Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-05 Thread E3pO
Whoever does QA for Valve needs their job evaluated.

I can agree with that! What is the point of them making BETA game releases
to test things with if they do releases that break the production builds?
Releases for anything that isn't a beta game should be stable builds and
nothing more. Please stop breaking things for the real games. Break the beta
all you wish.


On Mon, Jul 4, 2011 at 5:28 PM, Ryan Morrison ryan.morriso...@gmail.comwrote:

 Probably off-topic, but Valve needs better testing overall. Every second
 patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
 etc). It's clear Valve doesn't test anything before release.

 Whoever does QA for Valve needs their job evaluated.

 On Mon, Jul 4, 2011 at 4:13 PM, James Botting bottswan...@googlemail.com
 wrote:

  My bad.
  I'm sure at this point that Valve are aware of the issue. Let's just
  hope for some better testing next time. And a quick fix for those who
  don't know about the workaround.
 
  On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:
 
   I do...
  
   I'm not discussing about the workaround...
  
   I'm just asking if they are aware of the problem and if we should
 expect
   similar downtimes again in future :|
  
   Il 04/07/2011 22:03, James Botting ha scritto:
   You have done the vphysics.so patch, right?
  
   On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
  
   So... 3 days has passed since the last pre-weekend update that broke
  all
   of our servers!
  
   tf2 crashing on changelevel (all the tf2 servers, not just mine) and
  css
   crashing even while starting.
  
   What is going on?
  
   How can hope to have a decent amount of servers online to take care
 of
   the massive influx of users with such an update policy?
   What are all the new users having troubles joining servers thinking
   about tf2?
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[hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Daniel Nilsson
Since yesterday 00:15 the matchmaking system suddenly stopped to give my 
server players.


What can be the situation

Running those maps:

pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
cp_badlands
cp_fastlane
ctf_turbine
cp_freight_final1


sv_tags:

sv_tags = HLstatsX:CE,_registered,cp ( def.  )
  notify
  - Server tags. Used to provide extra information to clients 
when they're browsing for servers. Separate tags with a comma.


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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-05 Thread Yaakov S
I'm more inclined to question if there is somebody who does QA for Valve in the 
first place.

On 05/07/2011, at 4:14 PM, E3pO wrote:

 Whoever does QA for Valve needs their job evaluated.
 
 I can agree with that! What is the point of them making BETA game releases
 to test things with if they do releases that break the production builds?
 Releases for anything that isn't a beta game should be stable builds and
 nothing more. Please stop breaking things for the real games. Break the beta
 all you wish.
 
 
 On Mon, Jul 4, 2011 at 5:28 PM, Ryan Morrison 
 ryan.morriso...@gmail.comwrote:
 
 Probably off-topic, but Valve needs better testing overall. Every second
 patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
 etc). It's clear Valve doesn't test anything before release.
 
 Whoever does QA for Valve needs their job evaluated.
 
 On Mon, Jul 4, 2011 at 4:13 PM, James Botting bottswan...@googlemail.com
 wrote:
 
 My bad.
 I'm sure at this point that Valve are aware of the issue. Let's just
 hope for some better testing next time. And a quick fix for those who
 don't know about the workaround.
 
 On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:
 
 I do...
 
 I'm not discussing about the workaround...
 
 I'm just asking if they are aware of the problem and if we should
 expect
 similar downtimes again in future :|
 
 Il 04/07/2011 22:03, James Botting ha scritto:
 You have done the vphysics.so patch, right?
 
 On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
 
 So... 3 days has passed since the last pre-weekend update that broke
 all
 of our servers!
 
 tf2 crashing on changelevel (all the tf2 servers, not just mine) and
 css
 crashing even while starting.
 
 What is going on?
 
 How can hope to have a decent amount of servers online to take care
 of
 the massive influx of users with such an update policy?
 What are all the new users having troubles joining servers thinking
 about tf2?
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Jonas Stendahl
Same here. Our most popular server is suddenly empty.

Maps:
pl_goldrush
pl_badwater
plr_pipeline
pl_hoodoo_final
pl_upward
plr_hightower
pl_thundermountain
pl_frontier_final
plr_nightfall_final
pl_barnblitz

sv_tags: _registered,payload,replays

On Tue, Jul 5, 2011 at 8:40 AM, Daniel Nilsson daniel.joki...@gmail.comwrote:

 Since yesterday 00:15 the matchmaking system suddenly stopped to give my
 server players.

 What can be the situation

 Running those maps:

 pl_badwater
 pl_goldrush
 cp_well
 cp_granary
 cp_dustbowl
 ctf_2fort
 ctf_well
 cp_badlands
 cp_fastlane
 ctf_turbine
 cp_freight_final1


 sv_tags:

 sv_tags = HLstatsX:CE,_registered,cp ( def.  )
  notify
  - Server tags. Used to provide extra information to clients when
 they're browsing for servers. Separate tags with a comma.

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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Jay Singh

I'm curious about this as well. I have my server registered, it's slightly 
going upward, the standing is good, but it doesn't look like anyone can connect 
through quick play.

 Date: Tue, 5 Jul 2011 08:40:05 +0200
 From: daniel.joki...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] TF2 Matchmaking system broken??
 
 Since yesterday 00:15 the matchmaking system suddenly stopped to give my 
 server players.
 
 What can be the situation
 
 Running those maps:
 
 pl_badwater
 pl_goldrush
 cp_well
 cp_granary
 cp_dustbowl
 ctf_2fort
 ctf_well
 cp_badlands
 cp_fastlane
 ctf_turbine
 cp_freight_final1
 
 
 sv_tags:
 
 sv_tags = HLstatsX:CE,_registered,cp ( def.  )
notify
- Server tags. Used to provide extra information to clients 
 when they're browsing for servers. Separate tags with a comma.
 
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Tom Grant
I have noticed my server would occasionally empty and not refill as quickly
as it does normally. I'm not sure if it has to do with the matchmaking
service or what, but for some reason after I restarted the server players
came back in droves.

On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh singh...@live.com wrote:


 I'm curious about this as well. I have my server registered, it's slightly
 going upward, the standing is good, but it doesn't look like anyone can
 connect through quick play.

  Date: Tue, 5 Jul 2011 08:40:05 +0200
  From: daniel.joki...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] TF2 Matchmaking system broken??
 
  Since yesterday 00:15 the matchmaking system suddenly stopped to give my
  server players.
 
  What can be the situation
 
  Running those maps:
 
  pl_badwater
  pl_goldrush
  cp_well
  cp_granary
  cp_dustbowl
  ctf_2fort
  ctf_well
  cp_badlands
  cp_fastlane
  ctf_turbine
  cp_freight_final1
 
 
  sv_tags:
 
  sv_tags = HLstatsX:CE,_registered,cp ( def.  )
 notify
 - Server tags. Used to provide extra information to clients
  when they're browsing for servers. Separate tags with a comma.
 
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Jay Singh

What do you have the start up map set to if you don't mind me asking?

 Date: Tue, 5 Jul 2011 03:18:20 -0400
 From: aksu...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
 
 I have noticed my server would occasionally empty and not refill as quickly
 as it does normally. I'm not sure if it has to do with the matchmaking
 service or what, but for some reason after I restarted the server players
 came back in droves.
 
 On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh singh...@live.com wrote:
 
 
  I'm curious about this as well. I have my server registered, it's slightly
  going upward, the standing is good, but it doesn't look like anyone can
  connect through quick play.
 
   Date: Tue, 5 Jul 2011 08:40:05 +0200
   From: daniel.joki...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] TF2 Matchmaking system broken??
  
   Since yesterday 00:15 the matchmaking system suddenly stopped to give my
   server players.
  
   What can be the situation
  
   Running those maps:
  
   pl_badwater
   pl_goldrush
   cp_well
   cp_granary
   cp_dustbowl
   ctf_2fort
   ctf_well
   cp_badlands
   cp_fastlane
   ctf_turbine
   cp_freight_final1
  
  
   sv_tags:
  
   sv_tags = HLstatsX:CE,_registered,cp ( def.  )
  notify
  - Server tags. Used to provide extra information to clients
   when they're browsing for servers. Separate tags with a comma.
  
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Tom Grant
cp_dustbowl. I'm only running a two map rotation between DB and pl_badwater.

On Tue, Jul 5, 2011 at 3:27 AM, Jay Singh singh...@live.com wrote:


 What do you have the start up map set to if you don't mind me asking?

  Date: Tue, 5 Jul 2011 03:18:20 -0400
  From: aksu...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
 
  I have noticed my server would occasionally empty and not refill as
 quickly
  as it does normally. I'm not sure if it has to do with the matchmaking
  service or what, but for some reason after I restarted the server players
  came back in droves.
 
  On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh singh...@live.com wrote:
 
  
   I'm curious about this as well. I have my server registered, it's
 slightly
   going upward, the standing is good, but it doesn't look like anyone can
   connect through quick play.
  
Date: Tue, 5 Jul 2011 08:40:05 +0200
From: daniel.joki...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 Matchmaking system broken??
   
Since yesterday 00:15 the matchmaking system suddenly stopped to give
 my
server players.
   
What can be the situation
   
Running those maps:
   
pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
cp_badlands
cp_fastlane
ctf_turbine
cp_freight_final1
   
   
sv_tags:
   
sv_tags = HLstatsX:CE,_registered,cp ( def.  )
   notify
   - Server tags. Used to provide extra information to
 clients
when they're browsing for servers. Separate tags with a comma.
   
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Jonas Stendahl
Restarting the server seems to have solved it for me.

On Tue, Jul 5, 2011 at 9:37 AM, Tom Grant aksu...@gmail.com wrote:

 cp_dustbowl. I'm only running a two map rotation between DB and
 pl_badwater.

 On Tue, Jul 5, 2011 at 3:27 AM, Jay Singh singh...@live.com wrote:

 
  What do you have the start up map set to if you don't mind me asking?
 
   Date: Tue, 5 Jul 2011 03:18:20 -0400
   From: aksu...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
  
   I have noticed my server would occasionally empty and not refill as
  quickly
   as it does normally. I'm not sure if it has to do with the matchmaking
   service or what, but for some reason after I restarted the server
 players
   came back in droves.
  
   On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh singh...@live.com wrote:
  
   
I'm curious about this as well. I have my server registered, it's
  slightly
going upward, the standing is good, but it doesn't look like anyone
 can
connect through quick play.
   
 Date: Tue, 5 Jul 2011 08:40:05 +0200
 From: daniel.joki...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] TF2 Matchmaking system broken??

 Since yesterday 00:15 the matchmaking system suddenly stopped to
 give
  my
 server players.

 What can be the situation

 Running those maps:

 pl_badwater
 pl_goldrush
 cp_well
 cp_granary
 cp_dustbowl
 ctf_2fort
 ctf_well
 cp_badlands
 cp_fastlane
 ctf_turbine
 cp_freight_final1


 sv_tags:

 sv_tags = HLstatsX:CE,_registered,cp ( def.  )
notify
- Server tags. Used to provide extra information to
  clients
 when they're browsing for servers. Separate tags with a comma.

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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Andreas Willinger
For me quickplay working fine on the first dedicated Server (Hetzner), the
two quickplay Servers always full.
But on the second dedicated the first Quickplay only having 25-26 players,
the second one empty (webtropia).

Yesterday the second quickplay also was full, so valve broke something
again.

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Gesendet: Dienstag, 05. Juli 2011 10:54
An: hlds_linux@list.valvesoftware.com
Betreff: hlds_linux Digest, Vol 41, Issue 33

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Re: Contents of hlds_linux digest...


Today's Topics:

   1. Re: TF2 Matchmaking system broken?? (Jay Singh)
   2. Re: TF2 Matchmaking system broken?? (Tom Grant)
   3. Re: TF2 Matchmaking system broken?? (Jay Singh)
   4. Re: TF2 Matchmaking system broken?? (Tom Grant)
   5. Re: TF2 Matchmaking system broken?? (Jonas Stendahl)


--

Message: 1
Date: Tue, 5 Jul 2011 03:10:15 -0400
From: Jay Singh singh...@live.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
Message-ID: blu141-w29c7f1a9b5cca6ef5f8ad5aa...@phx.gbl
Content-Type: text/plain; charset=iso-8859-1


I'm curious about this as well. I have my server registered, it's slightly
going upward, the standing is good, but it doesn't look like anyone can
connect through quick play.

 Date: Tue, 5 Jul 2011 08:40:05 +0200
 From: daniel.joki...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] TF2 Matchmaking system broken??
 
 Since yesterday 00:15 the matchmaking system suddenly stopped to give 
 my server players.
 
 What can be the situation
 
 Running those maps:
 
 pl_badwater
 pl_goldrush
 cp_well
 cp_granary
 cp_dustbowl
 ctf_2fort
 ctf_well
 cp_badlands
 cp_fastlane
 ctf_turbine
 cp_freight_final1
 
 
 sv_tags:
 
 sv_tags = HLstatsX:CE,_registered,cp ( def.  )
notify
- Server tags. Used to provide extra information to clients 
 when they're browsing for servers. Separate tags with a comma.
 
 ___
 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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Message: 2
Date: Tue, 5 Jul 2011 03:18:20 -0400
From: Tom Grant aksu...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Matchmaking system broken??
Message-ID:
capa2eqh4zd2wtnjhjv0gywea2o6gwm2mvo190whyzlbb_h1...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

I have noticed my server would occasionally empty and not refill as quickly
as it does normally. I'm not sure if it has to do with the matchmaking
service or what, but for some reason after I restarted the server players
came back in droves.

On Tue, Jul 5, 2011 at 3:10 AM, Jay Singh singh...@live.com wrote:


 I'm curious about this as well. I have my server registered, it's 
 slightly going upward, the standing is good, but it doesn't look like 
 anyone can connect through quick play.

  Date: Tue, 5 Jul 2011 08:40:05 +0200
  From: daniel.joki...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] TF2 Matchmaking system broken??
 
  Since yesterday 00:15 the matchmaking system suddenly stopped to 
  give my server players.
 
  What can be the situation
 
  Running those maps:
 
  pl_badwater
  pl_goldrush
  cp_well
  cp_granary
  cp_dustbowl
  ctf_2fort
  ctf_well
  cp_badlands
  cp_fastlane
  ctf_turbine
  cp_freight_final1
 
 
  sv_tags:
 
  sv_tags = HLstatsX:CE,_registered,cp ( def.  )
 notify
 - Server tags. Used to provide extra information to 
  clients when they're browsing for servers. Separate tags with a comma.
 
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  archives,
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Message: 3
Date: Tue, 5 Jul 2011 03:27:00 -0400
From: Jay Singh 

Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Jay Singh

Well don't I feel stupid. I didn't have the tf_server_identity_token value in 
quotations. 
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[hlds_linux] server token

2011-07-05 Thread Eric Riemers

Btw, if you have a box that runs on windows, and move it to linux. Keep the
ip and port number the same, will the token still be the same?
Or do you need to generate a new one? (same for visa versa)

Eric

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Re: [hlds_linux] server token

2011-07-05 Thread Jay Singh

I'm pretty sure you could do:
cl_gameserver_reset_identity account id

 Date: Tue, 5 Jul 2011 11:25:24 +0200
 From: riem...@binkey.nl
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] server token
 
 
 Btw, if you have a box that runs on windows, and move it to linux. Keep the
 ip and port number the same, will the token still be the same?
 Or do you need to generate a new one? (same for visa versa)
 
 Eric
 
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Re: [hlds_linux] server token

2011-07-05 Thread Bajdechi Nightbox Alexandru
Are you talking about Server Identity (cl_gameserver_create_identity) ? If
yes, these are generated client side and then assigned to a server, I don't
think it would be a problem.

2011/7/5 Jay Singh singh...@live.com


 I'm pretty sure you could do:
 cl_gameserver_reset_identity account id

  Date: Tue, 5 Jul 2011 11:25:24 +0200
  From: riem...@binkey.nl
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] server token
 
 
  Btw, if you have a box that runs on windows, and move it to linux. Keep
 the
  ip and port number the same, will the token still be the same?
  Or do you need to generate a new one? (same for visa versa)
 
  Eric
 
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Marco Padovan
same thing here

Il 05/07/2011 08:40, Daniel Nilsson ha scritto:
 Since yesterday 00:15 the matchmaking system suddenly stopped to give
 my server players.

 What can be the situation

 Running those maps:

 pl_badwater
 pl_goldrush
 cp_well
 cp_granary
 cp_dustbowl
 ctf_2fort
 ctf_well
 cp_badlands
 cp_fastlane
 ctf_turbine
 cp_freight_final1


 sv_tags:

 sv_tags = HLstatsX:CE,_registered,cp ( def.  )
   notify
   - Server tags. Used to provide extra information to clients
 when they're browsing for servers. Separate tags with a comma.

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[hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Peter Reinhold

Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P, 
i've started looking into reserving slots for our admins.


Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something illegal and risk my server 
banned, but is it possible to extend the playercount to, for instance, 
28, and still only have 24 public slots visible?


So, when an admin joins, playercount will be 25, and pub players are 
still disallowed, then when someone leaves, we are at 24, and pubs are 
still disallowed, but the admin is then moved to a public slot.


Is this possible in any way?


Kind Regards,

/Peter

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Kyle Sanderson
Does matchmaking not respect sv_visiblemaxplayers ? Try setting
maxplayers to 28 and setting sv_visiblemaxplayers to 24 and see if any
extra tags are appended. If no extra tags are added, you should be
good to go.

If not, please let me know.
Kyle.

On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dk wrote:
 Hi All,

 Due to the recent influx of players caused by Valve making TF2 F2P, i've
 started looking into reserving slots for our admins.

 Technical info, server is running the latest SourceMod.

 Anyway, I do not want to do something illegal and risk my server banned,
 but is it possible to extend the playercount to, for instance, 28, and still
 only have 24 public slots visible?

 So, when an admin joins, playercount will be 25, and pub players are still
 disallowed, then when someone leaves, we are at 24, and pubs are still
 disallowed, but the admin is then moved to a public slot.

 Is this possible in any way?


 Kind Regards,

 /Peter

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Re: [hlds_linux] TF2 and CSS not working since the last update - general problem

2011-07-05 Thread Saint K .
VALVe keeps things exciting, be it a bit annoying every now and then, but it's 
never boring with their updates around. 

:D

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [e...@wmclan.net]
Sent: 05 July 2011 08:14
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 and CSS not working since the last update - 
general problem

Whoever does QA for Valve needs their job evaluated.

I can agree with that! What is the point of them making BETA game releases
to test things with if they do releases that break the production builds?
Releases for anything that isn't a beta game should be stable builds and
nothing more. Please stop breaking things for the real games. Break the beta
all you wish.


On Mon, Jul 4, 2011 at 5:28 PM, Ryan Morrison ryan.morriso...@gmail.comwrote:

 Probably off-topic, but Valve needs better testing overall. Every second
 patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
 etc). It's clear Valve doesn't test anything before release.

 Whoever does QA for Valve needs their job evaluated.

 On Mon, Jul 4, 2011 at 4:13 PM, James Botting bottswan...@googlemail.com
 wrote:

  My bad.
  I'm sure at this point that Valve are aware of the issue. Let's just
  hope for some better testing next time. And a quick fix for those who
  don't know about the workaround.
 
  On 4 Jul 2011, at 21:10, Marco Padovan e...@evcz.tk wrote:
 
   I do...
  
   I'm not discussing about the workaround...
  
   I'm just asking if they are aware of the problem and if we should
 expect
   similar downtimes again in future :|
  
   Il 04/07/2011 22:03, James Botting ha scritto:
   You have done the vphysics.so patch, right?
  
   On 4 Jul 2011, at 21:00, Marco Padovan e...@evcz.tk wrote:
  
   So... 3 days has passed since the last pre-weekend update that broke
  all
   of our servers!
  
   tf2 crashing on changelevel (all the tf2 servers, not just mine) and
  css
   crashing even while starting.
  
   What is going on?
  
   How can hope to have a decent amount of servers online to take care
 of
   the massive influx of users with such an update policy?
   What are all the new users having troubles joining servers thinking
   about tf2?
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Jonas Stendahl
We're getting alot of players from matchmaking with maxplayers 25 and
sv_visiblemaxplayers 24 (with no extra tags added due to this). Don't know
if it has a bad effect on the server's matchmaking rating though, but
probably not.

On Tue, Jul 5, 2011 at 12:28 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Does matchmaking not respect sv_visiblemaxplayers ? Try setting
 maxplayers to 28 and setting sv_visiblemaxplayers to 24 and see if any
 extra tags are appended. If no extra tags are added, you should be
 good to go.

 If not, please let me know.
 Kyle.

 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:
  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2 F2P, i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
 banned,
  but is it possible to extend the playercount to, for instance, 28, and
 still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players are
 still
  disallowed, then when someone leaves, we are at 24, and pubs are still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Jeff Sugar
This is exactly what we do on our server. It works fine :) Tons of quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dkwrote:

 Hi All,

 Due to the recent influx of players caused by Valve making TF2 F2P, i've
 started looking into reserving slots for our admins.

 Technical info, server is running the latest SourceMod.

 Anyway, I do not want to do something illegal and risk my server banned,
 but is it possible to extend the playercount to, for instance, 28, and still
 only have 24 public slots visible?

 So, when an admin joins, playercount will be 25, and pub players are still
 disallowed, then when someone leaves, we are at 24, and pubs are still
 disallowed, but the admin is then moved to a public slot.

 Is this possible in any way?


 Kind Regards,

 /Peter

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
It's so buggy whith sv_maxvi... set to 24, i ve seen server reporting
26/24...

2011/7/5 Jeff Sugar jeffsu...@gmail.com

 This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2 F2P, i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
 banned,
  but is it possible to extend the playercount to, for instance, 28, and
 still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players are
 still
  disallowed, then when someone leaves, we are at 24, and pubs are still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Marco Padovan
I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2 F2P, i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
 banned,
  but is it possible to extend the playercount to, for instance, 28, and
 still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players are
 still
  disallowed, then when someone leaves, we are at 24, and pubs are still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Eric Riemers

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovan e...@evcz.tk wrote:
 I'm getting players with quickplay on my 32slots servers too... without
 cheating the sv_visiblemaxplayers value...
 
 my 32slots servers are constantly full...
 
 we are getting players because there's a lack of servers and too much
 players... expecially after the last update that broke all the linux
 servers
 :)
 
 On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 
 This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2 F2P,
  i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
 banned,
  but is it possible to extend the playercount to, for instance, 28, and
 still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players are
 still
  disallowed, then when someone leaves, we are at 24, and pubs are still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Alexander Bienzeisler

http://forums.alliedmods.net/showthread.php?t=72322

i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a) 
joins. i considered this the most satisfying solution.

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk  wrote:

I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com  wrote:


This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinholdpeter_va...@reinhold.dk

wrote:
Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P,
i've
started looking into reserving slots for our admins.

Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something illegal and risk my server

banned,

but is it possible to extend the playercount to, for instance, 28, and

still

only have 24 public slots visible?

So, when an admin joins, playercount will be 25, and pub players are

still

disallowed, then when someone leaves, we are at 24, and pubs are still
disallowed, but the admin is then moved to a public slot.

Is this possible in any way?


Kind Regards,

/Peter

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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Chris
Is there a way to tell if a client has connected from the matchmake system?
I know in the June 27th update they stated this:

Added a server console message when a player is sent to the server via the
matchmaking system


But watching the console i don't see anything about matchmaking.


Chris
On Tue, Jul 5, 2011 at 6:14 AM, Marco Padovan e...@evcz.tk wrote:

 same thing here

 Il 05/07/2011 08:40, Daniel Nilsson ha scritto:
  Since yesterday 00:15 the matchmaking system suddenly stopped to give
  my server players.
 
  What can be the situation
 
  Running those maps:
 
  pl_badwater
  pl_goldrush
  cp_well
  cp_granary
  cp_dustbowl
  ctf_2fort
  ctf_well
  cp_badlands
  cp_fastlane
  ctf_turbine
  cp_freight_final1
 
 
  sv_tags:
 
  sv_tags = HLstatsX:CE,_registered,cp ( def.  )
notify
- Server tags. Used to provide extra information to clients
  when they're browsing for servers. Separate tags with a comma.
 
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Re: [hlds_linux] Ghosts on server

2011-07-05 Thread 1nsane
Valve approved fake players, yay?

On Tue, Jul 5, 2011 at 1:07 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Psh. That's not too bad. I've seen servers (legit servers) full at
 54/54 when there are only 9 clients ingame.

 At the time of this writing I have 7 ghost clients (which isn't too
 bad, they come and they go).
 Kyle.

 On Mon, Jul 4, 2011 at 9:10 AM, ics i...@ics-base.net wrote:
  It's fixed if they say it's fixed ;)
 
  However, i restarted 2 servers this morning. One being 24 slot and having
 2
  ghosts over 24 hours of time and one being 30 slot, having 1 ghost over
 11
  hours.
 
  -ics
 
  4.7.2011 18:02, Kyle Sanderson kirjoitti:
 
  Indeed. This was most certainly not fixed by the last update.
 
  On Mon, Jul 4, 2011 at 6:23 AM, AnAkIn .anakin...@gmail.com  wrote:
 
  I've just had the same problem as well on my server. Player count is
  shown
  as 24/24 in Steam server browser and HLSW. If I do a rcon status,
 it's
  23/24. HLSW shows a ghost player which is connected since 30 min.
 
  2011/7/2 Ronny Schedeli...@ronny-schedel.de
 
  The problem with  sv_master_legacy_mode 0 is, the server does not
  respond
  with the full rules. Custom cvars are hidden. That's useless for
  querying
  the server from web pages.
 
  -Ursprüngliche Nachricht- From: Saul Rennison
  Sent: Saturday, July 02, 2011 3:02 PM
 
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Ghosts on server
 
  Not really, they said support for legacy masters would go at some
 point.
 
  On Saturday, 2 July 2011, Ronny Schedeli...@ronny-schedel.de
  wrote:
  gt; Really? That need to be fixed asap.
  gt;
  gt;
  gt;
  gt; -Ursprüngliche Nachricht- From: AnAkIn .
  gt; Sent: Saturday, July 02, 2011 2:11 PM
  gt; To: Half-Life dedicated Linux server mailing list
  gt; Subject: Re: [hlds_linux] Ghosts on server
  gt;
  gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at
  all.
  gt;
  gt; I had it set to 1 with the setmaster lines and my server was
  always empty. I
  gt; put it back to 0 and within 30 seconds my server was full.
  gt;
  gt; 2011/7/1lt;h...@gmx.comgt;
  gt;
  gt;
  gt; Try these until Valve fixes the problem:
  gt;
  gt;  sv_master_legacy_mode 1
  gt;  setmaster add 72.165.61.153:27015
  gt;  setmaster add 63.234.149.83:27011
  gt;  setmaster add 63.234.149.90:27011
  gt; - Original Message -
  gt; From: daniel jokiaho
  gt; Sent: 06/30/11 11:15 AM
  gt; To: Half-Life dedicated Linux server mailing list
  gt; Subject: [hlds_linux] Ghosts on server
  gt;
  gt;  Today when i wake up to go to work i noticed i have two ghosts
 on
  my
  tf2
  gt; server. I have no source tv. No replay. Server.cfg is almost
  default.
  How
  gt; can i get rid of them, without restart. My server is almost
 always
  full.
  gt; __**_ To unsubscribe,
  edit your
  gt; list preferences, or view the list archives, please visit:
  gt;
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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  gt; please visit:
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 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  gt;
  gt;
  gt;
  gt;
  gt;
  gt; --
  gt; Best regards,
  gt; AnAkIn,
  gt; -
  gt; ESL EU TF2 Admin
  gt; http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Eric Riemers

I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually didn't
go to that server anymore)

ofcourse with the massive amount of f2p players its a different story :)

On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler ch...@amd.co.at
wrote:
 http://forums.alliedmods.net/showthread.php?t=72322
 
 i'm using this right now.
 what it does is kicking a player when someone with the reserved flag (a) 
 joins. i considered this the most satisfying solution.
 Well i actually have some servers at visible players 31, and its still
 constantly full at 32.
 (mind you, there are no admins on it) perhaps it lets player in via
 /connect (could be my bad) that they know.

 And i do see constantly people trying to join, as if matchmaking sends
 new
 clients but they get a error message that its full anyways then.

 On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk  wrote:
 I'm getting players with quickplay on my 32slots servers too... without
 cheating the sv_visiblemaxplayers value...

 my 32slots servers are constantly full...

 we are getting players because there's a lack of servers and too much
 players... expecially after the last update that broke all the linux
 servers
 :)

 On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com  wrote:

 This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinholdpeter_va...@reinhold.dk
 wrote:
 Hi All,

 Due to the recent influx of players caused by Valve making TF2 F2P,
 i've
 started looking into reserving slots for our admins.

 Technical info, server is running the latest SourceMod.

 Anyway, I do not want to do something illegal and risk my server
 banned,
 but is it possible to extend the playercount to, for instance, 28,
and
 still
 only have 24 public slots visible?

 So, when an admin joins, playercount will be 25, and pub players are
 still
 disallowed, then when someone leaves, we are at 24, and pubs are
still
 disallowed, but the admin is then moved to a public slot.

 Is this possible in any way?


 Kind Regards,

 /Peter

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
Clearly Cbaseserver is the best slot system, but i'll add jamster immunity
Reserve Slots wich is geat if you have to manage a big community.
http://forums.alliedmods.net/showthread.php?t=93053highlight=immunity

2011/7/5 Alexander Bienzeisler ch...@amd.co.at

 http://forums.alliedmods.net/**showthread.php?t=72322http://forums.alliedmods.net/showthread.php?t=72322

 i'm using this right now.
 what it does is kicking a player when someone with the reserved flag (a)
 joins. i considered this the most satisfying solution.

  Well i actually have some servers at visible players 31, and its still
 constantly full at 32.
 (mind you, there are no admins on it) perhaps it lets player in via
 /connect (could be my bad) that they know.

 And i do see constantly people trying to join, as if matchmaking sends new
 clients but they get a error message that its full anyways then.

 On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk  wrote:

 I'm getting players with quickplay on my 32slots servers too... without
 cheating the sv_visiblemaxplayers value...

 my 32slots servers are constantly full...

 we are getting players because there's a lack of servers and too much
 players... expecially after the last update that broke all the linux
 servers
 :)

 On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com  wrote:

  This is exactly what we do on our server. It works fine :) Tons of
 quickplay
 people being sent our way even now.


 On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinholdpeter_valve@reinhold.**
 dk peter_va...@reinhold.dk

 wrote:
 Hi All,

 Due to the recent influx of players caused by Valve making TF2 F2P,
 i've
 started looking into reserving slots for our admins.

 Technical info, server is running the latest SourceMod.

 Anyway, I do not want to do something illegal and risk my server

 banned,

 but is it possible to extend the playercount to, for instance, 28, and

 still

 only have 24 public slots visible?

 So, when an admin joins, playercount will be 25, and pub players are

 still

 disallowed, then when someone leaves, we are at 24, and pubs are still
 disallowed, but the admin is then moved to a public slot.

 Is this possible in any way?


 Kind Regards,

 /Peter

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.

2011/7/5 Eric Riemers riem...@binkey.nl


 I never want to kick people playing just because a admin comes and joins..
 i really hate that. (and did when i was a regular player, i actually didn't
 go to that server anymore)

 ofcourse with the massive amount of f2p players its a different story :)

 On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler ch...@amd.co.at
 
 wrote:
  http://forums.alliedmods.net/showthread.php?t=72322
 
  i'm using this right now.
  what it does is kicking a player when someone with the reserved flag (a)
  joins. i considered this the most satisfying solution.
  Well i actually have some servers at visible players 31, and its still
  constantly full at 32.
  (mind you, there are no admins on it) perhaps it lets player in via
  /connect (could be my bad) that they know.
 
  And i do see constantly people trying to join, as if matchmaking sends
  new
  clients but they get a error message that its full anyways then.
 
  On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk  wrote:
  I'm getting players with quickplay on my 32slots servers too... without
  cheating the sv_visiblemaxplayers value...
 
  my 32slots servers are constantly full...
 
  we are getting players because there's a lack of servers and too much
  players... expecially after the last update that broke all the linux
  servers
  :)
 
  On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com
  wrote:
 
  This is exactly what we do on our server. It works fine :) Tons of
  quickplay
  people being sent our way even now.
 
 
  On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold
 peter_va...@reinhold.dk
  wrote:
  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2 F2P,
  i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
  banned,
  but is it possible to extend the playercount to, for instance, 28,
 and
  still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players are
  still
  disallowed, then when someone leaves, we are at 24, and pubs are
 still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread steve grout
We use a modified version of the built in soucrmod reserved slots system 
set so it doesn't kick people when an admin joins (29 slot server using 
sv_visiblemaxplayers 24) the only thing then is it will kick on map 
change to free up the reserved slots and also if everyone uses the 5 
reserved slots it becomes a 29 man server but it soon goes back to 24 
through people leaving.


Our servers are full almost all the time.

On 05/07/2011 16:33, Flubber wrote:

Well it's important to have accès for admin you don't want to give the rcon,
so it's a necessity i'll say.

2011/7/5 Eric Riemersriem...@binkey.nl


I never want to kick people playing just because a admin comes and joins..
i really hate that. (and did when i was a regular player, i actually didn't
go to that server anymore)

ofcourse with the massive amount of f2p players its a different story :)

On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeislerch...@amd.co.at
wrote:

http://forums.alliedmods.net/showthread.php?t=72322

i'm using this right now.
what it does is kicking a player when someone with the reserved flag (a)
joins. i considered this the most satisfying solution.

Well i actually have some servers at visible players 31, and its still
constantly full at 32.
(mind you, there are no admins on it) perhaps it lets player in via
/connect (could be my bad) that they know.

And i do see constantly people trying to join, as if matchmaking sends
new
clients but they get a error message that its full anyways then.

On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk   wrote:

I'm getting players with quickplay on my 32slots servers too... without
cheating the sv_visiblemaxplayers value...

my 32slots servers are constantly full...

we are getting players because there's a lack of servers and too much
players... expecially after the last update that broke all the linux
servers
:)

On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com

  wrote:

This is exactly what we do on our server. It works fine :) Tons of
quickplay
people being sent our way even now.


On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold

peter_va...@reinhold.dk

wrote:
Hi All,

Due to the recent influx of players caused by Valve making TF2 F2P,
i've
started looking into reserving slots for our admins.

Technical info, server is running the latest SourceMod.

Anyway, I do not want to do something illegal and risk my server

banned,

but is it possible to extend the playercount to, for instance, 28,

and

still

only have 24 public slots visible?

So, when an admin joins, playercount will be 25, and pub players are

still

disallowed, then when someone leaves, we are at 24, and pubs are

still

disallowed, but the admin is then moved to a public slot.

Is this possible in any way?


Kind Regards,

/Peter

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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Eric Riemers
You can always give them access to webgui of sourcebans i believe, and let
them issue commands there on the gui..

but thats another story all together :)

On Tue, 5 Jul 2011 17:33:58 +0200, Flubber flub...@gmail.com wrote:
 Well it's important to have accès for admin you don't want to give the
 rcon,
 so it's a necessity i'll say.
 
 2011/7/5 Eric Riemers riem...@binkey.nl
 

 I never want to kick people playing just because a admin comes and
 joins..
 i really hate that. (and did when i was a regular player, i actually
 didn't
 go to that server anymore)

 ofcourse with the massive amount of f2p players its a different story :)

 On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler
 ch...@amd.co.at
 
 wrote:
  http://forums.alliedmods.net/showthread.php?t=72322
 
  i'm using this right now.
  what it does is kicking a player when someone with the reserved flag
  (a)
  joins. i considered this the most satisfying solution.
  Well i actually have some servers at visible players 31, and its
still
  constantly full at 32.
  (mind you, there are no admins on it) perhaps it lets player in via
  /connect (could be my bad) that they know.
 
  And i do see constantly people trying to join, as if matchmaking
sends
  new
  clients but they get a error message that its full anyways then.
 
  On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk 
wrote:
  I'm getting players with quickplay on my 32slots servers too...
  without
  cheating the sv_visiblemaxplayers value...
 
  my 32slots servers are constantly full...
 
  we are getting players because there's a lack of servers and too
much
  players... expecially after the last update that broke all the linux
  servers
  :)
 
  On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com
  wrote:
 
  This is exactly what we do on our server. It works fine :) Tons of
  quickplay
  people being sent our way even now.
 
 
  On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold
 peter_va...@reinhold.dk
  wrote:
  Hi All,
 
  Due to the recent influx of players caused by Valve making TF2
F2P,
  i've
  started looking into reserving slots for our admins.
 
  Technical info, server is running the latest SourceMod.
 
  Anyway, I do not want to do something illegal and risk my server
  banned,
  but is it possible to extend the playercount to, for instance, 28,
 and
  still
  only have 24 public slots visible?
 
  So, when an admin joins, playercount will be 25, and pub players
  are
  still
  disallowed, then when someone leaves, we are at 24, and pubs are
 still
  disallowed, but the admin is then moved to a public slot.
 
  Is this possible in any way?
 
 
  Kind Regards,
 
  /Peter
 
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Eli Witt
That means you're not getting any. Are you running any blacklisted cvars,
like tf_damage_disablespread?



On Tue, Jul 5, 2011 at 10:51 AM, Chris ch...@oryschak.com wrote:

 Is there a way to tell if a client has connected from the matchmake system?
 I know in the June 27th update they stated this:

 Added a server console message when a player is sent to the server via the
 matchmaking system


 But watching the console i don't see anything about matchmaking.


 Chris
 On Tue, Jul 5, 2011 at 6:14 AM, Marco Padovan e...@evcz.tk wrote:

  same thing here
 
  Il 05/07/2011 08:40, Daniel Nilsson ha scritto:
   Since yesterday 00:15 the matchmaking system suddenly stopped to give
   my server players.
  
   What can be the situation
  
   Running those maps:
  
   pl_badwater
   pl_goldrush
   cp_well
   cp_granary
   cp_dustbowl
   ctf_2fort
   ctf_well
   cp_badlands
   cp_fastlane
   ctf_turbine
   cp_freight_final1
  
  
   sv_tags:
  
   sv_tags = HLstatsX:CE,_registered,cp ( def.  )
 notify
 - Server tags. Used to provide extra information to clients
   when they're browsing for servers. Separate tags with a comma.
  
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Re: [hlds_linux] Reserved Slots beyond 24 on a TF2 server

2011-07-05 Thread Flubber
I like that people know that they are being watched. For the tranquility of
normal players and to discouraged lamers/cheaters.

2011/7/5 Eric Riemers riem...@binkey.nl

 You can always give them access to webgui of sourcebans i believe, and let
 them issue commands there on the gui..

 but thats another story all together :)

 On Tue, 5 Jul 2011 17:33:58 +0200, Flubber flub...@gmail.com wrote:
  Well it's important to have accès for admin you don't want to give the
  rcon,
  so it's a necessity i'll say.
 
  2011/7/5 Eric Riemers riem...@binkey.nl
 
 
  I never want to kick people playing just because a admin comes and
  joins..
  i really hate that. (and did when i was a regular player, i actually
  didn't
  go to that server anymore)
 
  ofcourse with the massive amount of f2p players its a different story :)
 
  On Tue, 05 Jul 2011 16:46:53 +0200, Alexander Bienzeisler
  ch...@amd.co.at
  
  wrote:
   http://forums.alliedmods.net/showthread.php?t=72322
  
   i'm using this right now.
   what it does is kicking a player when someone with the reserved flag
   (a)
   joins. i considered this the most satisfying solution.
   Well i actually have some servers at visible players 31, and its
 still
   constantly full at 32.
   (mind you, there are no admins on it) perhaps it lets player in via
   /connect (could be my bad) that they know.
  
   And i do see constantly people trying to join, as if matchmaking
 sends
   new
   clients but they get a error message that its full anyways then.
  
   On Tue, 5 Jul 2011 14:13:45 +0200, Marco Padovane...@evcz.tk
 wrote:
   I'm getting players with quickplay on my 32slots servers too...
   without
   cheating the sv_visiblemaxplayers value...
  
   my 32slots servers are constantly full...
  
   we are getting players because there's a lack of servers and too
 much
   players... expecially after the last update that broke all the linux
   servers
   :)
  
   On Tue, Jul 5, 2011 at 1:55 PM, Jeff Sugarjeffsu...@gmail.com
   wrote:
  
   This is exactly what we do on our server. It works fine :) Tons of
   quickplay
   people being sent our way even now.
  
  
   On Tue, Jul 5, 2011 at 3:22 AM, Peter Reinhold
  peter_va...@reinhold.dk
   wrote:
   Hi All,
  
   Due to the recent influx of players caused by Valve making TF2
 F2P,
   i've
   started looking into reserving slots for our admins.
  
   Technical info, server is running the latest SourceMod.
  
   Anyway, I do not want to do something illegal and risk my server
   banned,
   but is it possible to extend the playercount to, for instance, 28,
  and
   still
   only have 24 public slots visible?
  
   So, when an admin joins, playercount will be 25, and pub players
   are
   still
   disallowed, then when someone leaves, we are at 24, and pubs are
  still
   disallowed, but the admin is then moved to a public slot.
  
   Is this possible in any way?
  
  
   Kind Regards,
  
   /Peter
  
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread Chris
The server fills up right away assuming they are matchmaker players.  It's
vanilla and 24man.  So i think it's working I just don't see any console
messages to indicate they have come from the match making system.

What console messages do you see when they connect?  Maybe i'm missing
them...

On Tue, Jul 5, 2011 at 12:26 PM, Eli Witt eliw...@gmail.com wrote:

 That means you're not getting any. Are you running any blacklisted cvars,
 like tf_damage_disablespread?



 On Tue, Jul 5, 2011 at 10:51 AM, Chris ch...@oryschak.com wrote:

  Is there a way to tell if a client has connected from the matchmake
 system?
  I know in the June 27th update they stated this:
 
  Added a server console message when a player is sent to the server via
 the
  matchmaking system
 
 
  But watching the console i don't see anything about matchmaking.
 
 
  Chris
  On Tue, Jul 5, 2011 at 6:14 AM, Marco Padovan e...@evcz.tk wrote:
 
   same thing here
  
   Il 05/07/2011 08:40, Daniel Nilsson ha scritto:
Since yesterday 00:15 the matchmaking system suddenly stopped to give
my server players.
   
What can be the situation
   
Running those maps:
   
pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
cp_badlands
cp_fastlane
ctf_turbine
cp_freight_final1
   
   
sv_tags:
   
sv_tags = HLstatsX:CE,_registered,cp ( def.  )
  notify
  - Server tags. Used to provide extra information to clients
when they're browsing for servers. Separate tags with a comma.
   
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Re: [hlds_linux] TF2 Matchmaking system broken??

2011-07-05 Thread ics
I have 2 servers running stock maps only and ive not seen that message 
either. The servers fill up from regular players through matchmaking 
system and i know this for a fact as the newest one has been full 3 days 
in a row full that i just lately opened. How else could the folks get in 
there and the others, more longer being online stay a bit more quiet at 
certain time of the day than the 2 others.


-ics

5.7.2011 20:32, Chris kirjoitti:

The server fills up right away assuming they are matchmaker players.  It's
vanilla and 24man.  So i think it's working I just don't see any console
messages to indicate they have come from the match making system.

What console messages do you see when they connect?  Maybe i'm missing
them...

On Tue, Jul 5, 2011 at 12:26 PM, Eli Witteliw...@gmail.com  wrote:


That means you're not getting any. Are you running any blacklisted cvars,
like tf_damage_disablespread?



On Tue, Jul 5, 2011 at 10:51 AM, Chrisch...@oryschak.com  wrote:


Is there a way to tell if a client has connected from the matchmake

system?

I know in the June 27th update they stated this:

Added a server console message when a player is sent to the server via

the

matchmaking system


But watching the console i don't see anything about matchmaking.


Chris
On Tue, Jul 5, 2011 at 6:14 AM, Marco Padovane...@evcz.tk  wrote:


same thing here

Il 05/07/2011 08:40, Daniel Nilsson ha scritto:

Since yesterday 00:15 the matchmaking system suddenly stopped to give
my server players.

What can be the situation

Running those maps:

pl_badwater
pl_goldrush
cp_well
cp_granary
cp_dustbowl
ctf_2fort
ctf_well
cp_badlands
cp_fastlane
ctf_turbine
cp_freight_final1


sv_tags:

sv_tags = HLstatsX:CE,_registered,cp ( def.  )
   notify
   - Server tags. Used to provide extra information to clients
when they're browsing for servers. Separate tags with a comma.

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[hlds_linux] Linux Dedicated Server Update

2011-07-05 Thread Jason Ruymen
Updates to the Linux dedicated server are now available.  The specific changes 
include:

- Fixed a Linux dedicated server crash in vphysics.so

Jason


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Re: [hlds_linux] Zombie player slots?

2011-07-05 Thread Kyle Sanderson
Hi Fletch,

If I can recall correctly from before, it's to do with clients timing
out during a certain phase in the connection process. My guess is that
it's either a kick for having a hacked client, or for VAC. I should
probably note crafting our own A2S_INFO replies work.

If anyone's interested in a short term fix, check out the now very
polluted thread on AM.
https://forums.alliedmods.net/showthread.php?t=134373

Kyle.

On Tue, Jul 5, 2011 at 11:04 AM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Help!



 Can you please describe exactly what happened when you saw the zombie
 players in a bit more detail?

 Do you have any logs from that period?

 Have you observed any patterns in the types of players that leave zombie
 slots behind?

 Do you have any theories as to what triggers the bug?



 I want the player count to always be accurate.  And I really want to get
 this bug fixed.



 Any help you can provide is greatly appreciated.



 Thanks,

 - Fletch

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