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

2011-07-11 Thread Mart-Jan Reeuwijk
Suggested long ago (years) on spuf to have a groups tab in game server 
browser, with the servers of the steam groups one is member off. Server owners 
simply can then add their servers to their group page  on steam and the players 
in the groups get the servers they are member off. Maybe even make a switch 
that they can use the connect command directly to connect for having a slot. 
That would end all need for custom gui's for connecting to servers etc. 

Sure, there are players who collect groups like cookies, , but a bit handy 
player can keep all the servers in that tab that he needs. 

I'd even suggest to make a opt-in and/or enable all/none of it, so that 
players can choose to see the servers of the group (or opt-out but I dont 
recommend that for exactly those lonely ppl who have over 100 groups etc). A 
simple dropdown menu option in the FL would do.

Will only work if players can disable the announcement spam tho. Cos I for 
one keep my group list short, and any spamming announcements is out (any higher 
freq then once a month). Altho groups could create a secondary group which 
would be silent with the announcements. No idea why some find it so 
interesting to do 10 announcements on a evening.

Tbh, I think that would be better then implementing dns solutions or w/e, and 
it would also take care of inheritence of a group owner etc, cos if bound to a 
specific steam ID, I see some (small?) downsides if the owner of that account 
is no longer associated with the servers group/clan/hoster w/e structure its 
in. I know at least one community that is changing ownership in a couple 
weeks...

Small side idea: a right click option in server browser to join the group of 
the server, and get as reward the complete server list there. (can be the group 
id string on server, ppl would not want to put the wrong one in there cos that 
would defeat their server, as long as the list comes from the group, and not 
from the servers)

Another given is then that clients with a re-install, or w/e reason doesn't 
lose their server list, its arranged by the groups already then, which is not 
client sided stored, but dependend on the membership of the groups. Cant count 
how many times I lost my favorite servers cos steam was acting up and decided 
it was time again to clean out all but steam.exe and the steamapps folder. (and 
yes, forgot to save the list, and for others who don't even know where to find 
it)

patent pending (c) 2009 (or thereabouts)

that reminds me
/me backups his favorite servers.



From: Fletcher Dunn fletch...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com hlds_linux@list.valvesoftware.com; 
h...@list.valvesoftware.com h...@list.valvesoftware.com
Sent: Sunday, 10 July 2011, 23:35
Subject: Re: [hlds] [hlds_linux] TF2 servers staying empty


 
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 

[hlds_linux] Highlander mode crash bug

2011-07-11 Thread Saint K .
Hi,

We played a Highlander last night and discovered a very easy reproducible 
client crash bug.

Join a team, join a class, try to switch team *client crash*. This occurred to 
every client attempting to switch teams.

Saint K.
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Re: [hlds_linux] Highlander mode crash bug

2011-07-11 Thread Jeff Sugar
So, this is a crash only on the side of clients? If so, is it only to the
client who tries, or alll clients? I assume it is client-side, and only for
the one who does it, but I fiigure clarification is always a good idea.
On Jul 11, 2011 12:47 AM, Saint K. sai...@specialattack.net wrote:
 Hi,

 We played a Highlander last night and discovered a very easy reproducible
client crash bug.

 Join a team, join a class, try to switch team *client crash*. This
occurred to every client attempting to switch teams.

 Saint K.
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Re: [hlds_linux] [hlds] TF2 servers staying empty

2011-07-11 Thread Eric Riemers

Like l4d2, where people just add steamgroups to their servers which they
are not the owner from. If that happens, it will be the end of a normal
group based tab for clients. Let them fix that first or make a solution for
it before attempting to do tf2.

In the end i also prefer a dns solution, quickest one to implement and long
overdue core feature. 

Some idea's you have are nice, dont get me wrong. If you add default tf2
group, you would get what 1000 servers? That might not be handy, also
consider that quickplay sends people to valve servers first, basicly if
they add those servers to their favorites we as community server operators
would never see a new player again. Since they would have that many serves
automaticly to choose from (well a bit dramatic, but you know where i am
going)

About the loosing your favorites, we just use the sv_tags , we can just
search for 'yourtaghere' with the ingame browser and it should show all
our servers. We tell all the players that and its a easy way to find our
other servers too. (might not be the best solution, but its better then
nothing)

On Mon, 11 Jul 2011 00:28:37 -0700 (PDT), Mart-Jan Reeuwijk
mreeu...@yahoo.com wrote:
 Suggested long ago (years) on spuf to have a groups tab in game server
 browser, with the servers of the steam groups one is member off. Server
 owners simply can then add their servers to their group page  on steam
and
 the players in the groups get the servers they are member off. Maybe even
 make a switch that they can use the connect command directly to connect
 for having a slot. That would end all need for custom gui's for
connecting
 to servers etc. 
 
 Sure, there are players who collect groups like cookies, , but a bit
handy
 player can keep all the servers in that tab that he needs. 
 
 I'd even suggest to make a opt-in and/or enable all/none of it, so
that
 players can choose to see the servers of the group (or opt-out but I
 dont recommend that for exactly those lonely ppl who have over 100 groups
 etc). A simple dropdown menu option in the FL would do.
 
 Will only work if players can disable the announcement spam tho. Cos I
 for one keep my group list short, and any spamming announcements is out
 (any higher freq then once a month). Altho groups could create a
secondary
 group which would be silent with the announcements. No idea why some
find
 it so interesting to do 10 announcements on a evening.
 
 Tbh, I think that would be better then implementing dns solutions or w/e,
 and it would also take care of inheritence of a group owner etc, cos if
 bound to a specific steam ID, I see some (small?) downsides if the owner
of
 that account is no longer associated with the servers group/clan/hoster
w/e
 structure its in. I know at least one community that is changing
ownership
 in a couple weeks...
 
 Small side idea: a right click option in server browser to join the group
 of the server, and get as reward the complete server list there. (can be
 the group id string on server, ppl would not want to put the wrong one in
 there cos that would defeat their server, as long as the list comes from
 the group, and not from the servers)
 
 Another given is then that clients with a re-install, or w/e reason
doesn't
 lose their server list, its arranged by the groups already then, which is
 not client sided stored, but dependend on the membership of the groups.
 Cant count how many times I lost my favorite servers cos steam was acting
 up and decided it was time again to clean out all but steam.exe and the
 steamapps folder. (and yes, forgot to save the list, and for others who
 don't even know where to find it)
 
 patent pending (c) 2009 (or thereabouts)
 
 that reminds me
 /me backups his favorite servers.
 
 

From: Fletcher Dunn fletch...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
h...@list.valvesoftware.com
Sent: Sunday, 10 July 2011, 23:35
Subject: Re: [hlds] [hlds_linux] TF2 servers staying empty


 
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

Re: [hlds_linux] Highlander mode crash bug

2011-07-11 Thread Saint K .
Hi,

It's a pure client sided crash. Only the client changing teams crashes, but 
*anyone* who tries it gets crashed, so it's not isolated to a few clients.

Cheers,

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar 
[jeffsu...@gmail.com]
Sent: 11 July 2011 10:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Highlander mode crash bug

So, this is a crash only on the side of clients? If so, is it only to the
client who tries, or alll clients? I assume it is client-side, and only for
the one who does it, but I fiigure clarification is always a good idea.
On Jul 11, 2011 12:47 AM, Saint K. sai...@specialattack.net wrote:
 Hi,

 We played a Highlander last night and discovered a very easy reproducible
client crash bug.

 Join a team, join a class, try to switch team *client crash*. This
occurred to every client attempting to switch teams.

 Saint K.
 ___
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Re: [hlds_linux] TF2 servers staying empty

2011-07-11 Thread Jeff Sugar
Re: Group announcements

NOTE IF YOU GOT THIS TWICE: When I hit reply to the above message, it chose
HLDS instead of HLDS_Linux out of his addressees, and I didn't notice until
after I sent it. Given the thread exists on HLDS_Linux, I'm re-sending it to
the proper address. Now back to your previously scheduled message…


This turned into a wall of text pretty quickly, so here is the tl;dr: The
gist is a differing opinion on events/announcements and a solution for
keeping people who hate vents happy. Basically, that when used properly and
in moderation, events can be a very positive force in a community, and
allowing people to disable the popups per group or similar would solve the
issue for the few who really don't want them.
-
Longer version:
While I agree completely about random announcements that have no purpose or
spamming them a bunch, they can have a legitimate purpose when moderation is
used for more closely knit communities, especially when the server is also
only 24 slots; which means losing 12 people is losing 1/2 instead of 1/3.

In these kinds of cases, I have found that, at least in my community's case,
most users really enjoy events (not announcements) being employed when a
server is low in pop or doesn't have many regulars on at the time. We never
auto-invite people to the group, and yet it consistently has people joining
(and staying) of their own accord, so there must be something being done
right.

Mostly, the events are done when the count is below X, it's been at least Y
hours since the last one, and someone in the server asks. The only other
situations, really,are if people have yet to notice it is playable again
after a crash or update. Doing this has been, especially pre-quickplay (or
when on a more obscure custom map), a great way for regulars to realize oh,
other people I enjoy playing with are on right now / planning to get on
right now!, which addresses the common issue of Id join, but no one else
is around/on... Ill join when someone is! A mindset that, when employed by
near everyone, means nobody wants the first to join.

We have only had to fill up from 0 players one time since the Uber Update if
you ignore the updates themselves and have only had about 4 events since
that time, but we still find them useful and I'm sure they'll continue to be
so as the f2p/update surge continues to dissipate and reach a baseline.

As far as the minority who either don't want to see the events and still be
in the group, Valve could finally implement the long-requested feature of
allowing people to disable event popups per group (and/or check/uncheck
event categories to receive). This would solve the issue for the select few
who really don't want to get them, whether they just hate events or don't
really play TF2 anymore despite still being active in the community. (Heck,
that would even save some resources on Valve's end by having to send the
events to fewer people, right?)
-
Notice: This wall of text was sent from my phone, so please forgive any
formatting errors. I'm glad to clarify if something got typed out or
auto-corrected improperly and I didn't notice.
On Jul 11, 2011 12:29 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
 Suggested long ago (years) on spuf to have a groups tab in game server
browser, with the servers of the steam groups one is member off. Server
owners simply can then add their servers to their group page  on steam and
the players in the groups get the servers they are member off. Maybe even
make a switch that they can use the connect command directly to connect
for having a slot. That would end all need for custom gui's for connecting
to servers etc.

 Sure, there are players who collect groups like cookies, , but a bit handy
player can keep all the servers in that tab that he needs.

 I'd even suggest to make a opt-in and/or enable all/none of it, so
that players can choose to see the servers of the group (or opt-out but
I dont recommend that for exactly those lonely ppl who have over 100 groups
etc). A simple dropdown menu option in the FL would do.

 Will only work if players can disable the announcement spam tho. Cos I
for one keep my group list short, and any spamming announcements is out (any
higher freq then once a month). Altho groups could create a secondary group
which would be silent with the announcements. No idea why some find it so
interesting to do 10 announcements on a evening.

 Tbh, I think that would be better then implementing dns solutions or w/e,
and it would also take care of inheritence of a group owner etc, cos if
bound to a specific steam ID, I see some (small?) downsides if the owner of
that account is no longer associated with the servers group/clan/hoster w/e
structure its in. I know at least one community that is changing ownership
in a couple weeks...

 Small side idea: a right click option in server browser to join the group
of the server, and get as reward the complete server list there. (can be the
group id string on 

Re: [hlds_linux] Highlander mode crash bug

2011-07-11 Thread Björn Rohlén
Pretty sure this is supposed to go with the report button inside the
client, not the linux hlds/srcds mailinglist.

On Mon, Jul 11, 2011 at 10:44 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 It's a pure client sided crash. Only the client changing teams crashes, but
 *anyone* who tries it gets crashed, so it's not isolated to a few clients.

 Cheers,
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar [
 jeffsu...@gmail.com]
 Sent: 11 July 2011 10:08
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Highlander mode crash bug

 So, this is a crash only on the side of clients? If so, is it only to the
 client who tries, or alll clients? I assume it is client-side, and only for
 the one who does it, but I fiigure clarification is always a good idea.
 On Jul 11, 2011 12:47 AM, Saint K. sai...@specialattack.net wrote:
  Hi,
 
  We played a Highlander last night and discovered a very easy reproducible
 client crash bug.
 
  Join a team, join a class, try to switch team *client crash*. This
 occurred to every client attempting to switch teams.
 
  Saint K.
  ___
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 please visit:
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[hlds_linux] Fwd: Re: The built-in TF2 voting system

2011-07-11 Thread Peter Reinhold

On Sat, 9 Jul 2011 13:53:18 +0200, Björn Rohlén wrote:
... or perhaps behave and be just, so the inhabitants of your server 
doesnt
want to kick you for being an ass -- seems more worthwhile to work on 
than

trying to get a bunch of plugins working.


Griefers?  Because if I behave, they will also?

I've been kicked from my server, in other games, before, so I want to 
make sure that that doesn't happen.



/Peter

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Re: [hlds_linux] Highlander mode crash bug

2011-07-11 Thread Saint K .
Yea I don't do steam support forums nor report buttons as in my experience you 
get some half whiny useless crap reply.

This mailing list is by far the best place to report issues such as this. I 
won't be reporting any small issues like the cart is green instead of purple 
to this list.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén 
[bjorn.roh...@gmail.com]
Sent: 11 July 2011 12:02
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Highlander mode crash bug

Pretty sure this is supposed to go with the report button inside the
client, not the linux hlds/srcds mailinglist.

On Mon, Jul 11, 2011 at 10:44 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 It's a pure client sided crash. Only the client changing teams crashes, but
 *anyone* who tries it gets crashed, so it's not isolated to a few clients.

 Cheers,
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar [
 jeffsu...@gmail.com]
 Sent: 11 July 2011 10:08
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Highlander mode crash bug

 So, this is a crash only on the side of clients? If so, is it only to the
 client who tries, or alll clients? I assume it is client-side, and only for
 the one who does it, but I fiigure clarification is always a good idea.
 On Jul 11, 2011 12:47 AM, Saint K. sai...@specialattack.net wrote:
  Hi,
 
  We played a Highlander last night and discovered a very easy reproducible
 client crash bug.
 
  Join a team, join a class, try to switch team *client crash*. This
 occurred to every client attempting to switch teams.
 
  Saint K.
  ___
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 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 ___
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Emil Larsson
I seen and heard about people being kickvoted for just being good, or when
a bunch of trolls get on and decide to kickvote the same person. Making an
assumption that someone is not behaving is just rude.

2011/7/9 Björn Rohlén bjorn.roh...@gmail.com

 ... or perhaps behave and be just, so the inhabitants of your server doesnt
 want to kick you for being an ass -- seems more worthwhile to work on than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Saint K .
Exactly the reason why we have client voting disabled. You don't want to give 
the mass such control because it will *always* be abused.

Learned it back in the CS times, re-learned the lesson with L4D/L4D2, and 
surely don't need to re-re-learn this lesson on TF2.

We point our users to places where to find our admins in case of troubles, 
that's in our experience the best way to work.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson 
[ail...@gmail.com]
Sent: 11 July 2011 14:41
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

I seen and heard about people being kickvoted for just being good, or when
a bunch of trolls get on and decide to kickvote the same person. Making an
assumption that someone is not behaving is just rude.

2011/7/9 Björn Rohlén bjorn.roh...@gmail.com

 ... or perhaps behave and be just, so the inhabitants of your server doesnt
 want to kick you for being an ass -- seems more worthwhile to work on than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Eric Riemers

We use a sourcemod plugin !calladmin, it will send out a call to admins and
they can join the server and help out. Works for like 90% of the time
(ofcourse we sleep too sometimes) its on alliedmodders.

On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
wrote:
 Exactly the reason why we have client voting disabled. You don't want to
 give the mass such control because it will *always* be abused.
 
 Learned it back in the CS times, re-learned the lesson with L4D/L4D2, and
 surely don't need to re-re-learn this lesson on TF2.
 
 We point our users to places where to find our admins in case of
troubles,
 that's in our experience the best way to work.
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
 [ail...@gmail.com]
 Sent: 11 July 2011 14:41
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system
 
 I seen and heard about people being kickvoted for just being good, or
 when
 a bunch of trolls get on and decide to kickvote the same person. Making
an
 assumption that someone is not behaving is just rude.
 
 2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
 
 ... or perhaps behave and be just, so the inhabitants of your server
 doesnt
 want to kick you for being an ass -- seems more worthwhile to work on
 than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Saint K .
Out of interest, which plugin is it exactly that provides that command? (a 
quick search didn't return any valid results).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers 
[riem...@binkey.nl]
Sent: 11 July 2011 15:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

We use a sourcemod plugin !calladmin, it will send out a call to admins and
they can join the server and help out. Works for like 90% of the time
(ofcourse we sleep too sometimes) its on alliedmodders.

On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
wrote:
 Exactly the reason why we have client voting disabled. You don't want to
 give the mass such control because it will *always* be abused.

 Learned it back in the CS times, re-learned the lesson with L4D/L4D2, and
 surely don't need to re-re-learn this lesson on TF2.

 We point our users to places where to find our admins in case of
troubles,
 that's in our experience the best way to work.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
 [ail...@gmail.com]
 Sent: 11 July 2011 14:41
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 I seen and heard about people being kickvoted for just being good, or
 when
 a bunch of trolls get on and decide to kickvote the same person. Making
an
 assumption that someone is not behaving is just rude.

 2011/7/9 Björn Rohlén bjorn.roh...@gmail.com

 ... or perhaps behave and be just, so the inhabitants of your server
 doesnt
 want to kick you for being an ass -- seems more worthwhile to work on
 than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Eric Riemers

First hit on google with !calladmin :-)
http://forums.alliedmods.net/showthread.php?p=1076379

Although this example uses google talk, you can pretty much hook anything
into it if your a bit handy. (growl on your phone perhaps? api towards
twitter with all admins looking at it etc etc)

On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. sai...@specialattack.net
wrote:
 Out of interest, which plugin is it exactly that provides that command?
(a
 quick search didn't return any valid results).
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 11 July 2011 15:51
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system
 
 We use a sourcemod plugin !calladmin, it will send out a call to admins
and
 they can join the server and help out. Works for like 90% of the time
 (ofcourse we sleep too sometimes) its on alliedmodders.
 
 On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
 wrote:
 Exactly the reason why we have client voting disabled. You don't want to
 give the mass such control because it will *always* be abused.

 Learned it back in the CS times, re-learned the lesson with L4D/L4D2,
and
 surely don't need to re-re-learn this lesson on TF2.

 We point our users to places where to find our admins in case of
 troubles,
 that's in our experience the best way to work.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
 [ail...@gmail.com]
 Sent: 11 July 2011 14:41
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 I seen and heard about people being kickvoted for just being good, or
 when
 a bunch of trolls get on and decide to kickvote the same person. Making
 an
 assumption that someone is not behaving is just rude.

 2011/7/9 Björn Rohlén bjorn.roh...@gmail.com

 ... or perhaps behave and be just, so the inhabitants of your server
 doesnt
 want to kick you for being an ass -- seems more worthwhile to work on
 than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Jeff Sugar
We actually have a system very similar to this. The difference is that we
have it setup to work with SourceIRC, which is really helpful and
convenient. Also, not everyone has to have rcon like we used, say, hlsw
only. I would be interested in installing it if the phone/growl stuff were
implemented. That would be badass.


On Mon, Jul 11, 2011 at 7:13 AM, Eric Riemers riem...@binkey.nl wrote:


 First hit on google with !calladmin :-)
 http://forums.alliedmods.net/showthread.php?p=1076379

 Although this example uses google talk, you can pretty much hook anything
 into it if your a bit handy. (growl on your phone perhaps? api towards
 twitter with all admins looking at it etc etc)

 On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. sai...@specialattack.net
 wrote:
  Out of interest, which plugin is it exactly that provides that command?
 (a
  quick search didn't return any valid results).
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
  [riem...@binkey.nl]
  Sent: 11 July 2011 15:51
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  We use a sourcemod plugin !calladmin, it will send out a call to admins
 and
  they can join the server and help out. Works for like 90% of the time
  (ofcourse we sleep too sometimes) its on alliedmodders.
 
  On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
  wrote:
  Exactly the reason why we have client voting disabled. You don't want to
  give the mass such control because it will *always* be abused.
 
  Learned it back in the CS times, re-learned the lesson with L4D/L4D2,
 and
  surely don't need to re-re-learn this lesson on TF2.
 
  We point our users to places where to find our admins in case of
  troubles,
  that's in our experience the best way to work.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
  [ail...@gmail.com]
  Sent: 11 July 2011 14:41
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  I seen and heard about people being kickvoted for just being good, or
  when
  a bunch of trolls get on and decide to kickvote the same person. Making
  an
  assumption that someone is not behaving is just rude.
 
  2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
 
  ... or perhaps behave and be just, so the inhabitants of your server
  doesnt
  want to kick you for being an ass -- seems more worthwhile to work on
  than
  trying to get a bunch of plugins working.
 
  -The G
 
  On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold 
 peter_va...@reinhold.dk
  wrote:
 
   On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
  
https://forums.alliedmods.net/**showthread.php?t=161586
  https://forums.alliedmods.net/showthread.php?t=161586 glhf
  
  
   That is perfect, thanks a lot.
  
  
  
   /Peter
  
  
  
   __**_
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Saint K .
Oi! My searching skills seem to be non-existent today!

Thanks,

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers 
[riem...@binkey.nl]
Sent: 11 July 2011 16:13
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

First hit on google with !calladmin :-)
http://forums.alliedmods.net/showthread.php?p=1076379

Although this example uses google talk, you can pretty much hook anything
into it if your a bit handy. (growl on your phone perhaps? api towards
twitter with all admins looking at it etc etc)

On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. sai...@specialattack.net
wrote:
 Out of interest, which plugin is it exactly that provides that command?
(a
 quick search didn't return any valid results).

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 [riem...@binkey.nl]
 Sent: 11 July 2011 15:51
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 We use a sourcemod plugin !calladmin, it will send out a call to admins
and
 they can join the server and help out. Works for like 90% of the time
 (ofcourse we sleep too sometimes) its on alliedmodders.

 On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
 wrote:
 Exactly the reason why we have client voting disabled. You don't want to
 give the mass such control because it will *always* be abused.

 Learned it back in the CS times, re-learned the lesson with L4D/L4D2,
and
 surely don't need to re-re-learn this lesson on TF2.

 We point our users to places where to find our admins in case of
 troubles,
 that's in our experience the best way to work.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
 [ail...@gmail.com]
 Sent: 11 July 2011 14:41
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 I seen and heard about people being kickvoted for just being good, or
 when
 a bunch of trolls get on and decide to kickvote the same person. Making
 an
 assumption that someone is not behaving is just rude.

 2011/7/9 Björn Rohlén bjorn.roh...@gmail.com

 ... or perhaps behave and be just, so the inhabitants of your server
 doesnt
 want to kick you for being an ass -- seems more worthwhile to work on
 than
 trying to get a bunch of plugins working.

 -The G

 On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
 
   https://forums.alliedmods.net/**showthread.php?t=161586
 https://forums.alliedmods.net/showthread.php?t=161586 glhf
 
 
  That is perfect, thanks a lot.
 
 
 
  /Peter
 
 
 
  __**_
  To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
  http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Saint K .
Is your system publicly available? 

Been looking for a while for something decent(currently have a !report 
implementation but it's a bit meh) but most plugins/solutions are incredibly 
bloated with all sorts of non-sense functions.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar 
[jeffsu...@gmail.com]
Sent: 11 July 2011 16:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

We actually have a system very similar to this. The difference is that we
have it setup to work with SourceIRC, which is really helpful and
convenient. Also, not everyone has to have rcon like we used, say, hlsw
only. I would be interested in installing it if the phone/growl stuff were
implemented. That would be badass.


On Mon, Jul 11, 2011 at 7:13 AM, Eric Riemers riem...@binkey.nl wrote:


 First hit on google with !calladmin :-)
 http://forums.alliedmods.net/showthread.php?p=1076379

 Although this example uses google talk, you can pretty much hook anything
 into it if your a bit handy. (growl on your phone perhaps? api towards
 twitter with all admins looking at it etc etc)

 On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. sai...@specialattack.net
 wrote:
  Out of interest, which plugin is it exactly that provides that command?
 (a
  quick search didn't return any valid results).
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
  [riem...@binkey.nl]
  Sent: 11 July 2011 15:51
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  We use a sourcemod plugin !calladmin, it will send out a call to admins
 and
  they can join the server and help out. Works for like 90% of the time
  (ofcourse we sleep too sometimes) its on alliedmodders.
 
  On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. sai...@specialattack.net
  wrote:
  Exactly the reason why we have client voting disabled. You don't want to
  give the mass such control because it will *always* be abused.
 
  Learned it back in the CS times, re-learned the lesson with L4D/L4D2,
 and
  surely don't need to re-re-learn this lesson on TF2.
 
  We point our users to places where to find our admins in case of
  troubles,
  that's in our experience the best way to work.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
  [ail...@gmail.com]
  Sent: 11 July 2011 14:41
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  I seen and heard about people being kickvoted for just being good, or
  when
  a bunch of trolls get on and decide to kickvote the same person. Making
  an
  assumption that someone is not behaving is just rude.
 
  2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
 
  ... or perhaps behave and be just, so the inhabitants of your server
  doesnt
  want to kick you for being an ass -- seems more worthwhile to work on
  than
  trying to get a bunch of plugins working.
 
  -The G
 
  On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold 
 peter_va...@reinhold.dk
  wrote:
 
   On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
  
https://forums.alliedmods.net/**showthread.php?t=161586
  https://forums.alliedmods.net/showthread.php?t=161586 glhf
  
  
   That is perfect, thanks a lot.
  
  
  
   /Peter
  
  
  
   __**_
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
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 To unsubscribe, edit 

Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Eric Riemers
SourceIRC is nice, it's on alliedmodders too i believe. 

Downside is that each server needs a connection to irc, a bit bloated in
that case if you ask me, but it works ofcourse.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: maandag 11 juli 2011 17:28
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

Is your system publicly available? 

Been looking for a while for something decent(currently have a !report
implementation but it's a bit meh) but most plugins/solutions are incredibly
bloated with all sorts of non-sense functions.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
[jeffsu...@gmail.com]
Sent: 11 July 2011 16:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] The built-in TF2 voting system

We actually have a system very similar to this. The difference is that we
have it setup to work with SourceIRC, which is really helpful and
convenient. Also, not everyone has to have rcon like we used, say, hlsw
only. I would be interested in installing it if the phone/growl stuff were
implemented. That would be badass.


On Mon, Jul 11, 2011 at 7:13 AM, Eric Riemers riem...@binkey.nl wrote:


 First hit on google with !calladmin :-)
 http://forums.alliedmods.net/showthread.php?p=1076379

 Although this example uses google talk, you can pretty much hook 
 anything into it if your a bit handy. (growl on your phone perhaps? 
 api towards twitter with all admins looking at it etc etc)

 On Mon, 11 Jul 2011 15:53:20 +0200, Saint K. 
 sai...@specialattack.net
 wrote:
  Out of interest, which plugin is it exactly that provides that command?
 (a
  quick search didn't return any valid results).
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
  Riemers [riem...@binkey.nl]
  Sent: 11 July 2011 15:51
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  We use a sourcemod plugin !calladmin, it will send out a call to 
  admins
 and
  they can join the server and help out. Works for like 90% of the 
  time (ofcourse we sleep too sometimes) its on alliedmodders.
 
  On Mon, 11 Jul 2011 15:18:22 +0200, Saint K. 
  sai...@specialattack.net
  wrote:
  Exactly the reason why we have client voting disabled. You don't 
  want to give the mass such control because it will *always* be abused.
 
  Learned it back in the CS times, re-learned the lesson with 
  L4D/L4D2,
 and
  surely don't need to re-re-learn this lesson on TF2.
 
  We point our users to places where to find our admins in case of
  troubles,
  that's in our experience the best way to work.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil 
  Larsson [ail...@gmail.com]
  Sent: 11 July 2011 14:41
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] The built-in TF2 voting system
 
  I seen and heard about people being kickvoted for just being 
  good, or when a bunch of trolls get on and decide to kickvote the 
  same person. Making
  an
  assumption that someone is not behaving is just rude.
 
  2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
 
  ... or perhaps behave and be just, so the inhabitants of your 
  server doesnt want to kick you for being an ass -- seems more 
  worthwhile to work on than trying to get a bunch of plugins 
  working.
 
  -The G
 
  On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold 
 peter_va...@reinhold.dk
  wrote:
 
   On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
  
https://forums.alliedmods.net/**showthread.php?t=161586
  https://forums.alliedmods.net/showthread.php?t=161586 glhf
  
  
   That is perfect, thanks a lot.
  
  
  
   /Peter
  
  
  
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 archives,
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[hlds_linux] A few more TF2 quickplay answers

2011-07-11 Thread Fletcher Dunn
Just a few more answers to commonly-asked quickplay questions:

All of the quickplay deal-breakers are tested on the client at the moment of 
quickplay searching.  You can flip them on and off and start/stop receiving 
quickplay traffic.

The reputation system is an input to the quickplay scoring system, not the 
other way around.  Doing quickplay-illegal things does not affect your 
reputation.  If you have a thriving community playing custom maps, you are 
building your reputation.  If you suddenly turned the server into a 
quickplay-eligible one, you would be just as good of a quickplay server as a 
server who had been vanilla the whole time.

But to repeat: the reputation system still needs some tuning, and is only a 
small part of the total quickplay score.  It's mainly designed to help avoid 
sending traffic to really terrible servers.

Quickplay, with its minimal set of options, is currently targeted at totally 
new players.  However, we know that some experienced players use it and have 
had fun playing maps they haven't played in a while.  (Or just beating the heck 
out of noobs.)  Sometimes it's just fun to spin the wheel.  We have considered 
a medium search mode, somewhat of a cross between the raw server browser and 
the one-click-no-options quickplay.  No timeline or promises, of course.

We get *huge* value out of good server operators.  While we do want to control 
new players first impressions of the game, the goal is to have new players find 
all the diversity out there and get into a community so they can kill each 
other in the way they most enjoy.  Having a set of servers with known 
characteristics is good, to ensure that if you want to play you can always find 
a server with a good ping, etc.  But keeping all the traffic on generic servers 
that we have to maintain and host is not really a huge win for us.

I would post these answers to the FAQ and just send a link, but the details are 
of course subject to change without notice. :)

Hopefully most of the big quickplay questions are answered.  I'm working on a 
lot of game server related stuff, so I'll probably be on these lists again.

Cheers,
Fletch
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Chris
If you are running HLStats:CE you can use the sm addon webshortcuts to
create a trigger to goto a webpage.

Then just create a basic email form that connects to the database to pull
down all the players on the server and have a textbox for the players to add
additional details.

Then when they submit you can get all the details you need for an admin
request.  Lots of information is stored on hlstats that you can use; Player
name, steam id, who submitted, what server it cam from (if you run more than
1), etc.

And what i do from that is create a rule in gmail to forward any messages
that come in from the request system to goto my cell phone email address as
a text message.






On Mon, Jul 11, 2011 at 11:35 AM, Eric Riemers riem...@binkey.nl wrote:

 SourceIRC is nice, it's on alliedmodders too i believe.

 Downside is that each server needs a connection to irc, a bit bloated in
 that case if you ask me, but it works ofcourse.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: maandag 11 juli 2011 17:28
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 Is your system publicly available?

 Been looking for a while for something decent(currently have a !report
 implementation but it's a bit meh) but most plugins/solutions are
 incredibly
 bloated with all sorts of non-sense functions.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
 [jeffsu...@gmail.com]
 Sent: 11 July 2011 16:29
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The built-in TF2 voting system

 We actually have a system very similar to this. The difference is that we
 have it setup to work with SourceIRC, which is really helpful and
 convenient. Also, not everyone has to have rcon like we used, say, hlsw
 only. I would be interested in installing it if the phone/growl stuff were
 implemented. That would be badass.


 On Mon, Jul 11, 2011 at 7:13 AM, Eric Riemers riem...@binkey.nl wrote:

 
  First hit on google with !calladmin :-)
  http://forums.alliedmods.net/showthread.php?p=1076379
 
  Although this example uses google talk, you can pretty much hook
  anything into it if your a bit handy. (growl on your phone perhaps?
  api towards twitter with all admins looking at it etc etc)
 
  On Mon, 11 Jul 2011 15:53:20 +0200, Saint K.
  sai...@specialattack.net
  wrote:
   Out of interest, which plugin is it exactly that provides that command?
  (a
   quick search didn't return any valid results).
  
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com
   [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
   Riemers [riem...@binkey.nl]
   Sent: 11 July 2011 15:51
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] The built-in TF2 voting system
  
   We use a sourcemod plugin !calladmin, it will send out a call to
   admins
  and
   they can join the server and help out. Works for like 90% of the
   time (ofcourse we sleep too sometimes) its on alliedmodders.
  
   On Mon, 11 Jul 2011 15:18:22 +0200, Saint K.
   sai...@specialattack.net
   wrote:
   Exactly the reason why we have client voting disabled. You don't
   want to give the mass such control because it will *always* be abused.
  
   Learned it back in the CS times, re-learned the lesson with
   L4D/L4D2,
  and
   surely don't need to re-re-learn this lesson on TF2.
  
   We point our users to places where to find our admins in case of
   troubles,
   that's in our experience the best way to work.
  
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com
   [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil
   Larsson [ail...@gmail.com]
   Sent: 11 July 2011 14:41
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] The built-in TF2 voting system
  
   I seen and heard about people being kickvoted for just being
   good, or when a bunch of trolls get on and decide to kickvote the
   same person. Making
   an
   assumption that someone is not behaving is just rude.
  
   2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
  
   ... or perhaps behave and be just, so the inhabitants of your
   server doesnt want to kick you for being an ass -- seems more
   worthwhile to work on than trying to get a bunch of plugins
   working.
  
   -The G
  
   On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold 
  peter_va...@reinhold.dk
   wrote:
  
On Fri, 08 Jul 2011 19:50:47 -0400, Nicholas Hastings wrote:
   
 https://forums.alliedmods.net/**showthread.php?t=161586
   https://forums.alliedmods.net/showthread.php?t=161586 glhf
   
   
That is perfect, thanks a lot.
   
   
   
/Peter
   
   
   

Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Peter Reinhold

On Mon, 11 Jul 2011 07:29:52 -0700, Jeff Sugar wrote:

We actually have a system very similar to this. The difference is 
that we

have it setup to work with SourceIRC, which is really helpful and
convenient. Also, not everyone has to have rcon like we used, say, 
hlsw


I put set up SourceIRC also (as I am a heavy IRC user anyway), and it 
works pretty well.


The !report function is not stellar, but it works, and if you use an 
IRC client with some scripting functionality (like mIRC), or maybe a 
bouncer (like ZNC), then you have yourself a pretty good warning setup.


But again, as stated in another mail, it requires an IRC connection pr. 
server, and a channel can get pretty crowded with joins and leaves, 
unless you script yourself out of it. :)


I am only running 1 server atm, so volume hasn't really been a problem, 
and i've had 0 reports yet (don't know if people simply miss that they 
can call upon help, or that my players simply are wellmannered .. i'm 
guessing the first ;)



/Peter

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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Eli Witt
The !report function is not stellar, but it works, and if you use an IRC
client with some scripting functionality (like mIRC), or maybe a bouncer
(like ZNC), then you have yourself a pretty good warning setup.



This is *exactly* what our community does. Using logaddress we stream the
server logs to a mIRC client, where virtually anything can be done with it.
Currently it will bug people in IRC, and I'm currently exploring the option
of throwing in SMS to admin's ability as well, although I never even
considered using email as the gateway there, should have though.


To head off the naysayers: No kidding using mIRC on a dedicated server isn't
the most optimal setup ever, but it works marvelously and it's been in use
for years, never a problem.

On Mon, Jul 11, 2011 at 1:41 PM, Peter Reinhold peter_va...@reinhold.dkwrote:

 On Mon, 11 Jul 2011 07:29:52 -0700, Jeff Sugar wrote:

  We actually have a system very similar to this. The difference is that we
 have it setup to work with SourceIRC, which is really helpful and
 convenient. Also, not everyone has to have rcon like we used, say, hlsw


 I put set up SourceIRC also (as I am a heavy IRC user anyway), and it works
 pretty well.

 The !report function is not stellar, but it works, and if you use an IRC
 client with some scripting functionality (like mIRC), or maybe a bouncer
 (like ZNC), then you have yourself a pretty good warning setup.

 But again, as stated in another mail, it requires an IRC connection pr.
 server, and a channel can get pretty crowded with joins and leaves, unless
 you script yourself out of it. :)

 I am only running 1 server atm, so volume hasn't really been a problem, and
 i've had 0 reports yet (don't know if people simply miss that they can call
 upon help, or that my players simply are wellmannered .. i'm guessing the
 first ;)



 /Peter

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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread Sir Jake

How would that work with another dedicated box hosting an irc network?

This could be pretty handy for our admins if we're able to do it without having 
to setup a new irc server on our gaming box.

Thanks.
  
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Re: [hlds_linux] The built-in TF2 voting system

2011-07-11 Thread DarthNinja
You just install the sockets extension and the sourceirc plugin.  It works
like a normal client and will connect to any irc server you tell it to.
There's even a config where you can set SourceIRC to log itself into the irc
server so it gets +v if your channel is set to +m.


On Mon, Jul 11, 2011 at 5:01 PM, Sir Jake can_kic...@hotmail.com wrote:


 How would that work with another dedicated box hosting an irc network?

 This could be pretty handy for our admins if we're able to do it without
 having to setup a new irc server on our gaming box.

 Thanks.

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Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-11 Thread ics
I see a slight problem in one thing. While the custom map is on, any 
custom map, unless your server is extremely popular at any time of the 
day, it will lead to drop of players aka lack of players. Not everyone 
wants to play custom maps or download a new one because they still have 
slow connections, some of them. Situation regarding people's online 
connections has improved in past years but thats still the case for some.


But anyway, as the quickplay does not drive traffic to these servers 
that do not run particular maps on, it's an issue at late time of the 
day and early on when the servers are just filling up. This isn't a 
major issue right now, but after couple of months, it could be. At this 
point, either the server has to change through configs to run regular 
maps or stay empty untill more people are getting into their games. 
Would you join to empty server, from which you need to download a map to 
play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive 
example. Got 2 servers running custom maps, the one that is very popular 
and the other that is not as popular as the other. Also i have 2 
quickplay enhanced ones that fill up first and stay populated last. 
(now that things have actually little quite since the first peak when it 
was 24/7 full for all).


So the ones that run custom maps, empty first and get filled up a bit 
later as soon as map changes to some quickplay supported than the ones 
that are running settings that quickplay is wanting (unless the regulars 
play late, like friday, saturday). If you see where i'm going, it's 
pretty frustrating to change mapcycle so that you get traffic driving 
in, despite how much reputation the server has. 6 000 000 reputation is 
more than enough but it still doesn't make me any happy, no matter how 
much there is if the players aren't getting in as long as there are 
custom maps at certain time of the day.


This is not a huge issue now but quickplay makes people wanting to have 
run basic maps to get their servers filled. So who will want to run 
custom maps, no matter how good they are if that results to empty 
servers. It's pointless to make every community map official too. I know 
this quickplay is there to make people more happy as some people run 
pretty bad server mods and such but how about adding some options to it. 
Like into the quickplay search window. Allow custom maps and Allow 
more than 24 slot servers. It's more harder to get 24 slot server 
running custom maps to stay populated than 30-32. I know over 24 slot 
isn't exactly preferred but what can you do. People want what they want. 
Quickplay is great to fill up servers but i'd like to see that only as 
addition to existing way - if you have basic regular players on a 
server, it gets filled but quickplay could be used to fill up the rest 
of the slots. It works like this but only after the certain penalties.


Just some thoughts that came out 1:32am to my mind.

-ics


11.7.2011 19:24, Fletcher Dunn kirjoitti:

Just a few more answers to commonly-asked quickplay questions:

All of the quickplay deal-breakers are tested on the client at the moment of 
quickplay searching.  You can flip them on and off and start/stop receiving 
quickplay traffic.

The reputation system is an input to the quickplay scoring system, not the 
other way around.  Doing quickplay-illegal things does not affect your 
reputation.  If you have a thriving community playing custom maps, you are 
building your reputation.  If you suddenly turned the server into a 
quickplay-eligible one, you would be just as good of a quickplay server as a 
server who had been vanilla the whole time.

But to repeat: the reputation system still needs some tuning, and is only a 
small part of the total quickplay score.  It's mainly designed to help avoid 
sending traffic to really terrible servers.

Quickplay, with its minimal set of options, is currently targeted at totally new players. 
 However, we know that some experienced players use it and have had fun playing maps they 
haven't played in a while.  (Or just beating the heck out of noobs.)  Sometimes it's just 
fun to spin the wheel.  We have considered a medium search mode, somewhat of 
a cross between the raw server browser and the one-click-no-options quickplay.  No 
timeline or promises, of course.

We get *huge* value out of good server operators.  While we do want to control 
new players first impressions of the game, the goal is to have new players find 
all the diversity out there and get into a community so they can kill each 
other in the way they most enjoy.  Having a set of servers with known 
characteristics is good, to ensure that if you want to play you can always find 
a server with a good ping, etc.  But keeping all the traffic on generic servers 
that we have to maintain and host is not really a huge win for us.

I would post these answers to the FAQ and just send a link, but the details are 
of course subject to change without 

Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-11 Thread Sir Jake

Very good points, another thing that would be wonderful to see is having the 
score board it self support 32 players not sure why this was not put in years 
ago.

As many people here have said 24 slot servers just fail after any type of roll 
or map change as sometimes half the server can leave in just a few minutes and 
then it just dies off.  I noticed this a lot when we tried our servers with 
only 24 slots.  

 Date: Tue, 12 Jul 2011 01:32:19 +0300
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] A few more TF2 quickplay answers
 
 I see a slight problem in one thing. While the custom map is on, any 
 custom map, unless your server is extremely popular at any time of the 
 day, it will lead to drop of players aka lack of players. Not everyone 
 wants to play custom maps or download a new one because they still have 
 slow connections, some of them. Situation regarding people's online 
 connections has improved in past years but thats still the case for some.
 
 But anyway, as the quickplay does not drive traffic to these servers 
 that do not run particular maps on, it's an issue at late time of the 
 day and early on when the servers are just filling up. This isn't a 
 major issue right now, but after couple of months, it could be. At this 
 point, either the server has to change through configs to run regular 
 maps or stay empty untill more people are getting into their games. 
 Would you join to empty server, from which you need to download a map to 
 play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive 
 example. Got 2 servers running custom maps, the one that is very popular 
 and the other that is not as popular as the other. Also i have 2 
 quickplay enhanced ones that fill up first and stay populated last. 
 (now that things have actually little quite since the first peak when it 
 was 24/7 full for all).
 
 So the ones that run custom maps, empty first and get filled up a bit 
 later as soon as map changes to some quickplay supported than the ones 
 that are running settings that quickplay is wanting (unless the regulars 
 play late, like friday, saturday). If you see where i'm going, it's 
 pretty frustrating to change mapcycle so that you get traffic driving 
 in, despite how much reputation the server has. 6 000 000 reputation is 
 more than enough but it still doesn't make me any happy, no matter how 
 much there is if the players aren't getting in as long as there are 
 custom maps at certain time of the day.
 
 This is not a huge issue now but quickplay makes people wanting to have 
 run basic maps to get their servers filled. So who will want to run 
 custom maps, no matter how good they are if that results to empty 
 servers. It's pointless to make every community map official too. I know 
 this quickplay is there to make people more happy as some people run 
 pretty bad server mods and such but how about adding some options to it. 
 Like into the quickplay search window. Allow custom maps and Allow 
 more than 24 slot servers. It's more harder to get 24 slot server 
 running custom maps to stay populated than 30-32. I know over 24 slot 
 isn't exactly preferred but what can you do. People want what they want. 
 Quickplay is great to fill up servers but i'd like to see that only as 
 addition to existing way - if you have basic regular players on a 
 server, it gets filled but quickplay could be used to fill up the rest 
 of the slots. It works like this but only after the certain penalties.
 
 Just some thoughts that came out 1:32am to my mind.
 
 -ics
 
 
 11.7.2011 19:24, Fletcher Dunn kirjoitti:
  Just a few more answers to commonly-asked quickplay questions:
 
  All of the quickplay deal-breakers are tested on the client at the moment 
  of quickplay searching.  You can flip them on and off and start/stop 
  receiving quickplay traffic.
 
  The reputation system is an input to the quickplay scoring system, not the 
  other way around.  Doing quickplay-illegal things does not affect your 
  reputation.  If you have a thriving community playing custom maps, you are 
  building your reputation.  If you suddenly turned the server into a 
  quickplay-eligible one, you would be just as good of a quickplay server as 
  a server who had been vanilla the whole time.
 
  But to repeat: the reputation system still needs some tuning, and is only a 
  small part of the total quickplay score.  It's mainly designed to help 
  avoid sending traffic to really terrible servers.
 
  Quickplay, with its minimal set of options, is currently targeted at 
  totally new players.  However, we know that some experienced players use it 
  and have had fun playing maps they haven't played in a while.  (Or just 
  beating the heck out of noobs.)  Sometimes it's just fun to spin the wheel. 
   We have considered a medium search mode, somewhat of a cross between the 
  raw server browser and the one-click-no-options quickplay.  No timeline or 
  

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-11 Thread Alfred Reynolds
We have released an update to the beta, run the hldsupdatetool with -beta 
hlbeta to get this update. Changes for this update are:

- Changed sv_filetransfermaxsize to 1mbyte by default
- Disallow the dlfile command if the server is configured with a sv_downloadurl


The dlfile command is used internally by the engine to allow users to download 
custom maps using the in-game channel, unfortunately the processing for large 
files is done inline and can stall the server. Re-architecting this is beyond 
the scope for HL1 so the solution would be to use the sv_downloadurl feature if 
you want to host custom content (or increase the sv_filetransfermaxsize cvar 
but risk your server FPS stuttering).

- Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, July 07, 2011 6:20 PM
 To: Half-Life dedicated Linux server mailing list;
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Half-Life 1 engine beta update released
 
 We have released a beta update for Half-Life 1 engine based games
 (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
 update run the hldsupdatetool with -beta hlbeta on the command line.
 This update continues on some exploit fixes we have already shipped
 within this beta.
 
 Changes:
 - Added sv_filetransfermaxsize cvar to limit the size of a file a
 server will try to send to a client, by default 10mbytes.
 - Prevented halflife.wad from being downloaded from a server (fixes
 server hang/stall).
 
 
 There is also a couple client side fixes, if you run your Steam client
 with -beta hlbeta on its command line and run Half-Life games you
 will have some fixes that prevent server redirection.
 
 
 
 - Alfred
 
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Re: [hlds_linux] TF2 servers staying empty

2011-07-11 Thread RDDT TF2
Fletcher,

Your post reinforces the single complaint I have with regards to this
matchmaking system. What is the point of us server admins configuring our
servers to rank optimally in the matchmaking system, and adding them to the
system, for them to be beaten out by Valve servers? Ever since Valve's
servers came back online my server has remained dead - matchmaking will
throw one, maybe two players per day my way, and this isn't just me - this
is across the board. Once popular servers that I visited have nowhere near
the traffic they used to. A decent server isn't cheap to host and maintain,
and I could easily see server admins ditching their servers if they're just
going to sit empty. Just look at the TF2 Server Feedback forums.

I realize that you would want new players to start out on Valve servers, and
I respect that, but in my experience the TF2 community is a great one and
will help new players no matter where they play.

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

fletcherd at valvesoftware.com
http://list.valvesoftware.com/mailman/listinfo/hlds_linuxwrote:

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

2011-07-11 Thread J M
Well, I think that is merely an effect of there being too few players and
too many servers. Of course Valve is going to put their own servers on
preference, because they're the ones controlling them. Server admins SHOULD
be ditching their servers if they're going to sit empty. It takes time and
effort to get a community going. These last few weeks have just been really
easy on unpopular servers because of the huge influx of new players. I'm
shutting down my server due to lack of use. I don't have the time or
patience to try to get a community going, and quickplay isn't helping
enough.

On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:

 Fletcher,

 Your post reinforces the single complaint I have with regards to this
 matchmaking system. What is the point of us server admins configuring our
 servers to rank optimally in the matchmaking system, and adding them to the
 system, for them to be beaten out by Valve servers? Ever since Valve's
 servers came back online my server has remained dead - matchmaking will
 throw one, maybe two players per day my way, and this isn't just me - this
 is across the board. Once popular servers that I visited have nowhere near
 the traffic they used to. A decent server isn't cheap to host and maintain,
 and I could easily see server admins ditching their servers if they're just
 going to sit empty. Just look at the TF2 Server Feedback forums.

 I realize that you would want new players to start out on Valve servers,
 and
 I respect that, but in my experience the TF2 community is a great one and
  will help new players no matter where they play.
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Re: [hlds_linux] Server Crashing

2011-07-11 Thread Juan Camilo Daza Devia
My commons errors (bugs), with unlimit -c not show more.

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

./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

ERROR: ld.so: object './hlshield.so' from LD_PRELOAD cannot be
preloaded: ignored.
BFD: Warning: /home/juan/lss/131/27015/core.16989 is truncated: expected
core file size = 55148544, found: 2056192.
Cannot access memory at address 0xf7f420c0
Cannot access memory at address 0xffa6dc90
/home/juan/lss/131/27015/debug.cmds:3: Error in sourced command file:
Cannot access memory at address 0xf7f420c0
email debug.log to li...@valvesoftware.com
ERROR: ld.so: object './hlshield.so' from LD_PRELOAD cannot be

2011/7/10 Harry Strongburg harry.h...@harry.lu

 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.

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-- 
JuAnK
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