[hlds] vac bypass glitch?

2017-02-16 Thread N-Gon
Video creator said it works only in Valve MVM servers, but as you can see
all he did was try to rejoin over and over until he somehow got into the
game.
https://www.youtube.com/watch?v=S3XJoDvpPUM

Even if it does only affect MVM I'm sure it'll run a few games for people
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Re: [hlds] Mandatory TF2 update coming

2016-12-21 Thread N-Gon
the grinch says 'no'

On Wed, Dec 21, 2016 at 2:58 PM, Lothar Wolf 
wrote:

> Can you please not do that? thanks
>
> On Dec 21, 2016 4:53 PM, "N-Gon"  wrote:
>
> :
>
> On Wed, Dec 21, 2016 at 2:48 PM, Eric Smith 
> wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready
>> soon. This is the Smissmas update.
>>
>> -Eric
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2016-12-21 Thread N-Gon
:

On Wed, Dec 21, 2016 at 2:48 PM, Eric Smith  wrote:

> We're working on a mandatory update for TF2. We should have it ready soon.
> This is the Smissmas update.
>
> -Eric
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-21 Thread N-Gon
In all honesty ElitePowered were really the MAIN culprit on that one

On Fri, Oct 21, 2016 at 5:29 PM, Phillip Vector 
wrote:

> Set up bots that looked like players on maps where they "killed" more than
> 1 solider a second per person for days straight without stopping.
>
> There was a blog post about it I think.
>
> On Oct 21, 2016 14:22, "ED-E"  wrote:
>
>> The "WAR!" update? Oi, I get memories from a different TF2 time (where i
>> actually played the game ^^) cause I started my servers in late 2011 so I
>> don't know what happend. So how did these server owners cheat?
>>
>> - Original Message -
>> From: Phillip Vector 
>> To: Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> Date: Fri, 21 Oct 2016 14:11:56 -0700
>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>>
>> > Because community servers used to cheat the system (like the war
>> update).
>> > So best not to include them.
>> >
>> > On Oct 21, 2016 14:05, "ED-E"  wrote:
>> >
>> > > Based on the stats of sourcemod, current sourcemod tf2 servers did go
>> from
>> > > ~10.000 community servers in 2013 down do ~5.000. I guess one of the
>> > > reasons may be how Valve handles these kinds of things nowadays.
>> > >
>> > > Why are we actually excluded from these events in recent years? I
>> never
>> > > really understood that, does anyone have an idea what it might be?
>> > >
>> > > - Original Message -
>> > > From: Robert Paulson 
>> > > To: Half-Life dedicated Win32 server mailing list <
>> > > hlds@list.valvesoftware.com>
>> > > Date: Fri, 21 Oct 2016 13:49:02 -0700
>> > > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>> > >
>> > > > I found it really funny that people were celebrating on the meet
>> your
>> > > match
>> > > > update when they segregated community servers into their own ghetto
>> > > again.
>> > > >
>> > > > It was the custom server tab version 2, except they were successful
>> this
>> > > > time because you were all being irrational Valve fanboys and
>> claiming
>> > > that
>> > > > community servers were saved again.
>> > > >
>> > > > Now community servers are 100% blocked from "quickplay" (casual
>> mode),
>> > > and
>> > > > they chucked to the bottom of the GUI. Community servers have never
>> been
>> > > > deader.
>> > > >
>> > > > Why would you expect Valve to give community servers anything given
>> what
>> > > > they've been doing for the past 3-4 years?
>> > > >
>> > > > >
>> > > >
>> > > > ___
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>> > > >
>> > >
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-21 Thread N-Gon
:O

On Fri, Oct 21, 2016 at 3:37 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3662193.
>
> -Eric
>
> --
>
> Scream Fortress VIII has arrived!
> - Featuring 3 new community maps: Brimstone, Pit of Death, and Maple Ridge
> Event
> - Added the Creepy Crawly Case
> - Contains 22 new community-created items that make-up the Creepy
> Crawly Collection
> - Has a chance to give one of 3 community-created
> Halloween-restricted items as a bonus item
> - Has a chance to give a taunt Unusualifier as a bonus item
> - Added a taunt Unusualifier
> - A new tool that will Unusualify the specified taunt with the
> Unusual effect listed in the tool's description
> - Can be found as a random bonus item when opening a Creepy Crawly
> Case
> - Added two new taunts to the Mann Co. Store
> - Taunt: The Victory Lap
> - Taunt: Second Rate Sorcery (community-created)
> - Added 8 new community-created Unusual effects
> - 4 new effects for Unusual hats
> - 4 new effects for Unusual taunts
> - Continue last year's event by collecting the souls of dead players for
> your Soul Gargoyle by killing enemies, doing map objectives, or collecting
> the Soul Gargoyles that spawn in the maps
> - Join Halloween matches by selecting the "Halloween" category in Casual
> - Scream Fortress VIII runs through November 9th, 2016
>
> During Scream Fortress VIII
> - All players who launch the game will receive a Soul Gargoyle if they
> don't already have one from last year's event
> - Grants access to Merasmissions and Halloween item transmutations
> - Tracks Merasmissions completed and souls collected
> - Added 3 new Merasmissions for the featured maps
> - Completing a Merasmission will give players a classic Halloween
> item and the chance for a Creepy Crawly Case
> - The chance to receive an Unusual item from a case opening has been
> increased during the event
> - All cases and Mann Co. Supply Crates will grant Halloween 2016 Unusual
> effects instead of their normal Unusual effects
>
> Matchmaking
> - The Competitive maps list has been updated
> - Added pl_badwater and ctf_turbine
> - Disabled cp_granary and cp_badlands
> - Maps will continue to enter and exit this list over time
> - Added "Load Saved Settings" and "Save Current Settings" buttons to the
> Casual mode Map Selection menu
> - Search criteria is now manually saved to give players more
> control over the default settings when the game is launched
> - XP earned in Casual matches has been adjusted to reward players more for
> their personal contribution to the match
> - XP per point has returned to 6.5 XP per point
> - XP earned for match completion and objective completion now
> scales based on your score relative to total amount of points scored by
> everyone in the match
> - Increased the matchmaker's priority of matches with imbalanced teams
> - This should reduce the occurrence of extended imbalanced matches
> when multiple players leave
>
> General
> - Added the AsiaFortress Cup Season 10 tournament medals
> - Added LBTF2 6v6 Season 13 tournament medals
> - Improved several aspects of texture handling for OS X and Linux clients
> - This should reduce the rate of "Out of memory" errors for
> players on high texture settings, especially on level change
> - Players still encountering this error can reduce texture quality
> to medium or lower to greatly improve stability pending further improvements
> - Fixed a missing material issue on cp_sunshine
> - Fixed players not taking damage when exploding as a bombhead without
> stunning Merasmus
> - Fixed Mann vs. Machine zombies not using the correct skin in Ghost Town
> outside of the Halloween event
> - Fixed a bug with the vote-kick timer in Mann vs. Machine mode
> - Fixed taunts not restoring the proper weapon when the taunts are finished
> - Fixed the Pomson 6000 playing the shotgun reload sound
> - Updated the sounds made when the Scout shoves someone while using the
> Shortstop
> - Updated some Merasmus audio files that weren't playing properly
> - Updated the localization files
>
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update coming

2016-09-27 Thread N-Gon
Thank you for fixing the Eureka exploit!
I already have a bunch of players hyped up and delighted that you guys are
listening.

And thank you so much for these fixes to Casual mode as this is really the
main thing I play these days.

-Miggy

On Tue, Sep 27, 2016 at 7:40 PM, Eric Smith  wrote:

> We're working on a mandatory update for Team Fortress 2. The notes for the
> update are below. We should have the update ready soon.
>
> -Eric
>
> --
>
> Matchmaking
> - Players can now form rematches at the end of a Casual match
> - At the end of a Casual match, players will have 30 seconds to
> opt-in to a rematch
> - If at least 6 players from BLU and 6 players from RED have
> chosen to rematch, then a rematch will begin
> - A rematch will use the same teams, map and server
> - Players can now re-queue into Casual Matchmaking during the end of a
> match
> - Players who decline a rematch or simply don't vote in the
> rematch voting period will automatically be re-queued
> - Updated the way XP is earned in Casual matches
> - Players will now be awarded more XP based on their team's
> performance at the end of a match
> - XP is no longer lost for leaving a Casual match early
> - A breakdown of XP sources is now shown when your XP bar fills up
> - Casual matches now more strongly prefer to distribute players to teams
> based on experience, in order to better avoid creating one-sided matches
> - Casual matches are now more likely to start with fewer than 24 players
> in lower population game-modes or regions, wherein the wait time for a full
> match would become excessive
> - The current minimum allowable match size in such situations is
> twelve players
> - The matchmaker will still attempt to place late-joiners into
> these matches as they become available
> - Competitive matches no longer terminate when any player abandons the
> match
> - Bots will now fill in for players who have abandoned, or
> temporarily disconnected from, Competitive matches
> - Matches that finish at an advantage or disadvantage (e.g. 6v5 or
> 5v6, not counting any bots) will now result in smaller or larger skill
> rating adjustments for advantaged wins or disadvantaged losses, respectively
> - Competitive matches that lose more than one player per team will
> keep the current behavior of ending the match
> - Players who abandon Competitive matches still receive a large
> skill rating penalty and Competitive matchmaking cooldown, regardless of
> whether a bot was allowed to take their place
> - Greatly improved the reliability of client ping estimates when placing
> users into matchmaking servers
> - The game client now periodically checks in with the matchmaking
> server network to estimate ping to each region, and feeds the information
> back to the matchmaking system
> - This should greatly reduce cases of players being placed in
> regions to which they have poor ping, even when said regions are
> geographically nearby
> - The scoreboard now shows the connection status for missing and
> connecting players
>
> General
> - Added tournament medals for ozfortress Season 16 and Season 17
> - Fixed an exploit related to the Eureka Effect and carrying buildings
> - Fixed Live Streams menu not displaying the list of streams
> - Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame
> effect during Halloween and Full Moon events
> - Updated the localization files
>
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Re: [hlds] hlds Digest, Vol 65, Issue 6

2016-09-21 Thread N-Gon
hey look, it's dat boi

On Wed, Sep 21, 2016 at 3:26 PM, Q Jo  wrote:

> hey dude
>
> On Sep 21, 2016 12:10 PM, "E. Tuna Dökme"  wrote:
>
>> hi guys
>>
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Re: [hlds] Mandatory Team Fortress 2 update coming

2016-08-16 Thread N-Gon
When he said 'Soon' he meant Valve Time's version of 'Soon'

On Tue, Aug 16, 2016 at 8:50 PM, A Fearts  wrote:

> I guess it's not happening then? Lol.
>
> On Tue, Aug 16, 2016 at 4:23 PM, John Schoenick 
> wrote:
>
>> We're working on a mandatory update for Team Fortress 2. We should have
>> it ready soon.
>>
>> For real this time. Probably.
>>
>> - John
>>
>>
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Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-29 Thread N-Gon
pub.gg is available
FYI

On Fri, Jul 29, 2016 at 11:57 AM, Lucas Wagner  wrote:

> Babby's first domain lookup failed. Sorry for that. Any other ideas for
> domain names? I recommend something similar to other TF related domains,
> such as flan.tf or scrap.tf.
>
> On Fri, Jul 29, 2016 at 10:43 AM, Jordan Olling 
> wrote:
>
>> Not according to https://www.whois.net/
>>
>> On Fri, Jul 29, 2016 at 6:34 AM, Lucas Wagner  wrote:
>>
>>> It appears that the pub.tf domain is available...
>>>
>>> On Wed, Jul 27, 2016 at 6:57 AM, Scandreid  wrote:
>>>
 Hi Tim,

 The cool thing about this is that pretty much nothing's set in stone
 atm. Off the top of my head (and I'm just one guy), maybe a randomised
 display order like huds.tf use would help? For the delisting/listing
 thing, maybe allowing all server owners to submit their own websites to
 site on a trust basis is the answer? Or maybe that's too hands-off? That's
 the thing, I have no design expertise mysself but it's all on the table for
 discussing and working on and hopefully together with the help of whoever
 wants to get involved we can identify concerns like these and arrive at
 something that works for everyone. Similar story for what the tags will be
 - details like that will have to be decided on at some point, and yes I'd
 be very much surprised if the few of us currently in the discord are a
 completely fair and total representation of the entire TF2 community who
 will get everything like that right first time round. Maybe (and again,
 this is one guy spitballing) the best thing to do is to make sure we have
 as much input on this as we can at an early stage so we can get as close to
 something good as we can from the beginning.

 You're right in that anything outside of the game itsself will always
 miss a lot of people, sadly aside from Valve themselves giving the
 community a hand I don't think there's much anyone can do about that.
 Still, I think it could be useful for introducing a fair number of people
 to community servers, e.g anyone who's interested (or we can help become
 interested by reminding them of the good things about community servers) in
 finding a server but wants/needs a cleaner way to view their options. When
 my 'benefits of community servers over valve servers' video did the rounds
 a month or so ago I found there was a real appetite for the community
 server experience among a lot of people who either hadn't found a community
 yet or used to play on a community long since gone, it's early days but I'm
 hopeful that building the hype up around community servers again combined
 with giving them the tools to find a server that suits them will benefit
 these players and community servers alike. I think if we can get a number
 of people, wherever they're coming from, interested in community servers
 again then a lot of those same people could be interested in something like
 this.

 I don't want to act like I speak on behalf of the group or anything
 (mostly because nobody does and it's nothing nearly as formal or
 well-defined as that), I just think something like this could potentially
 help out community servers a bit andI'd like to see problems like the ones
 you're pointing out solved. The fraction of server owners already involved
 won't have all the answers and it's not at all a closed door, with probably
 everything being up for discussion, and if other server owners can chip in
 and help this thing get somewhere I think that's only a good thing :)

 - Scatterbrain

 (btw I get the feeling something was misinterprated somewhere - so far
 I've found the group to be a friendly bunch, I'd be saddened and surprised
 to find any genuine pettiness)

 On 27 July 2016 at 04:26, Tim Anderson  wrote:

> This doesn't really address my concerns. You or maybe some other
> server owner (if successful) will have massive power in deciding where all
> the players go. You still control who gets listed/delisted and shown in
> what order, or what tags will be made or not made. I don't think it is 
> safe
> to assume this list will remain unbiased given how biased /r/tf2 and spuf
> are towards the servers they are associated with.
>
> And without a plan to get people too lazy to use the server browser to
> start using yours instead, all you are going to do is end up with the same
> small pool of players who already know how to use the server browser. This
> is probably not possible without Valve inserting whatever server finding
> idea you have into the game itself.
>
> Without solving these 2 issues, I don't think this will be successful
> at all.
>
> On Tue, Jul 26, 2016 at 7:56 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> We 

Re: [hlds] Mandatory Team Fortress 2 update released

2016-07-28 Thread N-Gon
You guys are great
Thank you for the swift responses

On Thu, Jul 28, 2016 at 6:59 PM, Ross Bemrose  wrote:

> I checked the schema, they're marked as cannot_trade.  Valve changed it
> earlier this year so you can't gift wrap non-tradeable items.
>
> On 7/28/2016 6:41 PM, N-Gon wrote:
>
> Eric,
>
> Sorry for bringing up something silly in the HLDS but seeing as it
> involves my event I feel like I should note...
> The Florida Lan medals have been added, awesome! But for some reason it
> appears they are giftable?
> http://www.trade.tf/items/updates
>
> On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3553149.
>>
>> -Eric
>>
>> 
>>
>> - Matchmaking
>> - Competitive Mode
>> - Abandon penalty times are now longer for first-time
>> abandoners with a low number of games played
>> - Abandoning a game now results in significant rank loss.
>> This loss is always greater than losing a given match.
>> - Fixed an issue where players could drop and reconnect
>> too many times before triggering an abandon
>> - Casual Mode
>> - Matches can now start with fewer than 24 players when
>> there are not enough compatible players in queue
>> - The match will still add additional players (up
>> to 24) as they become available
>> - This should improve queue times for
>> low-population regions and game modes
>> - Added maps cp_gullywash, cp_snakewater, and koth_probed
>> - Fixed not being able to cycle between spectator modes
>> - Weapon viewmodels
>> - The field-of-view slider has been re-added to Adv. Options menu
>> (range: 54 to 70 degrees)
>> - This feature is now allowed in Competitive Mode
>> - Improved and fixed many animations when using a higher
>> viewmodel field-of-view
>> - Removed custom animations from the sv_pure whitelist because it
>> was being exploited
>> - Adjusted The Cow Mangler and Black Box reload animations to be
>> slightly faster (they now match the default rocket launcher)
>> - Your class portrait will now always be the innermost in the match
>> status HUD (top center) and will have a slightly brighter background
>> - Added the Prinny promo items to the Mann Co. Store
>> - Added the Florida LAN 2016 community medal
>> - PASS Time update
>> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
>> cloaking with the Spy
>> - Tweaks and fixes for all maps
>> - Fix pack speed not being updated sometimes
>> - Aiming players will no longer receive pack speed bonus
>> - Some adjustments to reduce average round length
>> - Overtime will end immediately if the winning team
>> touches the ball
>> - Overtime won't happen if it's impossible for the losing
>> team to win
>> - Fixed players being able to avoid a vote-kick by reconnecting to the
>> server at the right time
>> - Fixed the pd_watergate HUD not drawing
>> - Fixed Engineer teleporter exits sometimes detonating when used due to
>> invisible geometry
>> - Fixed getting a black screen if the chat window was open when the match
>> stats were being shown
>> - Fixed weapons not being hidden during some taunts for the Engineer,
>> Medic, and Soldier
>> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player
>> the Spy is disguised as
>> - Fixed a client crash related to the animation system
>> - Fixed a bug where players in looping taunts could sometimes cause other
>> clients to drop from the server
>> - Fixed not seeing particle effects for Unusual versions of Baseball
>> Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine
>> - Fixed hearing the "team wipe" Announcer audio at the incorrect times
>>
>>
>>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-07-28 Thread N-Gon
Wewlad
Thank you, was worried there for a bit :(

>most items appear gifaable on trade.tf , however they're not actually
giftable after the changes in tough break, if an item is not tradable then
it's not giftable

On Thu, Jul 28, 2016 at 6:48 PM, Nebras  wrote:

> most items appear gifaable on trade.tf , however they're not actually
> giftable after the changes in tough break, if an item is not tradable then
> it's not giftable
>
>
> On Fri, Jul 29, 2016 at 1:41 AM, N-Gon  wrote:
>
>> Eric,
>>
>> Sorry for bringing up something silly in the HLDS but seeing as it
>> involves my event I feel like I should note...
>> The Florida Lan medals have been added, awesome! But for some reason it
>> appears they are giftable?
>> http://www.trade.tf/items/updates
>>
>> On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith 
>> wrote:
>>
>>> We've released a mandatory update for Team Fortress 2. The notes for the
>>> update are below. The new version is 3553149.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Matchmaking
>>> - Competitive Mode
>>> - Abandon penalty times are now longer for first-time
>>> abandoners with a low number of games played
>>> - Abandoning a game now results in significant rank
>>> loss. This loss is always greater than losing a given match.
>>> - Fixed an issue where players could drop and reconnect
>>> too many times before triggering an abandon
>>> - Casual Mode
>>> - Matches can now start with fewer than 24 players when
>>> there are not enough compatible players in queue
>>> - The match will still add additional players
>>> (up to 24) as they become available
>>> - This should improve queue times for
>>> low-population regions and game modes
>>> - Added maps cp_gullywash, cp_snakewater, and koth_probed
>>> - Fixed not being able to cycle between spectator modes
>>> - Weapon viewmodels
>>> - The field-of-view slider has been re-added to Adv. Options
>>> menu (range: 54 to 70 degrees)
>>> - This feature is now allowed in Competitive Mode
>>> - Improved and fixed many animations when using a higher
>>> viewmodel field-of-view
>>> - Removed custom animations from the sv_pure whitelist because
>>> it was being exploited
>>> - Adjusted The Cow Mangler and Black Box reload animations to be
>>> slightly faster (they now match the default rocket launcher)
>>> - Your class portrait will now always be the innermost in the match
>>> status HUD (top center) and will have a slightly brighter background
>>> - Added the Prinny promo items to the Mann Co. Store
>>> - Added the Florida LAN 2016 community medal
>>> - PASS Time update
>>> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
>>> cloaking with the Spy
>>> - Tweaks and fixes for all maps
>>> - Fix pack speed not being updated sometimes
>>> - Aiming players will no longer receive pack speed bonus
>>> - Some adjustments to reduce average round length
>>> - Overtime will end immediately if the winning team
>>> touches the ball
>>> - Overtime won't happen if it's impossible for the
>>> losing team to win
>>> - Fixed players being able to avoid a vote-kick by reconnecting to the
>>> server at the right time
>>> - Fixed the pd_watergate HUD not drawing
>>> - Fixed Engineer teleporter exits sometimes detonating when used due to
>>> invisible geometry
>>> - Fixed getting a black screen if the chat window was open when the
>>> match stats were being shown
>>> - Fixed weapons not being hidden during some taunts for the Engineer,
>>> Medic, and Soldier
>>> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player
>>> the Spy is disguised as
>>> - Fixed a client crash related to the animation system
>>> - Fixed a bug where players in looping taunts could sometimes cause
>>> other clients to drop from the server
>>> - Fixed not seeing particle effects for Unusual versions of Baseball
>>> Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine
>>> - Fixed hearing the "team wipe&quo

Re: [hlds] Mandatory Team Fortress 2 update released

2016-07-28 Thread N-Gon
Eric,

Sorry for bringing up something silly in the HLDS but seeing as it involves
my event I feel like I should note...
The Florida Lan medals have been added, awesome! But for some reason it
appears they are giftable?
http://www.trade.tf/items/updates

On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3553149.
>
> -Eric
>
> 
>
> - Matchmaking
> - Competitive Mode
> - Abandon penalty times are now longer for first-time
> abandoners with a low number of games played
> - Abandoning a game now results in significant rank loss.
> This loss is always greater than losing a given match.
> - Fixed an issue where players could drop and reconnect
> too many times before triggering an abandon
> - Casual Mode
> - Matches can now start with fewer than 24 players when
> there are not enough compatible players in queue
> - The match will still add additional players (up
> to 24) as they become available
> - This should improve queue times for
> low-population regions and game modes
> - Added maps cp_gullywash, cp_snakewater, and koth_probed
> - Fixed not being able to cycle between spectator modes
> - Weapon viewmodels
> - The field-of-view slider has been re-added to Adv. Options menu
> (range: 54 to 70 degrees)
> - This feature is now allowed in Competitive Mode
> - Improved and fixed many animations when using a higher viewmodel
> field-of-view
> - Removed custom animations from the sv_pure whitelist because it
> was being exploited
> - Adjusted The Cow Mangler and Black Box reload animations to be
> slightly faster (they now match the default rocket launcher)
> - Your class portrait will now always be the innermost in the match status
> HUD (top center) and will have a slightly brighter background
> - Added the Prinny promo items to the Mann Co. Store
> - Added the Florida LAN 2016 community medal
> - PASS Time update
> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
> cloaking with the Spy
> - Tweaks and fixes for all maps
> - Fix pack speed not being updated sometimes
> - Aiming players will no longer receive pack speed bonus
> - Some adjustments to reduce average round length
> - Overtime will end immediately if the winning team
> touches the ball
> - Overtime won't happen if it's impossible for the losing
> team to win
> - Fixed players being able to avoid a vote-kick by reconnecting to the
> server at the right time
> - Fixed the pd_watergate HUD not drawing
> - Fixed Engineer teleporter exits sometimes detonating when used due to
> invisible geometry
> - Fixed getting a black screen if the chat window was open when the match
> stats were being shown
> - Fixed weapons not being hidden during some taunts for the Engineer,
> Medic, and Soldier
> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the
> Spy is disguised as
> - Fixed a client crash related to the animation system
> - Fixed a bug where players in looping taunts could sometimes cause other
> clients to drop from the server
> - Fixed not seeing particle effects for Unusual versions of Baseball
> Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine
> - Fixed hearing the "team wipe" Announcer audio at the incorrect times
>
>
>
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Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-22 Thread N-Gon
I've already ran into two servers since the update that use bots disguised
as players with fake pings and all.
Also ran into another server that had admins and donors using plugins to
help them win games (Higher crit chances, have proof of this), clearly a
pay-to-win model.
It's like they don't realize or don't care that they are a big part of why
quickplay was removed from community servers.

On Fri, Jul 22, 2016 at 5:25 PM, HD  wrote:

> Big bump the night of – after that hardly nothing.
>
> My MvM’s are dead – that’s been since a few updates ago prior to this
> recent big one so no idea what to do about that.
>
> The other servers are hardly touched and I think are worse now than before.
>
>
>
> I’ve about given up.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lucas Wagner
> *Sent:* Friday, July 22, 2016 4:31 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* [hlds] Roughly 2 weeks out from the MyM update...
>
>
>
> Are the community server operators happy with the results? Are your
> servers filled to the brim with players? Is your enjoyment of the game
> reaching new heights?
>
>
>
> Provide your honest evaluation.
>
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> please visit:
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread N-Gon
I went back and reread some of these emails including the one from Lucas
which I've included an excerpt of.
I can't help but feel that you're talking about the Day Care 2fort
community server cause I ran into that very same issue just a few days ago.
These are the kinds of server that lowered the quality of the quickplay
pool back when it was community oriented, These are the kinds of servers I
would never want back in quickplay.

If they (Valve) ever does decide to make a quickplay system for community
servers in the future I would sincerly hope they disallow servers from
participating that are running sourcemod plugins that have NOT been
whitelisted, if such a thing is even possible.


Lucas Wagner via 
list.valvesoftware.com
3:25 PM (3 hours ago)
to Half-Life
>>my friends and I know of a few servers in which mods are abusing critical
chance plugins, and SM plugins in general


On Fri, Jul 8, 2016 at 3:25 PM, Lucas Wagner  wrote:

> I think the thing that worries me the most is that, at least with Valve
> servers, there is a nice assortment of different maps, etc. I can find a
> game on most maps with little or no effort. Communities largely serve the
> interests of the server owners and operators. I know right before QP died
> that it was very difficult to find anything but 24/7 servers focused on a
> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
> you wanted to play something like Frontier, for example, it wasn't easy to
> find a community server offering that.
>
> Perhaps Valve can provide some bonus referrals to servers hosting maps
> that are not being played currently, and an interface for server operators
> to queue what the community needs (Hey it'd be really great if you host
> upward next) and set the next map to it within 2-3 minutes of a map ending.
> Or it can just give more referrals to maps that aren't very well supported,
> thus giving some incentive for operators to branch out.
>
> I'm all for community servers provided the plugin set is clean (I don't
> need to download all of your special files just to play a map), is
> unobtrusive or interferes with my gaming experience (i hate plugins that
> make me acknowledge the open menu before I can do anything), are fair (my
> friends and I know of a few servers in which mods are abusing critical
> chance plugins, and SM plugins in general), and perform well. Running
> custom plugins is great and all, but it was definitely out of hand. I've
> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
> will miss them if the community cannot provide a reasonable replacement for
> that system. I played on some last night and some were fun, some had god
> awful performance, and some were unnecessarily encumbered with plugins.
> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
> servers receiving referrals.
>
> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
> wrote:
>
>> People said the same thing about quickpick at the time and we all know
>> how that turned out. Everyone was claiming higher player counts at first
>> and now they are dead.
>>
>> On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:
>>
>>> Frankly, it's a win just by shining light on the fact that there ARE
>>> community servers at all. For years now, they've been effectively hidden to
>>> the point that a large portion of the F2P playerbase didn't even know they
>>> existed. At least with this UI change we've got the chance for players to
>>> find us.
>>>
>>> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner  wrote:
>>>
 I would imagine a big reason why things were so great last night was
 people just wanted to play TF2 and the only servers they could connect to
 were community servers. Not trying to rain on the parade, bu I think Robert
 is right. It'll be a few weeks before we have any clue how this will all
 play out.

 Lucas

 On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson 
 wrote:

> I am not sure why everyone is celebrating so early.
>
> Population is only high likely because of a new patch, summer time,
> and reportedly many Valve servers being temporarily down.
>
> Maybe casual mode is bringing in more players, but it is just as
> likely that matchmaking is yet another drain players that community 
> servers
> will never be allowed to participate in, while some of you are excited
> about fighting for scraps from other community servers.
>
> ___
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> please visit:
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>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread N-Gon
I'm with Mr. Wagner on this one.
Valve's QP system let anyone join essentially any official map they wanted
and there would be players, this was (and still is) much harder if not
close to impossible to do with community servers. Can any of you guys
honestly tell me that you don't have servers that sit dead empty unless you
get all the admins to sit in and play for half an hour or more to get it
filled up.

I'm hoping with this new change communities will be more open to trying
different maps as "Valve steals our players" is pretty much a non-issue now.

On Fri, Jul 8, 2016 at 3:45 PM, Lucas Wagner  wrote:

> I ran them too. And they all died. Rotation is one thing, and having
> on-demand maps that I can join instantly is another. It's a video game,
> nobody is interested in waiting 20 minutes to play a map. The beauty of the
> previous Valve model was this was not an issue. There was almost always a
> full server on any given map, even some of the more obscure payload race
> maps.
>
> I'll believe it when I see it. Until then, I remain skeptical.
>
> On Fri, Jul 8, 2016 at 2:32 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> There were plenty of rotation servers before quickplay. I ran a bunch
>> myself as did my friends/competitors. If it's something the community wants
>> you can bet servers will pop up to provide it again.
>> On Jul 8, 2016 3:27 PM, "Lucas Wagner"  wrote:
>>
>>> I think the thing that worries me the most is that, at least with Valve
>>> servers, there is a nice assortment of different maps, etc. I can find a
>>> game on most maps with little or no effort. Communities largely serve the
>>> interests of the server owners and operators. I know right before QP died
>>> that it was very difficult to find anything but 24/7 servers focused on a
>>> small handful of maps, mostly 2Fort, Dustbowl, Turbine, Harvest, etc. If
>>> you wanted to play something like Frontier, for example, it wasn't easy to
>>> find a community server offering that.
>>>
>>> Perhaps Valve can provide some bonus referrals to servers hosting maps
>>> that are not being played currently, and an interface for server operators
>>> to queue what the community needs (Hey it'd be really great if you host
>>> upward next) and set the next map to it within 2-3 minutes of a map ending.
>>> Or it can just give more referrals to maps that aren't very well supported,
>>> thus giving some incentive for operators to branch out.
>>>
>>> I'm all for community servers provided the plugin set is clean (I don't
>>> need to download all of your special files just to play a map), is
>>> unobtrusive or interferes with my gaming experience (i hate plugins that
>>> make me acknowledge the open menu before I can do anything), are fair (my
>>> friends and I know of a few servers in which mods are abusing critical
>>> chance plugins, and SM plugins in general), and perform well. Running
>>> custom plugins is great and all, but it was definitely out of hand. I've
>>> come to appreciate the vanilla playstyle on Valve pubs and quite frankly, I
>>> will miss them if the community cannot provide a reasonable replacement for
>>> that system. I played on some last night and some were fun, some had god
>>> awful performance, and some were unnecessarily encumbered with plugins.
>>> Quite frankly, I wouldn't mind requiring sv_pure 1 or sv_pure 2 even for QP
>>> servers receiving referrals.
>>>
>>> On Fri, Jul 8, 2016 at 2:09 PM, Robert Paulson 
>>> wrote:
>>>
 People said the same thing about quickpick at the time and we all know
 how that turned out. Everyone was claiming higher player counts at first
 and now they are dead.

 On Fri, Jul 8, 2016 at 11:52 AM, E. Olsen  wrote:

> Frankly, it's a win just by shining light on the fact that there ARE
> community servers at all. For years now, they've been effectively hidden 
> to
> the point that a large portion of the F2P playerbase didn't even know they
> existed. At least with this UI change we've got the chance for players to
> find us.
>
> On Fri, Jul 8, 2016 at 2:47 PM, Lucas Wagner 
> wrote:
>
>> I would imagine a big reason why things were so great last night was
>> people just wanted to play TF2 and the only servers they could connect to
>> were community servers. Not trying to rain on the parade, bu I think 
>> Robert
>> is right. It'll be a few weeks before we have any clue how this will all
>> play out.
>>
>> Lucas
>>
>> On Fri, Jul 8, 2016 at 1:28 PM, Robert Paulson > > wrote:
>>
>>> I am not sure why everyone is celebrating so early.
>>>
>>> Population is only high likely because of a new patch, summer time,
>>> and reportedly many Valve servers being temporarily down.
>>>
>>> Maybe casual mode is bringing in more players, but it is just as
>>> likely that matchmaking is yet another drain players that community 
>>> servers
>>> will never be allowed to par

Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread N-Gon
Unless you guys are abusing quickplay on your custom gamemode servers I
don't see a problem

On Fri, May 13, 2016 at 4:12 PM, A Fearts  wrote:

> Maybe it isn't a worry for you if you are running completely vanilla quick
> play servers. However, for someone like myself who runs custom game modes
> it's very troubling. For example if they start banning TF2Items based
> plugins or custom player skins. If you saw what happened in CS:GO with the
> mass bans there then you would be concerned also.
>
> On Fri, May 13, 2016 at 4:03 PM, Chase McIntyre 
> wrote:
>
>> How does this worry you? What exactly is your argument?
>>
>> On Fri, May 13, 2016 at 4:00 PM, A Fearts 
>> wrote:
>>
>>> Makes me very worried. If you saw how they were handling bans on "bad"
>>> accounts in CS:GO you would be worried too.
>>>
>>> On Fri, May 13, 2016 at 3:53 PM, 1nsane <1nsane...@gmail.com> wrote:
>>>
 This sounds promising :)
 On May 13, 2016 3:51 PM, "John Schoenick" 
 wrote:

> Hey everyone,
>
> I wanted to give a heads-up about some upcoming changes to the way
> server accounts work in TF.
>
> In an future update, we are going to be introducing features that will
> only be available to game servers that have a registered game server
> SteamID, via the Game Server Login Token (GSLT) system.  This system has
> existed for some time, but is currently only used in TF for persistent
> favouriting in the server browser.  It has also gained some more
> restrictions recently that you should be aware of.
>
> - Game server accounts are tied to an owning Steam user account
> - This Steam account must not be currently community banned or locked.
> - This Steam account must not be limited
> .
> - This Steam account must have a qualifying registered phone
> 
> .
> - Game servers that violate the community guidelines for the game they
> are hosting may have their access suspended or revoked.
> - Game server account suspensions or bans also apply to *all* other
> game servers tied to said Steam user
>
> More info and management tools are here:
> https://steamcommunity.com/dev/managegameservers
>
> For TF specifically, being free-to-play, access to some upcoming
> features may eventually depend on the qualifications the owning Steam user
> account.  So, while creating dedicated individual user accounts to own
> individual game servers is possible, it may lead to an increased burden in
> the future.  We recommend game server accounts be registered to the Steam
> account of the acting server owner -- GSPs should require clients to
> provide their own tokens.
>
> This change will allow us to have a greater level of confidence in
> game servers, by making it easier to revoke access for bad actors and
> better tying game servers to their owners.  The increased persistence 
> gives
> us many more opportunities to assign trust to community servers, and to
> provide them access to features that would otherwise be too open for
> abuse.  It also provides a much better mechanism for dealing with abuse
> than the current IP-ban system that is both less effective and more 
> painful
> for server providers that share IPs between clients.
>
> We will have more information once we are ready to begin rolling out
> these features, but I wanted to send this heads up such that current 
> admins
> and server providers can look into integrating this support into their
> setups.
>
> Let me know if you have any questions or concerns and I will try to
> address them,
> - Neph
>
> ___
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> please visit:
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>
>
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>>>
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>>> please visit:
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>>>
>>>
>>
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>>
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Re: [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread N-Gon
As long as they keep banning abusive servers like ElitePowered (which was
hilarious) then I am fine with this new system.

On Fri, May 13, 2016 at 4:00 PM, A Fearts  wrote:

> Makes me very worried. If you saw how they were handling bans on "bad"
> accounts in CS:GO you would be worried too.
>
> On Fri, May 13, 2016 at 3:53 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> This sounds promising :)
>> On May 13, 2016 3:51 PM, "John Schoenick" 
>> wrote:
>>
>>> Hey everyone,
>>>
>>> I wanted to give a heads-up about some upcoming changes to the way
>>> server accounts work in TF.
>>>
>>> In an future update, we are going to be introducing features that will
>>> only be available to game servers that have a registered game server
>>> SteamID, via the Game Server Login Token (GSLT) system.  This system has
>>> existed for some time, but is currently only used in TF for persistent
>>> favouriting in the server browser.  It has also gained some more
>>> restrictions recently that you should be aware of.
>>>
>>> - Game server accounts are tied to an owning Steam user account
>>> - This Steam account must not be currently community banned or locked.
>>> - This Steam account must not be limited
>>> .
>>> - This Steam account must have a qualifying registered phone
>>> 
>>> .
>>> - Game servers that violate the community guidelines for the game they
>>> are hosting may have their access suspended or revoked.
>>> - Game server account suspensions or bans also apply to *all* other game
>>> servers tied to said Steam user
>>>
>>> More info and management tools are here:
>>> https://steamcommunity.com/dev/managegameservers
>>>
>>> For TF specifically, being free-to-play, access to some upcoming
>>> features may eventually depend on the qualifications the owning Steam user
>>> account.  So, while creating dedicated individual user accounts to own
>>> individual game servers is possible, it may lead to an increased burden in
>>> the future.  We recommend game server accounts be registered to the Steam
>>> account of the acting server owner -- GSPs should require clients to
>>> provide their own tokens.
>>>
>>> This change will allow us to have a greater level of confidence in game
>>> servers, by making it easier to revoke access for bad actors and better
>>> tying game servers to their owners.  The increased persistence gives us
>>> many more opportunities to assign trust to community servers, and to
>>> provide them access to features that would otherwise be too open for
>>> abuse.  It also provides a much better mechanism for dealing with abuse
>>> than the current IP-ban system that is both less effective and more painful
>>> for server providers that share IPs between clients.
>>>
>>> We will have more information once we are ready to begin rolling out
>>> these features, but I wanted to send this heads up such that current admins
>>> and server providers can look into integrating this support into their
>>> setups.
>>>
>>> Let me know if you have any questions or concerns and I will try to
>>> address them,
>>> - Neph
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
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>>
>
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Re: [hlds] Optional TF2 Server Update Released

2016-04-19 Thread N-Gon
thank you
youdabomb(dot)com

On Tue, Apr 19, 2016 at 4:32 PM, John Schoenick  wrote:
> We've released an optional server update for TF2 servers that fixes a
> denial-of-service (crash) vulnerability being used against servers.
> This update is optional, but all community admins are encouraged to
> apply it.
>
> Thanks.
>
> - John
>
>
>
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Re: [hlds] Mandatory TF2 update coming

2015-12-18 Thread N-Gon
Hey so Chewbacca died in this new movie.
Let us have a moment of silence to mourn our old friend instead of arguing
over Quickplay

8)

On Fri, Dec 18, 2015 at 12:51 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> There is no community outcry, because this is the outcry. You're expecting
> an outcry from people who are barely able to adjust their game's settings,
> let alone disable the motd in their configs to get rid of annoying ads.
> I also don't know why you're bringing up Slag's servers. I've heard a few
> stories about him. I know some model designers who he ripped off, he stole
> their content without giving two fucks. It is also not quite white-knighty
> of a community to sell unmutes and unbans. I wouldn't pick him as the
> poster boy for well-run community servers or better phrased "friendly".
> If you're questioning the talent that is left in the modding community,
> feel free to ask this question again in the next two months.
> Honestly, I think you're trying to troll on a high level here. "One of
> those vegan types", yeah sure. "Funny"
>
> On 18.12.2015 12:35, Cats From Above wrote:
>
> My understanding is that Slag servers are dying due to issues at an
> administrative level, chiefly I suspect, that the key people behind that
> community have other things in their agenda (A hat in time anyone?).
> Quickplay has little to do with it I suspect, especially as nearly all of
> Slag’s servers were ineligible for Quickplay in the first place due to
> their modded nature. Further, I would argue that the stagnation and lack of
> creation of game modes is due to the fact that private server operators are
> no longer co-operating with one another or sharing content for the benefit
> of the broader community – That and a lot of talent has drained out of an 8
> year old game. It also seems as if it is more common for private operators
> to keep things to themselves now a days instead of letting new game modes
> proliferate into something bigger and more well known.
>
>
> The Microsoft vs Apple analogy is perfectly on cue, only a benighted
> individual with no understanding of business would suggest otherwise. I’m
> guessing Robert is one of those Vegan types who believes that everyone is
> their friend and that the phrase “zero sum game” doesn’t apply to game
> servers and their audiences. Dr McKay (I think? Might be misattributing,
> someone said it on this mailing list a while ago) had it right when he
> suggested that the only reason some private server operators hate on Pinion
> and Motdgd so much is because they think that the death of private servers
> reliant on that revenue model would somehow help their own servers. Sounds
> like a pretty competitive environment to me.
>
>
> In response to Robert’s suggestion that community servers have done so
> much in the past, again, that’s not a point I’m arguing against – Rather I
> agree with him, in the past privately run servers did a lot of good. My
> position is that the deafening silence from the broader Team Fortress
> community is indicative of how they feel about the current state of affairs
> – And despite whatever clever features Robert might think he’s added and
> done in the past, they don’t care right here and now.
>
>
> In response to Robert’s 5th Paragraph: He seems to suggest that by
> releasing a game Valve somehow owes something to private server operators?
> That they have no right to say, “We’ve had enough of players being
> affected by shenanigans on private-servers!” – You’re wrong, and it is
> that self-entitlement which will no doubt win private operators zero
> favours from the folks at Valve.
>
>
> And I can tell Robert what private server operator wouldn’t care a great
> deal about Quickplay: One that was smart enough to see what was coming and
> had the intellect to get out of hosting stock servers early, instead
> focussing their efforts on custom experiences that Valve doesn’t offer at
> this point in time. Those who did this are probably doing quite well
> compared to those still hosting stock rotation servers and the like. And
> yet Robert would seem to suggest that these Quickplay independent operators
> are the "stupid" ones. Funny.
>
> On Fri, Dec 18, 2015 at 9:28 PM, Robert Paulson < 
> thepauls...@gmail.com> wrote:
>
>> Custom game-mode servers are all suffering. They do well compared to
>> every other community server but they used to be 10x more populated. Since
>> official server quickplay happened, a lot of players don't even know that
>> community servers exist. All you have to do is look at how dead Slag
>> servers are. Where are the fortwars servers? Why has there not been any new
>> popular mods like Saxton Hale anymore?
>>
>> I also find it strange that it is ok for Valve to lock mods behind a
>> paywall that used to be free on gamebanana while it is as offensive as
>> Hitler to let Skyrim do the same.or as someone here whined, making as
>> little as a cup of coffee through ads.
>>
>> Thi

Re: [hlds] Mandatory TF2 update released

2015-10-28 Thread N-Gon
A lot of people are finding a lot of little things that weren't in patch
notes such as pyro's flares no longer criting targets on fire, or targets
covered in jarate aren't able to get headshot
Videos for reference
https://www.youtube.com/watch?v=AiFJH7IU_mU
https://www.youtube.com/watch?v=1x1gl55_Fyw

On Wed, Oct 28, 2015 at 8:09 PM, Eric Smith  wrote:

> It’s the same as previous years: event247 and eventmix
>
> -Eric
>
>
> --
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> Sent: Wednesday, October 28, 2015 4:52 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update released
>
> Can we have the sv_tags we need to run for the special halloween server
> configs, etc.?
>
> On Wed, Oct 28, 2015 at 7:49 PM, Eric Smith 
> wrote:
> We've released a mandatory update for TF2. The new version is 3060214.
>
> The notes for the update can be found here:
> http://www.teamfortress.com/post.php?id=19062
>
> -Eric
>
>
> ___
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> please visit:
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread N-Gon
Someone's upset.
Who's we? I hope you're not trying to imply that no one on the HLDS has
done that because I can say with 100% confidence that many of you have
after seeing it in action. Where do you think folks get the idea from? Hah.

On Tue, Oct 13, 2015 at 4:16 PM, Bottiger  wrote:

> On Tue, Oct 13, 2015 at 11:36 AM, N-Gon  wrote:
>
>> Welp, you guys heard it here first.
>> Let's call it a day and let ad-based servers like skial have complete
>> reign of the place.
>>
>
> Excuse me?
>
> We have *never* used text mode clients to seed our servers and couldn't
> care less if it patched.
>
> Please don't use us as an example for anything bad just because we have
> the most players left, which is hardly worth consideration given that it is
> less than 3% of tf2 population.
>
> On Tue, Oct 13, 2015 at 12:08 PM, E. Olsen  wrote:
>
>> Think about it - communities used to grow one or two servers at a time as
>> their membership grew. Now, the vast majority of "communities" (and I use
>> that word extremely loosely) only offer a handful of stock maps.
>
>
> Now I'm not saying that you are referring to us, but some of you here are
> probably thinking it.
>
> This is exactly how we grew. We added 1 server at a time mostly added due
> to player request, and if they die out we remove them. Every single server
> we have fills up every day. We do not rent servers so cheap that it doesn't
> matter if they are empty 90% of the time. We had custom gamemodes even
> before quickplay existed. All of these in stark contrast to the usual
> posterboys of ad-farms and pay2win-farms that were popular scapegoats
> before us before they bled out from the quickplay change.
>
> It is sad that after the quickplay change killed off most of the real
> exploiters, disgruntled server owners just started to assume we are the
> same.
>
> If you want to blame someone for the declining state of your server, it
> should probably be the people who defaulted quickplay to official servers,
> not us.
>
>
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> please visit:
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Re: [hlds] Optional TF2 update released

2015-10-13 Thread N-Gon
launch the client regularly - alt tab it down and leave
>> it like that to help seed and listen to whats being said when I'm not in
>> there.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
>> Sent: Tuesday, October 13, 2015 11:26 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Optional TF2 update released
>>
>> You may have used it for one client but the truth is, this guy earlier who
>> posted used it to ten, even more clients. Also i think someone already
>> has a
>> script that can be ran in textmode that autoaccepts the items that drop.
>> So
>> no more manual accept and idling can continue. I'm not 100% sure about
>> this,
>> i just heard about it few months back.
>>
>> Play the game, run the servers, don't mix clients and players. Thanks.
>>
>> -ics
>>
>> HD kirjoitti:
>> >
>> > I used it to log ONE client in so I could seed with it and hear what
>> > was going on in the server. Additionally it was nice to see on my
>> > screen at home what was going on thru the console too vs remote
>> > desktop into the server. I can't speak for everyone else but even
>> > still a REAL CLIENT is a real client.not Fake player counts.
>> > Regardless of how many you log in if they are REAL clients which they
>> > were then I don't see the issue with that at all. That is much
>> > different then coding in fake clients showing up or fake numbers for
>> > server population.
>> >
>> > Either way this is just stupid and pointless to argue since we won't
>> > hear a damn word from Valve on this or anything else when it comes to
>> > Servers with this game. I'm kinda sick of it and damn near ready to
>> > say the hell with it all and their games.
>> >
>> > *From:*hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle
>> > Sanderson
>> > *Sent:* Tuesday, October 13, 2015 10:04 AM
>> > *To:* Half-Life dedicated Win32 server mailing list
>> > *Subject:* Re: [hlds] Optional TF2 update released
>> >
>> > Just so we're clear, you guys were only using this to fake player
>> > counts on your servers? Where's the negative impact here? This sounds
>> > like a much needed change to prevent scumbaggery.
>> >
>> > Kyle.
>> >
>> > On 13 Oct 2015 6:14 a.m., "N-Gon" > > <mailto:ngongamedes...@gmail.com>> wrote:
>> >
>> > Back when I ran servers I used to use Sandboxie and a bunch of
>> > accounts in textmode to help populate my servers.
>> >
>> > It's a struggle when you don't have a well known community, I feel bad
>> > for the folks who've just been hurt by this change.
>> >
>> > On Tue, Oct 13, 2015 at 8:45 AM, HD > > <mailto:ad...@gamerscrib.net>> wrote:
>> >
>> > Yea I saw it last night... this is beyond a wasteful change. I use it
>> > for a client so I can listen in a server without using a bunch of
>> > resources.
>> > Why was this change made and what alternative do you have besides
>> > launching the game in full and alt tabbing now.
>> >
>> >
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com
>> > <mailto:hlds-boun...@list.valvesoftware.com>
>> > [mailto:hlds-boun...@list.valvesoftware.com
>> > <mailto:hlds-boun...@list.valvesoftware.com>] On Behalf Of Rudy
>> > Bleeker
>> > Sent: Tuesday, October 13, 2015 3:02 AM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Optional TF2 update released
>> >
>> > From the client patch notes from October 12, 2015:
>> >
>> > - Running in textmode now places the client in insecure mode
>> >
>> > On Sun, Oct 11, 2015 at 2:50 AM, HD > > <mailto:ad...@gamerscrib.net>> wrote:
>> > > Anyone else having issues now using a client into their servers
>> > > using -textmode for launch options? I log in an account this way
>> > > every so often to "listen" in the server while reading chat but for
>> > > some reason now I get the "You are in insecure mode. You must
>> > > restart before you can connect to secure servers.".
>> > >
>> > > I&#x

Re: [hlds] Optional TF2 update released

2015-10-13 Thread N-Gon
Back when I ran servers I used to use Sandboxie and a bunch of accounts in
textmode to help populate my servers.
It's a struggle when you don't have a well known community, I feel bad for
the folks who've just been hurt by this change.

On Tue, Oct 13, 2015 at 8:45 AM, HD  wrote:

> Yea I saw it last night... this is beyond a wasteful change. I use it for a
> client so I can listen in a server without using a bunch of resources.
> Why was this change made and what alternative do you have besides launching
> the game in full and alt tabbing now.
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
> Sent: Tuesday, October 13, 2015 3:02 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Optional TF2 update released
>
> From the client patch notes from October 12, 2015:
>
> - Running in textmode now places the client in insecure mode
>
> On Sun, Oct 11, 2015 at 2:50 AM, HD  wrote:
> > Anyone else having issues now using a client into their servers using
> > -textmode for launch options? I log in an account this way every so
> > often to "listen" in the server while reading chat but for some reason
> > now I get the "You are in insecure mode. You must restart before you
> > can connect to secure servers.".
> >
> > I've not changed nothing - not a single thing and it just started
> > after last nights update came out. I've reinstalled TF2 on that
> > computer but nothing has changed.
> > I'm convinced something got messed up from this update as I tried it
> > on another computer and it did the exact same thing.
> >
> > Anyone able to explain this?
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Friday, October 09, 2015 5:52 PM
> > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> > Subject: [hlds] Optional TF2 update released
> >
> > We've released an optional update for TF2 that updates the Invasion
> > Community Update Coin to also count assists. This is an optional
> > dedicated server update and is not required unless you are running any
> > of the Invasion maps and would like to support this new feature.
> >
> > Thanks.
> >
> > -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
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds] Test

2015-09-11 Thread N-Gon
Not my amy!

On Fri, Sep 11, 2015 at 2:28 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com> wrote:

> Is this change to help stop the spambots by any chance?
>
> On Fri, Sep 11, 2015 at 2:26 PM, Eric Smith 
> wrote:
>
>> Testing a mailing list change. No need to reply. Thanks.
>>
>>
>>
>> -Eric
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlds] PSA: Severe Source SDK 2013 Multiplayer exploit found, can be used to hijack steam accounts.

2015-09-03 Thread N-Gon
Someone give this man an unusual Finder's Fee

On Thu, Sep 3, 2015 at 3:59 PM, Refeek Yeglek  wrote:

> Hi, I'm one of the developers for Team Fortress 2 Classic, a source mod
> project. Recently, someone abused a bug present in Source SDK 2013 MP to
> distribute viruses to quite a few of our players and developers. The way
> they did it was by abusing a spray exploit present in the SDK 2013 MP
> edition to upload a file pretending to be a spray to all players and
> executing it. The technical info on how it works from one of our other
> coders will be posted at the end of this email, but here's what you need to
> know as a server owner:
>
> We don't know how many source games are vulnerable. The big name VALVe
> ones aren't, but any sourcemod probably is. This includes ones on steam
> like Fortress Forever, or Fistful of Frags.
>
> If you're running a server for a non-VALVe or bigname(Titanfall, GMOD,
> etc.) Source Engine game, then here's what you need to do:
>
> 1. Set sv_upload to 0 on your server.
>
> 2. If you are a TF2C server host, shut your server down and start scanning
> your server for viruses.
>
> 3. Pester valve to fix this ASAP.
>
> TL;DR:
> Sprays can be exploited to run code on people's systems and break into
> accounts, we've had quite a few CS:GO and TF2 items lifted from accounts
> and moved to trade alts and disappearing after that. Disable sprays ASAP if
> you host a sourcemod multiplayer server.
>
> Here's the technical info for how stuff works:
>
> "The vulnerability is triggered by a missing check to see if a memory
> allocation succeded in the loading of VTFs. When the material is loaded,
> there is space allocated for the material. The crucial option in the using
> of this exploit is the option to skip Mipmaps from the material. If, for
> instance, the first mipmap is skipped, the game will copy the mipmap data
> to buffer + size of first mipmap. When the memory allocation fails, the
> buffer will be 0, because thats what malloc returns on out of memory. This
> means, that the only factor determining where the block is put is
> determined by the size of the first mipmap. This way you can put the data
> in the second mipmap whereever you want, meaning you can write to a
> predictable location in memory. This is additionally encouraged due to the
> fact that ASLR is disabled for the module in question. From that point on
> ROP is used to mark a controlled memory location executable and transfer
> control to it, bypassing DEP. The distribution of the malicious material
> file can be easily done through the use of the spray system, which uploads
> a custom material to the server and distributes it. This is of course not
> the only way to distribute it, but one used in this case. This is not
> absolutely accurate and technical details have been left out due to them
> not influencing this exploit."
>
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Re: [hlds] Mandatory TF2 update released

2015-08-19 Thread N-Gon
I've noticed I only receive messages from "her" when I reply to the HLDS
Win32 list

On Wed, Aug 19, 2015 at 6:45 PM, Rudy Bleeker  wrote:

> They must be targetting specific list members in that case because
> I've never received an email from that address. That is to say, the
> query
>
> in:all from:amy2...@sefernsa.com
>
> returned nothing for me in Gmail.
>
>
> On Wed, Aug 19, 2015 at 6:00 PM, N-Gon  wrote:
> > Hey, while we're at it.
> > Can we remove amy2...@sefernsa.com from the mailing list?
> > As gudlookin' as that chicks pics are getting these spam emails is really
> > annoying
> >
> > On Tue, Aug 18, 2015 at 9:11 PM, Ross Bemrose 
> wrote:
> >>
> >> As long as we're talking about bugs and stuff, the Sandman and Wrap
> >> Assassin can steal the ball from a distance.
> >>
> >>
> >> On 8/18/2015 9:07 PM, N-Gon wrote:
> >>
> >> You can also walk right into enemy spawns it seems...
> >>
> >> On Tue, Aug 18, 2015 at 8:48 PM, N-Gon 
> wrote:
> >>>
> >>> #DEFLATEGATE
> >>>
> >>> On Tue, Aug 18, 2015 at 8:46 PM, Peter Jerde 
> >>> wrote:
> >>>>
> >>>> So… the short-circuit “pops” or removes the Jack (ball) in
> >>>> pass_warehouse.
> >>>>
> >>>> Anybody know off-hand the easiest way to disable short circuit?
> Perhaps
> >>>> a sourcemod plugin?
> >>>>
> >>>>  - Peter
> >>>> ___
> >>>> 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
> >>
> >>
> >>
> >> ___
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> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds] Mandatory TF2 update released

2015-08-19 Thread N-Gon
Hey, while we're at it.
Can we remove amy2...@sefernsa.com from the mailing list?
As gudlookin' as that chicks pics are getting these spam emails is really
annoying

On Tue, Aug 18, 2015 at 9:11 PM, Ross Bemrose  wrote:

> As long as we're talking about bugs and stuff, the Sandman and Wrap
> Assassin can steal the ball from a distance.
>
>
> On 8/18/2015 9:07 PM, N-Gon wrote:
>
> You can also walk right into enemy spawns it seems...
>
> On Tue, Aug 18, 2015 at 8:48 PM, N-Gon  wrote:
>
>> #DEFLATEGATE
>>
>> On Tue, Aug 18, 2015 at 8:46 PM, Peter Jerde < 
>> peter-h...@jerde.net> wrote:
>>
>>> So… the short-circuit “pops” or removes the Jack (ball) in
>>> pass_warehouse.
>>>
>>> Anybody know off-hand the easiest way to disable short circuit? Perhaps
>>> a sourcemod plugin?
>>>
>>>  - Peter
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>
>
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>
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Re: [hlds] Mandatory TF2 update released

2015-08-18 Thread N-Gon
You can also walk right into enemy spawns it seems...

On Tue, Aug 18, 2015 at 8:48 PM, N-Gon  wrote:

> #DEFLATEGATE
>
> On Tue, Aug 18, 2015 at 8:46 PM, Peter Jerde  wrote:
>
>> So… the short-circuit “pops” or removes the Jack (ball) in pass_warehouse.
>>
>> Anybody know off-hand the easiest way to disable short circuit? Perhaps a
>> sourcemod plugin?
>>
>>  - Peter
>> ___
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>> please visit:
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>>
>
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Re: [hlds] Mandatory TF2 update released

2015-08-18 Thread N-Gon
#DEFLATEGATE

On Tue, Aug 18, 2015 at 8:46 PM, Peter Jerde  wrote:

> So… the short-circuit “pops” or removes the Jack (ball) in pass_warehouse.
>
> Anybody know off-hand the easiest way to disable short circuit? Perhaps a
> sourcemod plugin?
>
>  - Peter
> ___
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Re: [hlds] False Positice Vac Bans

2015-08-13 Thread N-Gon
Just about 70 UGC players were Vac'd today. I don't think that's ever
happened in the history of UGC.
I'm highly skeptical that all or even most of those players were actually
cheating as normally 15 getting caught by either VAC or by the League
itself over the course of a season (12 weeks) is considered a high amount.

On Thu, Aug 13, 2015 at 10:01 PM, Mike Vail  wrote:

> Can you please post your source of this information. I'd like to read the
> details and where it came from. Has Valve acknowledged this yet?
>
> Thank you
>
> On Thu, Aug 13, 2015 at 5:57 PM, N-Gon  wrote:
>
>> Apparently a bunch of TF2 players got False Positive'd today by VAC.
>> Just wanted to get the word out to any community owners, if one of your
>> players got VAC'd this week there is a small chance he's telling the truth
>> when he says he's innocent.
>>
>> ___
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>>
>
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Re: [hlds] False Positice Vac Bans

2015-08-13 Thread N-Gon
Untrue as Valve has removed false positives many times.
http://www.vacbanned.com/listing/unbanned
https://www.reddit.com/r/GlobalOffensive/comments/2cm34j/yes_false_vac_bans_do_happen_my_ban_was_lifted/

On Thu, Aug 13, 2015 at 9:40 PM, Weasels Lair 
wrote:

> All they can do is start another Steam Profile, trade any tradable items
> they have to their new profile, and possibly re-buy non-free-to-play games.
> ​Generally, there is no recourse with VAC.
>
> On Thu, Aug 13, 2015 at 6:06 PM, Gabriel Klinefelter <
> gabe.klinefel...@gmail.com> wrote:
>
>> Hmm, are the players able to get unVAC'd?  One of my gamers got VAC'd in
>> this wave and says he has no clue why.  Assuming that he's telling the
>> truth, what does he do?
>>
>
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[hlds] False Positice Vac Bans

2015-08-13 Thread N-Gon
Apparently a bunch of TF2 players got False Positive'd today by VAC.
Just wanted to get the word out to any community owners, if one of your
players got VAC'd this week there is a small chance he's telling the truth
when he says he's innocent.
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Re: [hlds] Optional TF2 update released

2015-08-04 Thread N-Gon
This quickplay conversation became tiresome after the umpteenth time.
Valve will address it when they feel like it, not when complaints keep
rolling it.
Surely you have realized that over the course of the past two years...

http://i.imgur.com/Xz07DrT.png


On Tue, Aug 4, 2015 at 3:22 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> You can blame your fellow server-ops for that.
> The only thing you can blame valve for is kicking all our asses instead of
> adding a proper report and blacklist system to deal with these .
>
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Re: [hlds] TF2: Payload maps still not fixed?

2015-07-13 Thread N-Gon
I have seen this done on Barnblitz, Badwater, and Borneo as of yesterday

On Mon, Jul 13, 2015 at 2:56 PM, Jethro Seabridge 
wrote:

> Possibly because that would only fix it for the official payload maps,
> while older custom maps(that haven't been updated etc) would still be
> broken.
>
> On Fri, Jul 10, 2015 at 9:38 PM, Ross Bemrose  wrote:
>
>> Hi Valve,
>>
>> I've heard that it's still possible to glitch out the payload round end
>> on certain Valve maps using Pyro Flamethrowers
>>
>> Why aren't you just adding a filter (such as a filter_activator_name) for
>> the cart and associating it with the trigger_once in the VMF/BSP instead of
>> just trying to monkey patch it in the binary?
>>
>> --
>> Ross Bemrose
>>
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Re: [hlds] Mandatory TF2 update released

2015-07-08 Thread N-Gon
If you stand on the opposite side of where the payload cart falls into the
pit (but far back enough where you're just outside of the squared off
area), then start a high-five taunt, if you kill yourself some part of your
body or weapon falls through the ground triggering the event.
It's pretty easy to tell who triggers it through since you'll see someone
suiciding right before the explosion.

On Wed, Jul 8, 2015 at 4:26 PM, Nathaniel Theis  wrote:

> On death, the weapon doesn't drop where your weapon bone is, but there's
> another way to drop your weapon. That's not fixed.
>
> On Wed, Jul 8, 2015 at 1:23 PM, N-Gon  wrote:
>
>> I've been able to do it on my server without fail.
>> It doesn't end the round but it makes it so the offense team only needs
>> to cap the second to last point to win the round
>>
>> On Wed, Jul 8, 2015 at 4:11 PM, E. Olsen  wrote:
>>
>>> Just FYI - I believe the taunt bug on payload maps was either
>>> re-introduced, or not entirely fixed, as we've had someone do it twice so
>>> far today on pl_badwater.
>>>
>>> Apparently you can do some sort of taunt and/or kill yourself via the
>>> Kill or Explode command on the last point of Badwater and it will blow up
>>> the last point and cause the cart to keep rolling.
>>>
>>> On Mon, Jul 6, 2015 at 9:34 PM, John Schoenick 
>>> wrote:
>>>
>>>> We've released a mandatory update for TF2. The notes for the update are
>>>> below. The new version is 2865874.
>>>>
>>>> - John
>>>>
>>>> -
>>>>
>>>>  - Scorchshot - Added a -35% self damage force penalty (Reduced blast
>>>> jumping)
>>>>  - Vaccinator - Übercharge penalty no longer applies during setup time
>>>>  - Fixed a case where weapons could still be dropped in Mann vs. Machine
>>>>  - Fixed missing descriptions for the Powerhouse Contract
>>>>  - Fixed self blast jumping for non-Soldier classes.  (i.e. Demo, Pyro
>>>> and any other means of force from self damage.  Soldier jumping was fixed
>>>> in a previous patch)
>>>>  - Fixed weapon pickups resetting the Ullapool Caber
>>>>  - Fixed some weapons not displaying their attachments when dropped
>>>> (Festives, Kritzkrieg, etc.)
>>>>  - Fixed missing freeze period, not resetting of player scores and not
>>>> resetting map time when using mp_tournament
>>>>  - Fixed only showing friends' avatars when
>>>> tf_hud_target_id_show_avatars is set to show everyone
>>>>  - Fixed Shotgun and SMG Killstreak kits not working on Decorated
>>>> weapons
>>>>  - Fixed an OS X crash related to Contracts
>>>>
>>>>
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>>>
>>>
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Re: [hlds] Mandatory TF2 update released

2015-07-08 Thread N-Gon
I've been able to do it on my server without fail.
It doesn't end the round but it makes it so the offense team only needs to
cap the second to last point to win the round

On Wed, Jul 8, 2015 at 4:11 PM, E. Olsen  wrote:

> Just FYI - I believe the taunt bug on payload maps was either
> re-introduced, or not entirely fixed, as we've had someone do it twice so
> far today on pl_badwater.
>
> Apparently you can do some sort of taunt and/or kill yourself via the Kill
> or Explode command on the last point of Badwater and it will blow up the
> last point and cause the cart to keep rolling.
>
> On Mon, Jul 6, 2015 at 9:34 PM, John Schoenick 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version is 2865874.
>>
>> - John
>>
>> -
>>
>>  - Scorchshot - Added a -35% self damage force penalty (Reduced blast
>> jumping)
>>  - Vaccinator - Übercharge penalty no longer applies during setup time
>>  - Fixed a case where weapons could still be dropped in Mann vs. Machine
>>  - Fixed missing descriptions for the Powerhouse Contract
>>  - Fixed self blast jumping for non-Soldier classes.  (i.e. Demo, Pyro
>> and any other means of force from self damage.  Soldier jumping was fixed
>> in a previous patch)
>>  - Fixed weapon pickups resetting the Ullapool Caber
>>  - Fixed some weapons not displaying their attachments when dropped
>> (Festives, Kritzkrieg, etc.)
>>  - Fixed missing freeze period, not resetting of player scores and not
>> resetting map time when using mp_tournament
>>  - Fixed only showing friends' avatars when tf_hud_target_id_show_avatars
>> is set to show everyone
>>  - Fixed Shotgun and SMG Killstreak kits not working on Decorated weapons
>>  - Fixed an OS X crash related to Contracts
>>
>>
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[hlds] TF2 and the Policy of Truth

2015-02-11 Thread N-Gon
Sounds like a great title for a SFM short :)

Last year Valve shook up the TF2 community by changing many of their
policies on Quickplay (Plenty of which is still being debated and I don't
want that talk in this thread, there's already numerous others for that;
Thanks), they also took the extra step and punished servers who broke their
Policy of Truth. Plenty of communities, both big and small, crumbled and
vanished that day to the rejoice of many of you. But now I fear the time
has come again to snitch.
Since Valve has made their Quickplay changes many communities have started
to cheat the system to get more traffic.
I've been Quickplay'd into servers that have donor effects, that kick me
out for reserve slots, that have silly class limitations, that don't have
their Respawn modifiers tagged. This is really annoying especially when I'm
just trying to find a Vanilla server.
If you know of servers, report them. If need be, spread their names on here
so other folks on HLDS can go see for themselves, verify they are abusing
Quickplay, and report them as well.
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Re: [hlds] Rethinking the community quickplay ban

2015-02-10 Thread N-Gon
Do you guys really have to reopen the same conversation every single week?
Have I ever told you the definition of insanity?
Insanity is doing the same thing over-and-over again expecting the outcome
to be any different.
"Maybe if I email Valve this time they'll change quickplay; Nono, maybe if
I email them THIS time they'll change it"
When my friend Keeg first told me about the constant bickering on the
mailing list I dismissed him.
"No, Valve will change it eventually" But I learned, I took notice that it
won't change, and then my perspective started to turn similar to his.
Every email I read, it's the same thing, Every-single-email begging Valve
for a fix over-and-over-and-over.
The thing is, you've already emailed them once before.
Have I ever told you the definition of insanity?

On Tue, Feb 10, 2015 at 10:43 AM, Cats From Above 
wrote:

> @E. Olsen: Your suggestion would still potentially expose players to the
> types of servers which have been deemed as cancerous by Valve. It is akin
> to saying, “Oh hey! We see you’ve played five hours of TF2, now we’re going
> to throw you out into the wilderness with only this wooden mallet to defend
> yourself with! You might find a bad server or two, but at least you can
> blacklist them AFTER the event!” – This is what you’re essentially saying.
> Right now, Valve doesn’t have that problem. Why? Because Valve basically
> hid the toxic servers along with all other community servers behind a
> configuration option.
>
> If you want to change that, you need to work on their terms, their
> standards. Their standard is that it is completely unacceptable to
> potentially have players dropping into servers which provide false
> information, abusive donator benefits and the like. Thus, if you want
> Quickplay to change, you need to offer them a solution that offers the same
> level of effective protection that is currently offered to players both new
> and old. That is, “Providing you don’t go screwing with options you don’t
> understand the ramifications of, you’re guaranteed to have a Valve approved
> experience.”
>
> Unfortunately, the solution of dropping players into the community pool
> after X number of hours does nothing to address the standard of behaviour
> exhibited by some community servers. Rather, all it does is give new
> players a short reprieve prior to being shunted out of what Valve consider
> to be the “Garden of Eden” – that being, official servers. I don't
> necessarily agree with that description, but still, it is what it is.
>
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Re: [hlds] Rethinking the community quickplay ban

2015-02-05 Thread N-Gon
Funny thing is that there are still a bunch of servers abusing quickplay by
implementing silly plugins and class limitations while reaping the full
benefits of getting an constant influx of players.

On Thu, Feb 5, 2015 at 4:49 PM, Albert Davis  wrote:

> I agree as well, Valve has ruined this game and had done so long ago.
>
>
> On Thu, Feb 5, 2015 at 4:20 PM, Jordan Olling 
> wrote:
>
>> I'm essentially no one, but I agree as well.
>>
>> On Thu, Feb 5, 2015 at 1:17 PM, Paul  wrote:
>>
>>> I agree, unfortunately I doubt Valve will comment or change this despite
>>> whether a majority might want this or not :(. But I certainly agree with
>>> what you've said.
>>>
>>> On 5 February 2015 at 21:11, Tim Anderson  wrote:
>>>
 To the TF2 team,

 It has now been over a year since the decision to essentially ban
 community servers from quickplay by defaulting to official ones. Here are
 some facts of what has happened since then.

 - Player gain dropped 4% from the year before.
 - UGC highlander teams dropped 17%
 - Highly reduced map variety from community servers.
 - Even top non-quickplay servers have drastically fewer players than in
 2013.

 You may have guaranteed new players a vanilla experience, but this is
 ruining the experience for the rest.

 Maybe nothing is being done because you do not see enough complaints
 about this from reddit or spuf. This is because the problem is obvious when
 someone connects to a pay to win server while it is not as obvious when a
 server is dying over the span of several months because official ones are
 getting all the new players.

 Most of the people that I talked to even knew about this change so the
 thought about complaining about it never crossed their minds. But just
 because they never knew about it doesn't mean it wasn't a problem.

 I hope you realize that this change is doing more harm than good. It
 may have stopped some complaints but this is hurting TF2 in the long run.

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Re: [hlds] Steamcmd Outage?

2015-01-16 Thread N-Gon
Ross
When I follow your steams and run SteamCMD again it redownloaded that
config.vdf file
It updated TF2 just fine though.
I reedited that vdf file and saved a copy of the modified version.
Thanks!

On Fri, Jan 16, 2015 at 10:18 AM, Ross Bemrose  wrote:

> We were just discussing this over on hlds_linux.
>
> "Someone posted this workaround on csgo_servers yesterday:
>
> Hi, I have a temporary workaround for Steamcmd failing to connect/login.
> My server is in New Jersey, and has been unable to login to Steam for many
> days now. The following worked for me:
>
> 1. In your steamcmd directory, make a backup of config/config.vdf
> 2. Open config/config.vdf and find the IP addresses listed under
> InstallConfigStore -> Software -> Valve -> Steam -> CM
> 3. Remove the IP addresses starting with 208.* (note that the addresses
> are delimited by semicolons)
> 4. Re-run steamcmd and login
>
> Again, this is only temporary, and you should restore the backed-up copy
> when things are back to normal."
>
> On Fri, Jan 16, 2015 at 10:12 AM, Stephen Swires  wrote:
>
>> Hi,
>>
>> I'm wondering if anyone else is affected by Steamcmd refusing to login?
>> Every time I try and login anonymously I get:
>>
>> Connecting anonymously to Steam Public...Login Failure: No Connection
>> FAILED with result code 3
>>
>> I have tried two completely different servers in different data centres
>> (one in New York and the other in North Virginia). iptables have been setup
>> to allow the connections. It does appear from http://steamstat.us/ that
>> a good chunk of Steam servers are unavailable in North America right now so
>> could that explain this issue?
>>
>> Thanks.
>>
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>
>
> --
> Ross Bemrose
>
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Re: [hlds] Steamcmd Outage?

2015-01-16 Thread N-Gon
You know
I've been having this issue myself for the last few days on a new physical
server I just set up running Windows 2008R2.

On Fri, Jan 16, 2015 at 10:12 AM, Stephen Swires  wrote:

> Hi,
>
> I'm wondering if anyone else is affected by Steamcmd refusing to login?
> Every time I try and login anonymously I get:
>
> Connecting anonymously to Steam Public...Login Failure: No Connection
> FAILED with result code 3
>
> I have tried two completely different servers in different data centres
> (one in New York and the other in North Virginia). iptables have been setup
> to allow the connections. It does appear from http://steamstat.us/ that a
> good chunk of Steam servers are unavailable in North America right now so
> could that explain this issue?
>
> Thanks.
>
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Re: [hlds] from: evan otten

2014-10-31 Thread N-Gon
I can't trust anyone who greets people with 'Salutations'

On Fri, Oct 31, 2014 at 9:19 AM, José Gomes  wrote:

> That last link sent is a malware link in case people didn't notice it.
> Please don't click it and if possible remove that person from the mailing
> list.
>
> 2014-10-31 12:47 GMT+00:00 evan otten :
>
>>
>> Salutations
>>
>> http://kpsprojekt.sk/floor.php?ancient=d3531uxyuwhh
>>
>>
>>
>>
>>
>> evan...@gmail.com
>>
>> Sent from my iPhone
>>
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-07-09 Thread N-Gon
I agree with Lucas on bringing in Swiftwater; It's a map that's been tested
and approved and I'm sure the community at large would love to pub on it.
On another note, I can already envision the many changes coming to
CactusCanyon...It's surprisingly easy to hold either of the teams in spawn,
many odd flank routes that arent really taking save for a spy running for
his life, plus I've seen first hand the cart breaking on Stage1. Cart got
stuck on the cap point but the round wouldn't end nor would the timer go
down, so blue had red team stuck in spawn for a good twenty minutes and it
took a good number of Restart Game vote attempts before enough votes
finally went through.
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Re: [hlds] TF2 Infinite sentry health exploit still works?

2014-05-05 Thread N-Gon
if he didn't tell the list how to do it, why would you tell the list where
to find the video on how to do it


On Mon, May 5, 2014 at 7:47 AM, Mart-Jan Reeuwijk wrote:

> I know Lethal-Zone has a plugin that destroys buildables if above their
> max health. But I do not know if that is publicly available.
>
>   --
>  *From:* Jeff Brice 
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Monday, 5 May 2014, 7:41
> *Subject:* Re: [hlds] TF2 Infinite sentry health exploit still works?
>
> Also not going to link it here but there is a youtube video describing how
> the process works.
> I found it on the tf2 subreddit.
>
> Just letting everyone know that the steps to repro are loose in the wild
>
> -Jeffrey Brice
> (707) 319 - 8793
>
>
> On Sun, May 4, 2014 at 10:21 PM, Peter Jerde  wrote:
>
> I was able to reproduce it. Each time the procedure is done, the max
> health of the sentry is increased by 1.2x. After 10 repetitions the sentry
> has a health of over a thousand. After 47 repetitions the sentry's health
> is over a million. (that's where we stopped testing)
>
> I guess I shouldn't post the exact procedure here on this list for the
> kiddies to see, since it doesn't seem to be really widespread yet. Feel
> free to e-mail me personally if you'd like more details.
>
> Meanwhile, server owners, if you see an engie and an enemy spy cooperating
> on a "special project" involving repeatedly sapping a sentry, you can rest
> assured they're up to no good. :)
>
> And here to hoping Valve can patch this one quickly.
>
>  - Peter
>
>
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread N-Gon
And here I was hoping that with the new filter features I could manage to
put up a Quickplay Highlander or Sixes server.
Good thing I checked up all the new rules first.


On Thu, Feb 6, 2014 at 3:54 PM, Ryan Stecker  wrote:

> I believe autoexec.cfg executes before map load, so you should be able to
> use that if needed.
>
>
>
> On Thu, Feb 6, 2014 at 2:48 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> Yeah... easy enough for me to do. But what about those who might not have
>> full control over their startup cmd line?
>>
>>
>> On Thu, Feb 6, 2014 at 3:44 PM, ics  wrote:
>>
>>> Put it in server start line. That's what i did.
>>>
>>> -ics
>>>
>>> 1nsane kirjoitti:
>>>
 And another question :P

 'Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:
 sv_setsteamaccount "

 Does this mean adding it to the server.cfg file is too late?


 On Thu, Feb 6, 2014 at 3:21 PM, Tony Paloma 
 >>> to...@valvesoftware.com>> wrote:

 The IGameServersService/GetServerIPsBySteamID API can be used for
 this. The server_steamids parameter is an array of steam IDs, so
 pass them in like:

 http://api.steampowered.com/IGameServersService/
 GetServerIPsBySteamID/v0001?key=keyhere&server_steamids[0]
 =85568392920039425
  

 *From:*hlds-boun...@list.valvesoftware.com
 
 [mailto:hlds-boun...@list.valvesoftware.com
 ] *On Behalf Of *1nsane
 *Sent:* Thursday, February 06, 2014 11:57 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will we be able to see which token is assigned to which ip once
 the interface for managing steam game servers is up?

 This can't be done with the current TF2 registration system far as
 I recall.

 On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
 mailto:fletch...@valvesoftware.com>>

 wrote:

 The two accounts (Steam vs TF) currently serve different purposes.
 So for now you can just your Steam account for favorites
 migration, but not your TF account, which is currently only needed
 for quickplay. Eventually that won't work when we delete the TF
 accounts, so if you want to run with options not allowed in
 quickplay, you'll just need to opt out of quickplay. The FAQ
 article explains how.

 *From:*hlds-boun...@list.valvesoftware.com
 
 [mailto:hlds-boun...@list.valvesoftware.com

 ] *On Behalf Of
 *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the
 idea of linking my non-QP server to my account to take advantage
 of the favorites functionality, but this server is not (and most
 likely never will be) eligible for QP as it runs a custom map and
 a few other things like res slots. If I link this server, will
 this or my other QP eligible servers be banned from TF2?

 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn
 mailto:fletch...@valvesoftware.com>>

 wrote:

 Resetting token is planned if not already implemented.

 We don't have anything planned to transfer server ownership at the
 moment.

 *From:*hlds-boun...@list.valvesoftware.com
 
 [mailto:hlds-boun...@list.valvesoftware.com
 ] *On Behalf Of *Denis
 Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon


 Will here be a way to transfer servers between accounts? Also,
 will here be a way to re-generate access token for existing server?

 06.02.2014, 23:16, "Fletcher Dunn" >>> >:


 Max 50 steam gameserver accounts per user account.

 ___
 To unsu

Re: [hlds] /me option in chat

2013-10-30 Thread N-Gon
it was taken out because too many people were tricking unsuspecting users
by typing in /me's bold blue text and claiming to be Steam Support and then
urging the victim to hand over their Steam Account credentials or TF2 items.


On Wed, Oct 30, 2013 at 2:26 PM, Derek Howard wrote:

> /me on Steam Chat was taken out months ago, and that's a very good thing.
>
> /me on game server chat has never (?) existed without the use of some sort
> of third-party plugin/extension. Generally, 
> thisis the plugin that 
> I see providing the command (on TF2 servers).
>
>
>
> On Wed, Oct 30, 2013 at 11:20 AM, Bruno Garcia wrote:
>
>> It was used for scamming, and phishing.
>> People used it to personate "Steam admins" by changing the color of their
>> text, appearing it was a different "rank".
>>
>> I'm glad it was taken down.
>>
>>
>> On Wed, Oct 30, 2013 at 3:12 PM, Travis Brown wrote:
>>
>>> I have a pretty good guess why. the /me is a irc action. My theory is
>>> that each chat created a new irc channel and held the conversations. I
>>> think they updated to a whole new system when they brought out the
>>> emoticons. I could be completely wrong but this is my theory.
>>>
>>>
>>> On Wed, Oct 30, 2013 at 1:59 PM, Albert Davis wrote:
>>>
 Why was this taken out? Can we get it back? :/

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Re: [hlds] Family Sharing Ban Bypass.

2013-10-17 Thread N-Gon
I agree with Dog.
However, I would also like to note that with SourceMod you could ban the
users by IP. Sure they can change it, but most of the trolls are either too
stupid to figure out how or too stupid to figure out how to do it quickly.
Meaning you'd see the "repeat offender" now and then, but not enough to be
too much of a nuisance.


On Thu, Oct 17, 2013 at 9:31 PM, Dog  wrote:

> Unfortunately you don't understand the impact that gaming communities have
> on games.
> They extend the life of the game by providing a better gaming experience
> by keeping immature, filth filled jerks out of their communities. Console
> gaming can be a miserable experience, having to endure some of the moronic
> elemnt out there.
> Having the ability to block undesirables is a necessary part of running a
> community. Players want to come back to a community as they enjoy the
> experience, without having to worry about any of the garbage that is
> normally associated with gaming.
>
> Kyle is totally correct to ask for something to help the game continue.
> He is an excellent contributor to this community and only has a genuine
> interst in keeping the game fun to play.
>
> Fortunately, since you will be playing on your LAN with your friends, this
> should really not matter to you at all.
>
> So, TLDR;
> VALVe, add some way of differentiating between family sharing players.
> Please and thank you.
>
> --Dog
>
>
> On Thursday, October 17, 2013, Servergurl Gamer wrote:
>
>> SO basically you are such a ban happy badmin that even if someone is
>> using the steam family deal correctly you want to ban anyone associated
>> with that account. It's jerkoffs like you that actually ruin the steam
>> community and anyone that takes anything you say seriously has a
>> mental disorder.
>>
>> You already said it's f2p and so is the serverware, if you invested real
>> money in it you're just plan stupid and deserve all the heartache you
>> create for yourself. May I suggest you run a local network server that way
>> you can play against all your friends (yourself) and ban until your hearts
>> content.
>>
>>
>>
>> --
>>
>>
>
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Re: [hlds] hlds Digest, Vol 28, Issue 24

2013-08-29 Thread N-Gon
What it I told you...That Morpheus never actually said "What if I told
you..."


On Thu, Aug 29, 2013 at 1:35 PM, Doctor McKay  wrote:

> I'm going to try to communicate with you in a medium that you will
> understand.
>
> http://i.imgur.com/jXhJ7e9.jpg
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Wed, Aug 28, 2013 at 3:14 PM, ElitePowered . wrote:
>
>> English motha f*ck@, do you speak it?
>>
>>
>> On Wed, Aug 28, 2013 at 3:00 PM, wrote:
>>
>>> Send hlds mailing list submissions to
>>> hlds@list.valvesoftware.com
>>>
>>> To subscribe or unsubscribe via the World Wide Web, visit
>>> https://list.valvesoftware.com/cgi-bin/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. Dota 2 Actualizado y listo para usarse (ad...@firehosted.com)
>>>
>>>
>>> --
>>>
>>> Message: 1
>>> Date: Sat, 24 Aug 2013 14:15:55 -0400
>>> From: ad...@firehosted.com
>>> To: "Half-Life dedicated Win32 server mailing list"
>>> 
>>> Subject: [hlds] Dota 2 Actualizado y listo para usarse
>>> Message-ID:
>>> 
>>> Content-Type: text/plain;charset=iso-8859-1
>>>
>>> Hola chicos, ya termine de instalar el nuevo update, hubo cambios
>>> importantes, lo cual me obligo a actualizar todos sus plugins, metamod,
>>> sourcemod, etc.
>>>
>>> Finalmente ya esta listo.
>>>
>>> necesitaria que verifiquen si aparece en la lista de servidores de steam.
>>>
>>> en el caso de que no aparezca, que les parece la idea de armar una web
>>> donde se listen todos los servers de dota argentinos y que se pueda jugar
>>> haciendole click en la web? seria algo como gametracker, pero solo para
>>> dota2 en argentina.
>>>
>>> les dejo la ip para que lo prueben: 200.58.100.10:27015
>>>
>>> saludos y gracias.
>>>
>>>
>>>
>>>
>>> --
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>> End of hlds Digest, Vol 28, Issue 24
>>> 
>>>
>>
>>
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Re: [hlds] Getting unwanted player traffic from certain countries

2013-07-21 Thread N-Gon
Listen guys, let's not bring this Treyvon/Zimmerman hate onto our servers.
Sheesh


On Sun, Jul 21, 2013 at 8:25 AM, Mike Bohde  wrote:

> It would seem to me other countries would be less likely to use your
> servers on a response time basis alone.
> I've visited a few servers myself in other countries and the ping times do
> dramatically increase. You could
> always set your router to blacklist certain IP address segments.
> Saul, my only guess is that the audio chat is being bombarded. It can be
> very confusing to have two or more
> languages being spoken on a server at one time.
>
>
>
> On Sun, Jul 21, 2013 at 8:11 AM, Saul Rennison wrote:
>
>> Why would you ever need this?
>>
>>
>>
>> Kind regards,
>> Saul Rennison
>>
>>
>> On 21 July 2013 12:40, cls  wrote:
>>
>>> Can we please get a country filter?
>>>
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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread N-Gon
I also gotta agree with the Doc, Linux working fine here.



On Thu, Jul 11, 2013 at 10:47 PM, Jason  wrote:

> Going to have to mirror what McKay said..things are fine for us --
> Ubuntu Linux
>
>
> On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay wrote:
>
>> Perhaps you should remove your fake players mods. Linux servers are
>> working fine for me.
>>
>>
>>
>> Doctor McKay
>> http://www.doctormckay.com
>> mc...@doctormckay.com
>>
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread N-Gon
Some servers (Like mine) use the MOTD to display Server Rules rather than
flooding said rules in chat every couple of minutes. Players see it upon
entering and can check them out any time with !motd.
Why should I have my players visit a webpage to check out the rules? Why
should I have to have the rules spammed in chat every few minutes? That
detracts from the game.


On Sun, Jun 16, 2013 at 6:52 PM, Paul  wrote:

> I just don't understand why this is such a big issue that a minority are
> making it out to be. Simple answer is if you encounter such a server then
> leave that server, blacklist it, report it and then move on. If such a
> server exists then I'm sure it's a very minor amount out of all the QP/MM
> servers out there. Don't go ruining it for others who use the MOTD for
> genuine purposes as that just encourages people to eventually give up
> playing the game and moving on to something else like Dota.
>
>
> On 16 June 2013 23:37, Liquid Source  wrote:
>
>> You claim 'Harsh Treatment' in the defense of hi-jacking peoples game
>> experience, REALLY? It's obviously an abuse hidden in background
>> subterfuge. If you are collecting information about visitors then do it in
>> the light of day, such as displaying in chat a survey page url or similar.
>> Log files can also be uploaded and shared with stat tracking sites without
>> disturbing client gamers.
>>
>> Game Menus and MOTD are not the same thing, I must commend you for a
>> valiant attempt at mudding the waters.
>>
>> In-game music players really? There are so many other and better
>> options that don't absorb bandwidth that the fact that you bring this up as
>> an argument only presents evidence that you are intentionally attempting to
>> ruin game experience or are just ignorant of how online games work.
>>
>> I'm not the only one that finds this a detraction from my gaming
>> experience otherwise this issue wouldn't keep be brought up in this list.
>> It's like everything in real life, it's great until it gets abused then the
>> powers that be need to step in and remove the source of the issue. <--I'm
>> talking about the ability of server ops displaying MOTD's here.
>>
>> If you truly believe that the ability of server ops to display an MOTD or
>> similar, adds value for players then you can code your own mod that has it
>> and let the community vote by joining (or not) your modified server.
>>
>> PEACE AND LOVE
>>
>>
>> --
>> From: nextra...@gmail.com
>> Date: Mon, 17 Jun 2013 00:07:38 +0200
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] TF2 MOTD and Quickplay
>>
>>
>> We never run ads on our servers and only use the MOTD for our quite
>> popular ingame radio and gameME statistics.
>>
>> Not having the MOTD and with no way to gracefully handle the situation
>> for the server *or* the client this restriction is just a nuisance.
>>
>> Valve has had a stance for the "don't like it, don't play there" policy
>> on other topics, why does this get such a harsh treatment when even
>> official partners like Pinion are suffering?
>>
>> Not even mentioning that this fix went to an extreme where even the
>> opening MOTD, which is *required* to even join the game, can be
>> inadvertently blocked for quickplay players.
>>
>>
>> Just because *you* don't use MOTDs for anything useful doesn't qualify
>> you to judge everyone elses use case. And no, a reasonable intro ad is not
>> abusive. At all.
>>
>>
>> On Sun, Jun 16, 2013 at 11:49 PM, Liquid Source <
>> liquid.sou...@hotmail.com> wrote:
>>
>> Just dump the motd altogether.
>>
>> A) Most of us are sick and tired of our gaming experience being hijacked
>> by unscrupulous server ops.
>> B) This topic is a virus to these mailing lists.
>> C) The supporters of the MOTD Abuse and Game Hi-jacking are just trolling
>> this list.
>> D) MOTD has nothing to do with the actual game.
>> E) Valve doesn't have the in house skill to actually resolve the MOTD
>> abuse issue.
>> F) Any messages the server op wants people to see can be sent via in-game
>> chat.
>>
>>
>> PEACE AND LOVE
>>
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread N-Gon
I've played on his servers, no Ads. Some of you can be so negative.
He probably just wants to see how useful/efficient Quickplay is, or how
many of his clients join from the Server Menu or Favorites


On Sun, Jun 16, 2013 at 3:49 PM, Ross Bemrose  wrote:

>  Question: Why do you need to know that information?
> Answer: You don't... unless you plan on doing things like blocking players
> that can't view your ads or some other such nonsense.
>
>
> On 6/16/2013 3:48 PM, N-Gon wrote:
>
> How is that annoying? What he wants to do doesn't affect the client in any
> way, it just let's him know which join from Quickplay and which didn't...
>
>
>  On Sun, Jun 16, 2013 at 3:45 PM, Ross Bemrose  wrote:
>
>>  So... you want them to fix a bug to stop annoying things... and in
>> doing so allow you to do completely different annoying things?
>>
>> On 6/16/2013 3:41 PM, Doctor McKay wrote:
>>
>>  The problem is, many players are apparently incapable of pressing the
>> F7 button, which led Valve to cripple it in the first place.
>>
>>  I mainly want Valve to prevent MOTDs from being loaded on Quickplay
>> clients so that I can detect if the client joined from Quickplay or not
>> (force the client to load a hidden page, then check if the page was
>> loaded). If there was some way to detect this, then I wouldn't necessarily
>> want this change to be made.
>>
>>  As it stands, however, there is no way to determine whether or not a
>> client is able to view an MOTD window.
>>
>>
>>
>>  Doctor McKay
>> http://www.doctormckay.com
>> mc...@doctormckay.com
>>
>>
>> On Sun, Jun 16, 2013 at 3:36 PM, Paul  wrote:
>>
>>> This idea would cripple functionality for radio on quickplay servers,
>>> just being one example of something it would further ruin for TF2 if such a
>>> restriction was imposed. I myself can't say I've come across servers like
>>> this, and if there are any then I imagine it's a mere handful (minor
>>> percentage of all QP servers). All players have to do in such instances of
>>> finding a server is just blacklist it and/or report it in-game, case
>>> closed. Alternatively if something is decided to be done in view of one
>>> complaint then disabling window.open would eliminate any new windows that
>>> you might be talking about even if that's the case. As I say, I haven't
>>> found this when going on servers myself.
>>>
>>>
>>>  On 16 June 2013 20:19, Doctor McKay  wrote:
>>>
>>>>   As I'm sure most are aware, a little while ago Valve changed the TF2
>>>> MOTD panel so that it can't be reopened by the server if the client joins
>>>> via Quickplay (or using the matchmaking argument on the connect command).
>>>> However, this just prevents the MOTD panel itself from redisplaying. The
>>>> server can still open pages in the client's MOTD panel in the background.
>>>>
>>>>  This means that the server can still spam traffic-to-cash URLs on
>>>> clients, many of which have noise-making Flash embedded or which open popup
>>>> windows using JavaScript. In order to maintain the "sterile bubble" in
>>>> Quickplay, Valve might want to consider preventing servers from opening
>>>> webpages on Quickplay-joining clients entirely, not just preventing the
>>>> panel from being redisplayed.
>>>>
>>>>
>>>>
>>>>  Doctor McKay
>>>> http://www.doctormckay.com
>>>> mc...@doctormckay.com
>>>>
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>>>
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Re: [hlds] TF2 MOTD and Quickplay

2013-06-16 Thread N-Gon
How is that annoying? What he wants to do doesn't affect the client in any
way, it just let's him know which join from Quickplay and which didn't...


On Sun, Jun 16, 2013 at 3:45 PM, Ross Bemrose  wrote:

>  So... you want them to fix a bug to stop annoying things... and in doing
> so allow you to do completely different annoying things?
>
> On 6/16/2013 3:41 PM, Doctor McKay wrote:
>
>  The problem is, many players are apparently incapable of pressing the F7
> button, which led Valve to cripple it in the first place.
>
>  I mainly want Valve to prevent MOTDs from being loaded on Quickplay
> clients so that I can detect if the client joined from Quickplay or not
> (force the client to load a hidden page, then check if the page was
> loaded). If there was some way to detect this, then I wouldn't necessarily
> want this change to be made.
>
>  As it stands, however, there is no way to determine whether or not a
> client is able to view an MOTD window.
>
>
>
>  Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
>
> On Sun, Jun 16, 2013 at 3:36 PM, Paul  wrote:
>
>> This idea would cripple functionality for radio on quickplay servers,
>> just being one example of something it would further ruin for TF2 if such a
>> restriction was imposed. I myself can't say I've come across servers like
>> this, and if there are any then I imagine it's a mere handful (minor
>> percentage of all QP servers). All players have to do in such instances of
>> finding a server is just blacklist it and/or report it in-game, case
>> closed. Alternatively if something is decided to be done in view of one
>> complaint then disabling window.open would eliminate any new windows that
>> you might be talking about even if that's the case. As I say, I haven't
>> found this when going on servers myself.
>>
>>
>>  On 16 June 2013 20:19, Doctor McKay  wrote:
>>
>>>   As I'm sure most are aware, a little while ago Valve changed the TF2
>>> MOTD panel so that it can't be reopened by the server if the client joins
>>> via Quickplay (or using the matchmaking argument on the connect command).
>>> However, this just prevents the MOTD panel itself from redisplaying. The
>>> server can still open pages in the client's MOTD panel in the background.
>>>
>>>  This means that the server can still spam traffic-to-cash URLs on
>>> clients, many of which have noise-making Flash embedded or which open popup
>>> windows using JavaScript. In order to maintain the "sterile bubble" in
>>> Quickplay, Valve might want to consider preventing servers from opening
>>> webpages on Quickplay-joining clients entirely, not just preventing the
>>> panel from being redisplayed.
>>>
>>>
>>>
>>>  Doctor McKay
>>> http://www.doctormckay.com
>>> mc...@doctormckay.com
>>>
>>>  ___
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Re: [hlds] NO to in game advertising

2013-06-04 Thread N-Gon
Ladies, ladies, please, let's be civil. The guy was just sharing his
opinion, and although misinformed he has every right to speak his mind. No
need to mock him.
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Re: [hlds] MVM glitches

2013-05-16 Thread N-Gon
I'm pretty certain all groups, everywhere, would be more delighted giving
up a single round than restarting a whole game and then having to get back
to the point they left off at without any guarantees that the glitch
wouldn't occur again. They will have to address the issue eventually, why
not just use an easier solution for the problem?


On Thu, May 16, 2013 at 11:37 AM, ics  wrote:

> Well restart round option would be same as losing the current round.
> Giving up is easier than have a Valve implement restart round.
>
> -ics
>
> Lucas Wagner kirjoitti:
>
>> I think the point of the original post was just to point out that it can
>> be frustrating to invest an hour in an MVM mission to encounter an
>> unrecoverable glitch.  I don't know whether or not implementing a restart
>> round voting option is simple or not, but if it is, it would at least
>> provide a low-cost (to the player, he would only lose a round, not the
>> entire campaign) option to solving the problems of unrecoverable glitches.
>>
>> I have experienced 3 such glitches in the past 2 weeks, each time we had
>> to abandon the mission.
>>
>>
>>
>>
>> On Thu, May 16, 2013 at 9:44 AM, N-Gon > ngongamedesign@gmail.**com >> wrote:
>>
>> Exactly, and instead of taking a big chunk of time trying to
>> figure out why and how they get out the map we could just use a
>> Restart Round vote option.
>>
>>
>> On Thu, May 16, 2013 at 2:16 AM, ics > <mailto:i...@ics-base.net>> wrote:
>>
>> Usually the cause is that there is somewere alive bot from the
>> wave (non support), even if the HUD doesn't show it. Once that
>> bot is taken care of, things will return to normal. However,
>> if it's outside of the map, it's quite impossible to do.
>>
>> .-ics
>>
>> N-Gon kirjoitti:
>>
>> I'm sure this is well known but could easily be fixed with
>> a simple temporary solution.
>>
>> MVM has at times glitched out on waves and stops sending
>> out main bots and instead continuously pumps out support
>> and sentry busters. Tanks won't appear, bomb goes
>> untouched, and sometimes your own sentry will shoot at you.
>>
>> Temp solution? I see there's a vote option to restart the
>> entire game, why not put a vote to restart the round? This
>> problem has been happening quite frequently these past few
>> months, and I don't expect Valve to tinker away trying to
>> figure out what's causing it, but a simple Restart Round
>> vote is a good band-aid fix that shouldn't cause much
>> trouble implementing.
>>
>> Here are two .dem files showing two different game
>> breaking glitches. One doesn't spawn bots, and the other
>> has a bot magically outside the map demo charging over and
>> over.
>>
>> 
>> https://dl.dropboxusercontent.**com/u/16036872/mvmbroke.dem<https://dl.dropboxusercontent.com/u/16036872/mvmbroke.dem>
>> 
>> https://dl.dropboxusercontent.**com/u/16036872/brokenmvm.dem<https://dl.dropboxusercontent.com/u/16036872/brokenmvm.dem>
>>
>>
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Re: [hlds] MVM glitches

2013-05-16 Thread N-Gon
Exactly, and instead of taking a big chunk of time trying to figure out why
and how they get out the map we could just use a Restart Round vote option.


On Thu, May 16, 2013 at 2:16 AM, ics  wrote:

> Usually the cause is that there is somewere alive bot from the wave (non
> support), even if the HUD doesn't show it. Once that bot is taken care of,
> things will return to normal. However, if it's outside of the map, it's
> quite impossible to do.
>
> .-ics
>
> N-Gon kirjoitti:
>
>> I'm sure this is well known but could easily be fixed with a simple
>> temporary solution.
>>
>> MVM has at times glitched out on waves and stops sending out main bots
>> and instead continuously pumps out support and sentry busters. Tanks won't
>> appear, bomb goes untouched, and sometimes your own sentry will shoot at
>> you.
>>
>> Temp solution? I see there's a vote option to restart the entire game,
>> why not put a vote to restart the round? This problem has been happening
>> quite frequently these past few months, and I don't expect Valve to tinker
>> away trying to figure out what's causing it, but a simple Restart Round
>> vote is a good band-aid fix that shouldn't cause much trouble implementing.
>>
>> Here are two .dem files showing two different game breaking glitches. One
>> doesn't spawn bots, and the other has a bot magically outside the map demo
>> charging over and over.
>>
>> https://dl.dropboxusercontent.**com/u/16036872/mvmbroke.dem<https://dl.dropboxusercontent.com/u/16036872/mvmbroke.dem>
>> https://dl.dropboxusercontent.**com/u/16036872/brokenmvm.dem<https://dl.dropboxusercontent.com/u/16036872/brokenmvm.dem>
>>
>>
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[hlds] MVM glitches

2013-05-15 Thread N-Gon
I'm sure this is well known but could easily be fixed with a simple
temporary solution.

MVM has at times glitched out on waves and stops sending out main bots and
instead continuously pumps out support and sentry busters. Tanks won't
appear, bomb goes untouched, and sometimes your own sentry will shoot at
you.

Temp solution? I see there's a vote option to restart the entire game, why
not put a vote to restart the round? This problem has been happening quite
frequently these past few months, and I don't expect Valve to tinker away
trying to figure out what's causing it, but a simple Restart Round vote is
a good band-aid fix that shouldn't cause much trouble implementing.

Here are two .dem files showing two different game breaking glitches. One
doesn't spawn bots, and the other has a bot magically outside the map demo
charging over and over.

https://dl.dropboxusercontent.com/u/16036872/mvmbroke.dem
https://dl.dropboxusercontent.com/u/16036872/brokenmvm.dem
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[hlds] Quick question on Unusual Effects plugins, Quickplay, and Valve

2013-04-09 Thread N-Gon
Quick question on Unusual Effects plugins, how (or IF) it affects
Quickplay, and how Valve feels about them.
I've seen it stated countless times in threads in AlliedModders and other
messageboards that Valve frowns upon server side Unusual effects, but I've
never seen a source link. Is this confirmed or is it one of myths thrown
around so often people start to believe in it. If it's true Valve does not
like us using those kinds of plugins, how does it affect Quickplay status
on servers, if at all.
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