Re: [hlds] Optional TF2 update released

2015-10-13 Thread Rudy Bleeker
>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
>
>
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Re: [hlds] Mandatory TF2 update released

2015-08-19 Thread Rudy Bleeker
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
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>>>
>>>
>>
>>
>>
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Re: [hlds] [hlds_linux] HLSW Alternatives

2014-08-29 Thread Rudy Bleeker
On Sat, Aug 30, 2014 at 8:45 AM, Rudy Bleeker  wrote:
> As stated at the top it could be modified to work on Windows as well
> and maybe someone has already done this.

Apparently someone did indeed:
https://forums.alliedmods.net/showthread.php?t=82754


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Re: [hlds] [hlds_linux] HLSW Alternatives

2014-08-29 Thread Rudy Bleeker
If you only have access to your srcds servers through rcon but you do
run a Linux box yourself you could compile this simple C code:
http://www.dopefish.de/files/rcon.c
As stated at the top it could be modified to work on Windows as well
and maybe someone has already done this. But you could simply run this
from a VM running Linux without a gui, which would hardly use up
resources (256MB ram and 1GB diskspace should be enough).

On Sat, Aug 30, 2014 at 6:12 AM, Azarus X  wrote:
> reply to big john:
> Please don't make an another web based thing there are a lot of them
> already. Make something that everyone can download with a click and run on
> pc =(
>
>
>
>
> 2014-08-30 2:26 GMT+02:00 big john :
>
>> This actually gives me a great idea to make a web based hlsw alternative.
>> Challenge accepted.
>>
>> On Aug 29, 2014 8:22 PM, "Gavin Langdon"  wrote:
>>>
>>> I'm the creator of rcontool (https://github.com/gavintlgold/rcon-tool)
>>> which is a basic open source equivalent, but it's Linux based and I haven't
>>> updated it in a while and it probably isn't compatible. However it is open
>>> source so it could be fixed.
>>>
>>> I might be inspired to work more on it or even port it now that hlsw has
>>> fallen by the wayside.
>>>
>>> Gavin
>>>
>>> sent from mobile
>>>
>>> On Aug 29, 2014 8:03 PM, "Joey Benamy"  wrote:

 Hello,



 HLSW is an application you install on your computer that allows you to
 administrate your Team Fortress 2 server remotely without having to have
 Team Fortress 2 open.  The application is no longer being developed and
 is
 not open source, as far as I know.  Since the TF2 update that upgraded
 SteamIDs, the ban list in HLSW no longer works.  I was wondering if
 anybody
 knew of any alternative remote admin tools that do regularly get
 updated.
 My server uses MetaMod and SourceMod, and I've updated MetaMod and
 SourceMod
 to the versions that temporarily fix the issues introduced by the TF2
 update.

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Re: [hlds] [hlds_linux] SteamCMD "HTTP Remote Control"

2014-07-07 Thread Rudy Bleeker
Thanks for the clarification Alfred :-)

On Mon, Jul 7, 2014 at 9:05 PM, Alfred Reynolds
 wrote:
> Enabling the remote control API was not intended for the steamcmd tool, we 
> will have an update soon that disables it. The web service requires strong 
> authentication via Steam for any interaction so it shouldn't be an issue 
> beyond the port it binds while steamcmd is running. You can use the command 
> line option " -remotecontrolport " in the meantime to force a different 
> port if it is interfering with your server operations.
>
> - Alfred
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
> Sent: Friday, July 04, 2014 4:56 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
> server mailing list
> Subject: [hlds_linux] SteamCMD "HTTP Remote Control"
>
> Dear Valve.
>
> Explain why SteamCMD has started a remote control daemon on my computer 
> during a SteamCMD update.
>
>
>
> Steam Console Client (c) Valve Corporation
> -- type 'quit' to exit --
> Loading Steam3...[HTTP Remote Control] Wrote private key to 
> remoteui/certs/https.key
> [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem
> [HTTP Remote Control] HTTP server listening on port 27037.
> OK.
>
>
>
> Relavant:
>
> http://steamdb.info/blog/37/
>
> http://steamdb.info/blog/30/
>
> http://steamdb.info/blog/31/
>
>
>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-05 Thread Rudy Bleeker
Team Fortress 2 is now almost 7 years old. That means it's player base
has also aged. Those who played it often in high school/college when
they had plenty of spare time might have graduated, gotten jobs and
something called a "life" and simply gotten too busy to play TF2 on a
regular basis. This, together with the release of new FPS games like
Interstellar Marines, and plenty of MOBA games to virtually kill
others in a competitive or casual manner (including Valve's very own
Dota 2), might account for the slow but steady decline of concurrent
TF2 players. It's still having it's occasional ups, but I think we'll
see a downward trend on the whole.

This is just a hypothesis of course, but I'm speaking from the
experience of myself and my friends, who used to play TF2 a lot but
don't anymore, as much fun as it used to be. When we have time to play
a game in the evenings it's usually Dota 2 nowadays.

On Fri, Jun 6, 2014 at 1:27 AM, Robert Paulson  wrote:
> Are you fking serious? The kind of players that play FPS like TF2 have very
> little overlap with mmos. If you have actually watched player counts like I
> do, you would know this. The release of Mists of Pandaria and Guild Wars 2
> pretty much had 0 impact on the TF2 player count.
>
> The TF2 collapse has been happening since February and Wildstar just
> released 2 days ago...
>
>
> On Thu, Jun 5, 2014 at 4:14 PM, Lyrai  wrote:
>>
>> There's Wildstar, which just came out, and is an MMO. Final Fantasy 14 is
>> apparently doing very well, and just had a minor content patch. Both of
>> those are things I'd blame for loss of player count, before this Chicken
>> Little screaming.
>>
>>
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Re: [hlds] Mandatory Nuclear Dawn update released

2014-04-21 Thread Rudy Bleeker
Thanks for this Nicholas, I hope that pulling ND out of beta for Linux
and the other fixes will lure some new players to this great game, so
we can actually play some fun matches again online.

On Sun, Apr 20, 2014 at 9:23 PM, Nicholas Hastings
 wrote:
> A mandatory update for Nuclear Dawn has been released.
>
> For anyone still running servers, you will need to update in order for
> clients to still be able to connect. This is the final version of the update
> that has been on the "linuxbeta" branch for the past few months.
>
> As a reminder, ND Dedicated Server's app id is 111710.
>
> The full changelog is below.
>
> General:
> - Added client support for Linux.
> - Fixed Russian and Czech Languages not being selectable in Steam game
> properties.
> - Fixed minimap placement issues that would sometimes occur after resolution
> change.
> - Fixed issue where commander could get stuck on a ladder in RTS view.
> - Fixed sonic turret fire range being slightly shorter than lock-on range.
> - Whitelisted r_decals client convar by community request.
> - Improved overall stability.
>
> Community-created Content:
> - Updated Workshop map instructions link.
> - Added missing "Final" Hammer compile configuration.
> - Fixed typo in Hammer fgd file causing Empire wall and barrier issues.
> - Fixed client crash when subscribed to Workshop file that no longer exists
> or has been made private.
> - Fixed server crashes that could occur when attempting to sync Workshop
> maps when Steam was down or syncing current map.
> - Fixed uploading maps of size > 100mb to Workshop.
> - Increased individual user Workshop storage quota to 1gb.
> - Greatly improved client subscribed Workshop map sync time on game launch.
> - HTTPS map downloads with self-signed certificates now work.
> - Clients now automatically download game server Workshop-synced maps
> directly from Workshop on connect.
> - Map support files (scripts, loading image, etc.) now get
> automatically"bspzipped" into the map before upload if not already in map.
>
> --
> Nicholas Hastings
>
>
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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Rudy Bleeker
On Wed, Feb 26, 2014 at 5:53 PM, Dondon Tudtud  wrote:
> You said you're already using +exec for something else, can't you just put
> the login commands on that cfg file instead? Or do you use that cfg file for
> more than one server?

Indeed, my homebrew startup script exec's a config file depending on
what kind of server I want to start (ctf, payload, mvm, etc.) so it
could theoretically be used by multiple instances.

On Wed, Feb 26, 2014 at 6:00 PM, Kyle Sanderson  wrote:
>> second config file that I exec isn't actually executed.
> Even if that's true, you can have a server specific config file that
> calls down to the template :P not the other way around.

I'm not sure what you mean by this Kyle.


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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Rudy Bleeker
On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker  wrote:
> That has never been true afaik, exec to your heart's content.

I've tried, but every time I do that the second config file that I
exec isn't actually executed.
I should note that I'm running my servers on Linux, so there might be
a difference between the srcds_run bash-script and whatever you guys
have on Windows.


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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Rudy Bleeker
Unfortunately I'm already using +exec on the command line for
something else. Is it still true that you can only use one +exec
command?


On Wed, Feb 26, 2014 at 5:18 PM, Ross Bemrose  wrote:
> server.cfg is too late.  I found that out by empirical testing.
>
> However, either putting it in autoexec.cfg or in a file you +exec on the
> command line seems to work.
>
>
> On 2/26/2014 11:16 AM, Fletcher Dunn wrote:
>>
>> Yes, I am pretty sure that server.cfg is too late.  I believe that
>> autoexec.cfg is early enough and works.  (Right?  Others on this mailing
>> list almost certainly know better than me.)
>>
>> I think you could also use something like "+exec credentials.cfg".
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
>> Sent: Wednesday, February 26, 2014 8:12 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Steam GameServer Account Logging Question
>>
>> Just because people are having issues, and to avoid further problems,
>> could you elaborate where exactly you would put those? Some of us prefer
>> autoexec.cfg but should they be in command line? If not, where then?
>> Server.cfg seems too late.
>>
>> -ics
>>
>> Fletcher Dunn kirjoitti:
>>>
>>> Sorry, those messages are a bit confusing.  I’m assuming this is a TF
>>> game server, in which case the “successfully logged in” messages and
>>> the FAQ link refer to the TF gameserver account.  It’s totally
>>> separate to the Steam gameserver account, and totally unrelated.
>>> Perhaps you aren’t specifying the login credentials early enough in
>>> the boot process?
>>>
>>> *From:*hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger
>>> *Sent:* Wednesday, February 26, 2014 7:10 AM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Steam GameServer Account Logging Question
>>>
>>> Changed the /sv_setsteamaccount/ to the autoexec file and it worked
>>> great.
>>>
>>> Someone should check if the failure message is being sent the way it
>>> was supposed to.
>>>
>>> Thanks Rudy!
>>>
>>>
>>>
>>> _pilger
>>>
>>> On 26 February 2014 12:00, pilger >> <mailto:pilger...@gmail.com>> wrote:
>>>
>>> Guess he was right then. It can't be on the /server.cfg/
>>>
>>> Strangely enough, I'm getting two messages. First one that goes:
>>>
>>> Assigned anonymous gameserver Steam ID [A-1:2176588802
>>> (4095)].
>>>
>>> And then two more that says:
>>>
>>> Successfully logged into gameserver account **.
>>>
>>> For more information about gameserver accounts, visit
>>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
>>> L 02/26/2014 - 09:54:54: Successfully logged into gameserver account
>>> **.
>>> For more information about gameserver accounts, visit
>>> https://support.steampowered.com
>>>
>>> /kb_article.php?ref=2825-AFGJ-3513.
>>>
>>> Still, when I send the /status/ command, I get a:
>>>
>>> steamid : [A-1:2176588802 (4095)] (90089582615075842)
>>>
>>> So the message saying the account login is failing isn't quite working
>>> for me. That's what I was getting confused about. Isn't quite as clear
>>> as one would imagine.
>>>
>>> I'll go set it on the right place and then com back to tell the results.
>>>
>>>
>>> Thanks, Rudy!
>>>
>>>
>>>
>>> _pilger
>>>
>>> On 26 February 2014 11:41, Rudy Bleeker >> <mailto:rblee...@gmail.com>> wrote:
>>>
>>> Hi Pilger,
>>>
>>> as far as I know sv_setsteamaccount should be set before a map is
>>> loaded. That means you can either put it in the autoexec.cfg, a file
>>> that is called with +exec from the command line or on the commandline
>>> itself. Anywhere else, for example the file that you use as the
>>> +servercfgfile, is too late and won't work.
>>>
>>> The message you see in your log is quite clear isn't it? Logging in
>>> was succesfull, so you can safely assume you did it right. If it
>>> didn't work, for example when sv_setsteamaccount is called too late,
>>> you

Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Rudy Bleeker
Hi Pilger,

as far as I know sv_setsteamaccount should be set before a map is
loaded. That means you can either put it in the autoexec.cfg, a file
that is called with +exec from the command line or on the commandline
itself. Anywhere else, for example the file that you use as the
+servercfgfile, is too late and won't work.

The message you see in your log is quite clear isn't it? Logging in
was succesfull, so you can safely assume you did it right. If it
didn't work, for example when sv_setsteamaccount is called too late,
you'll get the following error message:

Warning: Game server already logged into steam.  You need to use the
sv_setsteamaccount command earlier.

You can verify if the server is correctly logged in by typing "status"
in the console and check the "steamid" line. If the steamid displayed
there starts with "A-1" it is an anonymous steam ID which means the
server isn't logged in with it's proper steam ID. Those start with a G
I believe.

On Wed, Feb 26, 2014 at 3:26 PM, pilger  wrote:
> Hey guys,
>
>
> I've been talking to a friend about the new steam gameserver account logging
> system and he claims that the parameter sv_setsteamaccount should go on the
> command line, while I think it can go on the server.cfg or any other file
> that's executed the first time the server runs.
>
> With the server.cfg method, I'm getting the following messages on my log:
>>
>> Successfully logged into gameserver account **.
>> L 02/26/2014 - 07:36:12: Successfully logged into gameserver account
>> **.
>
>
> Does that mean it's all good!? Which one is the correct way?
>
>
> Thanks in advance,
>
> _pilger
>
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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2014-02-08 Thread Rudy Bleeker
No, the default steamport is 26901 which is different from the
hostport default of 27015. You might experience problems if you set
them to the same port, I've never tried.

On Sat, Feb 8, 2014 at 7:43 PM, Dill Bates  wrote:
> I'm assuming the x is the same port I set for hostport?
>
>
> Sent from my iPhone
>
>> On Feb 8, 2014, at 4:45 AM, ics  wrote:
>>
>> If you run linux, it's a problem known. Set -steamport x to command line 
>> to fix it for now. This was mentioned by Fletcher earlier. But if you are 
>> running windows, i have no idea.
>>
>> -ics
>>
>> davidaap1...@gmail.com kirjoitti:
>>> My Servers are losing connections to steam randomly since the last update, 
>>> and not regaining them until i reboot them..
>>>
>>> anyone else having the same problem?
>>>
>>> -- Original Message --
>>> From: "Eric Smith" 
>>> To: "Half-Life dedicated Linux server mailing list 
>>> (hlds_li...@list.valvesoftware.com)" ; 
>>> "Half-Life dedicated Win32 server mailing list 
>>> (hlds@list.valvesoftware.com)" ; 
>>> "'hlds_annou...@list.valvesoftware.com' 
>>> (hlds_annou...@list.valvesoftware.com)" 
>>> 
>>> Sent: 7-2-2014 19:29:58
>>> Subject: [hlds_announce] Mandatory TF2 update released
>>>
 We've released a mandatory TF2 update. The notes for the update are below. 
 The new version is 2108330.

 -Eric

 --

 Weapon Updates
 - The Shortstop
 - Reduced extra knockback penalty from 80% to 40%
 - The Short Circuit
 - Added Penalty - No longer gain metal from dispensers when active
 - The Cleaner's Carbine
 - Changed OnKill effect from gain crits for 3 seconds to gain 
 mini-crits for 8 seconds
 - Natascha
 - Added Positive Attribute +50% extra ammo
 - The Reserve Shooter
 - Increased clip size from 3 to 4
 - Time to mini-crit airborne targets changed from 3 to 5
 - The Beggar's Bazooka
 - Changed penalty No primary ammo from dispensers to no primary ammo 
 from dispensers when active
 - The Quick Fix
 - Fixed the Medic not gaining the proper speed boost when a Demoman 
 uses the Chargin' Targe or Splendid Screen

 Weapon Fixes
 - Fixed deflected projectiles not affecting Strange and Killstreak counts
 - Fixed the Mini-Sentry range-sphere not accurately displaying the range 
 for the sentry when it is being placed
 - Fixed the Spy's revolver using the incorrect reload sound
 - Fixed third-person Medi Gun beams appearing jittery
 - Fixed the Heavy not playing his response rules lines after eating a 
 Sandvich, Buffalo Steak Sandvich, etc.
 - Fixed The Half-Zatoichi using the wrong animations for the Loadout 
 screen and the HUD 3D Character

 Community Updates
 - Added the Strongbox Key to the Mann Co. Store
 - Added 43 community-contributed items to the Strongbox Crate
 - Added the Tumblr Vs Reddit Participation Medal

 Mann vs. Machine
 - Added Killstreak Fabricators for the following weapons to the Two Cities 
 Tour reward list:
 - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The 
 Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The 
 Mantreads
 - Fixed an exploit that allowed players to purchase/sell the Canteen 
 Specialist upgrade to get more money than they originally spent
 - Fixed an exploit where players could stand on a robot's head to block 
 their movement for an easy kill
 - Fixed players not being able to earn the Frags to Riches achievement if 
 there is money in the world when the mission is completed
 - Fixed a bug that caused players to not receive an Upgrade Refund Credit 
 when they should have
 - Fixed the UI not updating properly if an Upgrade Refund Credit is earned 
 after the wave has ended

 Quickplay
 - Added advanced options page, which allows you to search for a few 
 commonly-requested non-vanilla options: 32-player servers, nocrits, and 
 instant/modified respawn times
 - Added "Show Servers" button to quickplay. This will run the normal 
 quickplay search, but instead of joining the "best" server, it will 
 present a list of about 20 servers and let you pick.

 Other Changes
 - Improved loading of item information panels to prevent hitches when 
 cycling through backpack pages.
 - Use the convar tf_time_loading_item_panels to control how much time 
 is spent per frame loading item panel data.
 - Fixed Australium items not using the correct images in the Steam 
 Community Market
 - Added missing payload audio for the Medic, Soldier, Demoman, and Spy
 - Added the server command "sv_setsteamaccount" for logging in with a 
 persistent game server account using a login token. Login tokens may be 
 acquired via the IGameServersService/CreateAccount web API. Using a lo

Re: [hlds] [hlds_announce] Mandatory TF2 update released

2014-02-08 Thread Rudy Bleeker
sv_pure works fine if you start your server with +sv_pure 1 on the
command line. From there you can switch to sv_pure 0 or sv_pure 2 at
any time. However if you don't start with +sv_pure 1 on the command
line you're stuck with a server running sv_pure 0. So correct me if
I'm wrong but isn't this just a simple case of changing the default?

On Sat, Feb 8, 2014 at 5:49 PM, AnAkIn  wrote:
> Any news on fixing sv_pure ?
>
>
> 2014-02-08 13:45 GMT+01:00 ics :
>
>> If you run linux, it's a problem known. Set -steamport x to command
>> line to fix it for now. This was mentioned by Fletcher earlier. But if you
>> are running windows, i have no idea.
>>
>> -ics
>>
>> davidaap1...@gmail.com kirjoitti:
>>
>>> My Servers are losing connections to steam randomly since the last
>>> update, and not regaining them until i reboot them..
>>>
>>> anyone else having the same problem?
>>>
>>> -- Original Message --
>>> From: "Eric Smith" 
>>> To: "Half-Life dedicated Linux server mailing list
>>> (hlds_li...@list.valvesoftware.com)" ;
>>> "Half-Life dedicated Win32 server mailing list
>>> (hlds@list.valvesoftware.com)" ;
>>> "'hlds_annou...@list.valvesoftware.com'
>>> (hlds_annou...@list.valvesoftware.com)"
>>> 
>>> Sent: 7-2-2014 19:29:58
>>> Subject: [hlds_announce] Mandatory TF2 update released
>>>
 We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 2108330.

 -Eric

 --

 Weapon Updates
 - The Shortstop
  - Reduced extra knockback penalty from 80% to 40%
 - The Short Circuit
  - Added Penalty - No longer gain metal from dispensers when active
 - The Cleaner's Carbine
  - Changed OnKill effect from gain crits for 3 seconds to gain
 mini-crits for 8 seconds
 - Natascha
  - Added Positive Attribute +50% extra ammo
 - The Reserve Shooter
  - Increased clip size from 3 to 4
  - Time to mini-crit airborne targets changed from 3 to 5
 - The Beggar's Bazooka
  - Changed penalty No primary ammo from dispensers to no primary
 ammo from dispensers when active
 - The Quick Fix
  - Fixed the Medic not gaining the proper speed boost when a Demoman
 uses the Chargin' Targe or Splendid Screen

 Weapon Fixes
 - Fixed deflected projectiles not affecting Strange and Killstreak
 counts
 - Fixed the Mini-Sentry range-sphere not accurately displaying the range
 for the sentry when it is being placed
 - Fixed the Spy's revolver using the incorrect reload sound
 - Fixed third-person Medi Gun beams appearing jittery
 - Fixed the Heavy not playing his response rules lines after eating a
 Sandvich, Buffalo Steak Sandvich, etc.
 - Fixed The Half-Zatoichi using the wrong animations for the Loadout
 screen and the HUD 3D Character

 Community Updates
 - Added the Strongbox Key to the Mann Co. Store
 - Added 43 community-contributed items to the Strongbox Crate
 - Added the Tumblr Vs Reddit Participation Medal

 Mann vs. Machine
 - Added Killstreak Fabricators for the following weapons to the Two
 Cities Tour reward list:
  - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan,
 The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The
 Mantreads
 - Fixed an exploit that allowed players to purchase/sell the Canteen
 Specialist upgrade to get more money than they originally spent
 - Fixed an exploit where players could stand on a robot's head to block
 their movement for an easy kill
 - Fixed players not being able to earn the Frags to Riches achievement
 if there is money in the world when the mission is completed
 - Fixed a bug that caused players to not receive an Upgrade Refund
 Credit when they should have
 - Fixed the UI not updating properly if an Upgrade Refund Credit is
 earned after the wave has ended

 Quickplay
 - Added advanced options page, which allows you to search for a few
 commonly-requested non-vanilla options: 32-player servers, nocrits, and
 instant/modified respawn times
 - Added "Show Servers" button to quickplay. This will run the normal
 quickplay search, but instead of joining the "best" server, it will present
 a list of about 20 servers and let you pick.

 Other Changes
 - Improved loading of item information panels to prevent hitches when
 cycling through backpack pages.
  - Use the convar tf_time_loading_item_panels to control how much
 time is spent per frame loading item panel data.
 - Fixed Australium items not using the correct images in the Steam
 Community Market
 - Added missing payload audio for the Medic, Soldier, Demoman, and Spy
 - Added the server command "sv_setsteamaccount" for logging in with a
 persistent game server account using a login token. Login tok

Re: [hlds] TF2 Service Memory Leaks on Windows 2008

2014-02-02 Thread Rudy Bleeker
If you use sv_shutdown as the restart command it'll only restart the
server when it's empty or after a few hourse (5 or 6). Usually a
server empties out before the timeout is reached.

On Sun, Feb 2, 2014 at 9:45 PM, Mike Vail  wrote:
> Thanks to the guys who responded to this. I was hoping to avoid the nightly
> restarts because many of the servers I’m having the trouble with remain full
> 24/7 and I hate kicking the players off with a restart. I guess that’s the
> only thing I can do right now for these. I’ll look into an auto-restart
> script for the others like my MvMs so they restart when they empty.
>
>
>
> Thanks again and have a good weekend….
>
> Mike
>
>
>
> From: Ryan Stecker [mailto:voidedwea...@gmail.com]
> Sent: Friday, January 31, 2014 1:18 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Service Memory Leaks on Windows 2008
>
>
>
> Running on windows here, our instances start at around 400MB and will just
> climb and climb to upwards of 2GB. We do nightly restarts to deal with the
> usage.
>
>
>
> On Fri, Jan 31, 2014 at 2:05 PM, ics  wrote:
>
> They run on Linux and on Linux, i have 0,8-1,5GB of memory use for TF2
> instance, no more. So no leaking.
>
> -ics
>
> Dominik Friedrichs kirjoitti:
>
>
>
> I can confirm that the TF2 srcds is leaking all over the place.
> A year ago it was still manageable but today theres no other solution than
> to restart at least once a day. Wonder if/how Valve deals with this on their
> stock servers.
>
>
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>
>
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>
>
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Re: [hlds] FYI tf2 added another vpk file

2013-11-24 Thread Rudy Bleeker
On Sun, Nov 24, 2013 at 9:40 AM, Doctor McKay  wrote:
> There's actually 11, as it starts numbering at 0. :)

And if you count tf2_misc_dir.vpk, there are 12 ;-)

-- 
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Re: [hlds] plr_hightower_event - no free edicts

2013-10-30 Thread Rudy Bleeker
Surely you mean 24 :-)

On Wed, Oct 30, 2013 at 11:26 AM, Eli Witt  wrote:
> It's almost as if the game were designed to only have 28 players
>
>
> On Wed, Oct 30, 2013 at 5:03 AM, Andreas Grimm  wrote:
>>
>> Dear Valve,
>>
>>
>>
>> to run a 32 player slots plr_hightower_event server is dangerous ...
>>
>>
>>
>> L 10/30/2013 - 09:55:53: World triggered "Mini_Round_Win" (winner "Red")
>> (round "plr_round_C")
>>
>> L 10/30/2013 - 09:55:53: World triggered "Mini_Round_Length" (seconds
>> "187.32")
>>
>> L 10/30/2013 - 09:55:53: World triggered "Round_Win" (winner "Red")
>>
>> L 10/30/2013 - 09:55:53: Team "Red" current score "5" with "17" players
>>
>> L 10/30/2013 - 09:55:53: Team "Blue" current score "4" with "16" players
>>
>> L 10/30/2013 - 09:56:01: World triggered "Round_Start"
>>
>> L 10/30/2013 - 09:56:01: World triggered "Round_Setup_Begin"
>>
>> L 10/30/2013 - 09:56:01: World triggered "Mini_Round_Selected" (round
>> "plr_round_C")
>>
>> L 10/30/2013 - 09:56:01: World triggered "Mini_Round_Start"
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free
>> edict remaining.
>>
>> L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free
>> edicts remaining.
>>
>> L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts
>>
>>
>>
>> Maybe it's possible to decrease the entity count on that map a little bit?
>>
>>
>>
>> - Andreas
>>
>>
>> ___
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>> please visit:
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>
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Re: [hlds] [hlds_linux] tf2 halloween event 2013 ETA ?

2013-10-29 Thread Rudy Bleeker
The update is live now, but no announcement on the mailing list. I
still have a question though: are the "eventmix" and "event247" tags
still required this year to receive quickplay traffic on servers
running the Halloween event maps?

Any other information about the event from a Valve employee would also
be appreciated.

On Tue, Oct 29, 2013 at 6:28 AM, Todd Pettit  wrote:
> Something is coming, everybody. Not "right now" coming...
>
> - Original Message -
> From: "Doctor McKay" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Sent: Monday, October 28, 2013 11:26:22 PM
> Subject: Re: [hlds_linux] tf2 halloween event 2013 ETA ?
>
> http://www.teamfortress.com/post.php?id=11727
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Mon, Oct 28, 2013 at 11:11 PM, Carl  wrote:
>
>> IF it happens.  If Valve had a mediocre idea for 2013, would you rather
>> them release it or shelve it?
>>
>>
>> On 10/28/2013 1:54 PM, wickedplayer494 wrote:
>>
>>> It'll happen when it happens.
>>>
>>> On 10/28/2013 3:19 PM, louloubizou wrote:
>>>
 an ETA ? :)
 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux

>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>>
>>
>>
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>> please visit:
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>>
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Re: [hlds] Hide server from certain IP's?

2013-10-22 Thread Rudy Bleeker
As Jason said, just blocking his IP isn't good enough since the attack
comes from many other IP's. And since the server queries go through
Valve's master servers, I don't think what Jason wants to accomplish
is possible.

On Tue, Oct 22, 2013 at 9:00 PM, Doctor McKay  wrote:
> Use iptables or a similar firewall to drop all traffic from his IP.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Oct 22, 2013 at 6:12 AM, Jason Tango  wrote:
>>
>> Hello,
>>
>> We've had several DDOS attacks in the past several weeks. We now know the
>> IP address of the person who is initiating the attacks (he has admitted as
>> much). Unfortunately, he is using some kind of reflection attack that comes
>> from hundreds of different IP addresses, so just blocking his IP won't do us
>> much good.
>>
>> My question is - is there some way to prevent our server from even
>> appearing in the server browser for his IP address?
>>
>> It sure would be wonderful for server operators to be able to blacklist
>> certain IPs from even being able to see our servers in the server browser
>> ;-)
>>
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>> please visit:
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>>
>
>
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Re: [hlds] Recurring player clip issue on Windows TF2 servers?

2013-09-24 Thread Rudy Bleeker
In this case (rocket) jumping didn't help, neither did running up a slope.

On Tue, Sep 24, 2013 at 11:21 AM, Valentin G.  wrote:
> It's a bug that has been around in GoldSrc aswell. Your origin needs to
> change height for the view to fix itself. So jumping or running up a slope
> is enough in most cases.
>
>
> On Tue, Sep 24, 2013 at 10:59 AM, Rudy Bleeker  wrote:
>>
>> I have actually encountered this myself as a player, although it might
>> be a slightly different issue. I've had it happen a few times on my
>> own server, which runs on Linux (hence the crosspost) and isn't
>> symlinked or runs any mods. It's a single installation, completely
>> vanilla. I haven't made an effort to do a bugreport through the game
>> client yet.
>>
>> The symptoms I'm experiencing are that when I spawn I'm clipping
>> through the floor of the map, resulting in a view as if I've sunken
>> through the ground to the waist. I can play normally, only the vision
>> is screwed up. Other players don't notice anything unusual about my
>> avatar. The issue resolves itself when I get killed and respawn, or
>> sometimes after I've been alive for a long time. I couldn't say on
>> which maps it has occured, but at least on pl_goldrush.
>>
>> On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde  wrote:
>> > This happened to us when the number of VPK files constituting TF2
>> > changed back on August 29th (or thereabouts).
>> >
>> > We share one set of VPK files among multiple server instances using
>> > symlinks (windows mklink), but when that update added tf2_misc_009.vpk, our
>> > "cloned" servers each lacked a symlink to that file, since it hadn't 
>> > existed
>> > before.
>> >
>> > This resulted in no problems at all on some maps (ctf_turbine) but
>> > caused the bizarre players-falling-through-solid-objects problem on
>> > mvm_coaltown and certain payload maps.
>> >
>> > It could be something completely different, but I figured those exact
>> > symptoms were too similar to what we'd experienced, that I figured I'd 
>> > throw
>> > this out there. Double-check that your servers have all the files
>> > tf2_misc_000 through tf2_misc_009.
>> >
>> > For giggles, here are the sizes, in bytes, of the vpk files we have
>> > currently in our /tf folder:
>> >
>> > 106302753   tf2_misc_000.vpk
>> > 106575133   tf2_misc_001.vpk
>> > 106642649   tf2_misc_002.vpk
>> > 103888545   tf2_misc_003.vpk
>> > 106077677   tf2_misc_004.vpk
>> > 108387643   tf2_misc_005.vpk
>> > 105606193   tf2_misc_006.vpk
>> > 105574190   tf2_misc_007.vpk
>> > 105401440   tf2_misc_008.vpk
>> > 105299483   tf2_misc_009.vpk
>> > 1477522 tf2_misc_dir.vpk
>> > 87701   tf2_sound_misc_dir.vpk
>> > 382253  tf2_sound_vo_english_dir.vpk
>> > 537892  tf2_textures_dir.vpk
>> >
>> > Cheers,
>> >
>> >  - Peter
>> >
>> > On Sep 23, 2013, at 22:50 PM, Justin Bounds  wrote:
>> >
>> >> Hi,
>> >>
>> >> I've been receiving reports from players and admins in my community
>> >> concerning a server issue where trains, rocks, stairs, etc. basically 
>> >> become
>> >> non-solid objects and players can walk or fall through them, obviously
>> >> disrupting gameplay to some extent. I haven't had time to experience this
>> >> myself, but supposedly the problem is temporarily corrected by restarting
>> >> the server. This keeps occurring on my main public TF2 server and even
>> >> happens on competitive servers as well (only basic SM/MM:S functionality 
>> >> is
>> >> present), and has been doing so for a few weeks. Is anyone else 
>> >> experiencing
>> >> this issue, or is it just me? I figured I would ask/discuss this here 
>> >> first
>> >> before attempting to email any probably busy Valve employees. The host
>> >> server is running Windows Server 2008 R2, no idea how up to date it is 
>> >> since
>> >> it's a virtual dedicated server managed by NFO. Any ideas?
>> >>
>> >> -Justin
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >

Re: [hlds] Recurring player clip issue on Windows TF2 servers?

2013-09-24 Thread Rudy Bleeker
I have actually encountered this myself as a player, although it might
be a slightly different issue. I've had it happen a few times on my
own server, which runs on Linux (hence the crosspost) and isn't
symlinked or runs any mods. It's a single installation, completely
vanilla. I haven't made an effort to do a bugreport through the game
client yet.

The symptoms I'm experiencing are that when I spawn I'm clipping
through the floor of the map, resulting in a view as if I've sunken
through the ground to the waist. I can play normally, only the vision
is screwed up. Other players don't notice anything unusual about my
avatar. The issue resolves itself when I get killed and respawn, or
sometimes after I've been alive for a long time. I couldn't say on
which maps it has occured, but at least on pl_goldrush.

On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde  wrote:
> This happened to us when the number of VPK files constituting TF2 changed 
> back on August 29th (or thereabouts).
>
> We share one set of VPK files among multiple server instances using symlinks 
> (windows mklink), but when that update added tf2_misc_009.vpk, our "cloned" 
> servers each lacked a symlink to that file, since it hadn't existed before.
>
> This resulted in no problems at all on some maps (ctf_turbine) but caused the 
> bizarre players-falling-through-solid-objects problem on mvm_coaltown and 
> certain payload maps.
>
> It could be something completely different, but I figured those exact 
> symptoms were too similar to what we'd experienced, that I figured I'd throw 
> this out there. Double-check that your servers have all the files 
> tf2_misc_000 through tf2_misc_009.
>
> For giggles, here are the sizes, in bytes, of the vpk files we have currently 
> in our /tf folder:
>
> 106302753   tf2_misc_000.vpk
> 106575133   tf2_misc_001.vpk
> 106642649   tf2_misc_002.vpk
> 103888545   tf2_misc_003.vpk
> 106077677   tf2_misc_004.vpk
> 108387643   tf2_misc_005.vpk
> 105606193   tf2_misc_006.vpk
> 105574190   tf2_misc_007.vpk
> 105401440   tf2_misc_008.vpk
> 105299483   tf2_misc_009.vpk
> 1477522 tf2_misc_dir.vpk
> 87701   tf2_sound_misc_dir.vpk
> 382253  tf2_sound_vo_english_dir.vpk
> 537892  tf2_textures_dir.vpk
>
> Cheers,
>
>  - Peter
>
> On Sep 23, 2013, at 22:50 PM, Justin Bounds  wrote:
>
>> Hi,
>>
>> I've been receiving reports from players and admins in my community 
>> concerning a server issue where trains, rocks, stairs, etc. basically become 
>> non-solid objects and players can walk or fall through them, obviously 
>> disrupting gameplay to some extent. I haven't had time to experience this 
>> myself, but supposedly the problem is temporarily corrected by restarting 
>> the server. This keeps occurring on my main public TF2 server and even 
>> happens on competitive servers as well (only basic SM/MM:S functionality is 
>> present), and has been doing so for a few weeks. Is anyone else experiencing 
>> this issue, or is it just me? I figured I would ask/discuss this here first 
>> before attempting to email any probably busy Valve employees. The host 
>> server is running Windows Server 2008 R2, no idea how up to date it is since 
>> it's a virtual dedicated server managed by NFO. Any ideas?
>>
>> -Justin
>> ___
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>> please visit:
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Re: [hlds] Up Server

2013-09-03 Thread Rudy Bleeker
Hi Reinaldo,

all HL 1 server files in the hldsupdatetool are out of date. They
should now be downloaded though the new SteamPipe tool, also known as
steamcmd.
See https://developer.valvesoftware.com/wiki/SteamCMD for more information.

On Tue, Sep 3, 2013 at 4:57 PM, Reinaldo Matias  wrote:
> Hi,
>
> I am Brazilian and I have a bad english, I'm sorry but we will try. :)
>
> I'm trying to host a server HL 1, without modification, only one server pure
> since I found online are full of mods and unethical players in game. Just
> trying to put the server as suggested by hldsupdatetool this link
> https://support.steampowered.com/kb_article.php?ref=6758-tcmf-2234 I can
> not, I return the server is out of date. I try to update but not return any
> updates. I create steam by itself and even can not connect to the server,
> but it does not appear in the list online and also the island also is
> stating that I have a server out of date.
>
> Can anyone help me?
>
> Ty.
>
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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread Rudy Bleeker
I can confirm this. The 3 stock replay files replay.cfg, replay_ftp.cfg and
replay_local_http.cfg get deleted during updating. However a new
replay_example.cfg is downloaded.


On Mon, Jun 3, 2013 at 11:50 PM, E. Olsen  wrote:

> Also - you guys are still overwriting (actually, deleting) the replay.cfg
> file.
>
>
> On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen  wrote:
>
>> Does this fix the Taunt exploit that is currently crashing servers, or do
>> we still need to use a plugin to block it?
>>
>>
>> On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith wrote:
>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version is 1783578.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> Team Fortress 2
>>> - Added new Adult Swim items to the Mann Co. Store
>>>- The Breather Bag, The Weather Master, and The Bacteria Blocker
>>> - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament
>>> medals
>>> - Fixed mat_viewportupscale using an error material for clients using
>>> DirectX8
>>> - Fixed config_arena.cfg being replaced by the default version when
>>> dedicated servers update
>>> - Fixed the Soldier's grenades being hidden when equipping the Full
>>> Metal Drill Hat and the Soldier's Sparkplug
>>> - Fixed a missing LOD on the dispenser
>>> - Updated the -insert_search_path delimiter to be a comma instead of a
>>> semi-colon
>>> - Updated the equip region on the Practitioner's Processing Mask to
>>> match the Physician's Procedure Mask
>>> - Updated The Conscientious Objector and The Bat Outta Hell so they can
>>> be crafted and can be used to craft other items
>>>
>>>
>>>
>>>
>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>
>>
>
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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Rudy Bleeker
I think you can trust Valve to fix the tools they themselves use to
get stuff done. Just show some patience people.

On Fri, May 3, 2013 at 2:15 PM, scott biszmaier  wrote:
> i second this request. ive personally heard a couple different rumors so if
> someone
> knew the answer to this id love to know.
>
>
> 
> scott biszmaier
>
>
> -Original Message-
> From: The Mighty Gerbil 
> To: hlds 
> Sent: Thu, May 2, 2013 10:49 pm
> Subject: [hlds] ETA on the fix for hammer?
>
> Hi I tried the mapping mailing list first but didn't get a response so I
> was wondered if you guys know. Is if there an ETA on the fix for hammer
> and the SDK tools after Steampipe broke them? I just want to know so I
> can decide if I should go through
> the trouble of hunting for a workaround which may or may not exist or
> just wait a few days for the official fix. Thank you.
>
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Re: [hlds] MvM Mission Cycle Clarification

2013-04-28 Thread Rudy Bleeker
With the steampipe update for Team Fortress 2 just around the corner,
I would like to ask where our custom MvM mission cycle files should be
located in the new directory tree. I can't find the default
tf_mvm_missioncycle.res anymore which I hoped to use as a reference, I
assume it's been packed in one of the VPK files. Since the mapcycle
and motd files have been moved in this update, I was wondering if the
same was the case for our custom MvM mission cycle files.

On Wed, Oct 10, 2012 at 7:34 PM, Mike Lee  wrote:
> First we have a Con Command that will let you specify your own mission cycle
> file "tf_mvm_missioncyclefile myfile.res"
>
> where the default .res file is tf_mvm_missioncycle.res that is located in
> the tf directory.
>
> You can use this con command to set custom missioncycle files for each
> server instance.
>
>
>
> For how a mission cycle file works
>
>
>
> Example contents of missioncycle.res file
>
> -
>
>
>
> "tf_mvm_missioncycle.res"
>
> {
>
> "categories" "2"
>
>
>
> "1"
>
> {
>
> "count" "3"
>
>
>
> "1"
>
> {
>
> "map" "mvm_decoy"
>
> "popfile" "mvm_decoy"
>
> }
>
> "2"
>
> {
>
> "map" "mvm_coaltown"
>
> "popfile" "mvm_coaltown"
>
> }
>
> "3"
>
> {
>
> "map" "mvm_mannworks"
>
> "popfile" "mvm_mannworks"
>
> }
>
> }
>
>
>
> "2"
>
> {
>
> "count" "3"
>
>
>
> "1"
>
> {
>
> "map" "mvm_decoy"
>
> "popfile"
> "mvm_decoy_expert1"
>
> }
>
> "2"
>
> {
>
> "map" "mvm_coaltown"
>
> "popfile"
> "mvm_coaltown_expert1"
>
> }
>
> "3"
>
> {
>
> "map" "mvm_mannworks"
>
> "popfile"
> "mvm_mannworks_expert1"
>
> }
>
> }
>
> }
>
>
>
> -
>
> format of the file:
>
> "file name" - Name of the res file
>
> {
>
> "categories" "Number" - Number of Categories, by default
> this corresponds to the number of difficulties
>
> "Category Index" - Numerical Index of this category,
> numbered in order starting at 1
>
> {
>
> "Mission Count" "Number" - Number of
> missions in this category
>
> "Mission Index" - Numerical Index of this
> mission, numbered in order starting at 1
>
> {
>
> "map" "mapname" - Name of
> the mvm map without the extension
>
> "popfile" "popfilename" -
> Name of the popfile without the extension
>
> }
>
> }
>
> }
>
>
>
> When a mission is completed the game looks at the missioncycle file and
> looks for the current map / mission pair.
>
> If it's found it then loads the next mission in that category, cycling back
> to the first one if it's the last one in that category.
>
>
>
> If the map / mission is not found, it simply restarts the current mission.
> This behavior at the end is probably what’s causing some bizarre issues with
> custom maps and popfiles.  If a custom map is loaded and does not contain a
> default popfile [Ie playing map mvm_decoy.bsp the game expects to load a
> popfile of mvm_decoy.pop] the previous popfile will remain loaded.
> Finishing this mission will just simply restart this “bad” combination.
> Similarly if a custom popfile is loaded (via con commands or vote) the
> server will seemingly be stuck on that particular combination until a vote
> or server command is issued.
>
>
>
> This default behavior seems undesirable and we’ll change it to load the next
> well known mission from the missioncycle file
>
>
>
> -  Mike Lee
>
>
>
> //-

Re: [hlds] Server Replay Cleanup

2013-03-21 Thread Rudy Bleeker
I use local http for replays on my server. In my replay.cfg I have
replay_dofileserver_cleanup_on_start "1" and every time I restart to server
it seems to clean up the old replay files just fine. replay_docleanup also
works (reports "nothing to clean up" at the moment) and doesn't crash my
server.

I've running a vanilla TF2 server on Linux though, so perhaps the issue is
with Windows or with some plugins you've installed?


On Thu, Mar 21, 2013 at 11:24 PM, Chris M.  wrote:

>
> Does any replay cleanup related command works? I tried to use
> replay_docleanup and it crashed the server.
>
> Does anyone has settings than cleanup replays on gameserver and ftp and it
> works?
>
> I dont think most of the server commands here work:
> http://wiki.teamfortress.com/wiki/Replay
>
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Re: [hlds] holy crap my hl2mp srcds instance started! :-) does this log look normal?

2013-03-16 Thread Rudy Bleeker
Look good to me, except that you don't seem to have a server.cfg which
I think is weird, and you should probably point srcds to your steamcmd
install directory as it suggests on line 3.

On Sun, Mar 17, 2013 at 12:03 AM, Doug Simmons  wrote:
> my test instance is running under ubuntu 12.04 32bit.
>
> There are some asset errors, but it started. Anything I need to worry about?
>
> Thanks,
> Doug
>
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> ERROR: -autoupdate requires -steam_dir and -steamcmd_script.
> Sat Mar 16 17:54:36 CDT 2013: Server Failed
> WARNING: Could not locate steam dir:, ignoring.
> Using breakpad minidump system
> Using breakpad crash handler
>
> Console initialized.
> Loaded 13 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2mp/hl2mp_pak.vpk for pure server operation.
> Loaded 13 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2mp/hl2mp_pak.vpk for pure server operation.
> Loaded 1213 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2/hl2_textures.vpk for pure server
> operation.
> Loaded 574 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2/hl2_sound_vo_english.vpk for pure server
> operation.
> Loaded 381 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2/hl2_sound_misc.vpk for pure server
> operation.
> Loaded 432 VPK file hashes from
> /usr/games/newsrc/hl2mp/hl2/hl2_misc.vpk for pure server operation.
> Loaded 5 VPK file hashes from
> /usr/games/newsrc/hl2mp/platform/platform_misc.vpk for pure server
> operation.
> ConVarRef mat_dxlevel doesn't point to an existing ConVar
> Game_srv.so loaded for "Half-Life 2 Deathmatch"
> Setting breakpad minidump AppID = 320
> Forcing breakpad minidump interfaces to load
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> maxplayers set to 12
> Unknown command "port"
> maxplayers set to 12
> Network: IP 0.0.0.0, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> ConVarRef room_type doesn't point to an existing ConVar
> Executing dedicated server config file server.cfg
> Precache of sprites/redglow1 ambigious (no extension specified)
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0)
> Precache of sprites/redglow1 ambigious (no extension specified)
> Initializing Steam libraries for secure Internet server
> [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Logging into anonymous gameserver account.
> 'server.cfg' not present; not executing.
> Connection to Steam servers successful.
>Public IP is 50.40.140.6.
> Assigned anonymous gameserver Steam ID [A-1:163487746(3319)].
> VAC secure mode is activated.
>
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Re: [hlds] help with tf2 replays

2013-03-13 Thread Rudy Bleeker
On my Linux TF2 server I had this issue as well, which turned out to
be a permission issue. The replay files were obviously owned by the
user the TF2 servers are running as and the permissions on those files
were such that the user the apache webserver is running as wasn't
allowed to read them and thus not allowed to serve them to the web for
downloading. I fixed this by defining a proper umask setting in my
server startup script.

However, since this is not the Linux HLDS list you might be running
your servers on Windows, so your issue might be totally different.
However file permissions could still be something that's worth your
time checking out, for example by testing if you can download the
replay files manually with a webbrowser.

On Wed, Mar 13, 2013 at 9:05 PM, Rob  wrote:
> got everything working, except for the error:publish timed out after 60
> seconds  cant seems to work out why..
>
> -Original Message- From: hlds-requ...@list.valvesoftware.com
> Sent: Wednesday, March 13, 2013 7:00 PM
> To: hlds@list.valvesoftware.com
> Subject: hlds Digest, Vol 24, Issue 22
>
> 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. Re: Weird FPS drops and peaks (pilger)
>   2. Mandatory Team Fortress 2 update coming (Eric Smith)
>   3. Mandatory Team Fortress 2 update released (Eric Smith)
>
>
> --
>
> Message: 1
> Date: Tue, 12 Mar 2013 20:08:35 -0300
> From: pilger 
> To: Half-Life dedicated Win32 server mailing list
> ,  Half-Life dedicated Linux server
> mailing list 
> Subject: Re: [hlds] Weird FPS drops and peaks
> Message-ID:
> 
> Content-Type: text/plain; charset="iso-8859-1"
>
> We do have a few, but I don't understand how the server can be getting
> higher than 66.6 FPS values. The plugins are all pretty normal within the
> Sourcemod scope and shouldn't be interfering with FPS is this manner.
>
> We've been getting resulsts like this all the time:
>
> 20:04:50 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS
>>
>> Players  Connects
>>164.20   96.36  533.79774  25
>> 85.62 28  596
>>
>
> The issue is still unresolved.
>
> Any ideas?
>
>
> On 2 March 2013 18:34, Brady Dow  wrote:
>
>> Do you have any plugins installed?
>> On Feb 28, 2013 8:08 PM, "Felipe Fujihara" 
>> wrote:
>>
>>>  Yes, we have another TF2 server running on the same machine, and the FPS
>>> is well stablished at 66.7. This server also runs with full players
>>> (24/24).
>>>
>>> The server with FPS drops problem runs with 28 slots.
>>>
>>>
>>>
>>>
>>> --
>>> Date: Wed, 27 Feb 2013 23:19:11 -0600
>>> From: dow.brad...@gmail.com
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Weird FPS drops and peaks
>>>
>>> Well from the hardware side you guys seem powerful enough. Have you tried
>>> installing another hl2 server and running a clean one to see if the fps
>>> drops come back?
>>> On Feb 27, 2013 12:18 PM, "Felipe Fujihara" 
>>> wrote:
>>>
>>>  Hello,
>>>
>>> I'm hosting this server mentioned. We are using a physical DELL PowerEdge
>>> M610 Blade Server: 2x Intel Xeon Quad-Core E5550, 32GB RAM, 600GB SAS.
>>>
>>> There are other servers of Team Fortress 2 running on the same machine,
>>> but we can't see any problems with FPS drops, they're always stablished
>>> at
>>> 66.7.
>>>
>>>
>>>
>>>
>>> --
>>> Date: Wed, 27 Feb 2013 11:17:03 -0600
>>> From: dow.brad...@gmail.com
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Weird FPS drops and peaks
>>>
>>> I'm not too experienced HL hosting, but what type of server are we
>>> talking about?
>>> Virtual or physical?
>>> Multi-Core?
>>> Ram?
>>> Shared?
>>>
>>>
>>> On Wed, Feb 27, 2013 at 10:28 AM, pilger  wrote:
>>>
>>> Is this Win32 list still being used?
>>>
>>> I only see people discussing on the linux one, but since this issue
>>> manifests on a Windows environment, I figured it should go here.
>>>
>>> So, anyone there?
>>>
>>>
>>> On 26 February 2013 00:45, pilger  wrote:
>>>
>>> Hey guys,
>>>
>>>
>>> My server has been getting a lot of weird freezes and random FPS drops
>>> and I'm trying to figure out the reason. The FPS readings on the
>>> net_graph
>>> 4 view seems to be all over the place and even has higher than 66.7
>>> values
>>> (as can be seen here: http://snag.gy/Qit49.jpg ).
>>>
>>>
>>> Is this peak normal? Could it be related to the FPS drops? If not, what
>>> could be causing it?
>>>
>>> The server is on a

Re: [hlds] How to only recieve TF2 update emails?

2013-03-11 Thread Rudy Bleeker
As you're using Gmail create a filter that applies a label and
archives the messages immediately so they skip your inbox. That way
your phone won't vibrate every time you recieve a message from this
list. They're not so important that you want to read them right away
anyway, you probably only do your TF2 server stuff in your off hours
anyway and probably from your computer, not your phone.

On Tue, Mar 12, 2013 at 12:42 AM, Cc2iscooL  wrote:
> Or just *@valvesoftware.com
>
> On Mon, Mar 11, 2013 at 6:55 PM, Lyrai  wrote:
>>
>> I've seen Fletcher, Tony, and Eric as the offical Valvesters who reply to
>> this list. So,
>> fletch...@valvesoftware.com
>> to...@valvesoftware.com
>> er...@valvesoftware.com
>>
>> Just set your doohickey to only thingamajig emails off the list from them,
>> and you should be good.
>>
>> ___
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>> please visit:
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>
>
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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-03-01 Thread Rudy Bleeker
Good point, I stand corrected. That functionality is indeed desired
and even required if Valve wants TF2 to keep it's position in the
competitive gaming scene.

On Sat, Mar 2, 2013 at 12:54 AM, AnAkIn  wrote:
> Yes it does change. sv_pure 2 was aimed at competitive players. The
> whitelist was supposed to be forced, so the "away team" (as alfred calls it)
> don't have to check if the sv_pure whitelist is correct when joining the
> server of their opponent. The players could be sure that the server is ready
> for the match by just checking if sv_pure is set to 2.
>
>
> 2013/3/2 Rudy Bleeker 
>>
>> On Fri, Mar 1, 2013 at 6:58 PM, AnAkIn  wrote:
>> > The problem is that the server admin can still modify that base
>> > whitelist?
>>
>> Why is that a problem?
>>
>> the new sv_pure 1 without any further modifications is the same as the
>> old sv_pure 2
>> the new sv_pure 1 with a modified whitelist behaves the same as
>> sv_pure 1 has always done
>>
>> server admins have always been able to modify the whitelist and the
>> settting of sv_pure, so nothing has changed really.
>>
>> --
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>>   - Floyd Dell
>>
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>
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Re: [hlds] [hlds_linux] Mandatory TF beta updated released

2013-03-01 Thread Rudy Bleeker
On Fri, Mar 1, 2013 at 6:58 PM, AnAkIn  wrote:
> The problem is that the server admin can still modify that base whitelist?

Why is that a problem?

the new sv_pure 1 without any further modifications is the same as the
old sv_pure 2
the new sv_pure 1 with a modified whitelist behaves the same as
sv_pure 1 has always done

server admins have always been able to modify the whitelist and the
settting of sv_pure, so nothing has changed really.

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Re: [hlds] Server bans

2013-02-25 Thread Rudy Bleeker
On Mon, Feb 25, 2013 at 11:11 PM, Andre Müller  wrote:
> OHOH
>
> Wrong direction!
>
> First execute the files to get the perm bans into the memory.
> After this you can write bans.
>
> In an unhappy situation (all servers are restarting at the same time)
> your bans get deleted.

My bad. Although having no bans would guarantee they're in sync 100% ;-)

> I think the solution with a symlinked banned_*.cfg is not the best to
> share it with all other servers.
> I don't know the exactly possible size, but there is a limit.
>
> Sourcebans has a workaround for this to save memory and resources.
> I a player enters the server, sourcebans is searching with a mysql
> statement in his database.
> If the plugin find a match, the player will be kicked and banned for 5
> minutes. This saves the banned_user.cfg

I don't think anyone is disputing the fact that sourcebans is probably
a much better solution for this, but he asked for a solution without
any plugins so we're trying to accomodate him.

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Re: [hlds] Server bans

2013-02-25 Thread Rudy Bleeker
This would probably be too big of a hassle for Valve to implement into
the Source engine, but you can always make a feature request on
Valve's Github.

If you run all your servers from the same box and the same srcds
installation tree just end your server.cfg (or any other cfg file that
gets executed during each map change) with the following cvars:

writeip // write banned ip's to banned_ip.cfg
writeid // write banned steam id's to banned_user.cfg
exec banned_ip.cfg
exec banned_user.cfg

That way at every mapchange your server will write it's new bans to
disk and then re-read the files to be up-to-date.

If you're running on multiple Linux boxes you can probably sync those
files regularly (every hour?) with rsync using cron. There probably
are  even smarter tools that can permanently check if the files have
changed. On Windows... I don't know if and how it would work, but
dropbox and junctions come to mind.

On Mon, Feb 25, 2013 at 9:24 PM, Doctor McKay  wrote:
> If all of your servers run on the same box, you can perhaps symlink
> banned_user.cfg.
>
> Dr. McKay
>
>
> On Monday, February 25, 2013, big john wrote:
>>
>> He's talking about something similar to sourcebans so you can ban a client
>> from all your servers. Not from all servers. Valve could add a server cvar
>> similarly to the mapcyclefile one where we can specify a path for our ban
>> lists outside of the main mod folder.
>>
>> On Feb 25, 2013 1:52 PM, "Ken Bateman"  wrote:
>>>
>>> I think that would be a very hairy problem from Valve's perspective.
>>> They would have to track ban requests, allow people to subscribe to others'
>>> bans, all while protecting against fraud.  This would require an enormous
>>> ongoing effort.
>>>
>>> The chief issue as I see it, what prevents a troll from banning
>>> legitimate players he doesn't like?  How do you stop this?
>>>
>>> -Ken
>>>
>>> On Feb 25, 2013 1:38 PM, "cls"  wrote:

 Can we please get a feature to ban across multiple servers without using
 a plugin?

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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Rudy Bleeker
I think from all these reactions we can easily conclude that there's a
lot of work still to be done on the steampipe program. I had hoped
that the TF2 move to steampipe would have been at some later date
since I also have some issues with it, although I've managed to work
around those so far.

Fletcher, is there a place where we can give feedback (bug reports &
feature requests) on the steampipe program? One thing I would like to
see for example, if you're indeed planning to continue to develop it
as an interactive shell, would be for it to have tab completion of
commands. Although I agree with Jesse Molina that reinventing the Unix
shell is probably a bad idea.

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Re: [hlds] Disable TF2 Full Moon

2013-02-12 Thread Rudy Bleeker
I don't see why you would want this since the only thing it does is
enable some cosmetic items.

But anyway, doesn't "tf_forced_holiday 0" work?

On Tue, Feb 12, 2013 at 11:15 PM, cls  wrote:
> Can we get a cvar to disable TF2 full moon event?
>
>
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Re: [hlds] Web UI not working?

2013-01-25 Thread Rudy Bleeker
Send an email to csgo_servers-j...@list.valvesoftware.com

Valve uses mailman for their mailing lists, a guide on how to use them
can be found at http://www.list.org/mailman-member/contents.html (I
used this wonderfull thing called google to find this).

On Fri, Jan 25, 2013 at 3:11 AM, List User  wrote:
> Does anyone know how I can subscribe to the cs_go mailing list without it?
>
>
> On 1/24/2013 9:09 PM, wickedplayer494 . wrote:
>>
>> This was due to a previously mentioned security issue:
>>
>> Milton Ngan 
>> Jan 16 (8 days ago)
>>
>> to Half-Life
>> We had to disable it due to a security issue. We haven't had time to
>> fix it with the holiday load.
>>
>> On Thu, Jan 24, 2013 at 8:01 PM, List User 
>> wrote:
>>>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>> Is that timing out for everyone or am I blocked?
>>>
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Re: [hlds] SourceTV/Replay and sv_shutdown command

2013-01-16 Thread Rudy Bleeker
Does this happen to you on all servers? After the last update that was
released for TF2 tonight I tried to bring down my 4 TF2 servers (1
PvP, 3 MvM) with the sv_shutdown command. All of them have replays
enabled. One of the MvM servers was frozen so it didn't work
obviously, but my password protected MvM server (private to me and my
friends) also didn't shut down in this way. I was thinking it might
have something to do with the combination of running replays and
having a server password.

None of my servers run any mods or plugins.

On Tue, Jan 8, 2013 at 10:02 PM, Doctor McKay  wrote:
> So, I like the idea of the sv_shutdown command. Only problem is, the server
> never actually restarts (until the timeout time is reached) if there are
> bots like SourceTV or Replay present in the server.
>
> Any way it can be updated so that SourceTV and Replay are ignored when
> checking if the server is empty?
>
>
> Doctor McKay
> http://www.doctormckay.com
>
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Re: [hlds] Name Tags / Description Tags

2013-01-08 Thread Rudy Bleeker
I'm curious, how are they abused?

On Tue, Jan 8, 2013 at 8:53 PM, cls  wrote:
> These tags are often abused by players.
> It is ridiculous that server owners don't have control over what their
> clients see in game.
>
>
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Re: [hlds] Built-in voting

2013-01-07 Thread Rudy Bleeker
What kind of information would you like to see logged? If it's
information about who started a vote and who selected which option in
a vote, I would be against it. As far as I'm concerned votes on a TF2
server are and should always be annoymous.

On Sun, Jan 6, 2013 at 11:14 PM, cls  wrote:
> Can we get*
>
>
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Re: [hlds] 128 Tick

2012-12-29 Thread Rudy Bleeker
The more civilized answer was to direct this individual to the cs:go
mailinglist, which is at
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
but that page is unavailable for some reason. I guess sending a
message to csgo_serv...@list.valvesoftware.com with the word subscribe
in the subject and body should do the trick.

On Sat, Dec 29, 2012 at 6:12 PM, Eli Witt  wrote:
> Jesus, go the hell away.
>
>
>
> On Sat, Dec 29, 2012 at 9:42 AM,  wrote:
>>
>> Hi
>>
>>
>>
>> Can someone tell me how to make 128 tick server in cs go
>>
>>
>>
>> I am using tcadmin for my servers
>>
>>
>>
>> Thanks
>>
>> Sachin
>>
>>
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Re: [hlds] TF2 MOTD Browser

2012-12-21 Thread Rudy Bleeker
On Thu, Dec 20, 2012 at 10:13 PM, Doctor McKay  wrote:
> This thread is about the bug that causes the MOTD browser to not render the
> page occasionally

Which, as explained in several earliers messages, appears to be a
client-side issue so the server mailing lists aren't the correct place
to bring this up.


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Re: [hlds] TF2 stock weapons only

2012-12-10 Thread Rudy Bleeker
On Mon, Dec 10, 2012 at 3:44 PM, Rudy Bleeker  wrote:
> Nomaan, there should be an item_whitelist_example.txt file in your
> /orangebox/tf folder, look there for more information.
>
> Also there's nothing wrong with setting a server in tournament mode
> with mp_tournament, MvM does this for you automatically anywqay. As
> long as you leave the tf_tournament_classlimit_ cvars set
> to their default value of -1 so you don't accidentally enforce class
> limits.

Oops, after looking up some more information on this I found out that
setting tournament mode to 1 will force everyone to press F4 to "be
ready", which is probably not something you want to enable on a public
TF2 server. Maybe someone knows a way around this?

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Re: [hlds] TF2 stock weapons only

2012-12-10 Thread Rudy Bleeker
Nomaan, there should be an item_whitelist_example.txt file in your
/orangebox/tf folder, look there for more information.

Also there's nothing wrong with setting a server in tournament mode
with mp_tournament, MvM does this for you automatically anywqay. As
long as you leave the tf_tournament_classlimit_ cvars set
to their default value of -1 so you don't accidentally enforce class
limits.

On Mon, Dec 10, 2012 at 3:32 PM, Dondon Tudtud  wrote:
> Yep, it will only work when mp_tournament is set to 1. People usually use
> plugins to make their server vanilla.
>
>
>
> On Mon, Dec 10, 2012 at 5:33 AM, Bjorn Wielens  wrote:
>>
>> Doesn't this only work if you're running in tournament mode though?
>
>
>
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Re: [hlds] Colorblind support

2012-11-30 Thread Rudy Bleeker
I second this, since I'm a deuteranope myself, although I will admit
that it's not affecting my ability to play TF2 much as far as I know.
I'm just not that good to begin with :-P

On Fri, Nov 30, 2012 at 4:01 AM, James Haikin  wrote:
> I know there's already some color line support, but its for
> protanopics (blue/yellow colorblind users). Is there any hope for
> colorblindness compensation for deuteranopics (red/green)? The easiest
> way I can thin is to pass all the visual data through a filter sort of
> like pyroland does. There are readily available color palettes that
> compensate for various colorblindnesses: I have some readily available
> if you need one. Considering colorblindness affects ~10% of the
> population is color deficient in some way, I feel it's bound to be
> worthwhile for a large group of people.
>
> -James
>
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Re: [hlds] [hlds_linux] Another optional *TF* update coming today

2012-11-29 Thread Rudy Bleeker
Lol, thanks for the clarification Fletcher, although I think we all
got it when you mentioned MvM. I hope you'll notify us again when this
update goes live? Right now I've shut down my MvM server.

On Fri, Nov 30, 2012 at 12:32 AM, Fletcher Dunn
 wrote:
> Sorry, that last email should have been a bit more specific about which game 
> was being updated.  It's for TF2.
>
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> Sent: Thursday, November 29, 2012 3:31 PM
> To: Half-Life dedicated Linux server mailing list 
> (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
> list (hlds@list.valvesoftware.com)
> Subject: [hlds] Another optional update coming today
>
> We discovered a bug with the update today.  MvM servers are not reporting the 
> correct mission to the matchmaking system.  We'll be releasing an optional 
> update shortly to address it.  If you are running an MvM server, you will 
> want it.
>
> If your server is not running MvM, you can safely skip this update.
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Re: [hlds] Quick Play Maps?

2012-11-25 Thread Rudy Bleeker
Thanks for the quick(play) action Tony <- see what I did there? ;-)

On Sun, Nov 25, 2012 at 6:59 PM, Tony Paloma  wrote:
> I've updated that article. Gullywash, koth_badlands, and koth_king were 
> missing.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
> Sent: Sunday, November 25, 2012 5:31 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Quick Play Maps?
>
> I'm guessing by "the official website" you mean this Knowledge Base
> article: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> Indeed koth_badlands isn't listed there at the bottom, but if you read the 
> section under "How does the matchmaking work?" you'll find there are only a 
> few maps that are not quickplay enabled. Although I think that list is also 
> not up-to-date, since I would guess none of the _event maps are eligable for 
> quickplay when there's no halloween event going on. Someone should probably 
> update that site ;-)
>
> On Sun, Nov 25, 2012 at 12:54 AM, Steven Sumichrast  
> wrote:
>> On my servers I had these files downloaded an update or two ago:
>>
>> mapcycle_quickplay_attackdefense.txt
>> mapcycle_quickplay_cp.txt
>> mapcycle_quickplay_ctf_sd.txt
>> mapcycle_quickplay_koth.txt
>> mapcycle_quickplay_payloadrace.txt
>> mapcycle_quickplay_payload.txt
>>
>> My guess is maps in those files are quick play enabled. I'm running
>> those map cycles on my servers (most of which have good status
>> trending upward) still not getting traffic (see other discussion going on 
>> right now).
>>
>> To answer your question (theoretically anyways), the map list for koth:
>>
>> koth_badlands
>> koth_harvest_final
>> koth_lakeside_final
>> koth_nucleus
>> koth_sawmill
>> koth_viaduct
>> koth_king
>>
>>
>> I'd say that makes it safe to say badlands is quick play enabled.
>>
>> On Nov 24, 2012, at 2:12 PM, Harsh Baid  wrote:
>>
>> I was arranging maps for my server to have quickplay enabled. I came
>> across something very peculiar, the map koth_badlands according to the
>> OFFICIAL TF2 WIKI states that it is quickplay eligible over here (read
>> under the patch
>> notes):
>>
>> http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill)
>>
>> However according to the official website koth_badlands is not even LISTED.
>>
>> http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill)
>>
>> Why is this happening? Where can i get a more updated list? and how
>> far do these maps actually go where we have maps that do accept
>> quickplay, but are not listed?
>>
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Re: [hlds] Quick Play Maps?

2012-11-25 Thread Rudy Bleeker
I'm guessing by "the official website" you mean this Knowledge Base
article: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

Indeed koth_badlands isn't listed there at the bottom, but if you read
the section under "How does the matchmaking work?" you'll find there
are only a few maps that are not quickplay enabled. Although I think
that list is also not up-to-date, since I would guess none of the
_event maps are eligable for quickplay when there's no halloween event
going on. Someone should probably update that site ;-)

On Sun, Nov 25, 2012 at 12:54 AM, Steven Sumichrast  wrote:
> On my servers I had these files downloaded an update or two ago:
>
> mapcycle_quickplay_attackdefense.txt
> mapcycle_quickplay_cp.txt
> mapcycle_quickplay_ctf_sd.txt
> mapcycle_quickplay_koth.txt
> mapcycle_quickplay_payloadrace.txt
> mapcycle_quickplay_payload.txt
>
> My guess is maps in those files are quick play enabled. I'm running those
> map cycles on my servers (most of which have good status trending upward)
> still not getting traffic (see other discussion going on right now).
>
> To answer your question (theoretically anyways), the map list for koth:
>
> koth_badlands
> koth_harvest_final
> koth_lakeside_final
> koth_nucleus
> koth_sawmill
> koth_viaduct
> koth_king
>
>
> I'd say that makes it safe to say badlands is quick play enabled.
>
> On Nov 24, 2012, at 2:12 PM, Harsh Baid  wrote:
>
> I was arranging maps for my server to have quickplay enabled. I came across
> something very peculiar, the map koth_badlands according to the OFFICIAL TF2
> WIKI states that it is quickplay eligible over here (read under the patch
> notes):
>
> http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill)
>
> However according to the official website koth_badlands is not even LISTED.
>
> http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill)
>
> Why is this happening? Where can i get a more updated list? and how far do
> these maps actually go where we have maps that do accept quickplay, but are
> not listed?
>
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Re: [hlds] [hlds_linux] Mandatory Nuclear Dawn Update Released

2012-11-08 Thread Rudy Bleeker
Thanks Nicholas, It's good to know Interwave still supports Nuclear Dawn,
introducing a new gamemode even, even though you guys moved on to different
projects.


On Thu, Nov 8, 2012 at 8:55 PM, Nicholas Hastings <
nicho...@interwavestudios.com> wrote:

> We've released a mandatory update to Nuclear Dawn. The notes for the ND
> Update 6.8 are below.
>
> Nuclear Dawn 6.8
>
> - Added new Skirmish team deathmatch game mode.
> - Added new Skirmish map sk_metro.
>
> Server
> - Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to
> disable and use only mp_roundtime.
> - Added support to execute a cfg/gamemode_skirmish.cfg or
> cfg/gamemode_warfare.cfg at map start if existing.
> - Added support to execute cfg/.cfg at map start if existing
> after mode cfg.
> - Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and
> mp_roundtime variables as Warfare.
>
> Other fixes
> - Fixed spawning-related glitches that could occur if pressing spawn
> button multiple times.
> - Fixed issues where server tags displayed improperly in server browser
> for some servers.
> - Fixed average rank in server browser not always adjusting after a player
> leaves.
> - Fixed an exploit that could allow a commander to use actions on enemy
> structures.
> - Fixed a server crash related to bots.
> - Updated localizations.
>
> Workshop and custom content
> - Skirmish maps are now accepted.
> - Added sk_metro map source to sdk_content.
> - Updated hammer fgd file with new skirmish and spawn point entities.
> - Skirmish maps do not require rts camera info in map script.
> - Skirmish maps do require spawn points for both Consortium and Empire are
> required.
> - Skirmish maps may not have resource points. Structures will not spawn on
> skirmish maps.
> - Map overview script is now marked as required for all maps.
> - BSPZIP now auto-corrects slashes for internal paths when adding files to
> avoid confusion.
> - Added -deletefile option to BSPZIP to remove files from bsp.
> - Added support for bots in custom maps without structures or resource
> points.
> - Fixed client crash when loading custom map having description but no
> title.
> - Fixed map loading background not being shown if vtf file was named
> differently than vmt file.
>
> --
> Nicholas Hastings
> Developer
> InterWave Studios
> www.interwavestudios.com 
> 
> >
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Re: [hlds] Mandatory Team Fortress 2 update released

2012-10-10 Thread Rudy Bleeker
On Wed, Oct 10, 2012 at 3:16 PM, Yun Huang Yong  wrote:
> As soon as the server runs a map/mission combination that doesn't exist in
> the missioncyclefile then the server will get stuck on that map forever.
> i.e. when you finish the mission it will not change maps.

I've ran into this issue as well a while ago. The server somehow got
into a state where the popfile didn't match the mvm map that was
running, which led to 'interesting' waves. Then it never changed maps
uptill I manually corrected the situation. I never filed a bugreport
for it because I didn't find out how the server got into this weird
state.


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Re: [hlds] Mandatory Team Fortress 2 update released

2012-10-10 Thread Rudy Bleeker
On Wed, Oct 10, 2012 at 5:30 AM, DontWannaName!  wrote:
> Unless there is a cvar to change it

There is, it's tf_mvm_missioncyclefile


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Re: [hlds] [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM

2012-09-10 Thread Rudy Bleeker
Actually it's coming in right this moment for me :-)

On Tue, Sep 11, 2012 at 12:43 AM, Ross Bemrose  wrote:
> Oh hey, you're right.
>
> Did Eric (or someone else) forget to push the update? :O
>
>
> On 9/10/2012 6:41 PM, Frank wrote:
>>
>> I've launched twice and nothing has patched yet.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
>> Bemrose
>> Sent: Monday, September 10, 2012 6:40 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for
>> TF2,
>> DoD:S, and HL2:DM
>>
>> Likely no, since clients will be patched as soon as they launch.
>>
>>
>>
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>
>
>
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Re: [hlds] Windows Server and symbolic links

2012-09-05 Thread Rudy Bleeker
This is because of the way the update process works. It's an all or
nothing deal really. When you trigger an update, the hldsupdatetool
will report the current version of the installation to the update
servers. Then it recieves a list of all the files that should be
outdated and need to be thrown away and redownloaded.

So even though your individual mapfiles are already up-to-date, the
second hlds installation still reports and older version to the update
servers, which then assumes the files need to be reaquired.

I don't think there is an easy way to 'fix' this, since it's not
really broken, just a design choice. In my case I just run all my TF2
server from one installation, exec'ing different config files from the
cfg folder, depending on the type of server I want to run. I've also
turned autoupdate off, so there won't be multiple update processes
started at an update. When an update goes live I just shut down all
the servers, run one update and then start the servers again. Of
course, I'm running it all on Linux, but that shouldn't matter much,
on windows you could just save the startup lines in batch scripts or
notepad or whatever.

On Wed, Sep 5, 2012 at 5:46 PM, GE  wrote:
> Recently I've added symlinks on my TF2 servers to save space and reduced 
> bandwidth on updates, however this does not seem to help when using 
> hldsupdatetool.
>
> At this point only the "maps" folder has been linked.
>
> Server 1 (master) update runs as expected.
> Server 2 (slave) update runs but deletes files previously downloaded and 
> re-downloads them ie latest tf2 update 4 maps that were updated, each 
> slave server then removes and re-downloads mvm_decoy (etc).
>
> Should the update not see that the maps are the latest version and don't need 
> to be replaced? Or am I missing a symlink somewhere else?
>
> Windows server 2008r2
>
> Thanks,
>
> GE
>
>
>
>
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Re: [hlds] Digest format seems to be broken?

2012-09-01 Thread Rudy Bleeker
Change the options at
https://list.valvesoftware.com/cgi-bin/mailman/options/hlds and set
digest mode to No.

On Sat, Sep 1, 2012 at 7:06 PM, Andrew  wrote:
> How do we turn off digest format in Gmail?
>
> On Sat, Sep 1, 2012 at 9:07 AM,  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. Re: Digest format seems to be broken? (Chris Cable)
>>2. Re: srcds.exe Application Errors (Ross Bemrose)
>>3. Re: srcds.exe Application Errors (Alexander Z)
>>4. Re: Digest format seems to be broken? (Drogen Viech)
>>5. Re: Digest format seems to be broken? (Wander)
>>6. Re: Digest format seems to be broken? (Wander)
>>7. Re: Digest format seems to be broken? (Emil Larsson)
>>
>>
>> --
>>
>> Message: 1
>> Date: Sat, 1 Sep 2012 08:57:26 -0500
>> From: Chris Cable 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Subject: Re: [hlds] Digest format seems to be broken?
>> Message-ID:
>>
>> 
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>>
>> Why is there a mailing list anyways? Wouldn't it be more efferent to use
>> the Forums? Then people could search easily for previous issues.
>>
>> On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom
>> wrote:
>>
>> > I'll admit, the MvM update is pushing a lot of traffic on this list
>> > right now, but a year ago digest format meant 4-10 emails in a single
>> > digest email, regardless of traffic.
>> >
>> > Two weeks ago I started getting 3 emails in a single digest email.
>> >
>> > Today I am getting a SINGLE (1) email in a digest email. I might as
>> > well just turn off digest mode entirely.
>> >
>> > Until the boys at Valve get this fixed, do you guys mind not including
>> > the last nine replies in the body of your email? Obviously we can go
>> > back and read the previous relevant responses if we need to.
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>> -- next part --
>> An HTML attachment was scrubbed...
>> URL:
>> 
>>
>> --
>>
>> Message: 2
>> Date: Sat, 01 Sep 2012 09:58:25 -0400
>> From: Ross Bemrose 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Subject: Re: [hlds] srcds.exe Application Errors
>> Message-ID: <50421481.2090...@gmail.com>
>> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
>>
>> Alexander is confusing HLDS and SRCDS with HLDSUpdateTool and SteamCmd.
>>
>> On 9/1/2012 9:56 AM, Calvin Judy wrote:
>> > I'm not sure where Alexander has found his information, but srcds has
>> > been smooth for quite a long time, unless there's an update like ics
>> > said that causes issues. I'm running servers on both linux (CentOS
>> > 6.2) and Windows (2008 r2) and they both show consistent results.
>> > The google results for the error show mostly windows issues, and boot
>> > failures, so it's possible that's not an srcds fault, but rather a
>> > hardware condition. (Which would also justify why you get this both
>> > versions of Windows.)
>> > Also, you cannot use HLDS (hl1) to host TF2 servers.
>>
>> -- next part --
>> An HTML attachment was scrubbed...
>> URL:
>> 
>>
>> --
>>
>> Message: 3
>> Date: Sat, 1 Sep 2012 16:02:54 +0200
>> From: Alexander Z 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Subject: Re: [hlds] srcds.exe Application Errors
>> Message-ID:
>>
>> 
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>> Yeah, I suppose I could be confusing the two. I'm no server hoster, but a
>> mapper. Having the srcds Steam tool working would be quite handy for
>> testing builds, since a listen server doesn't quite cut it.
>>
>> On 1 September 2012 15:58, Ross Bemrose  wrote:
>>
>> >  Alexander is confusing HLDS and SRCDS with HLDSUpdateTool and SteamCmd.
>> >
>> >
>> > On 9/1/2012 9:56 AM, Calvin Judy wrote:
>> >
>> > I'm not sure where Alexander has found his information, but srcds has
>> > been
>> > smooth for quite a long time, unless there's an update like ics said
>> > that
>> > 

Re: [hlds] Proper way to change game types?

2012-08-26 Thread Rudy Bleeker
Hi Jonah,

questions about CS:GO are better asked on the CS:GO mailinglist, to
which  you can subscribe here:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Regards, Rudy


On Sun, Aug 26, 2012 at 7:27 AM, Jonah Hirsch  wrote:
> So, I've been trying to change game types on my CS:GO server. By default,
> it's classic competative.
>
> If I run the command 'game_type 1' to change to Demolition, or whatever that
> is, the round immediately ends...then the half ends...then the game
> ends...then the map changes...repeat ad infinitum until I change it back to
> classic competitive.
>
> Is there something I'm missing.
> ---
> Jonah Hirsch
>
>
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Re: [hlds] 0 Players, then Matchmaking stops working

2012-08-25 Thread Rudy Bleeker
Judging from my server logs I've been having quickplay traffic all
evening, a lot of different people too. I don't see any problem with
matchmaking at the moment.

On Sun, Aug 26, 2012 at 2:25 AM, T Marler  wrote:
> I'm pretty sure something is up with matchmaking
>
> players in queue 2446
> empty servers 2269
> active servers 30
> full servers 701
>
> cmon guys what's this about?
>
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Re: [hlds] TF2 MvM Server - Forcing Advanced Mode Workaround

2012-08-24 Thread Rudy Bleeker
I must say I'm not sure if Ironman and the advanced2 modes are more
difficult than the 'regular' advanced modes, but perhaps you could
indeed run one MvM server with the advanced pop-files and one with the
advanced2/ironman pop-files. At least it would give players a choice
and choice is always good :-)

On Fri, Aug 24, 2012 at 7:32 PM, Michael Askin  wrote:
> I assumed ironman was even harder in terms of the wave, so I figured you
> wouldn't want that unless you were with a set team of 6 people you know
> since the odds of being successful in that with a bunch of pub randies would
> be basically 0.
>
> So advanced2 is about the same, but only there for variety's sake?  If so
> then I indeed misunderstood.  Thanks for the heads up.
>
> -Mike
>
>
> On 8/24/2012 5:29 AM, Rudy Bleeker wrote:
>>
>> Hi Mike,
>>
>> thanks for the suggestion, however this doesn't make the server switch
>> automatically between for example mvm_mannworks_advanced and
>> mvm_mannworks_ironman, which I think is what most people would like.
>> I'm still looking in to this as well, so let's keep the suggestions
>> coming :-)
>>
>> Regards, Rudy
>>
>>
>> On Fri, Aug 24, 2012 at 12:10 AM, Michael Askin 
>> wrote:
>>>
>>> Saw a thread on here about forcing advanced mode and the
>>> tf_mvm_missioncycle.res not responding to changes made to it.  As it
>>> stands
>>> now, you can call a vote and change the difficulty, but for admins who
>>> want
>>> advanced all the time on load, here is a workaround that doesn't require
>>> a
>>> third party plugin.
>>>
>>> Each time a map loads, it calls a config file with the maps name from
>>> /cfg
>>> folder
>>>
>>> so I made:
>>>
>>> /cfg/mvm_coaltown.cfg
>>> /cfg/mvm_decoy.cfg
>>> /cfg/mvm_mannworks.cfg
>>>
>>> each with the popfile CVAR to load the difficulty of my choosing.
>>>
>>> for example:
>>>
>>> tf_mvm_popfile mvm_mannworks_advanced
>>>
>>> This works on all type of map changes, including changelevel_next. Until
>>> they fix that res file, or someone wants to chime in with a confirmed
>>> working tf_mvm_missioncycle.res to force advanced.
>>>
>>> The advantage of this method is the users SHOULD be able to vote back to
>>> normal mode if they wish, although I haven't confirmed that yet. So don't
>>> quote me on that one.
>>>
>>> Happy bot hunting.
>>> -Mike
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>
>
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Re: [hlds] TF2 Unable to login or secure servers

2012-08-24 Thread Rudy Bleeker
The file /orangebox/steam_appid.txt containing the string "440" has
always been there for me, just like the file /orangebox/tf/steam.inf
which also contains the appid of the dedicated server, amongst other
things.

I just ran a simple test, moving both files out of the way and ran an
update of the server. The steam_appid.txt was not downloaded again,
the steam.inf file was. I'm guessing Valve should either put the
steam_appid.txt file back into the TF2 depot or render it obsolete and
update the code so that it gets the appid from the steam.inf file.


On Fri, Aug 24, 2012 at 1:36 PM, Philipp Preß
 wrote:
> Had the same issue 2 days ago.
>
> Create a steam_appid.txt (in the same dir where your srcds_run is
> located) manually which contains "440" (without quotes). This fixed it
> for me.
>
>
>
> 2012/8/24 Brendan Cosman :
>> Hi.
>>
>> I had the same issue.
>>
>> Running on Windows, I was able to resolve the problem by creating a file 
>> "steam_appid.txt" in the same directory as srcds.exe - the contents of the 
>> file are "440" (without quotes) - the steam ID of the TF2 dedicated server.
>>
>> I have no idea why this is now necessary. We deploy patches via versioned 
>> packages and I couldn't find a record of that file ever being deployed to 
>> the servers.
>>
>> I do note that there is a steam.inf file in the tf directory that might be 
>> new. Perhaps this is an intended replacement of the steam_appid.txt file but 
>> is not yet functional?
>>
>> Sorry for all the guesses, but maybe someone can make something of it.
>>
>> Regards,
>> Brendan.
>>
>>
>>
>>
>> - Original Message -
>> From: "Todd Pettit" 
>> To: "Half-Life dedicated Win32 server mailing list" 
>> 
>> Sent: Friday, 24 August, 2012 7:04:24 PM GMT +10:00 Brisbane
>> Subject: Re: [hlds] TF2 Unable to login or secure servers
>>
>>
>> Initializing Steam libraries for secure Internet server
>> *
>> *
>> *   Unable to load Steam support library.*
>> *   Unable to load Steam support library.*
>> *   This server will operate in LAN mode only.*
>> *   This server will operate in LAN mode only.*
>> *
>> *
>>
>> Fletcher,
>>
>> I have done a complete wipe/reinstall of everything for the updater to tf2. 
>> I am not using sourcemod and I still cant the most basic of servers to 
>> launch secured.
>>
>> screen -A -m -d -S tf00 ./srcds_run -game tf -ip ADDRESS -maxplayers 24 
>> -port 27030 -nohltv -autoupdate -timeout 30 +map cp_dustbowl
>>
>> The only info I see in Valve support for this is to update steam.
>>
>> This server was running for over a year with the same settings and after the 
>> update before last is completely useless.
>>
>>
>>
>> - Original Message -
>> From: "Fletcher Dunn" 
>> To: hlds@list.valvesoftware.com
>> Sent: Thursday, August 23, 2012 1:56:24 PM
>> Subject: Re: [hlds] TF2 Unable to login or secure servers
>>
>> I'd check for order of operations, and make sure that your server identity 
>> is set before it gets to the map command.  Looking at that command line, for 
>> example, if you put it in server00.cfg, that probably would not be soon 
>> enough.  You need to +exec the config file or set the identity on the 
>> command line, so it happens before the +map.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com 
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
>> Sent: Thursday, August 23, 2012 10:00 AM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] TF2 Unable to login or secure servers
>>
>> I have servers in a couple cities and in one for some reason I cannot login 
>> into matchmaking and the server never connects with valve:
>>
>> hostname: SERVERNAME
>> version : 1.2.2.6/22 5028 insecure (unknown) udp/ip  : IPADDRESS account : 
>> not logged in  (No account specified)
>> map : cp_dustbowl at: 0 x, 0 y, 0 z
>> players : 0 (24 max)
>>
>>
>> I tried doing a complete reinstall. Ran -verify_all several times. I tried 
>> -secure. I tried _restart dozens of times. I have the IP specified on the 
>> command line. I can ping the server and can ping from it through ssh.
>>
>> I tried a clean install without sourcemod.
>>
>> I don't know why my other servers with the identical settings all work and 
>> the 4 servers at this location will not login at all.
>>
>> Here is the launch command:
>> screen -A -m -d -S tf00 ./srcds_run -game tf -ip (serveripaddress) 
>> -maxplayers 24 -port 27030 -nohltv -autoupdate -timeout 30 +mm_pluginsfile 
>> addons/metamod/metaplugins00.ini +sm_basepath addons/sourcemod00 
>> +servercfgfile server00.cfg +map cp_dustbowl
>>
>>
>>
>> Anyone else have this issue suddenly occur?
>>
>> ___
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Re: [hlds] TF2 MvM Server - Forcing Advanced Mode Workaround

2012-08-24 Thread Rudy Bleeker
Hi Mike,

thanks for the suggestion, however this doesn't make the server switch
automatically between for example mvm_mannworks_advanced and
mvm_mannworks_ironman, which I think is what most people would like.
I'm still looking in to this as well, so let's keep the suggestions
coming :-)

Regards, Rudy


On Fri, Aug 24, 2012 at 12:10 AM, Michael Askin  wrote:
> Saw a thread on here about forcing advanced mode and the
> tf_mvm_missioncycle.res not responding to changes made to it.  As it stands
> now, you can call a vote and change the difficulty, but for admins who want
> advanced all the time on load, here is a workaround that doesn't require a
> third party plugin.
>
> Each time a map loads, it calls a config file with the maps name from /cfg
> folder
>
> so I made:
>
> /cfg/mvm_coaltown.cfg
> /cfg/mvm_decoy.cfg
> /cfg/mvm_mannworks.cfg
>
> each with the popfile CVAR to load the difficulty of my choosing.
>
> for example:
>
> tf_mvm_popfile mvm_mannworks_advanced
>
> This works on all type of map changes, including changelevel_next. Until
> they fix that res file, or someone wants to chime in with a confirmed
> working tf_mvm_missioncycle.res to force advanced.
>
> The advantage of this method is the users SHOULD be able to vote back to
> normal mode if they wish, although I haven't confirmed that yet. So don't
> quote me on that one.
>
> Happy bot hunting.
> -Mike
>
> ___
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> please visit:
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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-18 Thread Rudy Bleeker
FYI, since the minor update last night that fixed the tf_mm_strict
cvar, I don't have any issues at all with my MvM server anymore. I'm
running a vanilla server with no mods or plugins whatsoever. Some of
the cvars I'm using:

tf_mm_strict 0
tf_mm_servermode 2
maxplayers 32
sv_visiblemaxplayers -1 (the default)

It is visible in the serverbrowsers and accepts direct connections to
it, but it's been fully pupulated with quickplay traffic all night as
I could tell from the logs this morning.

I hope you people can get everything in working order again soon.


On Sat, Aug 18, 2012 at 4:21 PM, Martin Weltchek
 wrote:
> I like how well we are treated by Valve! I wished more company's would
> be this professional! I doubt EA has anything like this... I could be
> wrong... Anyways as long as Valve's Developers are listening to us I
> am always eager to maintain and update! I know these updates can be a
> real killer especially if you have a lot of servers but in a way it
> gives us little guys some love so we can get some traffic too while
> your updating a ton of servers...
>
> Just my two cents...
>
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Re: [hlds] tf_mm_servermode and tf_mm_strict

2012-08-18 Thread Rudy Bleeker
Hi Hutch,

I am not from Valve, but here's what I know. There was a minor update
today that fixed the tf_mm_strict cvar. It now works again as
advertised. So what you're trying to accomplish:

- Quickplay traffic
- Visible in server browser
- Direct connection

Should work with setting the cvars as follows for MvM:

tf_mm_servermode "2" (strictly for the MvM lobby as you already suggested)
tf_mm_strict "0" (because you want to be able to see it in the server browser)

For all other maprotations:

tf_mm_servermode "1" (enables quickplay)
tf_mm_strict "0" (enables server browser & direct connections)

Don't put MvM maps in your regular maprotation!

I hope this information is of help to you. It works perfectly for me anyway.

Regards, Ruud


On Sat, Aug 18, 2012 at 3:27 PM, G. Hutchinson  wrote:
> OK, can someone from Valve please reply to this? I am a bit confused on the
> cvars noted below.
> When changing cvars, in console it will say on certain modes that it WILL
> allow ad-hoc connects, yet it does not. Since the list has recently been a
> bit confusing, please explain the cvars in detail, and assure us they work
> properly according to the explanation you give. Someone earlier posted a
> explanation that made sense, but when I tested it, it did not work as
> stated. Do various combinations has various effects? Seem's so
>
> What I am trying to accomplish is fairly simple... For 6 non-MvM servers I
> want quick play traffic, to show in the server browser and allow console
> connect command like we used to be able to do. For two MvM servers I want
> quick play, shown in the browser and allowed direct connect via console with
> a rotation of the MvM maps.
>
> At around 3am this morning I started playing with the cvars and noted below
> is as best as I can tell true pertaining to the cvars;
>
>
> tf_mm_servermode "1"
> tf_mm_strict "1" ---> (sv_tags "_registered,hidden, mvm")
> allows console connect using connect IP, but will not show in browser when
> looking for servers I presume.
>
> tf_mm_servermode "1" -> (sv_tags "_registered, mvm")
> tf_mm_strict "0"
> does NOT allow using connect IP
>
> tf_mm_servermode "0" --> (sv_tags "_registered")
> tf_mm_strict "0"
> Shows in browser, no quick play traffic and allows console connect. AS in
> the "old days".
>
> tf_mm_servermode 2"-> Strictly MvM rotation?
> tf_mm_strict "1" ---> (sv_tags
> "_registered,hidden,increased_maxplayers,mvm")
> *increased max player? Valve said set cmd line at 32 for MvM... Is this a
> penalty of sorts?
> Allows console connect
>
> Why is this getting complicated? Any clarification from Valve would be
> wonderful.
> Hutch
>
>
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Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

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Re: [hlds] [hlds_linux] Full servers, but not?

2012-08-18 Thread Rudy Bleeker
On Sat, Aug 18, 2012 at 9:31 AM, Todd Pettit  wrote:
> 1. Valve, why don't you test your updates before rolling them out?

Accusing Valve of not testing their games before they roll out updates
is like accusing a priest of not praying. Of course they do it,
probably even more than you and I realize. It just so happens that
sometimes tests in a controlled environment don't bring out all the
issues that you might encounter later in the real world. That's why
they update, often, always addressing new game-breaking issues quickly
imho. So please dail down your insulting tone a little.

Besides, this is a game we're talking about. A game that's free to
play, or at least shouldn't have cost you more than 20 euros or
dollars to play it since 2007, which means they've been supporting it
for 5 years now, fixing bugs and adding new content. All for free. If
you go to the movies where you pay around 10 euros or dollars today,
and it was a crap movie, do you insist they remake it into something
you would have wanted to see and then let you watch it again for free?
No. You've probably had more than 100 hours of actual fun playing TF2,
so count your blessings please.

Kind regards


-- 
Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

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