Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread Jeff Sugar
Alltalk has no bearing on quickplay. Valve learned their lesson on that
after the Custom tab fiasco :P


On Sun, Jul 10, 2011 at 9:36 PM, Harry Strongburg wrote:

> On Mon, Jul 11, 2011 at 12:16:29AM -0400, E3pO wrote:
> > I have a few questions.. Does -insecure take you out of quickplay? Also
> > curious if alltalk breaks it as well.
>
> Yes, your server needs to have VAC enabled. I am unsure about alltalk,
> but I think it does not change anything.
> 
>
> ___
> 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


Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread Harry Strongburg
On Mon, Jul 11, 2011 at 12:16:29AM -0400, E3pO wrote:
> I have a few questions.. Does -insecure take you out of quickplay? Also
> curious if alltalk breaks it as well.

Yes, your server needs to have VAC enabled. I am unsure about alltalk, 
but I think it does not change anything. 


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


Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread E3pO
I have a few questions.. Does -insecure take you out of quickplay? Also
curious if alltalk breaks it as well.

I setup a quickplay server and had 14 people on it (friends that i invited
in). We played for quite awhile and didn't get any quickplay traffic.

Server is vanilla other then added sourcemod and hlstatx. No custom cvars
set and alltalk was off. Sv_tags say _registered and hlstats.

Thanks.

On Sun, Jul 10, 2011 at 11:14 PM, DarthNinja wrote:

> It's my understanding that if the server is on a custom map, you will get
> no
> quickplay traffic until the map changes to a stock map.
> I'd like to see Valve add a tick-box option for players to "Allow custom
> maps".
>
>
> On Sun, Jul 10, 2011 at 7:39 PM, Sazpaimon  wrote:
>
> > I believe it simply does not send you any quickplay traffic. I have
> TF2Ware
> > on my stock rotation server, and occasionally people nominate it. Once
> > that's done and we move on to a stock map, quickplay traffic comes
> flooding
> > in.
> >
> >
> > On 7/10/2011 7:03 PM, msleeper wrote:
> >
> >> Also, what exactly is the penalty for a custom map coming up on an
> >> otherwise stock rotation? Does it wipe your reputation entirely or
> >> does it simply just not send quickplay traffic to you when there is a
> >> custom map playing?
> >>
> >> What are the chances of some sort of mechanism to allow quickplay
> >> clients to be able to join custom map quick play servers?
> >>
> >> On Sun, Jul 10, 2011 at 6:49 PM, msleeper ismsleeperwrong.com>
> >>  wrote:
> >>
> >>> "Payload is the default game mode choice.  You might get more
> >>> quickplay traffic on payload maps."
> >>>
> >>> Do you have any other data like this to help us figure out the best
> >>> quick play servers to run? Do you have a quickplay-optimal server.cfg
> >>> we should be using (replay enabled, voting enabled, etc.)? Could you
> >>> post the server.cfg that the Valve servers are using as an example?
> >>>
> >>> On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
> >>>   wrote:
> >>>
>  If you want to know if matchmaking is working or not, looking at your
>  own
>  server will tell you very little.  You have to play the game.  Our
>  current
>  goals for quickplay are pretty limited: to match players (especially
> new
>  players, who we expect to be the ones using this feature) to the best
>  server
>  for them.  In other words, we define success solely from the client's
>  perspective.  We don't have any criteria that attempts to optimize
>  results
>  from servers' perspective, with the exception of reducing unwanted
>  traffic
>  (in the form of query pings or quickplay player traffic in general).
>  Last weekend (July 2) all of the Valve servers went down.  This
>  undoubtedly
>  sent a lot of quickplay traffic your way.  Then, on Monday, they came
>  back
>  up.  This almost certainly resulted in less quickplay traffic coming
>  your
>  way.  Our overall player counts are reduced since the initial surge,
> but
>  we
>  still have a pretty large number of Valve servers up.  I'd guess that
>  ratio
>  of Valve servers versus players using quickplay is the single largest
>  factor
>  in determining how much quickplay traffic comes your way.
>  On the other hand, last week's update reduced the scoring advantage
> that
>  Valve servers get.  We are still tweaking this.  We may make the
> scoring
>  advantage a function of player experience, to get totally new players
> on
>  Valve servers, but over time transition them into the general
>  population.
>  Payload is the default game mode choice.  You might get more quickplay
>  traffic on payload maps.
>  We are experimenting with certain rules changes being score penalties
>  rather
>  than deal-breakers.  (nocrits is the first test.)  But right now,
> there
>  are
>  so many good Valve servers available, unless your server is vanilla
> with
>  a
>  good ping and 15-20 players in it, most clients will score the Valve
>  server
>  higher anyway, so pretty much any scoring penalty can effectively rule
>  you
>  out.  This is just a function of the number of players and the number
> of
>  (Valve) servers.
>  The fix for the replay off-by-one player count bug should be in the
> next
>  update.  We have received some helpful reports about zombie players
> and
>  hopefully will have that fixed, too.  We also read the suggestions for
>  how
>  our codebase could be improved and features implemented more simply.
>   Rest
>  assured that those suggestions are being given all the attention they
>  deserve.
>  The reputation scoring system will take some time to tune.  Currently
> it
>  can
>  be dwarfed by the other factors.  We are not certain it is the best
> long
>  term solution, perhaps creating a more persistent server identity at
> the
>  Stea

Re: [hlds_linux] Server Crashing

2011-07-10 Thread Harry Strongburg
On Sun, Jul 10, 2011 at 10:01:16PM -0500, Juan Camilo Daza Devia wrote:
> Where set unlimit -c??

Probably the terminal where you start the server from.

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


Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread DarthNinja
It's my understanding that if the server is on a custom map, you will get no
quickplay traffic until the map changes to a stock map.
I'd like to see Valve add a tick-box option for players to "Allow custom
maps".


On Sun, Jul 10, 2011 at 7:39 PM, Sazpaimon  wrote:

> I believe it simply does not send you any quickplay traffic. I have TF2Ware
> on my stock rotation server, and occasionally people nominate it. Once
> that's done and we move on to a stock map, quickplay traffic comes flooding
> in.
>
>
> On 7/10/2011 7:03 PM, msleeper wrote:
>
>> Also, what exactly is the penalty for a custom map coming up on an
>> otherwise stock rotation? Does it wipe your reputation entirely or
>> does it simply just not send quickplay traffic to you when there is a
>> custom map playing?
>>
>> What are the chances of some sort of mechanism to allow quickplay
>> clients to be able to join custom map quick play servers?
>>
>> On Sun, Jul 10, 2011 at 6:49 PM, 
>> msleeper>
>>  wrote:
>>
>>> "Payload is the default game mode choice.  You might get more
>>> quickplay traffic on payload maps."
>>>
>>> Do you have any other data like this to help us figure out the best
>>> quick play servers to run? Do you have a quickplay-optimal server.cfg
>>> we should be using (replay enabled, voting enabled, etc.)? Could you
>>> post the server.cfg that the Valve servers are using as an example?
>>>
>>> On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
>>>   wrote:
>>>
 If you want to know if matchmaking is working or not, looking at your
 own
 server will tell you very little.  You have to play the game.  Our
 current
 goals for quickplay are pretty limited: to match players (especially new
 players, who we expect to be the ones using this feature) to the best
 server
 for them.  In other words, we define success solely from the client's
 perspective.  We don't have any criteria that attempts to optimize
 results
 from servers' perspective, with the exception of reducing unwanted
 traffic
 (in the form of query pings or quickplay player traffic in general).
 Last weekend (July 2) all of the Valve servers went down.  This
 undoubtedly
 sent a lot of quickplay traffic your way.  Then, on Monday, they came
 back
 up.  This almost certainly resulted in less quickplay traffic coming
 your
 way.  Our overall player counts are reduced since the initial surge, but
 we
 still have a pretty large number of Valve servers up.  I'd guess that
 ratio
 of Valve servers versus players using quickplay is the single largest
 factor
 in determining how much quickplay traffic comes your way.
 On the other hand, last week's update reduced the scoring advantage that
 Valve servers get.  We are still tweaking this.  We may make the scoring
 advantage a function of player experience, to get totally new players on
 Valve servers, but over time transition them into the general
 population.
 Payload is the default game mode choice.  You might get more quickplay
 traffic on payload maps.
 We are experimenting with certain rules changes being score penalties
 rather
 than deal-breakers.  (nocrits is the first test.)  But right now, there
 are
 so many good Valve servers available, unless your server is vanilla with
 a
 good ping and 15-20 players in it, most clients will score the Valve
 server
 higher anyway, so pretty much any scoring penalty can effectively rule
 you
 out.  This is just a function of the number of players and the number of
 (Valve) servers.
 The fix for the replay off-by-one player count bug should be in the next
 update.  We have received some helpful reports about zombie players and
 hopefully will have that fixed, too.  We also read the suggestions for
 how
 our codebase could be improved and features implemented more simply.
  Rest
 assured that those suggestions are being given all the attention they
 deserve.
 The reputation scoring system will take some time to tune.  Currently it
 can
 be dwarfed by the other factors.  We are not certain it is the best long
 term solution, perhaps creating a more persistent server identity at the
 Steam level is better.  For example, so you can change your IP and not
 lose
 all of your loyal players who added your server to their favorites list.
  We
 have heard you loud and clear on this point and it is something I
 personally
 am very interested in working on.  Having a less anonymous system will
 benefit good servers and players and is a good thing all around.
 Your humble servant.
 - Fletch
 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds

Re: [hlds_linux] Server Crashing

2011-07-10 Thread Juan Camilo Daza Devia
Excuseme . but for my screen dont show all line.

Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
>> +maxplayers 32 +map de_dust2 +ip 206.217.143.131 -port 27016 -restart
+exec server.cfg-autoupdate -debug -pidfile hlds.25906.pid

Where set unlimit -c??



-


2011/7/9 E3pO 

> Should that be autoupdate instead of autoupdat$
> On Jul 9, 2011 4:42 PM, "Juan Camilo Daza Devia" <
> juancamilodd2...@gmail.com>
> wrote:
> > Thanks for yours replys.
> >
> >
> > This is errors:
> >
> > 1o *sometimes at startup*
> > *
> > *
> >
> >> ./hlds_run: line 321: 10329 Segmentation fault (core dumped)
> >> $HL_CMD
> >> ./hlds_run: line 207: gdb: command not found
> >> email debug.log to li...@valvesoftware.com
> >
> >
> > 2o *sometimes at startup*
> >
> >> ERROR: ld.so: object './hlshield.so' from LD_PRELOAD cannot be
> >> preloaded: ignored.
> >
> >
> > 3o *debug.log*
> > *
> > *
> >
> >> CRASH: Sat Jul 9 07:58:37 EDT 2011
> >> Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1
> >> +maxplayers 32 +map de_dust2 +ip 206.217.143.131 -port 27016 -restart
> +exec
> >> server.cfg -autoupdat$
> >> End of crash report
> >> --
> >> --
> >> CRASH: Sat Jul 9 08:28:14 EDT 2011
> >> Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
> >> +maxplayers 32 +map de_dust2 +ip 206.217.143.131 -port 27016 -restart
> +exec
> >> server.cfg -autoupdat$
> >> End of crash report
> >> --
> >> --
> >> CRASH: Sat Jul 9 11:07:21 EDT 2011
> >> Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
> >> +maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart
> +exec
> >> server.cfg -autoupdat$
> >> End of crash report
> >> --
> >> --
> >> CRASH: Sat Jul 9 11:09:21 EDT 2011
> >> Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
> >> +maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart
> >> +exec server.cfg -autoupdat$
> >> End of crash report
> >> --
> >> --
> >> CRASH: Sat Jul 9 11:10:13 EDT 2011
> >> Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
> >> +maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart
> >> +exec server.cfg -autoupdat$
> >> End of crash report
> >> --
> >> --
> >> CRASH: Sat Jul 9 11:25:53 EDT 2011
> >> Start Line: ./hlds_i686 -binary ./hlds_i686 -game cstrike -pingboost 2
> >> -sys_ticrate 1000 +maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port
> >> 27016 -restart -debug +$
> >> End of crash report
> >> --
> >
> >
> > Again Thanks for your help.
> >
> > Salu2
> > ___
> > 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
>



-- 
JuAnK
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread Sazpaimon
I believe it simply does not send you any quickplay traffic. I have 
TF2Ware on my stock rotation server, and occasionally people nominate 
it. Once that's done and we move on to a stock map, quickplay traffic 
comes flooding in.


On 7/10/2011 7:03 PM, msleeper wrote:

Also, what exactly is the penalty for a custom map coming up on an
otherwise stock rotation? Does it wipe your reputation entirely or
does it simply just not send quickplay traffic to you when there is a
custom map playing?

What are the chances of some sort of mechanism to allow quickplay
clients to be able to join custom map quick play servers?

On Sun, Jul 10, 2011 at 6:49 PM, msleeper  wrote:

"Payload is the default game mode choice.  You might get more
quickplay traffic on payload maps."

Do you have any other data like this to help us figure out the best
quick play servers to run? Do you have a quickplay-optimal server.cfg
we should be using (replay enabled, voting enabled, etc.)? Could you
post the server.cfg that the Valve servers are using as an example?

On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
  wrote:

If you want to know if matchmaking is working or not, looking at your own
server will tell you very little.  You have to play the game.  Our current
goals for quickplay are pretty limited: to match players (especially new
players, who we expect to be the ones using this feature) to the best server
for them.  In other words, we define success solely from the client's
perspective.  We don't have any criteria that attempts to optimize results
from servers' perspective, with the exception of reducing unwanted traffic
(in the form of query pings or quickplay player traffic in general).
Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
sent a lot of quickplay traffic your way.  Then, on Monday, they came back
up.  This almost certainly resulted in less quickplay traffic coming your
way.  Our overall player counts are reduced since the initial surge, but we
still have a pretty large number of Valve servers up.  I'd guess that ratio
of Valve servers versus players using quickplay is the single largest factor
in determining how much quickplay traffic comes your way.
On the other hand, last week's update reduced the scoring advantage that
Valve servers get.  We are still tweaking this.  We may make the scoring
advantage a function of player experience, to get totally new players on
Valve servers, but over time transition them into the general population.
Payload is the default game mode choice.  You might get more quickplay
traffic on payload maps.
We are experimenting with certain rules changes being score penalties rather
than deal-breakers.  (nocrits is the first test.)  But right now, there are
so many good Valve servers available, unless your server is vanilla with a
good ping and 15-20 players in it, most clients will score the Valve server
higher anyway, so pretty much any scoring penalty can effectively rule you
out.  This is just a function of the number of players and the number of
(Valve) servers.
The fix for the replay off-by-one player count bug should be in the next
update.  We have received some helpful reports about zombie players and
hopefully will have that fixed, too.  We also read the suggestions for how
our codebase could be improved and features implemented more simply.  Rest
assured that those suggestions are being given all the attention they
deserve.
The reputation scoring system will take some time to tune.  Currently it can
be dwarfed by the other factors.  We are not certain it is the best long
term solution, perhaps creating a more persistent server identity at the
Steam level is better.  For example, so you can change your IP and not lose
all of your loyal players who added your server to their favorites list.  We
have heard you loud and clear on this point and it is something I personally
am very interested in working on.  Having a less anonymous system will
benefit good servers and players and is a good thing all around.
Your humble servant.
- Fletch
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



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




___
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 servers staying empty

2011-07-10 Thread Ravnox
Thanks for the information.  I can't speak for everyone but my main  
concern is what makes our score go up or down.  Without knowing and  
only guessing, it makes it very hard to stay on top.  Some of our  
admins are worry that kicking or banning a player for bad behavior  
brings our score down which would be unfair because it's the type of  
thing that brings the overall experience up for others who stay.


--
Ravnox


Quoting Fletcher Dunn :

If you want to know if matchmaking is working or not, looking at   
your own server will tell you very little.  You have to play the   
game.  Our current goals for quickplay are pretty limited: to match   
players (especially new players, who we expect to be the ones using   
this feature) to the best server for them.  In other words, we   
define success solely from the client's perspective.  We don't have   
any criteria that attempts to optimize results from servers'   
perspective, with the exception of reducing unwanted traffic (in the  
 form of query pings or quickplay player traffic in general).


Last weekend (July 2) all of the Valve servers went down.  This   
undoubtedly sent a lot of quickplay traffic your way.  Then, on   
Monday, they came back up.  This almost certainly resulted in less   
quickplay traffic coming your way.  Our overall player counts are   
reduced since the initial surge, but we still have a pretty large   
number of Valve servers up.  I'd guess that ratio of Valve servers   
versus players using quickplay is the single largest factor in   
determining how much quickplay traffic comes your way.


On the other hand, last week's update reduced the scoring advantage   
that Valve servers get.  We are still tweaking this.  We may make   
the scoring advantage a function of player experience, to get   
totally new players on Valve servers, but over time transition them   
into the general population.


Payload is the default game mode choice.  You might get more   
quickplay traffic on payload maps.


We are experimenting with certain rules changes being score   
penalties rather than deal-breakers.  (nocrits is the first test.)
But right now, there are so many good Valve servers available,   
unless your server is vanilla with a good ping and 15-20 players in   
it, most clients will score the Valve server higher anyway, so   
pretty much any scoring penalty can effectively rule you out.  This   
is just a function of the number of players and the number of   
(Valve) servers.


The fix for the replay off-by-one player count bug should be in the   
next update.  We have received some helpful reports about zombie   
players and hopefully will have that fixed, too.  We also read the   
suggestions for how our codebase could be improved and features   
implemented more simply.  Rest assured that those suggestions are   
being given all the attention they deserve.


The reputation scoring system will take some time to tune.
Currently it can be dwarfed by the other factors.  We are not   
certain it is the best long term solution, perhaps creating a more   
persistent server identity at the Steam level is better.  For   
example, so you can change your IP and not lose all of your loyal   
players who added your server to their favorites list.  We have   
heard you loud and clear on this point and it is something I   
personally am very interested in working on.  Having a less   
anonymous system will benefit good servers and players and is a good  
 thing all around.


Your humble servant.

- Fletch
___
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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Sir Jake

Yes, thank you very much for that email it sure is nice to see you guys still 
listen to all the good suggestions we have on here.
  
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-10 Thread msleeper
Also, what exactly is the penalty for a custom map coming up on an
otherwise stock rotation? Does it wipe your reputation entirely or
does it simply just not send quickplay traffic to you when there is a
custom map playing?

What are the chances of some sort of mechanism to allow quickplay
clients to be able to join custom map quick play servers?

On Sun, Jul 10, 2011 at 6:49 PM, msleeper  wrote:
> "Payload is the default game mode choice.  You might get more
> quickplay traffic on payload maps."
>
> Do you have any other data like this to help us figure out the best
> quick play servers to run? Do you have a quickplay-optimal server.cfg
> we should be using (replay enabled, voting enabled, etc.)? Could you
> post the server.cfg that the Valve servers are using as an example?
>
> On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
>  wrote:
>> If you want to know if matchmaking is working or not, looking at your own
>> server will tell you very little.  You have to play the game.  Our current
>> goals for quickplay are pretty limited: to match players (especially new
>> players, who we expect to be the ones using this feature) to the best server
>> for them.  In other words, we define success solely from the client's
>> perspective.  We don't have any criteria that attempts to optimize results
>> from servers' perspective, with the exception of reducing unwanted traffic
>> (in the form of query pings or quickplay player traffic in general).
>> Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
>> sent a lot of quickplay traffic your way.  Then, on Monday, they came back
>> up.  This almost certainly resulted in less quickplay traffic coming your
>> way.  Our overall player counts are reduced since the initial surge, but we
>> still have a pretty large number of Valve servers up.  I'd guess that ratio
>> of Valve servers versus players using quickplay is the single largest factor
>> in determining how much quickplay traffic comes your way.
>> On the other hand, last week's update reduced the scoring advantage that
>> Valve servers get.  We are still tweaking this.  We may make the scoring
>> advantage a function of player experience, to get totally new players on
>> Valve servers, but over time transition them into the general population.
>> Payload is the default game mode choice.  You might get more quickplay
>> traffic on payload maps.
>> We are experimenting with certain rules changes being score penalties rather
>> than deal-breakers.  (nocrits is the first test.)  But right now, there are
>> so many good Valve servers available, unless your server is vanilla with a
>> good ping and 15-20 players in it, most clients will score the Valve server
>> higher anyway, so pretty much any scoring penalty can effectively rule you
>> out.  This is just a function of the number of players and the number of
>> (Valve) servers.
>> The fix for the replay off-by-one player count bug should be in the next
>> update.  We have received some helpful reports about zombie players and
>> hopefully will have that fixed, too.  We also read the suggestions for how
>> our codebase could be improved and features implemented more simply.  Rest
>> assured that those suggestions are being given all the attention they
>> deserve.
>> The reputation scoring system will take some time to tune.  Currently it can
>> be dwarfed by the other factors.  We are not certain it is the best long
>> term solution, perhaps creating a more persistent server identity at the
>> Steam level is better.  For example, so you can change your IP and not lose
>> all of your loyal players who added your server to their favorites list.  We
>> have heard you loud and clear on this point and it is something I personally
>> am very interested in working on.  Having a less anonymous system will
>> benefit good servers and players and is a good thing all around.
>> Your humble servant.
>> - Fletch
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>

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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Eric Riemers
Indeed.

Although i can imagine that they want to send the quickplay people to their
servers first, I would have thought that if you have a popular server it
would actually be on the list of getting more people faster too. Which means
that if people worked hard to fill it up, that doesn't mean by default  that
it stays full with quickplay people. (You know , valve's reward towards you
for being a good community hoster)

I just hope for the quickplay people that it's not like l4d(2) Where you
would end up in a server in god knows where, with a ping higher than a
mobile phone. (but I  think that's fairly ok now)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: maandag 11 juli 2011 0:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

Thank you very much for this response. It is quite helpful to know that
Valve is contemplating our suggestions.

On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
wrote:

> If you want to know if matchmaking is working or not, looking at your 
> own server will tell you very little.  You have to play the game.  Our 
> current goals for quickplay are pretty limited: to match players 
> (especially new players, who we expect to be the ones using this 
> feature) to the best server for them.  In other words, we define 
> success solely from the client's perspective.  We don't have any 
> criteria that attempts to optimize results from servers' perspective, 
> with the exception of reducing unwanted traffic (in the form of query
pings or quickplay player traffic in general).
>
> Last weekend (July 2) all of the Valve servers went down.  This 
> undoubtedly sent a lot of quickplay traffic your way.  Then, on 
> Monday, they came back up.  This almost certainly resulted in less 
> quickplay traffic coming your way.  Our overall player counts are 
> reduced since the initial surge, but we still have a pretty large 
> number of Valve servers up.  I'd guess that ratio of Valve servers 
> versus players using quickplay is the single largest factor in determining
how much quickplay traffic comes your way.
>
> On the other hand, last week's update reduced the scoring advantage 
> that Valve servers get.  We are still tweaking this.  We may make the 
> scoring advantage a function of player experience, to get totally new 
> players on Valve servers, but over time transition them into the general
population.
>
> Payload is the default game mode choice.  You might get more quickplay 
> traffic on payload maps.
>
> We are experimenting with certain rules changes being score penalties 
> rather than deal-breakers.  (nocrits is the first test.)  But right 
> now, there are so many good Valve servers available, unless your 
> server is vanilla with a good ping and 15-20 players in it, most 
> clients will score the Valve server higher anyway, so pretty much any 
> scoring penalty can effectively rule you out.  This is just a function 
> of the number of players and the number of (Valve) servers.
>
> The fix for the replay off-by-one player count bug should be in the 
> next update.  We have received some helpful reports about zombie 
> players and hopefully will have that fixed, too.  We also read the 
> suggestions for how our codebase could be improved and features 
> implemented more simply.  Rest assured that those suggestions are 
> being given all the attention they deserve.
>
> The reputation scoring system will take some time to tune.  Currently 
> it can be dwarfed by the other factors.  We are not certain it is the 
> best long term solution, perhaps creating a more persistent server 
> identity at the Steam level is better.  For example, so you can change 
> your IP and not lose all of your loyal players who added your server 
> to their favorites list.  We have heard you loud and clear on this 
> point and it is something I personally am very interested in working 
> on.  Having a less anonymous system will benefit good servers and players
and is a good thing all around.
>
> Your humble servant.
>
> - Fletch
> ___
> 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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Chefe
Highly discussed topic, nice to hear that Valve had noticed it. So in 
the future IP changes are not longer the death sentence for servers...



Thank you very much for this response. It is quite helpful to know that
Valve is contemplating our suggestions.

On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
wrote:


If you want to know if matchmaking is working or not, looking at your own
server will tell you very little.  You have to play the game.  Our current
goals for quickplay are pretty limited: to match players (especially new
players, who we expect to be the ones using this feature) to the best server
for them.  In other words, we define success solely from the client's
perspective.  We don't have any criteria that attempts to optimize results
from servers' perspective, with the exception of reducing unwanted traffic
(in the form of query pings or quickplay player traffic in general).

Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
sent a lot of quickplay traffic your way.  Then, on Monday, they came back
up.  This almost certainly resulted in less quickplay traffic coming your
way.  Our overall player counts are reduced since the initial surge, but we
still have a pretty large number of Valve servers up.  I'd guess that ratio
of Valve servers versus players using quickplay is the single largest factor
in determining how much quickplay traffic comes your way.

On the other hand, last week's update reduced the scoring advantage that
Valve servers get.  We are still tweaking this.  We may make the scoring
advantage a function of player experience, to get totally new players on
Valve servers, but over time transition them into the general population.

Payload is the default game mode choice.  You might get more quickplay
traffic on payload maps.

We are experimenting with certain rules changes being score penalties
rather than deal-breakers.  (nocrits is the first test.)  But right now,
there are so many good Valve servers available, unless your server is
vanilla with a good ping and 15-20 players in it, most clients will score
the Valve server higher anyway, so pretty much any scoring penalty can
effectively rule you out.  This is just a function of the number of players
and the number of (Valve) servers.

The fix for the replay off-by-one player count bug should be in the next
update.  We have received some helpful reports about zombie players and
hopefully will have that fixed, too.  We also read the suggestions for how
our codebase could be improved and features implemented more simply.  Rest
assured that those suggestions are being given all the attention they
deserve.

The reputation scoring system will take some time to tune.  Currently it
can be dwarfed by the other factors.  We are not certain it is the best long
term solution, perhaps creating a more persistent server identity at the
Steam level is better.  For example, so you can change your IP and not lose
all of your loyal players who added your server to their favorites list.  We
have heard you loud and clear on this point and it is something I personally
am very interested in working on.  Having a less anonymous system will
benefit good servers and players and is a good thing all around.

Your humble servant.

- Fletch
___
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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread 1nsane
Thank you very much for this response. It is quite helpful to know that
Valve is contemplating our suggestions.

On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
wrote:

> If you want to know if matchmaking is working or not, looking at your own
> server will tell you very little.  You have to play the game.  Our current
> goals for quickplay are pretty limited: to match players (especially new
> players, who we expect to be the ones using this feature) to the best server
> for them.  In other words, we define success solely from the client's
> perspective.  We don't have any criteria that attempts to optimize results
> from servers' perspective, with the exception of reducing unwanted traffic
> (in the form of query pings or quickplay player traffic in general).
>
> Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
> sent a lot of quickplay traffic your way.  Then, on Monday, they came back
> up.  This almost certainly resulted in less quickplay traffic coming your
> way.  Our overall player counts are reduced since the initial surge, but we
> still have a pretty large number of Valve servers up.  I'd guess that ratio
> of Valve servers versus players using quickplay is the single largest factor
> in determining how much quickplay traffic comes your way.
>
> On the other hand, last week's update reduced the scoring advantage that
> Valve servers get.  We are still tweaking this.  We may make the scoring
> advantage a function of player experience, to get totally new players on
> Valve servers, but over time transition them into the general population.
>
> Payload is the default game mode choice.  You might get more quickplay
> traffic on payload maps.
>
> We are experimenting with certain rules changes being score penalties
> rather than deal-breakers.  (nocrits is the first test.)  But right now,
> there are so many good Valve servers available, unless your server is
> vanilla with a good ping and 15-20 players in it, most clients will score
> the Valve server higher anyway, so pretty much any scoring penalty can
> effectively rule you out.  This is just a function of the number of players
> and the number of (Valve) servers.
>
> The fix for the replay off-by-one player count bug should be in the next
> update.  We have received some helpful reports about zombie players and
> hopefully will have that fixed, too.  We also read the suggestions for how
> our codebase could be improved and features implemented more simply.  Rest
> assured that those suggestions are being given all the attention they
> deserve.
>
> The reputation scoring system will take some time to tune.  Currently it
> can be dwarfed by the other factors.  We are not certain it is the best long
> term solution, perhaps creating a more persistent server identity at the
> Steam level is better.  For example, so you can change your IP and not lose
> all of your loyal players who added your server to their favorites list.  We
> have heard you loud and clear on this point and it is something I personally
> am very interested in working on.  Having a less anonymous system will
> benefit good servers and players and is a good thing all around.
>
> Your humble servant.
>
> - Fletch
> ___
> 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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Fletcher Dunn
If you want to know if matchmaking is working or not, looking at your own 
server will tell you very little.  You have to play the game.  Our current 
goals for quickplay are pretty limited: to match players (especially new 
players, who we expect to be the ones using this feature) to the best server 
for them.  In other words, we define success solely from the client's 
perspective.  We don't have any criteria that attempts to optimize results from 
servers' perspective, with the exception of reducing unwanted traffic (in the 
form of query pings or quickplay player traffic in general).

Last weekend (July 2) all of the Valve servers went down.  This undoubtedly 
sent a lot of quickplay traffic your way.  Then, on Monday, they came back up.  
This almost certainly resulted in less quickplay traffic coming your way.  Our 
overall player counts are reduced since the initial surge, but we still have a 
pretty large number of Valve servers up.  I'd guess that ratio of Valve servers 
versus players using quickplay is the single largest factor in determining how 
much quickplay traffic comes your way.

On the other hand, last week's update reduced the scoring advantage that Valve 
servers get.  We are still tweaking this.  We may make the scoring advantage a 
function of player experience, to get totally new players on Valve servers, but 
over time transition them into the general population.

Payload is the default game mode choice.  You might get more quickplay traffic 
on payload maps.

We are experimenting with certain rules changes being score penalties rather 
than deal-breakers.  (nocrits is the first test.)  But right now, there are so 
many good Valve servers available, unless your server is vanilla with a good 
ping and 15-20 players in it, most clients will score the Valve server higher 
anyway, so pretty much any scoring penalty can effectively rule you out.  This 
is just a function of the number of players and the number of (Valve) servers.

The fix for the replay off-by-one player count bug should be in the next 
update.  We have received some helpful reports about zombie players and 
hopefully will have that fixed, too.  We also read the suggestions for how our 
codebase could be improved and features implemented more simply.  Rest assured 
that those suggestions are being given all the attention they deserve.

The reputation scoring system will take some time to tune.  Currently it can be 
dwarfed by the other factors.  We are not certain it is the best long term 
solution, perhaps creating a more persistent server identity at the Steam level 
is better.  For example, so you can change your IP and not lose all of your 
loyal players who added your server to their favorites list.  We have heard you 
loud and clear on this point and it is something I personally am very 
interested in working on.  Having a less anonymous system will benefit good 
servers and players and is a good thing all around.

Your humble servant.

- Fletch
___
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 servers staying empty

2011-07-10 Thread ics

Last Patch update notes:

Improved matchmaking logic

   * Fixed a case where players were being matched to full servers

The servers being empty is related to that. There was a thread (and 
still is if you go look for it) where a dude from Valve posted something 
about fixing something and while it didn't help, it said it will be 
fixed in the next update (which is upcoming this thursday).


Also, TF2 player counts have dropped too, it's part of the reason why 
the "low score" servers are not getting that many players. Also if you 
run custom maps or any map that isn't in the approved list, thats pretty 
much kick in the face too.


And i still have the same thing reported when i do cl_gameserver_list. 3 
servers say Downward fast as before, 1 says Slightly upward. The whole 
system seems to be beta anyway. (and i have mostly full servers)


-ics


10.7.2011 20:49, Sazpaimon kirjoitti:
For the record, I had an empty server earlier this afternoon (due to 
being on a tf2ware map all last night), and after switching to 
pl_goldrush, the server filled up within minutes.


On 7/10/2011 12:57 PM, Saint K. wrote:
Maybe it's because the initial peak of 100.000 concurrent players has 
gone down by 40k?


http://store.steampowered.com/stats/

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yuki 
[d...@dazzozo.com]

Sent: 10 July 2011 17:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

Come to think of it, last night my server emptied out and restarting
wouldn't help either.
At some point today it managed to fill back up, I don't know if 
that's the

same for anyone else.

On 10 July 2011 16:26, Drogen Viech  wrote:


I'm having the same issue on my server - the last 2 days it went
completely empty, it looked like the matchmaking system had stopped
working.

2011/7/10:
We have also been having this issue since yesterday.  We have 2 
servers

that were always full and now, we get one or two player every 30
minutes.

--
Ravnox

On Sun, 10 Jul 2011 14:22:20 +0300
Anthony Stoyanov  wrote:


Hey,

Since I'm new to the whole tf2 server hosting (hosted only 1.6
servers), is it normal servers to stay empty?
I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
standard valve maps and one with dustbowl 24/7 and the other with
goldrush/badwater 24/7.

I started hosting them about a week before the free-2-play stuff came
out. After that they were full almost all day for a couple a days,
and currently only one manages to get full.

I was just wondering if that was normal, since ping's fine, no lag,
fps is ... meh... stable. I've also registered them in the
matchmaking system.

___
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:

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:

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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Sazpaimon
For the record, I had an empty server earlier this afternoon (due to 
being on a tf2ware map all last night), and after switching to 
pl_goldrush, the server filled up within minutes.


On 7/10/2011 12:57 PM, Saint K. wrote:

Maybe it's because the initial peak of 100.000 concurrent players has gone down 
by 40k?

http://store.steampowered.com/stats/

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yuki [d...@dazzozo.com]
Sent: 10 July 2011 17:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

Come to think of it, last night my server emptied out and restarting
wouldn't help either.
At some point today it managed to fill back up, I don't know if that's the
same for anyone else.

On 10 July 2011 16:26, Drogen Viech  wrote:


I'm having the same issue on my server - the last 2 days it went
completely empty, it looked like the matchmaking system had stopped
working.

2011/7/10:

We have also been having this issue since yesterday.  We have 2 servers
that were always full and now, we get one or two player every 30
minutes.

--
Ravnox

On Sun, 10 Jul 2011 14:22:20 +0300
Anthony Stoyanov  wrote:


Hey,

Since I'm new to the whole tf2 server hosting (hosted only 1.6
servers), is it normal servers to stay empty?
I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
standard valve maps and one with dustbowl 24/7 and the other with
goldrush/badwater 24/7.

I started hosting them about a week before the free-2-play stuff came
out. After that they were full almost all day for a couple a days,
and currently only one manages to get full.

I was just wondering if that was normal, since ping's fine, no lag,
fps is ... meh... stable. I've also registered them in the
matchmaking system.

___
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:
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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Saint K .
Maybe it's because the initial peak of 100.000 concurrent players has gone down 
by 40k?

http://store.steampowered.com/stats/

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yuki [d...@dazzozo.com]
Sent: 10 July 2011 17:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

Come to think of it, last night my server emptied out and restarting
wouldn't help either.
At some point today it managed to fill back up, I don't know if that's the
same for anyone else.

On 10 July 2011 16:26, Drogen Viech  wrote:

> I'm having the same issue on my server - the last 2 days it went
> completely empty, it looked like the matchmaking system had stopped
> working.
>
> 2011/7/10  :
> > We have also been having this issue since yesterday.  We have 2 servers
> > that were always full and now, we get one or two player every 30
> > minutes.
> >
> > --
> > Ravnox
> >
> > On Sun, 10 Jul 2011 14:22:20 +0300
> > Anthony Stoyanov  wrote:
> >
> >> Hey,
> >>
> >> Since I'm new to the whole tf2 server hosting (hosted only 1.6
> >> servers), is it normal servers to stay empty?
> >> I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
> >> standard valve maps and one with dustbowl 24/7 and the other with
> >> goldrush/badwater 24/7.
> >>
> >> I started hosting them about a week before the free-2-play stuff came
> >> out. After that they were full almost all day for a couple a days,
> >> and currently only one manages to get full.
> >>
> >> I was just wondering if that was normal, since ping's fine, no lag,
> >> fps is ... meh... stable. I've also registered them in the
> >> matchmaking system.
> >
> > ___
> > 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:
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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Yuki
Come to think of it, last night my server emptied out and restarting
wouldn't help either.
At some point today it managed to fill back up, I don't know if that's the
same for anyone else.

On 10 July 2011 16:26, Drogen Viech  wrote:

> I'm having the same issue on my server - the last 2 days it went
> completely empty, it looked like the matchmaking system had stopped
> working.
>
> 2011/7/10  :
> > We have also been having this issue since yesterday.  We have 2 servers
> > that were always full and now, we get one or two player every 30
> > minutes.
> >
> > --
> > Ravnox
> >
> > On Sun, 10 Jul 2011 14:22:20 +0300
> > Anthony Stoyanov  wrote:
> >
> >> Hey,
> >>
> >> Since I'm new to the whole tf2 server hosting (hosted only 1.6
> >> servers), is it normal servers to stay empty?
> >> I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
> >> standard valve maps and one with dustbowl 24/7 and the other with
> >> goldrush/badwater 24/7.
> >>
> >> I started hosting them about a week before the free-2-play stuff came
> >> out. After that they were full almost all day for a couple a days,
> >> and currently only one manages to get full.
> >>
> >> I was just wondering if that was normal, since ping's fine, no lag,
> >> fps is ... meh... stable. I've also registered them in the
> >> matchmaking system.
> >
> > ___
> > 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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Ross Bemrose
For the record, my server is still in good standing, according to the 
authentication system.


All I know is that one night, the server was full, the next morning it 
was empty and has remained empty through 3 restarts since then.


sv_region is 0 (US East Coast), in case that matters.

On 7/10/2011 11:26 AM, Drogen Viech wrote:

I'm having the same issue on my server - the last 2 days it went
completely empty, it looked like the matchmaking system had stopped
working.

2011/7/10:

We have also been having this issue since yesterday.  We have 2 servers
that were always full and now, we get one or two player every 30
minutes.

--
Ravnox

On Sun, 10 Jul 2011 14:22:20 +0300
Anthony Stoyanov  wrote:


Hey,

Since I'm new to the whole tf2 server hosting (hosted only 1.6
servers), is it normal servers to stay empty?
I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
standard valve maps and one with dustbowl 24/7 and the other with
goldrush/badwater 24/7.

I started hosting them about a week before the free-2-play stuff came
out. After that they were full almost all day for a couple a days,
and currently only one manages to get full.

I was just wondering if that was normal, since ping's fine, no lag,
fps is ... meh... stable. I've also registered them in the
matchmaking system.

___
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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Drogen Viech
I'm having the same issue on my server - the last 2 days it went
completely empty, it looked like the matchmaking system had stopped
working.

2011/7/10  :
> We have also been having this issue since yesterday.  We have 2 servers
> that were always full and now, we get one or two player every 30
> minutes.
>
> --
> Ravnox
>
> On Sun, 10 Jul 2011 14:22:20 +0300
> Anthony Stoyanov  wrote:
>
>> Hey,
>>
>> Since I'm new to the whole tf2 server hosting (hosted only 1.6
>> servers), is it normal servers to stay empty?
>> I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
>> standard valve maps and one with dustbowl 24/7 and the other with
>> goldrush/badwater 24/7.
>>
>> I started hosting them about a week before the free-2-play stuff came
>> out. After that they were full almost all day for a couple a days,
>> and currently only one manages to get full.
>>
>> I was just wondering if that was normal, since ping's fine, no lag,
>> fps is ... meh... stable. I've also registered them in the
>> matchmaking system.
>
> ___
> 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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread ravnox
We have also been having this issue since yesterday.  We have 2 servers
that were always full and now, we get one or two player every 30
minutes.

--
Ravnox

On Sun, 10 Jul 2011 14:22:20 +0300
Anthony Stoyanov  wrote:

> Hey,
> 
> Since I'm new to the whole tf2 server hosting (hosted only 1.6
> servers), is it normal servers to stay empty?
> I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
> standard valve maps and one with dustbowl 24/7 and the other with 
> goldrush/badwater 24/7.
> 
> I started hosting them about a week before the free-2-play stuff came 
> out. After that they were full almost all day for a couple a days,
> and currently only one manages to get full.
> 
> I was just wondering if that was normal, since ping's fine, no lag,
> fps is ... meh... stable. I've also registered them in the
> matchmaking system.

___
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 servers staying empty

2011-07-10 Thread Yuki
I have one server in the system right now and it's full. When it empties
out, I find restarting seems to fill it again.

On 10 July 2011 15:54, Chris Oryschak  wrote:

> Maybe less people are using the matchmaking system since they've been
> playing TF2 for a few weeks and using their favorites instead of quick
> play?
> I've always found matchmaking to be flaky, sometimes it works instantly to
> populate a server, other times it just won't bring anyone to the server,
> even if it's half populated.
>
> Chris
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross
> Bemrose
> Sent: Sunday, July 10, 2011 10:43 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 servers staying empty
>
> I have one server registered with the matchmaking service, and it has been
> pretty full.  Until yesterday, that is.  Ever since yesterday, instead of
> being full all day, it sat empty.  This persists through server restarts.
>
> The matchmaking system is working right now?
>
> On 7/10/2011 7:22 AM, Anthony Stoyanov wrote:
> > Hey,
> >
> > Since I'm new to the whole tf2 server hosting (hosted only 1.6
> > servers), is it normal servers to stay empty?
> > I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with
> > standard valve maps and one with dustbowl 24/7 and the other with
> > goldrush/badwater 24/7.
> >
> > I started hosting them about a week before the free-2-play stuff came
> > out. After that they were full almost all day for a couple a days, and
> > currently only one manages to get full.
> >
> > I was just wondering if that was normal, since ping's fine, no lag,
> > fps is ... meh... stable. I've also registered them in the matchmaking
> > system.
> >
> > ___
> > 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:
> 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


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Chris Oryschak
Maybe less people are using the matchmaking system since they've been
playing TF2 for a few weeks and using their favorites instead of quick play?
I've always found matchmaking to be flaky, sometimes it works instantly to
populate a server, other times it just won't bring anyone to the server,
even if it's half populated.

Chris


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Sunday, July 10, 2011 10:43 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

I have one server registered with the matchmaking service, and it has been
pretty full.  Until yesterday, that is.  Ever since yesterday, instead of
being full all day, it sat empty.  This persists through server restarts.

The matchmaking system is working right now?

On 7/10/2011 7:22 AM, Anthony Stoyanov wrote:
> Hey,
>
> Since I'm new to the whole tf2 server hosting (hosted only 1.6 
> servers), is it normal servers to stay empty?
> I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with 
> standard valve maps and one with dustbowl 24/7 and the other with 
> goldrush/badwater 24/7.
>
> I started hosting them about a week before the free-2-play stuff came 
> out. After that they were full almost all day for a couple a days, and 
> currently only one manages to get full.
>
> I was just wondering if that was normal, since ping's fine, no lag, 
> fps is ... meh... stable. I've also registered them in the matchmaking 
> system.
>
> ___
> 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:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] TF2 servers staying empty

2011-07-10 Thread Ross Bemrose
I have one server registered with the matchmaking service, and it has 
been pretty full.  Until yesterday, that is.  Ever since yesterday, 
instead of being full all day, it sat empty.  This persists through 
server restarts.


The matchmaking system is working right now?

On 7/10/2011 7:22 AM, Anthony Stoyanov wrote:

Hey,

Since I'm new to the whole tf2 server hosting (hosted only 1.6 
servers), is it normal servers to stay empty?
I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with 
standard valve maps and one with dustbowl 24/7 and the other with 
goldrush/badwater 24/7.


I started hosting them about a week before the free-2-play stuff came 
out. After that they were full almost all day for a couple a days, and 
currently only one manages to get full.


I was just wondering if that was normal, since ping's fine, no lag, 
fps is ... meh... stable. I've also registered them in the matchmaking 
system.


___
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


[hlds_linux] TF2 servers staying empty

2011-07-10 Thread Anthony Stoyanov

Hey,

Since I'm new to the whole tf2 server hosting (hosted only 1.6 servers), 
is it normal servers to stay empty?
I'm currently hosting 4 TF2 server, all of 'em 24 slots, 2 with standard 
valve maps and one with dustbowl 24/7 and the other with 
goldrush/badwater 24/7.


I started hosting them about a week before the free-2-play stuff came 
out. After that they were full almost all day for a couple a days, and 
currently only one manages to get full.


I was just wondering if that was normal, since ping's fine, no lag, fps 
is ... meh... stable. I've also registered them in the matchmaking system.


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


Re: [hlds_linux] Server Crashing

2011-07-10 Thread Anthony Stoyanov

Add ulimit -c unlimited and than post debug.log
Example: ulimit -c unlimited && screen ... ./hlds_run

On 9.7.2011 г. 23:40 ч., Juan Camilo Daza Devia wrote:

Thanks for yours replys.


This is errors:

1o *sometimes at startup*
*
*


./hlds_run: line 321: 10329 Segmentation fault  (core dumped)
$HL_CMD
./hlds_run: line 207: gdb: command not found
email debug.log to li...@valvesoftware.com


2o *sometimes at startup*


ERROR: ld.so: object './hlshield.so' from LD_PRELOAD cannot be
preloaded: ignored.


3o *debug.log*
*
*


CRASH: Sat Jul  9 07:58:37 EDT 2011
Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1
+maxplayers 32 +map de_dust2 +ip 206.217.143.131 -port 27016 -restart +exec
server.cfg -autoupdat$
End of crash report
--
--
CRASH: Sat Jul  9 08:28:14 EDT 2011
Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
+maxplayers 32 +map de_dust2 +ip 206.217.143.131 -port 27016 -restart +exec
server.cfg -autoupdat$
End of crash report
--
--
CRASH: Sat Jul  9 11:07:21 EDT 2011
Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
+maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart +exec
server.cfg -autoupdat$
End of crash report
--
--
CRASH: Sat Jul  9 11:09:21 EDT 2011
Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
+maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart
+exec server.cfg -autoupdat$
End of crash report
--
--
CRASH: Sat Jul  9 11:10:13 EDT 2011
Start Line: ./hlds_i686 -game cstrike -pingboost 2 -sys_ticrate 1000
+maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port 27016 -restart
+exec server.cfg -autoupdat$
End of crash report
--
--
CRASH: Sat Jul  9 11:25:53 EDT 2011
Start Line: ./hlds_i686 -binary ./hlds_i686 -game cstrike -pingboost 2
-sys_ticrate 1000 +maxplayers 32 +map de_dust2 +ip xxx.xxx.xxx.xxx -port
27016 -restart -debug +$
End of crash report
--


Again Thanks for your help.

Salu2
___
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