Re: [hlds_linux] [hlds] TF2 servers staying empty
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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. ___ 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
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
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. ___ 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
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
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. ___ 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
[hlds_linux] Fwd: Re: The built-in TF2 voting system
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Highlander mode crash bug
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. ___ 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] 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 ___ 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] The built-in TF2 voting system
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 ___ 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] 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 ___ 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] The built-in TF2 voting system
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 ___ 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] 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 ___ 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] 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] The built-in TF2 voting system
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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 __**_ 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 ___ 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
Re: [hlds_linux] The built-in TF2 voting system
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 __**_ 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 ___ 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:
[hlds_linux] A few more TF2 quickplay answers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] The built-in TF2 voting system
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] The built-in TF2 voting system
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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] The built-in TF2 voting system
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] The built-in TF2 voting system
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. ___ 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] 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 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
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
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 ___ 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
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** ___** 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
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. ___ 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
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. ___ 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