Re: [hlds] Mandatory Team Fortress 2 update coming - DELAYED

2016-08-12 Thread Mike O'Laughlen
Agreed, it's about the same level of engagement for the past 10 years.

On Fri, Aug 12, 2016 at 9:41 PM, Tohru Adachi  wrote:

> I've actually been here for a good while, although either I've never
> noticed it or it's not been happening much as of late.
>
>
>
> On 13/08/2016 02:04, ics wrote:
>
>> You haven't been on this list long have you? We've had these notices for
>> over 10 years or more. TF2 seems to be the only game from latest ones that
>> they bother to do them though.
>>
>> -ics
>>
>> Tohru Adachi kirjoitti:
>>
>>> No apologies needed, communication between us (Server ops/players/etc)
>>> and you is what we need.
>>>
>>> Definetly a step in the right direction, so keep us up to date.
>>>
>>> On 13/08/2016 01:59, John Schoenick wrote:
>>>
 It gets worse!

 This update has been postponed to next week. There will be a smaller
 client-only update later today if all goes well.

 Apologies for the noise!

 - John


 On 08/11/2016 05:49 PM, Eric Smith wrote:

> The update won't be released until tomorrow. We found some problems
> during testing and we're fixing them.
>
> Thanks.
>
> -Eric
>
>
> -Original Message-
> From: hlds_announce-boun...@list.valvesoftware.com [mailto:
> hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, August 11, 2016 5:32 PM
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Subject: [hlds_announce] Mandatory Team Fortress 2 update coming
>
> We're working on a mandatory update for Team Fortress 2. We should
> have it ready soon.
>
> -Eric
>
>
>
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>>>
>>>
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>>
>>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-05 Thread Mike O'Laughlen
Critical mass of hyperbole reached.


On Thu, Jun 5, 2014 at 6:26 PM, Robert Paulson thepauls...@gmail.com
wrote:

 Regardless of the reason Valve has for essentially removing community
 servers from quickplay, this change has done more harm than good.

 I don't know how many times I need to keep citing this. How many more
 players does TF2 need to lose before someone at Valve wakes up? It is
 already summer time and player counts are lower than ever.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

 The longer this policy remains the more permanent damage you are doing to
 communities people have spent years building up.


 On Wed, Jun 4, 2014 at 8:04 PM, Alexander Corn mc...@doctormckay.com
 wrote:

 Source radio is obviously not the only thing that it would break. What's
 minor to you may not be minor to others.

 Plenty of TF2 trade servers have a !bp command which opens a player's
 backpack (in an online backpack viewer) in the MOTD panel. Without
 JavaScript, hovering over an item won't show a tooltip with its details.
 Sure, this could be done in CSS exclusively, but nobody does that because
 having JavaScript enabled is basically a given in modern web development.

 I'd rather have to work harder to populate my Quickplay servers than have
 to deal with a completely useless MOTD browser. As others have said, the
 HTML MOTD disable option is there for a reason.

 Additionally, HTML MOTDs aren't even displayed for Quickplay connections.
 I really don't understand why it's even an issue anymore. It's already been
 crippled considerably.


 Dr. McKay
 www.doctormckay.com


 On Wed, Jun 4, 2014 at 1:50 PM, E. Olsen ceo.eol...@gmail.com wrote:

 I agree that disabling javascript/flash/html5 is less than an ideal
 solution, but for the very minor things it would disable (source radio,
 etc.), if it would allow Valve to return to a level playing field it would
 be a very small sacrifice. I'm sure if Valve came to all of us and said
 we'll enable all servers by default, but we need to remove those elements
 from the web browser to do so we would all jump at that chance. I honestly
 believe as long as operators have the ability to run those kinds of ads it
 will be abused by the blackhat folks to the point that they ruin it for the
 rest of us.

 I fully agree that mass punishment is/was a seriously ham-fisted
 approach to dealing with the issues, and was the wrong (and frankly,
 unethical) way to treat all server operators.

 I like your ideas for better informing the players regarding quickplay
 options, but as with any system of this kind, I think it should start with
 maximum diversity fully enabled by default, and allow the players to opt
 out, instead of opting in. Only then will it be a truly level playing field
 for all servers.

 On a side note, I would also like to know why the server scoring
 system (apparently) didn't work, and why it wasn't more effectively used to
 weed out all the bad apples in the first place.


 On Wed, Jun 4, 2014 at 11:25 AM, Alexander Corn mc...@doctormckay.com
 wrote:

 
 ​
 Further - if Valve wanted to get rid of those horrendous MOTD ads (and
 I wish to hell they would), they could easily do it by disabling
 flash/javascript/html5 from functioning in the in-game web browser (which
 would have probably fixed the problem almost entirely).

 This is still not an ideal solution. Plenty of community servers rely
 on the MOTD and features such as JavaScript and Flash (mostly for audio
 streams, but many are switching to HTML5 audio elements) for their custom
 features. Removing those features is still removing features that have
 existed for a very long time due to the abusive tendencies of a few.

 Those that are abusive should be dealt with. There is no reason why
 everyone should suffer in order to punish a few. It goes back to grade
 school gym class. Weren't you pissed when the teacher/coach made everyone
 run laps or whatever because 3-4 kids wouldn't stop talking? That's how
 we're being treated now.

 I could live with the default Valve-only option if it were more obvious
 how to switch it. When the player first starts up TF2, they're shown popups
 directing them to the store, showing them how the backpack works, etc.
 Ironically, these popups really only cover the item system, which most can
 agree comes second to actual gameplay. There's no coaching regarding how to
 actually join a game.

 Display a balloon that points to the Quickplay button and says
 something like, Click here to be quickly matched into a game based on
 gamemode and one that points to the servers button and says something
 like, Click here to fine-tune your desired game settings.

 Also show a balloon in the Quickplay dialog that points to the settings
 button (which isn't exactly immediately apparent as being clickable) and
 also a dialog that explains the difference between official and community
 servers.

 Official servers offer an unmodified 

Re: [hlds] Mandatory TF2 update released

2014-02-11 Thread Mike O'Laughlen
Restarted steam and receiving it now (from South America).


On Tue, Feb 11, 2014 at 7:50 PM, Valentin G. nextra...@gmail.com wrote:

 Yup. Seems to be an issue with the update getting to clients. Still
 haven't received it and looking at my servers many others still have
 not.

 On Wed, Feb 12, 2014 at 1:43 AM, Silencio Delgato
 silenciodelg...@gmail.com wrote:
  It seems that steam is losing connection off and on, which is probably
 why.
  I just updated my servers, but it took about 10 minutes since their
 release
  to get them to connect and update. I'm going to assume this is also
  happening for the clients as well.
 
 
  On Tue, Feb 11, 2014 at 4:42 PM, Chris Oryschak ch...@oryschak.com
 wrote:
 
  My client wont update, even after 4 restarts of steam.. i just gave up
 now
  lol
 
 
  On Tue, Feb 11, 2014 at 7:40 PM, A Fearts joewatshis...@gmail.com
 wrote:
 
  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 er...@valvesoftware.com
  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] Quickplay settings for TF2 Halloween

2012-10-26 Thread Mike O'Laughlen
I'm seeing Please restart team fortress to download the latest update.
 Yet I have restarted and downloaded the update.

On Fri, Oct 26, 2012 at 7:48 PM, Shizzle Nizzle infl...@gmail.com wrote:

 I haven't downloaded the new client but could you clear something up
 about the 'won't get any quickplay traffic' if I don't set the new
 tags or use the new maps. For example I have a payload server,
 obviously doesn't use koth or cp maps and won't be using those
 particular maps. I will be disqualified from quickplay for my payload
 server if I don't use the new tags or the new maps? Or does this post
 only mean 'halloween event quickplay traffic'

 On Fri, Oct 26, 2012 at 4:50 PM, Game-Over gameover.serv...@gmail.com
 wrote:
 
  The delayed release is indeed grim news for us european server owners.
 But
  my main concern is that Valve release an update again late on a Friday
  (their time) and then scuttle off for the weekend leaving us with the
  carnage, stress and drama of the bugs and crashes that we all experienced
  during the MVM update.
 
  I honestly hoped that at the very least Valve had learnt their lesson
 that
  dreaded weekend, but now I think about it, it was us, the server
 operators,
  that suffered all weekend, not them, so why would they even consider it.
 
  I don't like to be negative, I really don't, but this rubs salt in a
 still
  very sore wound to be honest.
 
 
  On 26/10/2012 22:37, Jason wrote:
 
  Yeah, I know damn indeed about the few hours comment...this was
 our
  four year anniversary (events planned) and we may have to
 cancel/reschedule,
  since it's going to be so late of a release (ON A FRIDAY NONETHELESS),
 and
  the sourcemod folks won't have a working version until after the release
 and
  if things are borked, we're gonna have to wait how long on a weekend for
 a
  fix?!?!
 
  This is really a kick in the balls...*sigh*
 
  Ah well, all those people who are gonna say it:  At least valve is still
  updating the game or You should just play vanilla anyways or insert
 any
  other non-helpful comments here.  (Hey, if I can vent, you can vent
 about my
  venting right?  *grin*)
 
  On Fri, Oct 26, 2012 at 5:31 PM, Brian Cagle brian...@msn.com wrote:
 
  Few hours? Damn
 
   From: fletch...@valvesoftware.com
   To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
   Date: Fri, 26 Oct 2012 21:22:14 +
 
   Subject: Re: [hlds] Quickplay settings for TF2 Halloween
  
   sv_tags usage examples:
  
   sv_tags event247
   sv_tags eventmix
   sv_tags eventmix,yourclantaghere,EST
  
   Achievements for past years can be earned this year.
  
   We're putting the finishing touches on the release now, and hope to
 have
   it out in a few hours.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM!
   Sent: Friday, October 26, 2012 2:13 PM
   To: 'Half-Life dedicated Win32 server mailing list'
   Subject: Re: [hlds] Quickplay settings for TF2 Halloween
  
  
   Awesome Info Fletcher! THANKS!
  
   Will the achievements from years past also be available on the servers
   running the mix? I have people asking if they will be able to receive
 the
   Bombonicon item that they never got last year.
  
   Please forgive me if this has already been answered. I just changed my
   email for the list today and may have missed a few responses to this
 topic.
  
   Thanks again!
   Mike Vail
  
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
   Sent: Friday, October 26, 2012 10:41 AM
   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] 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:
   

Re: [hlds] Rooky mistake

2012-08-19 Thread Mike O'Laughlen
Try setting  *tf_mvm_min_players_to_start*  to a higher value.

On Sunday, August 19, 2012, Jeff Sugar wrote:

 There is also #hlserveradmins (also on GameSurge), with a lot of
 knowledgable people in it.

 On Aug 19, 2012 12:16 AM, Damon Reece 
 deman.r...@gmail.comjavascript:_e({}, 'cvml', 'deman.r...@gmail.com');
 wrote:
 
  On a second note, that seems like a very basic question to be asking
 here, given the high level nature of most of your discussions. Is there an
 IRC channel or steam group somewhere for people like me to ask the same
 questions over and over?
 
 
  Trust me, everyone here is happy to answer your questions. If you insist
 on moving to IRC, I hear that #opensteamworks on GameSurge is quite
 knowledgeable about such matters (or you could try the Team Fortress Wiki
 IRC, #tfwiki on Freenode).
 
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Mike O'Laughlen
Mann Up grants you a random items.  Sometimes rare random items.

On Wed, Aug 15, 2012 at 8:22 PM, Andreas Grimm l...@gmx.net wrote:

 What is the difference between Mann Up and MvM ? *confused*

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Wander
 Sent: Thursday, August 16, 2012 2:16 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Todd, fletcher is talking about Mann Up servers, those are valve-only

 normal MvM servers can still be made by the community


 On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com
 wrote:
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any community
 servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  There is currently no timeline for this happening.  By at launch I just
 intended to communicate that we have not determined that we would
 definitely
 never do this.  But right now, and for the foreseeable future, Valve plans
 to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM in
 the regular mode.  Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file.  If you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file.  Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be honest. Hats
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is
  called Mann Up Mode. Mann Up Mode allows you to earn special item
  rewards and track your progress through various Missions. To enter
  Mann Up Mode, you must possess a Tour of Duty Ticket.
 
 
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
  What is this? VALVe only servers, or ones that qualify for match
  making?
 
  D:
 
 
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Mike O'Laughlen
Have you not read a single Mann Co comic?  It's very clear he doesn't care
for hippies.

On Wed, Aug 15, 2012 at 8:31 PM, Tom Weir tw...@geekwerks.ca wrote:

  So, just to be clear, EA  Valve has introduced Ranked Mann Up servers
 that are unavailable to the heathens game server operators who have years
 of time/experience invested in providing subsidized infrastructure for said
 games in the past.

 Awesome, that.

  --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Albert Davis [
 davis.alb...@gmail.com]
 *Sent:* August 15, 2012 5:18 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

  Pay to play on a server? LOL!

 On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com wrote:

  There will be 2 kinds of servers;

 1) Official Mann Up servers hosted ba Valve going up tonight I guess
 and you gotta pay to play on them

 2) Unofficial servers hosted by the community (us)

 A full guide on how to accomplish #2 has not been presented yet, however
 a few individual details have been disclosed.




 Damir

   Date: Wed, 15 Aug 2012 20:12:48 -0400
  From: pettit.t...@gmail.com
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any
 community servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  There is currently no timeline for this happening. By at launch I
 just intended to communicate that we have not determined that we would
 definitely never do this. But right now, and for the foreseeable future,
 Valve plans to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM
 in the regular mode. Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
   Valve will host all Mann Up servers at launch.
  
   We're shipping the attached default mission cycle file. If you boot
   your server to any one of the following maps:
   mvm_decoy
   mvm_mannworks
   mvm_coaltown
  
   it will use that file. Hopefully the file is self-explanatory.
  
   Remember to add -maxplayers 32 to the command line.
  
   tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1
 to
   ONLY accept MvM traffic
  
   Vote issues specific to MvM:
   sv_vote_issue_changelevel_allowed_mvm
   sv_vote_issue_kick_allowed_mvm
  
   We also suggest:
   sv_minrate 3
  
  
  
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
 Freuden
   Sent: Wednesday, August 15, 2012 4:34 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Mann Co Servers?
  
   I don't think the question is what is Mann Up Mode?, the question
 is
   how does this affect running a server? Can only Valve run Mann
 Co.
   servers? Can any server that qualifies for matchmaking be a Mann Co.
   server?
   ~Mike
   On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
   deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
   I'd rather know when the update's coming out, to be honest. Hats
   shouldn't really matter to us (as server admins).
  
   -Damon
  
   The speed of light sucks. -John D. Carmack
  
   On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  
   violentcri...@convictgaming.commailto:
 violentcri...@convictgaming.co
   m
   wrote:
   What is Mann Up Mode?
   When you play Mann vs. Machine on an official Mann Co. server, this
 is
   called Mann Up Mode. Mann Up Mode allows you to earn special item
   rewards and track your progress through various Missions. To enter
   Mann Up Mode, you must possess a Tour of Duty Ticket.
  
  
  
   On 8/15/2012 7:29 PM, Cameron Munroe wrote:
   Ughh? What?
  
   On 8/15/2012 4:29 PM, T Marler wrote:
   What is this? 

[hlds] Mann Up Matchmaking

2012-08-15 Thread Mike O'Laughlen
FYI

I've been in the Mann Up lobby by myself (while the rest of my crew
patches) for 30 minutes.  Players in queue started at 100, now it's up to
740.  Empty gameservers: started at 900, then resets at 0, now it's up to
950.  No active gameservers.  No full gameservers.
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Re: [hlds] Mann Up Matchmaking

2012-08-15 Thread Mike O'Laughlen
Must not like individuals trying to play.

The other thing I noticed was that my surplus voucher didn't permit
non-ticket holders from playing Mann Up.

On Wed, Aug 15, 2012 at 10:24 PM, Formologic23 
formologi...@cynicalgamers.com wrote:

 My 24 man server was updated, and for fun I thought I would change to a
 MvM map, and my server filled instantly.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mike O'Laughlen
 *Sent:* Wednesday, August 15, 2012 7:07 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* [hlds] Mann Up Matchmaking

 ** **

 FYI

 ** **

 I've been in the Mann Up lobby by myself (while the rest of my crew
 patches) for 30 minutes.  Players in queue started at 100, now it's up to
 740.  Empty gameservers: started at 900, then resets at 0, now it's up to
 950.  No active gameservers.  No full gameservers.



 __ Information from ESET NOD32 Antivirus, version of virus
 signature database 7389 (20120815) __

 The message was checked by ESET NOD32 Antivirus.

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

2012-07-23 Thread Mike O'Laughlen
Will the Quick Play system ever include additional game modes such as Arena
or Medieval for those advanced ronin players such as myself that like to
randomly join servers and randomly pick classes?

On Monday, July 23, 2012, Smellyfeetyouhave . wrote:

 I knew about the in game reporting system I've just never used it so I
 wasn't sure what I could put in it.

 On Mon, Jul 23, 2012 at 5:16 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
  Contact Fletcher directly, or press F7 when in-game.
 
 
  Kind regards,
  Saul Rennison
 
 
 
  On 23 July 2012 22:01, Smellyfeetyouhave . 
 smelly.feet.you.h...@gmail.com
  wrote:
 
  Where would we report these servers?  Here on the list?
 
  On Mon, Jul 23, 2012 at 4:13 PM, Fletcher Dunn
  fletch...@valvesoftware.com 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, Jul 23, 2012 at 11:18 AM, Devin O'Malley 
 omalley@gmail.com
  wrote:
 
  Thank
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Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Mike O'Laughlen
Gah, no random game mode option?

On Mon, Jul 23, 2012 at 7:44 PM, Leon Hunter l...@ozzyfurocity.net wrote:

 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 
 fletch...@valvesoftware.com 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 

Re: [hlds] TF2 Pyromania update coming soon!

2012-06-27 Thread Mike O'Laughlen
Client is patching.

On Wed, Jun 27, 2012 at 9:15 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 Hiya!  I've been outta the TF2/CS:S server admin scene for a while now!
 If my memory serves me well, most of the time, these admin plugins break
 after these big updates (or somehow crash the server sometimes), right?
 Then, it's up to the plugin authors to give it an update to work once
 again, correct?


 On Wed, Jun 27, 2012 at 5:32 PM, Lance Waidzunas lswa...@gmail.comwrote:

 It should probably be noted that this update will most likely not play
 very well with plugins (SourceMod, MetaMod, etc.).  Plan on removing those
 if you're having trouble before hitting up the list post-update.  Keep an
 eye on other sources for updates to those plugins.  Also, depending on what
 other game assets are modified, custom HUD's will probably break tonight so
 expect a lot of grumbling from your communities in regards to that -
 remember, just tell them to delete /Scrips and /Resources and re-launch the
 game.

 Good luck guys, should be a fun night.


 On Wed, Jun 27, 2012 at 7:28 PM, HLDS h...@mitchellhuang.net wrote:

 Ahhh you can always tell a TF2 update is in the works when the entire
 item server starts lagging and not responding.

 Updates are a wonderful thing!

 Mitchell Huang

 PS
 I DO BELIVE IN MAGIC

 On Jun 27, 2012, at 8:23 PM, Nathanael Havez na...@me.com wrote:

 And the localization files won't be updated.

 Natha - Multiplay Admin

 Le 28 juin 2012 à 02:21, byteframe a écrit :

 Yay! The seal mask is gonna be wrappable!

 On Wed, Jun 27, 2012 at 8:17 PM, Nathanael Havez na...@me.com wrote:

 I believe in it! I believe in it!

 Natha - Multiplay Admin

 Le 28 juin 2012 à 02:13, Fletcher Dunn a écrit :

 The new map name in today’s update is “sd_doomsday”
 ** **
 Believe in magic!
 ** **
 - Fletcher Dunn
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Re: [hlds] TF2 Blacklisted Quickplay cvars

2012-01-07 Thread Mike O'Laughlen
I'm not a Valve employee, but if it's not listed in the FAQ then it's
probably fine.

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

On Sat, Jan 7, 2012 at 2:41 AM, Jose C. Cacho cachoel...@gmail.com wrote:

 Hey everyone. New server admin here. I noticed that one of the blacklisted
 cvars for running Quickplay on your server is damagespread. My question is:
 Is weaponspread also blacklisted? It is not listed explicitly in the
 Quickplay guide, but I don't see why they'd include one and not the other.
 Can anyone clarify? Thanks!
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Re: [hlds] Team Fortress 2 required update coming this afternoon

2011-10-27 Thread Mike O'Laughlen
Last year it happened at around 8:30 EDT.

On Thu, Oct 27, 2011 at 8:24 PM, gamead...@127001.org wrote:

 They just updated the blog with the new comic about the update, so I’m
 guessing “soon”

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *João Gabriel
 *Sent:* 28 October 2011 01:20
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Team Fortress 2 required update coming this
 afternoon

 ** **

 My guess is no.

 On Thu, Oct 27, 2011 at 10:17 PM, Jason pctool...@gmail.com wrote:

 It's past afternoon now.is it still coming tonight?

 On Thu, Oct 27, 2011 at 4:16 PM, Richie Jones 
 richiejonesisawes...@gmail.com wrote:

 Party Party Hardy



 On Thursday, October 27, 2011, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
  Heads up.
 
 
 
  Insanity is upon us.
 
 
 
  We'll include the Halloween map cycle file that we're going to be using
 on about 70% of our Valve servers, so you can have an example for how you
 might want to configure your servers.
 
 
 
  Your humble servant,
 
  Fletch 

 ** **

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 ** **

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Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-14 Thread Mike O'Laughlen
Valve,

THANK YOU THANK YOU THANK YOU

This is the best update in years.  Maps?  Sure they're fun, but these perf
enhancements have changed the behavior of the game for me.  Tracking targets
in melee and navigating through the area in and out of windows and ledges
with a scout is so much more intuitive and enjoyable now.

Thank you.

Mike

On Fri, Oct 14, 2011 at 2:35 AM, Crazed Gunman
bsr.crazedgun...@gmail.comwrote:

 **
 Getting synchronized crashes as well, it's not crashing the clients here.
 I've noticed that the last thing in the console before the crash is an rcon
 from the server itself for stats. Anyone else getting that?

 On 10/14/2011 12:23 AM, pilger wrote:

 It's awfully unstable.

 I've been getting reports of synchronized crashes affecting a set of
 players on my server and experienced it myself. It doesn't affect all
 players, but it definitely affects more than one player at the same time and
 it crashes the client back to OS without any warning or message.

 It's frequent and it appears to be happening on other servers aswell, as i
 have been told. Can't confirm that 100%, though.

 I think it should have something to do with the item server as long as it
 is a synchronized crash.



 On Thu, Oct 13, 2011 at 10:21 PM, Robert Whelan mrrjwhe...@yahoo.comwrote:

  Am I reading this right, lol. I didn't get the memo?

 98.40%  downloading c:\srcds/css\bin

 They pulled css out of the orangebox directory?

*From:* Tony Paloma to...@valvesoftware.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Tuesday, October 11, 2011 1:50 PM

 *Subject:* Re: [hlds] Mandatory TF2 update coming Wednesday

   Every frame, the engine will sleep until it’s time for the next tick.
 However, the Sleep system call may be imprecise and wake the process up
 slightly later than intended. Setting host_timer_spin_ms will reduce the
 value passed into Sleep by that many milliseconds, but will cause the
 process to busy wait for longer while it waits for the next tick and thus
 increase CPU usage. The var will not improve your framerate if you’re
 constantly below 66 (i.e. a bogged down server), but may improve consistency
 on a sub-second scale.
 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn .
 *Sent:* Tuesday, October 11, 2011 2:25 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming Wednesday

 Can anyone from Valve comment about host_timer_spin_ms?

 This seem to make the FPS more consistent when enabled, it always stay at
 66. When it's disabled, it's mostly between 60-70.
  2011/10/11 Brian Simon bluebriansi...@gmail.com
 Yes, I am very relieved that this Major Update is not one of Valve's
 infamous Friday Updates.

  On Tue, Oct 11, 2011 at 12:07 AM, Rob Liu robl...@gmail.com wrote:
 Well, at least they're doing a major update on Wednesday instead on Friday

  On Tue, Oct 11, 2011 at 4:53 PM, Wander wander...@gmail.com wrote:
 thanks for the heads up

 Im guessing we'll need to change this on our prophunt servers, or does
 anyone know if the ph mod takes care of it?

 On Tue, Oct 11, 2011 at 05:50, Jake Haldeman jake.halde...@neumont.edu
 wrote:
  I'm guessing the default is that it will show the icons.  But if your
 server.cfg has the tf_show_voice_icons after the update it will no longer
 work because they changed it...
  
  From: hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] On Behalf Of Rob Liu [
 robl...@gmail.com]
  Sent: Monday, October 10, 2011 9:48 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
 
  Hi there,
 
  What if I don't have mp_show_voice_icons in my server.cfg ?
 
  On Tue, Oct 11, 2011 at 2:32 PM, Tony Paloma to...@valvesoftware.com
 mailto:to...@valvesoftware.com wrote:
  We’re going to have a mandatory TF2 update coming Wednesday
 afternoon/evening. This is just a heads-up that it’s coming so that you can
 be prepared.
 
  There is one change that might require a change to server configs:
  tf_show_voice_icons has been renamed to mp_show_voice_icons so that it’s
 more generic.
 
  Thanks,
  Tony
 
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Re: [hlds] Mandatory TF2 BETA update released

2011-10-05 Thread Mike O'Laughlen
This option could negatively affect performance?

On Tue, Oct 4, 2011 at 7:31 PM, Harry Strongburg harry.h...@harry.luwrote:

 On Tue, Oct 04, 2011 at 03:43:39PM -0600, T Marler wrote:
  Are there any plans to fix hl2.exe crashing after quitting tf2? I
  havn't heard anything about this and it's been around for months.

 Set your game's launch options to -high -windowed -noborder. I use that
 and have not gotten a hl2 crash in months.

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Re: [hlds] [TF2] Overtime bug?

2011-09-15 Thread Mike O'Laughlen
If one team has won more rounds and time expires for map change then the
team that won more rounds wins the map.

On Thursday, September 15, 2011, Saint K. sai...@specialattack.net wrote:
 There is another overtime bug where overtime kicks in, people are making
the cap, but it finishes anyway after the 5 seconds.

 Saint k.
 
 From: hlds-boun...@list.valvesoftware.com [
hlds-boun...@list.valvesoftware.com] On Behalf Of SakeFox [
sake...@kingdomsend.com]
 Sent: 15 September 2011 19:25
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] [TF2] Overtime bug?

 I have noticed with gravelpit, gorge and seems like just the 3cp maps,
 but when the blue team has point A and then goes into overtime all they
 have to do is cap B and they will win. It doesn't seem to add time on
 the clock and make them cap C to win the map.

 Just recently started playing TF2 again so not sure if this was known
 issue or a setting needing to be change to fix it, but have seem it on a
 few servers so I thought I would ask.

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Re: [hlds] [TF2] Overtime bug?

2011-09-15 Thread Mike O'Laughlen
Good point.  I'm thinking of push CP where the map limit can
be indefinitely extended.

On Thu, Sep 15, 2011 at 1:51 PM, Saint K. sai...@specialattack.net wrote:

 So you imply that in a case of, for example goldrush, where one team has
 done the full attack (6 points), the other team is up to try, reaches
 overtime at say stage 1, cap 2, it ends overtime after 5 sec and grants the
 win to the other team, even while the blu's are still pushing the
 cart(during over time)?
 
 From: hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen [
 molaugh...@gmail.com]
 Sent: 15 September 2011 19:49
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] Overtime bug?

 If one team has won more rounds and time expires for map change then the
 team that won more rounds wins the map.

 On Thursday, September 15, 2011, Saint K. sai...@specialattack.net
 mailto:sai...@specialattack.net wrote:
  There is another overtime bug where overtime kicks in, people are making
 the cap, but it finishes anyway after the 5 seconds.
 
  Saint k.
  
  From: hlds-boun...@list.valvesoftware.commailto:
 hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SakeFox [
 sake...@kingdomsend.commailto:sake...@kingdomsend.com]
  Sent: 15 September 2011 19:25
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] [TF2] Overtime bug?
 
  I have noticed with gravelpit, gorge and seems like just the 3cp maps,
  but when the blue team has point A and then goes into overtime all they
  have to do is cap B and they will win. It doesn't seem to add time on
  the clock and make them cap C to win the map.
 
  Just recently started playing TF2 again so not sure if this was known
  issue or a setting needing to be change to fix it, but have seem it on a
  few servers so I thought I would ask.
 
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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Mike O'Laughlen
Yes

On Tue, Aug 23, 2011 at 9:25 PM, David Schmieder
dm_schmie...@hotmail.comwrote:

 
  Item server down for anyone else?

 -David Schmieder


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Re: [hlds] Server Trend

2011-07-14 Thread Mike O'Laughlen
How does one review the Trend?

On Thu, Jul 14, 2011 at 5:30 AM, steve grout steve.gr...@gmail.com wrote:

 Our main community server has been almost constantly full since the
 matchmaking/F2P release so i would like to thank who ever thought up that
 idea at Valve..

 now to the point.. Since registering our main community server our trend
 has always been 'good' standing Trend: slightly upwards.  It's been this way
 for weeks but today i noticed that our standing is still 'good' but the
 Trend is 'downwards fast'.  We've changed nothing on our server at all over
 this time and like i have mentioned it's been constantly full.

 Anyone got any ideas as to why this might be?

 Thanks for your time

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Re: [hlds] TF2 SkillBalance

2010-10-14 Thread Mike O'Laughlen
Define accumulated points.  Is it something akin to HLstatsX?  Or does it
use the TF2 point system?  Does it punish medics for not having a high K/D
ratio?

On Thu, Oct 14, 2010 at 8:08 AM, Tom Edwards t_edwa...@btinternet.comwrote:

  I'm not sure that this is the best place to announce plugins, but for
 those written with the Valve API there doesn't seem to be anywhere else.

 http://steamreview.org/external/tf2/tf2_skillbalance.zip

 This plugin will grab the Steam TF2 stats of connecting players and rank
 them according to time played and accumulated points. It then keeps each
 team's overall ranking score within a configurable limit by forcing
 assignment to teams and also by rebalancing between rounds. It replaces the
 game's own mid-round autobalance system.

 I'm looking for a few brave souls who are willing to be guinea pigs: the
 code is stable, but the accuracy of the ranking equation hasn't been put to
 the test in large games yet. Is anyone up for it?

 (Linux is supported as well as Windows, but I don't want to cross-post to
 the other list.)

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Re: [hlds] Team Fortress 2 Update Available

2010-10-09 Thread Mike O'Laughlen
Valve should either buy Tony's tf2items.com site and integrate it into the
game or include a trading post to flag items to be traded for one or more
items.

On Sat, Oct 9, 2010 at 10:18 AM, [MP] Oh Noes! 
ohn...@maxpowergaming.xfactorservers.com wrote:

 Get yourself an AFK manager plugin that moves them to spec. That being
 said,
 I think you should be able to trade through the steam browser, outside the
 game.

 - Oh Noes!
 MAX POWER Gaming Community


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of clad iron
 Sent: Saturday, October 09, 2010 2:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 wow i thought i was the only 1 that noticed the increase of ppl standing
 around.
 I think trading should be limited to off server trading.

 Watching ppl spamming chat and the mic about wanting to trade gets old.

 Actually allowing them to stand around trading makes as much since as the
 SG's not have ANY limit on range when firing manually.



 On Sat, Oct 9, 2010 at 2:12 AM, Ronny Schedel i...@ronny-schedel.de
 wrote:

  It would be nice to have a server side CVar, which prevents trading,
  crafting and buying on the server. This would stop the cases where one
 team
  is idling the whole game.
 
 
 
   A required update for Team Fortress 2 is now available.  The specific
  changes include:
 
  - Fixed an exploit that allowed people to bypass the Gloves of Rushing
  Urgently's damage taking penalty.
  - Made the following items nameable: Mildly Disturbing Halloween Mask,
  Ghastly Gibus, Soldier's Medal, Honest Halo, Golden Wrench, Mann Co.
 Cap,
  Polycount Pin.
  - Fixed a case where some clients where timing out while accessing the
  store.
 
  Jason
 
 
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Re: [hlds] hlds Digest, Vol 32, Issue 21- TF2 crashing and restarting

2010-10-09 Thread Mike O'Laughlen
Sounds like a scheduler is kicking off a windows update or something.

On Sat, Oct 9, 2010 at 2:23 PM, John johnm...@hotmail.com wrote:

 My TF2 server just restarted at exactly 1400 hours Eastern. Like the second
 time today, happened overnight as well.  This has been going on for the
 past
 couple of weeks now, 2 or 3 times a day.  It seemed to be ok about 4 or 5
 days ago, but now it's starting again.


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Re: [hlds] SourceOP Plugin for Orangebox

2010-10-05 Thread Mike O'Laughlen
FYI if an exe or dll has an external requirement, you can run the mt.exe
utility to extract the manifest which is simply an xml file that indicates
the assembly, its version, and public token:

http://msdn.microsoft.com/en-us/library/aa375649(VS.85).aspx

On Tue, Oct 5, 2010 at 2:16 PM, Shizzle Nizzle infl...@gmail.com wrote:

 yup your right tony, as soon as i installed Visual C++ 2008 Redistributable

 http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bfamp;displaylang=en
 
 http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bfdisplaylang=en
 

 on the server, it started up perfectly fine. guess it must be a requirement
 for windows servers

 On Tue, Oct 5, 2010 at 12:34 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  Strange. Somebody posted that they needed Visual C++ 2008 Redistributable
  before it would load for them. Maybe your issue is similar? You might
 want
  to try the 2010 one if 2008 doesn't help.
 
  Also, loading with metaplugins.ini would be better than loading with the
  command mid-game.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
  Sent: Tuesday, October 05, 2010 8:27 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] SourceOP Plugin for Orangebox
 
  i tried loading in with metamod, actually before that i tried to load in
  using valve's method but it kept saying unable to load plugin.
  i moved the bin folder inside the sourceop's folder for the metamod
 load..
  and did
 
  meta load addons/SourceOP/bin/sourceop.dll
 
  i got back Failed to load plugin addons/SourceOP/bin/sourceop.dll (The
  application has failed to start because its side-by-side configuration is
  incorrect. Please see application event log or use commandline
 sxstrace.exe
  tool for more detail.
 
  On Tue, Oct 5, 2010 at 9:35 AM, Shizzle Nizzle infl...@gmail.com
 wrote:
 
   wow nice, the admin tool you provided alone gives me enough reason to
   try it out and possibly use it on all my servers
  
  
   On Tue, Oct 5, 2010 at 2:04 AM, ics i...@ics-base.net wrote:
  
About the overviews, i noticed that there are some ready but what
   way they should be taken for custom maps? For example i have 6 CS
   Source maps, where i have overview images ready (took them during map
   creations for the radar images). Can i use those directly and then
   use the information from the scripts/overviews file? Cs_office has
   4.10, -1838, 1858 on the file, those are scale, pos_x and pos_y? Will
   it work if i just convert the vtf to jpg and then add those or do you
  have some other method for this?
  
   -ics
  
   5.10.2010 7:53, Tony Paloma kirjoitti:
  
It's not configured to. Right now just CSS, TF2, HL2MP. DOD:S will
   be
   next.
   But if ZPS is orangebox, it should be easy to do.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent
   Crimes
   Sent: Monday, October 04, 2010 9:22 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] SourceOP Plugin for Orangebox
  
   Will this work on mods like zps?
  
   -Original Message-
   From: Tony Palomadrunkenf...@hotmail.com
   Sent: Monday, October 04, 2010 8:49 PM
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com; Half-Life dedicated Linux server
   mailing list hlds_li...@list.valvesoftware.com
   Subject: [hlds] SourceOP Plugin for Orangebox
  
   Hey list,
  
  
  
   When I was talking about this in the IRC channel a while ago, it
   seemed like there was a bit of interest, so I thought I'd bring it
   up here for more visibility.
  
  
  
   This weekend I released a beta for my SourceOP plugin. SourceOP is
   basically an admin mod type of plugin with features similar to Mani
   and SourceMod.
   However, there are two distinguishing features that everyone seems
   to agree are pretty sweet.
  
  
  
   The first is the ability to remotely admin your server. With a
   separate client program, you can connect to your server, deal with
   players, eavesdrop on their chat, and also hear everything they are
   saying over voice chat.
   Not
   only that, but with the 2D overview, you can see where everyone is
   in real-time allowing easy access to find and deal with trouble
   makers without starting the game. Here is a quick screenshot showing
   everything in
   action:
  
   http://www.sourceop.com/randomimages/remote_admin_20100608.png
  
  
  
   The second-most-awesome feature is the Lua scripting engine. It is
   possible to implement commands, features, and even custom entities
   that maps can use from a SourceOP script. Many of the commands and
   features are implemented in Lua, so there are plenty of examples to
   help get you started if you wanted to customize or write 

Re: [hlds] Team Fortress 2 Update Released

2010-08-25 Thread Mike O'Laughlen
Your soul.

On Wed, Aug 25, 2010 at 8:37 PM, Graham Mackie graham.mac...@gmail.comwrote:

 What exactly does Updated Steamworks stats gathering mean?
 -Graham Mackie



 On Wed, Aug 25, 2010 at 8:28 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
  A required update to Team Fortress 2 is now live.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  Added Hungarian localization file.
  Updated Steamworks stats gathering.
  Updated localization strings based on community feedback.
  Updated Cp_Yukon
- Fixed an exploit where players could get outside of the gameplay
 space.
  Updated Koth_Viaduct
- Reduced the capture time for the control point from 6 seconds to 3
 seconds.
 
  Jason
 
 
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Re: [hlds] Left 4 Dead 2 Update Released

2010-07-29 Thread Mike O'Laughlen
Actually this should be nerfed.

On Wed, Jul 28, 2010 at 6:45 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 Now what about giving the spitter points for blowing up gas cans in
 scavenge? :P
 Jonah Hirsch
 ---


 On Wed, Jul 28, 2010 at 3:31 PM, AJ Collins gamerzwo...@gmail.com wrote:

  Updates to Left 4 Dead 2 have been released. The major changes include:
 
  *Addons*
 
- Client's custom HUDs will be reloaded when changing between Official
and Non-official servers.
 
 
  *GamePlay*
 
- Bullets that first pass through an infected character before striking
 a
Survivor are now ignored as friendly fire.
- Fix for survivors speaking The Passing Finale lines in other
 campaigns.
 
 
  *Versus*
 
- Charger now receives 300 points for any Survivor that is
 insta-killed.
- Charger now receives 100 points for any Survivor that is
 insta-incapped
by a charge.
- Any infected that causes a Survivor to stumble into a ledge hang
situation will receive 50 points.
 
 
  *Tank*
 
- Tanks go into a stasis when they spawn and leave stasis when the
 human
player takes over.
- Tanks in stasis are invisible but still show a glow to the infected
team.
- Tanks do not attack when they are in stasis.
- Tanks in stasis cannot be set on fire or damaged.
 
 
  *SDK Tools*
 
- Fixed crash whenever a VMT was loaded in L4D2 tools mode.
 
 
  http://store.steampowered.com/news/4128/
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Re: [hlds] TF2 Sentry Rocket splash damage glitch

2010-07-25 Thread Mike O'Laughlen
Possibly by design.

On Fri, Jul 23, 2010 at 1:49 PM, Kireas kir...@poketch.net wrote:

 Oh, and its calculated on impact. That's probably the cause, actually.
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Re: [hlds] Team Fortress 2 Update Available

2010-07-15 Thread Mike O'Laughlen
Custom maps can use custom models and particles that can cause issues for
clients.  I suggest going vanilla and rotating each custom map one at a time
until you start seeing the problem.  Or note which map was running last
before the server crashed and remove it.  Continue to remove maps until the
problem fixes itself.  Then rotate each one back in until it happens again.

On Thu, Jul 15, 2010 at 5:05 PM, Shizzle Nizzle infl...@gmail.com wrote:

 anyone have issues with custom map servers? Our two full custom map
 servers.. clients seem to crash out of on mapchanges, the server stays
 online still...

 our stock valve map servers are running ok.

 On Wed, Jul 14, 2010 at 3:22 PM, ics i...@ics-base.net wrote:

  It isn't just arena, it's on regular cp or pl maps too. Sudden spikes of
  lag time to time after the update. Our CS Source server is getting these
 too
  so i guess it's something within the engine. Anyone running DODS and
 could
  confirm the same thing there?
 
  -ics
 
  14.7.2010 23:17, k e kirjoitti:
 
   Same on our arena
 
  On Tue, Jul 13, 2010 at 11:12 PM, Brent Vealnaslund.fan...@gmail.com
  wrote:
 
 
 
  We're having an issue where engineers can't pick up any buildings in
  Arena
  mode. Anyone else noticing this or is it just our server?
 
  On Tue, Jul 13, 2010 at 5:45 PM, Tom Grantaksu...@gmail.com  wrote:
 
 
 
  Glad I'll be able to maybe check out my old demos again.
 
  On Tue, Jul 13, 2010 at 8:23 PM, Lane Eckleyl...@hypernia.com
  wrote:
 
 
 
  I can see about setting up a VM when I get time so I can grab those
 
 
  too,
 
 
  but
  that won't be for at least day or so :/
 
  -Lane
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HL-SDK
 
 
  Synths
 
 
  Sent: Tuesday, July 13, 2010 8:19 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux
 
 
  server
 
 
  mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  Thx lane, does anyone also privately host Linux server updates too?
 
  On Jul 13, 2010 8:17 PM, Lane Eckleyl...@hypernia.com  wrote:
 
  Update Download:
  http://gs.gamerslifeline.com/team-fortress-2-windows-server-3/ - In
 
 
  case
 
 
  anyone needs it.
 
  -Lane
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valv...
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Re: [hlds] Team Fortress 2 Update Available

2010-07-15 Thread Mike O'Laughlen
This has been patch a long time ago.

On Thu, Jul 15, 2010 at 7:42 PM, Gareth Clarke gecla...@gmail.com wrote:

 
  You could try this plugin:


 http://forums.alliedmods.net/showthread.php?p=724109

 It might help
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[hlds] TF2 Steam Cloud Issues

2010-07-08 Thread Mike O'Laughlen
Anyone else can't craft/equip unlockables for TF2 servers?
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Re: [hlds] TF2 Steam Cloud Issues

2010-07-08 Thread Mike O'Laughlen
I believe that was the drop rate cap.  They removed the cap, but the drops
should still be enabled.

Regardless, it looks like it was a global issue last night that has since
been resolved.  Also clients that experience this doesn't necessarily mean
it's a server-related issue.  One fix is to close TF2 and rejoin the server,
but last night it was not resolving the problem.

On Thu, Jul 8, 2010 at 8:15 AM, Michael Krasnow mnk...@gmail.com wrote:

 on the blog valve said some were disabled because of the golden wrenches

 On Wed, Jul 7, 2010 at 9:27 PM, Mike O'Laughlen molaugh...@gmail.com
 wrote:

  Anyone else can't craft/equip unlockables for TF2 servers?
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[hlds] The Grind

2010-06-25 Thread Mike O'Laughlen
achievement_all_v4:

http://www.youtube.com/watch?v=JM1Ay85de3U
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Re: [hlds] team fortress 2 updates heads-up

2010-05-21 Thread Mike O'Laughlen
There's an app for that.

On Fri, May 21, 2010 at 5:24 PM, Noel phre...@gmail.com wrote:

 If you have an Android device, enter the market and search for Source
 Server Manager  -  it's a free application by a Mr. Matthew Livingstone
 that gives you the ability to remotely issue commands to Source servers.

 Between using email apps to watch for the update emails Jason sends to this
 list and using the Source Manager app to send commands remotely, you never
 have to worry about being near a computer in case of updates.

 (Of course, depending on where your server is hosted, you can also just use
 a smart device browser to access web management tools.  I know the Android
 2.1 browser allows me full access to the NFO control panel, for example.)

 -brambles

 On May 21, 2010 12:06 PM, hlds-requ...@list.valvesoftware.com wrote:

 Send hlds mailing list submissions to
   hlds@list.valvesoftware.com

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 Today's Topics:

  1. Re: Team Fortress 2 Update Available (Don Williams)
  2. Re: Team Fortress 2 Update Available (Michael Krasnow)
  3. Re: Team Fortress 2 Update Available (Don Williams)
  4. Re: Team Fortress 2 Update Available (Allan Button)
  5. Re: Team Fortress 2 Update Available (Don Williams)
  6. Re: Team Fortress 2 Update Available (ENF)
  7. Re: (no subject) (jimbomcb)


 --

 Message: 1
 Date: Thu, 20 May 2010 22:52:15 -0400
 From: Don Williams d...@precdata.com
 Subject: Re: [hlds] Team Fortress 2 Update Available
 To: 'Half-Life dedicated Win32 server mailing list'
   hlds@list.valvesoftware.com
 Message-ID: mailman.2.1274468401.24737.h...@list.valvesoftware.com
 Content-Type: text/plain;   charset=us-ascii

 How would you actually prepare?  Update comes do it.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Kurfis
 Sent: Thursday, May 20, 2010 10:03 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 What happened to the heads-up e-mails we used to get that gave us some time
 to prepare for an upcoming update? Kinda miss those.

 On Thu, May 20, 2010 at 6:44 PM, ENF ethernetfr...@planetether.net
 wrote:

  Thanks All, I'll run the -verify_all and see what happens. Everything was
  fine before this update. (I did run the update twice, but I didn't think
 it
  woudl have a caused a problem...)
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 Message: 2
 Date: Thu, 20 May 2010 23:12:25 -0400
 From: Michael Krasnow mnk...@gmail.com
 Subject: Re: [hlds] Team Fortress 2 Update Available
 To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
 Message-ID:
   aanlktinwab6x5ji3en1cd4b0tligo6uvgnfoxf5ol...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 i  would make my tin foil hat, duh

 ;)

 On Thu, May 20, 2010 at 10:52 PM, Don Williams d...@precdata.com wrote:

  How would you actually prepare?  Update comes do it.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Kurfis
  Sent: Thursday, May 20, 2010 10:03 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  What happened to the heads-up e-mails we used to get that gave us some
 time
  to prepare for an upcoming update? Kinda miss those.
 
  On Thu, May 20, 2010 at 6:44 PM, ENF ethernetfr...@planetether.net
  wrote:
 
   Thanks All, I'll run the -verify_all and see what happens. Everything
 was
   fine before this update. (I did run the update twice, but I didn't
 think
  it
   woudl have a caused a problem...)
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Re: [hlds] Team Fortress 2 Update Available

2010-05-05 Thread Mike O'Laughlen
It's the push to the end of TF2 as we know it!!!

On Wed, May 5, 2010 at 8:48 PM, Tom Grant aksu...@gmail.com wrote:

 How long have the avatars been broken for arena? I feel like they've been
 broken for ages

 On Wed, May 5, 2010 at 8:43 PM, Rory King rory_k...@hotmail.co.uk wrote:

  Cheers!
 
 
 
  On 6 May 2010, at 01:39, Jason Ruymen jas...@valvesoftware.com wrote:
 
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   - Mann Co. badges updated
  - Added new Primeval Warrior employee badge
  - Moved badges start date to the official TF2 release date of
   October 10th, 2007
  - Gave Primeval Warrior badge to anyone who played in the TF2
   Beta prior to the official release
  - Adjusted existing badges based on the new start date
   - Fixed player avatars being squashed in the Arena win panel
   - Fixed a client crash caused by players calling for a Medic
   - Fixed a server crash caused by receiving invalid data in player
   commands
   - Fixed wearables attached to ragdolls not setting their skins and
   bodygoups correctly
   - Fixed deflected remote-detonate pipebombs becoming mini-crits when
   detonated
   - Fixed deflected remote-detonate pipebombs becoming full crits if
   the Pyro is critboosted
   - Prevented custom models from showing domination particles in
   PropHunt
  
   Jason
  
  
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Re: [hlds] 1 server lagging when full

2010-04-17 Thread Mike O'Laughlen
http://www.reece-eu.net/drekrates.php

On Sat, Apr 17, 2010 at 1:52 PM, Charles Mabbott cmabb...@verizon.netwrote:

 Unless my math is off this is my guess

 A full 15 slots at sv_maxrate 100 will take about a 2.4mbs connection of
 bandwidth. (This formula)

 Bandwidth (bytes/sec) = Player Slots * sv_maxrate (bit/s) value * 8

 Explanation of the formula is here
 http://www.bluesnews.com/cgi-bin/finger.pl?id=182

 So from my guess is your hitting the limits of your bandwidth..

 Since it's an idle server, I would drop sv_maxrate on the idle server
 significantly, but worst case scenario you have a total of 56 slots * 100
 updates/second which is 5600 packets per second which might be overloading
 the network card (some are VERY cheap and choke relatively quickly)..

 Verify your bandwith with a rate checker, test it from various locations
 and
 pick the worst one to base your number off of.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
 Sent: Saturday, April 17, 2010 9:12 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] 1 server lagging when full


 I am running 3 gameservers on one box.

 1 tf2 idle server (26 slot)
 1 24/7 island PVKII server (15 slot)
 1 standard PVKII server (15 slot)

 The problem I am having is when all the servers are full the last one
 listed
 drops to ~15-20 fps and lags like hell.  I really am not sure why its only
 the one server.  The other PVKII server will be fine and I don't really
 care
 if the tf2 idle server lags.

 I don't seem to be maxing out my server,  CPU stays at about 60-75% when
 all
 servers are full.

 Box specs
 Dell 1750
 Windows 2003
  Dual 3 Ghz Xeons. (Single core but windows does show them as dual cores)
 4 gigs of ram
 100 Mbit connection.
 All server run SM 1.3 and sourcebans

 The command line I am using

 C:\pvkii\orangebox\srcds.exe -console -game pvkii -ip xx.xx.x.xxx -ticrate
 66 -maxplayers 15 +fps_max 600 +map bt_island +exec server.cfg

 Server.cfg
 hostname   [Hlds list is the best]

 mp_timelimit 20
 mp_timelimit_waitroundend 1

 mp_roundtime 3
 mp_roundlimit 0
 mp_winlimit 0
 sv_community_groupid x
 sv_admin_groupid 0
 sv_community_grouptag 
 rcon_password xx
 sv_downloadurl xx
 sv_minupdaterate 20
 sv_maxupdaterate 100
 sv_maxrate 2

 // sv_region tells the Steam servers where your server is located, possible
 values are:
 // 0 - US East coast
 // 1 - US West coast
 // 2 - South America
 // 3 - Europe
 // 4 - Asia
 // 5 - Australia
 // 6 - Middle East
 // 7 - Africa

 sv_region -1

 Any ideas?   I just find it odd that only one server lags.


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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Mike O'Laughlen
Wouldn't high res timers increase CPU utilization?

On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehm mikesti...@gmail.com wrote:

 No changes that I can see we handle 375+ and seems to be just as it always
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling 150+
 people TF2 participants without pegging the processor but after the WAR
 update, 90 people seems to put the processor at 95+% uage.  Have recent
 updates causes changes in anyone else's server resource consumption? Are
 there optimizations available that don't exist out of the box to maintain
 server capacity?
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Re: [hlds] File download speeds

2009-11-21 Thread Mike O'Laughlen
Wouldn't it be cool if Steam supported torrents?

On Fri, Nov 20, 2009 at 11:13 PM, Mike Vail mike_v...@boomgaming.netwrote:

 Hey Chris,

 Something to be aware of with regard to hosting maps on the typical shared
 hosting services most people use for websites. Nearly every shared hosting
 company has policies that don't allow you to host large quantities of files
 that are downloaded frequently and strain the shared servers they are on.
 Companies typically monitor this stuff with software tools they have and
 will outright cancel you or limit your bandwidth if they catch you doing
 it.
 This is because your downloads will impact the other users on these shared
 boxes, some of which will server hundreds of websites to keep their costs
 down.

 I was unaware of this until I found out he hard way with Hostmonster.com.
 After they found me sharing hundreds of maps, sounds, player models, etc,
 they throttled my bandwidth way back and people started taking forever to
 get their downloads. I spent days searching for a new host and chose
 Justhost.com after speaking to their Live-chat to confirm I could host
 files
 for CSS. They said it would be fine but they too threatened to cancel me
 after seeing the high volume of downloads I had.

 My community hosts a couple servers with lots of custom content and we get
 a
 couple hundred new players per day that have to download constantly for
 Gungame. We have our own dedicated Windows 2008 server box with a ton of
 bandwidth. What I ended up doing was moving all my CSS content files to the
 same server box as my games and created my own http download site from the
 same box my games are on using IIS. I no longer need to depend on a 3rd
 party for my CSS http service, management of my stuff is now easier and
 there are no limits to what I can host. As far as download speeds, they are
 faster on my own box than the shared hosting I was using and the downloads
 have absolutely no affect on the 6 gameservers I'm running on the box. I
 encourage anyone to try it. It works great for us and I've been doing this
 for over a year without a hitch.

 Take care,
 Mike Vail



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Blood Letter
 Sent: Friday, November 20, 2009 7:27 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] File download speeds


 Not that I know of, unfortunately.
 Just about any http redirect will be better than serving through the server
 - just grab some free/cheap hosting.
 If you own the box, just throw up a free FTP server on it and point it to
 the same dir as the server itself, and then give it it's own subdomain
 (ftp.serverip).

  Date: Sat, 21 Nov 2009 13:47:42 +1100
  From: chris_holma...@yahoo.com.au
  To: hlds@list.valvesoftware.com
  Subject: [hlds] File download speeds
 
  Hey all,
 
  As I'm sure we're all aware, by default SRCDS puts a speed limit on
  downloads when clients are downloading maps, mods, textures, whatever,
  from the server when they connect. I'm also sure we're all aware that
  we can use a HTTP/FTP redirect to allow fast downloads, but I'm
  curious if there is a way to get faster download speeds without having
  to set up a mirror - ie, can the artificial speed limit srcds imposes
  be bypassed by, say, a cvar or sourcemod plugin?
 
  Thanks
  -Chris
 
 
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 _
 Windows 7: I wanted simpler, now it's simpler. I'm a rock star.

 http://www.microsoft.com/Windows/windows-7/default.aspx?h=myidea?ocid=PID247
 27::T:WLMTAGL:ON:WL:en-US:WWL_WIN_myidea:112009
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Re: [hlds] Texture Issue / Question

2009-11-15 Thread Mike O'Laughlen
Yes this is a known issue.  After playing CP_Glacier clients need to restart
the game to fix the pyro's sprites.

On Sun, Nov 15, 2009 at 4:14 AM, Tony Paloma drunkenf...@hotmail.comwrote:

 From what I've heard it happens after maps with certain (any, maybe?)
 custom
 particle effects.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
 Sent: Saturday, November 14, 2009 10:42 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Texture Issue / Question

 So, it's been awhile since I've posted to the HLDS list, but I've had an
 issue for the last month or more and finally gotten to the point where
 something needs to be done. I've roughly gone through the previous posts
 looking for a similar situation and to my shock I was unable to find one.
 Anyway.. I can play 2fort all day long, but on any other maps I get some
 texture glitch where fire is flat squares and air movement from the air
 blast or double jumping looks like 3 gray lines that fade out. Anyway.. I'd
 be shocked if nobody else has seen it. It seems like it's statistically a
 very widespread issue. At least 10 people I've talked to all experience it
 on a continual basis. This started after a major TF2 update about 2 months
 ago, and nothing I've done has seemed to solve the problem. I tried
 upgrading my drivers per someone's recommendation but as expected drivers
 don't have anything to do with the issue so it didn't solve the problem.

 Just wondering if anyone knows how to fix it.

 Here's an example of what I'm talking about.

 http://s1.postimage.org/1bewS0-b05585195501dfc6c0f5cd68ace5ee7b.jpg
 http://www.postimage.org/image.php?v=gx1bewS0

 Thanks for the help.

 -Matt
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Mike O'Laughlen
asshats beget asshats.

On Thu, Oct 29, 2009 at 7:44 PM, 1nsane 1nsane...@gmail.com wrote:

 I see. This can never die. Carry on then.

 On Thu, Oct 29, 2009 at 7:34 PM, Phillip Vector t...@mostdeadlygame.com
 wrote:

  Well, you are deffently unhampered by players since you banned them all.
 
  Tell me, will you be banning people who farm the Halloween achievements
 as
  well?
 
  On Thu, Oct 29, 2009 at 4:32 PM, msleeper mslee...@ismsleeperwrong.com
  wrote:
   You are clearly doing something wrong because it runs like a cushioned
   dream on debian for me.
  
  
   On Thu, 2009-10-29 at 17:30 -0600, Ben B wrote:
   tf2 was running terribly on centos and debian for me on my server.
  
   swapped to windows out of desperation, now it's running like a champ
  
   On Thu, Oct 29, 2009 at 5:25 PM, Shane Arnold 
 clontar...@iinet.net.au
  wrote:
  
A lot of the functions contained in that script do not have native
  windows
counterparts. Even more reason why you should all be using
 linux-based
servers ;)
   
Rick Payton wrote:
 wut, no windows port? :P

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
 Sent: Thursday, October 29, 2009 1:03 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 I wrote this ages ago for linux servers, supports instant
  auto-update.

 http://nephyrin.net/tools/nemrun/latest/

 On 10/29/2009 03:39 PM, Y Smith wrote:
 I could see this being scripted

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
 Sent: Friday, 30 October 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 oh god yes, i dont see why it hasn't happened yet. update comes
  out,
srcds
 closes itself, runs update, and restarts itself.
 why not?! D:

 On Thu, Oct 29, 2009 at 4:27 PM, JäKë Tcan_kic...@hotmail.com
   wrote:


 A working autoupdate would fix that.. :)






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Re: [hlds] L4D Force Dedicated Server

2009-10-26 Thread Mike O'Laughlen
Wouldn't it be nice if the UI displayed a list of server favorites?

On Sun, Oct 25, 2009 at 8:23 PM, Brent Veal naslund.fan...@gmail.comwrote:

 mm_dedicated_force_servers

 I believe you can list multiple servers separated by commas and it will put
 you into the first available server

 On Sun, Oct 25, 2009 at 5:15 PM, Chuck junkmailfro...@gmail.com wrote:

  Sorry if this has been covered before.  So it's been some time and I'm
 now
  playing L4D again however I see I can no longer do
  ms_force_dedicated_server
  anymore.  How do I go about creating a game through the lobby and having
 it
  connect to one of my servers?
 
 
 
  Thanks in advance,
 
   Chuck
 
 
 
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Re: [hlds] L4D Crash exploit?

2009-10-06 Thread Mike O'Laughlen
You should try resetting your rcon password?

On Tue, Oct 6, 2009 at 6:34 PM, Ook ooksser...@zootal.com wrote:

 Is there a L4D crash exploit going around? I'm watching my server, which
 normally runs for days without crashing, crash/restart every couple of
 minutes. The last few lines in the log file is:

 L 10/06/2009 - 15:09:49: Preventing spawning
 L 10/06/2009 - 15:09:49: server_message: quit
 L 10/06/2009 - 15:09:49: Log file closed

 This happens every couple of minutes. I don't see anything in the console,
 it just quits. It started doing this about 4.5 hours ago, and it's done it
 about 40 times since then. It leaves a log file of exactly 1272 bytes.
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Re: [hlds] Left 4 Dead Update Available

2009-10-01 Thread Mike O'Laughlen
The problem is really just a matter of understanding the customer and
testing the scenarios that will be used most often.  There are the folks
that use the lobby system w/o worrying about connecting to a server... and
there's are folks that worry about connecting to a server.  Clearly the
first scenario was higher priority than the second.

On Thu, Oct 1, 2009 at 8:09 PM, Tony Paloma drunkenf...@hotmail.com wrote:

 A good QA person is lucky to get paid much more then minimum wage.

 Because that doesn't depend on where you work either

 I work for a sizable software company that pays the QA staff pretty much
 equally to the devs. I say pretty much because everyone's individual case
 differs, but the ranges are the same.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Thursday, October 01, 2009 4:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 It's a reflection of how much companies value QA people (or don't value
 them), not so much how much devs get paid. A good dev might make 85K or
 more, depending on where they work and what they do. A good QA person is
 lucky to get paid much more then minimum wage.

 - Original Message -
 From: Phillip Vector t...@mostdeadlygame.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, October 01, 2009 4:38 PM
 Subject: Re: [hlds] Left 4 Dead Update Available


 It may hurt, but it's true.

 On Thu, Oct 1, 2009 at 4:34 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:
  let someone who gets paid half as much as us...
  Ouch.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
  Sent: Thursday, October 01, 2009 3:37 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  It's not so much that devs are not so good at testing their own code.
 I've
  been writing code for 20 years, and I can test my code as well as the
 next
  person can. It's that we don't have the time to spend 10 hours testing a
  code change that only took us 20 minutes to make. I code it, I perform
  basic
 
  tests to make sure I didn't do something stupid, and I send it to the QA
  department to spend the next 10 hours testing the entire system to make
  sure
 
  I didn't break anything. We get paid to code - let someone who gets paid
  half as much as us spend their day testing code. It is a really stupid
  business practice to rely on devs to test code changes.
 
  In Valve's case, the devs perform preliminary testing and then they
  publish
  it to the world to let us, the QA team aka customers test it :)
 
  - Original Message -
  From: Keeper hl2li...@afksoftware.com
  To: 'Half-Life dedicated Win32 server mailing list'
  hlds@list.valvesoftware.com
  Sent: Thursday, October 01, 2009 2:11 PM
  Subject: Re: [hlds] Left 4 Dead Update Available
 
 
  Agreed. 100%
 
  -Original Message-
  From: Midnight [mailto:mido...@gmail.com]
  Sent: Thursday, October 01, 2009 5:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  This is why software companies have QA teams, Developers are not good at
  finding bugs since they are too close to their own code.
 
 
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Re: [hlds] Left 4 Dead Update Available

2009-10-01 Thread Mike O'Laughlen
Errr.. connecting to a *specific* server.  Most folks don't give a crap
about what server they find themselves on.

On Thu, Oct 1, 2009 at 11:09 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 The problem is really just a matter of understanding the customer and
 testing the scenarios that will be used most often.  There are the folks
 that use the lobby system w/o worrying about connecting to a server... and
 there's are folks that worry about connecting to a server.  Clearly the
 first scenario was higher priority than the second.


 On Thu, Oct 1, 2009 at 8:09 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 A good QA person is lucky to get paid much more then minimum wage.

 Because that doesn't depend on where you work either

 I work for a sizable software company that pays the QA staff pretty much
 equally to the devs. I say pretty much because everyone's individual case
 differs, but the ranges are the same.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Thursday, October 01, 2009 4:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 It's a reflection of how much companies value QA people (or don't value
 them), not so much how much devs get paid. A good dev might make 85K or
 more, depending on where they work and what they do. A good QA person is
 lucky to get paid much more then minimum wage.

 - Original Message -
 From: Phillip Vector t...@mostdeadlygame.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, October 01, 2009 4:38 PM
 Subject: Re: [hlds] Left 4 Dead Update Available


 It may hurt, but it's true.

 On Thu, Oct 1, 2009 at 4:34 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:
  let someone who gets paid half as much as us...
  Ouch.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
  Sent: Thursday, October 01, 2009 3:37 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  It's not so much that devs are not so good at testing their own code.
 I've
  been writing code for 20 years, and I can test my code as well as the
 next
  person can. It's that we don't have the time to spend 10 hours testing a
  code change that only took us 20 minutes to make. I code it, I perform
  basic
 
  tests to make sure I didn't do something stupid, and I send it to the QA
  department to spend the next 10 hours testing the entire system to make
  sure
 
  I didn't break anything. We get paid to code - let someone who gets paid
  half as much as us spend their day testing code. It is a really stupid
  business practice to rely on devs to test code changes.
 
  In Valve's case, the devs perform preliminary testing and then they
  publish
  it to the world to let us, the QA team aka customers test it :)
 
  - Original Message -
  From: Keeper hl2li...@afksoftware.com
  To: 'Half-Life dedicated Win32 server mailing list'
  hlds@list.valvesoftware.com
  Sent: Thursday, October 01, 2009 2:11 PM
  Subject: Re: [hlds] Left 4 Dead Update Available
 
 
  Agreed. 100%
 
  -Original Message-
  From: Midnight [mailto:mido...@gmail.com]
  Sent: Thursday, October 01, 2009 5:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  This is why software companies have QA teams, Developers are not good
 at
  finding bugs since they are too close to their own code.
 
 
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Re: [hlds] Left 4 Dead Update Available

2009-09-30 Thread Mike O'Laughlen
use the map command with the gamemode as the second argument.

On Wed, Sep 30, 2009 at 9:12 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Bumping, I am not getting any lobby connections still, and as voogru
 said I am unable to change mp_gamemode without the aid of SourceMod.


 On Tue, 2009-09-29 at 18:04 -0700, Jason Ruymen wrote:
  A new, highly recommended Left 4 Dead update is now available.  Please
 run hldsupdatetool to receive the update.  The specific changes include:
 
  - Made the variable mp_gamemode available again. Note that you can also
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
  - Added mm_dedicated_force_servers to allow specification of a list of
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
  - Updated shared libraries and DLLs preventing dedicated servers listing
 correctly, appearing on Steam groups, and being found via sv_search_key
 
  Jason
 
 
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[hlds] Investigating Win32 Crashes

2009-09-28 Thread Mike O'Laughlen
I'm a coder that has some knowledge of WinDBG and other resources.  What
would be the best way to debug a crash dump?  Are there debugging symbol
files available for SM or even the dedicated server?  I've seen stack traces
posted in here that makes me think that there are some tips that I can
learn.
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Re: [hlds] Win2k versus 2003 versus 2008 on older hardware

2009-09-18 Thread Mike O'Laughlen
Add more RAM.

On Fri, Sep 18, 2009 at 6:17 PM, Ook ooksser...@zootal.com wrote:

 I have an older box, AMD Sempron 2400+, 1GB ram, that I use for to run an
 OP4 server (hlds.exe) and a L4D server (srcds.exe). With Win2000 and both
 servers full, cpu is about 30%.

 I upgraded it from Win2000 to server 2003, and when I did I noticed a
 significant increase in cpu consumption. On the Winserver 2003 box, it used
 80-90% cpu. My first guess was that the cpu scheduler in server 2003 has
 more overhead and the context switches were using up all the extra cpu. My
 second guess was that I really didn't have a clue why. On both
 installations
 I stopped all services I didn't think needed to be running.

 I have a copy of Server 2008, but I'm thinking this box may be too old to
 run that. Also performance under 2003 wasn't that great, I'm not sure it
 would be any better under 2008.

 Anyone have experience running server 2003/2008 on older hardware re.
 performance?


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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread Mike O'Laughlen
Probably means you'll get booted for idling too long.

On Tue, Sep 15, 2009 at 7:11 PM, Quentin SPEHNER shao...@gmail.com wrote:

 Changed idle player check to include spectators  players who haven't
 chosen a team

 I don't understand what this mean, can someone explain please?
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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread Mike O'Laughlen
I'm seeing this in console when the Blutsauger is equipped:

 Invalid attribute specified in item. 'health drain' could not be found in
 attributes definition file.


Crater-damage doesn't seem to affect the 3h/s base rate.  Not very
scientific.  Just me alone on a server and watching the health meter ticks.

On Tue, Sep 15, 2009 at 7:26 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 The idle kicker wasn't considering spectators or unjoined players. Now it
 does.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Quentin SPEHNER
 Sent: Tuesday, September 15, 2009 4:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Changed idle player check to include spectators  players who haven't
 chosen a team

 I don't understand what this mean, can someone explain please?
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[hlds] Make the Map Quick List 100% Vanilla

2009-09-13 Thread Mike O'Laughlen
Why is it that my Valve map quick list always directs me to idle servers and
32-player/fast-respawn drivel?  Sadly, even the traditional server list is
composed 50% of 32-player server (with their 20 choke) and 25% fast respawn
(breaking all payload maps).

Where are all the vanilla servers on the East coast?  I can't say it's
Valve's fault.  All of you take part in breaking a well-designed gaming
experience.

Some of you may reply filter for a vanilla server.  Sadly, the tags aren't
truthful.  !increased_maxplayers consists of false negatives.  Lots of 32
players still remain in the server browser.

I've looked at the Vanilla steam group (http://steamcommunity.com/groups/VTU),
but most of the servers are empty.  Am I the only gamer that wants to play
the way the developers intended it to be played?
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Re: [hlds] Make the Map Quick List 100% Vanilla

2009-09-13 Thread Mike O'Laughlen
Most folks join 32 player servers because they don't know any better.  More
is more so the server browser naturally elevates the popularity of those
servers.  The quick list should mitigate that by choosing servers that are
most like your play style.  L4D don't allow 8v8 servers in the match making
system, so I don't see why this is any different.
All in all, 32 player doesn't bother me.  It's the fact that the
server-restricted rates are too low.  30K isn't going to cut it.  sv_rate
needs to be in the 60K range.  Or at least until the choke isn't horrendous.
 Often times I run around a corner and don't see a scout until I've been
blasted twice.  (And I'm a very observant player if I do say so myself.)

At the very least I think Valve should at least provide some additional
knobs to turn when filtering the lists down.  They need to set up the system
to be more granular.  The respawn times should be listed as a percentage of
the default and built into the browser.

On Sun, Sep 13, 2009 at 8:26 PM, Octo octodhd_h...@monkeyrings.com wrote:

 I think if they tried to favor a certain type of server that people would
 start trying to game the system (again).  Maybe the Vanilla server list
 needs a bit of a refresh.  I run four 24 player vanilla servers and a
 couple other 24 player servers with light changes (nocrits / no spread)
 and I'm not listed on their list at all :)

 Just speaking from my perspective as a server operator if people want
 stock/vanilla servers to exist and be popular they should form groups that
 will actively go and seed those servers with players whe they are empty to
 get them going.  I find the 24 player servers harder to keep populated than
 32 player servers just because they can't absorb it when a few players drop
 due to a round ending or the map changing.

 One of the most frequent complaints I see on my servers is the respawn time
 :)

 If you want info on my servers drop me a line on steam.  You sound
 interested
 in payload servers, and I run a 24/7 badwater and a payload rotation server
 so
 maybe I can help.

 - octodhd

 On Sun, Sep 13, 2009 at 02:40:07PM -0400, Mike O'Laughlen wrote:
  Why is it that my Valve map quick list always directs me to idle servers
 and
  32-player/fast-respawn drivel?  Sadly, even the traditional server list
 is
  composed 50% of 32-player server (with their 20 choke) and 25% fast
 respawn
  (breaking all payload maps).
 
  Where are all the vanilla servers on the East coast?  I can't say it's
  Valve's fault.  All of you take part in breaking a well-designed gaming
  experience.
 
  Some of you may reply filter for a vanilla server.  Sadly, the tags
 aren't
  truthful.  !increased_maxplayers consists of false negatives.  Lots of 32
  players still remain in the server browser.
 
  I've looked at the Vanilla steam group (
 http://steamcommunity.com/groups/VTU),
  but most of the servers are empty.  Am I the only gamer that wants to
 play
  the way the developers intended it to be played?
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Re: [hlds] TF2 - Removing Halos

2009-09-04 Thread Mike O'Laughlen
HAH this entire thread is clever.

On Fri, Sep 4, 2009 at 10:56 PM, Clyde cide thedrunkenbraw...@gmail.comwrote:

 If Valve was so concerned about this... Why not just vac ban the cheaters
 who idled? Many questioned why the didnt ban the weapons unlocker... I
 questioned why when a server I was on lost connection to vac or steam or
 what ever the fuck it was I got all of the hats why they were then taken
 away from me. Not a cheat but a fuck up on valves end. Ill post below here
 Valves response to my question





































































  Great answer eh?
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Re: [hlds] Weird Particle Errors Since Last Update? [TF2]

2009-08-24 Thread Mike O'Laughlen
We've been experiencing this as well.  Particularly after a custom map.

On Mon, Aug 24, 2009 at 12:02 PM, Michael Krasnow mnk...@mnkras.com wrote:

 are you sure its not your client? did you go on another server and look? if
 so its your client files

 On Mon, Aug 24, 2009 at 5:10 AM, Jeff Sugar jeffsu...@gmail.com wrote:

  Anyone else having weird issues time to time with particle effects since
  the
  last update ? It seems like on mapchange, sometimes stuff like blood,
  rocket/pipe explosions scout feet-dust/sparkles, fire, and other kicked
 up
  dust turn into an odd, blocky animation.
 
  I have a screenshot of how the fire looks here:
  http://img183.imageshack.us/img183/3526/cpredfortb30004.jpg
 
  i don't think we have anything on the server that could contribute to
 this,
  given we haven't added or changed any plugins recently except updating
 the
  GScramble plugin. Nevertheless, here's an output:
 
 
   [SM] Listing 38 plugins:
 01 Admin File Reader (1.2.2-dev) by AlliedModders LLC
 02 Admin Help (1.2.2-dev) by AlliedModders LLC
 03 Admin Menu (1.2.2-dev) by AlliedModders LLC
 04 Advertisements (0.6.1) by Tsunami, Otstrel.ru Team
 05 AFK Manager (3.1.2-compat) by Rothgar
 06 Anti-Flood (1.2.2-dev) by AlliedModders LLC
 07 autochangemap (1.1) by bazooka
 08 Basic Chat (1.2.0-dev) by AlliedModders LLC
 09 Basic Comm Control (1.2.2-dev) by AlliedModders LLC
 10 Basic Commands (1.2.2-dev) by AlliedModders LLC
 11 Basic Info Triggers (1.2.2-dev) by AlliedModders LLC
 12 Basic Votes (1.2.2-dev) by AlliedModders LLC
 13 Client Preferences (1.2.2-dev) by AlliedModders LLC
 14 Fun Commands (1.2.2-dev) by AlliedModders LLC
 15 Fun Votes (1.2.2-dev) by AlliedModders LLC
 16 GhostTalk (1.4) by Atreus
 17 gScramble + Balance (1.9.r5) by Goerge
 18 HANSE Reserved Slots (1.5) by red!
 19 Intel Timer (1.1) by EnigmatiK
 20 Kigen's Anti-Cheat (1.1.9) by Kigen
 21 M3Motd - MOTD / Rules Display (0.2.1) by M3Studios, Inc.
 22 MapChooser (1.2.2-dev) by AlliedModders LLC
 23 Nextmap (1.2.2-dev) by AlliedModders LLC
 24 Map Nominations (1.2.2-dev) by AlliedModders LLC
 25 PermaMute (0.1) by Ryan FLOOR_MASTER Mannion
 26 Player Commands (1.2.2-dev) by AlliedModders LLC
 27 Players Votes (1.4.1) by The Resident, pZv!
 28 RCON Lock (0.2.5) by devicenull
 29 Reserved Slots (1.2.2-dev) by AlliedModders LLC
 30 Rock The Vote (1.2.2-dev) by AlliedModders LLC
 31 SM /me Support (1.0.1) by Mad_Dugan
 32 Sound Commands (1.2.2-dev) by AlliedModders LLC
 33 SourceBans (1.4.3) by InterWave Studios Development Team
 34 Spray Tracer+Follower (5.8) by Nican132, CptMoore, Lebson506th,
   Predcrab, Atreus
 35 Suppress Messages (Atreus Edit) (1.0.7) by FlyingMongoose
 36 Tag Protection (1.21.mod4BoC) by InstantDeath
 37 Teamswitch Menu (0.2.4) by R-Hehl
  
 
   The only custom extension we're running is RunnTeamLogic. SM version is
 
  
   ] rcon sm version
SourceMod Version Information:
   SourceMod Version: 1.2.2-dev
   SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.2.2-dev)
   SourcePawn API: v1 = 4, v2 = 3
   Compiled on: Aug 16 2009 18:21:18
   Build ID: 2738:cd3cdb75d4e3-dev
   http://www.sourcemod.net/
 
 
  We're on Windows Server 2K3 and i already verity-all'd the TF2 install. I
  cant think of  any other info to provide, so have at it! I haven't seen
  another email about this, so either everyone has been keeping hush-hush
 or
  this is only us.
 
  Thanks!
  -Jeff // Atreus of lions.dongues.net
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-17 Thread Mike O'Laughlen
You realize you're posting to a server admin mailing list.  Steam forums are
where you should be putting your two cents.

On Sun, Aug 16, 2009 at 10:50 PM, Joel R. joelru...@gmail.com wrote:

 It's like taking away the spy's cloak. It's a huge thing that made the FaN
 what it is.



 On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote:

  I know that, but thats the only method now.  Before I could do a really
  long jump by jumping forward, and shooting backwards, then double jump in
  the air or vice-versa.
 
 
 
  On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com
 wrote:
 
  Shoot the FAN straight down to do a triple jump.
 
  On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:
 
   What was the point of removing FAN's push in the opposite direction of
   shooting?  The triple jumps it created were invaluable.  Nevermind
  removing
   the juggling, removing the way it pushed you is far worse a nerf than
   anything.
  
  
  
   On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com
 wrote:
  
Anyone else notice that the HLTV servers are broadcasting oddly?
   
Right now I'm looking at HLTV on my HLSW app and I'm watching the
  server
bounce between the HLTV info (slots and hostname) to the match
 server
info... very odd.
   
This link shows the HLTV hostname and slots:
   
http://blackhole.midwest-gaming.org/uploads/update.jpg
   
This link shows game server hostname and slots but as you'll see,
 the
  IP
hasn't changed.
   
http://blackhole.midwest-gaming.org/uploads/update_1.jpg
   
The switch happens once every second (possibly limited to the update
   query
of HLSW).
   
I don't see any performance drops due to this, but figured everyone
  (and
valve) should see and recognize this as an issue.  Players were
 still
   able
to join the HLTV and watch the matches last night.
   
b0z
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
  Newlove
Sent: Thursday, August 13, 2009 7:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
   
Wait a minute, it is Friday here after all. In your face msleeper!
   
On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 Seems someone doesn't have a job and doesn't know what day it is.
 Join the crowd.


 msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the
  viking helmet and thus quickly decided that testing is for the
  weak and releasing a major update on a Friday is not only a
 good
  idea, it's the most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
  wrote:
 
  Just one tiny question, are you really testing the maps?
  Because
  i just
 want
  to say overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime
 overtime
  overtime overtime overtime overtime overtime since i tried
 the
   koth
mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons
 communities
  know
 about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak 
 tperrinh...@gmail.com
  
wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit
 in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core
  dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output
  error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in
  executable
 format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  email debug.log to li...@valvesoftware.com Fri Aug 14
  02:09:05
  CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
  CEST
  2009: Server Quit
 
 
  On 8/14/09, Matt Lyons 

Re: [hlds] L4D Custom Campaigns + Versioning Issue

2009-07-15 Thread Mike O'Laughlen
Thanks Zoid.
I looked at Diput's mission file and that was causing the issue.

Even excellent mappers don't RTFA:

// version.  You must increment this to the next integer (whole
 numbers)every

// time you release an update.

Version   6.1



On Wed, Jul 15, 2009 at 1:58 AM, Zoid Kirsch z...@valvesoftware.com wrote:

 This is unfortunate.  There is a Version field specifically in the
 mission file used to describe the campaign to matchmaking.  Note that this
 version field is an integer (as documented explicitly in the mission file
 example).  If he listed the version as 6.0 and 6.1 in the mission file,
 the integer parser will both treat them as version 6.

 If you have the authors email, let him know that using a different integer
 value in the version field will correctly prevent cross version joining.  It
 will also prompt users with the old version to upgrade to the new one when
 seeing friends playing on the new version.

 Future versions of Left 4 Dead will warn about invalid characters in the
 version field.

 --
 /// Zoid.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
 Sent: Sunday, July 12, 2009 8:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] L4D Custom Campaigns + Versioning Issue

 I've finally had a chance to play the Death Aboard custom campaign. It's an
 excellent offering, but ran into a few issues regarding the 6.0 and the 6.1
 releases (possibly other versions may have had the same issue described
 below).

 http://www.l4dmods.com/index.php?option=com_joomloadsview=packageItemid=2packageId=156

 In Death Aboard, the author of a campaign (Diputs) has released a few
 different versions of the campaign with different names for the VPK
 (e.g.dthbrd61.vpk vs dthbrd6.vpk). Each VPK includes an updated campaign
 name which includes the version number (Death Aboard 6.1).

 Just from observing my friends, users with both versions installed are able
 to click the Join button to enter the lobby, but the lobby system somehow
 gets confused and boots them.  Once my friends removed the old version of
 the campaign then everything worked as expected.

 Anyone else encounter this issue?
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[hlds] L4D Custom Campaigns + Versioning Issue

2009-07-12 Thread Mike O'Laughlen
I've finally had a chance to play the Death Aboard custom campaign. It's an
excellent offering, but ran into a few issues regarding the 6.0 and the 6.1
releases (possibly other versions may have had the same issue described
below).
http://www.l4dmods.com/index.php?option=com_joomloadsview=packageItemid=2packageId=156

In Death Aboard, the author of a campaign (Diputs) has released a few
different versions of the campaign with different names for the VPK
(e.g.dthbrd61.vpk vs dthbrd6.vpk). Each VPK includes an updated campaign
name which includes the version number (Death Aboard 6.1).

Just from observing my friends, users with both versions installed are able
to click the Join button to enter the lobby, but the lobby system somehow
gets confused and boots them.  Once my friends removed the old version of
the campaign then everything worked as expected.

Anyone else encounter this issue?
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[hlds] Steam Loadout Issues + Gameservers.com Servers

2009-07-05 Thread Mike O'Laughlen
Anyone else having trouble with Steam/Loadout issues with rented servers
from gameservers.com?  I've tried moving the server from Atlanta to NY with
no effect on the problem.  I noticed the problem last week.
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Re: [hlds] Steam Loadout Issues + Gameservers.com Servers

2009-07-05 Thread Mike O'Laughlen
*affect. :D

On Sun, Jul 5, 2009 at 2:53 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 Anyone else having trouble with Steam/Loadout issues with rented servers
 from gameservers.com?  I've tried moving the server from Atlanta to NY
 with no effect on the problem.  I noticed the problem last week.
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Re: [hlds] Steam Loadout Issues + Gameservers.com Servers

2009-07-05 Thread Mike O'Laughlen
:D
Yeah the change didn't affect the problem.

On Sun, Jul 5, 2009 at 3:55 PM, Midnight mido...@gmail.com wrote:

 You had it right the first time.  Effect.

 Mike O'Laughlen wrote:
  *affect. :D
 
  On Sun, Jul 5, 2009 at 2:53 PM, Mike O'Laughlen molaugh...@gmail.com
 wrote:
 
 
  Anyone else having trouble with Steam/Loadout issues with rented servers
  from gameservers.com?  I've tried moving the server from Atlanta to NY
  with no effect on the problem.  I noticed the problem last week.
 
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Re: [hlds] Steam Loadout Issues + Gameservers.com Servers

2009-07-05 Thread Mike O'Laughlen
I've restarted the server a couple of times and even moved it to a new
machine... different IP.  Unfortunately folks that play during my playtests
have been unable to use the latest unlockable weapons.

On Sun, Jul 5, 2009 at 6:54 PM, 1nsane 1nsane...@gmail.com wrote:

 If I remember correctly gameservers.com uses Linux for their game servers
 and currently Linux SRCDS does not reconnect to steam when steam goes down
 (which can be happen every weekday if they are so inclined).

 Maybe that's your problem? Try restarting the servers every time it happens
 and see if that helps.

 2009/7/5 Frédéric Fortier shadow_...@hotmail.com

 
 
  Personally, I don't have any trouble with my server at the moment
  (however it is only a small 10 slots TF2 sniper server).
 
 
 
  What do you mean by loadout issues?
 
 
 
  Well, first, are you talking about Team Fortress's unlockable items? Or
  is your server running a complete different game?
 
 
 
  Now that you mention that, I did have some problem with it about 2
  weeks ago, but a server restart resolved the problem.
 
 
 
  Otherwise, maybe try contact gameservers.com's staff, you should have a
  reply quite quickly.
 
 
 
 
 
 
 
 Sujet:
  [hlds] Steam Loadout Issues + Gameservers.com Servers
 
 
 
 Expéditeur:
 
  Mike O'Laughlen molaugh...@gmail.com
 
 
 
  Date:
  Sun, 5 Jul 2009 14:53:17 -0400
 
 
 
 Destinataire:
 
  Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
 
 
 
 
 
 
 
 Destinataire:
 
  Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
 
 
 
 
 
   Anyone else having trouble with Steam/Loadout issues with rented servers
  from gameservers.com?  I've tried moving the server from Atlanta to NY
  with
  no effect on the problem.  I noticed the problem last week.
 
 
 
 
 
 
 
 
 
  _
  Attention à tous les Humains. Nous sommes vos photos. Libérez-nous de vos
  disques durs.
  http://go.microsoft.com/?linkid=9666050
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Re: [hlds] New Weapon Drops

2009-05-23 Thread Mike O'Laughlen
With the next class update, I hope Valve doesn't announce what the random
drops are available or even the mention that the update is available.
 Mention the new maps and bug fixes but ninja the rest (like the headgear).
That way the community can stop this QQ nonsense and the retarded
achievement_idle servers.  The weapons would just appear in your inventory
with an introductory web page that can be shared with your friends list via
Steam.  Let it go viral (which would then at least lower the initial
avalanche of complainers).

Bah who am I kidding.  There'll always be haters.
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Mike O'Laughlen
I believe the functionality is that you can start a taunt then right click
to detonate.  Plus taunts take 5 seconds to complete, so even if it were the
other way around it wouldn't be as effective as not taunting and just
right-clicking.

On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Awesome, only one thing...

 * Demomen can now detonate their stickies while taunting

 That seems like a very, very, very bad thing to do. A demoman could
 place stickies around a corner and run the sticky taunt over and over
 again which is also very quiet while looking around the corner,
 basically giving him a wallhack. Or is that the idea?


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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Mike O'Laughlen
Karl, say hello to gmail's delete filter.

On Thu, May 21, 2009 at 9:08 PM, Karl Weckstrom k...@weckstrom.com wrote:



 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Thursday, May 21, 2009 9:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 You know what would be nice? If the servers actually reconnected to steam
 without a restart.

 On Thu, May 21, 2009 at 9:04 PM, Hutch ga...@hutchandlisa.net wrote:

  (SERVER) LoadItems on Account 25137556 returned FAILCODE of 7
  (k_EItemRequestRes
  ultNotLoggedOn).(SERVER) LoadItems on Account 25137556 returned
  FAILCODE of 7 (k_EItemRequestRes
  ultNotLoggedOn).
 
 
  Yay errors! Server dumping!
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Mike O'Laughlen

 I've misunderstood something.


That.

Let's wait and see what the update has in store for us.

On Thu, May 21, 2009 at 9:19 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Sorry, I don't think I'm sure what you mean.

 Well, imagine this scenario. A demoman is camping the main entrance to
 2fort with stickies all over the place and standing on the second
 floor with his back against the wall (and against the entrance). Now
 he can taunt with close to no risk of an enemy getting to him while he
 can see anyone trying to get in the main entrance and detonating while
 still taunting. The demoman will not even be in the victims sight.
 They might as well have unlocked r_drawothermodels for the demoman, or
 hopefully I've misunderstood something.

 On Fri, May 22, 2009 at 3:09 AM, Mike O'Laughlen molaugh...@gmail.com
 wrote:
  I believe the functionality is that you can start a taunt then right
 click
  to detonate.  Plus taunts take 5 seconds to complete, so even if it were
 the
  other way around it wouldn't be as effective as not taunting and just
  right-clicking.
 
  On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:
 
  Awesome, only one thing...
 
  * Demomen can now detonate their stickies while taunting
 
  That seems like a very, very, very bad thing to do. A demoman could
  place stickies around a corner and run the sticky taunt over and over
  again which is also very quiet while looking around the corner,
  basically giving him a wallhack. Or is that the idea?
 
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Mike O'Laughlen
Yah, know, I just realized what you were saying.  Hrm, still the demoman
would have to make it to the spawn and place all those stickies... then move
to the 1st floor Yeah it would not be as bad as you think even with the
bad camera clipping code.

On Thu, May 21, 2009 at 9:24 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 I've misunderstood something.


 That.

 Let's wait and see what the update has in store for us.

 On Thu, May 21, 2009 at 9:19 PM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:

 Sorry, I don't think I'm sure what you mean.

 Well, imagine this scenario. A demoman is camping the main entrance to
 2fort with stickies all over the place and standing on the second
 floor with his back against the wall (and against the entrance). Now
 he can taunt with close to no risk of an enemy getting to him while he
 can see anyone trying to get in the main entrance and detonating while
 still taunting. The demoman will not even be in the victims sight.
 They might as well have unlocked r_drawothermodels for the demoman, or
 hopefully I've misunderstood something.

 On Fri, May 22, 2009 at 3:09 AM, Mike O'Laughlen molaugh...@gmail.com
 wrote:
  I believe the functionality is that you can start a taunt then right
 click
  to detonate.  Plus taunts take 5 seconds to complete, so even if it were
 the
  other way around it wouldn't be as effective as not taunting and just
  right-clicking.
 
  On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:
 
  Awesome, only one thing...
 
  * Demomen can now detonate their stickies while taunting
 
  That seems like a very, very, very bad thing to do. A demoman could
  place stickies around a corner and run the sticky taunt over and over
  again which is also very quiet while looking around the corner,
  basically giving him a wallhack. Or is that the idea?
 
 
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Re: [hlds] Harddrives which to choose (Aaron Rapp)

2009-04-30 Thread Mike O'Laughlen
I found this gmail feature helpful:
http://mail.google.com/support/bin/answer.py?hl=enanswer=47787
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Re: [hlds] [L4D]Server wont allow any more connections after a

2009-04-24 Thread Mike O'Laughlen
When posting server.cfg settings, remember to exclude your rcon_password.
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Re: [hlds] Team Fortress 2 Update Released

2009-04-20 Thread Mike O'Laughlen

 Sounds dangerous. You can delete unlocks, and never get them back? And
 what is the Backpack menu?



Unless you get ring of -3 suckage.
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Re: [hlds] Team Fortress 2 Update Released

2009-04-20 Thread Mike O'Laughlen
Err... +3 suckage.conversely -3 pwnage.

On Mon, Apr 20, 2009 at 8:58 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 Sounds dangerous. You can delete unlocks, and never get them back? And
 what is the Backpack menu?



 Unless you get ring of -3 suckage.


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Re: [hlds] Fighting with Segmentation faults

2009-04-18 Thread Mike O'Laughlen

 i got huge stability issues on my root-server while setting up a counter-
 Strike: source server.


Try running a memory diagnostic test for a few hours to see if there's an
issue with your hardware:

http://www.memtest.org/
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Re: [hlds] [TF2] First Blood on Arena

2009-04-07 Thread Mike O'Laughlen

 Well you might be able to pull it off in another way. Since tf2 arena is so
 similar to css, you could have a css tourney and wouldn't have to worry
 about the crit buff at all! :)

  In CSS it's called random head shots.
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Re: [hlds] net_splitpacket_maxrate

2009-04-02 Thread Mike O'Laughlen
I'm resurrecting this email in the case that folks are still experiencing
lag/choke on servers (like me).  I'm hoping that Valve will continue
improving the player experience regarding (what I assume to be
mis-configured) servers due to the semi-recent update at the end of January.

I've tried the various settings if/when I have control over them from the
following article, but they have no affect:

http://developer.valvesoftware.com/wiki/TF2_Network_Graph

Since the patch I've avoided sniping for the most part, but now that I know
the next class update involves the sniper...

Here's Tony's post regarding choke/net_splitpacket_maxrate:

I was experimenting with net_splitpacket_maxrate and it seems it has a definite
 noticeable effect. Assuming your server's CPU can handle the extra load
 required by splitting an extra amount of large packets and compressing this,
 I would recommend setting this to the same as your sv_maxrate (unless your
 maxrate is zero, in which case you should set it to a real high value).



Look at these pictures:

http://www.sourceop.com/http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
 randomimages/net_splitpacket_http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
 maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

http://www.sourceop.com/randomimages/net_splitpacket_maxrate/Because of
 the constant stream of large amounts of incoming data, every packet in the
 screenshots is part of a fragmented set. The CVar limits the rate of these
 packets specifically and defaults to only 15000. This is a problem because
 when there is large amounts of action, it is common for update packets to be
 split because of their large size. If most of the update packets need to be
 split, your rate will suddenly be dropped to around 15,000.



I see no drawback to increasing the value of this CVar other than
 the increased CPU load your server might get since it will be splitting
 and compressing more outgoing packets.



Hope this helps,



Tony
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen

 sv_minrate = 3 ( def. 3500 )

replicated

- Min bandwidth rate allowed on server, 0 == unlimited


 Im pretty sure it ups them, I set min cmd to 66 and it put everyone up to
 66

instead of default 30.


I can confirm that in the past few weeks I've experienced lag spikes. I had
no idea what was causing it as I've always had a very snappy connection.
After reading Neph's email, I realized that my rate of 10K wasn't enough, so
I bumped it up to 45K and the widely spaced bars I was seeing in the
net_graph went away to a large extent. I still ran across gaps when I
encountered a nearby enemies (lots of hand/mouse coordination).

So ... to some extent these defaults are related to my recent issues.
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
 So ... to some extent these defaults are related to my recent issues.

OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
not sure how Neph achieved 45K.
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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
My eyes are playing tricks on me..  It remembered the value after another
close/reopen cycle of the client.

On Wed, Mar 4, 2009 at 10:13 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

  So ... to some extent these defaults are related to my recent issues.

 OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
 not sure how Neph achieved 45K.

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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
OK I know what happened, I joined a server which capped my rate at 25K.

On Wed, Mar 4, 2009 at 10:20 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 My eyes are playing tricks on me..  It remembered the value after another
 close/reopen cycle of the client.


 On Wed, Mar 4, 2009 at 10:13 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

  So ... to some extent these defaults are related to my recent issues.

 OK when I rejoined I tested the rate again... It maxes out at 25K.  So I'm
 not sure how Neph achieved 45K.



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Re: [hlds] Default client rate settings and you

2009-03-04 Thread Mike O'Laughlen
For the asshats who aren't able to keep score. I resolved any doubt
regarding whether or not sv_maxrate works or not.  It does... I also believe
all the lagouts I've been getting are probably due to the server admins not
updating their sv_rates to a higher, undisclosed recommended setting.  I
dunno maybe I'm fucking crazy but that's my perception on my latest issues
with TF2.
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Re: [hlds] [hlds_announce] Scout update release

2009-02-24 Thread Mike O'Laughlen
This thread rocks.

2009/2/24 Jason Ruymen jas...@valvesoftware.com

 The Scout update should be live in about an hour or hopefully less from
 now.

 Jason

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Tuesday, February 24, 2009 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Scout update release

 This would have to be the latest update yet if they do update The blog
 hasnt been updated yet either :/

 On Tue, Feb 24, 2009 at 6:10 PM, [ЯтR] The-/iller 
 kil...@righttorule.com
  wrote:

  Check version date in console, still Feb13
 
  CLAN RCR wrote:
   I'm sure it wasn't the scout update that I downloaded.
  
   -Matt
  
   On Tue, Feb 24, 2009 at 7:40 PM, Steven J. Sumichrast 
  packh...@gmail.comwrote:
  
  
   Sure that wasn't the optional updates from a few days ago?  They only
   changes a few files for that, and it wasn't mandatory.
  
   Sent from my iPhone
  
   On Feb 24, 2009, at 8:25 PM, CLAN RCR clan...@gmail.com wrote:
  
  
   I just ran updates, and there were a few to grab.. Namely server.dll
   and
   server_i486.so  ..among a few others. I wonder what the fixes were..
  
   -Matt
  
   On Tue, Feb 24, 2009 at 2:13 PM, ServerAlex servera...@gmail.com
   wrote:
  
  
   You mean it's in 2010? :D
  
   2009/2/24 Spencer 'voogru' MacDonald voo...@voogru.com:
  
   12PM VST
  
   (Valve Standard Time)
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec
   Sanger
   Sent: Tuesday, February 24, 2009 7:58 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Scout update release
  
  
   probably late afternoon. I don't think there's an official time
   for this
  
   one
  
   (even if there was, it probably wouldn't be released then)
  
   Thank you,
   Alec Sanger
   P: 248.941.3813
   F: 313.286.8945
  
  
  
  
   From: sai...@specialattack.net
   To: hlds@list.valvesoftware.com
   Date: Tue, 24 Feb 2009 13:48:53 +0100
   Subject: [hlds] Scout update release
  
   Does anyone know when to expect the scout update? Will this be
   today
  
   after
  
   the last new info will be added, or will the update be
   tomorrow(or any
  
   time
  
   after)?
  
   Cheers,
  
  
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   please visit:
  
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   _
   Windows LiveT HotmailR:.more than just e-mail.
  
  
  
 
 http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t2_hm_justgotbetter_explore
  
   _022009
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Re: [hlds] Team Fortress 2 Update Available

2009-02-24 Thread Mike O'Laughlen

 Run it again, I swear they forgot something at the end.


Keep swearing maybe it'll materialize :D
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Re: [hlds] Server browser bugged and messed up

2009-01-13 Thread Mike O'Laughlen
Though I totally agree with some of these comments... (and I have to say I'm
guilty of adding to these threads.)
There is a bug report feature in the game.  Use it.  It's there because
Valve thought it was helpful to provide feedback as well as context to the
problem.  You get a nice little drop down list of what type of problem it
is... I even bet that it gets into a queue.  No extra manual labor for the
Valve employees to open up an email client and have to copy/paste
complaints... Or even if it's really needed because someone had the
foresight to use the in-game bug reporting feature...

Regardless, let's not talk about UI problems on the HLDS list.  It's a minor
gripe, and it even has a checkbox to allow you to disable it.

Thanks,
Mike
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Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-08 Thread Mike O'Laughlen
OK so my original rules probably didn't make a lot of sense.

My point is that there are still issues related to griefing that can be
addressed by an auto-kick.  The vote kick mechansim can be thwarted by
simply having two people on the same team griefing the other two members.
In my particular scenario I was playing versus which bars one team from vote
kicking members of the other team, so it was a hopeless cause and six of the
eight players had to find another lobby.

I still believe there are a few additional features that can help prevent
this type of behavior:


   - Black listing players from your lobby/session.  This replaces the
   reliance of administrated servers and helps the community weed out the bad
   apples.  The system could go one step further and assign a community rating
   as a warning.  Granted this system can be abused, but I think Valve can
   figure out a good median (e.g. higher rated players adorning a player with a
   low rating -OR- many higher rated, unrelated players adorning a player with
   a low score).
   - Auto-kicking for repeatedly downing a teammate.  Valve can determine
   the % of hits by a teammate and take care of this.  If a member rejoins the
   server and continues to TK, then the lobby leader can ban them from the
   session.

I wouldn't want to rely on a mod to accomplish these features because the
majority of the users will want to play on pure servers.  TF2 has degraded
into a mess of sound mods and adjusted respawns that break all the popular
payload and defense maps.
Some of this requires signficant backend work, but I think if Valve figures
out the issue when someone swaps teams upon changelevel then they'll be in a
better position to grant more power to the lobby system to help police
behavior.  Just a guess.
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Re: [hlds] Left 4 Dead Update Available

2008-12-06 Thread Mike O'Laughlen

 I have also noticed some lobby's being titled as Game in Finale and
 such as well... They're only joinable if you Shift+Tab and join through
 a friend.


I've had trouble getting more people to join a lobby after completing a
campaign (coop or versus).  Recreating the lobby fixes the issue.
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Re: [hlds] L4D: Versus mode swapping players' teams

2008-12-06 Thread Mike O'Laughlen

 A, having gone on the forums I think this might be people exploiting
 the
 M key to switch teams by switching to the winning team while they are still
 loading the map:

 http://forums.steampowered.com/forums/showthread.php?t=763961


Not certain, both players were complaining.  But maybe one was just acting.
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Re: [hlds] [TF2] Time out at map change

2008-11-30 Thread Mike O'Laughlen
I've encountered this as well.  Is the map a custom map?  It could be due to
the computer loading the map from disk.  I would check to see if the
server's game directory needs to be defragged or check to see if there are
other programs requiring disk access (including add-ons).


 Sometimes when my server changes from one map to another, instead of going
 to the 'server is changing map'-screen, it will just give all clients the
 Lost connection to server thing in the top right corner of the screen, while
 the scoreboard is shown. When it is finally done counting down from 30
 seconds, everybody gets disconnected, and then a couple of seconds later it
 has finally loaded the next map.

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Re: [hlds] Lame Bitching (a.k.a. Re: How about some server instructions and server.cfg)

2008-11-25 Thread Mike O'Laughlen
Yeah this thread has become unhelpful to anyone but yourself.  I don't even
see what your problem is except complaining that the Internets aren't
structured enough for you.

Furthermore, some of these new cvars such as sv_steamgroup and
sv_steamgroup_exclusive were added to the product just before release, so
any documentation would have be kept up to date.  Admins are typically
technically savvy and able to google for this information.  And the attitude
that you need to be compensated to create the appropriate documentation is
bollocks.

Here's a document on all the cvars (sans sv_steamgroup)
http://www.left4dead411.com/l4d_cvar_list.pdf

If that doesn't help, start a wiki page for l4d cvars/guide.  You can even
add a link from the Valve developer wiki (not sure if it's the appropriate
wiki since its geared towards the SDK devs... but whatever):

http://developer.valvesoftware.com/wiki/Left_4_dead



  I'm *not* supporting L4D until Valve gets their act together. I made the
  decision a day or two after release and numerous frustrating attempts to
 get
  it behaving the way I wanted.
 
  To say If you can't figure it out, then you shouldn't be a server
  operator doesn't carry *ANY* weight with me. That's simply a childish
 jab
  at best and an excuse for valve at worst.
 
  There is no substitute for proper documentation. ---Read that. Now read
 it
  again. Keep reading it until you understand what it means.
 
  Everyone on this list should be *EXPECTING* proper documentation for this
  product. Not begging for it or relying on the few people who managed to
  kinda-sorta figure it out. It's half-assed, and I expect better from
 Valve.
  I blindly believed that Valve would do right by server ops. I won't
 blindly
  believe that anymore.
 
  Call me a whiner. Call me an attention-craver. I don't care. I *will*
 voice
  my opinion if I feel strongly enough about it.
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread Mike O'Laughlen
Inline responses.

 What about maplists and map cycles?  Or mission cycles?

Typically you should drive the cycle of maps on the server based on the
lobby system and restrict your dedicated server search using sv_search_key
cvar.  This is good if you want to create a public lobby but use your
dedicated server.  If you're finished playing and want to let others find
your dedicated server you can disable it by clearing the sv_search_key cvar
via rcon (e.g. rcon sv_search_key ).

 What about switching between versus and coop maps?
 Why is my server currently on a versus map, when I only have coop maps
 in the maplist, and it starts on the hospital coop mission (via command
 line)?

Again it should be controlled by the lobby system, but if you joined and
want to switch maps as an admin use the changelevel command.

For a versus map:

rcon changelevel l4d_vs_farm01_hilltop

For a coop map:

rcon changelevel l4d_hospital01_apartment

Notice the coop maps don't have _vs_ in the name.  If you're interested in
the complete list of maps start typing the changelevel command to let the
console autocomplete with the available maps.  Once you've found the desired
map, prepend the command with rcon and you're good to go.

 There is no way for users to vote for a different map type in the gui.
 There should be.  (Then there should be an option for server admins to
 restrict their servers to a specific type or not.)

Wy?? Lobby system should dictate the gamemode.

 What about controlling team balance between survivors and zombies in a
 versus map?  Too many times I've seen it be 4 survivors vs 2 infected.
 What about controlling the behavior of the director, the hitbox values,
 the max number of infected spawned at any given time, etc.?

I've seen a good strategy for evening team skill.  Change the difficulty
when the stronger team is playing as survivors.  This can be done using the
z_difficulty cvar.  There are other z_* commands that affect the zombies,
but I haven't used them.

 My server is up and running fine, except for it randomly switching to
 versus maps when I want coop only.

So you're fatal flaw here is that you're doing it wrong.  Valve wants
everyone to use the lobby system.  I know that the steam group server
concept doesn't reflect that, but if you're looking to kick start your
server try creating a public lobby and using the sv_search_key cvar.  If
that's not the approach use the changelevel command when you're connected to
the server.
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread Mike O'Laughlen

 I may want to set up co-op only because my testing has found that co-op
 only requires less CPU and/or RAM resources.


This will probably need to be addressed in a patch, but I found this thread
that discusses restricting the server to versus maps:

http://forums.srcds.com/viewtopic/8879

In addition, why would a lobby (I'm still unclear what a lobby is supposed
 to do that a decent server browser can't) want to connect to a server that
 doesn't want the traffic?


The whole approach to the game was to allow the players to control the
dynamics of their sessions. TF2 and other games in the past were geared
towards the server admins. L4D lobbies solve a lot of issues.

1) The game isn't as fun if you are on an empty server (e.g. popping the
server).
2) The majority of the population probably prefers playing with their
friends.  These are the people that may not belong to a steam group or
community such as yours, so allowing them to choose the campaign/versus mode
and connecting to a server is a good approach.  The caveat is that the
admins of public servers lose control to the lobby system.

So if you wish to restrict your server to coop, make it a private/steam
group only server.  Good luck with trying with getting it to pop though
(unless you have a strong community).

Granted Valve could have accommodated the admins more, but that's typically
why admin mods are created.  I would say in the next couple of weeks look
for a L4D version of Beetles_mod (http://www.beetlesmod.com/comm/) or Mani's
admin mod (http://www.mani-admin-plugin.com/).
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Re: [hlds] HLSW+log/logaddress_add on L4D server

2008-11-23 Thread Mike O'Laughlen
I tried reapplying after exec'ing logaddress_delall with no effect.

I'm probably running into issues with port forwarding on my router.  I've
always had problems with p2p clients even with the router being properly
configured.

gameservers.com's support points the finger at Valve, but they probably just
don't want to deal with me.  If others have used this w/o a problem, then
I'll just ignore it and try upgrading the router firmware to an open source
solution.

 I've never had this happen to me. It's been working perfectly.
 This would be more of a question for HLSW or Gameservers..

 [??R] The-/iller wrote:
 * Ive noticed this too, usually only takes a logaddress_delall and then
 ** readd using hlsw buttons or manual reentry.
 **
 ** molaughlen at gmail.com 
 http://list.valvesoftware.com/mailman/listinfo/hlds wrote:
 **
 ** I'm having trouble with a gameservers.com-hosted L4D server regarding the
 ** log/logaddress_add feature. The only way to fix it is to restart the
 ** server. Basically HLSW will work for a few hours and then stops. Attempts
 ** at re-enabling it produce timeouts.
 **
 ** I've added a ticket to gameservers.com but maybe someone else is having 
 the
 ** same problem?
 **
 ** I've verified that my IP is correct... Maybe HLSW is the culprit?
 *


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