Re: [hlds] unlocking the 24 player limit for TF2 (legitimately)

2007-10-26 Thread Bryan Beaudreault
I agree wholeheartedly with the above posters, and wish for this as well.

That said, I have seen atleast 2 other threads about this in the past
week or two...so don't expect anything from Valve.

Bryan

On 10/26/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Or another maybe temporary solution is for the block on servers over 24
> slots is set to look at sv_visiblemaxplayers rather than maxplayers.
>
> I tried on our server setting it to 26 slots and then sv_visiblemaxplayers
> 24 for the exact same reason (to keep reserve slots) but it wouldn't show up
> in server browser even though it only had 24 slots visible
>
>
> Col.
>
>
> On 10/26/07, Keith Simpson <[EMAIL PROTECTED]> wrote:
> >
> > I have a request to the powers that be at Valve concerning TF2:
> >
> > Please allow the player limit to be increased upwards of 24 players
> > without
> > having to resort to a hack of the engine.dll or using a third party
> > plugin.
> >
> > Reason: reserved slots - plain and simple. Fact of the matter is, the
> > general public wants to see and join a public server that can host a
> > *minimum* of 24 players. I'd like to be able to create a couple of hidden
> > reserved slots for my admins so that they can join a 'full' server without
> > kicking existing players, but to be able to do that currently, I would
> > have
> > to restrict public slots to less than 24, and subsequently would wind up
> > kicking a player or two to make room for those I'd like to be able to join
> > a
> > 'full' server. While some server admins have no qualms kicking a player to
> > make room for themselves or one of their staff, I don't see that as
> > acceptable, as do others.
> >
> > Ideally, I'd like to set in my command line, sv_maxplayers 26, set
> > sv_visiblemaxplayers to 24, and leave those last remaining two slots for
> > my
> > admins to join *without kicking anyone*, so they can jump in if need be to
> > handle troublesome players, etc. Right now as things stand, I'd have to
> > use
> > the workarounds that are floating around out there right now to do this,
> > and
> > to be honest, I'd rather not resort to doing that.
> >
> > During the beat stage, I can understand why you (Valve) would want to
> > restrict maxplayers to 24. But now that the game is gold, why continue
> > with
> > the restriction? Let server admins allow as many players as they see fit.
> > I
> > believe I've fielded a legitimate reason to do so.
> >
> > Please give this request a serious review.
> >
> > - Keith Simpson
> > - http://www.hardfought.org
> >
> >
> >
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> >
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>
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Re: [hlds] RE: [hlds_linux] TF2 Update

2007-10-08 Thread Bryan Beaudreault
I have just had to ban 2 players from my TF2 server who were witnessed
by multiple people "running full speed while shooting as a Heavy".

One of my regulars saw someone trying to do it.

He said that what they are doing is this:

1.  Run out of ammo
2. Stop Firing and Start firing over and over at the same time as resupplying...

it takes a few tries but eventually it lets them run at full speed
while shooting.

Anyone else witnessing this or able to reproduce it?  I wasn't in the
server at the time, so I can't verify the exact sequence necesary, but
I am sure the more details we can give the easier it will be to fix
this exploit.

Thanks,

Bryan

On 10/8/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> I knew I forgot something :)  This isn't a required update, but as usual
> please run hldsupdatetool to update your servers.
>
> Thanks,
> Jason
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Monday, October 08, 2007 6:39 PM
> To: HLDS; [EMAIL PROTECTED]
> Subject: [hlds_linux] TF2 Update
>
> --
> [ Picked text/plain from multipart/alternative ] Team Fortress 2 Update
> Released >
> October
> 8, 2007, 5:16 pm - Jason Ruymen
> --
>
> Updates to Team Fortress 2 have been released. The updates will be
> applied automatically when your Steam client is restarted. The specific
> changes
> include:
>
> *Team Fortress 2*
>
>- Fixed Heavy minigun exploit
>- Team Goals panels stop appearing after you've played a map several
>times
>- At map time limit, Sudden Death now only kicks in if teams are
> drawn
>- Sudden Death only starts in CTF mode if both flags are at home
>- Team Fortress 2 stats are only gathered when playing a real game
>- Added the player class counts in the class selection dialog
>- Various fixes to localized text
>
>
> I didn't get the memo, maybe the mailing list is broken, who knows.
>
> I would assume there has to be a server component to all of these
> updates?
> --
>
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