Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
Chances are your mp_timelimit is still set to the default (0), which will
just have the map on permanently. If you set mp_timelimit 20 or something
along those lines, when the mission has been completed, that time should be
up, and it'll move onto the next map in the rotation. Unfortunately, map
votes still break servers (as far as I know), and so this is the only real
way to change map without doing it manually (changelevel foo_bar)

If the players want to change difficulty, they'll have to do that by
calling a difficulty vote from the game menu, right now I don't think
there's a way to automatically change to a different difficulty
automatically.

On 18 August 2012 05:08, Alan Kennedy  wrote:

>
> I've tried this, but my players report that the game got stuck at
> mvm_coaltown, even though they defeated all the waves. Mmm... bogus report
> or someone had the same issue? I think the servers where started on
> mvm_coaltown, maybe that's the issue?
>
> --
> Libertad 41, 5to Piso - Capital Federal
> Tel: 4-332-4709
>
> --
>
> *From: *"Mark Steele" 
> *To: *"Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> *Sent: *Friday, August 17, 2012 11:25:52 PM
>
> *Subject: *Re: [hlds] Setting Missions in MvM
>
> "tf_mvm_missioncycle.res"
> {
> "categories" "1"
> "1"
> {
> "count" "6"
>
> "1"
> {
> "map" "mvm_decoy"
> "popfile" "mvm_decoy_advanced"
> }
> "2"
> {
> "map" "mvm_coaltown"
> "popfile" "mvm_coaltown_advanced"
> }
> "3"
> {
> "map" "mvm_mannworks"
> "popfile" "mvm_mannworks_advanced"
> }
> "4"
> {
> "map" "mvm_decoy"
> "popfile" "mvm_decoy_advanced2"
> }
> "5"
> {
> "map" "mvm_coaltown"
> "popfile" "mvm_coaltown_advanced2"
> }
> "6"
> {
> "map" "mvm_mannworks"
> "popfile" "mvm_mannworks_ironman"
> }
> }
> }
>
> Should do what you need. If it doesn't, then you'd need to ask someone
> more knowledgeable than myself :-P
>
> On 18 August 2012 02:51, Brendan Cosman <
> brendan.cos...@mammothmedia.com.au> wrote:
>
>> Hi,
>>
>> Sorry, I must be dense today, but I can't get a server launching with
>> only advanced missions. Can you (or someone) provide an example of a
>> tf_mvm_missioncycle.res and any other changes necessary for that to happen?
>>
>> Thanks,
>> Brendan.
>> - Original Message -
>> From: "Mark Steele" 
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com>
>> Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
>> Subject: Re: [hlds] Setting Missions in MvM
>>
>>
>> You can edit tf_mvm_missioncycle.res to remove the Normal missions.
>>
>>
>> On 18 August 2012 00:08, Brendan Cosman <
>> brendan.cos...@mammothmedia.com.au > wrote:
>>
>>
>> On this topic - does anyone have a quick overview of how to start and
>> keep an MvM server rotating through only the advanced missions, or even
>> both the standard and advanced missions? I've got around 40 MvM servers up
>> for the Australian community, but I'd like to be able to run some more with
>> the advanced rotations.
>>
>> Regards,
>> Brendan.
>>
>>
>>
>> - Original Message -
>> From: "Mark Steele" < m...@dahou.se >
>> To: "Half-Life dedicated Win32 server mailing list" <
>> hlds@list.valvesoftware.com >
>> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
>> Subject: Re: [hlds] Setting Missions in MvM
>>
>>
>>
>> I k

Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
"tf_mvm_missioncycle.res"
{
"categories" "1"
"1"
{
"count" "6"

"1"
{
"map" "mvm_decoy"
"popfile" "mvm_decoy_advanced"
}
"2"
{
"map" "mvm_coaltown"
"popfile" "mvm_coaltown_advanced"
}
"3"
{
"map" "mvm_mannworks"
"popfile" "mvm_mannworks_advanced"
}
"4"
{
"map" "mvm_decoy"
"popfile" "mvm_decoy_advanced2"
}
"5"
{
"map" "mvm_coaltown"
"popfile" "mvm_coaltown_advanced2"
}
"6"
{
"map" "mvm_mannworks"
"popfile" "mvm_mannworks_ironman"
}
}
}

Should do what you need. If it doesn't, then you'd need to ask someone more
knowledgeable than myself :-P

On 18 August 2012 02:51, Brendan Cosman
wrote:

> Hi,
>
> Sorry, I must be dense today, but I can't get a server launching with only
> advanced missions. Can you (or someone) provide an example of a
> tf_mvm_missioncycle.res and any other changes necessary for that to happen?
>
> Thanks,
> Brendan.
> - Original Message -
> From: "Mark Steele" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Saturday, 18 August, 2012 9:57:24 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
> You can edit tf_mvm_missioncycle.res to remove the Normal missions.
>
>
> On 18 August 2012 00:08, Brendan Cosman <
> brendan.cos...@mammothmedia.com.au > wrote:
>
>
> On this topic - does anyone have a quick overview of how to start and keep
> an MvM server rotating through only the advanced missions, or even both the
> standard and advanced missions? I've got around 40 MvM servers up for the
> Australian community, but I'd like to be able to run some more with the
> advanced rotations.
>
> Regards,
> Brendan.
>
>
>
> - Original Message -
> From: "Mark Steele" < m...@dahou.se >
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com >
> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
>
> I knew I'd find it somehow!
>
> You can use tf_mvm_popfile to select the appropriate mission file. The
> popfiles are in tf/scripts/population, and are listed in
> tf_mvm_missioncycle.res. This can probably also be used to load missions
> that belong to different maps, but I wouldn't recommend it. Who knows how
> horribly it could break things.
>
>
>
>
> On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote:
>
>
>
>
> I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won? Maybe we could steal the
> command from there.
>
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
>
>
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
>
> On 16 August 2012 12:06, < dray...@me.com > wrote:
>
>
>
>
> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>

Re: [hlds] Setting Missions in MvM

2012-08-17 Thread Mark Steele
You can edit tf_mvm_missioncycle.res to remove the Normal missions.

On 18 August 2012 00:08, Brendan Cosman
wrote:

> On this topic - does anyone have a quick overview of how to start and keep
> an MvM server rotating through only the advanced missions, or even both the
> standard and advanced missions? I've got around 40 MvM servers up for the
> Australian community, but I'd like to be able to run some more with the
> advanced rotations.
>
> Regards,
> Brendan.
>
> ----- Original Message -
> From: "Mark Steele" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Friday, 17 August, 2012 9:44:46 AM GMT +10:00 Brisbane
> Subject: Re: [hlds] Setting Missions in MvM
>
>
>
> I knew I'd find it somehow!
>
> You can use tf_mvm_popfile to select the appropriate mission file. The
> popfiles are in tf/scripts/population, and are listed in
> tf_mvm_missioncycle.res. This can probably also be used to load missions
> that belong to different maps, but I wouldn't recommend it. Who knows how
> horribly it could break things.
>
>
>
>
> On 17 August 2012 00:08, Maavrik < maav...@maavrik.com > wrote:
>
>
>
>
> I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won? Maybe we could steal the
> command from there.
>
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
>
>
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
>
> On 16 August 2012 12:06, < dray...@me.com > wrote:
>
>
>
>
> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
> ___
> 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] Setting Missions in MvM

2012-08-16 Thread Mark Steele
I knew I'd find it somehow!

You can use tf_mvm_popfile to select the appropriate mission file. The
popfiles are in tf/scripts/population, and are listed in
tf_mvm_missioncycle.res. This can probably also be used to load missions
that belong to different maps, but I wouldn't recommend it. Who knows how
horribly it could break things.


On 17 August 2012 00:08, Maavrik  wrote:

>  I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won?  Maybe we could steal the
> command from there.
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
> On 16 August 2012 12:06,  wrote:
>
>>  Hey, maybe I missed some sort of memo, but as a server owner, how
>> should I be able to change the missions my server runs? I was playing on my
>> private server with some friends earlier but we noticed in matchmaking we
>> could select these different missions here: http://puu.sh/VQAn
>>
>>  When playing on my server, it seemed to just rotate between the 3 maps
>> on the 'normal' difficulty maps, but I had no idea how to set a map to be
>> on a mission such as "Data Demolition" on Decoy or whatever else. I did a
>> bit of looking around but I think I really missed something here.
>>
>> ___
>> 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] Mvm Bug

2012-08-16 Thread Mark Steele
>From my experience, the bug only seems to happen when the map time has
expired. Setting mp_timelimit 0 seems to have solved it for now, and the
game still changes map at the end of the mission.

I might be wrong, but that's what I've seen so far.

On 16 August 2012 19:29, William S.  wrote:

> I believe the bug is related to the server itself lagging out and doing a
> tournament regular round end as opposed to a MvM round end. Notice that
> when the glitch occurs, it displays the scoreboard and lets you continue
> playing, as opposed to the MvM Failure screen with the MvM tips and the two
> buttons.
>
> On Aug 16, 2012, at 2:12 PM, "Leon Hunter"  wrote:
>
> 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 <
> smelly.feet.you.h...@gmail.com> 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] Setting Missions in MvM

2012-08-16 Thread Mark Steele
The only real way I've found so far is to call a ChangeMission vote once in
game. Still trying to find the command to do it otherwise.

On 16 August 2012 12:06,  wrote:

> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
>
> ___
> 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] Enabling replays without a map restart

2012-04-10 Thread Mark Steele
The -replay launch flag will execute cfg/replay.cfg and add a hidden slot
to the server for the replay bot.

So far, for my servers, that's worked perfectly to get replays to work on
startup.
On Apr 10, 2012 11:48 AM, "Miikka Virtanen"  wrote:

> Hey,
>
> Would anyone know if it's possible to enable replays and get them working
> without a map restart? Or if the map reload/change is mandatory, how should
> I enable replays on server launch automatically? I've tried having it
> execute a separate CFG file on launch (in the command line, before +map),
> but for some reason replays still only get enabled after a manual map
> restart. I obviously also can't just have it all in server.cfg, as that
> would end up in an endless loop of map restarts.
>
> Any ideas?
>
> – Miikka Virtanen
>
>
> __**_
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Re: [hlds] Replay Download Error

2012-01-11 Thread Mark Steele
Looking at the URL given, the public/ folder doesn't exist. Just replace it
with replayfolder/ in replay_fileserver_path and it should work fine.
On Jan 11, 2012 3:23 PM, "Shon Myles"  wrote:

> I've been experiencing an issue on my servers where replay downloads fail
> everytime. The error players get is:
>
> Replay error system: The session info file failed to download: No headers.
> URL:  
> http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder
>
> Here is my config:
>
> replay_enable "1"
> replay_block_dump_interval "15"
> replay_fileserver_protocol "http"
> replay_fileserver_offload_enable "1"
>
> replay_fileserver_host "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_port "21"
> replay_fileserver_path "/public/replayfolder"
>
> // Your FTP info. This data is private and not shared with the client.
> replay_fileserver_offload_protocol "ftp"
> replay_fileserver_offload_hostname "stompfesttf2web.site.nfoservers.com"
> replay_fileserver_offload_port "21"
> replay_fileserver_offload_remotepath "/public/replayfolder"
> replay_fileserver_offload_login ""
> replay_fileserver_offload_password ""
> replay_fileserver_offload_maxuploads "16"
>
> Any ideas?
>
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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Mark Steele
Valve does indeed add these tags, but it is all on the server side. Similar
mods to those that mask bots as real players, and misrepresent player
counts can also change the tags reported to the master servers.

This is the main issue at hand. A lot of servers have made a habit of
misrepresentation and lying to the master servers, and by extention, the
players. Most mods will likely continue to be unaffected.
On Jan 5, 2012 3:47 AM, "Jason"  wrote:

> " Running with significant gameplay modifications, such as respawn times,
> without having the proper tags on their server designed to alert quickplay
> and automated searches about those modifications. "
>
> I thought Valve places these tags on a server when modifications are in
> place (or at least show them if searched for)?  At least these
> modifications seem to be reporting to HLSW properly..or so I thought.
>
> So what extra do server owners have to do to their servers so that we are
> not discriminated against by your anti-modding stance Valve?
>
> Thank you.
>
> On Wed, Jan 4, 2012 at 10:11 PM, E. Olsen  wrote:
>
>> Hello,
>>
>> I certainly understand the reason for the penalties, and running fake
>> clients/bots as humans is certainly under-handed, but I think the root of
>> the problem (i.e. server operators wanting some of the quickplay traffic)
>> can certainly be fixed very easily simply by giving players more CHOICE in
>> the quickplay system. Instead of the strict "Vanilla setting only" to
>> benefit from any quickplay traffic, why not give the players the option of
>> what kinds of servers they are willing to accept?
>>
>> On the quickplay interface, you could have a few checkboxes that players
>> can check/uncheck.
>>
>> Examples:
>>
>> [] All Servers (stock and custom)
>> [] Custom Servers only
>> [] Stock Servers only
>>
>> More choice is always better than less. This would also give server
>> operators who have added certain mods at the request of their communities
>> (i.e. faster respawn times, etc.) the opportunity to get some new blood on
>> their servers.
>>
>> In addition, there are dozens upon dozens of custom maps that might never
>> get discovered by players if their only choice are stock maps. We have over
>> 70 custom maps that many new players will never get to see, simply because
>> they're now being "conditioned" to hit that little button, as opposed to
>> finding a server they like through the browser.
>>
>> Hell...Valve could even make it an achievement for new players. Have
>> everything but the "Stock servers only" checkbox greyed out until new
>> players reach X amount of hours with each class. Make them learn the game
>> on stock settings, and then ALLOW them to experience all the TF2 world has
>> to offer (maybe you could even incentivise it so that they would need to
>> spend a few bucks on a TF2 item?)
>>
>> Plain vanilla is not the ONLY way. There's nothing wrong with it, but
>> Valve made the game moddable for a reason, and fencing new players off from
>> it by only allowing stock is (IMHO) shooting themselves in the foot (not to
>> mention there are those of us who have been running/supporting TF2 servers
>> for 4 years now who feel left out in the cold while you channel traffic to
>> new servers/communities who simply throw up vanilla servers and hope for
>> the best.)
>>
>> Give the players some choice, guys, and I think both they and the server
>> operators will be happier as a result. After all, if you implemented the
>> above, you'd be giving them both what they want - players who are looking
>> for their type of server. ;-)
>>
>>
>> On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson  wrote:
>>
>>> And one month without income for servers who depend on it hurts a lot
>>> too.
>>>
>>> Out of curiosity, how does the status command query look like for a
>>> blocked server?
>>>
>>>
>>> On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL  wrote:
>>>
 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! 
 wrote:

> Well that is good news, however a month is a very liberal punishment
> for groups that have been doing this for 3 years.
>
> Sent from my iPhone 4
>
> On Jan 4, 2012, at 1:15 PM, Fletcher Dunn 
> wrote:
>
> > Today the Team Fortress team took action to bring certain server
> operators into compliance with our previously announced "honest server
> policy".  Examples of server modifications that resulted in this policy
> include:
> > * Running bots and trying to make them appear that they were human
> players
> > * Running bots and circumventing or modifying the usual mechanisms
> that the bots are advertised to the server browser
> > * Running with significant gameplay modifications, such as respawn
> times, without having the proper tags on their server designed to alert
> quickplay and automated searches abou