Re: [hlds_linux] Mandatory TF2 update released

2014-08-27 Thread Kyle Sanderson
I seem to remember HPE testing changes to de_dust on temporary
'official' servers with a build-id appendage. It may be worth
continuing that idea in TF as the pattern continues.

Kyle.

On Wed, Aug 27, 2014 at 6:30 PM, Eric Smith  wrote:
> We've released a mandatory update for TF2. The notes for the update are 
> below. The new version number is 2377855.
>
> -Eric
>
> -
>
> - Rolled back the previous changes to rd_asteroid
>
>
>
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[hlds_linux] Mandatory TF2 update released

2014-08-27 Thread Eric Smith
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2377855.

-Eric

-

- Rolled back the previous changes to rd_asteroid



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[hlds_linux] Another mandatory TF2 update coming...

2014-08-27 Thread Eric Smith
Unfortunately, we need to have another mandatory update this evening to fix a 
game-breaking issue in rd_asteroid. We're sorry if this causes you any problems.

We should have it ready very soon.

-Eric


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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Jeff Nelson
@Ross
SV_LAN 1 has been set.

@Weasels
The clients are on the same network.


On Wed, Aug 27, 2014 at 7:07 PM, Weasels Lair 
wrote:

> Oh yeah, that (LAN tab) makes all the difference in the world.
>
> I seem to recall that LAN games are restricted to operating on the same
> sub-net (i.e. can not be routed).  Are all your game-clients on the same
> sub-net as your game-servers?
>
> On Wed, Aug 27, 2014 at 4:57 PM, Jeff Nelson 
> wrote:
>
> > Ah, good question. Actually when I refer to server browser, I'm referring
> > to the LAN tab portion of the server browser. I apologize if this has
> added
> > confusion, I didn't indicate that in any of my posts. In order for my
> > servers to appear there, I shouldn't need an internet connection.
> (Internet
> > is available to these servers, but i'm not creating special routes or
> > policies to handle external requests.)
> >
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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Weasels Lair
Oh yeah, that (LAN tab) makes all the difference in the world.

I seem to recall that LAN games are restricted to operating on the same
sub-net (i.e. can not be routed).  Are all your game-clients on the same
sub-net as your game-servers?

On Wed, Aug 27, 2014 at 4:57 PM, Jeff Nelson  wrote:

> Ah, good question. Actually when I refer to server browser, I'm referring
> to the LAN tab portion of the server browser. I apologize if this has added
> confusion, I didn't indicate that in any of my posts. In order for my
> servers to appear there, I shouldn't need an internet connection. (Internet
> is available to these servers, but i'm not creating special routes or
> policies to handle external requests.)
>
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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Ross Bemrose

Dumb question, did you remember to set sv_lan 1?

On 8/27/2014 7:57 PM, Jeff Nelson wrote:

Ah, good question. Actually when I refer to server browser, I'm referring
to the LAN tab portion of the server browser. I apologize if this has added
confusion, I didn't indicate that in any of my posts. In order for my
servers to appear there, I shouldn't need an internet connection. (Internet
is available to these servers, but i'm not creating special routes or
policies to handle external requests.)


On Wed, Aug 27, 2014 at 6:31 PM, Weasels Lair 
wrote:


This may sound like a stupid question, but if they are not intended to be
"open to the world for availability", then why do they need to appear on
the server list?

Also, if you are binding each instance to specific IP's like that, I would
expect the entire executable to default to using that IP for all of it's
communication - including "+clientport" and "+steamport" ports.  If that is
truly the case (all ports get bound to the IP specified), then those ports
on those IP's need to be able to talk to/from the Internet in order to get
authenticated by steam, get published onto the server list, participate in
VAC, etc.  If you are specifically not allowing them, that could be your
issue right there (i.e. why they never show-up on the server list).

On Wed, Aug 27, 2014 at 3:44 PM, Jeff Nelson 
wrote:


@Weasels
You are correct. I have 3, in this case, ip addresses added to the same
network card in Linux. These are not virtual interfaces created by a
hypervisor, but simply additional ip assignments to the physical network
interface or "Alias" addresses if you prefer.
These are all behind one firewall. They are not intended to be open to

the

world for availability. We use these servers for our LAN events only so I
do not intend to port forward traffic or create individual NATs.

However, as a quick note, even running one instance of srcds on a linux

box

will yield the same results when specifying an IP address - the game

server

is not shown on the server browser. If you remove the -ip argument, the
correct outcome is presented.

To make it more interesting, if I remove all assigned ip addresses and

use

the native ip on the linux box in the startup command, I get the same
results if I would have used one of the alias addresses - nothing appears
on the server browser. So it appears to me that my additional ip
assignments are not to blame for this issue - at least from what I see.



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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Jeff Nelson
Ah, good question. Actually when I refer to server browser, I'm referring
to the LAN tab portion of the server browser. I apologize if this has added
confusion, I didn't indicate that in any of my posts. In order for my
servers to appear there, I shouldn't need an internet connection. (Internet
is available to these servers, but i'm not creating special routes or
policies to handle external requests.)


On Wed, Aug 27, 2014 at 6:31 PM, Weasels Lair 
wrote:

> This may sound like a stupid question, but if they are not intended to be
> "open to the world for availability", then why do they need to appear on
> the server list?
>
> Also, if you are binding each instance to specific IP's like that, I would
> expect the entire executable to default to using that IP for all of it's
> communication - including "+clientport" and "+steamport" ports.  If that is
> truly the case (all ports get bound to the IP specified), then those ports
> on those IP's need to be able to talk to/from the Internet in order to get
> authenticated by steam, get published onto the server list, participate in
> VAC, etc.  If you are specifically not allowing them, that could be your
> issue right there (i.e. why they never show-up on the server list).
>
> On Wed, Aug 27, 2014 at 3:44 PM, Jeff Nelson 
> wrote:
>
> > @Weasels
> > You are correct. I have 3, in this case, ip addresses added to the same
> > network card in Linux. These are not virtual interfaces created by a
> > hypervisor, but simply additional ip assignments to the physical network
> > interface or "Alias" addresses if you prefer.
> > These are all behind one firewall. They are not intended to be open to
> the
> > world for availability. We use these servers for our LAN events only so I
> > do not intend to port forward traffic or create individual NATs.
> >
> > However, as a quick note, even running one instance of srcds on a linux
> box
> > will yield the same results when specifying an IP address - the game
> server
> > is not shown on the server browser. If you remove the -ip argument, the
> > correct outcome is presented.
> >
> > To make it more interesting, if I remove all assigned ip addresses and
> use
> > the native ip on the linux box in the startup command, I get the same
> > results if I would have used one of the alias addresses - nothing appears
> > on the server browser. So it appears to me that my additional ip
> > assignments are not to blame for this issue - at least from what I see.
> >
> >
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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Weasels Lair
This may sound like a stupid question, but if they are not intended to be
"open to the world for availability", then why do they need to appear on
the server list?

Also, if you are binding each instance to specific IP's like that, I would
expect the entire executable to default to using that IP for all of it's
communication - including "+clientport" and "+steamport" ports.  If that is
truly the case (all ports get bound to the IP specified), then those ports
on those IP's need to be able to talk to/from the Internet in order to get
authenticated by steam, get published onto the server list, participate in
VAC, etc.  If you are specifically not allowing them, that could be your
issue right there (i.e. why they never show-up on the server list).

On Wed, Aug 27, 2014 at 3:44 PM, Jeff Nelson  wrote:

> @Weasels
> You are correct. I have 3, in this case, ip addresses added to the same
> network card in Linux. These are not virtual interfaces created by a
> hypervisor, but simply additional ip assignments to the physical network
> interface or "Alias" addresses if you prefer.
> These are all behind one firewall. They are not intended to be open to the
> world for availability. We use these servers for our LAN events only so I
> do not intend to port forward traffic or create individual NATs.
>
> However, as a quick note, even running one instance of srcds on a linux box
> will yield the same results when specifying an IP address - the game server
> is not shown on the server browser. If you remove the -ip argument, the
> correct outcome is presented.
>
> To make it more interesting, if I remove all assigned ip addresses and use
> the native ip on the linux box in the startup command, I get the same
> results if I would have used one of the alias addresses - nothing appears
> on the server browser. So it appears to me that my additional ip
> assignments are not to blame for this issue - at least from what I see.
>
>
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Re: [hlds_linux] Mandatory TF2 update released

2014-08-27 Thread Paul
Hi Eric,
Many thanks. Hopefully it's also related to the problem with links that
have a target of _blank not opening a new window correctly either (it seems
to open itself, the original URL which had the link that is), but I presume
you already know about that bug too. Thanks for replying and good luck with
it!

Regards,
Paul.



On 27 August 2014 23:53, Eric Smith  wrote:

> The crashes that Mac and Linux clients were experiencing are being fixed.
> We don't have a release date yet.
>
> -Eric
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Paul
> Sent: Wednesday, August 27, 2014 3:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> Hi Eric,
> Nice update and all, but is there any official word regarding the HTML
> MOTD bugs introduced since the recent update, even if it's weeks away it
> would be appreciated to know it hasn't been completely forgotten? Many
> thanks.
>
> Regards,
> Paul.
>
>
>
> On 27 August 2014 23:38, Eric Smith  wrote:
>
> > We've released a mandatory update for TF2. The notes for the update
> > are below. The new version number is 2377372.
> >
> > -Eric
> >
> > -
> >
> > - Added a new promo item
> > - Client/server memory improvements
> > - Fixed ragdolls not applying the ice/gold effect for cosmetic items
> > - Fixed the Australium Scattergun material looking pixelated
> > - Fixed some issues with clipped text in the localized versions
> > - Fixed the difficulty of the current challenge not displaying
> > correctly in the MvM scoreboard
> > - Snipers can no longer jump immediately after firing a scoped shot
> > - Updated the materials for The Dalokohs Bar
> > - Updated the equip_region for The Dashin' Hashshashin
> > - Updated the Stout Shako to fix a lighting problem
> > - Updated the localization files
> > - Updated rd_asteroid
> > - Added line of sight blocker to the front doors to prevent
> > Snipers on battlements from shooting into the bases
> > - Removed reduced spawn time bonus for players that die in the
> > enemy base
> > - Moved interior battlements health and ammo further into the
> > base
> > - Updated pl_cactuscanyon
> > - Stage 2
> > - Removed from the sequence so stage 1 links to stage 3
> > - Stage 3
> > - Added rollback to cart while in the train collision
> zone
> > - Cart is now unavailable to push for a short period
> > at the start
> > - Adjust spawn times during the final push-pull
> > - Pushed spawn gates forward in the right-side exits
> > of Blu spawn
> > - Adjusted cover surrounding the middle exit of Red
> > spawn
> >
> >
> > ___
> > 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] Mandatory TF2 update released

2014-08-27 Thread Eric Smith
The crashes that Mac and Linux clients were experiencing are being fixed. We 
don't have a release date yet.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Paul
Sent: Wednesday, August 27, 2014 3:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Hi Eric,
Nice update and all, but is there any official word regarding the HTML MOTD 
bugs introduced since the recent update, even if it's weeks away it would be 
appreciated to know it hasn't been completely forgotten? Many thanks.

Regards,
Paul.



On 27 August 2014 23:38, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update 
> are below. The new version number is 2377372.
>
> -Eric
>
> -
>
> - Added a new promo item
> - Client/server memory improvements
> - Fixed ragdolls not applying the ice/gold effect for cosmetic items
> - Fixed the Australium Scattergun material looking pixelated
> - Fixed some issues with clipped text in the localized versions
> - Fixed the difficulty of the current challenge not displaying 
> correctly in the MvM scoreboard
> - Snipers can no longer jump immediately after firing a scoped shot
> - Updated the materials for The Dalokohs Bar
> - Updated the equip_region for The Dashin' Hashshashin
> - Updated the Stout Shako to fix a lighting problem
> - Updated the localization files
> - Updated rd_asteroid
> - Added line of sight blocker to the front doors to prevent 
> Snipers on battlements from shooting into the bases
> - Removed reduced spawn time bonus for players that die in the 
> enemy base
> - Moved interior battlements health and ammo further into the 
> base
> - Updated pl_cactuscanyon
> - Stage 2
> - Removed from the sequence so stage 1 links to stage 3
> - Stage 3
> - Added rollback to cart while in the train collision zone
> - Cart is now unavailable to push for a short period 
> at the start
> - Adjust spawn times during the final push-pull
> - Pushed spawn gates forward in the right-side exits 
> of Blu spawn
> - Adjusted cover surrounding the middle exit of Red 
> spawn
>
>
> ___
> 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] Mandatory TF2 update released

2014-08-27 Thread Paul
Hi Eric,
Nice update and all, but is there any official word regarding the HTML MOTD
bugs introduced since the recent update, even if it's weeks away it would
be appreciated to know it hasn't been completely forgotten? Many thanks.

Regards,
Paul.



On 27 August 2014 23:38, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2377372.
>
> -Eric
>
> -
>
> - Added a new promo item
> - Client/server memory improvements
> - Fixed ragdolls not applying the ice/gold effect for cosmetic items
> - Fixed the Australium Scattergun material looking pixelated
> - Fixed some issues with clipped text in the localized versions
> - Fixed the difficulty of the current challenge not displaying correctly
> in the MvM scoreboard
> - Snipers can no longer jump immediately after firing a scoped shot
> - Updated the materials for The Dalokohs Bar
> - Updated the equip_region for The Dashin' Hashshashin
> - Updated the Stout Shako to fix a lighting problem
> - Updated the localization files
> - Updated rd_asteroid
> - Added line of sight blocker to the front doors to prevent
> Snipers on battlements from shooting into the bases
> - Removed reduced spawn time bonus for players that die in the
> enemy base
> - Moved interior battlements health and ammo further into the base
> - Updated pl_cactuscanyon
> - Stage 2
> - Removed from the sequence so stage 1 links to stage 3
> - Stage 3
> - Added rollback to cart while in the train collision zone
> - Cart is now unavailable to push for a short period at
> the start
> - Adjust spawn times during the final push-pull
> - Pushed spawn gates forward in the right-side exits of
> Blu spawn
> - Adjusted cover surrounding the middle exit of Red spawn
>
>
> ___
> 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] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Jeff Nelson
@Weasels
You are correct. I have 3, in this case, ip addresses added to the same
network card in Linux. These are not virtual interfaces created by a
hypervisor, but simply additional ip assignments to the physical network
interface or "Alias" addresses if you prefer.
These are all behind one firewall. They are not intended to be open to the
world for availability. We use these servers for our LAN events only so I
do not intend to port forward traffic or create individual NATs.

However, as a quick note, even running one instance of srcds on a linux box
will yield the same results when specifying an IP address - the game server
is not shown on the server browser. If you remove the -ip argument, the
correct outcome is presented.

To make it more interesting, if I remove all assigned ip addresses and use
the native ip on the linux box in the startup command, I get the same
results if I would have used one of the alias addresses - nothing appears
on the server browser. So it appears to me that my additional ip
assignments are not to blame for this issue - at least from what I see.

@Jesse,
Looking at the document on this site:
http://wiki.teamfortress.com/wiki/Windows_dedicated_server
It lists that +ip is a valid command. Not sure if this information is
outdated, but if using +/- yields the same result, i'll use the "-ip" to
keep things consistent. It also doesn't indicate that the map must be the
last argument in the command. Not a huge deal, it doesn't work either way ;)
The current testing command i'm using is as follows:
./srcds_run -console -game tf -ip 10.10.0.21 +maxplayers 10 +map ctf_well

All this being said, if I create alias addresses on a windows box and do
this same command and specify one of those ip addresses, this problem
doesn't occur.


On Wed, Aug 27, 2014 at 4:26 PM, Jesse Molina  wrote:

>
> Possibly not related, but you need to be using -ip, not +ip.
>
> Also, the +map command may need to be the last argument in the command
> line.  Better yet, put it into your autoexec.cfg instead.
>
>
>
>
> On 8/27/14, 13:22, Jeff Nelson wrote:
>
>> I've been out of pocket for a while and I was able to finally test.
>>
>> The problem has been narrowed down to specifying the IP in the srcds
>> startup command.
>> If I use: "./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip
>> 10.10.0.50"
>>
>> The game server is running, live and available to connect, but it doesn't
>> appear in the server browser for LAN games.
>> If I paste this exact command into a windows box, it does work.
>>
>> Performing a test on the linux servers using: "lsof -i -n -a -p
>> $GAMESERVPID",
>> shows me the following:
>> COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
>> srcds_lin 7645 root   22u  IPv4 266289  0t0  UDP 10.10.0.50:27015
>> srcds_lin 7645 root   23u  IPv4 266290  0t0  UDP 10.10.0.50:27005
>> srcds_lin 7645 root   24u  IPv4 266291  0t0  UDP 10.10.0.50:27020
>> srcds_lin 7645 root   25u  IPv4 266292  0t0  TCP 10.10.0.50:27015
>> (LISTEN)
>> srcds_lin 7645 root   35u  IPv4 266092  0t0  UDP 10.10.0.50:26901
>>
>> This indicates to me that the srcds program is properly bonding to the
>> specified IP in the startup command. But for some reason isn't
>> broadcasting
>> itself to the server browser.
>>
>> If I run the following srcds command:
>> ./srcds_run -console -game tf +map ctf_well +maxplayers 24
>> *Note that no IP is specified for srcds to bond to...
>>
>> The server does appear in the browser. Performing a similar port look-up I
>> receive:
>> COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
>> srcds_lin 7689 root   22u  IPv4 273770  0t0  UDP *:27015
>> srcds_lin 7689 root   23u  IPv4 273771  0t0  UDP *:27005
>> srcds_lin 7689 root   24u  IPv4 273772  0t0  UDP *:27020
>> srcds_lin 7689 root   25u  IPv4 273776  0t0  TCP *:27015 (LISTEN)
>> srcds_lin 7689 root   35u  IPv4 274580  0t0  UDP *:26901
>>
>> In this case, the srcds instance is bonding to the available IP on the
>> server, but when this happens, broadcast traffic is allowed.
>>
>> Is there anything else I can try or suggestions anyone else has?
>> Thanks for the help!
>>
>>
>>
>>
>>
>>
>> On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina 
>> wrote:
>>
>>  Do all three servers stop appearing in the server browser, or only one or
>>> two of them?
>>>
>>> Verify that your servers are not actually tripping all over themselves
>>> without your knowledge, and that they are binding to the sockets which
>>> you
>>> think they should be:
>>>
>>> lsof -i -n -a -p $GAMESERVPID
>>>
>>> Do this for each server and find out what network resources it is using.
>>>
>>> It should be noted that CSGO currently has a problem where it globs onto
>>> *
>>> for certain sockets EVEN when you specifically assign it to a particular
>>> IP. This bug has been noted many times on this mailing list now.
>>>
>>> I can't think of anything with SELinux that might be causing you a
>>> problem, and I don't know if it is en

[hlds_linux] Mandatory TF2 update released

2014-08-27 Thread Eric Smith
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2377372.

-Eric

-

- Added a new promo item
- Client/server memory improvements
- Fixed ragdolls not applying the ice/gold effect for cosmetic items
- Fixed the Australium Scattergun material looking pixelated
- Fixed some issues with clipped text in the localized versions
- Fixed the difficulty of the current challenge not displaying correctly in the 
MvM scoreboard
- Snipers can no longer jump immediately after firing a scoped shot
- Updated the materials for The Dalokohs Bar
- Updated the equip_region for The Dashin' Hashshashin 
- Updated the Stout Shako to fix a lighting problem
- Updated the localization files
- Updated rd_asteroid
- Added line of sight blocker to the front doors to prevent Snipers on 
battlements from shooting into the bases
- Removed reduced spawn time bonus for players that die in the enemy 
base
- Moved interior battlements health and ammo further into the base
- Updated pl_cactuscanyon
- Stage 2
- Removed from the sequence so stage 1 links to stage 3
- Stage 3
- Added rollback to cart while in the train collision zone
- Cart is now unavailable to push for a short period at the 
start
- Adjust spawn times during the final push-pull
- Pushed spawn gates forward in the right-side exits of Blu 
spawn
- Adjusted cover surrounding the middle exit of Red spawn


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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread pwn
We were punished in a similar fashion 3 years before on my campus, where 
the whole building of 2000 students were stripped from the internet for 
a day because of a single person that disobeyed the rules - it's a 
shitty approach but sadly we can't do anything against it.


And I am aware of that elitepowered stuff, but more than the actual 
issue, it's the repeated 20+ mail long threads that occurs every time 
someone just mistakenly writes the quickplay word.
Also, you can't guarantee that people just wont continue disobeying the 
rules - even now, with a little effort you can find tons of servers that 
should not be present in the quickplay because they ignore the rules 
stated by valve - yet noone seems to give a f*** about it (even after I 
tried report those servers, they are still there) :)


Dňa 27. 8. 2014 23:21 Robert Paulson wrote / napísal(a):

You realize that was back in November when elitepowered was using fake
players even when Valve had been notified about them months before?

Punishing all community servers for this is like deleting the Valve
workshop just because one person used copyrighted art.


On Wed, Aug 27, 2014 at 2:04 PM, pwn  wrote:


Just to clarify..
I never intended to sound like someone who promotes valve's quickplay
decision as a perfect, nor the servers superior to community ones (well, at
least a bunch of them), but looking on it as players that prefer vanilla
experience then yeah, valve's ones are the most comfortable to hop in.
(STAR_'s https://www.youtube.com/watch?v=YaxEvEwJt7g video may be a hyped
up a little bit, but still got some basic sane points)

On the other hand, eric's answer (iirc) to look into quickplay and shift
the traffic slowly back to community servers in the next months after
gathering enough feedback and then never giving us any further answer to
it, giving a middle-finger to all modded servers that provide different
game experience (dodgeball, etc etc) by the strict quickplay rules,
ignoring our request to notify with some kind of pop-up of the possibility
to change to community servers after xy hourplay is a different topic and
feels like a big f**k you from valve, but whining about it every week on
the mailing list where we practically just repeat ourselves, is not fun
anymore; especially when the whining came from serverowners who were the
reason those strict changes were made (at least in the mails shortly after
the change).


Dňa 27. 8. 2014 21:47 Paul wrote / napísal(a):

  That and the fact that most of the time they seem to not respond to bugs

or
topics such as Quickplay.


On 27 August 2014 20:39, Robert Paulson  wrote:

  Before the quickplay change, there was not a single official server in

the
top 200 on gametracker. If official servers were truly the best, they
would
have been up there in equal numbers.

Some community server worse than official ones. But there are a large
number of community servers that were clearly superior. You can argue all
you want about "everyone" preferring a vanilla experience without
moderators or plugins that fix the many problems with TF2, but the
dominance of community servers prior to this change refutes that.

I've shown time and time again that many of the people here arguing
against
community servers here are failed owners who haven't played TF2 in 2
years
and want to see the rest of us fail, or serial spammers who have been
banned from every popular community who wants to ensure they can keep
their
spam-haven populated.

If anyone is still thinking about running servers, this should be a
wakeup
call to stay far away from Valve games. Maybe they will realize the truth
to what we've been saying when player counts aren't being propped up by
summer vacation and updates.



On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:

  Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):

   If we want to inspire change, we need to have a compelling argument
that


the majority of us can get behind--not just "psht, you ruined my


servers,
revert the changes or I'll shout at you." You said it though "Default

Quickplay Settings" - Valve needs to take the

  There is not a simple month that "issue" goes unnoticed on the

mailinglist...
I myself was/(still am?) against the quickplay changes, but (from
another
point of view) they are simply the most wanted servers because of how
"clean" they are ... As much as I don't like how those changes were
enforced on us serverowners, I am still on Valve's side with this,
thanks
to those greedy assholes that runs servers simply for profit (as


mentioned


previously by someone else)..

On the other hand, at least half of the serverowners that are always
complaining about the changes, are trying to run the same scheme that
hundreds of other communities do - if most of other communities didn't
succeed, why do you think you will do? Running 10 servers, that are most
almost always empty - wouldn't it be better to lower the amount of them


and


reduce your outcome that you can't

Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Jesse Molina


Possibly not related, but you need to be using -ip, not +ip.

Also, the +map command may need to be the last argument in the command 
line.  Better yet, put it into your autoexec.cfg instead.




On 8/27/14, 13:22, Jeff Nelson wrote:

I've been out of pocket for a while and I was able to finally test.

The problem has been narrowed down to specifying the IP in the srcds
startup command.
If I use: "./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip
10.10.0.50"

The game server is running, live and available to connect, but it doesn't
appear in the server browser for LAN games.
If I paste this exact command into a windows box, it does work.

Performing a test on the linux servers using: "lsof -i -n -a -p $GAMESERVPID",
shows me the following:
COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 7645 root   22u  IPv4 266289  0t0  UDP 10.10.0.50:27015
srcds_lin 7645 root   23u  IPv4 266290  0t0  UDP 10.10.0.50:27005
srcds_lin 7645 root   24u  IPv4 266291  0t0  UDP 10.10.0.50:27020
srcds_lin 7645 root   25u  IPv4 266292  0t0  TCP 10.10.0.50:27015
(LISTEN)
srcds_lin 7645 root   35u  IPv4 266092  0t0  UDP 10.10.0.50:26901

This indicates to me that the srcds program is properly bonding to the
specified IP in the startup command. But for some reason isn't broadcasting
itself to the server browser.

If I run the following srcds command:
./srcds_run -console -game tf +map ctf_well +maxplayers 24
*Note that no IP is specified for srcds to bond to...

The server does appear in the browser. Performing a similar port look-up I
receive:
COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 7689 root   22u  IPv4 273770  0t0  UDP *:27015
srcds_lin 7689 root   23u  IPv4 273771  0t0  UDP *:27005
srcds_lin 7689 root   24u  IPv4 273772  0t0  UDP *:27020
srcds_lin 7689 root   25u  IPv4 273776  0t0  TCP *:27015 (LISTEN)
srcds_lin 7689 root   35u  IPv4 274580  0t0  UDP *:26901

In this case, the srcds instance is bonding to the available IP on the
server, but when this happens, broadcast traffic is allowed.

Is there anything else I can try or suggestions anyone else has?
Thanks for the help!






On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina  wrote:


Do all three servers stop appearing in the server browser, or only one or
two of them?

Verify that your servers are not actually tripping all over themselves
without your knowledge, and that they are binding to the sockets which you
think they should be:

lsof -i -n -a -p $GAMESERVPID

Do this for each server and find out what network resources it is using.

It should be noted that CSGO currently has a problem where it globs onto *
for certain sockets EVEN when you specifically assign it to a particular
IP. This bug has been noted many times on this mailing list now.

I can't think of anything with SELinux that might be causing you a
problem, and I don't know if it is enabled by default on Suse, but you
might want to disable it and see if that has any effect.

Good luck




On 2/18/14, 23:46, Jeff Nelson wrote:


We are experiencing an issue where if we run multiple SRCDS instances on
the same linux server, on the same subnet, bounded to specific IP
addresses, they will not appear in the server browser. (This bug doesn't
appear when using a Windows server, Linux only.)

Environment:
OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default)
We have also tried this on CentOS and RedHat, still no dice.
We have 3 IP addresses assigned to one server using the same broadcast
address: 10.0.0.255

Startup Scripting:

*./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
10.0.0.21 -port 27015 +exec server.cfg*
*./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
10.0.0.22 -port 27015 +exec server.cfg*
*./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
10.0.0.23 -port 27015 +exec server.cfg*

The servers run and startup correctly - no errors. I am able to connect to
all of them using the in-game console; however, they are not present when
using the Steam server browser under the LAN tab.
I have contacted Steam support with a possible Steam client issue but they
replied stating that it wasn't a client issue.

If I run these servers inside a virtual machine, like XEN or VMWARE, where
each guest VM has a single IP address assigned to it, running one SRCDS
instance per guest, this problem goes away.
I am able to run each server on the same subnet and broadcast networks and
they will appear in the server browser. This only occurs when multiple
SRCDS instances run on the same server where specific IP addresses are
assigned.

Additional Notes:
This problem doesn't occur on Windows servers. Changing the ./srcds_run to
srcds.exe (leaving the rest of the commands as is), I am able to view all
those servers above from the server browser.
In the same scenario, we have 3 LAN IP addresses assigned to the Windows
server, and the srcds instances are assigned IP addresses.

Why don't you just

Re: [hlds_linux] Mandatory TF2 update coming

2014-08-27 Thread Joe Davison
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Any info on when it'll be migrating to Source 2?

On 27/08/14 22:20, Eric Smith wrote:
> We're working on a mandatory update for TF2. We should have it
> ready soon.
> 
> -Eric
> 
> 
> ___ To unsubscribe,
> edit your list preferences, or view the list archives, please
> visit: 
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> 
-BEGIN PGP SIGNATURE-
Version: GnuPG v2

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Robert Paulson
You realize that was back in November when elitepowered was using fake
players even when Valve had been notified about them months before?

Punishing all community servers for this is like deleting the Valve
workshop just because one person used copyrighted art.


On Wed, Aug 27, 2014 at 2:04 PM, pwn  wrote:

> Just to clarify..
> I never intended to sound like someone who promotes valve's quickplay
> decision as a perfect, nor the servers superior to community ones (well, at
> least a bunch of them), but looking on it as players that prefer vanilla
> experience then yeah, valve's ones are the most comfortable to hop in.
> (STAR_'s https://www.youtube.com/watch?v=YaxEvEwJt7g video may be a hyped
> up a little bit, but still got some basic sane points)
>
> On the other hand, eric's answer (iirc) to look into quickplay and shift
> the traffic slowly back to community servers in the next months after
> gathering enough feedback and then never giving us any further answer to
> it, giving a middle-finger to all modded servers that provide different
> game experience (dodgeball, etc etc) by the strict quickplay rules,
> ignoring our request to notify with some kind of pop-up of the possibility
> to change to community servers after xy hourplay is a different topic and
> feels like a big f**k you from valve, but whining about it every week on
> the mailing list where we practically just repeat ourselves, is not fun
> anymore; especially when the whining came from serverowners who were the
> reason those strict changes were made (at least in the mails shortly after
> the change).
>
>
> Dňa 27. 8. 2014 21:47 Paul wrote / napísal(a):
>
>  That and the fact that most of the time they seem to not respond to bugs
>> or
>> topics such as Quickplay.
>>
>>
>> On 27 August 2014 20:39, Robert Paulson  wrote:
>>
>>  Before the quickplay change, there was not a single official server in
>>> the
>>> top 200 on gametracker. If official servers were truly the best, they
>>> would
>>> have been up there in equal numbers.
>>>
>>> Some community server worse than official ones. But there are a large
>>> number of community servers that were clearly superior. You can argue all
>>> you want about "everyone" preferring a vanilla experience without
>>> moderators or plugins that fix the many problems with TF2, but the
>>> dominance of community servers prior to this change refutes that.
>>>
>>> I've shown time and time again that many of the people here arguing
>>> against
>>> community servers here are failed owners who haven't played TF2 in 2
>>> years
>>> and want to see the rest of us fail, or serial spammers who have been
>>> banned from every popular community who wants to ensure they can keep
>>> their
>>> spam-haven populated.
>>>
>>> If anyone is still thinking about running servers, this should be a
>>> wakeup
>>> call to stay far away from Valve games. Maybe they will realize the truth
>>> to what we've been saying when player counts aren't being propped up by
>>> summer vacation and updates.
>>>
>>>
>>>
>>> On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:
>>>
>>>  Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):

   If we want to inspire change, we need to have a compelling argument
 that

> the majority of us can get behind--not just "psht, you ruined my
>
 servers,
>>>
 revert the changes or I'll shout at you." You said it though "Default
> Quickplay Settings" - Valve needs to take the
>
>  There is not a simple month that "issue" goes unnoticed on the
 mailinglist...
 I myself was/(still am?) against the quickplay changes, but (from
 another
 point of view) they are simply the most wanted servers because of how
 "clean" they are ... As much as I don't like how those changes were
 enforced on us serverowners, I am still on Valve's side with this,
 thanks
 to those greedy assholes that runs servers simply for profit (as

>>> mentioned
>>>
 previously by someone else)..

 On the other hand, at least half of the serverowners that are always
 complaining about the changes, are trying to run the same scheme that
 hundreds of other communities do - if most of other communities didn't
 succeed, why do you think you will do? Running 10 servers, that are most
 almost always empty - wouldn't it be better to lower the amount of them

>>> and
>>>
 reduce your outcome that you can't cover with the donations/from your
 pocket?

 I personally visited most of the servers of the owners here that
 complained (if it was possible to find out which ones they are running)

>>> and
>>>
 in most cases there was nothing new that the server could offer over the
 valve ones
 We can rant about valve's servers not being the perfect (no moderation,

>>> on
>>>
 overloaded boxes, etc..), but, at least in my eyes, they are still a
 guarantee that what we get are simply vanilla, with no child

[hlds_linux] Mandatory TF2 update coming

2014-08-27 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon. 

-Eric


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[hlds_linux] AppID 90 not currently installable from SteamCMD?

2014-08-27 Thread Ross Bemrose
So, I've been doing some experiments over the last few days, and it appears
that the new Beta Alfred pushed out for CS 1.6 last week had made appid 90
uninstallable from steamcmd, at least on Linux.  I haven't tested this on
Windows.

It will either bomb out with error 0x402 or 0x602.

According to ~/Steam/content_log.txt, the root cause is this:

[2014-08-27 11:08:37] Update job for app 90 canceled: Finished preloading
(Missing decryption key)
[2014-08-27 11:08:37] AppID 90 update changed : 0x0101 =
Running,Stopping,
[2014-08-27 11:08:37] AppID 90 update changed : 0x =
[2014-08-27 11:08:37] AppID 10 state changed : 0x0442 = Update
Required,Shared Only,Update Started, (Missing decryption key)
[2014-08-27 11:08:37] AppID 70 state changed : 0x0442 = Update
Required,Shared Only,Update Started, (Missing decryption key)
[2014-08-27 11:08:37] AppID 90 state changed : 0x0402 = Update
Required,Update Started, (Missing decryption key)

What's worse, this affects the NORMAL version of appid 90 as well (i.e. not
just the beta)..

This happens even when the cs16, steamcmd, and ~/Steam directories are all
deleted followed by a new install with a new copy of SteamCmd.

For reference, here's the copy of the steamcmd script I'm using to install:

@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
login anonymous
force_install_dir ../cs16
app_update 90 -beta beta validate
quit

(the non-beta verson is the same thing with the "-beta beta").

Incidentally, this is based on my (working) TF2 validate steamcmd script
which also uses relative paths.

-- 
Ross Bemrose
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Paul
Given your reply was sent to my inbox directly and not just the mailing
list then I'll assume you meant the message for me. In response I ask since
when am I currently whining about Quickplay every week, and when did I
claim that you were someone who promoted their decision to ignore us/server
owners as perfect? I mentioned it as just one example, completely
different. If you reread my previous messages then I'm sure you'll find my
complaint/concern is about something different in a very recent update and
that Quickplay is just one example in relation to it ;). I used Quickplay
as one example of the fact that Valve seem to not provide their input or
acknowledgement most of the time.


On 27 August 2014 22:04, pwn  wrote:

> Just to clarify..
> I never intended to sound like someone who promotes valve's quickplay
> decision as a perfect, nor the servers superior to community ones (well, at
> least a bunch of them), but looking on it as players that prefer vanilla
> experience then yeah, valve's ones are the most comfortable to hop in.
> (STAR_'s https://www.youtube.com/watch?v=YaxEvEwJt7g video may be a hyped
> up a little bit, but still got some basic sane points)
>
> On the other hand, eric's answer (iirc) to look into quickplay and shift
> the traffic slowly back to community servers in the next months after
> gathering enough feedback and then never giving us any further answer to
> it, giving a middle-finger to all modded servers that provide different
> game experience (dodgeball, etc etc) by the strict quickplay rules,
> ignoring our request to notify with some kind of pop-up of the possibility
> to change to community servers after xy hourplay is a different topic and
> feels like a big f**k you from valve, but whining about it every week on
> the mailing list where we practically just repeat ourselves, is not fun
> anymore; especially when the whining came from serverowners who were the
> reason those strict changes were made (at least in the mails shortly after
> the change).
>
>
> Dňa 27. 8. 2014 21:47 Paul wrote / napísal(a):
>
>  That and the fact that most of the time they seem to not respond to bugs
>> or
>> topics such as Quickplay.
>>
>>
>> On 27 August 2014 20:39, Robert Paulson  wrote:
>>
>>  Before the quickplay change, there was not a single official server in
>>> the
>>> top 200 on gametracker. If official servers were truly the best, they
>>> would
>>> have been up there in equal numbers.
>>>
>>> Some community server worse than official ones. But there are a large
>>> number of community servers that were clearly superior. You can argue all
>>> you want about "everyone" preferring a vanilla experience without
>>> moderators or plugins that fix the many problems with TF2, but the
>>> dominance of community servers prior to this change refutes that.
>>>
>>> I've shown time and time again that many of the people here arguing
>>> against
>>> community servers here are failed owners who haven't played TF2 in 2
>>> years
>>> and want to see the rest of us fail, or serial spammers who have been
>>> banned from every popular community who wants to ensure they can keep
>>> their
>>> spam-haven populated.
>>>
>>> If anyone is still thinking about running servers, this should be a
>>> wakeup
>>> call to stay far away from Valve games. Maybe they will realize the truth
>>> to what we've been saying when player counts aren't being propped up by
>>> summer vacation and updates.
>>>
>>>
>>>
>>> On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:
>>>
>>>  Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):

   If we want to inspire change, we need to have a compelling argument
 that

> the majority of us can get behind--not just "psht, you ruined my
>
 servers,
>>>
 revert the changes or I'll shout at you." You said it though "Default
> Quickplay Settings" - Valve needs to take the
>
>  There is not a simple month that "issue" goes unnoticed on the
 mailinglist...
 I myself was/(still am?) against the quickplay changes, but (from
 another
 point of view) they are simply the most wanted servers because of how
 "clean" they are ... As much as I don't like how those changes were
 enforced on us serverowners, I am still on Valve's side with this,
 thanks
 to those greedy assholes that runs servers simply for profit (as

>>> mentioned
>>>
 previously by someone else)..

 On the other hand, at least half of the serverowners that are always
 complaining about the changes, are trying to run the same scheme that
 hundreds of other communities do - if most of other communities didn't
 succeed, why do you think you will do? Running 10 servers, that are most
 almost always empty - wouldn't it be better to lower the amount of them

>>> and
>>>
 reduce your outcome that you can't cover with the donations/from your
 pocket?

 I personally visited most of the servers of the owners here that

Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Weasels Lair
Hmmm ... am I reading this correctly?

> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
> 10.0.0.21 -port 27015 +exec server.cfg*
> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
> 10.0.0.22 -port 27015 +exec server.cfg*
> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
> 10.0.0.23 -port 27015 +exec server.cfg*

Is that running three instances on the same server, but binding to the same
port number - but on different IP addresses?

I notice that those are all RFC-1918 (private address space) IP addresses.
 I presume these are all behind the same firewall / Interoutrnet-er devices
that is than using port/address translation to public IP addresses?  If so,
they may each need to be individually mapped at your firewall /
Internet-router to different public IP address (i.e. multiple public IP
addresses instead of sharing the same public IP address), OR port-forwarded
at your firewall / Internet-router to different public ports on the same IP
address - in which case it would be easier to use one private IP address
and different ports instead of all on 27015.



On Wed, Aug 27, 2014 at 1:22 PM, Jeff Nelson  wrote:

> I've been out of pocket for a while and I was able to finally test.
>
> The problem has been narrowed down to specifying the IP in the srcds
> startup command.
> If I use: "./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip
> 10.10.0.50"
>
> The game server is running, live and available to connect, but it doesn't
> appear in the server browser for LAN games.
> If I paste this exact command into a windows box, it does work.
>
> Performing a test on the linux servers using: "lsof -i -n -a -p
> $GAMESERVPID",
> shows me the following:
> COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
> srcds_lin 7645 root   22u  IPv4 266289  0t0  UDP 10.10.0.50:27015
> srcds_lin 7645 root   23u  IPv4 266290  0t0  UDP 10.10.0.50:27005
> srcds_lin 7645 root   24u  IPv4 266291  0t0  UDP 10.10.0.50:27020
> srcds_lin 7645 root   25u  IPv4 266292  0t0  TCP 10.10.0.50:27015
> (LISTEN)
> srcds_lin 7645 root   35u  IPv4 266092  0t0  UDP 10.10.0.50:26901
>
> This indicates to me that the srcds program is properly bonding to the
> specified IP in the startup command. But for some reason isn't broadcasting
> itself to the server browser.
>
> If I run the following srcds command:
> ./srcds_run -console -game tf +map ctf_well +maxplayers 24
> *Note that no IP is specified for srcds to bond to...
>
> The server does appear in the browser. Performing a similar port look-up I
> receive:
> COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
> srcds_lin 7689 root   22u  IPv4 273770  0t0  UDP *:27015
> srcds_lin 7689 root   23u  IPv4 273771  0t0  UDP *:27005
> srcds_lin 7689 root   24u  IPv4 273772  0t0  UDP *:27020
> srcds_lin 7689 root   25u  IPv4 273776  0t0  TCP *:27015 (LISTEN)
> srcds_lin 7689 root   35u  IPv4 274580  0t0  UDP *:26901
>
> In this case, the srcds instance is bonding to the available IP on the
> server, but when this happens, broadcast traffic is allowed.
>
> Is there anything else I can try or suggestions anyone else has?
> Thanks for the help!
>
>
>
>
>
>
> On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina 
> wrote:
>
> >
> > Do all three servers stop appearing in the server browser, or only one or
> > two of them?
> >
> > Verify that your servers are not actually tripping all over themselves
> > without your knowledge, and that they are binding to the sockets which
> you
> > think they should be:
> >
> > lsof -i -n -a -p $GAMESERVPID
> >
> > Do this for each server and find out what network resources it is using.
> >
> > It should be noted that CSGO currently has a problem where it globs onto
> *
> > for certain sockets EVEN when you specifically assign it to a particular
> > IP. This bug has been noted many times on this mailing list now.
> >
> > I can't think of anything with SELinux that might be causing you a
> > problem, and I don't know if it is enabled by default on Suse, but you
> > might want to disable it and see if that has any effect.
> >
> > Good luck
> >
> >
> >
> >
> > On 2/18/14, 23:46, Jeff Nelson wrote:
> >
> >> We are experiencing an issue where if we run multiple SRCDS instances on
> >> the same linux server, on the same subnet, bounded to specific IP
> >> addresses, they will not appear in the server browser. (This bug doesn't
> >> appear when using a Windows server, Linux only.)
> >>
> >> Environment:
> >> OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default)
> >> We have also tried this on CentOS and RedHat, still no dice.
> >> We have 3 IP addresses assigned to one server using the same broadcast
> >> address: 10.0.0.255
> >>
> >> Startup Scripting:
> >>
> >> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
> >> 10.0.0.21 -port 27015 +exec server.cfg*
> >> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
> >> 10.0.0.22 -port 27015 +exec se

Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread pwn

Just to clarify..
I never intended to sound like someone who promotes valve's quickplay 
decision as a perfect, nor the servers superior to community ones (well, 
at least a bunch of them), but looking on it as players that prefer 
vanilla experience then yeah, valve's ones are the most comfortable to 
hop in. (STAR_'s https://www.youtube.com/watch?v=YaxEvEwJt7g video may 
be a hyped up a little bit, but still got some basic sane points)


On the other hand, eric's answer (iirc) to look into quickplay and shift 
the traffic slowly back to community servers in the next months after 
gathering enough feedback and then never giving us any further answer to 
it, giving a middle-finger to all modded servers that provide different 
game experience (dodgeball, etc etc) by the strict quickplay rules, 
ignoring our request to notify with some kind of pop-up of the 
possibility to change to community servers after xy hourplay is a 
different topic and feels like a big f**k you from valve, but whining 
about it every week on the mailing list where we practically just repeat 
ourselves, is not fun anymore; especially when the whining came from 
serverowners who were the reason those strict changes were made (at 
least in the mails shortly after the change).



Dňa 27. 8. 2014 21:47 Paul wrote / napísal(a):

That and the fact that most of the time they seem to not respond to bugs or
topics such as Quickplay.


On 27 August 2014 20:39, Robert Paulson  wrote:


Before the quickplay change, there was not a single official server in the
top 200 on gametracker. If official servers were truly the best, they would
have been up there in equal numbers.

Some community server worse than official ones. But there are a large
number of community servers that were clearly superior. You can argue all
you want about "everyone" preferring a vanilla experience without
moderators or plugins that fix the many problems with TF2, but the
dominance of community servers prior to this change refutes that.

I've shown time and time again that many of the people here arguing against
community servers here are failed owners who haven't played TF2 in 2 years
and want to see the rest of us fail, or serial spammers who have been
banned from every popular community who wants to ensure they can keep their
spam-haven populated.

If anyone is still thinking about running servers, this should be a wakeup
call to stay far away from Valve games. Maybe they will realize the truth
to what we've been saying when player counts aren't being propped up by
summer vacation and updates.



On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:


Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):

  If we want to inspire change, we need to have a compelling argument that

the majority of us can get behind--not just "psht, you ruined my

servers,

revert the changes or I'll shout at you." You said it though "Default
Quickplay Settings" - Valve needs to take the


There is not a simple month that "issue" goes unnoticed on the
mailinglist...
I myself was/(still am?) against the quickplay changes, but (from another
point of view) they are simply the most wanted servers because of how
"clean" they are ... As much as I don't like how those changes were
enforced on us serverowners, I am still on Valve's side with this, thanks
to those greedy assholes that runs servers simply for profit (as

mentioned

previously by someone else)..

On the other hand, at least half of the serverowners that are always
complaining about the changes, are trying to run the same scheme that
hundreds of other communities do - if most of other communities didn't
succeed, why do you think you will do? Running 10 servers, that are most
almost always empty - wouldn't it be better to lower the amount of them

and

reduce your outcome that you can't cover with the donations/from your
pocket?

I personally visited most of the servers of the owners here that
complained (if it was possible to find out which ones they are running)

and

in most cases there was nothing new that the server could offer over the
valve ones
We can rant about valve's servers not being the perfect (no moderation,

on

overloaded boxes, etc..), but, at least in my eyes, they are still a
guarantee that what we get are simply vanilla, with no childish admins,
tons of useless bronny or whatever else plugins...
Or get different, learn a bit of programming to get something special

that

others don't have, start with 1 or 2 servers instead with dozens of them
(and increase the amount *if* needed) and people that do use the
serverbrowser will find you (yeah, there are, i get almost no traffic

from

quickplay, yet have my server is still full)

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread dan

On 27/08/2014 16:28, Frank wrote:

You can't argue with him..I have no idea why I even replied.

You said it though "Default Quickplay Settings" - Valve needs to take the
default settings off of Valve servers as targets and apply them to the
Community servers or just mix them up so they are all showing up not just
Valve servers.


If you can't untick a box Frank, I'm offering a week's course starting 
in October.


I'm making the assumption you know what October is - did you do the 
training? 


--
Dan

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread dan

On 27/08/2014 16:30, Alexander Corn wrote:

If you hold someone's hand from the start and never let go, they're never
going to grow up. In this case, people are conditioned to click the giant
"PLAY MULTIPLAYER" button and click "PLAY NOW". Many players never click
the server browser button, and of those who do, many take one look at it,
get overwhelmed, and go back to Quickplay.

The server browser is not difficult to use, but the player is trained to
"take the easy way out" and just click on the Quickplay button.


If you required 'training' to play a computer game, good luck to you. 
You'll need it :D


But, I'm not going to argue unless you say "I cannot join a server - I 
didn't learn, it's all

too difficult for me. Help me please Valve"

There's no point arguing over hypothetical people you've invented.

--
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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-08-27 Thread Jeff Nelson
I've been out of pocket for a while and I was able to finally test.

The problem has been narrowed down to specifying the IP in the srcds
startup command.
If I use: "./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip
10.10.0.50"

The game server is running, live and available to connect, but it doesn't
appear in the server browser for LAN games.
If I paste this exact command into a windows box, it does work.

Performing a test on the linux servers using: "lsof -i -n -a -p $GAMESERVPID",
shows me the following:
COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 7645 root   22u  IPv4 266289  0t0  UDP 10.10.0.50:27015
srcds_lin 7645 root   23u  IPv4 266290  0t0  UDP 10.10.0.50:27005
srcds_lin 7645 root   24u  IPv4 266291  0t0  UDP 10.10.0.50:27020
srcds_lin 7645 root   25u  IPv4 266292  0t0  TCP 10.10.0.50:27015
(LISTEN)
srcds_lin 7645 root   35u  IPv4 266092  0t0  UDP 10.10.0.50:26901

This indicates to me that the srcds program is properly bonding to the
specified IP in the startup command. But for some reason isn't broadcasting
itself to the server browser.

If I run the following srcds command:
./srcds_run -console -game tf +map ctf_well +maxplayers 24
*Note that no IP is specified for srcds to bond to...

The server does appear in the browser. Performing a similar port look-up I
receive:
COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 7689 root   22u  IPv4 273770  0t0  UDP *:27015
srcds_lin 7689 root   23u  IPv4 273771  0t0  UDP *:27005
srcds_lin 7689 root   24u  IPv4 273772  0t0  UDP *:27020
srcds_lin 7689 root   25u  IPv4 273776  0t0  TCP *:27015 (LISTEN)
srcds_lin 7689 root   35u  IPv4 274580  0t0  UDP *:26901

In this case, the srcds instance is bonding to the available IP on the
server, but when this happens, broadcast traffic is allowed.

Is there anything else I can try or suggestions anyone else has?
Thanks for the help!






On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina  wrote:

>
> Do all three servers stop appearing in the server browser, or only one or
> two of them?
>
> Verify that your servers are not actually tripping all over themselves
> without your knowledge, and that they are binding to the sockets which you
> think they should be:
>
> lsof -i -n -a -p $GAMESERVPID
>
> Do this for each server and find out what network resources it is using.
>
> It should be noted that CSGO currently has a problem where it globs onto *
> for certain sockets EVEN when you specifically assign it to a particular
> IP. This bug has been noted many times on this mailing list now.
>
> I can't think of anything with SELinux that might be causing you a
> problem, and I don't know if it is enabled by default on Suse, but you
> might want to disable it and see if that has any effect.
>
> Good luck
>
>
>
>
> On 2/18/14, 23:46, Jeff Nelson wrote:
>
>> We are experiencing an issue where if we run multiple SRCDS instances on
>> the same linux server, on the same subnet, bounded to specific IP
>> addresses, they will not appear in the server browser. (This bug doesn't
>> appear when using a Windows server, Linux only.)
>>
>> Environment:
>> OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default)
>> We have also tried this on CentOS and RedHat, still no dice.
>> We have 3 IP addresses assigned to one server using the same broadcast
>> address: 10.0.0.255
>>
>> Startup Scripting:
>>
>> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
>> 10.0.0.21 -port 27015 +exec server.cfg*
>> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
>> 10.0.0.22 -port 27015 +exec server.cfg*
>> *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
>> 10.0.0.23 -port 27015 +exec server.cfg*
>>
>> The servers run and startup correctly - no errors. I am able to connect to
>> all of them using the in-game console; however, they are not present when
>> using the Steam server browser under the LAN tab.
>> I have contacted Steam support with a possible Steam client issue but they
>> replied stating that it wasn't a client issue.
>>
>> If I run these servers inside a virtual machine, like XEN or VMWARE, where
>> each guest VM has a single IP address assigned to it, running one SRCDS
>> instance per guest, this problem goes away.
>> I am able to run each server on the same subnet and broadcast networks and
>> they will appear in the server browser. This only occurs when multiple
>> SRCDS instances run on the same server where specific IP addresses are
>> assigned.
>>
>> Additional Notes:
>> This problem doesn't occur on Windows servers. Changing the ./srcds_run to
>> srcds.exe (leaving the rest of the commands as is), I am able to view all
>> those servers above from the server browser.
>> In the same scenario, we have 3 LAN IP addresses assigned to the Windows
>> server, and the srcds instances are assigned IP addresses.
>>
>> Why don't you just change the ports?
>> Changing the port is what we've been doing for sometime

Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Paul
That and the fact that most of the time they seem to not respond to bugs or
topics such as Quickplay.


On 27 August 2014 20:39, Robert Paulson  wrote:

> Before the quickplay change, there was not a single official server in the
> top 200 on gametracker. If official servers were truly the best, they would
> have been up there in equal numbers.
>
> Some community server worse than official ones. But there are a large
> number of community servers that were clearly superior. You can argue all
> you want about "everyone" preferring a vanilla experience without
> moderators or plugins that fix the many problems with TF2, but the
> dominance of community servers prior to this change refutes that.
>
> I've shown time and time again that many of the people here arguing against
> community servers here are failed owners who haven't played TF2 in 2 years
> and want to see the rest of us fail, or serial spammers who have been
> banned from every popular community who wants to ensure they can keep their
> spam-haven populated.
>
> If anyone is still thinking about running servers, this should be a wakeup
> call to stay far away from Valve games. Maybe they will realize the truth
> to what we've been saying when player counts aren't being propped up by
> summer vacation and updates.
>
>
>
> On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:
>
> > Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):
> >
> >  If we want to inspire change, we need to have a compelling argument that
> >> the majority of us can get behind--not just "psht, you ruined my
> servers,
> >> revert the changes or I'll shout at you." You said it though "Default
> >> Quickplay Settings" - Valve needs to take the
> >>
> >
> > There is not a simple month that "issue" goes unnoticed on the
> > mailinglist...
> > I myself was/(still am?) against the quickplay changes, but (from another
> > point of view) they are simply the most wanted servers because of how
> > "clean" they are ... As much as I don't like how those changes were
> > enforced on us serverowners, I am still on Valve's side with this, thanks
> > to those greedy assholes that runs servers simply for profit (as
> mentioned
> > previously by someone else)..
> >
> > On the other hand, at least half of the serverowners that are always
> > complaining about the changes, are trying to run the same scheme that
> > hundreds of other communities do - if most of other communities didn't
> > succeed, why do you think you will do? Running 10 servers, that are most
> > almost always empty - wouldn't it be better to lower the amount of them
> and
> > reduce your outcome that you can't cover with the donations/from your
> > pocket?
> >
> > I personally visited most of the servers of the owners here that
> > complained (if it was possible to find out which ones they are running)
> and
> > in most cases there was nothing new that the server could offer over the
> > valve ones
> > We can rant about valve's servers not being the perfect (no moderation,
> on
> > overloaded boxes, etc..), but, at least in my eyes, they are still a
> > guarantee that what we get are simply vanilla, with no childish admins,
> > tons of useless bronny or whatever else plugins...
> > Or get different, learn a bit of programming to get something special
> that
> > others don't have, start with 1 or 2 servers instead with dozens of them
> > (and increase the amount *if* needed) and people that do use the
> > serverbrowser will find you (yeah, there are, i get almost no traffic
> from
> > quickplay, yet have my server is still full)
> >
> > ---
> > Táto správa neobsahuje vírusy ani žiadny škodlivý kód - avast! Antivirus
> > je aktívny.
> > http://www.avast.com
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Robert Paulson
Before the quickplay change, there was not a single official server in the
top 200 on gametracker. If official servers were truly the best, they would
have been up there in equal numbers.

Some community server worse than official ones. But there are a large
number of community servers that were clearly superior. You can argue all
you want about "everyone" preferring a vanilla experience without
moderators or plugins that fix the many problems with TF2, but the
dominance of community servers prior to this change refutes that.

I've shown time and time again that many of the people here arguing against
community servers here are failed owners who haven't played TF2 in 2 years
and want to see the rest of us fail, or serial spammers who have been
banned from every popular community who wants to ensure they can keep their
spam-haven populated.

If anyone is still thinking about running servers, this should be a wakeup
call to stay far away from Valve games. Maybe they will realize the truth
to what we've been saying when player counts aren't being propped up by
summer vacation and updates.



On Wed, Aug 27, 2014 at 11:15 AM, pwn  wrote:

> Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):
>
>  If we want to inspire change, we need to have a compelling argument that
>> the majority of us can get behind--not just "psht, you ruined my servers,
>> revert the changes or I'll shout at you." You said it though "Default
>> Quickplay Settings" - Valve needs to take the
>>
>
> There is not a simple month that "issue" goes unnoticed on the
> mailinglist...
> I myself was/(still am?) against the quickplay changes, but (from another
> point of view) they are simply the most wanted servers because of how
> "clean" they are ... As much as I don't like how those changes were
> enforced on us serverowners, I am still on Valve's side with this, thanks
> to those greedy assholes that runs servers simply for profit (as mentioned
> previously by someone else)..
>
> On the other hand, at least half of the serverowners that are always
> complaining about the changes, are trying to run the same scheme that
> hundreds of other communities do - if most of other communities didn't
> succeed, why do you think you will do? Running 10 servers, that are most
> almost always empty - wouldn't it be better to lower the amount of them and
> reduce your outcome that you can't cover with the donations/from your
> pocket?
>
> I personally visited most of the servers of the owners here that
> complained (if it was possible to find out which ones they are running) and
> in most cases there was nothing new that the server could offer over the
> valve ones
> We can rant about valve's servers not being the perfect (no moderation, on
> overloaded boxes, etc..), but, at least in my eyes, they are still a
> guarantee that what we get are simply vanilla, with no childish admins,
> tons of useless bronny or whatever else plugins...
> Or get different, learn a bit of programming to get something special that
> others don't have, start with 1 or 2 servers instead with dozens of them
> (and increase the amount *if* needed) and people that do use the
> serverbrowser will find you (yeah, there are, i get almost no traffic from
> quickplay, yet have my server is still full)
>
> ---
> Táto správa neobsahuje vírusy ani žiadny škodlivý kód - avast! Antivirus
> je aktívny.
> http://www.avast.com
>
>
>
> ___
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> please visit:
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread pwn

Dňa 27. 8. 2014 19:00 Jake Forrester wrote / napísal(a):
If we want to inspire change, we need to have a compelling argument 
that the majority of us can get behind--not just "psht, you ruined my 
servers, revert the changes or I'll shout at you." You said it though 
"Default Quickplay Settings" - Valve needs to take the


There is not a simple month that "issue" goes unnoticed on the 
mailinglist...
I myself was/(still am?) against the quickplay changes, but (from 
another point of view) they are simply the most wanted servers because 
of how "clean" they are ... As much as I don't like how those changes 
were enforced on us serverowners, I am still on Valve's side with this, 
thanks to those greedy assholes that runs servers simply for profit (as 
mentioned previously by someone else)..


On the other hand, at least half of the serverowners that are always 
complaining about the changes, are trying to run the same scheme that 
hundreds of other communities do - if most of other communities didn't 
succeed, why do you think you will do? Running 10 servers, that are most 
almost always empty - wouldn't it be better to lower the amount of them 
and reduce your outcome that you can't cover with the donations/from 
your pocket?


I personally visited most of the servers of the owners here that 
complained (if it was possible to find out which ones they are running) 
and in most cases there was nothing new that the server could offer over 
the valve ones
We can rant about valve's servers not being the perfect (no moderation, 
on overloaded boxes, etc..), but, at least in my eyes, they are still a 
guarantee that what we get are simply vanilla, with no childish admins, 
tons of useless bronny or whatever else plugins...
Or get different, learn a bit of programming to get something special 
that others don't have, start with 1 or 2 servers instead with dozens of 
them (and increase the amount *if* needed) and people that do use the 
serverbrowser will find you (yeah, there are, i get almost no traffic 
from quickplay, yet have my server is still full)


---
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aktívny.
http://www.avast.com


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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Jake Forrester
>
> Haha, I can't believe how I've seemingly managed to start off a Quickplay
> discussion, or perhaps debate, just by mentioning it earlier on as an
> example of the one of many failings that Valve doesn't officially keep
> people up to date on.


I found it funny too, but it's not surprising.  This mailing list is
(mostly) for people who host their own servers, so any changes that make
our lives harder tend to put us all on the same side.  The quickplay
changes hurt pretty much all of us, big and small, and I'm sure caused the
death of a few smaller communities.  However, the changes also hurt the
"communities" that didn't care for the users at all but instead focused on
making money.  That last part is probably the most important, since Valve's
intention was to eliminate pay-to-win and ad-spamming servers.

If we want to inspire change, we need to have a compelling argument that
the majority of us can get behind--not just "psht, you ruined my servers,
revert the changes or I'll shout at you."

You said it though "Default Quickplay Settings" - Valve needs to take the
> default settings off of Valve servers as targets and apply them to the
> Community servers or just mix them up so they are all showing up not just
> Valve servers.


So far this is the only idea I've actually seen recently, and it's a solid
start.  I think that leaving them how they are is fine for the first ~50
hours of gameplay.  Show new users what vanilla TF2 is like and teach them
how to play on Valve servers, but after they have played a bit have a
dialog pop-up on launch asking if they want to include community servers in
their Quickplay searches.  Add a sentence or two about what this would mean
to their experience and give them a choice to turn off the valve-only
option.  Users who have some experience in TF2 will know that they don't
have to deal with spammy advertisements, and know when a server is doing
something that is game-breaking.


On Wed, Aug 27, 2014 at 9:17 AM, Paul  wrote:

> Haha, I can't believe how I've seemingly managed to start off a Quickplay
> discussion, or perhaps debate, just by mentioning it earlier on as an
> example of the one of many failings that Valve doesn't officially keep
> people up to date on.
>
>
> On 27 August 2014 16:37, Ilya Larin  wrote:
>
> > Valve said that there will not be server quickplay scores in the future
> >
> >
> > 2014-08-27 19:31 GMT+04:00 Alexander Corn :
> >
> > > Setting the server host to "don't care" by default wouldn't even help
> at
> > > this point unless it came with a complete reset of all Valve servers'
> > > scores. Being the default servers for so long has artificially inflated
> > > their scores.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Wed, Aug 27, 2014 at 11:28 AM, Frank  wrote:
> > >
> > > > You can't argue with him..I have no idea why I even replied.
> > > >
> > > > You said it though "Default Quickplay Settings" - Valve needs to take
> > the
> > > > default settings off of Valve servers as targets and apply them to
> the
> > > > Community servers or just mix them up so they are all showing up not
> > just
> > > > Valve servers.
> > > >
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
> > > Larin
> > > > Sent: Wednesday, August 27, 2014 11:21 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
> > > >
> > > > dan, you don`t get the point of this discussion. While old bad
> servers
> > > are
> > > > full of players, new good servers can`t get players not because they
> > are
> > > > bad, but because players don`t want to open server browser and look
> > for a
> > > > good server. (Im not saying that all old servers are bad and all new
> > > > servers
> > > > are good) New players don`t even know how to search a nice server,
> they
> > > are
> > > > not familiar with that. They are just using default quickplay
> settings.
> > > Old
> > > > players also don`t use serverbrowser, as they have already found a
> > > servers
> > > > community to regular on.
> > > >
> > > >
> > > > 2014-08-27 19:06 GMT+04:00 dan :
> > > >
> > > > > On 27/08/2014 15:59, Alexander Corn wrote:
> > > > >
> > > > >> How, exactly, do you expect people to get players on their servers
> > > > >> when about 45% of people probably don't even know that the server
> > > > >> browser exists?
> > > > >>
> > > > >
> > > > > Right, because only a guy who pretends to be a Doctor can be
> > > > > intelligent enough to use the server browser.
> > > > >
> > > > > Sheesh, people were playing TF2 for years when the only way to get
> on
> > > > > a server was with the browser.
> > > > > How do you suppose they did that? They were all gifted and
> talented?
> > > > >
> > > > > As I've said before, if you cannot join a server, ask and I'm sure
> > > > > others will help you but 

Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Aaron Thompson
Wow really? No
On Aug 27, 2014 11:57 AM, "Jorge Cobos"  wrote:

> Entra & Disfruta De Nuestros servidores.
> -[ZK]#Zero Killed Base Builder gT. 204.10.109.17:27016
> -[ZK]# ]NG[ ProPlayers GT. 204.10.109.23:27015
> J-200| §olDi3r XtReMe 24/7 IP :74.91.127.210:27019
>
>
>
> 2014-08-27 10:17 GMT-06:00 Paul :
>
> > Haha, I can't believe how I've seemingly managed to start off a Quickplay
> > discussion, or perhaps debate, just by mentioning it earlier on as an
> > example of the one of many failings that Valve doesn't officially keep
> > people up to date on.
> >
> >
> > On 27 August 2014 16:37, Ilya Larin  wrote:
> >
> > > Valve said that there will not be server quickplay scores in the future
> > >
> > >
> > > 2014-08-27 19:31 GMT+04:00 Alexander Corn :
> > >
> > > > Setting the server host to "don't care" by default wouldn't even help
> > at
> > > > this point unless it came with a complete reset of all Valve servers'
> > > > scores. Being the default servers for so long has artificially
> inflated
> > > > their scores.
> > > >
> > > >
> > > > Dr. McKay
> > > > www.doctormckay.com
> > > >
> > > >
> > > > On Wed, Aug 27, 2014 at 11:28 AM, Frank 
> wrote:
> > > >
> > > > > You can't argue with him..I have no idea why I even replied.
> > > > >
> > > > > You said it though "Default Quickplay Settings" - Valve needs to
> take
> > > the
> > > > > default settings off of Valve servers as targets and apply them to
> > the
> > > > > Community servers or just mix them up so they are all showing up
> not
> > > just
> > > > > Valve servers.
> > > > >
> > > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Ilya
> > > > Larin
> > > > > Sent: Wednesday, August 27, 2014 11:21 AM
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
> > > > >
> > > > > dan, you don`t get the point of this discussion. While old bad
> > servers
> > > > are
> > > > > full of players, new good servers can`t get players not because
> they
> > > are
> > > > > bad, but because players don`t want to open server browser and look
> > > for a
> > > > > good server. (Im not saying that all old servers are bad and all
> new
> > > > > servers
> > > > > are good) New players don`t even know how to search a nice server,
> > they
> > > > are
> > > > > not familiar with that. They are just using default quickplay
> > settings.
> > > > Old
> > > > > players also don`t use serverbrowser, as they have already found a
> > > > servers
> > > > > community to regular on.
> > > > >
> > > > >
> > > > > 2014-08-27 19:06 GMT+04:00 dan :
> > > > >
> > > > > > On 27/08/2014 15:59, Alexander Corn wrote:
> > > > > >
> > > > > >> How, exactly, do you expect people to get players on their
> servers
> > > > > >> when about 45% of people probably don't even know that the
> server
> > > > > >> browser exists?
> > > > > >>
> > > > > >
> > > > > > Right, because only a guy who pretends to be a Doctor can be
> > > > > > intelligent enough to use the server browser.
> > > > > >
> > > > > > Sheesh, people were playing TF2 for years when the only way to
> get
> > on
> > > > > > a server was with the browser.
> > > > > > How do you suppose they did that? They were all gifted and
> > talented?
> > > > > >
> > > > > > As I've said before, if you cannot join a server, ask and I'm
> sure
> > > > > > others will help you but don't keep repeating this ridiculous
> > > argument
> > > > > > that people can't join your server because they need to use the
> > > > > > browser.
> > > > > >
> > > > > > --
> > > > > > Dan.
> > > > > >
> > > > > >
> > > > > > ___
> > > > > > 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
> > > > >
> > > > >
> > > > > ___
> > > > > 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
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > 

Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Jorge Cobos
Entra & Disfruta De Nuestros servidores.
-[ZK]#Zero Killed Base Builder gT. 204.10.109.17:27016
-[ZK]# ]NG[ ProPlayers GT. 204.10.109.23:27015
J-200| §olDi3r XtReMe 24/7 IP :74.91.127.210:27019



2014-08-27 10:17 GMT-06:00 Paul :

> Haha, I can't believe how I've seemingly managed to start off a Quickplay
> discussion, or perhaps debate, just by mentioning it earlier on as an
> example of the one of many failings that Valve doesn't officially keep
> people up to date on.
>
>
> On 27 August 2014 16:37, Ilya Larin  wrote:
>
> > Valve said that there will not be server quickplay scores in the future
> >
> >
> > 2014-08-27 19:31 GMT+04:00 Alexander Corn :
> >
> > > Setting the server host to "don't care" by default wouldn't even help
> at
> > > this point unless it came with a complete reset of all Valve servers'
> > > scores. Being the default servers for so long has artificially inflated
> > > their scores.
> > >
> > >
> > > Dr. McKay
> > > www.doctormckay.com
> > >
> > >
> > > On Wed, Aug 27, 2014 at 11:28 AM, Frank  wrote:
> > >
> > > > You can't argue with him..I have no idea why I even replied.
> > > >
> > > > You said it though "Default Quickplay Settings" - Valve needs to take
> > the
> > > > default settings off of Valve servers as targets and apply them to
> the
> > > > Community servers or just mix them up so they are all showing up not
> > just
> > > > Valve servers.
> > > >
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
> > > Larin
> > > > Sent: Wednesday, August 27, 2014 11:21 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
> > > >
> > > > dan, you don`t get the point of this discussion. While old bad
> servers
> > > are
> > > > full of players, new good servers can`t get players not because they
> > are
> > > > bad, but because players don`t want to open server browser and look
> > for a
> > > > good server. (Im not saying that all old servers are bad and all new
> > > > servers
> > > > are good) New players don`t even know how to search a nice server,
> they
> > > are
> > > > not familiar with that. They are just using default quickplay
> settings.
> > > Old
> > > > players also don`t use serverbrowser, as they have already found a
> > > servers
> > > > community to regular on.
> > > >
> > > >
> > > > 2014-08-27 19:06 GMT+04:00 dan :
> > > >
> > > > > On 27/08/2014 15:59, Alexander Corn wrote:
> > > > >
> > > > >> How, exactly, do you expect people to get players on their servers
> > > > >> when about 45% of people probably don't even know that the server
> > > > >> browser exists?
> > > > >>
> > > > >
> > > > > Right, because only a guy who pretends to be a Doctor can be
> > > > > intelligent enough to use the server browser.
> > > > >
> > > > > Sheesh, people were playing TF2 for years when the only way to get
> on
> > > > > a server was with the browser.
> > > > > How do you suppose they did that? They were all gifted and
> talented?
> > > > >
> > > > > As I've said before, if you cannot join a server, ask and I'm sure
> > > > > others will help you but don't keep repeating this ridiculous
> > argument
> > > > > that people can't join your server because they need to use the
> > > > > browser.
> > > > >
> > > > > --
> > > > > Dan.
> > > > >
> > > > >
> > > > > ___
> > > > > 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
> > > >
> > > >
> > > > ___
> > > > 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
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Paul
Haha, I can't believe how I've seemingly managed to start off a Quickplay
discussion, or perhaps debate, just by mentioning it earlier on as an
example of the one of many failings that Valve doesn't officially keep
people up to date on.


On 27 August 2014 16:37, Ilya Larin  wrote:

> Valve said that there will not be server quickplay scores in the future
>
>
> 2014-08-27 19:31 GMT+04:00 Alexander Corn :
>
> > Setting the server host to "don't care" by default wouldn't even help at
> > this point unless it came with a complete reset of all Valve servers'
> > scores. Being the default servers for so long has artificially inflated
> > their scores.
> >
> >
> > Dr. McKay
> > www.doctormckay.com
> >
> >
> > On Wed, Aug 27, 2014 at 11:28 AM, Frank  wrote:
> >
> > > You can't argue with him..I have no idea why I even replied.
> > >
> > > You said it though "Default Quickplay Settings" - Valve needs to take
> the
> > > default settings off of Valve servers as targets and apply them to the
> > > Community servers or just mix them up so they are all showing up not
> just
> > > Valve servers.
> > >
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
> > Larin
> > > Sent: Wednesday, August 27, 2014 11:21 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
> > >
> > > dan, you don`t get the point of this discussion. While old bad servers
> > are
> > > full of players, new good servers can`t get players not because they
> are
> > > bad, but because players don`t want to open server browser and look
> for a
> > > good server. (Im not saying that all old servers are bad and all new
> > > servers
> > > are good) New players don`t even know how to search a nice server, they
> > are
> > > not familiar with that. They are just using default quickplay settings.
> > Old
> > > players also don`t use serverbrowser, as they have already found a
> > servers
> > > community to regular on.
> > >
> > >
> > > 2014-08-27 19:06 GMT+04:00 dan :
> > >
> > > > On 27/08/2014 15:59, Alexander Corn wrote:
> > > >
> > > >> How, exactly, do you expect people to get players on their servers
> > > >> when about 45% of people probably don't even know that the server
> > > >> browser exists?
> > > >>
> > > >
> > > > Right, because only a guy who pretends to be a Doctor can be
> > > > intelligent enough to use the server browser.
> > > >
> > > > Sheesh, people were playing TF2 for years when the only way to get on
> > > > a server was with the browser.
> > > > How do you suppose they did that? They were all gifted and talented?
> > > >
> > > > As I've said before, if you cannot join a server, ask and I'm sure
> > > > others will help you but don't keep repeating this ridiculous
> argument
> > > > that people can't join your server because they need to use the
> > > > browser.
> > > >
> > > > --
> > > > Dan.
> > > >
> > > >
> > > > ___
> > > > 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
> > >
> > >
> > > ___
> > > 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
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Ilya Larin
Valve said that there will not be server quickplay scores in the future


2014-08-27 19:31 GMT+04:00 Alexander Corn :

> Setting the server host to "don't care" by default wouldn't even help at
> this point unless it came with a complete reset of all Valve servers'
> scores. Being the default servers for so long has artificially inflated
> their scores.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Wed, Aug 27, 2014 at 11:28 AM, Frank  wrote:
>
> > You can't argue with him..I have no idea why I even replied.
> >
> > You said it though "Default Quickplay Settings" - Valve needs to take the
> > default settings off of Valve servers as targets and apply them to the
> > Community servers or just mix them up so they are all showing up not just
> > Valve servers.
> >
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya
> Larin
> > Sent: Wednesday, August 27, 2014 11:21 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
> >
> > dan, you don`t get the point of this discussion. While old bad servers
> are
> > full of players, new good servers can`t get players not because they are
> > bad, but because players don`t want to open server browser and look for a
> > good server. (Im not saying that all old servers are bad and all new
> > servers
> > are good) New players don`t even know how to search a nice server, they
> are
> > not familiar with that. They are just using default quickplay settings.
> Old
> > players also don`t use serverbrowser, as they have already found a
> servers
> > community to regular on.
> >
> >
> > 2014-08-27 19:06 GMT+04:00 dan :
> >
> > > On 27/08/2014 15:59, Alexander Corn wrote:
> > >
> > >> How, exactly, do you expect people to get players on their servers
> > >> when about 45% of people probably don't even know that the server
> > >> browser exists?
> > >>
> > >
> > > Right, because only a guy who pretends to be a Doctor can be
> > > intelligent enough to use the server browser.
> > >
> > > Sheesh, people were playing TF2 for years when the only way to get on
> > > a server was with the browser.
> > > How do you suppose they did that? They were all gifted and talented?
> > >
> > > As I've said before, if you cannot join a server, ask and I'm sure
> > > others will help you but don't keep repeating this ridiculous argument
> > > that people can't join your server because they need to use the
> > > browser.
> > >
> > > --
> > > Dan.
> > >
> > >
> > > ___
> > > 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
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Alexander Corn
Setting the server host to "don't care" by default wouldn't even help at
this point unless it came with a complete reset of all Valve servers'
scores. Being the default servers for so long has artificially inflated
their scores.


Dr. McKay
www.doctormckay.com


On Wed, Aug 27, 2014 at 11:28 AM, Frank  wrote:

> You can't argue with him..I have no idea why I even replied.
>
> You said it though "Default Quickplay Settings" - Valve needs to take the
> default settings off of Valve servers as targets and apply them to the
> Community servers or just mix them up so they are all showing up not just
> Valve servers.
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya Larin
> Sent: Wednesday, August 27, 2014 11:21 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2
>
> dan, you don`t get the point of this discussion. While old bad servers are
> full of players, new good servers can`t get players not because they are
> bad, but because players don`t want to open server browser and look for a
> good server. (Im not saying that all old servers are bad and all new
> servers
> are good) New players don`t even know how to search a nice server, they are
> not familiar with that. They are just using default quickplay settings. Old
> players also don`t use serverbrowser, as they have already found a servers
> community to regular on.
>
>
> 2014-08-27 19:06 GMT+04:00 dan :
>
> > On 27/08/2014 15:59, Alexander Corn wrote:
> >
> >> How, exactly, do you expect people to get players on their servers
> >> when about 45% of people probably don't even know that the server
> >> browser exists?
> >>
> >
> > Right, because only a guy who pretends to be a Doctor can be
> > intelligent enough to use the server browser.
> >
> > Sheesh, people were playing TF2 for years when the only way to get on
> > a server was with the browser.
> > How do you suppose they did that? They were all gifted and talented?
> >
> > As I've said before, if you cannot join a server, ask and I'm sure
> > others will help you but don't keep repeating this ridiculous argument
> > that people can't join your server because they need to use the
> > browser.
> >
> > --
> > Dan.
> >
> >
> > ___
> > 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
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Alexander Corn
If you hold someone's hand from the start and never let go, they're never
going to grow up. In this case, people are conditioned to click the giant
"PLAY MULTIPLAYER" button and click "PLAY NOW". Many players never click
the server browser button, and of those who do, many take one look at it,
get overwhelmed, and go back to Quickplay.

The server browser is not difficult to use, but the player is trained to
"take the easy way out" and just click on the Quickplay button.

The people who were playing TF2 for years before Quickplay were forced to
use the server browser. They didn't have an option to give up and get
dumped into a random Valve server with 23 other noobs and an average of
tickrate of 45.

>This idea of "community" is nonsense.

Right, because no player in the history of online gaming has formed online
friendships with people who frequent a particular server. No server chain
in the history of online gaming has ever run a forum where players can
discuss things outside of the game. Everyone who runs a server is purely in
it for the profit. Maybe Valve should just remove the ability for people to
host their own servers. Then every game's nonexistent "community" can be as
friendly and understanding as that of Dota 2 or League of Legends.

>It's no more difficult to find a server now than it was the day the game
was released.

Yes, it is. Players are encouraged to use Quickplay since its button is
gigantic and reads "PLAY MULTIPLAYER". The server browser button, on the
other hand, is much smaller and is simply labeled "Servers".

Tell me this, why are you just a contrarian? You absolutely always have to
contradict everything.


Dr. McKay
www.doctormckay.com


On Wed, Aug 27, 2014 at 11:06 AM, dan  wrote:

> On 27/08/2014 15:59, Alexander Corn wrote:
>
>> How, exactly, do you expect people to get players on their servers when
>> about 45% of people probably don't even know that the server browser
>> exists?
>>
>
> Right, because only a guy who pretends to be a Doctor can be intelligent
> enough to use the server browser.
>
> Sheesh, people were playing TF2 for years when the only way to get on a
> server was with the browser.
> How do you suppose they did that? They were all gifted and talented?
>
> As I've said before, if you cannot join a server, ask and I'm sure others
> will help you but don't keep
> repeating this ridiculous argument that people can't join your server
> because they need to use the browser.
>
> --
> Dan.
>
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Frank
You can't argue with him..I have no idea why I even replied.

You said it though "Default Quickplay Settings" - Valve needs to take the
default settings off of Valve servers as targets and apply them to the
Community servers or just mix them up so they are all showing up not just
Valve servers.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ilya Larin
Sent: Wednesday, August 27, 2014 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2

dan, you don`t get the point of this discussion. While old bad servers are
full of players, new good servers can`t get players not because they are
bad, but because players don`t want to open server browser and look for a
good server. (Im not saying that all old servers are bad and all new servers
are good) New players don`t even know how to search a nice server, they are
not familiar with that. They are just using default quickplay settings. Old
players also don`t use serverbrowser, as they have already found a servers
community to regular on.


2014-08-27 19:06 GMT+04:00 dan :

> On 27/08/2014 15:59, Alexander Corn wrote:
>
>> How, exactly, do you expect people to get players on their servers 
>> when about 45% of people probably don't even know that the server 
>> browser exists?
>>
>
> Right, because only a guy who pretends to be a Doctor can be 
> intelligent enough to use the server browser.
>
> Sheesh, people were playing TF2 for years when the only way to get on 
> a server was with the browser.
> How do you suppose they did that? They were all gifted and talented?
>
> As I've said before, if you cannot join a server, ask and I'm sure 
> others will help you but don't keep repeating this ridiculous argument 
> that people can't join your server because they need to use the 
> browser.
>
> --
> Dan.
>
>
> ___
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> please visit:
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Valentin G.
Who said in this thread that people are too dumb to use the server
browser? They obviously aren't, and what you present is a
non-argument. Fact is: A significant part of the playerbase is not
using the server browser anymore, and the alternative options by
default heavily prefer Valve servers, to the point where it is not
even an option to join beta-map community servers *at all*.

You can rant about the community and argue with us all you like, but
don't pretend that quickplay and the subsequent changes favoring Valve
servers never happened.

On Wed, Aug 27, 2014 at 5:06 PM, dan  wrote:
> On 27/08/2014 15:59, Alexander Corn wrote:
>>
>> How, exactly, do you expect people to get players on their servers when
>> about 45% of people probably don't even know that the server browser
>> exists?
>
>
> Right, because only a guy who pretends to be a Doctor can be intelligent
> enough to use the server browser.
>
> Sheesh, people were playing TF2 for years when the only way to get on a
> server was with the browser.
> How do you suppose they did that? They were all gifted and talented?
>
> As I've said before, if you cannot join a server, ask and I'm sure others
> will help you but don't keep
> repeating this ridiculous argument that people can't join your server
> because they need to use the browser.
>
> --
> Dan.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Ilya Larin
dan, you don`t get the point of this discussion. While old bad servers are
full of players, new good servers can`t get players not because they are
bad, but because players don`t want to open server browser and look for a
good server. (Im not saying that all old servers are bad and all new
servers are good) New players don`t even know how to search a nice server,
they are not familiar with that. They are just using default quickplay
settings. Old players also don`t use serverbrowser, as they have already
found a servers community to regular on.


2014-08-27 19:06 GMT+04:00 dan :

> On 27/08/2014 15:59, Alexander Corn wrote:
>
>> How, exactly, do you expect people to get players on their servers when
>> about 45% of people probably don't even know that the server browser
>> exists?
>>
>
> Right, because only a guy who pretends to be a Doctor can be intelligent
> enough to use the server browser.
>
> Sheesh, people were playing TF2 for years when the only way to get on a
> server was with the browser.
> How do you suppose they did that? They were all gifted and talented?
>
> As I've said before, if you cannot join a server, ask and I'm sure others
> will help you but don't keep
> repeating this ridiculous argument that people can't join your server
> because they need to use the browser.
>
> --
> Dan.
>
>
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> please visit:
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread dan

On 27/08/2014 15:59, Alexander Corn wrote:

How, exactly, do you expect people to get players on their servers when
about 45% of people probably don't even know that the server browser exists?


Right, because only a guy who pretends to be a Doctor can be intelligent 
enough to use the server browser.


Sheesh, people were playing TF2 for years when the only way to get on a 
server was with the browser.

How do you suppose they did that? They were all gifted and talented?

As I've said before, if you cannot join a server, ask and I'm sure 
others will help you but don't keep
repeating this ridiculous argument that people can't join your server 
because they need to use the browser.


--
Dan.

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread dan

On 27/08/2014 15:37, Frank wrote:

Pushing USA players to EU is a problem on its own that can be dealt with.


Yes, by providing more USA  servers (and perhaps servers in some regions 
that don't

have any - hint: if you want full servers run them where Valve don't)


You can make servers better


I'm glad you agree.


but at the end of the day if Valve makes it
difficult for people to find them then there is no point.


It's no more difficult to find a server now than it was the day the game 
was released.
If you think finding a server is difficult I will teach you how, 
otherwise if you can find
your own server I can't see why you think it's difficult for anyone 
else. Do you believe

you are special or gifted in some way?


I have a Vanilla Asteroid server
up and it hardly ever gets touched  lets push traffic to the Community -
the same community that is keeping the game alive.


Frank, you complain your server is empty and then claim your server is 
"keeping the game alive"

These are mutually exclusive ideas.

This idea of "community" is nonsense. Most of the so-called "community" 
servers are just
small businesses running hundreds of servers to try and make some easy 
cash. They've
spent the years since the game came out configuring their servers to 
that end - i.e using
plugins and configuration changes that they think will net them the most 
return.


There might be a few exceptions - a few individuals running servers for 
fun rather
than profit, but most of the time I run the game I typically have a 
choice between Valve's servers

or one of the skial, multiplay, lotus etc etc etc.

The community of players is probably not even the same people now 6 or 7 
years later,

and they owe you nothing Frank. Nobody owes you anything.

If you made some money, frankly you were lucky because the barrier to 
entry to running a server doesn't exist.
Quite literally any buffoon can do it.  Hence if Valve decided to 
monitise it, there would suddenly
appear thousands and thousands of servers just trying to grab that money 
- and
there simply are not enough players to fill them all. We've seen what 
happens when you
decide you want to fight each other for the servers and it's nothing 
other than

detrimental to the game.

See, stuff like map making and item creation has a barrier. You need to 
be skilled to do it, and

it's easy to reject bad maps and bad items.

You had your chance to run servers but this so-called "community" blew 
it by trying to shaft the player base
and each other with moronic plugins, bots etc etc to make a quick buck. 
If you personally didn't do that, great, but  bad luck

that's the "community" of server owners that you are part of.

They didn't keep the game alive and it was them who made it difficult to 
find a server, by flooding the

browser with fake information.

--
Dan

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Alexander Corn
How, exactly, do you expect people to get players on their servers when
about 45% of people probably don't even know that the server browser exists?


Dr. McKay
www.doctormckay.com


On Wed, Aug 27, 2014 at 10:30 AM, dan  wrote:

> On 27/08/2014 15:14, Frank wrote:
>
>> It would be nice to see Valve decrease the amount of Valve servers
>>
>
> No it wouldn't. It's already bad enough when USA players get put on
> European servers
> with 150+ pings.
>
> If anything they need a few more.
>
> If you can't get players then make your servers better don't ask Valve to
> force or push players
> onto your server.
> --
> Dan
>
>
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Frank
Pushing USA players to EU is a problem on its own that can be dealt with. 

You can make servers better but at the end of the day if Valve makes it
difficult for people to find them then there is no point. 
Options are auto checked for Valve servers, I have a Vanilla Asteroid server
up and it hardly ever gets touched when you have Valve Asteroid servers that
are slammed full.
This Asteroid server I have is better than a Valve server of equal location
and managed better. 

Nope - they need less Valve servers, lets push traffic to the Community -
the same community that is keeping the game alive. 


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: Wednesday, August 27, 2014 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2

On 27/08/2014 15:14, Frank wrote:
> It would be nice to see Valve decrease the amount of Valve servers

No it wouldn't. It's already bad enough when USA players get put on European
servers with 150+ pings.

If anything they need a few more.

If you can't get players then make your servers better don't ask Valve to
force or push players onto your server.
--
Dan

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread dan

On 27/08/2014 15:14, Frank wrote:

It would be nice to see Valve decrease the amount of Valve servers


No it wouldn't. It's already bad enough when USA players get put on 
European servers

with 150+ pings.

If anything they need a few more.

If you can't get players then make your servers better don't ask Valve 
to force or push players

onto your server.
--
Dan

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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Ilya Larin
You just don't understand if there were not hats you wouldn't have a now 6
year old game as popular as it still is.
Bute i agree. TF2 has many aspects of playing. Now the gameservers owning
one does not make us enjoy it. Thats sad. Hope i will have enough patience
to not shut my servers down because of inactivity
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Re: [hlds_linux] [hlds] New SteamID format for TF2

2014-08-27 Thread Frank

It would be nice to see Valve decrease the amount of Valve servers - perhaps
one of those guys will chime in here and let us know the current amount and
if they plan on decreasing any. A little help from Valve to push players to
Community servers would be nice. Issue is the constant complains and
bickering on SPUF when it comes to any change in this regard. They just
don't understand if it wasn't for the Community you wouldn't have a now 6
year old game as popular as it still is.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alexander
Corn
Sent: Wednesday, August 27, 2014 1:32 AM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] New SteamID format for TF2

The Quickplay change was supposed to be a temporary measure, but it's not
looking very temporary while Valve servers suck up about 45% of traffic.


Dr. McKay
www.doctormckay.com


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