Re: [hlds_linux] Report abusive servers from the main menu

2011-11-05 Thread DontWannaName!
No, but they can dock them in points appropriately for providing a poor
experience to gamers on their servers.

On Sat, Nov 5, 2011 at 10:33 PM, Bacon Cat  wrote:

> Their Servers, their rules. Valve can't stop them running the servers how
> they want.
>
> On Sun, Nov 6, 2011 at 4:34 AM, Drogen Viech  >wrote:
>
> > The saigns.de guys banned me for whatever reason, probably for calling
> > their servers pay-to-win-infested bullshit - so i'd wanted to join and
> > report them for giving out items to players they don't have (obviously
> > valve didn't want this days back when purposely denying
> > player-attachments?)
> >
> > (Also, they seem to fake alot of messages to trick people into
> > thinking their bots are real players - they even managed to modify the
> > "status" command output afaik)
> >
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Re: [hlds_linux] Report abusive servers from the main menu

2011-11-05 Thread Bacon Cat
Their Servers, their rules. Valve can't stop them running the servers how
they want.

On Sun, Nov 6, 2011 at 4:34 AM, Drogen Viech wrote:

> The saigns.de guys banned me for whatever reason, probably for calling
> their servers pay-to-win-infested bullshit - so i'd wanted to join and
> report them for giving out items to players they don't have (obviously
> valve didn't want this days back when purposely denying
> player-attachments?)
>
> (Also, they seem to fake alot of messages to trick people into
> thinking their bots are real players - they even managed to modify the
> "status" command output afaik)
>
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread doc
The mute doesn't work on steamid? Really?

On Sat, Nov 5, 2011 at 8:57 PM, Mart-Jan Reeuwijk wrote:

> not even only that, but then he had the habit to change his name a bit
> after the classes he played, "firy pete" "headshot pete" etc, so after a
> while when he changed class, he renamed himself and you heard him AGAIN.
> this was cos his name changed, and the mute works on names, not on steam id.
>
>
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[hlds_linux] Report abusive servers from the main menu

2011-11-05 Thread Drogen Viech
The saigns.de guys banned me for whatever reason, probably for calling
their servers pay-to-win-infested bullshit - so i'd wanted to join and
report them for giving out items to players they don't have (obviously
valve didn't want this days back when purposely denying
player-attachments?)

(Also, they seem to fake alot of messages to trick people into
thinking their bots are real players - they even managed to modify the
"status" command output afaik)

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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Mart-Jan Reeuwijk
I remember clearly of when I started playing TF2, that one guy always was on 
the server, nothing against him, but I just hated to hear his voice all the 
time on it. I had to mute him EVERY time I met him. I always wished it was 
saved clientside who I muted (steam_id) and that that person was muted till I 
unmuted 'm, even if that was years after. I found it so annoying that I had to 
re-mute the same guy near every day. 

not even only that, but then he had the habit to change his name a bit after 
the classes he played, "firy pete" "headshot pete" etc, so after a while when 
he changed class, he renamed himself and you heard him AGAIN. this was cos his 
name changed, and the mute works on names, not on steam id.


>
>From: Eric Riemers 
>To: 'Half-Life dedicated Linux server mailing list' 
>
>Sent: Sunday, 6 November 2011, 0:06
>Subject: Re: [hlds_linux] Voice chat muting
>
>Something similar is there which has partially (50%) what you want, but
>someone would have to create a plugin for it (it is possible, see
>https://forums.alliedmods.net/showthread.php?t=165329&page=2) 
>
>-Original Message-
>From: hlds_linux-boun...@list.valvesoftware.com
>[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
>Sent: zaterdag 5 november 2011 23:28
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] Voice chat muting
>
>
>Here is an idea for a cool feature...  I don't know if this already exists
>or not.
>
>Let's call it automatic mute management.
>
>Since you've said that the server actually receives the signal from clients
>to mute other players, and thus it restricts the voice data, you could count
>the number of mutes against a player.
>
>If a threshold is met.  For example, if four people mute a player, he gets
>muted for everyone at the server.
>
>A server with a local administrator doesn't have these kinds of problems,
>but local admins are often not around, so automation like this could be
>helpful.
>
>I have found that players are very reluctant to kick or ban other players,
>even for the worst cases of voice spamming.
>
>
>
>Sazpaimon wrote:
>> Since the server actually handles the muting (it decides whether or not
>> to send voice packets to the client), it can be done with a Sourcemod
>> plugin. I have written something that hooks into when a client someone
>> and stopped it from running, so muting is essentially impossible (I have
>> it enabled on a micspam server). So it shouldn't be too difficult to
>> write something that also stops people from spamming voice commands in
>> addition to muting the mic.
>>
>> On 11/5/2011 1:40 PM, Bruno Garcia wrote:
>>> I actually mean client sided, but on big servers admins are hardly
>>> in-game
>>> This should be an option when muting.
>>>
>>> On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan
>>> Reeuwijkwrote:
>>>
 that is a client side event, sent to the server, that then is send to
 all
 of the team... as filtering such is a client side issue, I guess SPUF is
 more appropriate for this.

 If you mean in an admin perspective, there are mute/gag options, which
 also end this kind of stuff from the player.


> 
> From: Bruno Garcia
> To: Half-Life dedicated Linux server mailing list<
 hlds_linux@list.valvesoftware.com>
> Sent: Saturday, 5 November 2011, 18:29
> Subject: [hlds_linux] Voice chat muting
>
> When you mute a player, you won't hear his microphone output, but he
> can
> still call for Medic, or even annoy you with repeating the same phrase
 over
> and over again.
> Mute should also work for that.
>
> Any chance of it happening?
> ___
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 please visit:
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>
>
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 To unsubscribe, edit your list preferences, or view the list archives,
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>>
>>
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># Mail = je...@opendreams.net
># Page = page-je...@opendreams.net
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Eric Riemers
Something similar is there which has partially (50%) what you want, but
someone would have to create a plugin for it (it is possible, see
https://forums.alliedmods.net/showthread.php?t=165329&page=2) 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: zaterdag 5 november 2011 23:28
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Voice chat muting


Here is an idea for a cool feature...  I don't know if this already exists
or not.

Let's call it automatic mute management.

Since you've said that the server actually receives the signal from clients
to mute other players, and thus it restricts the voice data, you could count
the number of mutes against a player.

If a threshold is met.  For example, if four people mute a player, he gets
muted for everyone at the server.

A server with a local administrator doesn't have these kinds of problems,
but local admins are often not around, so automation like this could be
helpful.

I have found that players are very reluctant to kick or ban other players,
even for the worst cases of voice spamming.



Sazpaimon wrote:
> Since the server actually handles the muting (it decides whether or not
> to send voice packets to the client), it can be done with a Sourcemod
> plugin. I have written something that hooks into when a client someone
> and stopped it from running, so muting is essentially impossible (I have
> it enabled on a micspam server). So it shouldn't be too difficult to
> write something that also stops people from spamming voice commands in
> addition to muting the mic.
>
> On 11/5/2011 1:40 PM, Bruno Garcia wrote:
>> I actually mean client sided, but on big servers admins are hardly
>> in-game
>> This should be an option when muting.
>>
>> On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan
>> Reeuwijkwrote:
>>
>>> that is a client side event, sent to the server, that then is send to
>>> all
>>> of the team... as filtering such is a client side issue, I guess SPUF is
>>> more appropriate for this.
>>>
>>> If you mean in an admin perspective, there are mute/gag options, which
>>> also end this kind of stuff from the player.
>>>
>>>
 
 From: Bruno Garcia
 To: Half-Life dedicated Linux server mailing list<
>>> hlds_linux@list.valvesoftware.com>
 Sent: Saturday, 5 November 2011, 18:29
 Subject: [hlds_linux] Voice chat muting

 When you mute a player, you won't hear his microphone output, but he
 can
 still call for Medic, or even annoy you with repeating the same phrase
>>> over
 and over again.
 Mute should also work for that.

 Any chance of it happening?
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux



>>> ___
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>
>
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Jesse Molina


Here is an idea for a cool feature...  I don't know if this already 
exists or not.


Let's call it automatic mute management.

Since you've said that the server actually receives the signal from 
clients to mute other players, and thus it restricts the voice data, you 
could count the number of mutes against a player.


If a threshold is met.  For example, if four people mute a player, he 
gets muted for everyone at the server.


A server with a local administrator doesn't have these kinds of 
problems, but local admins are often not around, so automation like this 
could be helpful.


I have found that players are very reluctant to kick or ban other 
players, even for the worst cases of voice spamming.




Sazpaimon wrote:

Since the server actually handles the muting (it decides whether or not
to send voice packets to the client), it can be done with a Sourcemod
plugin. I have written something that hooks into when a client someone
and stopped it from running, so muting is essentially impossible (I have
it enabled on a micspam server). So it shouldn't be too difficult to
write something that also stops people from spamming voice commands in
addition to muting the mic.

On 11/5/2011 1:40 PM, Bruno Garcia wrote:

I actually mean client sided, but on big servers admins are hardly
in-game
This should be an option when muting.

On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan
Reeuwijkwrote:


that is a client side event, sent to the server, that then is send to
all
of the team... as filtering such is a client side issue, I guess SPUF is
more appropriate for this.

If you mean in an admin perspective, there are mute/gag options, which
also end this kind of stuff from the player.




From: Bruno Garcia
To: Half-Life dedicated Linux server mailing list<

hlds_linux@list.valvesoftware.com>

Sent: Saturday, 5 November 2011, 18:29
Subject: [hlds_linux] Voice chat muting

When you mute a player, you won't hear his microphone output, but he
can
still call for Medic, or even annoy you with repeating the same phrase

over

and over again.
Mute should also work for that.

Any chance of it happening?
___
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please visit:

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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Sazpaimon
Since the server actually handles the muting (it decides whether or not 
to send voice packets to the client), it can be done with a Sourcemod 
plugin. I have written something that hooks into when a client someone 
and stopped it from running, so muting is essentially impossible (I have 
it enabled on a micspam server). So it shouldn't be too difficult to 
write something that also stops people from spamming voice commands in 
addition to muting the mic.


On 11/5/2011 1:40 PM, Bruno Garcia wrote:

I actually mean client sided, but on big servers admins are hardly in-game
This should be an option when muting.

On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan Reeuwijkwrote:


that is a client side event, sent to the server, that then is send to all
of the team... as filtering such is a client side issue, I guess SPUF is
more appropriate for this.

If you mean in an admin perspective, there are mute/gag options, which
also end this kind of stuff from the player.




From: Bruno Garcia
To: Half-Life dedicated Linux server mailing list<

hlds_linux@list.valvesoftware.com>

Sent: Saturday, 5 November 2011, 18:29
Subject: [hlds_linux] Voice chat muting

When you mute a player, you won't hear his microphone output, but he can
still call for Medic, or even annoy you with repeating the same phrase

over

and over again.
Mute should also work for that.

Any chance of it happening?
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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-05 Thread Eric Riemers
Just the ability to assign a steamgroup to your server, based on a
registered id which should be done by a admin of that steamgroup would
already help out a lot for l4d2 (no more strange groups in your listing) but
this could be applied to tf2 easier, since we have the registered servers.

Overall I must say this is the best idea I've heard so far.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: zaterdag 5 november 2011 19:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

The whole idea could be taken more further than just that. It could be made
so that when player clicks the button, he gets a chance to add the
steamgroups gameservers to his favorites. This way the players would be more
tied to the actual servers than random server given by quickplay. 
Note that the player could remove the servers at any time or deny adding of
group servers into his/her favorites.

-ics

5.11.2011 19:54, st...@simiancage.org kirjoitti:
> I did suggest this sometime ago for L4D2 but it fell on death ears!
> Maybe tf2 can kick it in to play? Im certainly all for it!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eddy 
> Tarantulo
> Sent: 05 November 2011 06:44
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la 
> L4D2
>
> Marvelous idea.
>
> On Fri, Nov 4, 2011 at 9:21 AM, Peter Reinhold
> wrote:
>
>> On 03.11.2011 22:28, Michael Holmes wrote:
>>
>>   groups. Same would happen if TF2 would get such feature. Official 
>> TF2
 group
 id would suddenly be added to the servers out there.

>>> Unless they require the server to be linked to an account with admin 
>>> in that group. Which would be a perfectly logical choice, seeing as 
>>> the infrastructure is practically there already.
>>>
>> Just what I was about to suggest, that more or less would make 
>> abusing that system impossible.
>>
>>
>> /P
>>
>>
>> __**_
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Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

2011-11-05 Thread Eddy Tarantulo
Yup happened the same here at the same time the were problems with loadout
not working. I am quessing thats connected in some way.

On Sat, Nov 5, 2011 at 7:06 PM, ics  wrote:

> Gifts stopped dropping about 30 mins ago on all my servers. Seems to be
> more widespread issue. Monoculus spawns regardless of steam being up or
> down. Gifts are another thing.
>
> -ics
>
> 5.11.2011 19:02, E3pO kirjoitti:
>
>> I've had gift drops for a few days perfectly fine... After restarting the
>> server today quickplay has been working fine but no gift drops are
>> happening? Monoculus is working fine.
>>
>> On Tue, Nov 1, 2011 at 2:40 PM, Claudio Beretta
>> **wrote:
>>
>>  that's not something you really want on your server.
>>> the server loses connection to steam for a couple of minutes (for a steam
>>> fault on 99.99% of the times), all players get notified that no gift will
>>> drop on that server, so they change server emptying it and possibly
>>> lowering its score if that part of steam still works..
>>>
>>>
>>> On Tue, Nov 1, 2011 at 7:32 PM, Loïc PERY  wrote:
>>>
>>>
>>>  Thanks Fletch,
 can you add a message too in the game too show that drop system is

>>> working
>>>
 or not in thes server ? with that players on server can see if it works
 here or not (not only the admins when there are present ...).

 i see lot of players asking everytime: drops works here 
 2011/11/1 Fletcher 
 Dunn
 >

  Yes, that is by design.  And in fact I just pushed out a backend change
> that should cause Server A in your example to be informed that he got
> kicked off the account, due to the login from server B.  (It will spit
>
 out

> a message with the IP's to the console.)
>
> I'm adding the registration state to the status command today, and I
>
 will
>>>
 also make sure the _registered server tag gets set based on the status
>
 of
>>>
 this flag, not simply based on whether you have the convar set.  I'll
> alsomake sure those messages go to the log in addition to the console.
>
> Hopefully all of these changes will make it very visible whether your
> server is properly registered, and if the registration status is
>
 dropping
>>>
 for some reason, what the cause is.
>
> Your humble servant,
> Fletch
>
> -Original Message-
> From: 
> hlds_linux-bounces@list.**valvesoftware.com[mailto:
> hlds_linux-bounces@list.**valvesoftware.com]
> On Behalf Of ics
> Sent: Tuesday, November 01, 2011 11:21 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops
>
> Are you talking about having same ID for each server? Naturally it
>
 won't
>>>
 work. Every server needs it's own registered ID.
>
> -ics
>
> 1.11.2011 20:19, Loïc PERY kirjoitti:
>
>  There is a little problem (not really one) with the drops sytem
>>
>> start your server A, go in hallowen map =>   drops ok
>>
>> so, you want to start locally another server  B with the same cvar
>>
> for
>>>
 id

> etc =>   server B got the gift and A no more
>>
>> you need to change the map to retrieve gift.
>>
>> maybe it will be interresting to display a message in console and in
>>
> game

> when gift is disable, and maybe prevent the system to not allow
>>
> server
>>>
 B

> when server A is already authed to gisft ?
>>
>> 2011/11/1 Fletcher 
>> Dunn
>> >
>>
>>  I am working on this problem and hope to have it resolved today.
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com[mailto:
>>> hlds-bounces@list.**valvesoftware.com]
>>> On Behalf Of pilger
>>> Sent: Tuesday, November 01, 2011 10:20 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] TF2 Server Randomly Stops Gift Drops
>>>
>>> Happening to our server as well. I've instructed the administrators
>>>
>> that

> only a restart restore the normal drops.
>>> On 1 November 2011 14:28, EHG>> epichat...@litewin.net>>   wrote:
>>> No you are not the only one. I have had this happen 20 minutes ago
>>>
>> and
>>>
 twice yesterday.
>>>
>>> -EHG
>>>
>>>
>>> On 11/1/2011 11:27 AM, Michael Ojeda wrote:
>>> I've been running a couple TF2 Servers on linux and randomly they
>>>
>> will
>>>
 stop spawning the halloween gifts. After I restart the server (just
>>>
>> the

> hlds that is running) gifts will continue to reappear, this will
>>>
>> happen

> on
>
>> both of my servers.Am I the only one in this??
>>>
>>> I've checked the tf_server_identity_token time and time again and
>>>
>> the
>>>
 are
>
>> set correctly (no "=" and the 

Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-05 Thread ics
The whole idea could be taken more further than just that. It could be 
made so that when player clicks the button, he gets a chance to add the 
steamgroups gameservers to his favorites. This way the players would be 
more tied to the actual servers than random server given by quickplay. 
Note that the player could remove the servers at any time or deny adding 
of group servers into his/her favorites.


-ics

5.11.2011 19:54, st...@simiancage.org kirjoitti:

I did suggest this sometime ago for L4D2 but it fell on death ears!
Maybe tf2 can kick it in to play? Im certainly all for it!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eddy
Tarantulo
Sent: 05 November 2011 06:44
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

Marvelous idea.

On Fri, Nov 4, 2011 at 9:21 AM, Peter Reinhold
wrote:


On 03.11.2011 22:28, Michael Holmes wrote:

  groups. Same would happen if TF2 would get such feature. Official TF2

group
id would suddenly be added to the servers out there.


Unless they require the server to be linked to an account with admin
in that group. Which would be a perfectly logical choice, seeing as
the infrastructure is practically there already.


Just what I was about to suggest, that more or less would make abusing
that system impossible.


/P


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Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-05 Thread staff
I did suggest this sometime ago for L4D2 but it fell on death ears!
Maybe tf2 can kick it in to play? Im certainly all for it!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eddy
Tarantulo
Sent: 05 November 2011 06:44
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Request - "Join Steam Group" button a'la L4D2

Marvelous idea.

On Fri, Nov 4, 2011 at 9:21 AM, Peter Reinhold
wrote:

> On 03.11.2011 22:28, Michael Holmes wrote:
>
>  groups. Same would happen if TF2 would get such feature. Official TF2
>>> group
>>> id would suddenly be added to the servers out there.
>>>
>> Unless they require the server to be linked to an account with admin 
>> in that group. Which would be a perfectly logical choice, seeing as 
>> the infrastructure is practically there already.
>>
>
> Just what I was about to suggest, that more or less would make abusing 
> that system impossible.
>
>
> /P
>
>
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> please visit:
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Bruno Garcia
I actually mean client sided, but on big servers admins are hardly in-game
This should be an option when muting.

On Sat, Nov 5, 2011 at 2:36 PM, Mart-Jan Reeuwijk wrote:

> that is a client side event, sent to the server, that then is send to all
> of the team... as filtering such is a client side issue, I guess SPUF is
> more appropriate for this.
>
> If you mean in an admin perspective, there are mute/gag options, which
> also end this kind of stuff from the player.
>
>
> >
> >From: Bruno Garcia 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Saturday, 5 November 2011, 18:29
> >Subject: [hlds_linux] Voice chat muting
> >
> >When you mute a player, you won't hear his microphone output, but he can
> >still call for Medic, or even annoy you with repeating the same phrase
> over
> >and over again.
> >Mute should also work for that.
> >
> >Any chance of it happening?
> >___
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> please visit:
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> >
> >
> >
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Re: [hlds_linux] Voice chat muting

2011-11-05 Thread Mart-Jan Reeuwijk
that is a client side event, sent to the server, that then is send to all of 
the team... as filtering such is a client side issue, I guess SPUF is more 
appropriate for this.

If you mean in an admin perspective, there are mute/gag options, which also end 
this kind of stuff from the player. 


>
>From: Bruno Garcia 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Saturday, 5 November 2011, 18:29
>Subject: [hlds_linux] Voice chat muting
>
>When you mute a player, you won't hear his microphone output, but he can
>still call for Medic, or even annoy you with repeating the same phrase over
>and over again.
>Mute should also work for that.
>
>Any chance of it happening?
>___
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>
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[hlds_linux] Voice chat muting

2011-11-05 Thread Bruno Garcia
When you mute a player, you won't hear his microphone output, but he can
still call for Medic, or even annoy you with repeating the same phrase over
and over again.
Mute should also work for that.

Any chance of it happening?
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Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

2011-11-05 Thread ics
Gifts stopped dropping about 30 mins ago on all my servers. Seems to be 
more widespread issue. Monoculus spawns regardless of steam being up or 
down. Gifts are another thing.


-ics

5.11.2011 19:02, E3pO kirjoitti:

I've had gift drops for a few days perfectly fine... After restarting the
server today quickplay has been working fine but no gift drops are
happening? Monoculus is working fine.

On Tue, Nov 1, 2011 at 2:40 PM, Claudio Beretta
wrote:


that's not something you really want on your server.
the server loses connection to steam for a couple of minutes (for a steam
fault on 99.99% of the times), all players get notified that no gift will
drop on that server, so they change server emptying it and possibly
lowering its score if that part of steam still works..


On Tue, Nov 1, 2011 at 7:32 PM, Loïc PERY  wrote:


Thanks Fletch,
can you add a message too in the game too show that drop system is

working

or not in thes server ? with that players on server can see if it works
here or not (not only the admins when there are present ...).

i see lot of players asking everytime: drops works here 
2011/11/1 Fletcher Dunn


Yes, that is by design.  And in fact I just pushed out a backend change
that should cause Server A in your example to be informed that he got
kicked off the account, due to the login from server B.  (It will spit

out

a message with the IP's to the console.)

I'm adding the registration state to the status command today, and I

will

also make sure the _registered server tag gets set based on the status

of

this flag, not simply based on whether you have the convar set.  I'll
alsomake sure those messages go to the log in addition to the console.

Hopefully all of these changes will make it very visible whether your
server is properly registered, and if the registration status is

dropping

for some reason, what the cause is.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, November 01, 2011 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

Are you talking about having same ID for each server? Naturally it

won't

work. Every server needs it's own registered ID.

-ics

1.11.2011 20:19, Loïc PERY kirjoitti:

There is a little problem (not really one) with the drops sytem

start your server A, go in hallowen map =>   drops ok

so, you want to start locally another server  B with the same cvar

for

id

etc =>   server B got the gift and A no more

you need to change the map to retrieve gift.

maybe it will be interresting to display a message in console and in

game

when gift is disable, and maybe prevent the system to not allow

server

B

when server A is already authed to gisft ?

2011/11/1 Fletcher Dunn


I am working on this problem and hope to have it resolved today.

From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Tuesday, November 01, 2011 10:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Server Randomly Stops Gift Drops

Happening to our server as well. I've instructed the administrators

that

only a restart restore the normal drops.
On 1 November 2011 14:28, EHG>   wrote:
No you are not the only one. I have had this happen 20 minutes ago

and

twice yesterday.

-EHG


On 11/1/2011 11:27 AM, Michael Ojeda wrote:
I've been running a couple TF2 Servers on linux and randomly they

will

stop spawning the halloween gifts. After I restart the server (just

the

hlds that is running) gifts will continue to reappear, this will

happen

on

both of my servers.Am I the only one in this??

I've checked the tf_server_identity_token time and time again and

the

are

set correctly (no "=" and the token is in quotes)


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Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops

2011-11-05 Thread E3pO
I've had gift drops for a few days perfectly fine... After restarting the
server today quickplay has been working fine but no gift drops are
happening? Monoculus is working fine.

On Tue, Nov 1, 2011 at 2:40 PM, Claudio Beretta
wrote:

> that's not something you really want on your server.
> the server loses connection to steam for a couple of minutes (for a steam
> fault on 99.99% of the times), all players get notified that no gift will
> drop on that server, so they change server emptying it and possibly
> lowering its score if that part of steam still works..
>
>
> On Tue, Nov 1, 2011 at 7:32 PM, Loïc PERY  wrote:
>
> > Thanks Fletch,
> > can you add a message too in the game too show that drop system is
> working
> > or not in thes server ? with that players on server can see if it works
> > here or not (not only the admins when there are present ...).
> >
> > i see lot of players asking everytime: drops works here 
> > 2011/11/1 Fletcher Dunn 
> >
> > > Yes, that is by design.  And in fact I just pushed out a backend change
> > > that should cause Server A in your example to be informed that he got
> > > kicked off the account, due to the login from server B.  (It will spit
> > out
> > > a message with the IP's to the console.)
> > >
> > > I'm adding the registration state to the status command today, and I
> will
> > > also make sure the _registered server tag gets set based on the status
> of
> > > this flag, not simply based on whether you have the convar set.  I'll
> > > alsomake sure those messages go to the log in addition to the console.
> > >
> > > Hopefully all of these changes will make it very visible whether your
> > > server is properly registered, and if the registration status is
> dropping
> > > for some reason, what the cause is.
> > >
> > > Your humble servant,
> > > Fletch
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
> > > Sent: Tuesday, November 01, 2011 11:21 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] [hlds] TF2 Server Randomly Stops Gift Drops
> > >
> > > Are you talking about having same ID for each server? Naturally it
> won't
> > > work. Every server needs it's own registered ID.
> > >
> > > -ics
> > >
> > > 1.11.2011 20:19, Loïc PERY kirjoitti:
> > > > There is a little problem (not really one) with the drops sytem
> > > >
> > > > start your server A, go in hallowen map =>  drops ok
> > > >
> > > > so, you want to start locally another server  B with the same cvar
> for
> > id
> > > > etc =>  server B got the gift and A no more
> > > >
> > > > you need to change the map to retrieve gift.
> > > >
> > > > maybe it will be interresting to display a message in console and in
> > game
> > > > when gift is disable, and maybe prevent the system to not allow
> server
> > B
> > > > when server A is already authed to gisft ?
> > > >
> > > > 2011/11/1 Fletcher Dunn
> > > >
> > > >> I am working on this problem and hope to have it resolved today.
> > > >>
> > > >> From: hlds-boun...@list.valvesoftware.com [mailto:
> > > >> hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > >> Sent: Tuesday, November 01, 2011 10:20 AM
> > > >> To: Half-Life dedicated Win32 server mailing list
> > > >> Subject: Re: [hlds] TF2 Server Randomly Stops Gift Drops
> > > >>
> > > >> Happening to our server as well. I've instructed the administrators
> > that
> > > >> only a restart restore the normal drops.
> > > >> On 1 November 2011 14:28, EHG > > >> epichat...@litewin.net>>  wrote:
> > > >> No you are not the only one. I have had this happen 20 minutes ago
> and
> > > >> twice yesterday.
> > > >>
> > > >> -EHG
> > > >>
> > > >>
> > > >> On 11/1/2011 11:27 AM, Michael Ojeda wrote:
> > > >> I've been running a couple TF2 Servers on linux and randomly they
> will
> > > >> stop spawning the halloween gifts. After I restart the server (just
> > the
> > > >> hlds that is running) gifts will continue to reappear, this will
> > happen
> > > on
> > > >> both of my servers.Am I the only one in this??
> > > >>
> > > >> I've checked the tf_server_identity_token time and time again and
> the
> > > are
> > > >> set correctly (no "=" and the token is in quotes)
> > > >>
> > > >>
> > > >> ___
> > > >>
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
> > > >>
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>
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> archives,
> > > >> please visit:
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> > > >>
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