.
>>
>> I used to use my friends profiles to find a game to go into. If they the
>> server they were in was full I would join one of their friends who was also
>> in-game. Now this is limited, as it will always show offline people on this
>> list as long as they have a high level.
>>
>>
>> 3. It would be nice if you either re-added the Online/Offline/In-Game
>> text a player profile or at least make the boarder around a persons profile
>> thicker.
>>
>> When I'm trading I look at many profiles quickly. With this new layout
>> it's harder to tell the status of a person at a quick glance.
>>
>>
>> 4. Show how long it has been since a player last logged onto Steam.
>>
>> This feature was handy and I would love to see it put back.
>>
>>
>> 5. Allow users to display their primary communities full page.
>>
>> As a community owner this is one of the most important things I could
>> request. Having your players help to advertise your community to their
>> friends, via their Steam profile page, plays a big part in getting new
>> people onto our servers. Please allow players the option of setting this
>> feature to their profiles.
>>
>> ___
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>> please visit:
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>>
>>
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[hlds] New Steam Profile Suggestions/Fixes

2013-05-19 Thread A Fearts
If you agree to any or all please reply so this will be seen and acted upon.


1. Please re-add Steam Ratings to the page.

It was nice being able to see a compiled time played on Steam over the past
two weeks. I also used this feature to make sure the admins in my community
stayed active (I required them to keep a 10 Steam Rating).


2. If you're going to sort the top 6 friends on a persons profile by their
profile level, could you please add a filter so offline people don't get a
spot.

I used to use my friends profiles to find a game to go into. If they the
server they were in was full I would join one of their friends who was also
in-game. Now this is limited, as it will always show offline people on this
list as long as they have a high level.


3. It would be nice if you either re-added the Online/Offline/In-Game text
a player profile or at least make the boarder around a persons profile
thicker.

When I'm trading I look at many profiles quickly. With this new layout it's
harder to tell the status of a person at a quick glance.


4. Show how long it has been since a player last logged onto Steam.

This feature was handy and I would love to see it put back.


5. Allow users to display their primary communities full page.

As a community owner this is one of the most important things I could
request. Having your players help to advertise your community to their
friends, via their Steam profile page, plays a big part in getting new
people onto our servers. Please allow players the option of setting this
feature to their profiles.
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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread A Fearts
I tried to send a trace twice both times the program froze and I guess it
never got sent.


On Mon, May 13, 2013 at 5:34 PM, Essay Tew Phaun  wrote:

> Wonderful... :/
>
>
> On Mon, May 13, 2013 at 5:32 PM, Kyle Sanderson wrote:
>
>> You need to watch your console for vprof messages flying by and capture
>> the text some how. I think I saw one once, scrolled up to copy it, and it
>> was gone in a flash. You can try using screen to log the message if you're
>> on *nix, otherwise you can try your hand at using con_logfile, but be
>> aware, it kills.
>>
>> Thanks,
>> Kyle.
>>
>>
>> On Mon, May 13, 2013 at 2:27 PM, Essay Tew Phaun wrote:
>>
>>> cheat protected -_-. I do know that the server dropped down into the red
>>> and nothing was generated. Are they stored in the vprof directory or within
>>> the root of the game installation?
>>>
>>>
>>> On Mon, May 13, 2013 at 5:19 PM, Fletcher Dunn <
>>> fletch...@valvesoftware.com> wrote:
>>>
  You should be able to enable it at any time.

 ** **

 You can test if it’s working by executing the “spike” command, which
 just forces the server frame rate to stall for a second or so.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun
 *Sent:* Monday, May 13, 2013 2:16 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

 ** **

 Can these both be enabled at any point during the server running or
 must they be specified at startup? I've enabled both and seen 2 servers
 already dip below and nothing has been generated.

 ** **

 On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn <
 fletch...@valvesoftware.com> wrote:

 That trace doesn’t appear to be produced as a result of
 vprof_dump_spikes.  That is a profile of average performance over about an
 hour’s worth of uptime.

  

 314391 frames sampled for 4718.71 seconds

 Average 66.63 fps, 15.01 ms per frame

 Peak 3131.67 ms frame

 99 pct of time accounted for

  

 When spike mode is active, it will clear the profile data each frame,
 and then dump it if the frame time exceeds some threshold.  (You actually
 specify the reciprocal of the threshold, in hz.)

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
 *Sent:* Monday, May 13, 2013 1:59 PM


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

 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes

  

 Did you update? for the past hour or so I've been getting complaints
 about spikes, I'm thinking it's something non-threaded using the Steam API.
 I noticed Avatars have been working since the change, but I'm just pulling
 at straws now. vprof hasn't rendered anything useful.

 Here's a vprof dump after a while (I wrote something to script most of
 the captures, my goodness vprof takes a long time to print).
 http://fpaste.org/11930/13684786/


 Thanks,
 Kyle.

  

 On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun 
 wrote:

 Oh my god Valve, the spikes are 10x worse now, what have you done lol.*
 ***

  

 On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens 
 wrote:

 I will attempt to get a few vprof dumps and post them here.

  
--

 *From:* Fletcher Dunn 
 *To:* "hlds_li...@list.valvesoftware.com" <
 hlds_li...@list.valvesoftware.com>; Half-Life dedicated Win32 server
 mailing list 
 *Sent:* Monday, May 13, 2013 2:09:14 PM


 *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes


 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20  // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike
 command line argument can also be used to dig deeper into exactly what
 entity data is being sent.

 If you have a report and you don't know how to interpret it, you can
 email it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valves

Re: [hlds] Steampipe Lag

2013-05-02 Thread A Fearts
Like to use your Trace tool if possible. Also have lag issues on CS:S with
Windows.

Thanks.
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Re: [hlds] Server 'jitter' / studder

2013-05-02 Thread A Fearts
I also notice this jittering on my CS:S servers. Both on my Dust2 and
Office server. This random jittering/lag killed my Office server and is
starting to destroy the population of my Dust2.

I run windows servers with SM and MM:S installed. I even tried removing the
addons folder altogether and I still saw issues a few minutes after a fresh
boot up.


On Fri, Apr 26, 2013 at 3:37 PM, Evourr  wrote:

> **
> That was what I said?
>
> - Original Message -
> *From:* Bruno Garcia 
> *To:* Half-Life dedicated Win32 server mailing 
> list
> *Sent:* Friday, April 26, 2013 2:12 PM
> *Subject:* Re: [hlds] Server 'jitter' / studder
>
>  I do not recommend ping/tickrate boosting.
> It's third party software and... the source dedicated server is meant to
> work at 66 FPS.
> I wouldn't count on modifying the tickrate being any reliable on the
> server. Like I said, it's not meant to be!
>
>
> On Fri, Apr 26, 2013 at 1:35 PM, Evourr  wrote:
>
>> Windows media player and srcdsfpsbooster do the same exact thing, and
>> since the fps is locked at the tickrate it won't make any difference, and
>> I'm not even aware of a pingbooster for css, pingboosting was available in
>> 1.6.
>>
>>
>> - Original Message - From: "Flickshot Tech" > >
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com>
>> Sent: Friday, April 26, 2013 2:05 AM
>> Subject: Re: [hlds] Server 'jitter' / studder
>>
>>
>>
>> Whoops forgot its everything haha.
>>>
>>> Game is CounterStrike Source.
>>> Been running the servers for well on 3 years now i think.
>>> I run a ping booster, srcdsfpsbooster and windows media player haha.
>>>
>>> Nothing has changed leading up to or after the Counterstrike Source
>>> steampipe update. So im at a loss as to what the problem is :/
>>>
>>> Thanks
>>>
>>> On 26/04/2013, at 5:05 PM, Fletcher Dunn wrote:
>>>
>>> You're gonna have to tell us which game you're talking about. :)

 Also, if you are running Windows, we have some good performance tools
 we can get you hooked up with that will help identify the causes of those
 issues.  If you are willing to install and run some software and perform a
 reasonably disciplined investigating of the problem, email me back directly
 and I can get you hooked up.

 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.com]
 On Behalf Of Flickshot Tech
 Sent: Thursday, April 25, 2013 9:50 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Server 'jitter' / studder

 Hi All.

 Sorry if this topic has been covered lately. Just rejoined this mailing
 list.

 Wondering if any others out there have had players complaining of
 'jitter' or studder ingame.
 It's becoming a huge problem and only kicked in after the steampipe
 update.
 Weirdly though, only some players have this problem and others do not.
 Often the players that have the problem, will not have issues on any other
 servers.

 Has anyone else had this problem? Is there a fix?

 Thanks heaps!

 4square
 www.flickshot.co.nz

 __**_
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 please visit:
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 __**_
 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
>>>
>>
>>
>> __**_
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>> please visit:
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>>
>
>  --
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread A Fearts
Nope


On Tue, Apr 23, 2013 at 6:20 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com> wrote:

> Did this update break Metamod for anyone else?
>
>
> On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik 
> wrote:
>
>> Aww. No ham.
>>
>> -Andrew
>>
>> On Apr 23, 2013, at 6:03 PM, "Eric Smith" 
>> wrote:
>>
>> > We've released a mandatory update for Team Fortress 2. The notes for
>> the update are below. The new version number for TF2 as of this release is
>> 1734532. This is a departure from our previous version system so it can be
>> consistent with what Fletcher is using for the SteamPipe releases.
>> >
>> > -Eric
>> >
>> > --
>> >
>> > Team Fortress 2
>> > - Added "Only allow map files" to the possible selections in the
>> download filter option for clients
>> > - Fixed a client crash related to the material system
>> > - Fixed Diamond/Carbonado Botkiller weapons using incorrect team
>> materials for the arms
>> > - Fixed a vphysics regression where some items would travel farther
>> than they should
>> > - Improved performance and stability for the Linux version
>> > - Removed range restrictions from viewmodel_fov_demo
>> > - Updated the Ap-Sap so it can be gift-wrapped and have custom
>> names/descriptions applied to it
>> >
>> > ___
>> > 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] CS:S Server Favorites Deleted

2013-04-19 Thread A Fearts
I posted a event on my groups and got some replies back. Looks like about 1
out of 10 people lost their favorites.

http://steamcommunity.com/groups/firefriendly#events/1568652965032880368

http://steamcommunity.com/groups/VigilanteCommunity#events/1802840145216817918

http://steamcommunity.com/groups/seriouspantsgaming#events/1605807661871652697


On Fri, Apr 19, 2013 at 3:45 PM, Ryan Stecker wrote:

> Hi Fletch,
>
> Aaron asked me to repost his reply here, since he had digests enabled and
> the reply would be better in the context of this thread.
>
> "I have little info as this did not happen to me personally. However, I
> have
> messaged a few of my server owner friends and some of my players. It seems
> like 3 out of 10 people are having this issue. Some even reporting that
> only a few servers were deleted and not all of them.
>
> Please don't derail this topic to DNS/ID support. This is very serious and
> we need to get info on why this is happening."
>
> To add in my $0.02: I've heard of this happening during steam client
> updates, and I've had it occur to me once in the past quite a while ago.
>
>
>
> On Fri, Apr 19, 2013 at 1:46 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  Favorites most definitely should not have been deleted.  If you have
>> any more info on exactly what happened, I’d be interested to know.
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Max Krivanek
>> *Sent:* Friday, April 19, 2013 11:45 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] CS:S Server Favorites Deleted
>>
>> ** **
>>
>> The problem is servers are transient in nature.  Server IDs would be hard
>> to implement.
>>
>> ** **
>>
>> The short term and easy solution is to allow DNS to be saved.  Like "
>> ccsdm.mycommunity.com:27015" instead of always saving it as an IP.
>>
>> ** **
>>
>> On Fri, Apr 19, 2013 at 1:40 PM, E. Olsen  wrote:**
>> **
>>
>> I had actually sent Valve a suggestions a couple of years ago that they
>> tie the server favorites to the server ID, as opposed to the server's IP
>> address, so as to allow server operators to upgrade/move their servers
>> without losing all the regulars we had worked so hard to build. At the
>> time, they had replied that it was a good idea and they would see about
>> adding that to the client/engine, but nothing ever came of it so I guess it
>> was dismissed as unimportant.
>>
>> ** **
>>
>> I agree that it absolutely sucks to have to start again from square one
>> every time we want to change a server's IP address and/or favorites get
>> deleted for some reason. I would love it if they would make our server more
>> "portable" and not tied to an IP address. There are a ton of great deals on
>> new (more powerful) servers popping up, but if your current host
>> isn't competitive, your forced to either stick with what you've got, or
>> move to a new host and start back at square one.
>>
>> ** **
>>
>> On Fri, Apr 19, 2013 at 2:23 PM, Aaron D  wrote:
>> 
>>
>>After this update I noticed that my servers have been dead of the
>> past few days. I was going crazy trying to figure out why when a few of my
>> members reported to me that their favorites list got deleted. 
>>
>> If this is true this is a freaking disaster and needs to be fixed right
>> away. This is worse than having to move your IP to a new location, because
>> at least then you could let people know a head of time what was going on.
>> 
>>
>> Please if anyone else is also having this problem make Valve aware so
>> something can be done, we don't want this also happening during the TF2
>> update.
>>
>> Thanks.
>>
>> ** **
>>
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>> please visit:
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>>
>>
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>>
>
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