Re: [hlds] Mandatory Team Fortress 2 update coming - DELAYED
Agreed, it's about the same level of engagement for the past 10 years. On Fri, Aug 12, 2016 at 9:41 PM, Tohru Adachiwrote: > 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 > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >>> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Can we have a Quickplay Status report, please? 2
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Quickplay settings for TF2 Halloween
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
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mann Co Servers?
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mann Co Servers?
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mann Up Matchmaking
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. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New quickplay is in the real Team Fortress, not TF beta
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] New quickplay is in the real Team Fortress, not TF beta
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!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2 Blacklisted Quickplay cvars
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 required update coming this afternoon
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 ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update coming Wednesday
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds] Mandatory TF2 BETA update released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Overtime bug?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
Yes On Tue, Aug 23, 2011 at 9:25 PM, David Schmieder dm_schmie...@hotmail.comwrote: Item server down for anyone else? -David Schmieder ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server Trend
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 SkillBalance
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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 32, Issue 21- TF2 crashing and restarting
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SourceOP Plugin for Orangebox
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Update Released
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Sentry Rocket splash damage glitch
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- aksumka.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 Steam Cloud Issues
Anyone else can't craft/equip unlockables for TF2 servers? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Steam Cloud Issues
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] The Grind
achievement_all_v4: http://www.youtube.com/watch?v=JM1Ay85de3U ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] team fortress 2 updates heads-up
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 To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... 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...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- 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...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 1 server lagging when full
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Changes in Dedicated Server Capacity After Updates
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] File download speeds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Texture Issue / Question
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
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.. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Force Dedicated Server
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Crash exploit?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Investigating Win32 Crashes
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Make the Map Quick List 100% Vanilla
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Make the Map Quick List 100% Vanilla
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 - Removing Halos
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Weird Particle Errors Since Last Update? [TF2]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Steam Loadout Issues + Gameservers.com Servers
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam Loadout Issues + Gameservers.com Servers
*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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam Loadout Issues + Gameservers.com Servers
: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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam Loadout Issues + Gameservers.com Servers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] New Weapon Drops
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Harddrives which to choose (Aaron Rapp)
I found this gmail feature helpful: http://mail.google.com/support/bin/answer.py?hl=enanswer=47787 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [L4D]Server wont allow any more connections after a
When posting server.cfg settings, remember to exclude your rcon_password. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Sounds dangerous. You can delete unlocks, and never get them back? And what is the Backpack menu? Unless you get ring of -3 suckage. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Fighting with Segmentation faults
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] First Blood on Arena
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] net_splitpacket_maxrate
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Default client rate settings and you
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Scout update release
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows LiveT HotmailR:.more than just e-mail. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t2_hm_justgotbetter_explore _022009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_announce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Run it again, I swear they forgot something at the end. Keep swearing maybe it'll materialize :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server browser bugged and messed up
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: TK'ing becoming more of an issue
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D: Versus mode swapping players' teams
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Time out at map change
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Lame Bitching (a.k.a. Re: How about some server instructions and server.cfg)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] How about some server instructions and server.cfg files?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] How about some server instructions and server.cfg files?
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/). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HLSW+log/logaddress_add on L4D server
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? * ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds