Re: [hlds_linux] [hlds] New TF quickplay in beta

2012-07-23 Thread dan

On 22/07/2012 13:32, Eli Witt wrote:

Considering that you never see the "game name" column when you're using
quickplay, you're wrong.


Eh? The same server info is available to quickplay as to any other method.

The user doesn't need to see it, of course, they just land on a 
(hopefully good) server.


--
Dan.

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[hlds_linux] Optional (for servers) TF2, DoD:S, and HL2:DM updates released

2012-07-23 Thread Eric Smith
We've released updates to TF2, DoD:S, and HL2:DM. Servers may optionally apply 
these updates, but are not required to. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed dedicated servers not being able to set sv_region

Team Fortress 2
- Fixed Replay/SourceTV clients getting kicked when quickplay servers hibernate


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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Saul Rennison
It prevents the ConVar being returned in A2S_RULES (and so it will be
hidden in browsers such as game-monitor.com)


Kind regards,
*Saul Rennison*


On 23 July 2012 22:15, Joonas Lehtolahti wrote:

> On Mon, 23 Jul 2012 23:49:02 +0300, Bruno Garcia 
> wrote:
>
>  I'm not a fan of sourcemod. Personally, I do know that it "hooks" with the
>> engine in an awesome way, but it's just sucks on how you handle scripting.
>>
>> I'm using eventscripts to code Python (i <3 python)
>>
>> Anyways, there SHOULD be a way to disable this, it gets really really
>> annoying!
>>
>
> If you are using EventScripts, you could just use es_flags to remove the
> NOTIFY flag from the variable, for example
>
> es_flags remove notify mp_freezetime
>
> Whether doing this will have any side effects other than hiding the text
> in chat area, that I will not comment on.
>
>
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Valentin G.
It's not lying if you just accompany it with a SM message saying what just
happened. I want to tell my users "Alltalk is now enabled" instead of
having an sv_alltalk + sv_tags message coming up for it.

On Mon, Jul 23, 2012 at 10:54 PM, Nicholas Hastings <
psycho...@alliedmods.net> wrote:

> Most of the cvars tagged to show when changed are done so because they
> affect gameplay.
>
> Where's the line between lying to clients and hiding information from them?
>
>
> On 7/23/2012 4:49 PM, Bruno Garcia wrote:
>
>> On Mon, Jul 23, 2012 at 5:41 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>  It has always been like this.
>>>
>>> You would need something like sourcemod to bypass this.
>>>
>>> On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia >>
 wrote:
 No, this even shows up by default on a vanilla server.

 The output is the following:
 server cvar 'mp_freezetime' changed to 50

 I'm on a CS:S Server by the way, but I believe this also shows up on
 TF2.

 On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall >>>
> wrote:
> You are using sourcemod?
>
> 2012/7/23 Bruno Garcia :
>
>> Hello,
>>
>> This has been annoying for me since the day it was added to the game.
>> When you change a var in the server, it's automatically printed on
>>
> the
>>>
 server's chat.
>>
>> In addition, if the cvar takes server tags, the change for server
>>
> tags
>>>
 also
>
>> gets printed on the server's chat.
>>
>> Is there any way to disable this?
>> If not, could this be added?
>>
>> Thanks.
>> __**_
>> To unsubscribe, edit your list preferences, or view the list
>>
> archives,
>>>
 please visit:
>
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**
>> hlds_linux
>>
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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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  __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>>
>>>
>> I'm not a fan of sourcemod. Personally, I do know that it "hooks" with the
>> engine in an awesome way, but it's just sucks on how you handle scripting.
>>
>> I'm using eventscripts to code Python (i <3 python)
>>
>> Anyways, there SHOULD be a way to disable this, it gets really really
>> annoying!
>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Joonas Lehtolahti
On Mon, 23 Jul 2012 23:49:02 +0300, Bruno Garcia   
wrote:


I'm not a fan of sourcemod. Personally, I do know that it "hooks" with  
the
engine in an awesome way, but it's just sucks on how you handle  
scripting.


I'm using eventscripts to code Python (i <3 python)

Anyways, there SHOULD be a way to disable this, it gets really really
annoying!


If you are using EventScripts, you could just use es_flags to remove the  
NOTIFY flag from the variable, for example


es_flags remove notify mp_freezetime

Whether doing this will have any side effects other than hiding the text  
in chat area, that I will not comment on.


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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Nicholas Hastings
Most of the cvars tagged to show when changed are done so because they 
affect gameplay.


Where's the line between lying to clients and hiding information from them?

On 7/23/2012 4:49 PM, Bruno Garcia wrote:

On Mon, Jul 23, 2012 at 5:41 PM, 1nsane <1nsane...@gmail.com> wrote:


It has always been like this.

You would need something like sourcemod to bypass this.

On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia 
wrote:
No, this even shows up by default on a vanilla server.

The output is the following:
server cvar 'mp_freezetime' changed to 50

I'm on a CS:S Server by the way, but I believe this also shows up on TF2.

On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall 
wrote:
You are using sourcemod?

2012/7/23 Bruno Garcia :

Hello,

This has been annoying for me since the day it was added to the game.
When you change a var in the server, it's automatically printed on

the

server's chat.

In addition, if the cvar takes server tags, the change for server

tags

also

gets printed on the server's chat.

Is there any way to disable this?
If not, could this be added?

Thanks.
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I'm not a fan of sourcemod. Personally, I do know that it "hooks" with the
engine in an awesome way, but it's just sucks on how you handle scripting.

I'm using eventscripts to code Python (i <3 python)

Anyways, there SHOULD be a way to disable this, it gets really really
annoying!
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Saul Rennison
If you want to prevent this message, you need to hook the server_cvar
event, so it isn't  dispatched to clients.


Kind regards,
*Saul Rennison*


On 23 July 2012 21:49, Bruno Garcia  wrote:

> On Mon, Jul 23, 2012 at 5:41 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> > It has always been like this.
> >
> > You would need something like sourcemod to bypass this.
> >
> > On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia  > >wrote:
> >
> > > No, this even shows up by default on a vanilla server.
> > >
> > > The output is the following:
> > > server cvar 'mp_freezetime' changed to 50
> > >
> > > I'm on a CS:S Server by the way, but I believe this also shows up on
> TF2.
> > >
> > > On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall  > > >wrote:
> > >
> > > > You are using sourcemod?
> > > >
> > > > 2012/7/23 Bruno Garcia :
> > > > > Hello,
> > > > >
> > > > > This has been annoying for me since the day it was added to the
> game.
> > > > > When you change a var in the server, it's automatically printed on
> > the
> > > > > server's chat.
> > > > >
> > > > > In addition, if the cvar takes server tags, the change for server
> > tags
> > > > also
> > > > > gets printed on the server's chat.
> > > > >
> > > > > Is there any way to disable this?
> > > > > If not, could this be added?
> > > > >
> > > > > Thanks.
> > > > > ___
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> > archives,
> > > > please visit:
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> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
> > > ___
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> > > please visit:
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> > >
> > ___
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> > please visit:
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> >
>
>
> I'm not a fan of sourcemod. Personally, I do know that it "hooks" with the
> engine in an awesome way, but it's just sucks on how you handle scripting.
>
> I'm using eventscripts to code Python (i <3 python)
>
> Anyways, there SHOULD be a way to disable this, it gets really really
> annoying!
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Bruno Garcia
On Mon, Jul 23, 2012 at 5:41 PM, 1nsane <1nsane...@gmail.com> wrote:

> It has always been like this.
>
> You would need something like sourcemod to bypass this.
>
> On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia  >wrote:
>
> > No, this even shows up by default on a vanilla server.
> >
> > The output is the following:
> > server cvar 'mp_freezetime' changed to 50
> >
> > I'm on a CS:S Server by the way, but I believe this also shows up on TF2.
> >
> > On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall  > >wrote:
> >
> > > You are using sourcemod?
> > >
> > > 2012/7/23 Bruno Garcia :
> > > > Hello,
> > > >
> > > > This has been annoying for me since the day it was added to the game.
> > > > When you change a var in the server, it's automatically printed on
> the
> > > > server's chat.
> > > >
> > > > In addition, if the cvar takes server tags, the change for server
> tags
> > > also
> > > > gets printed on the server's chat.
> > > >
> > > > Is there any way to disable this?
> > > > If not, could this be added?
> > > >
> > > > Thanks.
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> > ___
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> > please visit:
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> >
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> please visit:
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>


I'm not a fan of sourcemod. Personally, I do know that it "hooks" with the
engine in an awesome way, but it's just sucks on how you handle scripting.

I'm using eventscripts to code Python (i <3 python)

Anyways, there SHOULD be a way to disable this, it gets really really
annoying!
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread 1nsane
It has always been like this.

You would need something like sourcemod to bypass this.

On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia wrote:

> No, this even shows up by default on a vanilla server.
>
> The output is the following:
> server cvar 'mp_freezetime' changed to 50
>
> I'm on a CS:S Server by the way, but I believe this also shows up on TF2.
>
> On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall  >wrote:
>
> > You are using sourcemod?
> >
> > 2012/7/23 Bruno Garcia :
> > > Hello,
> > >
> > > This has been annoying for me since the day it was added to the game.
> > > When you change a var in the server, it's automatically printed on the
> > > server's chat.
> > >
> > > In addition, if the cvar takes server tags, the change for server tags
> > also
> > > gets printed on the server's chat.
> > >
> > > Is there any way to disable this?
> > > If not, could this be added?
> > >
> > > Thanks.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Fletcher Dunn
Actually, if a server bots appear like real players in the server browser or in 
game, we just ban them.  We don't take any action particular to quickplay for 
those types of hacks, it is a global ban.  We have banned people for this in 
the past and can certainly do it in the future.

If anybody wants to gather evidence of a server operator using these plugins, 
we will investigate it.  We cannot police things to keep all 15,000 servers 
spotless.  But we can follow up on the biggest offenders.


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, July 23, 2012 12:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

I guess i should elaborate before someone says something. With fakeplayers, i 
mean the plugin that lies to players that there are players on the server. I do 
not mean mask bots as faked players etc, faking tags and such. No, i don't use 
that plugin but some people do and it is allowed since they aren't getting boot 
from quickplay.

-ics

23.7.2012 22:44, ics kirjoitti:
Sounds, models, decals whatever are fine. Also fakeplayers are fine and plugins 
and addons that do not rapidly change the game or affect in it at all. There is 
a thin line that is allowed and what is not. 
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

-ics

23.7.2012 22:13, HyperionGaming.org Admin kirjoitti:
Hello,

I just tried forcing the quickplay beta on my computer to test the system. It 
sent me to a UK based TF2 server (I'm in CA; I'm guessing the quickplay beta 
server pool is so small that's why it sent me there), and I had to download a 
whole bunch of sound files (at least 30), which I'm guessing are used to play 
random sounds in-game or at round end. Is Valve OK with that? I was under the 
impression that a server labelled Quickplay had to be as Vanilla as possible, 
including not having to download extra sound/models.

I'm not saying it shouldn't be allowed, I'm just curious since it's probably a 
bit strange for new TF2 players (we get so many new-ish players that are amazed 
there's a Respawn Timer in TF2 Payload mode.) (Maybe the current quickplay 
already works like this? I admit I don't use it at all).

Thanks.
HG

On Mon, Jul 23, 2012 at 11:18 AM, Devin O'Malley 
mailto:omalley@gmail.com>> wrote:
Thank you, I had a moment of stupidity. Sorry about that.

On Mon, Jul 23, 2012 at 3:16 PM, Ross Bemrose 
mailto:rbemr...@gmail.com>> wrote:
One is a server cvar and the other is a client cvar...


On 7/23/2012 2:15 PM, Devin O'Malley wrote:
What is the difference, rather.
On Mon, Jul 23, 2012 at 3:15 PM, Devin O'Malley 
mailto:omalley@gmail.com>> wrote:
That is the difference between that one and tf_mm_servermode?

On Mon, Jul 23, 2012 at 3:12 PM, Fletcher Dunn 
mailto:fletch...@valvesoftware.com>> wrote:
Since the weekend went without any significant problems, we're going to 
increase the percentage of people who are asked if they want to participate to 
100 soon.  Also, we'll increase the number of players needed to seed a server, 
since the player pool will be a bit bigger.  (It's really low right now.)

In the meantime, you can set the client convar

tf_quickplay_beta_preference = 1

to force into the beta.

-Original Message-
From: Michael Tharp 
[mailto:g...@partiallystapled.com]
Sent: Monday, July 23, 2012 11:05 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Fletcher Dunn
Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
> Correct.  Shipping this particular feature to beta would not get us
> the type of testing we need.  So we ship it as a beta feature.  If
> it's broken, server operators and users can opt out, and we can
> quickly turn down the percentage of people who get prompted "do you
> want to participate" to zero.

Hey Fletch,

Is there a way to opt in to the client side of this feature? It sounds very 
interesting and solves the #1 problem I had with quickplay, which is that it 
punishes servers that are already empty except when there's a supply shortage 
(e.g. immediately after an update). I'd like to play with it, but it seems like 
right now only a few randomly-chosen players get the golden ticket. My #2 issue 
is that there's no love for nocrits, but hopefully a lobby system will pave the 
way to having more knobs for players to tweak.

Sorry if this was already answered elsewhere, I'm discarding mail not from 
Valve employees because the signal-to-noise ratio is regrettably low.

-- m. tharp

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Re: [hlds_linux] [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Fletcher Dunn
Since the weekend went without any significant problems, we're going to 
increase the percentage of people who are asked if they want to participate to 
100 soon.  Also, we'll increase the number of players needed to seed a server, 
since the player pool will be a bit bigger.  (It's really low right now.)

In the meantime, you can set the client convar

tf_quickplay_beta_preference = 1 

to force into the beta.

-Original Message-
From: Michael Tharp [mailto:g...@partiallystapled.com] 
Sent: Monday, July 23, 2012 11:05 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Fletcher Dunn
Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
> Correct.  Shipping this particular feature to beta would not get us 
> the type of testing we need.  So we ship it as a beta feature.  If 
> it's broken, server operators and users can opt out, and we can 
> quickly turn down the percentage of people who get prompted "do you 
> want to participate" to zero.

Hey Fletch,

Is there a way to opt in to the client side of this feature? It sounds very 
interesting and solves the #1 problem I had with quickplay, which is that it 
punishes servers that are already empty except when there's a supply shortage 
(e.g. immediately after an update). I'd like to play with it, but it seems like 
right now only a few randomly-chosen players get the golden ticket. My #2 issue 
is that there's no love for nocrits, but hopefully a lobby system will pave the 
way to having more knobs for players to tweak.

Sorry if this was already answered elsewhere, I'm discarding mail not from 
Valve employees because the signal-to-noise ratio is regrettably low.

-- m. tharp

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Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

2012-07-23 Thread Saul Rennison
You have to remember that the Source SDK Base engine is very, very old.

Maybe now would be a good time to release a Source SDK Base 2012 which
would just be a snapshot of the current TF2/DOD:S engine?


Kind regards,
*Saul Rennison*


On 23 July 2012 17:44, Fletcher Dunn  wrote:

> Yes, that could be true.  It depends on the mod and how it is distributed.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> Sent: Monday, July 23, 2012 9:34 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List
>
> Mods are running on a older version of the OB engine though, which still
> have heartbeat and setmaster. Won't that still work on those?
>
> 2012/7/23 Fletcher Dunn 
>
> > We shall fix the sv_region getting slammed in the next day or so!
> >
> > setmaster doesn't do anything anymore.  The UDP heartbeating has been
> > deleted entirely.
> >
> > When windows servers aren't working but Linux ones are, a common
> > problem is that there are Steam binaries on the windows box that are
> being used.
> >  (A steam client that has not been updated in a while.)
> >
> > Can you provide some more info about the mods that aren't listing?
> > What is the gamedir?  Give me an IP or two that you think should be
> > listed but isn't.  (Feel free to email me those details directly if
> > you would rather not post them on the list.)
> >
> > - Fletch
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of PAL-18
> > Sent: Sunday, July 22, 2012 10:09 PM
> > To: h...@list.valvesoftware.com
> > Subject: Re: [hlds] OB Servers Dont Appear On Server List
> >
> > Well i fixed my problem half way.  Turns out the DODS server was out
> > of date, which was why it wasnt displaying on server list.  My 3rd
> > party modication (Modular Combat) server still doesnt display on the
> > server list though.  I installed a fresh version of orangebox and the
> > mod, and it still doesnt display on the server list.
> >
> > The server is making a connection to the master server list, see below:
> >
> > Adding master server 208.64.200.52:27011 Adding master server
> > 208.64.200.39:27011 Connection to Steam servers successful.
> > VAC secure mode is activated.
> >
> > Could the IPs be blacklisted? Does valve do that for 3rd party mod
> servers?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> Best regards,
> AnAkIn
> ___
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> please visit:
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Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

2012-07-23 Thread Fletcher Dunn
Yes, that could be true.  It depends on the mod and how it is distributed.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Monday, July 23, 2012 9:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

Mods are running on a older version of the OB engine though, which still have 
heartbeat and setmaster. Won't that still work on those?

2012/7/23 Fletcher Dunn 

> We shall fix the sv_region getting slammed in the next day or so!
>
> setmaster doesn't do anything anymore.  The UDP heartbeating has been 
> deleted entirely.
>
> When windows servers aren't working but Linux ones are, a common 
> problem is that there are Steam binaries on the windows box that are being 
> used.
>  (A steam client that has not been updated in a while.)
>
> Can you provide some more info about the mods that aren't listing?  
> What is the gamedir?  Give me an IP or two that you think should be 
> listed but isn't.  (Feel free to email me those details directly if 
> you would rather not post them on the list.)
>
> - Fletch
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of PAL-18
> Sent: Sunday, July 22, 2012 10:09 PM
> To: h...@list.valvesoftware.com
> Subject: Re: [hlds] OB Servers Dont Appear On Server List
>
> Well i fixed my problem half way.  Turns out the DODS server was out 
> of date, which was why it wasnt displaying on server list.  My 3rd 
> party modication (Modular Combat) server still doesnt display on the 
> server list though.  I installed a fresh version of orangebox and the 
> mod, and it still doesnt display on the server list.
>
> The server is making a connection to the master server list, see below:
>
> Adding master server 208.64.200.52:27011 Adding master server
> 208.64.200.39:27011 Connection to Steam servers successful.
> VAC secure mode is activated.
>
> Could the IPs be blacklisted? Does valve do that for 3rd party mod servers?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>



--
Best regards,
AnAkIn
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Re: [hlds_linux] [hlds] New TF quickplay in beta

2012-07-23 Thread Fletcher Dunn
Answers!

* We'll fix the sv_region bug in the next day or so.
* We'll fix it kicking the SourceTV and Replay bots also.
* Nothing will prevent your server from receiving (regular) quickplay or server 
browser players.  So basically there is no downside to opting into the beta.  
The shortcoming (which will be fixed soon) is that quickplay beta must seed the 
server in order to continue to put players into it.  If the first player joins 
through any other means, then quickplay beta currently thinks that server is 
"full" and won't send any players that way.

- Fletch

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Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

2012-07-23 Thread AnAkIn
Mods are running on a older version of the OB engine though, which still
have heartbeat and setmaster. Won't that still work on those?

2012/7/23 Fletcher Dunn 

> We shall fix the sv_region getting slammed in the next day or so!
>
> setmaster doesn't do anything anymore.  The UDP heartbeating has been
> deleted entirely.
>
> When windows servers aren't working but Linux ones are, a common problem
> is that there are Steam binaries on the windows box that are being used.
>  (A steam client that has not been updated in a while.)
>
> Can you provide some more info about the mods that aren't listing?  What
> is the gamedir?  Give me an IP or two that you think should be listed but
> isn't.  (Feel free to email me those details directly if you would rather
> not post them on the list.)
>
> - Fletch
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of PAL-18
> Sent: Sunday, July 22, 2012 10:09 PM
> To: h...@list.valvesoftware.com
> Subject: Re: [hlds] OB Servers Dont Appear On Server List
>
> Well i fixed my problem half way.  Turns out the DODS server was out of
> date, which was why it wasnt displaying on server list.  My 3rd party
> modication (Modular Combat) server still doesnt display on the server list
> though.  I installed a fresh version of orangebox and the mod, and it still
> doesnt display on the server list.
>
> The server is making a connection to the master server list, see below:
>
> Adding master server 208.64.200.52:27011 Adding master server
> 208.64.200.39:27011 Connection to Steam servers successful.
> VAC secure mode is activated.
>
> Could the IPs be blacklisted? Does valve do that for 3rd party mod servers?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>



-- 
Best regards,
AnAkIn
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Re: [hlds_linux] [hlds] OB Servers Dont Appear On Server List

2012-07-23 Thread Fletcher Dunn
We shall fix the sv_region getting slammed in the next day or so!

setmaster doesn't do anything anymore.  The UDP heartbeating has been deleted 
entirely.

When windows servers aren't working but Linux ones are, a common problem is 
that there are Steam binaries on the windows box that are being used.  (A steam 
client that has not been updated in a while.)

Can you provide some more info about the mods that aren't listing?  What is the 
gamedir?  Give me an IP or two that you think should be listed but isn't.  
(Feel free to email me those details directly if you would rather not post them 
on the list.)

- Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of PAL-18
Sent: Sunday, July 22, 2012 10:09 PM
To: h...@list.valvesoftware.com
Subject: Re: [hlds] OB Servers Dont Appear On Server List

Well i fixed my problem half way.  Turns out the DODS server was out of date, 
which was why it wasnt displaying on server list.  My 3rd party modication 
(Modular Combat) server still doesnt display on the server list though.  I 
installed a fresh version of orangebox and the mod, and it still doesnt display 
on the server list.

The server is making a connection to the master server list, see below:

Adding master server 208.64.200.52:27011 Adding master server 
208.64.200.39:27011 Connection to Steam servers successful.
VAC secure mode is activated.

Could the IPs be blacklisted? Does valve do that for 3rd party mod servers?

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Re: [hlds_linux] SourceTV not working on DOD:S anymore

2012-07-23 Thread Fletcher Dunn
We'll fix it in an update in the next day or so.

My apologies.

And no, the servers are not actually "hibernating."  That term is not really 
applicable anymore since we changed the way the ticks work.  Really, it just 
means the server has acknowledged that it's empty (of human players) and 
available to receive a matchmade game (for TF).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Sunday, July 22, 2012 2:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] SourceTV not working on DOD:S anymore

On 22.07.2012 16:40, Ronny Schedel wrote:
> SourceTV isn't working on our DOD:S server anymore. I can see a log
> line:
>
> Dropped SourceTV from server (Punting bot, server is hibernating)

If you enabled tf_mm_servermode 1

I've disabled it again, and replay works as before. (Not seeing much traffic, 
though)



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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Bruno Garcia
No, this even shows up by default on a vanilla server.

The output is the following:
server cvar 'mp_freezetime' changed to 50

I'm on a CS:S Server by the way, but I believe this also shows up on TF2.

On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall wrote:

> You are using sourcemod?
>
> 2012/7/23 Bruno Garcia :
> > Hello,
> >
> > This has been annoying for me since the day it was added to the game.
> > When you change a var in the server, it's automatically printed on the
> > server's chat.
> >
> > In addition, if the cvar takes server tags, the change for server tags
> also
> > gets printed on the server's chat.
> >
> > Is there any way to disable this?
> > If not, could this be added?
> >
> > Thanks.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Vitor F. - Killall
You are using sourcemod?

2012/7/23 Bruno Garcia :
> Hello,
>
> This has been annoying for me since the day it was added to the game.
> When you change a var in the server, it's automatically printed on the
> server's chat.
>
> In addition, if the cvar takes server tags, the change for server tags also
> gets printed on the server's chat.
>
> Is there any way to disable this?
> If not, could this be added?
>
> Thanks.
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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[hlds_linux] Cvars showing on chat

2012-07-23 Thread Bruno Garcia
Hello,

This has been annoying for me since the day it was added to the game.
When you change a var in the server, it's automatically printed on the
server's chat.

In addition, if the cvar takes server tags, the change for server tags also
gets printed on the server's chat.

Is there any way to disable this?
If not, could this be added?

Thanks.
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