Re: [hlds] Clients getting Netchannel: failed reading message net_SetConVar from

2012-08-17 Thread Leon Hunter
I also had a complaint about this earlier today.

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sampson Rogers
Sent: Friday, 17 August 2012 3:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Clients getting Netchannel: failed reading message
net_SetConVar from 

 

I've got several players reporting they get stuck at "Retrieving Server
Info..." and they cannot connect no matter how long they wait. They receive
the error:

 

Netchannel: failed reading message net_SetConVar from 

 

Sorry if I missed this already, but didn't see it posted yet.

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Re: [hlds] Mvm Bug

2012-08-16 Thread Leon Hunter
It's not a bug, it's an undocumented feature. Here in after known as
"Everyone's a Winner!"  

 

It doesn't matter what wave you're on, rounds continue when you lose (at
least) periodically.

 

Furthermore when it restores to checkpoint, more often than not the map bomb
pit doesn't restore at all, so bots carry the bomb to the put to get killed
via trigger hurt cause they walked into the exploded pit.

 

Dumb bugs are dumb and show a lack of play testing.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Thursday, 16 August 2012 3:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mvm Bug

 

Bugs I've found (on a private server):

 

- Rounds continued after we lost (the bomb was delivered) on the first wave

 

- At the start of each round (after losing on the first wave), it let us
know we "failed", but the wave continued anyway

 

 

On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro
 wrote:

Scratch that.  The bug resolved itself.  It kicked the players when
the round started.


On Wed, Aug 15, 2012 at 11:05 PM, Daniel Barreiro
 wrote:
> Whoops. There were 4 players and when I unlocked it 28 joined within 5
> seconds
>
>
> On Wednesday, August 15, 2012, Daniel Barreiro
>  wrote:
>> I just unlocked my server and it suddenly got 32 real clients all player
>>

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Re: [hlds] Clients Crashing On Map Change

2012-08-13 Thread Leon Hunter
Yeah. That's an ages old bug where the whitelist of the previous server
carries over to the new one (its either that or the pure setting).

Clients complain about it all the time with VSH

-Leon


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Monday, 13 August 2012 11:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients Crashing On Map Change

Well that is funny. I had some issues with Saxton Hale and CTF while
serverhopping so I changed that to help make it so players could easily
transition. =|


On 8/13/2012 1:17 AM, Leon Hunter wrote:
> After fiddling around with TF2 Settings for some time, I can announce 
> with near certainty that the cause of the mass client crash-out during 
> map changes is the result of issues with sv_pure 1.
>
> I have tested sv_pure 0 for the last 12 hours and the mass client 
> crash-outs are no longer occurring for us.
>
> -Leon
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron 
> Munroe
> Sent: Monday, 13 August 2012 6:03 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Clients Crashing On Map Change
>
> Sadly I think we are talking about the same issue, it just has gotten 
> much much bigger after the update.
>
>
> On 8/12/2012 1:04 PM, Leon Hunter wrote:
>> Cameron, you're sadly mistaken. Whilst I understand and know of the 
>> common problem that you're describing, Violent and I are describing a 
>> completely different and more severe issue.
>>
>> Most recently we have had cases on a very reguler basis where over a 
>> third of the clients on a server will crashout (to desktop) on a map
change.
> This
>> only started happening after Valve's recent updates to TF2 and thanks 
>> to Violent I now know it is not an isolated issue.
>>
>> This is not a trivial matter of players quitting and then crashing or 
>> loosing connectivity during map change, so please do not misrepresent 
>> it
> as
>> one.
>>
>> -Leon
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron 
>> Munroe
>> Sent: Monday, 13 August 2012 4:42 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Servers Crashing On Map Change
>>
>> Its called tf2 itself. All servers have this issue to varying degrees.
>> It seems that on map change clients either quit out, or they lost 
>> connectivity with the servers in time. Nothing has been found on how 
>> to resolve the issue.
>>
>>
>> On 8/12/2012 10:43 AM, Violent Crimes wrote:
>>> I have 15 servers for tf2 and they all seem to crash clients out on 
>>> map change. I have removed sourcemod and metamod and they still crash.
>>> Is anyone else having this issue?
>>>
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Re: [hlds] Clients Crashing On Map Change

2012-08-13 Thread Leon Hunter
After fiddling around with TF2 Settings for some time, I can announce with
near certainty that the cause of the mass client crash-out during map
changes is the result of issues with sv_pure 1.

I have tested sv_pure 0 for the last 12 hours and the mass client crash-outs
are no longer occurring for us. 

-Leon

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Monday, 13 August 2012 6:03 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients Crashing On Map Change

Sadly I think we are talking about the same issue, it just has gotten much
much bigger after the update.


On 8/12/2012 1:04 PM, Leon Hunter wrote:
> Cameron, you're sadly mistaken. Whilst I understand and know of the common
> problem that you're describing, Violent and I are describing a completely
> different and more severe issue.
>
> Most recently we have had cases on a very reguler basis where over a third
> of the clients on a server will crashout (to desktop) on a map change.
This
> only started happening after Valve's recent updates to TF2 and thanks to
> Violent I now know it is not an isolated issue.
>
> This is not a trivial matter of players quitting and then crashing or
> loosing connectivity during map change, so please do not misrepresent it
as
> one.
>
> -Leon
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
> Sent: Monday, 13 August 2012 4:42 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Servers Crashing On Map Change
>
> Its called tf2 itself. All servers have this issue to varying degrees.
> It seems that on map change clients either quit out, or they lost
> connectivity with the servers in time. Nothing has been found on how to
> resolve the issue.
>
>
> On 8/12/2012 10:43 AM, Violent Crimes wrote:
>> I have 15 servers for tf2 and they all seem to crash clients out on
>> map change. I have removed sourcemod and metamod and they still crash.
>> Is anyone else having this issue?
>>
>> ___
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>
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Re: [hlds] Clients Crashing On Map Change

2012-08-12 Thread Leon Hunter
Cameron, you're sadly mistaken. Whilst I understand and know of the common
problem that you're describing, Violent and I are describing a completely
different and more severe issue.

Most recently we have had cases on a very reguler basis where over a third
of the clients on a server will crashout (to desktop) on a map change. This
only started happening after Valve's recent updates to TF2 and thanks to
Violent I now know it is not an isolated issue.

This is not a trivial matter of players quitting and then crashing or
loosing connectivity during map change, so please do not misrepresent it as
one.

-Leon

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Monday, 13 August 2012 4:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Servers Crashing On Map Change

Its called tf2 itself. All servers have this issue to varying degrees. 
It seems that on map change clients either quit out, or they lost
connectivity with the servers in time. Nothing has been found on how to
resolve the issue.


On 8/12/2012 10:43 AM, Violent Crimes wrote:
> I have 15 servers for tf2 and they all seem to crash clients out on 
> map change. I have removed sourcemod and metamod and they still crash.
> Is anyone else having this issue?
>
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Re: [hlds] Clients Crashing On Map Change

2012-08-12 Thread Leon Hunter
Nice to see we're not the only ones having this issue.

Since around the time of the Pyro update we have experianced a significant
problem with clients crashing out on map change (hl2.exe, you know the one)
for reasons unknown. Our attempts to isolate a cause have failed but it
seems to occur irrespective of modifications or wether the maps are custom
or stock.

PS: Updated the subject to actually reflect the problem

-Leon

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Monday, 13 August 2012 3:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Servers Crashing On Map Change

I have 15 servers for tf2 and they all seem to crash clients out on map
change. I have removed sourcemod and metamod and they still crash. Is anyone
else having this issue?

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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-08-09 Thread Leon Hunter
AnAkIn,

 

When posting change logs for 'fix' modifications, its always best to include
a download link so new users on the mailing list can download it.

 

(And in this case, I have the old link but you have indicated it was
renamed, so I don't know if it's the old version or not)

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, 10 August 2012 7:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
detection plugin

 

Update v1.8:
- The plugin has been renamed to AnAkIn's Anti-Cheat as it got more than the
triggerbot detection
- The detections were not working for some servers running Sourcemod, this
has now been fixed
- New detection, name hacks, it detects if someone is using a different name
in game than on Steam. This detection requires the server to be connected to
a Steam account, otherwise it isn't able to query the player name.
You can create an empty Steam account and set the aac_accountname and
aac_password cvars to the account information.
You can check if the account has correctly connected to Steam with the
aac_accountstatus command.
DO NOT use the same account for more than one server. You can't connect in a
Steam account from more than one place!

Note: the name hack detection SHOULD work without any issues, it has been
tested on some servers and I think I fixed any issues it might have so far.
I can't say there won't be any bug with it for now, as I've had some
problems with the way Steam sends the name for some people and had to make a
workaround, which is not perfect, but it can work. If it turns out to not be
working, I will find a different solution.

 

2012/7/21 AnAkIn 

No, they told me back in April that they had a fix, but they never released
it.

2012/7/21 Essay Tew Phaun 

Has Valve fixed the crit exploit yet?



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-- 
Best regards,
AnAkIn




-- 
Best regards,
AnAkIn

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Re: [hlds] Incompatibility SRCDS with Windows Server 2008 and above.

2012-08-07 Thread Leon Hunter
Short answer: No.

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jiffs Maverick
Sent: Tuesday, 7 August 2012 7:03 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Incompatibility SRCDS with Windows Server 2008 and above.

 

Hello!

I work with servers via "Remote Desktop" and run them with "FireDaemon
 " as "services" by "System User",
to save resources. All was well until I worked under the "Windows Server
2003 R2 SP2 x64". But, recently, the company where I work for has decided to
move all servers in the "Windows Server 2008 R2 SP1". After that I ran into
a problem: "SRDCDS" incompatible with the "Session 0 Isolation". Console
server is displayed in the desktop "Session 0", but should, in "Session 1".
Because of this incompatibility is constantly turned "Interactive Services
Dialog Detection" which is very inconvenient to work with. This problem
occurs on: "Vista", "Server 2008", "Seven", "Server 2008 R2", wherever there
is a "Session 0 Isolation". Learn more about "Session 0 Isolation":

 

http://msdn.microsoft.com/en-us/library/windows/hardware/gg463353.aspx

http://windowsteamblog.com/windows/b/developers/archive/2009/10/01/session-0
-isolation.aspx

 

It is possible to update the "SRDCDS" that it worked correctly as a
"service" with the "Session 0 Isolation"?

 

P.S.: I have done tests on the Left 4 Dead 2.

P.P.S.: Sorry for my bad english language.

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

2012-07-23 Thread Leon Hunter
I think there is a distinct lack of common sense floating around at the
moment, as for I'm pretty sure faking player counts in a way that makes
people join (effectively) empty servers on the assumption they are populated
wouldn't be something Valve would take kindly to. It degrades the
effectiveness of the server list, is unfair to other server operators and is
agitating for players who fall victim to it.

 

Those operators who do fake player counts are running numerous risks. At
present Valve are taking a passive approach to the problem. The more servers
that abuse the server list, the more it drives players into using Quickplay,
where Valve have much more control over who plays where. The servers abusing
the player count should be (in an ideal system) haemorrhaging their server
rank because players who join don't stay on empty servers long enough to
offset the join penalty. 

 

With that being said, the greatest risk still comes from Valve. Ergo: If a
Valve employee joined your server thinking it had players on it only to find
it was a faked player count, do you honestly think that they would do
nothing? Of course they would, though it might not be immediately
noticeable.

 

These technicalities are reason enough not to do it.  But for those who
remain unconvinced, I guess the bottom line comes down to your own morals
and why you run servers in the first place. Do you run servers to benefit
the players or do you run servers to benefit yourself?

 

You don't benefit players by faking player counts.

 

-Leon

 

PS: I've come to notice that most operators who fake player counts don't
know where to draw the line between right and wrong. quite often they do
other things that further agitate players (such as 'premium' style
benefits). It's always those operators that get DDoS'ed and hacked. Food for
thought.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, 24 July 2012 6:41 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

 

You can press f7 while on that server to make a abuse report or propably
directly contact someone at Valve, like Fletcher.

Yes, i was aware that if bots appear like real players, it isn't tolerated
but i ment the plugin that just makes server look like 22/24 players. Then
once you connect and go ingame, those people are all in spec mode. That
wasn't previously bannable.

-ics

24.7.2012 0:01, Smellyfeetyouhave . kirjoitti:

Where would we report these servers?  Here on the list?

On Mon, Jul 23, 2012 at 4:13 PM, Fletcher Dunn 
wrote:

Actually, if a server bots appear like real players in the server browser or
in game, we just ban them.  We don't take any action particular to quickplay
for those types of hacks, it is a global ban.  We have banned people for
this in the past and can certainly do it in the future.

 

If anybody wants to gather evidence of a server operator using these
plugins, we will investigate it.  We cannot police things to keep all 15,000
servers spotless.  But we can follow up on the biggest offenders.

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, July 23, 2012 12:47 PM


To: Half-Life dedicated Win32 server mailing list

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

 

I guess i should elaborate before someone says something. With fakeplayers,
i mean the plugin that lies to players that there are players on the server.
I do not mean mask bots as faked players etc, faking tags and such. No, i
don't use that plugin but some people do and it is allowed since they aren't
getting boot from quickplay.

-ics

23.7.2012 22:44, ics kirjoitti:

Sounds, models, decals whatever are fine. Also fakeplayers are fine and
plugins and addons that do not rapidly change the game or affect in it at
all. There is a thin line that is allowed and what is not.
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

-ics

23.7.2012 22:13, HyperionGaming.org Admin kirjoitti:

Hello, 

 

I just tried forcing the quickplay beta on my computer to test the system.
It sent me to a UK based TF2 server (I'm in CA; I'm guessing the quickplay
beta server pool is so small that's why it sent me there), and I had to
download a whole bunch of sound files (at least 30), which I'm guessing are
used to play random sounds in-game or at round end. Is Valve OK with that? I
was under the impression that a server labelled Quickplay had to be as
Vanilla as possible, including not having to download extra sound/models. 

 

I'm not saying it shouldn't be allowed, I'm just curious since it's probably
a bit strange for new TF2 players (we get so many new-ish players that are
amazed there's a Respawn Timer in TF2 Payload mode.) (Maybe the current
quickplay already works like this? I admit I don't use it at all).

 

Thanks.

HG

 

On Mon,

Re: [hlds] SourceTV now ignores the tv_name variable?

2012-07-21 Thread Leon Hunter
This is a well-known caveat, nothing new and nothing to do with the update.

When the replay bot first joins, replay is Replay
All subsequent joins/maps, it comes back as replay

Source: https://dl.dropbox.com/u/9948007/replayduck.png (Nicholas Hastings,
Oct 12, 2011)


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Sunday, 22 July 2012 7:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SourceTV now ignores the tv_name variable?

I'm running my servers on Linux.  My replay bot used to be named 'replay',
now it is 'Replay'.

On 7/21/2012 2:59 PM, ics wrote:
> They did? Must be windows only because i still have replay as 'replay' 
> instead of 'REPLAY'
>
> -ics
>


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Re: [hlds] TF2 Quickplay Issue

2012-07-15 Thread Leon Hunter
Thanks for the charming link Damon, I think I can do one better than your
lmgtfy (troll) link though.

 

A) In case you haven't noticed in your infinate wisdom, Gametracker is a
third party site, probably run by a Game Server Provider or some other party
with a vested interest in server ranking, that doesn't use the same method
as Valve to establish server ranks. There are a lot of servers that
Gametracker considers great, that actually are shit in both reality and
Valve Rankings. Automatically assuming your server is awesome on Valve Ranks
because a third party site says so is a false assumption, so I wouldn't be
complaining that there is a "quick play issue" when you can't even remotely
establish the position of your own server on Valve's system beyond "good" or
"bad". Else it's like saying "I RUN MY OWN RANKING SITE AND MY SERVER IS
AWESUM, WHY VALVE NO QUIKPLAH?!".

 

B)  I know how TF2 servers are ranked, I run 40 of them and as a
responsible server owner I keep up to date with all Valve related news.
You're more than welcome to drop by any of them anytime you wish. However to
suggest that knowing *how* servers are ranked automatically means you know
your server's score in comparison with other servers is a bit of a
stretch.Unless of course you're suggesting the OP has no life and sits there
with a stop watch timing how long each player stays? Even then, he wouldn't
all the other server's scores to compare his own with.

 

To think, I didn't even need a lmgtfy link to make you look like a moron.
Though, hopefully my response has demonstrated that anyone who uses a lmgtfy
link in response to a legitimate question (that being, I didn't think you
could check your Valve server ranks so why are people saying "I have a
highly ranked server" as if the workings of a third party site are remotely
relevent to how quickplay works) just looks like a smug idiot and gets a
response as such.

 

Ta,

 

-Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Damon Reece
Sent: Sunday, 15 July 2012 5:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Issue

 

http://lmgtfy.com/?q=tf2+server+ranking

Brings you these:

-GameTracker TF2 rankings http://www.gametracker.com/search/tf2/ (has most,
if not all servers)
-Blogpost on teamfortress.com about scoring servers
http://www.teamfortress.com/post.php?id=2338

On Sun, Jul 15, 2012 at 3:59 PM, Leon Hunter  wrote:

Forgive me for sounding naive, but how do you know your server is highly
ranked? Last I checked you could only check server standing and the rank
trend (up or down).

 

I also understand that the ranks are "scores" and scores are comparative not
absolute, so you'd personally need to know the position of every other
server to know your own.

 

-Leon 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Sunday, 15 July 2012 11:15 AM


To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] TF2 Quickplay Issue

 

Always possible, but we have a very highly ranked server experiencing this
issue.

On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL  wrote:

May sound silly but with the pyro update I bet there are an over saturation
of servers and the update hype has died down meaning more empty or not quite
full servers. Happens near every major update. 

On Jul 14, 2012 9:31 PM, "Essay Tew Phaun"  wrote:

Same issue here. It is topping out in the mid teens on all of our servers.

On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com
 wrote:

You lot are lucky you can even get yours to fill. We have about 16 people on
and quizkplay still doesnt kick in.



On 14/07/2012 23:37, Dominik Friedrichs wrote:

My servers also wouldnt fill at some points during the last few days,
without any obvious reason. Restarting seemed to fix this, and my feeling is
that its quickplay related, even though the login and everything seems to be
ok according to the logs...

On 2012/07/15 00:08, Devin O'Malley wrote:

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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Re: [hlds] TF2 Quickplay Issue

2012-07-14 Thread Leon Hunter
Forgive me for sounding naive, but how do you know your server is highly
ranked? Last I checked you could only check server standing and the rank
trend (up or down).

 

I also understand that the ranks are "scores" and scores are comparative not
absolute, so you'd personally need to know the position of every other
server to know your own.

 

-Leon 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Sunday, 15 July 2012 11:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Quickplay Issue

 

Always possible, but we have a very highly ranked server experiencing this
issue.

On Sat, Jul 14, 2012 at 6:40 PM, Cc2iscooL  wrote:

May sound silly but with the pyro update I bet there are an over saturation
of servers and the update hype has died down meaning more empty or not quite
full servers. Happens near every major update. 

On Jul 14, 2012 9:31 PM, "Essay Tew Phaun"  wrote:

Same issue here. It is topping out in the mid teens on all of our servers.

On Sat, Jul 14, 2012 at 3:40 PM, AeroliteGaming.com
 wrote:

You lot are lucky you can even get yours to fill. We have about 16 people on
and quizkplay still doesnt kick in.



On 14/07/2012 23:37, Dominik Friedrichs wrote:

My servers also wouldnt fill at some points during the last few days,
without any obvious reason. Restarting seemed to fix this, and my feeling is
that its quickplay related, even though the login and everything seems to be
ok according to the logs...

On 2012/07/15 00:08, Devin O'Malley wrote:

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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Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

2012-07-05 Thread Leon Hunter
Heh, Funny I wasn't the only one who noticed that.

 

Cheers,

Leon

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of byteframe
Sent: Friday, 6 July 2012 11:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

 

TeamBoom has alot of problems with their servers, evidently.

On Thu, Jul 5, 2012 at 9:26 PM, Franco Valerio 
wrote:

Now that you mention it, I think the same thing happened here D:

-Mensaje original- From: Team BOOM!
Sent: Thursday, July 05, 2012 7:03 PM


To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

I was wondering if anyone is seeing phantom clients in their servers since
the last update. I see two via HLSW in my 24/7 Dustbowl server
(64.120.99.43:27015 if you wanna look) and can't kick figure out how why
they are their and how to kick them.

One of these phantoms has the same exact connected time as another real
client in the server like it's somehow tied to that client.

If I restart the server, everything returns to normal but a couple of
phantoms eventually come back again and still till I restart again.

Another server I run had this issue too. It's like when a client
disconnects, it somehow leaves the connection open to the server and uses up
the slot they were in.

This all started with the last update and I'm just curious if any of you are
seeing it too.

Hope you all had a good 4th of July...
Mike


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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-07-05 Thread Leon Hunter
Any warning is better than no warning at all, nothing like that adrenalin
rush when you find out Valve is going to be Breaking your Shit T in 15
minutes.

 

Though after years of this, everyone should be used to it. Just imagine if
Sourcemod wasn't run by such resilient developers.

 

Cheers,

 

Leon Hunter

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Martin
Sent: Friday, 6 July 2012 10:26 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

 

I love the 16 minute warning between "update coming" and "mandatory update
released". Some might say it's pointless to announce update coming then
release it in that span. Some may say "why not just send the impending mand.
update notice in the morning or yesterdayas to give enough time to actually
know to be ready to reboot my server or make sure it took properly"
I say no. Nonsense. Why be prepared for anything in the world of valve<3

On Thu, Jul 5, 2012 at 8:45 PM, Eric Smith  wrote:

We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Added new options for Pyrovision to the Advanced Options dialog
   - Added enable/disable for the HUD border
   - Added the ability to make the HUD border static
   - Added the ability to turn off the skybox depth of field
- Fixed The Sandvich and The Buffalo Steak Sandvich using the wrong models
when thrown
- Fixed not seeing the blue team skin for the Robot Chicken Hat
- Fixed not seeing team colors on the sleeves for The Equalizer and The
Escape Plan
- Fixed The Escape Plan allowing medic calls
- Fixed The Beggar's Bazooka exploding on random targets in the world when
overloading
- Fixed The Hitman's Heatmaker bodyshot damage penalty affecting the
Sniper's other weapons
- Fixed The Amputator's radius heal effect applying to players who have The
Escape Plan deployed
- Fixed the Rainblower taunt attacking players through walls
- Optimized the Rainblower taunt particles
- Updated Sd_Doomsday
   - Fixed rocket lid staying open sometimes after a player drops the
Australium on the lift
   - Fixed case where the lift could continue traveling up when a player
with the Australium died at the same time he touched the lift
- Updated the localization files
- Updated the gamehaptics file:
   - Added recoil/reload/draw/crit forces for the Baby Face's Blaster
   - Added new recoil forces for The Beggar's Bazooka, The Cleaner's
Carbine, The Hitman's Heatmaker, The Pretty Boy's Pocket Pistol and The
Scorch Shot
   - Added more detail to the reloads for the Scattergun, the Baby Face's
Blaster, the SMG, and The Cleaner's Carbine


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Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

2012-07-05 Thread Leon Hunter
I run 30 TF2 Servers, haven't seen anything of the sort related to the
update. 

Cheers,

Leon 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Friday, 6 July 2012 8:33 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

I was wondering if anyone is seeing phantom clients in their servers since
the last update. I see two via HLSW in my 24/7 Dustbowl server
(64.120.99.43:27015 if you wanna look) and can't kick figure out how why
they are their and how to kick them. 

One of these phantoms has the same exact connected time as another real
client in the server like it's somehow tied to that client.

If I restart the server, everything returns to normal but a couple of
phantoms eventually come back again and still till I restart again.

Another server I run had this issue too. It's like when a client
disconnects, it somehow leaves the connection open to the server and uses up
the slot they were in. 

This all started with the last update and I'm just curious if any of you are
seeing it too.

Hope you all had a good 4th of July...
Mike


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Re: [hlds] SRCDS memory leak?

2012-06-19 Thread Leon Hunter
And to clarify, that's 400Mb per instance. Just realised how retarded that
sounded.

Cheers,

Leon Hunter

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Leon Hunter
Sent: Tuesday, 19 June 2012 9:09 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] SRCDS memory leak?

My 30 TF2 servers use around the 400Mb of RAM mark. They run SM and MM.

Using custom maps or poorly coded plugins (< This especially) will boost the
memory footprint of a server. Not changing the map for > 24 hours also
results in memory usage creeping. There is something special (or retarded)
about what you're doing to cause that kind of usage and it isn't SRCDS in
itself.

Cheers,

Leon Hunter

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Tuesday, 19 June 2012 8:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] SRCDS memory leak?

Just popped on task manager to see srcds is using a TON of memory. This
isn't normal is it?

http://aerolitegaming.com/srcdsmemory.png


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Re: [hlds] SRCDS memory leak?

2012-06-19 Thread Leon Hunter
My 30 TF2 servers use around the 400Mb of RAM mark. They run SM and MM.

Using custom maps or poorly coded plugins (< This especially) will boost the
memory footprint of a server. Not changing the map for > 24 hours also
results in memory usage creeping. There is something special (or retarded)
about what you're doing to cause that kind of usage and it isn't SRCDS in
itself.

Cheers,

Leon Hunter

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Tuesday, 19 June 2012 8:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] SRCDS memory leak?

Just popped on task manager to see srcds is using a TON of memory. This
isn't normal is it?

http://aerolitegaming.com/srcdsmemory.png


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