Re: [hlds_linux] The built-in TF2 voting system
On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake 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. Works perfect, this is what we do, run an ircd on another box, and have our servers connect to it using sourceirc (which is a breeze to install and setup), and away we go. ___ 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 simply need to stream logs from your game servers (using logaddress functionality) to whatever form of IRC client you setup (it can be an mIRC client, it could be a PHP IRC client, Ruby, etc). On 12/07/2011 5:07 PM, Peter Reinhold wrote: On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake 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. Works perfect, this is what we do, run an ircd on another box, and have our servers connect to it using sourceirc (which is a breeze to install and setup), and away we go. ___ 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
You still need all your admins to be on irc too. Even though we have plenty admins, not all of them are there. On Tue, 12 Jul 2011 09:07:17 +0200, Peter Reinhold peter_va...@reinhold.dk wrote: On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake 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. Works perfect, this is what we do, run an ircd on another box, and have our servers connect to it using sourceirc (which is a breeze to install and setup), and away we go. ___ 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
I agree with RDDT TF2 completely. While it may take time and effort to get a community going, the fact of the matter is now that Valve has set up hundreds (I want to say thousands) of quick play servers, populating a TF2 server is as hard as it was before the Uber update. Honestly, you guys over at Valve should think twice before you try to screw over the community. If you guys over at Valve think that matching random players into a TF2 server will give them the best experience, then you're wrong. Servers that have regulars are what gives players the best TF2 experience. Befriending each other, making rivals, cooperating as a team. You can't do that with random players on your quick play servers. If you guys over at Valve insist on making all these quick play servers, then fine. But here's a really awesome request that will benefit the both of us. Make it so that players can only play on your quick play servers for a maximum of x hours. After that, have them match up with community made servers. Date: Mon, 11 Jul 2011 20:54:56 -0400 From: invaderam...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: 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 ___ 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
Or better yet. Have it start off on valves quickplay servers for the first game they play. Any other quickplays go to community made servers. Then you can slowly start getting rid of the valve quickplay servers as less people need to be introduced to the game over time. On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote: I agree with RDDT TF2 completely. While it may take time and effort to get a community going, the fact of the matter is now that Valve has set up hundreds (I want to say thousands) of quick play servers, populating a TF2 server is as hard as it was before the Uber update. Honestly, you guys over at Valve should think twice before you try to screw over the community. If you guys over at Valve think that matching random players into a TF2 server will give them the best experience, then you're wrong. Servers that have regulars are what gives players the best TF2 experience. Befriending each other, making rivals, cooperating as a team. You can't do that with random players on your quick play servers. If you guys over at Valve insist on making all these quick play servers, then fine. But here's a really awesome request that will benefit the both of us. Make it so that players can only play on your quick play servers for a maximum of x hours. After that, have them match up with community made servers. Date: Mon, 11 Jul 2011 20:54:56 -0400 From: invaderam...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: 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 ___ 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
One thing I wonder. Why are VALVe servers per definition better then ours according to VALVe's current policies? Are the VALVe servers being administrated at all for example? We work around the clock keeping things nice and clean, I'd argue communities prolly provide a better gaming experience then VALVe's servers (unless they are also heavily administrated). Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [e...@wmclan.net] Sent: 12 July 2011 11:57 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty Or better yet. Have it start off on valves quickplay servers for the first game they play. Any other quickplays go to community made servers. Then you can slowly start getting rid of the valve quickplay servers as less people need to be introduced to the game over time. On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote: I agree with RDDT TF2 completely. While it may take time and effort to get a community going, the fact of the matter is now that Valve has set up hundreds (I want to say thousands) of quick play servers, populating a TF2 server is as hard as it was before the Uber update. Honestly, you guys over at Valve should think twice before you try to screw over the community. If you guys over at Valve think that matching random players into a TF2 server will give them the best experience, then you're wrong. Servers that have regulars are what gives players the best TF2 experience. Befriending each other, making rivals, cooperating as a team. You can't do that with random players on your quick play servers. If you guys over at Valve insist on making all these quick play servers, then fine. But here's a really awesome request that will benefit the both of us. Make it so that players can only play on your quick play servers for a maximum of x hours. After that, have them match up with community made servers. Date: Mon, 11 Jul 2011 20:54:56 -0400 From: invaderam...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: 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 ___ 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
With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why quickplay only works on the standard set of maps. I know people who used to play on 24/7 2fort servers cause they didn't know better. Our servers still fill up with quickplay players time to time, just that the newbie rush is now over. Which was to be expected (although i'm glad to see that TF2 is beating counter-strike and CoD ;) ). On Tue, Jul 12, 2011 at 11:57 AM, Saint K. sai...@specialattack.net wrote: One thing I wonder. Why are VALVe servers per definition better then ours according to VALVe's current policies? Are the VALVe servers being administrated at all for example? We work around the clock keeping things nice and clean, I'd argue communities prolly provide a better gaming experience then VALVe's servers (unless they are also heavily administrated). Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [ e...@wmclan.net] Sent: 12 July 2011 11:57 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty Or better yet. Have it start off on valves quickplay servers for the first game they play. Any other quickplays go to community made servers. Then you can slowly start getting rid of the valve quickplay servers as less people need to be introduced to the game over time. On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote: I agree with RDDT TF2 completely. While it may take time and effort to get a community going, the fact of the matter is now that Valve has set up hundreds (I want to say thousands) of quick play servers, populating a TF2 server is as hard as it was before the Uber update. Honestly, you guys over at Valve should think twice before you try to screw over the community. If you guys over at Valve think that matching random players into a TF2 server will give them the best experience, then you're wrong. Servers that have regulars are what gives players the best TF2 experience. Befriending each other, making rivals, cooperating as a team. You can't do that with random players on your quick play servers. If you guys over at Valve insist on making all these quick play servers, then fine. But here's a really awesome request that will benefit the both of us. Make it so that players can only play on your quick play servers for a maximum of x hours. After that, have them match up with community made servers. Date: Mon, 11 Jul 2011 20:54:56 -0400 From: invaderam...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] TF2 servers staying empty
On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /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] TF2 servers staying empty
Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ 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
Are you two forgetting that Valve can simply remove these servers from the quick play pool? The two reasons are no excuse for having Valve set up hundreds of quick play servers and not providing the REAL experience TF2 players should be getting. From: sai...@specialattack.net To: hlds_linux@list.valvesoftware.com Date: Tue, 12 Jul 2011 13:17:24 +0200 Subject: Re: [hlds_linux] TF2 servers staying empty Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ 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
No, not forgetting. Just interested in the discussion. I can't care otherwise about the VALVe servers. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh [singh...@live.com] Sent: 12 July 2011 13:57 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] TF2 servers staying empty Are you two forgetting that Valve can simply remove these servers from the quick play pool? The two reasons are no excuse for having Valve set up hundreds of quick play servers and not providing the REAL experience TF2 players should be getting. From: sai...@specialattack.net To: hlds_linux@list.valvesoftware.com Date: Tue, 12 Jul 2011 13:17:24 +0200 Subject: Re: [hlds_linux] TF2 servers staying empty Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 servers staying empty
Well i actually have a prophunt server thats been full since the f2p, just because people have plugins also doesn't mean that players dont like it. Also got 2 saxton servers, and they are full too. Dont forget that valve actually pushed out a update so that prophunt could work proper again, so i assume they dont mind those type of servers. And ofcourse, the majority of the servers are vanilla or close to vanilla, so those few out of place might be actually nice for some players, they can always try there luck again. On Tue, 12 Jul 2011 07:57:01 -0400, Jay Singh singh...@live.com wrote: Are you two forgetting that Valve can simply remove these servers from the quick play pool? The two reasons are no excuse for having Valve set up hundreds of quick play servers and not providing the REAL experience TF2 players should be getting. From: sai...@specialattack.net To: hlds_linux@list.valvesoftware.com Date: Tue, 12 Jul 2011 13:17:24 +0200 Subject: Re: [hlds_linux] TF2 servers staying empty Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 servers staying empty
This is where the matchmaking system should kick in - massively downward trend those servers until they get a bad rating, and let those servers do their thing while more vanilla servers take on the player count. On Tue, Jul 12, 2011 at 7:17 AM, Saint K. sai...@specialattack.net wrote: Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [ peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ 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
Perhaps they have uber vac at those servers ;-) But seriously. How many valve servers do they have? On 12 Jul 2011 11:02, Saint K. sai...@specialattack.net wrote: One thing I wonder. Why are VALVe servers per definition better then ours according to VALVe's current policies? Are the VALVe servers being administrated at all for example? We work around the clock keeping things nice and clean, I'd argue communities prolly provide a better gaming experience then VALVe's servers (unless they are also heavily administrated). Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [ e...@wmclan.net] Sent: 12 July 2011 11:57 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty Or better yet. Have it start off on valves quickplay servers for the first game they play. Any other quickplays go to community made servers. Then you can slowly start getting rid of the valve quickplay servers as less people need to be introduced to the game over time. On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote: I agree with RDDT TF2 completely. While it may take time and effort to get a community going, the fact of the matter is now that Valve has set up hundreds (I want to say thousands) of quick play servers, populating a TF2 server is as hard as it was before the Uber update. Honestly, you guys over at Valve should think twice before you try to screw over the community. If you guys over at Valve think that matching random players into a TF2 server will give them the best experience, then you're wrong. Servers that have regulars are what gives players the best TF2 experience. Befriending each other, making rivals, cooperating as a team. You can't do that with random players on your quick play servers. If you guys over at Valve insist on making all these quick play servers, then fine. But here's a really awesome request that will benefit the both of us. Make it so that players can only play on your quick play servers for a maximum of x hours. After that, have them match up with community made servers. Date: Mon, 11 Jul 2011 20:54:56 -0400 From: invaderam...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: 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 ___ 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:
Re: [hlds_linux] TF2 servers staying empty
Valve servers are full of cheaters. They've been posted on various cheat sites as there are no admins, so anyone can cheat without risking a server ban. 2011/7/12 Ryan Morrison rddt...@gmail.com This is where the matchmaking system should kick in - massively downward trend those servers until they get a bad rating, and let those servers do their thing while more vanilla servers take on the player count. On Tue, Jul 12, 2011 at 7:17 AM, Saint K. sai...@specialattack.net wrote: Alright that seems fair. Forgot for a second there that a lot of server hosters like to completely rig the servers with the most ridiculous plugins. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [ hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [ peter_va...@reinhold.dk] Sent: 12 July 2011 13:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 servers staying empty On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote: With the amount of servers with their own wacky set of nonstandard gameplay modifiyng mods, such as premium, roll the dice, etc, I actually understand why the system bias towards Valve servers. Same reason why This! As a new, and even as a regular player, entering servers with completely arbitrary and gamebreaking rules can be a bit of a shock. I dont mind matchmaking trending towards Valves servers, the people that stay are eventually going to crave more of their servers, and will look for a well-moderated community based one. And ofcourse, if there are 10 servers for every 24 players, some will be empty, thats just simple math. :) /Peter ___ 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 -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ 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've been running a 24 man Vanilla server since late 09 and what I've learned through this server (and my many other servers) is there is no shortcut to a great community. Recently we've turned on Quickplay and I'm having second thoughts about it just because my server is now filled 100% of the time, hard to find a slot! We also have a fair amount of (good) custom maps on our server, and we also run a weekly event (Alpha Test Tuesdays), to test new custom maps people are working on (and we let anyone test free of charge!). Sure during the times we are on a custom map the server may not fill up as readily - but that's when having a good community comes into play. Put up a steam group for your server, and actually invite people you see coming back now and again. Over the last year or so we now have enough people in our group to keep the server ready to go all hours of the day (mostly). Also it's a broken record but TF2 is designed for 24 players, so with the glut of new servers I can see it might be harder to fill up a server that has increased_maxplayers, especially on de_jeepathon2k or whatever custom map you're playing. What I'd like to know about the quickplay system is how the grading goes. I know I can see how well we're trending, but are there any plans in the pipeline to have more server reporting tools re: quickplay, available? I'd like to see how I rate with other servers, how much further we have in CRUSHING THE COMPETITION IN FUN. On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote: 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
Re: [hlds_linux] TF2 servers staying empty
On Tue, Jul 12, 2011 at 11:57:46AM +0200, Saint K. wrote: One thing I wonder. Why are VALVe servers per definition better then ours according to VALVe's current policies? I don't know. I get terrible quality when connected to Valve's servers. I'd make an assumption and say it's because of them having Replay enabled, but I don't know. Server FPS varies a ton on the Valve servers, and often a 1~2 second lag spike (I assume Replay-caused as well). I tried both iad- and fra-, got the same results on both. In comparison, I have tried many community servers, and they all have ran smoothly (except for one that I think was overloaded). ___ 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'd love to know how your server is filling. Quick play is enabled on mine but it will never see players. I believe Valve has servers in New York which I'm losing out to (mine is in New Jersey). On Tue, Jul 12, 2011 at 2:51 PM, doc drga...@gmail.com wrote: I've been running a 24 man Vanilla server since late 09 and what I've learned through this server (and my many other servers) is there is no shortcut to a great community. Recently we've turned on Quickplay and I'm having second thoughts about it just because my server is now filled 100% of the time, hard to find a slot! We also have a fair amount of (good) custom maps on our server, and we also run a weekly event (Alpha Test Tuesdays), to test new custom maps people are working on (and we let anyone test free of charge!). Sure during the times we are on a custom map the server may not fill up as readily - but that's when having a good community comes into play. Put up a steam group for your server, and actually invite people you see coming back now and again. Over the last year or so we now have enough people in our group to keep the server ready to go all hours of the day (mostly). Also it's a broken record but TF2 is designed for 24 players, so with the glut of new servers I can see it might be harder to fill up a server that has increased_maxplayers, especially on de_jeepathon2k or whatever custom map you're playing. What I'd like to know about the quickplay system is how the grading goes. I know I can see how well we're trending, but are there any plans in the pipeline to have more server reporting tools re: quickplay, available? I'd like to see how I rate with other servers, how much further we have in CRUSHING THE COMPETITION IN FUN. On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote: 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
[hlds_linux] My Server keeps crashing non stop.
I've had a pretty stable server going for some time now and have play tested every single map to insure no maps are causing crashes. The server is usually pretty full until it crashes resulting in an admin having to restart the server manually. I tried setting up a PHP script with shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can execute the script but will not execute the screen for some reason. This means that last night while i was sleeping and it crashed with 19 players in it nobody was able to play for 8 hours until i woke up and found it was down. It would be nice if there was a better way to tell players that the server crashed instead of just having them disconnect. This server stopped without a clean goodbye which probably means it has crashed or the network is down. Click here to retry or get a notification when it is back up. The last few lines in the console are: rcon from 65.18.168.205:58386: command status rcon from 65.18.168.205:58386: command sv_visiblemaxplayers = -1 - Overrides the max players reported to prospective clients rcon from 65.18.168.205:58386: command sv_visiblemaxplayers PreMinidumpCallback: updating dump comment and DEBUG.LOG: -- CRASH: Tue Jul 12 17:19:40 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread 25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread 25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread 25804] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafbafacc -1346700596 esp0xafad9d20 0xafad9d20 ebp0xafad9d58 0xafad9d58 esi0x0 0 edi0x0 0 eip0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- I've tried removing plugins from sourcemod that might be the culprit but still no luck.. It's crashed with just me walking around in the server so it's totally random. Nothing has changed from the last few days of 100% uptime other then changing sm_cvar mp_waitingforplayers_time 0 which shouldn't cause a crash.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My Server keeps crashing non stop.
Any chance you can get a full stack trace? Also, have you tried removing all plugins (not just the sourcemod plugins as you've done)? Try renaming the addons folder to something else to disable them all and then try again. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Tuesday, July 12, 2011 2:18 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] My Server keeps crashing non stop. I've had a pretty stable server going for some time now and have play tested every single map to insure no maps are causing crashes. The server is usually pretty full until it crashes resulting in an admin having to restart the server manually. I tried setting up a PHP script with shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can execute the script but will not execute the screen for some reason. This means that last night while i was sleeping and it crashed with 19 players in it nobody was able to play for 8 hours until i woke up and found it was down. It would be nice if there was a better way to tell players that the server crashed instead of just having them disconnect. This server stopped without a clean goodbye which probably means it has crashed or the network is down. Click here to retry or get a notification when it is back up. The last few lines in the console are: rcon from 65.18.168.205:58386: command status rcon from 65.18.168.205:58386: command sv_visiblemaxplayers = -1 - Overrides the max players reported to prospective clients rcon from 65.18.168.205:58386: command sv_visiblemaxplayers PreMinidumpCallback: updating dump comment and DEBUG.LOG: -- CRASH: Tue Jul 12 17:19:40 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread 25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread 25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread 25804] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafbafacc -1346700596 esp0xafad9d20 0xafad9d20 ebp0xafad9d58 0xafad9d58 esi0x0 0 edi0x0 0 eip0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- I've tried removing plugins from sourcemod that might be the culprit but still no luck.. It's crashed with just me walking around in the server so it's totally random. Nothing has changed from the last few days of 100% uptime other then changing sm_cvar mp_waitingforplayers_time 0 which shouldn't cause a crash.. ___ 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] My Server keeps crashing non stop.
To specify, run thread apply all bt in gdb and see what you get. Thread 0 is always useless in core dumps. On 7/12/2011 5:32 PM, Tony Paloma wrote: Any chance you can get a full stack trace? Also, have you tried removing all plugins (not just the sourcemod plugins as you've done)? Try renaming the addons folder to something else to disable them all and then try again. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Tuesday, July 12, 2011 2:18 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] My Server keeps crashing non stop. I've had a pretty stable server going for some time now and have play tested every single map to insure no maps are causing crashes. The server is usually pretty full until it crashes resulting in an admin having to restart the server manually. I tried setting up a PHP script with shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can execute the script but will not execute the screen for some reason. This means that last night while i was sleeping and it crashed with 19 players in it nobody was able to play for 8 hours until i woke up and found it was down. It would be nice if there was a better way to tell players that the server crashed instead of just having them disconnect. This server stopped without a clean goodbye which probably means it has crashed or the network is down. Click here to retry or get a notification when it is back up. The last few lines in the console are: rcon from 65.18.168.205:58386: command status rcon from 65.18.168.205:58386: command sv_visiblemaxplayers = -1 - Overrides the max players reported to prospective clients rcon from 65.18.168.205:58386: command sv_visiblemaxplayers PreMinidumpCallback: updating dump comment and DEBUG.LOG: -- CRASH: Tue Jul 12 17:19:40 EDT 2011 Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread 25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread 25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread 25804] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafbafacc -1346700596 esp0xafad9d20 0xafad9d20 ebp0xafad9d58 0xafad9d58 esi0x0 0 edi0x0 0 eip0x811602 0x811602 eflags 0x10202 [ IF RF ] cs 0x73 115 ss 0x7b 123 ds 0x7b 123 es 0x7b 123 fs 0x0 0 gs 0x33 51 End of Source crash report -- I've tried removing plugins from sourcemod that might be the culprit but still no luck.. It's crashed with just me walking around in the server so it's totally random. Nothing has changed from the last few days of 100% uptime other then changing sm_cvar mp_waitingforplayers_time 0 which shouldn't cause a crash.. ___ 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] Server Crashing
Plaease helpme.. Sometimes chrashea the server and displays this errors! Because that happens, if my dedicated server is good capacity, or how I can fix it, sorry for my English. ./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 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 Is posible fix my problem??? -- JuAnK ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] A few more TF2 quickplay answers
Like I stated before this server has been running since late 09. In that time we have held weekly events and have made a real effort to invite people who are fun to play with and will bring in others who are like minded. There are no shortcuts to having a popular server and while quickplay helps, what helps even more is having a solid admin team or a group of friends or regulars willing to sit in the server during its slow days. One of our weekly Events is friday night frags and it's a time where we play the stock popular maps of team fortress 2, nothing else changes from any of the other day but we put out a group events and we all make an effort to be there at the same time. Having a good community goes a very very long way insuring a popular and fun server, unfortunately like I said there are no shortcuts to this. At least that I found out! On Jul 12, 2011 1:36 PM, Ryan Morrison rddt...@gmail.com wrote: I'd love to know how your server is filling. Quick play is enabled on mine but it will never see players. I believe Valve has servers in New York which I'm losing out to (mine is in New Jersey). On Tue, Jul 12, 2011 at 2:51 PM, doc drga...@gmail.com wrote: I've been running a 24 man Vanilla server since late 09 and what I've learned through this server (and my many other servers) is there is no shortcut to a great community. Recently we've turned on Quickplay and I'm having second thoughts about it just because my server is now filled 100% of the time, hard to find a slot! We also have a fair amount of (good) custom maps on our server, and we also run a weekly event (Alpha Test Tuesdays), to test new custom maps people are working on (and we let anyone test free of charge!). Sure during the times we are on a custom map the server may not fill up as readily - but that's when having a good community comes into play. Put up a steam group for your server, and actually invite people you see coming back now and again. Over the last year or so we now have enough people in our group to keep the server ready to go all hours of the day (mostly). Also it's a broken record but TF2 is designed for 24 players, so with the glut of new servers I can see it might be harder to fill up a server that has increased_maxplayers, especially on de_jeepathon2k or whatever custom map you're playing. What I'd like to know about the quickplay system is how the grading goes. I know I can see how well we're trending, but are there any plans in the pipeline to have more server reporting tools re: quickplay, available? I'd like to see how I rate with other servers, how much further we have in CRUSHING THE COMPETITION IN FUN. On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote: 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