Re: [hlds] [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Devin O'Malley
Will you have to read them differently, then? Like on command like will
they require a path or will it auto search?


On Tue, Apr 30, 2013 at 4:37 PM, 1nsane 1nsane...@gmail.com wrote:

 You can always copy your configs to the /custom/ folder. That will prevent
 the updates from overwriting them. Just move anything you edit there.


 On Tue, Apr 30, 2013 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Make sure to include config_arena.cfg in that list.

 For that matter, it'd be nice if we got separate config files for other
 game modes as well like CS:GO has...


 On Tue, Apr 30, 2013 at 3:25 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Yes, it's possible.  We're going through and getting rid of any places
 where we expect users to edit a shipping file.  I'll add the replay config
 files to the list of files to fix.

 In the meantime, you *should* be able to put your custom//cfg
 folder, which avoids the problem.  (I have not personally tested this.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Tuesday, April 30, 2013 12:22 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing
 all clients to convert soon.

 I just found out the hard way that validating TF2's files causes the
 steamcmd to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg

 Or at least I hope it's because I validated, because just updating
 shouldn't be messing with those files.

 Is this intended?

 On Tue, Apr 30, 2013 at 3:16 PM, Saint K. sai...@specialattack.net
 wrote:

  I have kind off missed the entire discussion on SteamPipe.
 
  Will instructions etc. be posted along with the coming update/switch?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
  [ fletch...@valvesoftware.com]
  Sent: 30 April 2013 21:07
  To: Half-Life dedicated Win32 server mailing list (
  hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
  list (hlds_li...@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
  clients to convert soon.
 
  We've released an optional update to the TF2 SteamPipe beta.  Here are
  the change notes (since the last SteamPipe beta):
 
  Team Fortress 2:
  * Fixed network incompatibility causing custom names and descriptions
  to not display on client
 
  Source engine:
  * Fix sprays trying to load from the wrong directory
  * Restored VPK file cache, with tuned size to reduce memory usage and
  improve client boot and map load times
 
  This server is compatible with all currently running clients.
  (SteamPipe and non-SteamPipe.)
 
  We expect to flip the switch to force all clients to convert to
  SteamPipe in a few hours.  (Approx 2:00 PM Seattle time.)  At this
  time, the Steampipe beta server which has just been released will
  become the official server.  There will not be another update.
 
  If you were waiting for the right time to start flipping your servers
  to SteamPipe, now is it.
 
  Thanks,
  Fletch
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Re: [hlds] Quickplay settings for TF2 Halloween

2012-10-26 Thread Devin O'Malley
Also, when is this update supposed to be released?

On Fri, Oct 26, 2012 at 4:55 PM, Game-Over gameover.serv...@gmail.comwrote:


 I'm pretty certain either one works, but I always use  for ease of
 spotting the variables when adjusting settings on multiple servers.


 On 26/10/2012 20:47, E. Olsen wrote:

 Just to be clear (it's been long time since I used custom sv_tags) is the
 command:

  sv_tags event247

  or

  sv_tags event247



 On Fri, Oct 26, 2012 at 3:44 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 If your server doesn't have the tags, it won't get quickplay traffic.
  This applies for the server-browser-based quickplay, as well as the new
 lobby-based matchmaking.  (Quickplay beta)

 You should set tf_mm_servermode 1 if you want to receive traffic from the
 beta quickplay.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
 Sent: Friday, October 26, 2012 12:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Quickplay settings for TF2 Halloween

 Can we use either tf_mm_servermode 0 or tf_mm_servermode 1 ???

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com,
 Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, October 26, 2012 1:40:50 PM
 Subject: [hlds] Quickplay settings for TF2 Halloween

 Hello!

 Here are some details for how to configure your server to receive
 quickplay traffic.

 First, the general requirements and scoring systems have not changed.
  (Your server must have an account and advertise the _registered tag, will
 be penalized or excluded for certain rule changes, etc).  Details are here:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 This year the quickplay UI will offer players two choices for Halloween:

 1.) Halloween 2012.  Servers exclusively running the new map 24/7.
 2.) Halloween mix.  Servers running a mix of all the Halloween maps.

 At any given time, your server can only be in one pool or the other.
  Valve will be running servers in both pools.

 Your server will be placed in pool #1 if:
 * You advertise the tag event247; and
 * You are running the new map koth_lakeside_event.

 Your server will be placed in pool #2 if:
 * You advertise the tag eventmix; and
 * You are running one of the four Halloween maps.

 The eligible Halloween maps are:
 koth_harvest_event
 cp_manor_event
 koth_viaduct_event
 koth_lakeside_event

 If you don't set one of the two tags, you won't get any quickplay traffic!

 Also, I'd like to mention a new convar that has been added,
 mp_mapcycle_empty_timeout_seconds, which will cause your server to cycle
 the map if it has been empty for a certain period of time.

 - Fletch


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[hlds] TF2 servers laggy

2012-08-31 Thread Devin O'Malley
Hey all,

Has anyone else's TF2 servers been laggier than usual lately, with spiking
bursts of lag that sort of stop motion briefly? I am just trying to see if
it is due to recent updates, because I have been watching the server box
and it isn't showing as out of Memory nor has its CPU reached close to max.


Regards,
Devin O'Malley
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Re: [hlds] Mandatory TF2 update coming later today

2012-08-20 Thread Devin O'Malley
Any ETA on it?

On Mon, Aug 20, 2012 at 9:18 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 THANK YOU

 On Mon, Aug 20, 2012 at 8:18 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  We’re preparing an update that addresses the most important problems
 people are experiencing:

 ** **

 **· **String table overflow

 **· **Player counts in the server browser useless / meaningless
 in MvM

 **· **Server and client crash on map change when player was
 being healed by dispenser

 **· **Matchmaking connecting players to out-of-date servers

 **· **General improvements to matchmaking throughput and match
 quality.

 ** **

 This will be a mandatory update.

 ** **

 Apologies for the late release.

 ** **

 - Fletch

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[hlds] Yeah, I'm getting an odd error too

2012-08-17 Thread Devin O'Malley
Hey,

I'm getting errors like other people. My servers are all full, but the
clients connected have no steam IDs. Attempts to manually join are met with
Steam Validation Rejected and This server only accepts connections
through matchmaking. Ad-hoc connections are not allowed. This did not
happen prior to the update.

Regards,
Devin O'Malley
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[hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Hey again,

I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
just means that probably the beta quickplay system is broken at the moment.
What is tf_mm_strict, by the way? From what I read it is the same command.


Regards,
Devin O'Malley
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Here is my assessment:

The real heart of the issue is tf_mm_strict is fucked up. The values of 0
and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
hidden, but makes ad-hoc connections not possible (IE, from the server
browser). It also has a chance to make bots move into the server. Setting
this to 1 puts on the hidden tags, but makes it possible to connect
normally (Which is what setting it to 0 should do). The reason that setting
tf_mm_servermode to 0 works is because it cuts out the beta system, which
is the only system using the tf_mm_strict. This lets you rely on the old
system.

Therefore, Valve needs to fix their shiz.


On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit pettit.t...@gmail.com wrote:

 Good call going to do the same.

 - Original Message -
 From: Devin O'Malley omalley@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 7:55:36 PM
 Subject: [hlds] tf_mm_servermode


 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
Just keep in mind that this opts out of the beta quickplay. You can still
use the beta quickplay if you set tf_mm_servermode back to 1, and set
tf_mm_strict to 1. However, your server gets the hidden tags. For now, I
just said whatever, and set tf_mm_servermode to 0 for the time being.

On Fri, Aug 17, 2012 at 9:07 PM, Shizzle Nizzle infl...@gmail.com wrote:

 Setting it to tf_mm_servermode 0 worked for me too. Able to connect
 from browser again. Thanks

 On Fri, Aug 17, 2012 at 6:58 PM, wickedplayer494 .
 wickedplayer...@gmail.com wrote:
  I'm seeing some conflicting reports on this. Hopefully that one person
 that
  said it didn't work is just only him/her. Would be really nice to get
 some
  more reports from other ops to see what side is in the majority.
 
  On Fri, Aug 17, 2012 at 6:55 PM, Devin O'Malley omalley@gmail.com
  wrote:
 
  Hey again,
 
  I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
  just means that probably the beta quickplay system is broken at the
 moment.
  What is tf_mm_strict, by the way? From what I read it is the same
 command.
 
 
  Regards,
  Devin O'Malley
 
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Re: [hlds] tf_mm_servermode

2012-08-17 Thread Devin O'Malley
tf_mm_servermode can be set to 0, 1 or 2. At setting 0, it uses just the
old quickplay system (the original). At setting 1, it opts into the beta
system at the same time as the old one. At setting 2 it sets it to MvM mode.

tf_mm_strict can also be set to 0, 1 or 2. It influences how the beta
system interacts with servers. At setting 0, it allows people to join off
of the server browser, through quickplay or what have you. At setting 1, it
hides the server on the browser, and only accepts matchmaking. At setting
2, it hides the server on the browser but allows ad-hoc joining methods
(like off of a friend, console, etc.)

On Fri, Aug 17, 2012 at 10:59 PM, Jimmy Rustler enjoi4...@hotmail.comwrote:

  So can I get a breakdown of tf_mm_servermode and tf_mm_strict and what
 their specific commands do? I'm so lost with all this.

 Thanks.

 --
 Date: Fri, 17 Aug 2012 21:07:03 -0300
 From: omalley@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] tf_mm_servermode


 Here is my assessment:

 The real heart of the issue is tf_mm_strict is fucked up. The values of 0
 and 1 are reversed, but not for the tags. Setting it to 0 clears the tag
 hidden, but makes ad-hoc connections not possible (IE, from the server
 browser). It also has a chance to make bots move into the server. Setting
 this to 1 puts on the hidden tags, but makes it possible to connect
 normally (Which is what setting it to 0 should do). The reason that setting
 tf_mm_servermode to 0 works is because it cuts out the beta system, which
 is the only system using the tf_mm_strict. This lets you rely on the old
 system.

 Therefore, Valve needs to fix their shiz.


 On Fri, Aug 17, 2012 at 8:56 PM, Todd Pettit pettit.t...@gmail.comwrote:

 Good call going to do the same.

 - Original Message -
 From: Devin O'Malley omalley@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 7:55:36 PM
 Subject: [hlds] tf_mm_servermode


 Hey again,

 I fixed my issues by setting tf_mm_servermode to 0 from 1. However, this
 just means that probably the beta quickplay system is broken at the moment.
 What is tf_mm_strict, by the way? From what I read it is the same command.


 Regards,
 Devin O'Malley

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[hlds] Update?

2012-08-03 Thread Devin O'Malley
Hey all,

I just updated my TF2 servers to 1.2.2.2 from 1.2.2.1, did anyone else just
get an update?


Regards,
Devin
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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Devin O'Malley
That is the difference between that one and tf_mm_servermode?

On Mon, Jul 23, 2012 at 3:12 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Since the weekend went without any significant problems, we're going to
 increase the percentage of people who are asked if they want to participate
 to 100 soon.  Also, we'll increase the number of players needed to seed a
 server, since the player pool will be a bit bigger.  (It's really low right
 now.)

 In the meantime, you can set the client convar

 tf_quickplay_beta_preference = 1

 to force into the beta.

 -Original Message-
 From: Michael Tharp [mailto:g...@partiallystapled.com]
 Sent: Monday, July 23, 2012 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Fletcher Dunn
 Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

 On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
  Correct.  Shipping this particular feature to beta would not get us
  the type of testing we need.  So we ship it as a beta feature.  If
  it's broken, server operators and users can opt out, and we can
  quickly turn down the percentage of people who get prompted do you
  want to participate to zero.

 Hey Fletch,

 Is there a way to opt in to the client side of this feature? It sounds
 very interesting and solves the #1 problem I had with quickplay, which is
 that it punishes servers that are already empty except when there's a
 supply shortage (e.g. immediately after an update). I'd like to play with
 it, but it seems like right now only a few randomly-chosen players get the
 golden ticket. My #2 issue is that there's no love for nocrits, but
 hopefully a lobby system will pave the way to having more knobs for players
 to tweak.

 Sorry if this was already answered elsewhere, I'm discarding mail not from
 Valve employees because the signal-to-noise ratio is regrettably low.

 -- m. tharp

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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Devin O'Malley
What is the difference, rather.

On Mon, Jul 23, 2012 at 3:15 PM, Devin O'Malley omalley@gmail.comwrote:

 That is the difference between that one and tf_mm_servermode?


 On Mon, Jul 23, 2012 at 3:12 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Since the weekend went without any significant problems, we're going to
 increase the percentage of people who are asked if they want to participate
 to 100 soon.  Also, we'll increase the number of players needed to seed a
 server, since the player pool will be a bit bigger.  (It's really low right
 now.)

 In the meantime, you can set the client convar

 tf_quickplay_beta_preference = 1

 to force into the beta.

 -Original Message-
 From: Michael Tharp [mailto:g...@partiallystapled.com]
 Sent: Monday, July 23, 2012 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Fletcher Dunn
 Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF
 beta

 On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
  Correct.  Shipping this particular feature to beta would not get us
  the type of testing we need.  So we ship it as a beta feature.  If
  it's broken, server operators and users can opt out, and we can
  quickly turn down the percentage of people who get prompted do you
  want to participate to zero.

 Hey Fletch,

 Is there a way to opt in to the client side of this feature? It sounds
 very interesting and solves the #1 problem I had with quickplay, which is
 that it punishes servers that are already empty except when there's a
 supply shortage (e.g. immediately after an update). I'd like to play with
 it, but it seems like right now only a few randomly-chosen players get the
 golden ticket. My #2 issue is that there's no love for nocrits, but
 hopefully a lobby system will pave the way to having more knobs for players
 to tweak.

 Sorry if this was already answered elsewhere, I'm discarding mail not
 from Valve employees because the signal-to-noise ratio is regrettably low.

 -- m. tharp

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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Devin O'Malley
Thank you, I had a moment of stupidity. Sorry about that.

On Mon, Jul 23, 2012 at 3:16 PM, Ross Bemrose rbemr...@gmail.com wrote:

  One is a server cvar and the other is a client cvar...


 On 7/23/2012 2:15 PM, Devin O'Malley wrote:

 What is the difference, rather.

 On Mon, Jul 23, 2012 at 3:15 PM, Devin O'Malley omalley@gmail.comwrote:

 That is the difference between that one and tf_mm_servermode?


  On Mon, Jul 23, 2012 at 3:12 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Since the weekend went without any significant problems, we're going to
 increase the percentage of people who are asked if they want to participate
 to 100 soon.  Also, we'll increase the number of players needed to seed a
 server, since the player pool will be a bit bigger.  (It's really low right
 now.)

 In the meantime, you can set the client convar

 tf_quickplay_beta_preference = 1

 to force into the beta.

 -Original Message-
 From: Michael Tharp [mailto:g...@partiallystapled.com]
 Sent: Monday, July 23, 2012 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Fletcher Dunn
 Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF
 beta

 On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
  Correct.  Shipping this particular feature to beta would not get us
  the type of testing we need.  So we ship it as a beta feature.  If
  it's broken, server operators and users can opt out, and we can
  quickly turn down the percentage of people who get prompted do you
  want to participate to zero.

 Hey Fletch,

 Is there a way to opt in to the client side of this feature? It sounds
 very interesting and solves the #1 problem I had with quickplay, which is
 that it punishes servers that are already empty except when there's a
 supply shortage (e.g. immediately after an update). I'd like to play with
 it, but it seems like right now only a few randomly-chosen players get the
 golden ticket. My #2 issue is that there's no love for nocrits, but
 hopefully a lobby system will pave the way to having more knobs for players
 to tweak.

 Sorry if this was already answered elsewhere, I'm discarding mail not
 from Valve employees because the signal-to-noise ratio is regrettably low.

 -- m. tharp

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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-20 Thread Devin O'Malley
Just for reference, is this separate from the update Eric announced, or
were they shipped at the same time?

On Fri, Jul 20, 2012 at 10:46 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 Just to be clear, the this new feature is in beta status, but it has
 shipped in the regular game.

 It is not in the TF beta.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Friday, July 20, 2012 6:35 PM
 To: Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (hlds@list.valvesoftware.com)
 Subject: [hlds_linux] New TF quickplay in beta

 Today's update introduced a new version of quickplay.  It is currently in
 beta.  A small percentage of players will be asked if they want to try out
 the beta, when they press the Start playing button.

 Here's what you need to know as a server operator:

 * Eligibility rules, maps, etc. have not changed

 * The new system does not utilize the server browser.

 * You might see some extra console spam.

 * Your server must opt into this potential stream of traffic by
 setting tf_mm_servermode 1

 * Regular joins through through other means can coexist with joins
 through quickplay beta, with one significant shortcoming:  If the first
 person to join your server joins outside of the new matchmaking system, the
 system will treat your server is full.  If the first person to join your
 server comes in through the matchmaking system, your server will accept
 players from either source.  This shortcoming will be addressed soon.

 So, basically:

 * Set tf_mm_servermode 1 to avoid missing out on any traffic
 from the beta matchmaking system.

 * If it causes any problems, then opt out!  That's why it's called
 beta!

 From a player perspective, the new system offers two main features:

 * Form a search party with friends and find a server together.

 * Never get matched into an empty server by yourself.  A server
 will always be seeded with at least N players.  (Currently N = 2 since
 there will not be many players using the system, but we will increase that
 over time.)

 Thank you!

 Your humble servant,
 Fletch
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[hlds] TF2 Quickplay Issue

2012-07-14 Thread Devin O'Malley
Hey all,

I don't often post here, but this time I felt it was important. I help
managed some TF2 servers, but I notice that as of late Quickplay has become
less reliable. It disconnects more often, and sometimes even requires a
server reboot to fix. More importantly, since the most recent updates on
the 11th and 13th of July, Quickplay no longer fills the server. It works
up until around 16-19 players, and then it dies out without helping the
server reach 21-24 (the server maximums). Has anyone else noticed this?

Is there any way to check if it is actually working?


Thank you for your time,
Devin O'Malley
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