[hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread ics
Some time has now passed since Valve defaulted quickplay to Valve 
servers only on TF2 and we are taking the hit. Roughly half of our 
servers it now empty. Changes daily which servers have players and which 
have not so it's not really a lack of people not knowing them are there 
but lack of players one and nobody enters. They switch to fuller servers 
and since there isn't much new players entering automatically and 
regulars are hesitant to enter empty ones, this is where we are.


So after running servers for TF2 since the game came out, this is what i 
get, go away message? You don't want me to run servers anylonger? I 
don't run crap on servers or advertisements or any mods, except for 
administration between servers. Thanks a lot, Valve.


-ics

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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Chris Oryschak
ics,

You're not the only one; i'm seeing the exact same trend on my servers.
 Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to
get the servers going come mid/late afternoon when they get home from
school  work.

If it wasn't for having my community built up for so long my servers would
be on the brink of death, give it a few months and without being able to
attract more players to replenish the community base i can see my servers
dwindling down to nothing.

And my servers are in the top 50 on Gametracker.

Fletcher - Can you chime in on this, it would be really nice to get a Valve
response on the mailing list instead of having to rely on 3rd party sources
of email exchanges.  I know why Valve has done what they have done but it
would be really nice to get some feedback and/or maybe collectively come up
with some solutions that favor both the community servers and valves strict
'vanilla' experience.

We (community operators) would just like to regain some comfort knowing
this isn't the death of us.




On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:

 Some time has now passed since Valve defaulted quickplay to Valve servers
 only on TF2 and we are taking the hit. Roughly half of our servers it now
 empty. Changes daily which servers have players and which have not so it's
 not really a lack of people not knowing them are there but lack of players
 one and nobody enters. They switch to fuller servers and since there isn't
 much new players entering automatically and regulars are hesitant to enter
 empty ones, this is where we are.

 So after running servers for TF2 since the game came out, this is what i
 get, go away message? You don't want me to run servers anylonger? I don't
 run crap on servers or advertisements or any mods, except for
 administration between servers. Thanks a lot, Valve.

 -ics

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 please visit:
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Martin V
And my servers are in the top 50 on Gametracker.
My server is in top20-15 and I don't see any player drops/decreasing.
Probably because my server is 'banned' (or has really LOW priority
in quickplay) from quickplay system for my tags:
increased_maxplayers,nocrits,nodmgspread,respawntimes

Maybe you should try not to depend on quickplay so much? Try expending your
community and put some life into servers. Make some events. Prizes for
players etc.
Try using your steam group to fill the server with loyal players. Throw
some secret saxtoners like we do :)
USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

Try using this plugin:
https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
where your traffic is comming from (what connection method).


2014-02-05 Chris Oryschak ch...@oryschak.com:

 ics,

 You're not the only one; i'm seeing the exact same trend on my servers.
  Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to
 get the servers going come mid/late afternoon when they get home from
 school  work.

 If it wasn't for having my community built up for so long my servers would
 be on the brink of death, give it a few months and without being able to
 attract more players to replenish the community base i can see my servers
 dwindling down to nothing.

 And my servers are in the top 50 on Gametracker.

 Fletcher - Can you chime in on this, it would be really nice to get a Valve
 response on the mailing list instead of having to rely on 3rd party sources
 of email exchanges.  I know why Valve has done what they have done but it
 would be really nice to get some feedback and/or maybe collectively come up
 with some solutions that favor both the community servers and valves strict
 'vanilla' experience.

 We (community operators) would just like to regain some comfort knowing
 this isn't the death of us.




 On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:

  Some time has now passed since Valve defaulted quickplay to Valve servers
  only on TF2 and we are taking the hit. Roughly half of our servers it now
  empty. Changes daily which servers have players and which have not so
 it's
  not really a lack of people not knowing them are there but lack of
 players
  one and nobody enters. They switch to fuller servers and since there
 isn't
  much new players entering automatically and regulars are hesitant to
 enter
  empty ones, this is where we are.
 
  So after running servers for TF2 since the game came out, this is what i
  get, go away message? You don't want me to run servers anylonger? I don't
  run crap on servers or advertisements or any mods, except for
  administration between servers. Thanks a lot, Valve.
 
  -ics
 
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread 1nsane
That's the great thing about this. Valve hated seeing players on 32 player,
no crit servers, instant respawn, custom map, etc servers. So they added
Quickplay to filter this out. Then they said if you run your server close
to vanilla you'll be able to get this traffic as well. The traffic that
those who run modified servers will be excluded from.

And now they took it all away. So that's what you get for doing what they
ask. Now I hope I'm wrong with this and they do something about it. But who
knows. It's been building up towards this anyway. Starting with the custom
tab years back.

Goodjob to those that were able to run customized servers and populate them
without quickplay. Those kind of servers are needed to keep people
interested and playing this game longer. Even those of us with mostly stock
servers appreciate the service provided by these custom servers.


On Wed, Feb 5, 2014 at 2:40 PM, Martin V velt...@gmail.com wrote:

 And my servers are in the top 50 on Gametracker.
 My server is in top20-15 and I don't see any player drops/decreasing.
 Probably because my server is 'banned' (or has really LOW priority
 in quickplay) from quickplay system for my tags:
 increased_maxplayers,nocrits,nodmgspread,respawntimes

 Maybe you should try not to depend on quickplay so much? Try expending your
 community and put some life into servers. Make some events. Prizes for
 players etc.
 Try using your steam group to fill the server with loyal players. Throw
 some secret saxtoners like we do :)
 USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

 Try using this plugin:
 https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
 where your traffic is comming from (what connection method).


 2014-02-05 Chris Oryschak ch...@oryschak.com:

  ics,
 
  You're not the only one; i'm seeing the exact same trend on my servers.
   Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs
 to
  get the servers going come mid/late afternoon when they get home from
  school  work.
 
  If it wasn't for having my community built up for so long my servers
 would
  be on the brink of death, give it a few months and without being able to
  attract more players to replenish the community base i can see my servers
  dwindling down to nothing.
 
  And my servers are in the top 50 on Gametracker.
 
  Fletcher - Can you chime in on this, it would be really nice to get a
 Valve
  response on the mailing list instead of having to rely on 3rd party
 sources
  of email exchanges.  I know why Valve has done what they have done but it
  would be really nice to get some feedback and/or maybe collectively come
 up
  with some solutions that favor both the community servers and valves
 strict
  'vanilla' experience.
 
  We (community operators) would just like to regain some comfort knowing
  this isn't the death of us.
 
 
 
 
  On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:
 
   Some time has now passed since Valve defaulted quickplay to Valve
 servers
   only on TF2 and we are taking the hit. Roughly half of our servers it
 now
   empty. Changes daily which servers have players and which have not so
  it's
   not really a lack of people not knowing them are there but lack of
  players
   one and nobody enters. They switch to fuller servers and since there
  isn't
   much new players entering automatically and regulars are hesitant to
  enter
   empty ones, this is where we are.
  
   So after running servers for TF2 since the game came out, this is what
 i
   get, go away message? You don't want me to run servers anylonger? I
 don't
   run crap on servers or advertisements or any mods, except for
   administration between servers. Thanks a lot, Valve.
  
   -ics
  
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   please visit:
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Robert Paulson
That is easy for you to say but absolutely unhelpful to server owners who
started with vanilla settings. They can change to non quickplay settings to
appeal to browser only players, but then they will alienate their current
players, losing all their seeders, AND they have to compete with your
established server to fight over the few server browsers looking for a new
server.

We also have servers that were never on quickplay and they are seeing a
small but accelerating decrease of players. Why is this also harming
non-quickplay servers? Because new players are now being conditioned to
play on official Valve servers and they are never made aware that there are
non-quickplay type servers they would enjoy.

This will eventually affect your non-quickplay server even if you don't
notice it yet. You will not see this reflected on your gametracker rank
because it affects all community servers.

Bribe players with secret saxtoners to stay on your server as if we weren't
spending enough money on servers? Using your steam group? Do you know there
is a very small and invisible limit on the people you can invite now and
another limit that makes all non-friend invites silently fail?  Isn't there
something wrong with the system when these gimmicks are the only way to get
players instead of letting community servers compete equally with official
servers?

I am sorry but your suggestions don't help at all. Disabling community
quickplay must be reversed or a compromise must be made if Valve really
cares about the long term player experience instead of a sloppy fix for
players too lazy to use the browser and likely to not have paid Valve a
single dime.


On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:

 And my servers are in the top 50 on Gametracker.
 My server is in top20-15 and I don't see any player drops/decreasing.
 Probably because my server is 'banned' (or has really LOW priority
 in quickplay) from quickplay system for my tags:
 increased_maxplayers,nocrits,nodmgspread,respawntimes

 Maybe you should try not to depend on quickplay so much? Try expending your
 community and put some life into servers. Make some events. Prizes for
 players etc.
 Try using your steam group to fill the server with loyal players. Throw
 some secret saxtoners like we do :)
 USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

 Try using this plugin:
 https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
 where your traffic is comming from (what connection method).


 2014-02-05 Chris Oryschak ch...@oryschak.com:

  ics,
 
  You're not the only one; i'm seeing the exact same trend on my servers.
   Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs
 to
  get the servers going come mid/late afternoon when they get home from
  school  work.
 
  If it wasn't for having my community built up for so long my servers
 would
  be on the brink of death, give it a few months and without being able to
  attract more players to replenish the community base i can see my servers
  dwindling down to nothing.
 
  And my servers are in the top 50 on Gametracker.
 
  Fletcher - Can you chime in on this, it would be really nice to get a
 Valve
  response on the mailing list instead of having to rely on 3rd party
 sources
  of email exchanges.  I know why Valve has done what they have done but it
  would be really nice to get some feedback and/or maybe collectively come
 up
  with some solutions that favor both the community servers and valves
 strict
  'vanilla' experience.
 
  We (community operators) would just like to regain some comfort knowing
  this isn't the death of us.
 
 
 
 
  On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:
 
   Some time has now passed since Valve defaulted quickplay to Valve
 servers
   only on TF2 and we are taking the hit. Roughly half of our servers it
 now
   empty. Changes daily which servers have players and which have not so
  it's
   not really a lack of people not knowing them are there but lack of
  players
   one and nobody enters. They switch to fuller servers and since there
  isn't
   much new players entering automatically and regulars are hesitant to
  enter
   empty ones, this is where we are.
  
   So after running servers for TF2 since the game came out, this is what
 i
   get, go away message? You don't want me to run servers anylonger? I
 don't
   run crap on servers or advertisements or any mods, except for
   administration between servers. Thanks a lot, Valve.
  
   -ics
  
   ___
   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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  please visit:
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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Aaron Thompson
I agree that they should revert the change, yet this does not affect me. I
get all my traffic from the browser. :) the way things used to be.

Sincerely,
Aaron
On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:

 That is easy for you to say but absolutely unhelpful to server owners who
 started with vanilla settings. They can change to non quickplay settings to
 appeal to browser only players, but then they will alienate their current
 players, losing all their seeders, AND they have to compete with your
 established server to fight over the few server browsers looking for a new
 server.

 We also have servers that were never on quickplay and they are seeing a
 small but accelerating decrease of players. Why is this also harming
 non-quickplay servers? Because new players are now being conditioned to
 play on official Valve servers and they are never made aware that there are
 non-quickplay type servers they would enjoy.

 This will eventually affect your non-quickplay server even if you don't
 notice it yet. You will not see this reflected on your gametracker rank
 because it affects all community servers.

 Bribe players with secret saxtoners to stay on your server as if we weren't
 spending enough money on servers? Using your steam group? Do you know there
 is a very small and invisible limit on the people you can invite now and
 another limit that makes all non-friend invites silently fail?  Isn't there
 something wrong with the system when these gimmicks are the only way to get
 players instead of letting community servers compete equally with official
 servers?

 I am sorry but your suggestions don't help at all. Disabling community
 quickplay must be reversed or a compromise must be made if Valve really
 cares about the long term player experience instead of a sloppy fix for
 players too lazy to use the browser and likely to not have paid Valve a
 single dime.


 On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:

  And my servers are in the top 50 on Gametracker.
  My server is in top20-15 and I don't see any player drops/decreasing.
  Probably because my server is 'banned' (or has really LOW priority
  in quickplay) from quickplay system for my tags:
  increased_maxplayers,nocrits,nodmgspread,respawntimes
 
  Maybe you should try not to depend on quickplay so much? Try expending
 your
  community and put some life into servers. Make some events. Prizes for
  players etc.
  Try using your steam group to fill the server with loyal players. Throw
  some secret saxtoners like we do :)
  USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D
 
  Try using this plugin:
  https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
  where your traffic is comming from (what connection method).
 
 
  2014-02-05 Chris Oryschak ch...@oryschak.com:
 
   ics,
  
   You're not the only one; i'm seeing the exact same trend on my servers.
Traffic is 50-58% decreased and I heavily rely on my community of 5
 yrs
  to
   get the servers going come mid/late afternoon when they get home from
   school  work.
  
   If it wasn't for having my community built up for so long my servers
  would
   be on the brink of death, give it a few months and without being able
 to
   attract more players to replenish the community base i can see my
 servers
   dwindling down to nothing.
  
   And my servers are in the top 50 on Gametracker.
  
   Fletcher - Can you chime in on this, it would be really nice to get a
  Valve
   response on the mailing list instead of having to rely on 3rd party
  sources
   of email exchanges.  I know why Valve has done what they have done but
 it
   would be really nice to get some feedback and/or maybe collectively
 come
  up
   with some solutions that favor both the community servers and valves
  strict
   'vanilla' experience.
  
   We (community operators) would just like to regain some comfort knowing
   this isn't the death of us.
  
  
  
  
   On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:
  
Some time has now passed since Valve defaulted quickplay to Valve
  servers
only on TF2 and we are taking the hit. Roughly half of our servers it
  now
empty. Changes daily which servers have players and which have not so
   it's
not really a lack of people not knowing them are there but lack of
   players
one and nobody enters. They switch to fuller servers and since there
   isn't
much new players entering automatically and regulars are hesitant to
   enter
empty ones, this is where we are.
   
So after running servers for TF2 since the game came out, this is
 what
  i
get, go away message? You don't want me to run servers anylonger? I
  don't
run crap on servers or advertisements or any mods, except for
administration between servers. Thanks a lot, Valve.
   
-ics
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Erik-jan Riemers
In my eyes, custom servers are still something i can manage since people
search for that. All quickplay servers are on my list of to be removed we
used to have say 6 to 8 players that would join a server (regulars) and
then quickplay would kick in and send some clients to it. When its above
10-15 the i only come when its full regulars will be coming too.

Now it just sits there around 6 to 8 players, people try to fill it up but
nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
offered by community = dead.

The funny part is that mvm is actually still pretty full here..


2014-02-05 Aaron Thompson rmesc...@gmail.com:

 I agree that they should revert the change, yet this does not affect me. I
 get all my traffic from the browser. :) the way things used to be.

 Sincerely,
 Aaron
 On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:

  That is easy for you to say but absolutely unhelpful to server owners who
  started with vanilla settings. They can change to non quickplay settings
 to
  appeal to browser only players, but then they will alienate their current
  players, losing all their seeders, AND they have to compete with your
  established server to fight over the few server browsers looking for a
 new
  server.
 
  We also have servers that were never on quickplay and they are seeing a
  small but accelerating decrease of players. Why is this also harming
  non-quickplay servers? Because new players are now being conditioned to
  play on official Valve servers and they are never made aware that there
 are
  non-quickplay type servers they would enjoy.
 
  This will eventually affect your non-quickplay server even if you don't
  notice it yet. You will not see this reflected on your gametracker rank
  because it affects all community servers.
 
  Bribe players with secret saxtoners to stay on your server as if we
 weren't
  spending enough money on servers? Using your steam group? Do you know
 there
  is a very small and invisible limit on the people you can invite now and
  another limit that makes all non-friend invites silently fail?  Isn't
 there
  something wrong with the system when these gimmicks are the only way to
 get
  players instead of letting community servers compete equally with
 official
  servers?
 
  I am sorry but your suggestions don't help at all. Disabling community
  quickplay must be reversed or a compromise must be made if Valve really
  cares about the long term player experience instead of a sloppy fix for
  players too lazy to use the browser and likely to not have paid Valve a
  single dime.
 
 
  On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:
 
   And my servers are in the top 50 on Gametracker.
   My server is in top20-15 and I don't see any player drops/decreasing.
   Probably because my server is 'banned' (or has really LOW priority
   in quickplay) from quickplay system for my tags:
   increased_maxplayers,nocrits,nodmgspread,respawntimes
  
   Maybe you should try not to depend on quickplay so much? Try expending
  your
   community and put some life into servers. Make some events. Prizes for
   players etc.
   Try using your steam group to fill the server with loyal players. Throw
   some secret saxtoners like we do :)
   USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D
  
   Try using this plugin:
   https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
   where your traffic is comming from (what connection method).
  
  
   2014-02-05 Chris Oryschak ch...@oryschak.com:
  
ics,
   
You're not the only one; i'm seeing the exact same trend on my
 servers.
 Traffic is 50-58% decreased and I heavily rely on my community of 5
  yrs
   to
get the servers going come mid/late afternoon when they get home from
school  work.
   
If it wasn't for having my community built up for so long my servers
   would
be on the brink of death, give it a few months and without being able
  to
attract more players to replenish the community base i can see my
  servers
dwindling down to nothing.
   
And my servers are in the top 50 on Gametracker.
   
Fletcher - Can you chime in on this, it would be really nice to get a
   Valve
response on the mailing list instead of having to rely on 3rd party
   sources
of email exchanges.  I know why Valve has done what they have done
 but
  it
would be really nice to get some feedback and/or maybe collectively
  come
   up
with some solutions that favor both the community servers and valves
   strict
'vanilla' experience.
   
We (community operators) would just like to regain some comfort
 knowing
this isn't the death of us.
   
   
   
   
On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:
   
 Some time has now passed since Valve defaulted quickplay to Valve
   servers
 only on TF2 and we are taking the hit. Roughly half of our servers
 it
   now
 empty. Changes daily which 

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread 1nsane
It will definitely affect all of us in the long run. Even those who run
custom servers.

Conditioning new players to play on valve servers mean they won't be
exposed to any modifications nor will they expect more from the game.


On Wed, Feb 5, 2014 at 4:13 PM, Robert Paulson thepauls...@gmail.comwrote:

 That is easy for you to say but absolutely unhelpful to server owners who
 started with vanilla settings. They can change to non quickplay settings to
 appeal to browser only players, but then they will alienate their current
 players, losing all their seeders, AND they have to compete with your
 established server to fight over the few server browsers looking for a new
 server.

 We also have servers that were never on quickplay and they are seeing a
 small but accelerating decrease of players. Why is this also harming
 non-quickplay servers? Because new players are now being conditioned to
 play on official Valve servers and they are never made aware that there are
 non-quickplay type servers they would enjoy.

 This will eventually affect your non-quickplay server even if you don't
 notice it yet. You will not see this reflected on your gametracker rank
 because it affects all community servers.

 Bribe players with secret saxtoners to stay on your server as if we weren't
 spending enough money on servers? Using your steam group? Do you know there
 is a very small and invisible limit on the people you can invite now and
 another limit that makes all non-friend invites silently fail?  Isn't there
 something wrong with the system when these gimmicks are the only way to get
 players instead of letting community servers compete equally with official
 servers?

 I am sorry but your suggestions don't help at all. Disabling community
 quickplay must be reversed or a compromise must be made if Valve really
 cares about the long term player experience instead of a sloppy fix for
 players too lazy to use the browser and likely to not have paid Valve a
 single dime.


 On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:

  And my servers are in the top 50 on Gametracker.
  My server is in top20-15 and I don't see any player drops/decreasing.
  Probably because my server is 'banned' (or has really LOW priority
  in quickplay) from quickplay system for my tags:
  increased_maxplayers,nocrits,nodmgspread,respawntimes
 
  Maybe you should try not to depend on quickplay so much? Try expending
 your
  community and put some life into servers. Make some events. Prizes for
  players etc.
  Try using your steam group to fill the server with loyal players. Throw
  some secret saxtoners like we do :)
  USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D
 
  Try using this plugin:
  https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
  where your traffic is comming from (what connection method).
 
 
  2014-02-05 Chris Oryschak ch...@oryschak.com:
 
   ics,
  
   You're not the only one; i'm seeing the exact same trend on my servers.
Traffic is 50-58% decreased and I heavily rely on my community of 5
 yrs
  to
   get the servers going come mid/late afternoon when they get home from
   school  work.
  
   If it wasn't for having my community built up for so long my servers
  would
   be on the brink of death, give it a few months and without being able
 to
   attract more players to replenish the community base i can see my
 servers
   dwindling down to nothing.
  
   And my servers are in the top 50 on Gametracker.
  
   Fletcher - Can you chime in on this, it would be really nice to get a
  Valve
   response on the mailing list instead of having to rely on 3rd party
  sources
   of email exchanges.  I know why Valve has done what they have done but
 it
   would be really nice to get some feedback and/or maybe collectively
 come
  up
   with some solutions that favor both the community servers and valves
  strict
   'vanilla' experience.
  
   We (community operators) would just like to regain some comfort knowing
   this isn't the death of us.
  
  
  
  
   On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:
  
Some time has now passed since Valve defaulted quickplay to Valve
  servers
only on TF2 and we are taking the hit. Roughly half of our servers it
  now
empty. Changes daily which servers have players and which have not so
   it's
not really a lack of people not knowing them are there but lack of
   players
one and nobody enters. They switch to fuller servers and since there
   isn't
much new players entering automatically and regulars are hesitant to
   enter
empty ones, this is where we are.
   
So after running servers for TF2 since the game came out, this is
 what
  i
get, go away message? You don't want me to run servers anylonger? I
  don't
run crap on servers or advertisements or any mods, except for
administration between servers. Thanks a lot, Valve.
   
-ics
   
___
   

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread The Wave

The funny part is that mvm is actually still pretty full here.. 

I can confirm this as well, my mvm still has lots of players. I assume 
Valve runs a lot bootcamp servers? I never actually checked.


On 2/5/2014 3:38 PM, Erik-jan Riemers wrote:

In my eyes, custom servers are still something i can manage since people
search for that. All quickplay servers are on my list of to be removed we
used to have say 6 to 8 players that would join a server (regulars) and
then quickplay would kick in and send some clients to it. When its above
10-15 the i only come when its full regulars will be coming too.

Now it just sits there around 6 to 8 players, people try to fill it up but
nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
offered by community = dead.

The funny part is that mvm is actually still pretty full here..


2014-02-05 Aaron Thompson rmesc...@gmail.com:


I agree that they should revert the change, yet this does not affect me. I
get all my traffic from the browser. :) the way things used to be.

Sincerely,
Aaron
On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:


That is easy for you to say but absolutely unhelpful to server owners who
started with vanilla settings. They can change to non quickplay settings

to

appeal to browser only players, but then they will alienate their current
players, losing all their seeders, AND they have to compete with your
established server to fight over the few server browsers looking for a

new

server.

We also have servers that were never on quickplay and they are seeing a
small but accelerating decrease of players. Why is this also harming
non-quickplay servers? Because new players are now being conditioned to
play on official Valve servers and they are never made aware that there

are

non-quickplay type servers they would enjoy.

This will eventually affect your non-quickplay server even if you don't
notice it yet. You will not see this reflected on your gametracker rank
because it affects all community servers.

Bribe players with secret saxtoners to stay on your server as if we

weren't

spending enough money on servers? Using your steam group? Do you know

there

is a very small and invisible limit on the people you can invite now and
another limit that makes all non-friend invites silently fail?  Isn't

there

something wrong with the system when these gimmicks are the only way to

get

players instead of letting community servers compete equally with

official

servers?

I am sorry but your suggestions don't help at all. Disabling community
quickplay must be reversed or a compromise must be made if Valve really
cares about the long term player experience instead of a sloppy fix for
players too lazy to use the browser and likely to not have paid Valve a
single dime.


On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:


And my servers are in the top 50 on Gametracker.
My server is in top20-15 and I don't see any player drops/decreasing.
Probably because my server is 'banned' (or has really LOW priority
in quickplay) from quickplay system for my tags:
increased_maxplayers,nocrits,nodmgspread,respawntimes

Maybe you should try not to depend on quickplay so much? Try expending

your

community and put some life into servers. Make some events. Prizes for
players etc.
Try using your steam group to fill the server with loyal players. Throw
some secret saxtoners like we do :)
USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

Try using this plugin:
https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
where your traffic is comming from (what connection method).


2014-02-05 Chris Oryschak ch...@oryschak.com:


ics,

You're not the only one; i'm seeing the exact same trend on my

servers.

  Traffic is 50-58% decreased and I heavily rely on my community of 5

yrs

to

get the servers going come mid/late afternoon when they get home from
school  work.

If it wasn't for having my community built up for so long my servers

would

be on the brink of death, give it a few months and without being able

to

attract more players to replenish the community base i can see my

servers

dwindling down to nothing.

And my servers are in the top 50 on Gametracker.

Fletcher - Can you chime in on this, it would be really nice to get a

Valve

response on the mailing list instead of having to rely on 3rd party

sources

of email exchanges.  I know why Valve has done what they have done

but

it

would be really nice to get some feedback and/or maybe collectively

come

up

with some solutions that favor both the community servers and valves

strict

'vanilla' experience.

We (community operators) would just like to regain some comfort

knowing

this isn't the death of us.




On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:


Some time has now passed since Valve defaulted quickplay to Valve

servers

only on TF2 and we are taking the hit. Roughly half of our servers

it

now

empty. Changes daily 

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread 1nsane
Ofcourse MvM is full. Does valve even have official boot camp servers?
Probably not.

I just changed an empty PvP player to MvM for fun and it got full
immediately.

The biggest reasons why there's a lack of community MvM servers are:
You can't make a community around it.
It takes up the same amount of resources as a real server yet only hosts 6
players max.
You can't even put ads on them, nor can you use it advertise your PvP
servers as both HTML motds and press F3 to join another server are disabled.


On Wed, Feb 5, 2014 at 4:38 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 In my eyes, custom servers are still something i can manage since people
 search for that. All quickplay servers are on my list of to be removed we
 used to have say 6 to 8 players that would join a server (regulars) and
 then quickplay would kick in and send some clients to it. When its above
 10-15 the i only come when its full regulars will be coming too.

 Now it just sits there around 6 to 8 players, people try to fill it up but
 nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
 offered by community = dead.

 The funny part is that mvm is actually still pretty full here..


 2014-02-05 Aaron Thompson rmesc...@gmail.com:

  I agree that they should revert the change, yet this does not affect me.
 I
  get all my traffic from the browser. :) the way things used to be.
 
  Sincerely,
  Aaron
  On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:
 
   That is easy for you to say but absolutely unhelpful to server owners
 who
   started with vanilla settings. They can change to non quickplay
 settings
  to
   appeal to browser only players, but then they will alienate their
 current
   players, losing all their seeders, AND they have to compete with your
   established server to fight over the few server browsers looking for a
  new
   server.
  
   We also have servers that were never on quickplay and they are seeing a
   small but accelerating decrease of players. Why is this also harming
   non-quickplay servers? Because new players are now being conditioned to
   play on official Valve servers and they are never made aware that there
  are
   non-quickplay type servers they would enjoy.
  
   This will eventually affect your non-quickplay server even if you don't
   notice it yet. You will not see this reflected on your gametracker rank
   because it affects all community servers.
  
   Bribe players with secret saxtoners to stay on your server as if we
  weren't
   spending enough money on servers? Using your steam group? Do you know
  there
   is a very small and invisible limit on the people you can invite now
 and
   another limit that makes all non-friend invites silently fail?  Isn't
  there
   something wrong with the system when these gimmicks are the only way to
  get
   players instead of letting community servers compete equally with
  official
   servers?
  
   I am sorry but your suggestions don't help at all. Disabling community
   quickplay must be reversed or a compromise must be made if Valve really
   cares about the long term player experience instead of a sloppy fix for
   players too lazy to use the browser and likely to not have paid Valve a
   single dime.
  
  
   On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:
  
And my servers are in the top 50 on Gametracker.
My server is in top20-15 and I don't see any player drops/decreasing.
Probably because my server is 'banned' (or has really LOW priority
in quickplay) from quickplay system for my tags:
increased_maxplayers,nocrits,nodmgspread,respawntimes
   
Maybe you should try not to depend on quickplay so much? Try
 expending
   your
community and put some life into servers. Make some events. Prizes
 for
players etc.
Try using your steam group to fill the server with loyal players.
 Throw
some secret saxtoners like we do :)
USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D
   
Try using this plugin:
https://forums.alliedmods.net/showthread.php?p=2060588 -- it show
 you
where your traffic is comming from (what connection method).
   
   
2014-02-05 Chris Oryschak ch...@oryschak.com:
   
 ics,

 You're not the only one; i'm seeing the exact same trend on my
  servers.
  Traffic is 50-58% decreased and I heavily rely on my community of
 5
   yrs
to
 get the servers going come mid/late afternoon when they get home
 from
 school  work.

 If it wasn't for having my community built up for so long my
 servers
would
 be on the brink of death, give it a few months and without being
 able
   to
 attract more players to replenish the community base i can see my
   servers
 dwindling down to nothing.

 And my servers are in the top 50 on Gametracker.

 Fletcher - Can you chime in on this, it would be really nice to
 get a
Valve
 response on the mailing list instead of having to rely 

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread 1nsane
There's a reason why they haven't added the Valve only servers checkbox
to the MvM search.

But they should... there's community servers that are laggy/broken, give
extra credits, spawn extra bots, give custom upgrades and do whatever other
modifications. They are clearly not vanilla and ruin the experience for all
new players expecting proper MvM.


On Wed, Feb 5, 2014 at 4:42 PM, The Wave thew...@thewaveserver.com wrote:

 The funny part is that mvm is actually still pretty full here.. 

 I can confirm this as well, my mvm still has lots of players. I assume
 Valve runs a lot bootcamp servers? I never actually checked.


 On 2/5/2014 3:38 PM, Erik-jan Riemers wrote:

 In my eyes, custom servers are still something i can manage since people
 search for that. All quickplay servers are on my list of to be removed
 we
 used to have say 6 to 8 players that would join a server (regulars) and
 then quickplay would kick in and send some clients to it. When its above
 10-15 the i only come when its full regulars will be coming too.

 Now it just sits there around 6 to 8 players, people try to fill it up but
 nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
 offered by community = dead.

 The funny part is that mvm is actually still pretty full here..


 2014-02-05 Aaron Thompson rmesc...@gmail.com:

  I agree that they should revert the change, yet this does not affect me.
 I
 get all my traffic from the browser. :) the way things used to be.

 Sincerely,
 Aaron
 On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:

  That is easy for you to say but absolutely unhelpful to server owners
 who
 started with vanilla settings. They can change to non quickplay settings

 to

 appeal to browser only players, but then they will alienate their
 current
 players, losing all their seeders, AND they have to compete with your
 established server to fight over the few server browsers looking for a

 new

 server.

 We also have servers that were never on quickplay and they are seeing a
 small but accelerating decrease of players. Why is this also harming
 non-quickplay servers? Because new players are now being conditioned to
 play on official Valve servers and they are never made aware that there

 are

 non-quickplay type servers they would enjoy.

 This will eventually affect your non-quickplay server even if you don't
 notice it yet. You will not see this reflected on your gametracker rank
 because it affects all community servers.

 Bribe players with secret saxtoners to stay on your server as if we

 weren't

 spending enough money on servers? Using your steam group? Do you know

 there

 is a very small and invisible limit on the people you can invite now and
 another limit that makes all non-friend invites silently fail?  Isn't

 there

 something wrong with the system when these gimmicks are the only way to

 get

 players instead of letting community servers compete equally with

 official

 servers?

 I am sorry but your suggestions don't help at all. Disabling community
 quickplay must be reversed or a compromise must be made if Valve really
 cares about the long term player experience instead of a sloppy fix for
 players too lazy to use the browser and likely to not have paid Valve a
 single dime.


 On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:

  And my servers are in the top 50 on Gametracker.
 My server is in top20-15 and I don't see any player drops/decreasing.
 Probably because my server is 'banned' (or has really LOW priority
 in quickplay) from quickplay system for my tags:
 increased_maxplayers,nocrits,nodmgspread,respawntimes

 Maybe you should try not to depend on quickplay so much? Try expending

 your

 community and put some life into servers. Make some events. Prizes for
 players etc.
 Try using your steam group to fill the server with loyal players. Throw
 some secret saxtoners like we do :)
 USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

 Try using this plugin:
 https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
 where your traffic is comming from (what connection method).


 2014-02-05 Chris Oryschak ch...@oryschak.com:

  ics,

 You're not the only one; i'm seeing the exact same trend on my

 servers.

   Traffic is 50-58% decreased and I heavily rely on my community of 5

 yrs

 to

 get the servers going come mid/late afternoon when they get home from
 school  work.

 If it wasn't for having my community built up for so long my servers

 would

 be on the brink of death, give it a few months and without being able

 to

 attract more players to replenish the community base i can see my

 servers

 dwindling down to nothing.

 And my servers are in the top 50 on Gametracker.

 Fletcher - Can you chime in on this, it would be really nice to get a

 Valve

 response on the mailing list instead of having to rely on 3rd party

 sources

 of email exchanges.  I know why Valve has done what they have done

 but

 it

 

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread Martin V
It will definitely affect all of us in the long run. Even those who run
custom servers.

We also have servers that were never on quickplay and they are seeing a
small but accelerating decrease of players. Why is this also harming
non-quickplay servers? Because new players are now being conditioned to
play on official Valve servers and they are never made aware that there are
non-quickplay type servers they would enjoy

My server is doing pretty well and to be honest we had full server from
9-10AM to about 1-2AM. Since that quickplay thing valve did we are having
full server from about 8-9AM to about 2-5AM.
99% of our players are from my country and that is what we are basing on to
keep going. Players are serching for server from their country.
Biggest harm is done to USA servers.

And don't be fooled by what I said - If this will somehow help I am willing
to be with you all and force valve to change things back like they were
before. It is not affecting me by what they did but I suport community
servers.


2014-02-05 1nsane 1nsane...@gmail.com:

 There's a reason why they haven't added the Valve only servers checkbox
 to the MvM search.

 But they should... there's community servers that are laggy/broken, give
 extra credits, spawn extra bots, give custom upgrades and do whatever other
 modifications. They are clearly not vanilla and ruin the experience for all
 new players expecting proper MvM.


 On Wed, Feb 5, 2014 at 4:42 PM, The Wave thew...@thewaveserver.com
 wrote:

  The funny part is that mvm is actually still pretty full here.. 
 
  I can confirm this as well, my mvm still has lots of players. I assume
  Valve runs a lot bootcamp servers? I never actually checked.
 
 
  On 2/5/2014 3:38 PM, Erik-jan Riemers wrote:
 
  In my eyes, custom servers are still something i can manage since people
  search for that. All quickplay servers are on my list of to be removed
  we
  used to have say 6 to 8 players that would join a server (regulars) and
  then quickplay would kick in and send some clients to it. When its above
  10-15 the i only come when its full regulars will be coming too.
 
  Now it just sits there around 6 to 8 players, people try to fill it up
 but
  nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
  offered by community = dead.
 
  The funny part is that mvm is actually still pretty full here..
 
 
  2014-02-05 Aaron Thompson rmesc...@gmail.com:
 
   I agree that they should revert the change, yet this does not affect
 me.
  I
  get all my traffic from the browser. :) the way things used to be.
 
  Sincerely,
  Aaron
  On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com
 wrote:
 
   That is easy for you to say but absolutely unhelpful to server owners
  who
  started with vanilla settings. They can change to non quickplay
 settings
 
  to
 
  appeal to browser only players, but then they will alienate their
  current
  players, losing all their seeders, AND they have to compete with your
  established server to fight over the few server browsers looking for a
 
  new
 
  server.
 
  We also have servers that were never on quickplay and they are seeing
 a
  small but accelerating decrease of players. Why is this also harming
  non-quickplay servers? Because new players are now being conditioned
 to
  play on official Valve servers and they are never made aware that
 there
 
  are
 
  non-quickplay type servers they would enjoy.
 
  This will eventually affect your non-quickplay server even if you
 don't
  notice it yet. You will not see this reflected on your gametracker
 rank
  because it affects all community servers.
 
  Bribe players with secret saxtoners to stay on your server as if we
 
  weren't
 
  spending enough money on servers? Using your steam group? Do you know
 
  there
 
  is a very small and invisible limit on the people you can invite now
 and
  another limit that makes all non-friend invites silently fail?  Isn't
 
  there
 
  something wrong with the system when these gimmicks are the only way
 to
 
  get
 
  players instead of letting community servers compete equally with
 
  official
 
  servers?
 
  I am sorry but your suggestions don't help at all. Disabling community
  quickplay must be reversed or a compromise must be made if Valve
 really
  cares about the long term player experience instead of a sloppy fix
 for
  players too lazy to use the browser and likely to not have paid Valve
 a
  single dime.
 
 
  On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:
 
   And my servers are in the top 50 on Gametracker.
  My server is in top20-15 and I don't see any player drops/decreasing.
  Probably because my server is 'banned' (or has really LOW priority
  in quickplay) from quickplay system for my tags:
  increased_maxplayers,nocrits,nodmgspread,respawntimes
 
  Maybe you should try not to depend on quickplay so much? Try
 expending
 
  your
 
  community and put some life into servers. Make some events. Prizes
 for
  

Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread dan

On 05/02/2014 17:53, ics wrote:
Some time has now passed since Valve defaulted quickplay to Valve 
servers only on TF2 and we are taking the hit. Roughly half of our 
servers it now empty. Changes daily which servers have players and 
which have not so it's not really a lack of people not knowing them 
are there but lack of players one and nobody enters. They switch to 
fuller servers and since there isn't much new players entering 
automatically and regulars are hesitant to enter empty ones, this is 
where we are.


So after running servers for TF2 since the game came out, this is what 
i get, go away message? You don't want me to run servers anylonger? I 
don't run crap on servers or advertisements or any mods, except for 
administration between servers. Thanks a lot, Valve.


I notice lots of Americans on Valve's EU servers off peak. Starting 
about now (11pm GMT) which might suggest QP is broken

if it's sending people to the wrong country.

These aren't even East coast 99 pings, it's 200-350 pings.
Maybe a few from South America too.

Unless all Valve's USA servers are full and so QP is putting them on EU?

If the latter is the case it doesn't make much sense because 22 people 
playing with 200+ ping

when there are presumably local servers sitting empty.

Locality should override any checkbox or choice the user makes, unless 
they actually say Connect me to that server


IMO there's no point connecting to a server thats 50, but I suppose you 
could stretch that higher, but it's

definitely not worth playing when it gets over 100.

--
Dan

___
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visit:
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[hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client will try to 
sync up the favorites list IP:port addresses and accounts.  If there is an 
IP:port without an associated account, it will ask the master server for 
information about that address.  If a server is running on that address and 
logged into an account, the client will record the account.   Once the client 
has an account associated with the favorite, the account becomes the primary 
key and will not change.  Instead, we will periodically try to refresh the 
address from the account.  (Again, this is done by querying the master server, 
and it depends on your server bring logged into the account and 

Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating 
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.  
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who 
has been a TF server operator for any length of time knows that this is a hope, 
not a promise.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob
Sent: Wednesday, February 05, 2014 3:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Can we expect these features to be implemented within the next 48 hours?

On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Rikard Bremark

This is great news!
I asked Alfred about such a feature a year ago and he said it was under 
development but didnt know when it was due to release!
I am really happy that you guys have put an effort in it and are now 
releasing it!


Good Job!
--
//Rikard 'Zapy' Bremark
Warzone Short Valley

On 2014-02-06 00:52, Fletcher Dunn wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an ordered list 
of about 20 servers and lets them pick.  This gives players much of the convenience of 
quickplay by finding servers with a good ping and players on them, but also an easy way 
to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one of 
these.  (WARNING: Make sure and keep this key secret.  This key is an authentication 
token in some respects and makes it possible to do certain actions on your behalf.  
Don't feed the key into anybody's nice convenient web page that automates this.  With 
your WebAPI key they could impersonate you for some actions.  If you don't want to go 
through the pain of making a WebAPI call, just wait until we have a nicer interface 
implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client will try to 
sync up the favorites list IP:port addresses and accounts.  If there is an 
IP:port without an associated account, it will ask the master server for 
information about that address.  If a server is running on that address and 
logged into an account, the client 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread The Wave

Definitely looking forward to the gameserver accounts! Off to https post...

On 2/5/2014 6:03 PM, Rikard Bremark wrote:

This is great news!
I asked Alfred about such a feature a year ago and he said it was 
under development but didnt know when it was due to release!
I am really happy that you guys have put an effort in it and are now 
releasing it!


Good Job!
--
//Rikard 'Zapy' Bremark
Warzone Short Valley

On 2014-02-06 00:52, Fletcher Dunn wrote:
There are some changes coming that TF2 server operators should know 
about.


CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, 
but instead of joining the server with the highest score, it presents 
the user with an ordered list of about 20 servers and lets them 
pick.  This gives players much of the convenience of quickplay by 
finding servers with a good ping and players on them, but also an 
easy way to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt 
into the most commonly-requested non-vanilla rules changes: nocrits, 
maxplayers, and instant respawn.


There are no more scoring penalties for maxplayers or rule changes; 
your server either matches their search criteria or it doesn't.


At this time, we are keeping the default quickplay option to Valve 
servers.  However, note that if a player wants to find a server with 
any of the supported modifications, then they must land on a 
community server, since Valve servers do not run with these settings.


We've updated the quickplay policy to more clearly specify what sorts 
of server modifications are allowed in quickplay:

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is 
currently in beta.


Using a steam gameserver account provides one important advantage 
right now: client favorite lists are keyed by the Steam account if 
present.  This means that you can move your server to another IP 
address, and clients who have your server in their favorites or 
history will follow you to your new location.


CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI. (Remember, 
this feature is currently in beta.  We'll add a nicer interface for 
this soon.)  Make a HTTPS POST request to the following URL:

https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account 
that will own the server accounts. See http://steamcommunity.com/dev 
for how to get one of these. (WARNING: Make sure and keep this key 
secret.  This key is an authentication token in some respects and 
makes it possible to do certain actions on your behalf.  Don't feed 
the key into anybody's nice convenient web page that automates this.  
With your WebAPI key they could impersonate you for some actions.  If 
you don't want to go through the pain of making a WebAPI call, just 
wait until we have a nicer interface implemented.)


The output of the WebAPI will be the (permanent) SteamID of your 
gameserver, and a login token.  The login token is a random string of 
text that allows you to actually login to your account.


You can view a list of the servers owned by a user account by making 
a HTTPS GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey 



LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login 
credentials on a Source engine server by executing this console 
command sometime before it loads the first map:


sv_setsteamaccount login token

The server output should make it clear when you are using a Steam 
gameserver account and when you are logging in anonymously.  (The 
ordinary gameserver login that has always been used.)


Remember, for now you will need to login to both your Steam 
gameserver account and also your TF account.  The two accounts are 
not related.  The TF account is the one that determines quickplay 
eligibility, and the Steam one does favorites migration.  Eventually 
we will remove the TF accounts and only use Steam gameserver accounts.


HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta 
that knows how to migrate favorites.  On the client, each favorite 
has an IP:port and a gameserver account.  The account might be empty 
--- that will of course be the case for all previously existing 
favorites.  Periodically, a client will try to sync up the favorites 
list IP:port addresses and accounts. If there is an IP:port without 
an associated account, it will 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread thesupremecommander
Thank you so much for these changes! An updated QuickPlay experience and
guidelines are exactly what we needed, and the Steam-managed accounts is a
special bonus.


On Wed, Feb 5, 2014 at 7:11 PM, The Wave thew...@thewaveserver.com wrote:

 Definitely looking forward to the gameserver accounts! Off to https post...


 On 2/5/2014 6:03 PM, Rikard Bremark wrote:

 This is great news!
 I asked Alfred about such a feature a year ago and he said it was under
 development but didnt know when it was due to release!
 I am really happy that you guys have put an effort in it and are now
 releasing it!

 Good Job!
 --
 //Rikard 'Zapy' Bremark
 Warzone Short Valley

 On 2014-02-06 00:52, Fletcher Dunn wrote:

 There are some changes coming that TF2 server operators should know
 about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently
 in beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI. (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
appid=440 (for Team Fortress)
key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these. (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/
 GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/
 IGameServersService/GetAccountList/v0001/?key=%3cyourkey

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver 

Re: [hlds_linux] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Holy almost-name-resolution Batman!

 Gameserver accounts are now a Steam feature.
 The feature is currently in beta.

 Using a steam gameserver account provides one
 important advantage right now: client favorite lists
 are keyed by the Steam account if present.
 This means that you can move your server to
 another IP address, and clients who have your
 server in their favorites or history will follow you
 to your new location.

Been waiting from something like this (for years).
Thanks!

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Jake Forrester
Oh happy day!

Thank you for taking all our concerns to heart and actually fixing quite
a few of the problems that have been around for years.  I'm actually
giddy with the changes.

The only thing I can see being an issue now is this:

   * Kicking players to make room for reserved slots

I agree that it's lame to kick players for reserved slots, but there
isn't a great method to support reserved slots right now.   A long time
ago we used to allow reserved slot players to connect when the server
was full without kicking anyone (ex: 25/24 players), but srcds seemed to
have issues with greater than 24 players.  Are there any plans to
support over-full servers like this?  I think the donor-based
communities are probably the ones with the most contributions to the TF2
community as a whole, and they're the ones that tend to give out
reserved slots as incentive to donate.  Some legitimate way to allow
reserved slots without hurting quickplay eligibility would be /very/ nice.

All in all, amazing update Fletcher.  I'm glad to see the QP issues
being addressed, and the gameserver accounts becoming a reality.

-- 

Jake Forrester
Owner / Web Developer
FirePowered LLC
w: https://firepoweredgaming.com
e: j...@ranndesigns.com

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Daniel Barreiro
Thank you so much!  I hope these clarified rules get enforced.


On Wed, Feb 5, 2014 at 7:11 PM, The Wave thew...@thewaveserver.com wrote:

 Definitely looking forward to the gameserver accounts! Off to https post...


 On 2/5/2014 6:03 PM, Rikard Bremark wrote:

 This is great news!
 I asked Alfred about such a feature a year ago and he said it was under
 development but didnt know when it was due to release!
 I am really happy that you guys have put an effort in it and are now
 releasing it!

 Good Job!
 --
 //Rikard 'Zapy' Bremark
 Warzone Short Valley

 On 2014-02-06 00:52, Fletcher Dunn wrote:

 There are some changes coming that TF2 server operators should know
 about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently
 in beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI. (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
appid=440 (for Team Fortress)
key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these. (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/
 GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/
 IGameServersService/GetAccountList/v0001/?key=%3cyourkey

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing 

Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Ross Bemrose
By the way, for those of you who haven't read the new Quickplay FAQ, 
these are now forbidden on QuickPlay servers:


* Giving or selling gameplay advantages
* Modifying player economy items (read: weapons, items, cosmetics)

On 2/5/2014 7:01 PM, Fletcher Dunn wrote:

TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating 
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.  
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who 
has been a TF server operator for any length of time knows that this is a hope, 
not a promise.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob
Sent: Wednesday, February 05, 2014 3:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Can we expect these features to be implemented within the next 48 hours?

On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an ordered list 
of about 20 servers and lets them pick.  This gives players much of the convenience of 
quickplay by finding servers with a good ping and players on them, but also an easy way 
to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one of 
these.  (WARNING: Make sure and keep this key secret.  This key is an authentication 
token in some respects and makes it possible to do certain actions on your behalf.  
Don't feed the key into anybody's nice convenient web page that automates this.  With 
your WebAPI key they could impersonate you for some actions.  If you don't want to go 
through the pain of making a WebAPI call, just wait until we have a nicer interface 
implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
What's the problem with overfull servers?  Can you not set visiblemaxplayers to 
24 and allow players with reserved slots to join past 24?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
Sent: Wednesday, February 05, 2014 4:23 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Important changes to TF2 coming soon

Oh happy day!

Thank you for taking all our concerns to heart and actually fixing quite a few 
of the problems that have been around for years.  I'm actually giddy with the 
changes.

The only thing I can see being an issue now is this:

   * Kicking players to make room for reserved slots

I agree that it's lame to kick players for reserved slots, but there
isn't a great method to support reserved slots right now.   A long time
ago we used to allow reserved slot players to connect when the server was full 
without kicking anyone (ex: 25/24 players), but srcds seemed to have issues 
with greater than 24 players.  Are there any plans to support over-full servers 
like this?  I think the donor-based communities are probably the ones with the 
most contributions to the TF2 community as a whole, and they're the ones that 
tend to give out reserved slots as incentive to donate.  Some legitimate way to 
allow reserved slots without hurting quickplay eligibility would be /very/ nice.

All in all, amazing update Fletcher.  I'm glad to see the QP issues being 
addressed, and the gameserver accounts becoming a reality.

-- 

Jake Forrester
Owner / Web Developer
FirePowered LLC
w: https://firepoweredgaming.com
e: j...@ranndesigns.com

___
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visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ross Bemrose
Actually, I'll just post the entire list of things not allowed in 
QuickPlay according to the new FAQ:


 * Opening a MOTD window (hidden or visible) that is not requested
 * Forcing clients to view the MOTD until a timer has expired
 * Giving or selling gameplay advantage to players
 * Kicking players to make room for reserved slots
 * Modifying stock maps, models, or materials
 * Running non-default game modes: prop hunt, dodgeball, etc
 * Enforcing class limits
 * Browser popups
 * Granting or modifying economy items, or taking actions that devalue
   players' items, or interfering with the TF2 economy




On 2/5/2014 6:52 PM, Fletcher Dunn wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an ordered list 
of about 20 servers and lets them pick.  This gives players much of the convenience of 
quickplay by finding servers with a good ping and players on them, but also an easy way 
to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one of 
these.  (WARNING: Make sure and keep this key secret.  This key is an authentication 
token in some respects and makes it possible to do certain actions on your behalf.  
Don't feed the key into anybody's nice convenient web page that automates this.  With 
your WebAPI key they could impersonate you for some actions.  If you don't want to go 
through the pain of making a WebAPI call, just wait until we have a nicer interface 
implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
What about on 32 player servers?


On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 What's the problem with overfull servers?  Can you not set
 visiblemaxplayers to 24 and allow players with reserved slots to join past
 24?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
 Sent: Wednesday, February 05, 2014 4:23 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Important changes to TF2 coming soon

 Oh happy day!

 Thank you for taking all our concerns to heart and actually fixing quite a
 few of the problems that have been around for years.  I'm actually giddy
 with the changes.

 The only thing I can see being an issue now is this:
 
* Kicking players to make room for reserved slots
 
 I agree that it's lame to kick players for reserved slots, but there
 isn't a great method to support reserved slots right now.   A long time
 ago we used to allow reserved slot players to connect when the server was
 full without kicking anyone (ex: 25/24 players), but srcds seemed to have
 issues with greater than 24 players.  Are there any plans to support
 over-full servers like this?  I think the donor-based communities are
 probably the ones with the most contributions to the TF2 community as a
 whole, and they're the ones that tend to give out reserved slots as
 incentive to donate.  Some legitimate way to allow reserved slots without
 hurting quickplay eligibility would be /very/ nice.

 All in all, amazing update Fletcher.  I'm glad to see the QP issues being
 addressed, and the gameserver accounts becoming a reality.

 --

 Jake Forrester
 Owner / Web Developer
 FirePowered LLC
 w: https://firepoweredgaming.com
 e: j...@ranndesigns.com

 ___
 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] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Personally, as a player, I would like to see 100% crits (allcrits?)
in addition to nocrits, as well as melee_only.  Of course for some
servers (like mine) melee is vote on/off thing - not enabled 100% of
the time.  But, when it changes the tag does get dynamically updated
properly.

 [...]
 to opt into the most commonly-requested
 non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 Will you include fast respawn (i.e
. respawntimes) in that as well?

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ryan Stecker
 Granting or modifying economy items, or taking actions that devalue
   players' items, or interfering with the TF2 economy

Fletch, is the converse here true? Are server ops allowed to modify economy
items if we're not a quickplay server?

If so, can/will the clientside restriction on visible wearables be lifted
on non-quickplay servers?


On Wed, Feb 5, 2014 at 6:28 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Actually, I'll just post the entire list of things not allowed in
 QuickPlay according to the new FAQ:

  * Opening a MOTD window (hidden or visible) that is not requested
  * Forcing clients to view the MOTD until a timer has expired
  * Giving or selling gameplay advantage to players

  * Kicking players to make room for reserved slots
  * Modifying stock maps, models, or materials
  * Running non-default game modes: prop hunt, dodgeball, etc
  * Enforcing class limits
  * Browser popups
  * Granting or modifying economy items, or taking actions that devalue
players' items, or interfering with the TF2 economy





 On 2/5/2014 6:52 PM, Fletcher Dunn wrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
appid=440 (for Team Fortress)
key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/
 GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/
 IGameServersService/GetAccountList/v0001/?key=%3cyourkey


 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the 

Re: [hlds_linux] [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread PolyQuad
Yeah 100% crits would be a nice filter for those that enjoy that type of
gameplay

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Wednesday, February 05, 2014 4:33 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: Re: [hlds_linux] [hlds] [hlds_announce] Important changes to TF2
coming soon

Personally, as a player, I would like to see 100% crits (allcrits?) in
addition to nocrits, as well as melee_only.  Of course for some servers
(like mine) melee is vote on/off thing - not enabled 100% of the time.  But,
when it changes the tag does get dynamically updated properly.

 [...]
 to opt into the most commonly-requested non-vanilla rules changes: 
 nocrits, maxplayers, and instant respawn.

 Will you include fast respawn (i.e
. respawntimes) in that as well?

___
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Doctor McKay
Servers can spontaneously combust in my experience when set to a maxplayers
value over 32. Plus many people are on GSPs that charge per slot, so paying
an extra few dollars for the ability for donors to connect nicely is a
bit of a waste, especially when hosting multiple servers. Servers with many
donors can possibly have more than 4 people using reserved slots at a time,
so to ensure that donors can always connect, you'd need to pay for 4 extra
slots.


Dr. McKay
www.doctormckay.com


On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 What's the problem with overfull servers?  Can you not set
 visiblemaxplayers to 24 and allow players with reserved slots to join past
 24?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
 Sent: Wednesday, February 05, 2014 4:23 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Important changes to TF2 coming soon

 Oh happy day!

 Thank you for taking all our concerns to heart and actually fixing quite a
 few of the problems that have been around for years.  I'm actually giddy
 with the changes.

 The only thing I can see being an issue now is this:
 
* Kicking players to make room for reserved slots
 
 I agree that it's lame to kick players for reserved slots, but there
 isn't a great method to support reserved slots right now.   A long time
 ago we used to allow reserved slot players to connect when the server was
 full without kicking anyone (ex: 25/24 players), but srcds seemed to have
 issues with greater than 24 players.  Are there any plans to support
 over-full servers like this?  I think the donor-based communities are
 probably the ones with the most contributions to the TF2 community as a
 whole, and they're the ones that tend to give out reserved slots as
 incentive to donate.  Some legitimate way to allow reserved slots without
 hurting quickplay eligibility would be /very/ nice.

 All in all, amazing update Fletcher.  I'm glad to see the QP issues being
 addressed, and the gameserver accounts becoming a reality.

 --

 Jake Forrester
 Owner / Web Developer
 FirePowered LLC
 w: https://firepoweredgaming.com
 e: j...@ranndesigns.com

 ___
 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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[hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Again thanks for this feature.  Another question though.
I understand this will be only TF2 initially, and so only
Source-engine games at least initialy (which all seem
to use the Anonymous logon for the server in SteamCMD).

Is this something that will eventually come-over to the
older GoldSrc games as well? at least the Valve titles
like HL1, CS, TFC, DMC, etc.? I believe we currently
log onto SteamCMD as separate Steam account? or are
we talking about logging-on anonymously to something
other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token,
 you can specify your login credentials on
 a Source engine server by executing this
 console command sometime before it
 loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when
 you are using a Steam gameserver account
 and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

___
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visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Robert Paulson
There are several problems with this. With all the new strict guidelines
that looks like a laundry list of complaints from SPUF, people are
eventually going to whine about the server  expanding beyond 24 slots. Then
if a server is completely full then are admins blocked from managing their
servers just to be on quickplay? Not every situation can be handled by
using the console. And then there is the pay-by-slot issue.

I am thankful that there is an attempt at a compromise but frankly it is
quite underwhelming.

If the default official servers box isn't going to be removed, community
servers will still be cut off from the majority of new players, whether
they qualify or not. The new guidelines for quickplay also make it
impossible for server owners to support or stand out.

- Opening a MOTD window (hidden or visible) that is not requested
I don't see what the point of this is when the MOTD has been disabled for
quickplay players. Does this mean we can't even show the MOTD to
non-quickplay players when they connect?

- Giving or selling gameplay advantage to players
We don't give people bonus HP and damage, but what about things like
autobalance immunity, the ability to swap teams, or even humiliation
immunity? Seriously, I had someone argue those were gameplay advantages.

- Granting or modifying economy items, or taking actions that devalue
players' items, or interfering with the TF2 economy
This means that donator or frequent player effects are out even though it
doesn't change the gameplay?

All I see here is that Valve is making it impossible for quickplay servers
to support and distinguish themselves, getting rid of the most commonly
accepted server benefits that have been offered since CS. And the official
server opt-in that is the source of all the recent player loss is still
unchanged.


On Wed, Feb 5, 2014 at 4:28 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 What's the problem with overfull servers?  Can you not set
 visiblemaxplayers to 24 and allow players with reserved slots to join past
 24?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
 Sent: Wednesday, February 05, 2014 4:23 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Important changes to TF2 coming soon

 Oh happy day!

 Thank you for taking all our concerns to heart and actually fixing quite a
 few of the problems that have been around for years.  I'm actually giddy
 with the changes.

 The only thing I can see being an issue now is this:
 
* Kicking players to make room for reserved slots
 
 I agree that it's lame to kick players for reserved slots, but there
 isn't a great method to support reserved slots right now.   A long time
 ago we used to allow reserved slot players to connect when the server was
 full without kicking anyone (ex: 25/24 players), but srcds seemed to have
 issues with greater than 24 players.  Are there any plans to support
 over-full servers like this?  I think the donor-based communities are
 probably the ones with the most contributions to the TF2 community as a
 whole, and they're the ones that tend to give out reserved slots as
 incentive to donate.  Some legitimate way to allow reserved slots without
 hurting quickplay eligibility would be /very/ nice.

 All in all, amazing update Fletcher.  I'm glad to see the QP issues being
 addressed, and the gameserver accounts becoming a reality.

 --

 Jake Forrester
 Owner / Web Developer
 FirePowered LLC
 w: https://firepoweredgaming.com
 e: j...@ranndesigns.com

 ___
 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_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
This change is not related to SteamCMD in any way.  It's when the gameserver 
process logs in to Steam.  Does it sign on anonymously, or does it offer the 
key and sign into the account?  The game needs to expose a method for you to 
specify which credentials to use.

And yes, I suspect we will probably add a feature for GoldSrc engine games to 
signin to accounts at some point.

-Original Message-
From: Weasels Lair [mailto:wea...@weaselslair.com] 
Sent: Wednesday, February 05, 2014 5:03 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
soon

Again thanks for this feature.  Another question though.
I understand this will be only TF2 initially, and so only Source-engine games 
at least initialy (which all seem to use the Anonymous logon for the server 
in SteamCMD).

Is this something that will eventually come-over to the older GoldSrc games 
as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
currently log onto SteamCMD as separate Steam account? or are we talking about 
logging-on anonymously to something other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token, you can specify your login 
 credentials on a Source engine server by executing this console 
 command sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam 
 gameserver account and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

___
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visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Frank
I agree here, the official servers box needs to be UNCHECKED by default
not the other way around. This needs to take effect with the update tomorrow
to go ahead and fix this problem as so many have expressed over the last
week.

This wasn't even mentioned by Fletch in the recent mails tonight or from
anyone at Valve over the course of this past week and the countless mails
sent thru this mailing list from the majority of owners not happy about it.
The data shows it causes issues when left checked by default - just uncheck
it and let people decide after the fact.


___
If the default official servers box isn't going to be removed, community
servers will still be cut off from the majority of new players, whether they
qualify or not. The new guidelines for quickplay also make it impossible for
server owners to support or stand out.


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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Ok, thanks. I was confused about what logon were were talking about
there.  It's all very clear to me now - no valid sv_setsteamaccount
value is effectively anonymous.

On Wed, Feb 5, 2014 at 5:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 This change is not related to SteamCMD in any way.  It's when the gameserver 
 process logs in to Steam.  Does it sign on anonymously, or does it offer the 
 key and sign into the account?  The game needs to expose a method for you to 
 specify which credentials to use.

 And yes, I suspect we will probably add a feature for GoldSrc engine games to 
 signin to accounts at some point.

 -Original Message-
 From: Weasels Lair [mailto:wea...@weaselslair.com]
 Sent: Wednesday, February 05, 2014 5:03 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list; Fletcher Dunn
 Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
 soon

 Again thanks for this feature.  Another question though.
 I understand this will be only TF2 initially, and so only Source-engine games 
 at least initialy (which all seem to use the Anonymous logon for the server 
 in SteamCMD).

 Is this something that will eventually come-over to the older GoldSrc games 
 as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
 currently log onto SteamCMD as separate Steam account? or are we talking 
 about logging-on anonymously to something other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console
 command sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Chris Oryschak
Agreed.

There's honestly no point in participating in QP if the box isn't
unchecked.  We can all look at stats the past 2 weeks and realize we get
little to no QP players because of this checkbox, now adding all these
rules to participate in QP is pointless as it would give us small advantage
in helping to populate our servers.


On Wed, Feb 5, 2014 at 8:23 PM, Frank ad...@gamerscrib.net wrote:

 I agree here, the official servers box needs to be UNCHECKED by default
 not the other way around. This needs to take effect with the update
 tomorrow
 to go ahead and fix this problem as so many have expressed over the last
 week.

 This wasn't even mentioned by Fletch in the recent mails tonight or from
 anyone at Valve over the course of this past week and the countless mails
 sent thru this mailing list from the majority of owners not happy about it.
 The data shows it causes issues when left checked by default - just uncheck
 it and let people decide after the fact.


 ___
 If the default official servers box isn't going to be removed, community
 servers will still be cut off from the majority of new players, whether
 they
 qualify or not. The new guidelines for quickplay also make it impossible
 for
 server owners to support or stand out.


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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Valentin G.
We desperately needed a feature like this too many times in the past.
I can't express how glad I am for the whole server hosting community
that this is finally coming. Thanks a lot!

The account creation currently returns 401 Unauthorized for me, is it
not live yet or am I doing something wrong?

On Thu, Feb 6, 2014 at 2:20 AM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 This change is not related to SteamCMD in any way.  It's when the gameserver 
 process logs in to Steam.  Does it sign on anonymously, or does it offer the 
 key and sign into the account?  The game needs to expose a method for you to 
 specify which credentials to use.

 And yes, I suspect we will probably add a feature for GoldSrc engine games to 
 signin to accounts at some point.

 -Original Message-
 From: Weasels Lair [mailto:wea...@weaselslair.com]
 Sent: Wednesday, February 05, 2014 5:03 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list; Fletcher Dunn
 Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
 soon

 Again thanks for this feature.  Another question though.
 I understand this will be only TF2 initially, and so only Source-engine games 
 at least initialy (which all seem to use the Anonymous logon for the server 
 in SteamCMD).

 Is this something that will eventually come-over to the older GoldSrc games 
 as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
 currently log onto SteamCMD as separate Steam account? or are we talking 
 about logging-on anonymously to something other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console
 command sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

 ___
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 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread PolyQuad
I am currently seeing the same thing, is anyone having success with this?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: Wednesday, February 05, 2014 5:26 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2
coming soon

We desperately needed a feature like this too many times in the past.
I can't express how glad I am for the whole server hosting community that
this is finally coming. Thanks a lot!

The account creation currently returns 401 Unauthorized for me, is it not
live yet or am I doing something wrong?

On Thu, Feb 6, 2014 at 2:20 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
 This change is not related to SteamCMD in any way.  It's when the
gameserver process logs in to Steam.  Does it sign on anonymously, or does
it offer the key and sign into the account?  The game needs to expose a
method for you to specify which credentials to use.

 And yes, I suspect we will probably add a feature for GoldSrc engine games
to signin to accounts at some point.

 -Original Message-
 From: Weasels Lair [mailto:wea...@weaselslair.com]
 Sent: Wednesday, February 05, 2014 5:03 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated 
 Win32 server mailing list; Fletcher Dunn
 Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 
 coming soon

 Again thanks for this feature.  Another question though.
 I understand this will be only TF2 initially, and so only Source-engine
games at least initialy (which all seem to use the Anonymous logon for the
server in SteamCMD).

 Is this something that will eventually come-over to the older GoldSrc
games as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I
believe we currently log onto SteamCMD as separate Steam account? or are we
talking about logging-on anonymously to something other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token, you can specify your login 
 credentials on a Source engine server by executing this console 
 command sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam 
 gameserver account and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

 ___
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please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
To quote Flether's earlier post:

Fletcher Dunn Wed, 05 Feb 2014 16:02:04 -0800

TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully
everybody who has been a TF server operator for any length of time
knows that this is a hope, not a promise.

On Wed, Feb 5, 2014 at 5:34 PM, PolyQuad polyq...@gmail.com wrote:
 I am currently seeing the same thing, is anyone having success with this?

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread PolyQuad
Thanks for the quote, so is anyone having success with the WebAPI that is
Available Now  ?


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Wednesday, February 05, 2014 5:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2
coming soon

To quote Flether's earlier post:

Fletcher Dunn Wed, 05 Feb 2014 16:02:04 -0800

TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and
migrating
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who
has been a TF server operator for any length of time knows that this is a
hope, not a promise.

On Wed, Feb 5, 2014 at 5:34 PM, PolyQuad polyq...@gmail.com wrote:
 I am currently seeing the same thing, is anyone having success with this?

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Worked perfectly for me.
Did it from a command-prompt in Linux using curl:

curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

It returned output like:

{
response: {
steamid: YOURNUMERICSTEAMIDHERE,
login_token: YOURLOGONTOKENHERE
}

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread PolyQuad
Yeah thanks for the help, much appreciated, didn't see the POST requirement.
/facepalm

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Wednesday, February 05, 2014 5:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2
coming soon

Worked perfectly for me.
Did it from a command-prompt in Linux using curl:

curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

It returned output like:

{
response: {
steamid: YOURNUMERICSTEAMIDHERE,
login_token: YOURLOGONTOKENHERE
}

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Doctor McKay
Anyone using Chrome can use this app to make it easier:
https://chrome.google.com/webstore/detail/dev-http-client/aejoelaoggembcahagimdiliamlcdmfm?hl=en

On a side note, anyone want to buy account ID 69? ;)


Dr. McKay
www.doctormckay.com


On Wed, Feb 5, 2014 at 8:52 PM, Weasels Lair wea...@weaselslair.com wrote:

 Worked perfectly for me.
 Did it from a command-prompt in Linux using curl:

 curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 It returned output like:

 {
 response: {
 steamid: YOURNUMERICSTEAMIDHERE,
 login_token: YOURLOGONTOKENHERE
 }

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Valentin G.
I didn't confuse GET for POST but made a different mistake. My bad :)

On Thu, Feb 6, 2014 at 2:56 AM, Doctor McKay mc...@doctormckay.com wrote:
 Anyone using Chrome can use this app to make it easier:
 https://chrome.google.com/webstore/detail/dev-http-client/aejoelaoggembcahagimdiliamlcdmfm?hl=en

 On a side note, anyone want to buy account ID 69? ;)


 Dr. McKay
 www.doctormckay.com


 On Wed, Feb 5, 2014 at 8:52 PM, Weasels Lair wea...@weaselslair.com wrote:

 Worked perfectly for me.
 Did it from a command-prompt in Linux using curl:

 curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 It returned output like:

 {
 response: {
 steamid: YOURNUMERICSTEAMIDHERE,
 login_token: YOURLOGONTOKENHERE
 }

 ___
 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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