Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Guy Watkins
The hostname should be in a CVAR and returned when the server is queried.
It could be displayed in the browser without ever looking it up, but no need
to display it in the browser, since you know the IP address at this time and
can connect to it by IP.  However, when you save it in favorites, it should
save the hostname if one exists in the CVAR.

Maybe the browser could display the hostname when you hover over an entry?

This was talked about before on May 10 2010 relating to IPv6.  The subject
was: "IPv6 Support"

Like this:
sv_hostname=myserver.com:27016

Guy

} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of lwf
} Sent: Friday, June 24, 2011 6:33 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] Request: Adding servers by domain name
} 
} DNS would only be needed when querying favorite servers, there's no
} gain in using hostnames on the Internet tab of the browser. Few people
} probably have more than 10.
} 
} On Fri, Jun 24, 2011 at 22:07, Saint K.  wrote:
} > The problem with DNS is that you don't really want to do hundreds of DNS
} queries to a DNS server in a matter of seconds, they probably don't like
} that.
} >
} > What could work is assigning your servers to your steam group with ID's.
} If an ID is detected a server can be placed in the clients favourites
} based on ID number. Server owner then should be able to manage their
} server ID's through the steam community admin pages, and change ip's and
} port numbers if required.
} >
} > Or something along those lines.
} >
} > Saint K.
} > 
} > From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
} [je...@opendreams.net]
} > Sent: 24 June 2011 21:58
} > To: Half-Life dedicated Linux server mailing list
} > Subject: Re: [hlds_linux] Request: Adding servers by domain name
} >
} > Mee-too on what this guy said.  There is this thing called DNS and it's
} > cool -- use it.
} >
} > I realize there are some design issues with Valve's desire to control
} > servers in the server directory listing, but this really is a problem.
} >
} > I recently helped someone move their server from a hosting provider to
} > their own hardware and this was a huge pain.  People didn't know where
} > the server went, despite message board posts and other communications.
} >
} >
} >
} > bottige...@gmail.com wrote:
} >> Since people are talking about implementing ipv6, I thought I'd bring
} >> this up as a more urgent improvement.
} >>
} >> Servers can change IPs from time to time due to a decline in quality
} >> of the host or datacenter, or to move to better hardware at a better
} >> price.
} >>
} >> Unfortunately it is my experience, and probably many others here, that
} >> when you switch IPs, you will lose the vast majority of your player
} >> base. I've tried mitigating this by putting up the new IP on the name
} >> of the old server or automatically spamming it repeatedly in the chat,
} >> and it just doesn't work very well. I still get people asking me a
} >> month later where my server went, and that's only the people that
} >> bothered to friend me.
} >>
} >> By being able to favorite a server by domain name, the player
} >> experience would improve by not forcing them to re-add IP addresses or
} >> search through 2000 servers to find the new one in case they missed
} >> all the signs.
} >>
} >> ___
} >> To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} >
} > --
} > # Jesse Molina
} > # Mail = je...@opendreams.net
} > # Page = page-je...@opendreams.net
} > # Cell = 1.602.323.7608
} > # Web  = http://www.opendreams.net/jesse/
} >
} >
} >
} > ___
} > To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} >
} > ___
} > To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} >
} 
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} please visit:
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread lwf
DNS would only be needed when querying favorite servers, there's no
gain in using hostnames on the Internet tab of the browser. Few people
probably have more than 10.

On Fri, Jun 24, 2011 at 22:07, Saint K.  wrote:
> The problem with DNS is that you don't really want to do hundreds of DNS 
> queries to a DNS server in a matter of seconds, they probably don't like that.
>
> What could work is assigning your servers to your steam group with ID's. If 
> an ID is detected a server can be placed in the clients favourites based on 
> ID number. Server owner then should be able to manage their server ID's 
> through the steam community admin pages, and change ip's and port numbers if 
> required.
>
> Or something along those lines.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com 
> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
> [je...@opendreams.net]
> Sent: 24 June 2011 21:58
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Request: Adding servers by domain name
>
> Mee-too on what this guy said.  There is this thing called DNS and it's
> cool -- use it.
>
> I realize there are some design issues with Valve's desire to control
> servers in the server directory listing, but this really is a problem.
>
> I recently helped someone move their server from a hosting provider to
> their own hardware and this was a huge pain.  People didn't know where
> the server went, despite message board posts and other communications.
>
>
>
> bottige...@gmail.com wrote:
>> Since people are talking about implementing ipv6, I thought I'd bring
>> this up as a more urgent improvement.
>>
>> Servers can change IPs from time to time due to a decline in quality
>> of the host or datacenter, or to move to better hardware at a better
>> price.
>>
>> Unfortunately it is my experience, and probably many others here, that
>> when you switch IPs, you will lose the vast majority of your player
>> base. I've tried mitigating this by putting up the new IP on the name
>> of the old server or automatically spamming it repeatedly in the chat,
>> and it just doesn't work very well. I still get people asking me a
>> month later where my server went, and that's only the people that
>> bothered to friend me.
>>
>> By being able to favorite a server by domain name, the player
>> experience would improve by not forcing them to re-add IP addresses or
>> search through 2000 servers to find the new one in case they missed
>> all the signs.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
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> visit:
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>

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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread gameadmin
On a related note, someone in my last company decided to register a domain
name without consulting IT, and managed to register a domain name with a
space in it ;)

Needless to say, you couldn't actually use it for anything
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
> Sent: 24 June 2011 22:20
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Request: Adding servers by domain name
> 
> - Original Message -
> From: 
> 
> 
> > The annoying thing is you can add a server via domain name in
> favourites,
> > but it saves it as an IP :/
> >
> > On a related note, if I were to go into the console and try to
> connect to my
> > server at 127001.org:27015, I would get an error.
> games.127001.org:27015
> > (same IP) works, however.  I suspect whatever is parsing the hostname
> thinks
> > it's an IP because it starts with a number.
> 
> I suspect that issue is due to confusion from the following from the
> rfc for
> domain names:-
> 
> "The labels must follow the rules for ARPANET host names.  They must
> start with a letter, end with a letter or digit, and have as interior
> characters only letters, digits, and hyphen.  There are also some
> restrictions on the length.  Labels must be 63 characters or less."
> 
> 
> Regards
> Steve
> 
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of
> misdirection, the recipient is prohibited from using, copying, printing
> or otherwise disseminating it or any information contained in it.
> 
> In the event of misdirection, illegible or incomplete transmission
> please telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
> 
> 
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> please visit:
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Saint K .
depends on what you set the TTL to. If you lower it to say, one minute, you can 
have a very quick and painless changeover.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Carl 
[aidsf...@gmail.com]
Sent: 24 June 2011 22:38
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Request: Adding servers by domain name

Right, but usually when a domain is pointed to a new address it can take
time for the changes to propagate through the cache.  A  1 day delay
between a cached entry is not unusual.

On 6/24/2011 4:35 PM, Ronny Schedel wrote:
> DNS servers like it, it's their job. The clients doesn't query the DNS
> all the time, they cache the results.
>
>
>> The problem with DNS is that you don't really want to do hundreds of
>> DNS queries to a DNS server in a matter of seconds, they probably
>> don't like that.
>>
>> What could work is assigning your servers to your steam group with
>> ID's. If an ID is detected a server can be placed in the clients
>> favourites based on ID number. Server owner then should be able to
>> manage their server ID's through the steam community admin pages, and
>> change ip's and port numbers if required.
>>
>> Or something along those lines.
>>
>> Saint K.
>> 
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
>> [je...@opendreams.net]
>> Sent: 24 June 2011 21:58
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Request: Adding servers by domain name
>>
>> Mee-too on what this guy said.  There is this thing called DNS and it's
>> cool -- use it.
>>
>> I realize there are some design issues with Valve's desire to control
>> servers in the server directory listing, but this really is a problem.
>>
>> I recently helped someone move their server from a hosting provider to
>> their own hardware and this was a huge pain.  People didn't know where
>> the server went, despite message board posts and other communications.
>>
>>
>>
>> bottige...@gmail.com wrote:
>>> Since people are talking about implementing ipv6, I thought I'd bring
>>> this up as a more urgent improvement.
>>>
>>> Servers can change IPs from time to time due to a decline in quality
>>> of the host or datacenter, or to move to better hardware at a better
>>> price.
>>>
>>> Unfortunately it is my experience, and probably many others here, that
>>> when you switch IPs, you will lose the vast majority of your player
>>> base. I've tried mitigating this by putting up the new IP on the name
>>> of the old server or automatically spamming it repeatedly in the chat,
>>> and it just doesn't work very well. I still get people asking me a
>>> month later where my server went, and that's only the people that
>>> bothered to friend me.
>>>
>>> By being able to favorite a server by domain name, the player
>>> experience would improve by not forcing them to re-add IP addresses or
>>> search through 2000 servers to find the new one in case they missed
>>> all the signs.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> --
>> # Jesse Molina
>> # Mail = je...@opendreams.net
>> # Page = page-je...@opendreams.net
>> # Cell = 1.602.323.7608
>> # Web  = http://www.opendreams.net/jesse/
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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> please visit:
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Steven Hartland
- Original Message - 
From: 




The annoying thing is you can add a server via domain name in favourites,
but it saves it as an IP :/

On a related note, if I were to go into the console and try to connect to my
server at 127001.org:27015, I would get an error.  games.127001.org:27015
(same IP) works, however.  I suspect whatever is parsing the hostname thinks
it's an IP because it starts with a number.


I suspect that issue is due to confusion from the following from the rfc for
domain names:-
  
"The labels must follow the rules for ARPANET host names.  They must

start with a letter, end with a letter or digit, and have as interior
characters only letters, digits, and hyphen.  There are also some
restrictions on the length.  Labels must be 63 characters or less."


   Regards
   Steve


This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. 


In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds_linux] New TF2 exploit?

2011-06-24 Thread Eric Riemers
This one is confirmed.. at least I've seen that too an endless charging
demo.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: vrijdag 24 juni 2011 21:42
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] New TF2 exploit?

This isn't strictly a server bug, but I don't have access to the TF2 client
to report this in game.

Some of my friends informed me of a bug related to Ali Baba's Wee Booties.

Demoman Loadout:
Splendid Screen or Charge 'n Targe
Ali Baba's Wee Booties
Any melee

Hit Jump + Charge + Attack at the same time to do a charge jump without
depleting your charge meter.
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread gameadmin
The annoying thing is you can add a server via domain name in favourites,
but it saves it as an IP :/

On a related note, if I were to go into the console and try to connect to my
server at 127001.org:27015, I would get an error.  games.127001.org:27015
(same IP) works, however.  I suspect whatever is parsing the hostname thinks
it's an IP because it starts with a number.

(This also fails on Quake-based games, but works on UT-based games... some
prehistoric code from the original half-life, perhaps?)

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: 24 June 2011 21:07
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Request: Adding servers by domain name
> 
> The problem with DNS is that you don't really want to do hundreds of
> DNS queries to a DNS server in a matter of seconds, they probably don't
> like that.
> 
> What could work is assigning your servers to your steam group with
> ID's. If an ID is detected a server can be placed in the clients
> favourites based on ID number. Server owner then should be able to
> manage their server ID's through the steam community admin pages, and
> change ip's and port numbers if required.
> 
> Or something along those lines.
> 
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
> [je...@opendreams.net]
> Sent: 24 June 2011 21:58
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Request: Adding servers by domain name
> 
> Mee-too on what this guy said.  There is this thing called DNS and it's
> cool -- use it.
> 
> I realize there are some design issues with Valve's desire to control
> servers in the server directory listing, but this really is a problem.
> 
> I recently helped someone move their server from a hosting provider to
> their own hardware and this was a huge pain.  People didn't know where
> the server went, despite message board posts and other communications.
> 
> 
> 
> bottige...@gmail.com wrote:
> > Since people are talking about implementing ipv6, I thought I'd bring
> > this up as a more urgent improvement.
> >
> > Servers can change IPs from time to time due to a decline in quality
> > of the host or datacenter, or to move to better hardware at a better
> > price.
> >
> > Unfortunately it is my experience, and probably many others here,
> that
> > when you switch IPs, you will lose the vast majority of your player
> > base. I've tried mitigating this by putting up the new IP on the name
> > of the old server or automatically spamming it repeatedly in the
> chat,
> > and it just doesn't work very well. I still get people asking me a
> > month later where my server went, and that's only the people that
> > bothered to friend me.
> >
> > By being able to favorite a server by domain name, the player
> > experience would improve by not forcing them to re-add IP addresses
> or
> > search through 2000 servers to find the new one in case they missed
> > all the signs.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> ___
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread DontWannaName!
It willl be a true experiment whether this will continue. I like putting up
servers that stay full a week after an update. Therefore I am hesitant to
add more. However I can. :D

On Fri, Jun 24, 2011 at 1:50 PM, Kyle Sanderson  wrote:

> I threw up a random server for testing SM/MM:S and it's now full, and
> has been since 5AM PST. This most definitely saved the game where as
> before nearly everything would be dead in NA.
>
> Mind you from what I can tell they're German and French players.
>
> On Fri, Jun 24, 2011 at 12:21 PM, Tony Paloma 
> wrote:
> > +1. Nearly 70k players. That's about 4x normal.
> > http://store.steampowered.com/stats/
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> > DontWannaName!
> > Sent: Friday, June 24, 2011 12:19 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Max players penalty
> >
> > I think there are just not that many empty servers open right now.
> >
> > On Fri, Jun 24, 2011 at 11:54 AM, ics  wrote:
> >
> >> The quickplay thing doesn't work like it is ment to work. I've tried
> >> it now
> >> 5 times in a row, always ending up on 160ms+ ping server.  So
> >> basically it's overcrowded, doesn't work like it should or there
> >> aren't free servers around here in Europe.
> >>
> >> May i remind that up to this day, L4D2 lobby search does the same thing.
> >> Only recently it started giving out less pinged servers.
> >>
> >> -ics
> >>
> >> 24.6.2011 21:48, 1nsane kirjoitti:
> >>
> >> The faq says that even with that quickplay will send players.
> >>>
> >>> On Fri, Jun 24, 2011 at 2:31 PM,
> >>> DarthNinja>
> >>>  wrote:
> >>>
> >>> Your tags have "increased_maxplayers" in them.
> 
> 
>  On Fri, Jun 24, 2011 at 1:58 PM, Saint K.
>  wrote:
> 
>  I'm not seeing any indication of the match system sending any
>  players to
> > our servers.
> >
> > Our tags read; "sv_tags" =
> >
> > "HLstatsX:CE,_registered,**alltalk,increased_maxplayers,**
>  payload,replays,specialattack"
> 
> > While we only permit 24 players due to visible slots cvar, and
> > alltalk
> >
>  (not
> 
> > sure if that decreases your score) is only active during round end.
> >
> > Saint K.
> > __**__
> > From:
> > hlds_linux-bounces@list.**valvesoftware.com > .valvesoftware.com>[
> > hlds_linux-bounces@list.**valvesoftware.com > .valvesoftware.com>]
> > On Behalf Of 1nsane [
> >
>  1nsane.pw@
> 
> > gmail.com]
> > Sent: 24 June 2011 16:05
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Max players penalty
> >
> > I have something similar and use sv_visiblemaxplayers as well.
> >
> > But recently I've been seeing things like 27/24 so it makes me
> > think as though I'm being penalized because matchmaking puts more
> > players on the server than it should.
> >
> > On Fri, Jun 24, 2011 at 4:43 AM, Saint K.
> > wrote:
> >
> > Hi,
> >>
> >> I am wondering about the same question. We have our servers setup
> >> with reserved slots, but they are hidden. So essentionally most of
> >> the times
> >>
> > the
> >
> >> server is on the correct 24 player limit, although the maxplayers
> >> is configured as 26 to allow reserved slot owners to join without
> >> having
> >>
> > to
> 
> > kick others out or constantly leave a slot open.
> >>
> >> Saint K.
> >> __**__
> >> From:
> >> hlds_linux-bounces@list.**valvesoftware.com >> t.valvesoftware.com>[
> >> hlds_linux-bounces@list.**valvesoftware.com >> t.valvesoftware.com>]
> >> On Behalf Of Ronny Schedel
> >>
> > [
> 
> > i...@ronny-schedel.de]
> >> Sent: 24 June 2011 08:53
> >> To:
> >> hlds_linux@list.valvesoftware.**com >> com>
> >> Subject: [hlds_linux] Max players penalty
> >>
> >> Hello,
> >>
> >> we are running a server with maxplayers set to 25, we have 1
> >> reserved
> >>
> > slot
> >
> >> which gets emptied all the time. We have set sv_visiblemaxplayers
> >> to
> >>
> > 24.
> 
> > The FAQ says:
> >> Increasing the max player count above 24 will incur a matchmaking
> >>
> > scorking
> >
> >> penalty, but will not disqualify you from the list.
> >>
> >> My question: do you respect the sv_visiblemaxplayers setting or do
> >> we
> >>
> > get
> 
> > a penalty for having one reserved slot?
> >>
> >> Best regards
> >>
> >> Ronny Schedel
> >>
> >>
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives

Re: [hlds_linux] Max players penalty

2011-06-24 Thread Kyle Sanderson
I threw up a random server for testing SM/MM:S and it's now full, and
has been since 5AM PST. This most definitely saved the game where as
before nearly everything would be dead in NA.

Mind you from what I can tell they're German and French players.

On Fri, Jun 24, 2011 at 12:21 PM, Tony Paloma  wrote:
> +1. Nearly 70k players. That's about 4x normal.
> http://store.steampowered.com/stats/
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> DontWannaName!
> Sent: Friday, June 24, 2011 12:19 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Max players penalty
>
> I think there are just not that many empty servers open right now.
>
> On Fri, Jun 24, 2011 at 11:54 AM, ics  wrote:
>
>> The quickplay thing doesn't work like it is ment to work. I've tried
>> it now
>> 5 times in a row, always ending up on 160ms+ ping server.  So
>> basically it's overcrowded, doesn't work like it should or there
>> aren't free servers around here in Europe.
>>
>> May i remind that up to this day, L4D2 lobby search does the same thing.
>> Only recently it started giving out less pinged servers.
>>
>> -ics
>>
>> 24.6.2011 21:48, 1nsane kirjoitti:
>>
>> The faq says that even with that quickplay will send players.
>>>
>>> On Fri, Jun 24, 2011 at 2:31 PM,
>>> DarthNinja>
>>>  wrote:
>>>
>>> Your tags have "increased_maxplayers" in them.


 On Fri, Jun 24, 2011 at 1:58 PM, Saint K.
 wrote:

 I'm not seeing any indication of the match system sending any
 players to
> our servers.
>
> Our tags read; "sv_tags" =
>
> "HLstatsX:CE,_registered,**alltalk,increased_maxplayers,**
 payload,replays,specialattack"

> While we only permit 24 players due to visible slots cvar, and
> alltalk
>
 (not

> sure if that decreases your score) is only active during round end.
>
> Saint K.
> __**__
> From:
> hlds_linux-bounces@list.**valvesoftware.com .valvesoftware.com>[
> hlds_linux-bounces@list.**valvesoftware.com .valvesoftware.com>]
> On Behalf Of 1nsane [
>
 1nsane.pw@

> gmail.com]
> Sent: 24 June 2011 16:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Max players penalty
>
> I have something similar and use sv_visiblemaxplayers as well.
>
> But recently I've been seeing things like 27/24 so it makes me
> think as though I'm being penalized because matchmaking puts more
> players on the server than it should.
>
> On Fri, Jun 24, 2011 at 4:43 AM, Saint K.
> wrote:
>
> Hi,
>>
>> I am wondering about the same question. We have our servers setup
>> with reserved slots, but they are hidden. So essentionally most of
>> the times
>>
> the
>
>> server is on the correct 24 player limit, although the maxplayers
>> is configured as 26 to allow reserved slot owners to join without
>> having
>>
> to

> kick others out or constantly leave a slot open.
>>
>> Saint K.
>> __**__
>> From:
>> hlds_linux-bounces@list.**valvesoftware.com> t.valvesoftware.com>[
>> hlds_linux-bounces@list.**valvesoftware.com> t.valvesoftware.com>]
>> On Behalf Of Ronny Schedel
>>
> [

> i...@ronny-schedel.de]
>> Sent: 24 June 2011 08:53
>> To:
>> hlds_linux@list.valvesoftware.**com> com>
>> Subject: [hlds_linux] Max players penalty
>>
>> Hello,
>>
>> we are running a server with maxplayers set to 25, we have 1
>> reserved
>>
> slot
>
>> which gets emptied all the time. We have set sv_visiblemaxplayers
>> to
>>
> 24.

> The FAQ says:
>> Increasing the max player count above 24 will incur a matchmaking
>>
> scorking
>
>> penalty, but will not disqualify you from the list.
>>
>> My question: do you respect the sv_visiblemaxplayers setting or do
>> we
>>
> get

> a penalty for having one reserved slot?
>>
>> Best regards
>>
>> Ronny Schedel
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux> /list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux> /list.valvesoftware.com/mailman/listinfo/hlds_linux>
>>
>> __**_
> To unsubscribe, edit your list preferences, or vi

Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Carl
Right, but usually when a domain is pointed to a new address it can take 
time for the changes to propagate through the cache.  A  1 day delay 
between a cached entry is not unusual.


On 6/24/2011 4:35 PM, Ronny Schedel wrote:
DNS servers like it, it's their job. The clients doesn't query the DNS 
all the time, they cache the results.



The problem with DNS is that you don't really want to do hundreds of 
DNS queries to a DNS server in a matter of seconds, they probably 
don't like that.


What could work is assigning your servers to your steam group with 
ID's. If an ID is detected a server can be placed in the clients 
favourites based on ID number. Server owner then should be able to 
manage their server ID's through the steam community admin pages, and 
change ip's and port numbers if required.


Or something along those lines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]

Sent: 24 June 2011 21:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Request: Adding servers by domain name

Mee-too on what this guy said.  There is this thing called DNS and it's
cool -- use it.

I realize there are some design issues with Valve's desire to control
servers in the server directory listing, but this really is a problem.

I recently helped someone move their server from a hosting provider to
their own hardware and this was a huge pain.  People didn't know where
the server went, despite message board posts and other communications.



bottige...@gmail.com wrote:

Since people are talking about implementing ipv6, I thought I'd bring
this up as a more urgent improvement.

Servers can change IPs from time to time due to a decline in quality
of the host or datacenter, or to move to better hardware at a better
price.

Unfortunately it is my experience, and probably many others here, that
when you switch IPs, you will lose the vast majority of your player
base. I've tried mitigating this by putting up the new IP on the name
of the old server or automatically spamming it repeatedly in the chat,
and it just doesn't work very well. I still get people asking me a
month later where my server went, and that's only the people that
bothered to friend me.

By being able to favorite a server by domain name, the player
experience would improve by not forcing them to re-add IP addresses or
search through 2000 servers to find the new one in case they missed
all the signs.

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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Ronny Schedel
DNS servers like it, it's their job. The clients doesn't query the DNS all 
the time, they cache the results.



The problem with DNS is that you don't really want to do hundreds of DNS 
queries to a DNS server in a matter of seconds, they probably don't like 
that.


What could work is assigning your servers to your steam group with ID's. 
If an ID is detected a server can be placed in the clients favourites 
based on ID number. Server owner then should be able to manage their 
server ID's through the steam community admin pages, and change ip's and 
port numbers if required.


Or something along those lines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]

Sent: 24 June 2011 21:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Request: Adding servers by domain name

Mee-too on what this guy said.  There is this thing called DNS and it's
cool -- use it.

I realize there are some design issues with Valve's desire to control
servers in the server directory listing, but this really is a problem.

I recently helped someone move their server from a hosting provider to
their own hardware and this was a huge pain.  People didn't know where
the server went, despite message board posts and other communications.



bottige...@gmail.com wrote:

Since people are talking about implementing ipv6, I thought I'd bring
this up as a more urgent improvement.

Servers can change IPs from time to time due to a decline in quality
of the host or datacenter, or to move to better hardware at a better
price.

Unfortunately it is my experience, and probably many others here, that
when you switch IPs, you will lose the vast majority of your player
base. I've tried mitigating this by putting up the new IP on the name
of the old server or automatically spamming it repeatedly in the chat,
and it just doesn't work very well. I still get people asking me a
month later where my server went, and that's only the people that
bothered to friend me.

By being able to favorite a server by domain name, the player
experience would improve by not forcing them to re-add IP addresses or
search through 2000 servers to find the new one in case they missed
all the signs.

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# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread 1nsane
Or query the main server list by IP as it is now but when a server is added
to favorite a lookup is done to get the DNS (say a public cvar) and the DNS
is stored on the favorites instead.

Then only the favorited servers will be queried by DNS which will then get
cached for subsequent refreshes automatically.

On Fri, Jun 24, 2011 at 4:07 PM, Saint K.  wrote:

> The problem with DNS is that you don't really want to do hundreds of DNS
> queries to a DNS server in a matter of seconds, they probably don't like
> that.
>
> What could work is assigning your servers to your steam group with ID's. If
> an ID is detected a server can be placed in the clients favourites based on
> ID number. Server owner then should be able to manage their server ID's
> through the steam community admin pages, and change ip's and port numbers if
> required.
>
> Or something along those lines.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina [
> je...@opendreams.net]
> Sent: 24 June 2011 21:58
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Request: Adding servers by domain name
>
> Mee-too on what this guy said.  There is this thing called DNS and it's
> cool -- use it.
>
> I realize there are some design issues with Valve's desire to control
> servers in the server directory listing, but this really is a problem.
>
> I recently helped someone move their server from a hosting provider to
> their own hardware and this was a huge pain.  People didn't know where
> the server went, despite message board posts and other communications.
>
>
>
> bottige...@gmail.com wrote:
> > Since people are talking about implementing ipv6, I thought I'd bring
> > this up as a more urgent improvement.
> >
> > Servers can change IPs from time to time due to a decline in quality
> > of the host or datacenter, or to move to better hardware at a better
> > price.
> >
> > Unfortunately it is my experience, and probably many others here, that
> > when you switch IPs, you will lose the vast majority of your player
> > base. I've tried mitigating this by putting up the new IP on the name
> > of the old server or automatically spamming it repeatedly in the chat,
> > and it just doesn't work very well. I still get people asking me a
> > month later where my server went, and that's only the people that
> > bothered to friend me.
> >
> > By being able to favorite a server by domain name, the player
> > experience would improve by not forcing them to re-add IP addresses or
> > search through 2000 servers to find the new one in case they missed
> > all the signs.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Saint K .
The problem with DNS is that you don't really want to do hundreds of DNS 
queries to a DNS server in a matter of seconds, they probably don't like that.

What could work is assigning your servers to your steam group with ID's. If an 
ID is detected a server can be placed in the clients favourites based on ID 
number. Server owner then should be able to manage their server ID's through 
the steam community admin pages, and change ip's and port numbers if required.

Or something along those lines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]
Sent: 24 June 2011 21:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Request: Adding servers by domain name

Mee-too on what this guy said.  There is this thing called DNS and it's
cool -- use it.

I realize there are some design issues with Valve's desire to control
servers in the server directory listing, but this really is a problem.

I recently helped someone move their server from a hosting provider to
their own hardware and this was a huge pain.  People didn't know where
the server went, despite message board posts and other communications.



bottige...@gmail.com wrote:
> Since people are talking about implementing ipv6, I thought I'd bring
> this up as a more urgent improvement.
>
> Servers can change IPs from time to time due to a decline in quality
> of the host or datacenter, or to move to better hardware at a better
> price.
>
> Unfortunately it is my experience, and probably many others here, that
> when you switch IPs, you will lose the vast majority of your player
> base. I've tried mitigating this by putting up the new IP on the name
> of the old server or automatically spamming it repeatedly in the chat,
> and it just doesn't work very well. I still get people asking me a
> month later where my server went, and that's only the people that
> bothered to friend me.
>
> By being able to favorite a server by domain name, the player
> experience would improve by not forcing them to re-add IP addresses or
> search through 2000 servers to find the new one in case they missed
> all the signs.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux

--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Jesse Molina


Mee-too on what this guy said.  There is this thing called DNS and it's 
cool -- use it.


I realize there are some design issues with Valve's desire to control 
servers in the server directory listing, but this really is a problem.


I recently helped someone move their server from a hosting provider to 
their own hardware and this was a huge pain.  People didn't know where 
the server went, despite message board posts and other communications.




bottige...@gmail.com wrote:

Since people are talking about implementing ipv6, I thought I'd bring
this up as a more urgent improvement.

Servers can change IPs from time to time due to a decline in quality
of the host or datacenter, or to move to better hardware at a better
price.

Unfortunately it is my experience, and probably many others here, that
when you switch IPs, you will lose the vast majority of your player
base. I've tried mitigating this by putting up the new IP on the name
of the old server or automatically spamming it repeatedly in the chat,
and it just doesn't work very well. I still get people asking me a
month later where my server went, and that's only the people that
bothered to friend me.

By being able to favorite a server by domain name, the player
experience would improve by not forcing them to re-add IP addresses or
search through 2000 servers to find the new one in case they missed
all the signs.

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Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?

2011-06-24 Thread msleeper
I would pay top dollar* for a SM plugin that disables shit like voice
chat and sprays for free accounts. Or a cvar that disallows free
accounts from joining the server. I think there is already 1 plugin
that kicks them.

* I will not pay any money for plugins, ever.

> On Fri, Jun 24, 2011 at 3:39 AM, Matt  wrote:
>> Besides the fact that VAC is crap and doesn't work for an inordinately large
>> amount of cheating/hacking we see on our servers, what about all the bans in
>> our sourcebans database against griefers, who aren't eligible for a VAC ban,
>> or the racist douchebags we permban on a daily basis?  What about the people
>> who spray porn and goatse all over our servers while we attempt to keep the
>> activity on our servers at least slightly above the retard line?
>>
>> I guess the good sourcemod devs are going to have to get together to find a
>> way of identifying new ways to ban people based on what information it is
>> possible to gather about a person's computer that is unique (or at least
>> close enough to unique).
>>
>> --Matt
>>
>> On 06/24/2011 01:30 AM, Richard Eid wrote:
>>>
>>> In the FAQ, Valve mentioned that they're working on something to battle
>>> this.  My guess is that they'll probably try to track the patterns of
>>> people
>>> who start to do this, so the system can quickly recognize those same
>>> patterns in the future and be a little more proactive instead of reactive.
>>>  I think Steam Guard could help a little here, too.  IP addresses can
>>> easily
>>> be changed, new free accounts can be made, etc...  But Steam Guard is tied
>>> to your PC so it could(maybe) be used to verify clients on your server.
>>>  People only have so many PCs they can use.
>>>
>>> Either way, I'm sure we'll be filled in on the details as soon as Valve
>>> has
>>> something to announce.
>>>
>>>                                                      -Richard Eid
>>>
>>>
>>> On Fri, Jun 24, 2011 at 2:15 AM, Flubber  wrote:
>>>
 You keeding, we got VAC, the most powerful tools against cheating. :D

 2011/6/24 Octo

> I always felt like we saw a surge in cheaters and griefers directly
> after

 a
>
> super cheap sale of TF2.  Now that TF2 has went Free to Play is there

 going
>
> to be anything to try to limit how many steam accounts a cheater can

 create?
>
>
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 To unsubscribe, edit your list preferences, or view the list archives,
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>>
>>
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>
>
>
> --
> Michelle Sleeper
> http://www.ThinkingWithPortals.com/
> Portal 2 Mapping Community
>

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[hlds_linux] New TF2 exploit?

2011-06-24 Thread Ross Bemrose
This isn't strictly a server bug, but I don't have access to the TF2 client
to report this in game.

Some of my friends informed me of a bug related to Ali Baba's Wee Booties.

Demoman Loadout:
Splendid Screen or Charge 'n Targe
Ali Baba's Wee Booties
Any melee

Hit Jump + Charge + Attack at the same time to do a charge jump without
depleting your charge meter.
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread lwf
Doing so would put all my concerns to rest. The problem is not that
the game is free, it's that there's no cost involved when getting a
new ID. As long as the person already own games worth a total amount
of $10 (not counting other F2P games such as HL2:DM) or whatever TF2
used to cost on the same account I see no problem.

On Fri, Jun 24, 2011 at 16:35, Daniel Vogel  wrote:
> I can't quite put my finger on it but I remember that there was a game
> that was free to play but only if you already purchased at least one
> game in steam. So in order to play the free game you require a steam
> account that had at least one transaction on it.
> I know that's not quite Free To Play anymore, but really most people
> who would ever play TF2 already own a game or two on steam, right?

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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Tony Paloma
That's not what the plugin does. Check out the source and/or forum thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of anna rack
Sent: Friday, June 24, 2011 12:21 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

Thing is, it's not really a good idea to base a player on the amount of
items that they have in their backpacks. Many players delete/craft/trade
their items, therefore leaving their backpack quite minimilistic making it
unreasonable and unfair to kick/ban/whatever becuase of that reason.

annarack


From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
[rbemr...@vgmusic.com]
Sent: 24 June 2011 19:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

There's a SourceMod plugin named Free2BeKicked that checks whether a player
has the TF2 Premium DLC, which is apparently appid 459 if that plugin is to
be believed.
https://forums.alliedmods.net/showthread.php?t=160049
it requires the SourceMod SteamTools extension:
https://forums.alliedmods.net/showthread.php?t=129763


On Fri, Jun 24, 2011 at 2:11 PM, Ian R. Justman wrote:

> On 06/23/2011 23:25, Netshroud wrote:
>
>> Or just kick or ban those with a backpack capacity of 50. Premium 
>> users get
>> 300-1000 depending on how many Backpack Expanders they use.
>>
>> On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:
>>
>>  I highly doubt valve is going to add this cvar since it defeats the
>>> purpose
>>> of making tf2 free to play in the first place
>>>
>>> If you insist on disallowing f2p anyway then I figure you could run 
>>> a script or something that will query for players backpack on 
>>> joining and ban or kick those without Proof of Purchase hat in their 
>>> backpack. But this will only allow old players that paid for their 
>>> copy of tf2 to join your server.
>>>
>>> Amer
>>>
>>
> You run into a problem if you base your kick and/or ban entirely on 
> the contents or even the number of slots of someone's backpack.  You 
> cannot do it to me for example.  My profile is private.  Sites like 
> tf2items.comcannot see my backpack, which was a side effect of making my
profile private.  As such, nobody can see what is in my backpack.
>
> Slight digression, long after I had set my backpack private, I had 
> some random schmuck ask for one of my items; I realized he might have 
> been going by what tf2items.com had for me.  It said that the last 
> time it had accurate data was in November of 2009.  At that point, I 
> asked drunken_f00l to clear the data he had on the site.  I do not 
> like being approached by random people asking about items in my backpack.
>
> However, back to the topic at hand, the point of that is that, yes, it 
> may be handy to base a kick and/or ban on the state of a player's
backpack.
>  What if you cannot even GET TO it?  There needs to be some other way.
>  Letting any server administrator into a player's backpack is not the 
> answer.  Neither is requiring players wear their Proof of Purchase.
>
> --IJ.
>
> --
> Ian R. Justman
> UNIX hacker.  Anime fan.  Any questions?
> ianj (at) ian-justman.com
>
> __**_
>
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux t.valvesoftware.com/mailman/listinfo/hlds_linux>
>
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread anna rack
Thing is, it's not really a good idea to base a player on the amount of items 
that they have in their backpacks. Many players delete/craft/trade their items, 
therefore leaving their backpack quite minimilistic making it unreasonable and 
unfair to kick/ban/whatever becuase of that reason.

annarack


From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose 
[rbemr...@vgmusic.com]
Sent: 24 June 2011 19:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

There's a SourceMod plugin named Free2BeKicked that checks whether a player
has the TF2 Premium DLC, which is apparently appid 459 if that plugin is to
be believed.
https://forums.alliedmods.net/showthread.php?t=160049
it requires the SourceMod SteamTools extension:
https://forums.alliedmods.net/showthread.php?t=129763


On Fri, Jun 24, 2011 at 2:11 PM, Ian R. Justman wrote:

> On 06/23/2011 23:25, Netshroud wrote:
>
>> Or just kick or ban those with a backpack capacity of 50. Premium users
>> get
>> 300-1000 depending on how many Backpack Expanders they use.
>>
>> On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:
>>
>>  I highly doubt valve is going to add this cvar since it defeats the
>>> purpose
>>> of making tf2 free to play in the first place
>>>
>>> If you insist on disallowing f2p anyway then I figure you could run a
>>> script or something that will query for players backpack on joining and
>>> ban
>>> or kick those without Proof of Purchase hat in their backpack. But this
>>> will
>>> only allow old players that paid for their copy of tf2 to join your
>>> server.
>>>
>>> Amer
>>>
>>
> You run into a problem if you base your kick and/or ban entirely on the
> contents or even the number of slots of someone's backpack.  You cannot do
> it to me for example.  My profile is private.  Sites like tf2items.comcannot 
> see my backpack, which was a side effect of making my profile
> private.  As such, nobody can see what is in my backpack.
>
> Slight digression, long after I had set my backpack private, I had some
> random schmuck ask for one of my items; I realized he might have been going
> by what tf2items.com had for me.  It said that the last time it had
> accurate data was in November of 2009.  At that point, I asked drunken_f00l
> to clear the data he had on the site.  I do not like being approached by
> random people asking about items in my backpack.
>
> However, back to the topic at hand, the point of that is that, yes, it may
> be handy to base a kick and/or ban on the state of a player's backpack.
>  What if you cannot even GET TO it?  There needs to be some other way.
>  Letting any server administrator into a player's backpack is not the
> answer.  Neither is requiring players wear their Proof of Purchase.
>
> --IJ.
>
> --
> Ian R. Justman
> UNIX hacker.  Anime fan.  Any questions?
> ianj (at) ian-justman.com
>
> __**_
>
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread Tony Paloma
+1. Nearly 70k players. That's about 4x normal.
http://store.steampowered.com/stats/

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Friday, June 24, 2011 12:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max players penalty

I think there are just not that many empty servers open right now.

On Fri, Jun 24, 2011 at 11:54 AM, ics  wrote:

> The quickplay thing doesn't work like it is ment to work. I've tried 
> it now
> 5 times in a row, always ending up on 160ms+ ping server.  So 
> basically it's overcrowded, doesn't work like it should or there 
> aren't free servers around here in Europe.
>
> May i remind that up to this day, L4D2 lobby search does the same thing.
> Only recently it started giving out less pinged servers.
>
> -ics
>
> 24.6.2011 21:48, 1nsane kirjoitti:
>
> The faq says that even with that quickplay will send players.
>>
>> On Fri, Jun 24, 2011 at 2:31 PM, 
>> DarthNinja>
>>  wrote:
>>
>> Your tags have "increased_maxplayers" in them.
>>>
>>>
>>> On Fri, Jun 24, 2011 at 1:58 PM, Saint K.
>>> wrote:
>>>
>>> I'm not seeing any indication of the match system sending any 
>>> players to
 our servers.

 Our tags read; "sv_tags" =

 "HLstatsX:CE,_registered,**alltalk,increased_maxplayers,**
>>> payload,replays,specialattack"
>>>
 While we only permit 24 players due to visible slots cvar, and 
 alltalk

>>> (not
>>>
 sure if that decreases your score) is only active during round end.

 Saint K.
 __**__
 From: 
 hlds_linux-bounces@list.**valvesoftware.com>>> .valvesoftware.com>[ 
 hlds_linux-bounces@list.**valvesoftware.com>>> .valvesoftware.com>]
 On Behalf Of 1nsane [

>>> 1nsane.pw@
>>>
 gmail.com]
 Sent: 24 June 2011 16:05
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Max players penalty

 I have something similar and use sv_visiblemaxplayers as well.

 But recently I've been seeing things like 27/24 so it makes me 
 think as though I'm being penalized because matchmaking puts more 
 players on the server than it should.

 On Fri, Jun 24, 2011 at 4:43 AM, Saint K.
 wrote:

 Hi,
>
> I am wondering about the same question. We have our servers setup 
> with reserved slots, but they are hidden. So essentionally most of 
> the times
>
 the

> server is on the correct 24 player limit, although the maxplayers 
> is configured as 26 to allow reserved slot owners to join without 
> having
>
 to
>>>
 kick others out or constantly leave a slot open.
>
> Saint K.
> __**__
> From: 
> hlds_linux-bounces@list.**valvesoftware.com t.valvesoftware.com>[ 
> hlds_linux-bounces@list.**valvesoftware.com t.valvesoftware.com>]
> On Behalf Of Ronny Schedel
>
 [
>>>
 i...@ronny-schedel.de]
> Sent: 24 June 2011 08:53
> To: 
> hlds_linux@list.valvesoftware.**com com>
> Subject: [hlds_linux] Max players penalty
>
> Hello,
>
> we are running a server with maxplayers set to 25, we have 1 
> reserved
>
 slot

> which gets emptied all the time. We have set sv_visiblemaxplayers 
> to
>
 24.
>>>
 The FAQ says:
> Increasing the max player count above 24 will incur a matchmaking
>
 scorking

> penalty, but will not disqualify you from the list.
>
> My question: do you respect the sv_visiblemaxplayers setting or do 
> we
>
 get
>>>
 a penalty for having one reserved slot?
>
> Best regards
>
> Ronny Schedel
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list 
> archives, please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux /list.valvesoftware.com/mailman/listinfo/hlds_linux>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list 
> archives, please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux /list.valvesoftware.com/mailman/listinfo/hlds_linux>
>
> __**_
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linux>>> list.valvesoftware.com/mailman/listinfo/hlds_linux>

 __**_
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linux>>> list.valvesoftware.com/mailman/listinfo/hlds_linux>

 ___

Re: [hlds_linux] Max players penalty

2011-06-24 Thread DontWannaName!
I think there are just not that many empty servers open right now.

On Fri, Jun 24, 2011 at 11:54 AM, ics  wrote:

> The quickplay thing doesn't work like it is ment to work. I've tried it now
> 5 times in a row, always ending up on 160ms+ ping server.  So basically it's
> overcrowded, doesn't work like it should or there aren't free servers around
> here in Europe.
>
> May i remind that up to this day, L4D2 lobby search does the same thing.
> Only recently it started giving out less pinged servers.
>
> -ics
>
> 24.6.2011 21:48, 1nsane kirjoitti:
>
> The faq says that even with that quickplay will send players.
>>
>> On Fri, Jun 24, 2011 at 2:31 PM, 
>> DarthNinja>
>>  wrote:
>>
>> Your tags have "increased_maxplayers" in them.
>>>
>>>
>>> On Fri, Jun 24, 2011 at 1:58 PM, Saint K.
>>> wrote:
>>>
>>> I'm not seeing any indication of the match system sending any players to
 our servers.

 Our tags read; "sv_tags" =

 "HLstatsX:CE,_registered,**alltalk,increased_maxplayers,**
>>> payload,replays,specialattack"
>>>
 While we only permit 24 players due to visible slots cvar, and alltalk

>>> (not
>>>
 sure if that decreases your score) is only active during round end.

 Saint K.
 __**__
 From: 
 hlds_linux-bounces@list.**valvesoftware.com[
 hlds_linux-bounces@list.**valvesoftware.com]
 On Behalf Of 1nsane [

>>> 1nsane.pw@
>>>
 gmail.com]
 Sent: 24 June 2011 16:05
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Max players penalty

 I have something similar and use sv_visiblemaxplayers as well.

 But recently I've been seeing things like 27/24 so it makes me think as
 though I'm being penalized because matchmaking puts more players on the
 server than it should.

 On Fri, Jun 24, 2011 at 4:43 AM, Saint K.
 wrote:

 Hi,
>
> I am wondering about the same question. We have our servers setup with
> reserved slots, but they are hidden. So essentionally most of the times
>
 the

> server is on the correct 24 player limit, although the maxplayers is
> configured as 26 to allow reserved slot owners to join without having
>
 to
>>>
 kick others out or constantly leave a slot open.
>
> Saint K.
> __**__
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of Ronny Schedel
>
 [
>>>
 i...@ronny-schedel.de]
> Sent: 24 June 2011 08:53
> To: hlds_linux@list.valvesoftware.**com
> Subject: [hlds_linux] Max players penalty
>
> Hello,
>
> we are running a server with maxplayers set to 25, we have 1 reserved
>
 slot

> which gets emptied all the time. We have set sv_visiblemaxplayers to
>
 24.
>>>
 The FAQ says:
> Increasing the max player count above 24 will incur a matchmaking
>
 scorking

> penalty, but will not disqualify you from the list.
>
> My question: do you respect the sv_visiblemaxplayers setting or do we
>
 get
>>>
 a penalty for having one reserved slot?
>
> Best regards
>
> Ronny Schedel
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>
> __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linux

 __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>>
>>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>
>

Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread Arie
Experienced the same issue.

Running 4 servers on a quad core box, server 1 is fine, takes <10% CPU
idling, which is normal. The 3 others take between 30% and 50%.
Doesn't matter if I shut them all down and just run them separately, the
behaviour of the servers is the same. The first at 27015 will always be
normal, the rest has high CPU usage.

Those servers are pretty much equal. 3 of them run no plugins/addons,
including the low CPU one. Identical configs apart from the port they run
on.






On 24 June 2011 16:50, Marco Padovan  wrote:

> I'm getting impressively high cpu usage (50% cpu usage when server is
> empty) after the recents tf2 updates...
> these were just standard servers used for etf2l competitions (no mods,
> nothing... just STV enabled...)
>
> Anybody having the same problem? what's the cause?
>
>
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Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread ics
Funny. I have the same CPU on our machines (replay enabled) and 
pre-update, there were spikes of lag but after this update, they are 
almost gone. No plugins currently on either.


-ics

24.6.2011 21:16, 1nsane kirjoitti:

My servers (replay enabled) are maxing out the available CPU and
experiencing some lag sometimes.

These particular servers have a 2.83 ghz core each (Q9550) and prior to
update worked fine.

Absolutely no plugins are loaded yet.

On Fri, Jun 24, 2011 at 10:50 AM, Marco Padovan  wrote:


I'm getting impressively high cpu usage (50% cpu usage when server is
empty) after the recents tf2 updates...
these were just standard servers used for etf2l competitions (no mods,
nothing... just STV enabled...)

Anybody having the same problem? what's the cause?


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Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread steve grout

ok, so first off we're on windows so appologies :)

we have the same issue with high cpu usage, it also seems like the 
server has timed-out (the time out thing appears) when the server is 
doing the replay checks to see if it can delete. :(


although we are running on the last MM and SM snapshots so i'm not sure 
if that's anything to do with it.  Then again, would SM/MM affect the 
replay checks?




On 24/06/2011 19:16, 1nsane wrote:

My servers (replay enabled) are maxing out the available CPU and
experiencing some lag sometimes.

These particular servers have a 2.83 ghz core each (Q9550) and prior to
update worked fine.

Absolutely no plugins are loaded yet.

On Fri, Jun 24, 2011 at 10:50 AM, Marco Padovan  wrote:


I'm getting impressively high cpu usage (50% cpu usage when server is
empty) after the recents tf2 updates...
these were just standard servers used for etf2l competitions (no mods,
nothing... just STV enabled...)

Anybody having the same problem? what's the cause?


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Re: [hlds_linux] Max players penalty

2011-06-24 Thread ics
The quickplay thing doesn't work like it is ment to work. I've tried it 
now 5 times in a row, always ending up on 160ms+ ping server.  So 
basically it's overcrowded, doesn't work like it should or there aren't 
free servers around here in Europe.


May i remind that up to this day, L4D2 lobby search does the same thing. 
Only recently it started giving out less pinged servers.


-ics

24.6.2011 21:48, 1nsane kirjoitti:

The faq says that even with that quickplay will send players.

On Fri, Jun 24, 2011 at 2:31 PM, DarthNinja  wrote:


Your tags have "increased_maxplayers" in them.


On Fri, Jun 24, 2011 at 1:58 PM, Saint K.
wrote:


I'm not seeing any indication of the match system sending any players to
our servers.

Our tags read; "sv_tags" =


"HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack"

While we only permit 24 players due to visible slots cvar, and alltalk

(not

sure if that decreases your score) is only active during round end.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane [

1nsane.pw@

gmail.com]
Sent: 24 June 2011 16:05
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max players penalty

I have something similar and use sv_visiblemaxplayers as well.

But recently I've been seeing things like 27/24 so it makes me think as
though I'm being penalized because matchmaking puts more players on the
server than it should.

On Fri, Jun 24, 2011 at 4:43 AM, Saint K.
wrote:


Hi,

I am wondering about the same question. We have our servers setup with
reserved slots, but they are hidden. So essentionally most of the times

the

server is on the correct 24 player limit, although the maxplayers is
configured as 26 to allow reserved slot owners to join without having

to

kick others out or constantly leave a slot open.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel

[

i...@ronny-schedel.de]
Sent: 24 June 2011 08:53
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Max players penalty

Hello,

we are running a server with maxplayers set to 25, we have 1 reserved

slot

which gets emptied all the time. We have set sv_visiblemaxplayers to

24.

The FAQ says:
Increasing the max player count above 24 will incur a matchmaking

scorking

penalty, but will not disqualify you from the list.

My question: do you respect the sv_visiblemaxplayers setting or do we

get

a penalty for having one reserved slot?

Best regards

Ronny Schedel


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Re: [hlds_linux] Max players penalty

2011-06-24 Thread 1nsane
The faq says that even with that quickplay will send players.

On Fri, Jun 24, 2011 at 2:31 PM, DarthNinja  wrote:

> Your tags have "increased_maxplayers" in them.
>
>
> On Fri, Jun 24, 2011 at 1:58 PM, Saint K. 
> wrote:
>
> > I'm not seeing any indication of the match system sending any players to
> > our servers.
> >
> > Our tags read; "sv_tags" =
> >
> "HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack"
> >
> > While we only permit 24 players due to visible slots cvar, and alltalk
> (not
> > sure if that decreases your score) is only active during round end.
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com [
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane [
> 1nsane.pw@
> > gmail.com]
> > Sent: 24 June 2011 16:05
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Max players penalty
> >
> > I have something similar and use sv_visiblemaxplayers as well.
> >
> > But recently I've been seeing things like 27/24 so it makes me think as
> > though I'm being penalized because matchmaking puts more players on the
> > server than it should.
> >
> > On Fri, Jun 24, 2011 at 4:43 AM, Saint K. 
> > wrote:
> >
> > > Hi,
> > >
> > > I am wondering about the same question. We have our servers setup with
> > > reserved slots, but they are hidden. So essentionally most of the times
> > the
> > > server is on the correct 24 player limit, although the maxplayers is
> > > configured as 26 to allow reserved slot owners to join without having
> to
> > > kick others out or constantly leave a slot open.
> > >
> > > Saint K.
> > > 
> > > From: hlds_linux-boun...@list.valvesoftware.com [
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
> [
> > > i...@ronny-schedel.de]
> > > Sent: 24 June 2011 08:53
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: [hlds_linux] Max players penalty
> > >
> > > Hello,
> > >
> > > we are running a server with maxplayers set to 25, we have 1 reserved
> > slot
> > > which gets emptied all the time. We have set sv_visiblemaxplayers to
> 24.
> > >
> > > The FAQ says:
> > > Increasing the max player count above 24 will incur a matchmaking
> > scorking
> > > penalty, but will not disqualify you from the list.
> > >
> > > My question: do you respect the sv_visiblemaxplayers setting or do we
> get
> > > a penalty for having one reserved slot?
> > >
> > > Best regards
> > >
> > > Ronny Schedel
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > > ___
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> > > please visit:
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> > >
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> > please visit:
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread Saint K .
Yes I'm aware of that. That's the issue, cause I tend to think my servers are 
actual as required. Maybe it should check maxvisible slots, instead of max 
slots.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja 
[hlds-...@darthninja.com]
Sent: 24 June 2011 20:31
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max players penalty

Your tags have "increased_maxplayers" in them.


On Fri, Jun 24, 2011 at 1:58 PM, Saint K.  wrote:

> I'm not seeing any indication of the match system sending any players to
> our servers.
>
> Our tags read; "sv_tags" =
> "HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack"
>
> While we only permit 24 players due to visible slots cvar, and alltalk (not
> sure if that decreases your score) is only active during round end.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane [1nsane.pw@
> gmail.com]
> Sent: 24 June 2011 16:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Max players penalty
>
> I have something similar and use sv_visiblemaxplayers as well.
>
> But recently I've been seeing things like 27/24 so it makes me think as
> though I'm being penalized because matchmaking puts more players on the
> server than it should.
>
> On Fri, Jun 24, 2011 at 4:43 AM, Saint K. 
> wrote:
>
> > Hi,
> >
> > I am wondering about the same question. We have our servers setup with
> > reserved slots, but they are hidden. So essentionally most of the times
> the
> > server is on the correct 24 player limit, although the maxplayers is
> > configured as 26 to allow reserved slot owners to join without having to
> > kick others out or constantly leave a slot open.
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com [
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel [
> > i...@ronny-schedel.de]
> > Sent: 24 June 2011 08:53
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Max players penalty
> >
> > Hello,
> >
> > we are running a server with maxplayers set to 25, we have 1 reserved
> slot
> > which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
> >
> > The FAQ says:
> > Increasing the max player count above 24 will incur a matchmaking
> scorking
> > penalty, but will not disqualify you from the list.
> >
> > My question: do you respect the sv_visiblemaxplayers setting or do we get
> > a penalty for having one reserved slot?
> >
> > Best regards
> >
> > Ronny Schedel
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread DarthNinja
Your tags have "increased_maxplayers" in them.


On Fri, Jun 24, 2011 at 1:58 PM, Saint K.  wrote:

> I'm not seeing any indication of the match system sending any players to
> our servers.
>
> Our tags read; "sv_tags" =
> "HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack"
>
> While we only permit 24 players due to visible slots cvar, and alltalk (not
> sure if that decreases your score) is only active during round end.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane [1nsane.pw@
> gmail.com]
> Sent: 24 June 2011 16:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Max players penalty
>
> I have something similar and use sv_visiblemaxplayers as well.
>
> But recently I've been seeing things like 27/24 so it makes me think as
> though I'm being penalized because matchmaking puts more players on the
> server than it should.
>
> On Fri, Jun 24, 2011 at 4:43 AM, Saint K. 
> wrote:
>
> > Hi,
> >
> > I am wondering about the same question. We have our servers setup with
> > reserved slots, but they are hidden. So essentionally most of the times
> the
> > server is on the correct 24 player limit, although the maxplayers is
> > configured as 26 to allow reserved slot owners to join without having to
> > kick others out or constantly leave a slot open.
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com [
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel [
> > i...@ronny-schedel.de]
> > Sent: 24 June 2011 08:53
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Max players penalty
> >
> > Hello,
> >
> > we are running a server with maxplayers set to 25, we have 1 reserved
> slot
> > which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
> >
> > The FAQ says:
> > Increasing the max player count above 24 will incur a matchmaking
> scorking
> > penalty, but will not disqualify you from the list.
> >
> > My question: do you respect the sv_visiblemaxplayers setting or do we get
> > a penalty for having one reserved slot?
> >
> > Best regards
> >
> > Ronny Schedel
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Ross Bemrose
There's a SourceMod plugin named Free2BeKicked that checks whether a player
has the TF2 Premium DLC, which is apparently appid 459 if that plugin is to
be believed.
https://forums.alliedmods.net/showthread.php?t=160049
it requires the SourceMod SteamTools extension:
https://forums.alliedmods.net/showthread.php?t=129763


On Fri, Jun 24, 2011 at 2:11 PM, Ian R. Justman wrote:

> On 06/23/2011 23:25, Netshroud wrote:
>
>> Or just kick or ban those with a backpack capacity of 50. Premium users
>> get
>> 300-1000 depending on how many Backpack Expanders they use.
>>
>> On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:
>>
>>  I highly doubt valve is going to add this cvar since it defeats the
>>> purpose
>>> of making tf2 free to play in the first place
>>>
>>> If you insist on disallowing f2p anyway then I figure you could run a
>>> script or something that will query for players backpack on joining and
>>> ban
>>> or kick those without Proof of Purchase hat in their backpack. But this
>>> will
>>> only allow old players that paid for their copy of tf2 to join your
>>> server.
>>>
>>> Amer
>>>
>>
> You run into a problem if you base your kick and/or ban entirely on the
> contents or even the number of slots of someone's backpack.  You cannot do
> it to me for example.  My profile is private.  Sites like tf2items.comcannot 
> see my backpack, which was a side effect of making my profile
> private.  As such, nobody can see what is in my backpack.
>
> Slight digression, long after I had set my backpack private, I had some
> random schmuck ask for one of my items; I realized he might have been going
> by what tf2items.com had for me.  It said that the last time it had
> accurate data was in November of 2009.  At that point, I asked drunken_f00l
> to clear the data he had on the site.  I do not like being approached by
> random people asking about items in my backpack.
>
> However, back to the topic at hand, the point of that is that, yes, it may
> be handy to base a kick and/or ban on the state of a player's backpack.
>  What if you cannot even GET TO it?  There needs to be some other way.
>  Letting any server administrator into a player's backpack is not the
> answer.  Neither is requiring players wear their Proof of Purchase.
>
> --IJ.
>
> --
> Ian R. Justman
> UNIX hacker.  Anime fan.  Any questions?
> ianj (at) ian-justman.com
>
> __**_
>
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Tony Paloma
The server has access to a player's backpack private or not, but I agree
it's still not a good method for detecting free players.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ian R.
Justman
Sent: Friday, June 24, 2011 11:12 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

On 06/23/2011 23:25, Netshroud wrote:
> Or just kick or ban those with a backpack capacity of 50. Premium 
> users get
> 300-1000 depending on how many Backpack Expanders they use.
>
> On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:
>
>> I highly doubt valve is going to add this cvar since it defeats the 
>> purpose of making tf2 free to play in the first place
>>
>> If you insist on disallowing f2p anyway then I figure you could run a 
>> script or something that will query for players backpack on joining 
>> and ban or kick those without Proof of Purchase hat in their 
>> backpack. But this will only allow old players that paid for their copy
of tf2 to join your server.
>>
>> Amer

You run into a problem if you base your kick and/or ban entirely on the
contents or even the number of slots of someone's backpack.  You cannot do
it to me for example.  My profile is private.  Sites like tf2items.com
cannot see my backpack, which was a side effect of making my profile
private.  As such, nobody can see what is in my backpack.

Slight digression, long after I had set my backpack private, I had some
random schmuck ask for one of my items; I realized he might have been going
by what tf2items.com had for me.  It said that the last time it had accurate
data was in November of 2009.  At that point, I asked drunken_f00l to clear
the data he had on the site.  I do not like being approached by random
people asking about items in my backpack.

However, back to the topic at hand, the point of that is that, yes, it may
be handy to base a kick and/or ban on the state of a player's backpack.
What if you cannot even GET TO it?  There needs to be some other way.
Letting any server administrator into a player's backpack is not the answer.
Neither is requiring players wear their Proof of Purchase.

--IJ.

--
Ian R. Justman
UNIX hacker.  Anime fan.  Any questions?
ianj (at) ian-justman.com

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Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread 1nsane
My servers (replay enabled) are maxing out the available CPU and
experiencing some lag sometimes.

These particular servers have a 2.83 ghz core each (Q9550) and prior to
update worked fine.

Absolutely no plugins are loaded yet.

On Fri, Jun 24, 2011 at 10:50 AM, Marco Padovan  wrote:

> I'm getting impressively high cpu usage (50% cpu usage when server is
> empty) after the recents tf2 updates...
> these were just standard servers used for etf2l competitions (no mods,
> nothing... just STV enabled...)
>
> Anybody having the same problem? what's the cause?
>
>
> ___
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> please visit:
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Ian R. Justman

On 06/23/2011 23:25, Netshroud wrote:

Or just kick or ban those with a backpack capacity of 50. Premium users get
300-1000 depending on how many Backpack Expanders they use.

On Fri, Jun 24, 2011 at 3:53 PM, Amer  wrote:


I highly doubt valve is going to add this cvar since it defeats the purpose
of making tf2 free to play in the first place

If you insist on disallowing f2p anyway then I figure you could run a
script or something that will query for players backpack on joining and ban
or kick those without Proof of Purchase hat in their backpack. But this will
only allow old players that paid for their copy of tf2 to join your server.

Amer


You run into a problem if you base your kick and/or ban entirely on the 
contents or even the number of slots of someone's backpack.  You cannot 
do it to me for example.  My profile is private.  Sites like 
tf2items.com cannot see my backpack, which was a side effect of making 
my profile private.  As such, nobody can see what is in my backpack.


Slight digression, long after I had set my backpack private, I had some 
random schmuck ask for one of my items; I realized he might have been 
going by what tf2items.com had for me.  It said that the last time it 
had accurate data was in November of 2009.  At that point, I asked 
drunken_f00l to clear the data he had on the site.  I do not like being 
approached by random people asking about items in my backpack.


However, back to the topic at hand, the point of that is that, yes, it 
may be handy to base a kick and/or ban on the state of a player's 
backpack.  What if you cannot even GET TO it?  There needs to be some 
other way.  Letting any server administrator into a player's backpack is 
not the answer.  Neither is requiring players wear their Proof of Purchase.


--IJ.

--
Ian R. Justman
UNIX hacker.  Anime fan.  Any questions?
ianj (at) ian-justman.com

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Re: [hlds_linux] Max players penalty

2011-06-24 Thread Saint K .
I'm not seeing any indication of the match system sending any players to our 
servers.

Our tags read; "sv_tags" = 
"HLstatsX:CE,_registered,alltalk,increased_maxplayers,payload,replays,specialattack"

While we only permit 24 players due to visible slots cvar, and alltalk (not 
sure if that decreases your score) is only active during round end.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane 
[1nsane...@gmail.com]
Sent: 24 June 2011 16:05
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max players penalty

I have something similar and use sv_visiblemaxplayers as well.

But recently I've been seeing things like 27/24 so it makes me think as
though I'm being penalized because matchmaking puts more players on the
server than it should.

On Fri, Jun 24, 2011 at 4:43 AM, Saint K.  wrote:

> Hi,
>
> I am wondering about the same question. We have our servers setup with
> reserved slots, but they are hidden. So essentionally most of the times the
> server is on the correct 24 player limit, although the maxplayers is
> configured as 26 to allow reserved slot owners to join without having to
> kick others out or constantly leave a slot open.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel [
> i...@ronny-schedel.de]
> Sent: 24 June 2011 08:53
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Max players penalty
>
> Hello,
>
> we are running a server with maxplayers set to 25, we have 1 reserved slot
> which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
>
> The FAQ says:
> Increasing the max player count above 24 will incur a matchmaking scorking
> penalty, but will not disqualify you from the list.
>
> My question: do you respect the sv_visiblemaxplayers setting or do we get
> a penalty for having one reserved slot?
>
> Best regards
>
> Ronny Schedel
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
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[hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread Marco Padovan
I'm getting impressively high cpu usage (50% cpu usage when server is
empty) after the recents tf2 updates...
these were just standard servers used for etf2l competitions (no mods,
nothing... just STV enabled...)

Anybody having the same problem? what's the cause?


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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Daniel Vogel
I can't quite put my finger on it but I remember that there was a game
that was free to play but only if you already purchased at least one
game in steam. So in order to play the free game you require a steam
account that had at least one transaction on it.
I know that's not quite Free To Play anymore, but really most people
who would ever play TF2 already own a game or two on steam, right?

--
Mit freundlichen Grüssen,
Sincerely Yours,
Daniel Vogel



On 24 June 2011 13:24, Flubber  wrote:
> Agreed, and that's a shame.
>
> 2011/6/24 lwf 
>
>> http://www.teamfortress.com/freetoplay/faq.php
>>
>> "Q. Won’t going Free to Play mean more griefers and cheaters?
>> We’re increasing our focus on making sure that hostile players can’t
>> ruin your fun. Specifically, we’ll be keeping a close eye on players
>> exploiting the ability to make infinite free accounts to bypass bans.
>> We’ve built systems that’ll allow us to measure and track what these
>> players are doing, and respond quickly."
>>
>> I can only assume Valve is talking about VAC bans which simply aren’t
>> good enough. It's one of many tools worthwhile to keep around, but you
>> can't rely on it for anything.
>> Unless they're going to let us stream server bans into whatever system
>> they got there will effectively be no difference between a simple kick
>> and a permanent ban anymore.
>>
>> We've had to deal with cheaters using multiple accounts before,
>> getting rid of them is more work, but doable. In the end we'll win,
>> the cheater will run out of accounts and go somewhere else. But now,
>> unless at least one server admin is present at all times to quickly
>> respond and kick players we will be defenseless against a player
>> deciding to mess with a specific server.
>>
>> I see no alternative other than locking down servers.
>>
>>
>> On Fri, Jun 24, 2011 at 03:51, Chris Oryschak  wrote:
>> > So what's to stop/prevent hackers from creating a new steam account and
>> > rejoining our servers now that TF2 is free :\
>> >
>> >
>> >
>> > Chris
>> >
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>> ___
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>> please visit:
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Eric Riemers

For css we usually go to hlstats, check the kpd ratio and headshot ratio..
if its like 20 to 1 then that is in our eyes a cheater. On tf2 that is
harder unless he's playing sniper. Extra addons like kigens for example
help too, but those things should really be build in.

I think in the end we will wind up with the same amount as CSS.. CSS is
still running but i get admin calls for that on a daily basis.. not funny.

On Fri, 24 Jun 2011 11:25:20 +0100,  wrote:
> To start with, we need a ban system that triggers on IP but bans on
account
> (so all their alts are discovered as they reconnect)
> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of lwf
>> Sent: 24 June 2011 10:49
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] Free-to-Play and hackers...
>> 
>> http://www.teamfortress.com/freetoplay/faq.php
>> 
>> "Q. Won't going Free to Play mean more griefers and cheaters?
>> We're increasing our focus on making sure that hostile players can't
>> ruin your fun. Specifically, we'll be keeping a close eye on players
>> exploiting the ability to make infinite free accounts to bypass bans.
>> We've built systems that'll allow us to measure and track what these
>> players are doing, and respond quickly."
>> 
>> I can only assume Valve is talking about VAC bans which simply aren't
>> good enough. It's one of many tools worthwhile to keep around, but you
>> can't rely on it for anything.
>> Unless they're going to let us stream server bans into whatever system
>> they got there will effectively be no difference between a simple kick
>> and a permanent ban anymore.
>> 
>> We've had to deal with cheaters using multiple accounts before,
>> getting rid of them is more work, but doable. In the end we'll win,
>> the cheater will run out of accounts and go somewhere else. But now,
>> unless at least one server admin is present at all times to quickly
>> respond and kick players we will be defenseless against a player
>> deciding to mess with a specific server.
>> 
>> I see no alternative other than locking down servers.
>> 
>> 
>> On Fri, Jun 24, 2011 at 03:51, Chris Oryschak 
>> wrote:
>> > So what's to stop/prevent hackers from creating a new steam account
>> and
>> > rejoining our servers now that TF2 is free :\
>> >
>> >
>> >
>> > Chris
>> >
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> 
>> ___
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread 1nsane
I have something similar and use sv_visiblemaxplayers as well.

But recently I've been seeing things like 27/24 so it makes me think as
though I'm being penalized because matchmaking puts more players on the
server than it should.

On Fri, Jun 24, 2011 at 4:43 AM, Saint K.  wrote:

> Hi,
>
> I am wondering about the same question. We have our servers setup with
> reserved slots, but they are hidden. So essentionally most of the times the
> server is on the correct 24 player limit, although the maxplayers is
> configured as 26 to allow reserved slot owners to join without having to
> kick others out or constantly leave a slot open.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel [
> i...@ronny-schedel.de]
> Sent: 24 June 2011 08:53
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Max players penalty
>
> Hello,
>
> we are running a server with maxplayers set to 25, we have 1 reserved slot
> which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
>
> The FAQ says:
> Increasing the max player count above 24 will incur a matchmaking scorking
> penalty, but will not disqualify you from the list.
>
> My question: do you respect the sv_visiblemaxplayers setting or do we get
> a penalty for having one reserved slot?
>
> Best regards
>
> Ronny Schedel
>
>
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Flubber
Agreed, and that's a shame.

2011/6/24 lwf 

> http://www.teamfortress.com/freetoplay/faq.php
>
> "Q. Won’t going Free to Play mean more griefers and cheaters?
> We’re increasing our focus on making sure that hostile players can’t
> ruin your fun. Specifically, we’ll be keeping a close eye on players
> exploiting the ability to make infinite free accounts to bypass bans.
> We’ve built systems that’ll allow us to measure and track what these
> players are doing, and respond quickly."
>
> I can only assume Valve is talking about VAC bans which simply aren’t
> good enough. It's one of many tools worthwhile to keep around, but you
> can't rely on it for anything.
> Unless they're going to let us stream server bans into whatever system
> they got there will effectively be no difference between a simple kick
> and a permanent ban anymore.
>
> We've had to deal with cheaters using multiple accounts before,
> getting rid of them is more work, but doable. In the end we'll win,
> the cheater will run out of accounts and go somewhere else. But now,
> unless at least one server admin is present at all times to quickly
> respond and kick players we will be defenseless against a player
> deciding to mess with a specific server.
>
> I see no alternative other than locking down servers.
>
>
> On Fri, Jun 24, 2011 at 03:51, Chris Oryschak  wrote:
> > So what's to stop/prevent hackers from creating a new steam account and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
> > ___
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Re: [hlds_linux] Vehicle issue

2011-06-24 Thread James Puckett
Its been a long time, where have you been valve?

On Thu, Jun 23, 2011 at 11:07 PM, Christoffer Pedersen  wrote:

> But making a unfinished product isn't the right way to go.
>
> /Chris
>
> Sent from my iPhone 4
>
> Den 24/06/2011 kl. 02.03 skrev tom n :
>
> > I would be willing to bet that most everyone knows steam from the modern
> > warfare game,cstrike source or left for dead. We (or maybe mostly me)
> > remember half-life because I am older. While half life  and it's
> relatives
> > are great games, the masses are too young to know about Valve's
> beginnings.
> > They are too busy hacking up bins for more slicker,smarter,and faster
> games.
> > Sooner or later we have to trade our model T for a new mustang.
> >
> >
> > On Thu, Jun 23, 2011 at 6:06 AM, Drogen Viech <
> drogenvi...@googlemail.com>wrote:
> >
> >> I'd also love to see the weld issue fixed on linux srcds :(
> >> This may help a bit ->
> >>
> >>
> http://www.facepunch.com/threads/986675-Niggles?p=29754797&viewfull=1#post29754797
> >>
> >> 2011/6/23 Christoffer Pedersen :
> >>> Whopsy, i made have been too fast there..
> >>>
> >>> It seems to me that they have forgotten everything about hl2. (making
> >> portal 2, l4d1&2, hats for tf2,and the ob update for css).
> >>>
> >>> The only hl2 related update that they have done the last 2-3-4 years,
> is
> >> to port it to the ob engine, which they also did with css.
> >>>
> >>> It's time to wake up Valve, mostly EVERYONE knows you because of
> hl/hl2!
> >>>
> >>> /Chris
> >>>
> >>> Sent from my iPhone 4
> >>>
> >>> Den 23/06/2011 kl. 01.05 skrev Alexander Olofsson :
> >>>
>  The issue exists in everything source based, including mods and HL2:
> DM.
>  It's not a garry issue, it's a Valve issue.
> 
> 
>  --
>  //Alexander "Ace" Olofsson
>  ___
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> >> please visit:
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread ics
TF2 never has had such high issue with cheats as for example CS Source 
has but right now making TF2 free to play will attract cheaters. Lots of 
them.


VAC bans are delayed. This means that once player starts to cheat, he 
can do so for weeks without getting even caught in the first place. 
Someone might ask why would anyone do that - because they can. So when 
this "Valve treshold" kicks in, it's basically too long time to wait for 
something to happen and get the people who cheat removed from the 
system. They can go rampage from server to server, making everyones life 
miserable before they are being acted on. Yes, having active admins help 
but overall this will affect popuparity of this game unless something 
happens.


-ics

24.6.2011 12:35, AnAkIn . kirjoitti:

Maybe VAC should start banning cheaters based on their hardware, and maybe
really detect cheats.

2011/6/24 Flubber


There's also the possibility of basing the kick on the veteran medals.

2011/6/24 Ronny Schedel


Nothing at all. Thats the downside of all free games, the tons of

cheaters.

So what's to stop/prevent hackers from creating a new steam account and
rejoining our servers now that TF2 is free :\



Chris



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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread gameadmin
To start with, we need a ban system that triggers on IP but bans on account
(so all their alts are discovered as they reconnect)

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of lwf
> Sent: 24 June 2011 10:49
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Free-to-Play and hackers...
> 
> http://www.teamfortress.com/freetoplay/faq.php
> 
> "Q. Won't going Free to Play mean more griefers and cheaters?
> We're increasing our focus on making sure that hostile players can't
> ruin your fun. Specifically, we'll be keeping a close eye on players
> exploiting the ability to make infinite free accounts to bypass bans.
> We've built systems that'll allow us to measure and track what these
> players are doing, and respond quickly."
> 
> I can only assume Valve is talking about VAC bans which simply aren't
> good enough. It's one of many tools worthwhile to keep around, but you
> can't rely on it for anything.
> Unless they're going to let us stream server bans into whatever system
> they got there will effectively be no difference between a simple kick
> and a permanent ban anymore.
> 
> We've had to deal with cheaters using multiple accounts before,
> getting rid of them is more work, but doable. In the end we'll win,
> the cheater will run out of accounts and go somewhere else. But now,
> unless at least one server admin is present at all times to quickly
> respond and kick players we will be defenseless against a player
> deciding to mess with a specific server.
> 
> I see no alternative other than locking down servers.
> 
> 
> On Fri, Jun 24, 2011 at 03:51, Chris Oryschak 
> wrote:
> > So what's to stop/prevent hackers from creating a new steam account
> and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread lwf
http://www.teamfortress.com/freetoplay/faq.php

"Q. Won’t going Free to Play mean more griefers and cheaters?
We’re increasing our focus on making sure that hostile players can’t
ruin your fun. Specifically, we’ll be keeping a close eye on players
exploiting the ability to make infinite free accounts to bypass bans.
We’ve built systems that’ll allow us to measure and track what these
players are doing, and respond quickly."

I can only assume Valve is talking about VAC bans which simply aren’t
good enough. It's one of many tools worthwhile to keep around, but you
can't rely on it for anything.
Unless they're going to let us stream server bans into whatever system
they got there will effectively be no difference between a simple kick
and a permanent ban anymore.

We've had to deal with cheaters using multiple accounts before,
getting rid of them is more work, but doable. In the end we'll win,
the cheater will run out of accounts and go somewhere else. But now,
unless at least one server admin is present at all times to quickly
respond and kick players we will be defenseless against a player
deciding to mess with a specific server.

I see no alternative other than locking down servers.


On Fri, Jun 24, 2011 at 03:51, Chris Oryschak  wrote:
> So what's to stop/prevent hackers from creating a new steam account and
> rejoining our servers now that TF2 is free :\
>
>
>
> Chris
>
>
>
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread AnAkIn .
Maybe VAC should start banning cheaters based on their hardware, and maybe
really detect cheats.

2011/6/24 Flubber 

> There's also the possibility of basing the kick on the veteran medals.
>
> 2011/6/24 Ronny Schedel 
>
> > Nothing at all. Thats the downside of all free games, the tons of
> cheaters.
> >
> > > So what's to stop/prevent hackers from creating a new steam account and
> > > rejoining our servers now that TF2 is free :\
> > >
> > >
> > >
> > > Chris
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] First server crashes

2011-06-24 Thread gameadmin
Got 3 linux servers running for 5 to 7 hours now (forgot to disable the
auto-morning-restart on two of them) without problems - an 18 player arena
server, a 24 player barnblitz server, and a 32 player idle server (the
32-man).

However, we went to bed before we could be bothered to set up
sourcemod/metamod, which may be the cruicial difference.

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: 24 June 2011 09:55
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] First server crashes
> 
> Just to start the thread.
> 
> We experienced our first server crash, metamod/sourcemod fully updated,
> played map was pl_barnblitz, some 18-ish people ingame.
> 
> Anyone else already seeing crashes?
> 
> Saint K.
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[hlds_linux] First server crashes

2011-06-24 Thread Saint K .
Just to start the thread.

We experienced our first server crash, metamod/sourcemod fully updated, played 
map was pl_barnblitz, some 18-ish people ingame.

Anyone else already seeing crashes?

Saint K.
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Re: [hlds_linux] Max players penalty

2011-06-24 Thread Saint K .
Hi,

I am wondering about the same question. We have our servers setup with reserved 
slots, but they are hidden. So essentionally most of the times the server is on 
the correct 24 player limit, although the maxplayers is configured as 26 to 
allow reserved slot owners to join without having to kick others out or 
constantly leave a slot open.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel 
[i...@ronny-schedel.de]
Sent: 24 June 2011 08:53
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Max players penalty

Hello,

we are running a server with maxplayers set to 25, we have 1 reserved slot
which gets emptied all the time. We have set sv_visiblemaxplayers to 24.

The FAQ says:
Increasing the max player count above 24 will incur a matchmaking scorking
penalty, but will not disqualify you from the list.

My question: do you respect the sv_visiblemaxplayers setting or do we get
a penalty for having one reserved slot?

Best regards

Ronny Schedel


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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Flubber
There's also the possibility of basing the kick on the veteran medals.

2011/6/24 Ronny Schedel 

> Nothing at all. Thats the downside of all free games, the tons of cheaters.
>
> > So what's to stop/prevent hackers from creating a new steam account and
> > rejoining our servers now that TF2 is free :\
> >
> >
> >
> > Chris
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
>
>
>
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Re: [hlds_linux] Free to Play - Infinite piles of cheaters and griefers?

2011-06-24 Thread Matt
Besides the fact that VAC is crap and doesn't work for an inordinately 
large amount of cheating/hacking we see on our servers, what about all 
the bans in our sourcebans database against griefers, who aren't 
eligible for a VAC ban, or the racist douchebags we permban on a daily 
basis?  What about the people who spray porn and goatse all over our 
servers while we attempt to keep the activity on our servers at least 
slightly above the retard line?


I guess the good sourcemod devs are going to have to get together to 
find a way of identifying new ways to ban people based on what 
information it is possible to gather about a person's computer that is 
unique (or at least close enough to unique).


--Matt

On 06/24/2011 01:30 AM, Richard Eid wrote:

In the FAQ, Valve mentioned that they're working on something to battle
this.  My guess is that they'll probably try to track the patterns of people
who start to do this, so the system can quickly recognize those same
patterns in the future and be a little more proactive instead of reactive.
  I think Steam Guard could help a little here, too.  IP addresses can easily
be changed, new free accounts can be made, etc...  But Steam Guard is tied
to your PC so it could(maybe) be used to verify clients on your server.
  People only have so many PCs they can use.

Either way, I'm sure we'll be filled in on the details as soon as Valve has
something to announce.

  -Richard Eid


On Fri, Jun 24, 2011 at 2:15 AM, Flubber  wrote:


You keeding, we got VAC, the most powerful tools against cheating. :D

2011/6/24 Octo


I always felt like we saw a surge in cheaters and griefers directly after

a

super cheap sale of TF2.  Now that TF2 has went Free to Play is there

going

to be anything to try to limit how many steam accounts a cheater can

create?



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Re: [hlds_linux] Max players penalty

2011-06-24 Thread DarthNinja
It has to do with the increased_maxplayers server tag.

On Fri, Jun 24, 2011 at 2:53 AM, Ronny Schedel wrote:

> Hello,
>
> we are running a server with maxplayers set to 25, we have 1 reserved slot
> which gets emptied all the time. We have set sv_visiblemaxplayers to 24.
>
> The FAQ says:
> Increasing the max player count above 24 will incur a matchmaking scorking
> penalty, but will not disqualify you from the list.
>
> My question: do you respect the sv_visiblemaxplayers setting or do we get
> a penalty for having one reserved slot?
>
> Best regards
>
> Ronny Schedel
>
>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-24 Thread Claudio Beretta
both still available
http://imgkk.com/c/551-.png

Let's see how it will affect the population of servers not eligible for
quickplay...

On Fri, Jun 24, 2011 at 8:41 AM, Ronny Schedel wrote:

> I am on work now and can't check: is the old server browser still
> available? Is server join via console still available?
>
> I remember the pain in the ass with the Left 4 Dead matchmaking system...
>
>
> > We're preparing to release a mandatory Team Fortress 2 update this
> > afternoon. This update includes a new matchmaking system for clients. To
> > learn how you can use this to drive traffic to your server(s) follow this
> > link:
> >
> >   https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
> >
> > We have also put together a FAQ with extra info.  You can check it out
> > here:
> >
> >
> > -Eric
> >
> >
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