Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread 1nsane
Yes.

On Fri, Jul 8, 2016 at 7:50 AM, Steven Sumichrast 
wrote:

> No
>
> Sent from my iPhone
>
> > On Jul 8, 2016, at 6:29 AM, Nicholas Hastings 
> wrote:
> >
> > While the menu option may be gone (I haven't checked), the functionality
> > is probably still there. Just type "map " in client console.
> >
> > --
> > Nicholas Hastings
> > AlliedMods.net 
> >
> >
> >
> >> Weasels Lair 
> >> Thursday, July 7, 2016 11:23 PM
> >> Am I missing something? or is the option to start a "listen-server"
> >> entirely removed now?  There used to be a "[+]" option on the server
> >> thing in the GUI before.  I do not see anything like that anymore.
> >>
> >> Granted, "listen-servers" were always something that players would try
> >> to use and result in crappy / laggy servers - if they got it working
> >> at all.  However, it often used that feature to do a quick QA of a
> >> map, or enable sv_cheats to allow for a nav_generate for a new map and
> >> things like that.
> >>
> >> ___
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> >> please visit:
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> >> Christian Deacon 
> >> Thursday, July 7, 2016 10:26 PM
> >>
> >> I still see many "Valve Maintenance..." servers in the community
> >> server browser. I guess we'll have to see if they still display after
> >> this maintenance event.
> >>
> >>
> >> Thanks.
> >>
> >>
> >> On 7/7/2016 10:19 PM, Jan wrote:
> >>
> >> ___
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> >> please visit:
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> >> Jan 
> >> Thursday, July 7, 2016 10:19 PM
> >> Server browser now only shows community servers.
> >>
> >> On 8.7.2016 3:50, Christian Deacon wrote:
> >>
> >>
> >> ___
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> >> please visit:
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> >> Christian Deacon 
> >> Thursday, July 7, 2016 9:50 PM
> >>
> >> Hm strange. My server's Steam account is logged in okay, just the
> >> identity isn't logging in. I'll wait until the item servers, etc are
> >> back up and see if the issue continues.
> >>
> >>
> >> Also, I wonder if Valve servers are still going to display in the
> >> community server browser. If so, I guess custom community servers will
> >> have the same visibility issue as before due to Valve servers spamming
> >> the list.
> >>
> >>
> >> Thanks.
> >>
> >>
> >> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
> >>
> >> ___
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> >> please visit:
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> >> Thomas Deisinger 
> >> Thursday, July 7, 2016 9:36 PM
> >> Both mine are logged in and working fine. I did notice that one of the
> >> steam IDs was a different format
> >>
> >>
> >>
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Re: [hlds_linux] Mandatory TF2 update released

2014-12-22 Thread 1nsane
And beta maps are still valve server exclusive for quickplay? :(

At the moment I can't even find any valve servers for it using quickplay.

On Mon, Dec 22, 2014 at 8:16 PM, Eric Smith er...@valvesoftware.com wrote:

 Set tf_powerup_mode 1 and then changelevel to ctf_foundry or ctf_gorge.

 -Eric



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
 Sent: Monday, December 22, 2014 5:14 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 Any detailed information on what is needed server side to setup this beta
 gamemode for those of us that run lonely community servers?


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Monday, December 22, 2014 8:11 PM
 To: Half-Life dedicated Linux server mailing list; '
 hlds_annou...@list.valvesoftware.com'; Half-Life dedicated Win32 server
 mailing list
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2559181.

 -Eric

 -

 Happy Smissmas 2014!

 - All Players who play TF2 during the event will receive a Gift: a Stuffed
 Stocking! Stockings contain goodies for good little Mercenaries.
 - Added 29 Limited community-contributed winter items to the Nice crate.
 - Added new Limited Festive weapons to the Naughty crate.
 - Limited time items can only be found during a limited window of time.
 The Naughty and Nice crate items will no longer be available after February
 16, 2015.
 - Added Naughty and Nice winter keys to the Mann Co. Store.
 - Naughty and Nice winter crates cannot be opened after February 16, 2015.
 - Premium Players will receive a Secret Saxton to give to another player.
 - Item grants from previous events (including the Spirit of Giving and the
 Winter Holiday noise maker) have been re-enabled for all players, including
 those who deleted their earlier grants.

 Weapons
 Added The Iron Bomber
 - Demoman Grenade Launcher
 - Grenades do not bounce or roll
 - Damage radius reduced by 20%
 - Grenades that self-detonate deal 10% less damage
 - Added The Iron Bomber to the Mann Co. Store, craft list, and item drop
 list

 Added The Quickiebomb Launcher
 - Demoman Stickybomb Launcher
 - Stickybomb arm time reduced by 0.2 seconds
 - Stickybombs can destroy enemy stickybombs
 - Charge time decreased by 50%
 - Stickybombs fizzle after 2 seconds
 - -15% damage penalty
 - -25% clip size
 - Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and
 item drop list

 Added The Panic Attack
 - Multiclass Shotgun
 - 34% Faster reload time
 - Hold fire to load up to 4 shells
 - Fire rate increases as health decreases
 - Weapon spread increases as health decreases
 - Added The Panic Attack to the Mann Co. Store, craft list, and item drop
 list

 Demoman Changes
 - Damage variance on grenades and stickybombs reduced from +/- 10% damage
 to
 +/-2%.
 - Grenades and Stickybombs now have the same base blast radius as rockets.
 Changed to 146 from 159.

 Grenade Launcher
 - Direct hit grenades now deal full damage to target regardless of where
 it struck the enemy. Previously full damage would only occur when grenades
 exploded closer to the targets feet.

 Stickybomb  Launcher
 - Stickybombs that detonate in the air now have a radius ramp up, starting
 at 85% at base arm time (0.8s) going back to 100% over 2 seconds.
 Stickybombs that touch the world will have full radius.
 - Stickybombs now have a more visible trail while traveling through the air
 - Stickybombs arm particle is slightly more visible

 Loose Cannon
 - Double donk explosive damage now deal full radius damage to victims.
 Previously double donk explosive damage was reduced by radius distance
 from the explosion.
 - Removed a hidden penalty where Cannonballs that touched the world would
 deal 50% less damage in addition to regular grenade damage reduction on
 world touch.

 Loch-n-Load
 - Changes to base grenade damage variance now ensure the Loch-n-Load does
 not exceed 124 damage on a single hit.
 - Removed +25% self-damage penalty
 - Added -25% radius penalty
 - Changed clipsize penalty to -25% (3 grenades per clip) from -50% (2
 grenades per clip)
 - Loch-n-load grenades no longer visually tumble when fired

 Bootlegger / Ali Baba's Wee Booties
 - Added +25% Demo Charge meter on charge kill

 Tide Turner
 - Added Penalty: Taking damage while shield charging reduces remaining
 charging time
 - Kills while charging now only add 75% meter on charge kills instead of
 100%

 Scottish Resistance
 - It is now slightly easier to do sticky jumps with the Scottish
 Resistance.
 Increased range check for stickybomb jumping to sticky damage radius of
 146 from 100.

 Scotsman's Skullcutter
 - 

Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

2014-10-15 Thread 1nsane
Most of them are either too stupid or don't care enough to play the game
long enough to explore for other things.

I've talked with many new players (usually because they add me to sell
stuff). A lot of them are not even aware that there's custom maps.
Simply because server browser is too hard to use/slow and there's no such
customization on quickplay.
Even old time players prefer to use quickplay when they want to feel good
so they can stomp on new players seen on valve servers.

On Wed, Oct 15, 2014 at 1:30 PM, dan needa...@ntlworld.com wrote:

 On 14/10/2014 15:39, Matthias InstantMuffin Kollek wrote:

 I think it's about effectively distributing more diversity to make a game
 less blunt and show to players (new ones and old ones alike) that there's
 more to the game than meets the current quickplay-eye.


 That just boils down to another players are too dumb to find and connect
 to the server they want to fallacy.

 --
 Dan


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Re: [hlds_linux] Mandatory TF2 update released

2014-10-01 Thread 1nsane
It is a mandatory update. Not optional.

You kinda have to update.

On Wed, Oct 1, 2014 at 6:26 PM, Aridane Manuel Ojeda Sánchez 
pcdriv...@gmail.com wrote:

 DO NOT UPDATE!!  Another Sourcemod Problems...

 2014-10-01 23:25 GMT+01:00 Eric Smith er...@valvesoftware.com:

  We've released a mandatory update for TF2. The notes for the update are
  below. The new version number is 2426090.
 
  -Eric
 
  -
 
  - Improved memory usage for Mac clients
  - Fixed an exploit that allowed item nametags to go beyond the 40
  character limit
  - Fixed a bug where reflected rocket explosions from non-stock
  flamethrowers would cause the flame sound to loop
  - tf_teamtalk is now on by default - the dead can talk to the living
  - When you mute a player, the mute settings now apply to text chat as
 well
  as voice chat. If you want the previous behavior, change convar
  cl_mute_all_comms to 0.
  - More weapon models are now loaded on demand to reduce overall memory
  usage
  - Added Enable/Disable Auto TeamBalance votes
  - Successful votes will enable/disable team player count
 balancing
  - Use sv_vote_issue_autobalance_allowed to control if this vote
 is
  enabled on the server
  - Votes not allowed in Mann vs. Machine, Medieval mode, Arena
  mode, Tournament Mode, or Training
  - Updated rd_asteroid
  - Increased overtime to 45 seconds
  - Added more sound cues when overtime starts
  - Dropped reactor cores now blink on the HUD when they are about
  to return
  - Added latest art assets to blue base exterior
 
 
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Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers

2014-05-05 Thread 1nsane
Steam was having issues at the time you sent out your original thread. It
affected SRCDS as well.

One of those random unscheduled scheduled maintenances.
http://www.reddit.com/r/Steam/comments/24jc43/steam_services_have_been_going_down_more/
http://www.reddit.com/r/Steam/comments/24jev6/getting_tired_of_steams_completely_invisible/
http://www.reddit.com/r/Steam/comments/24lbmu/steam_servers_currently_down_for_routine/


On Mon, May 5, 2014 at 11:42 AM, David Parker dpar...@utica.edu wrote:

 Hello again,

 Just to complete this thread, I wanted to say that clean installs of TF2,
 CS:S, and CS:GO fixed the problems I was having.  All 3 servers started up
 and are running just fine.

 - Dave


 On Fri, May 2, 2014 at 5:04 PM, David Parker dpar...@utica.edu wrote:

  Thanks for the suggestions.  At least for TF2, a clean install seems to
  have solved the problem.  I also did a clean install of CS:S and am in
 the
  process of getting it configured, but I have high hopes that it will
 work,
  too.
 
  Strange that a full copy (tar piped through SSH) of each game's srcds
  directory didn't work, though.  They were running on the other boxes just
  fine.
 
 
  On Fri, May 2, 2014 at 3:38 PM, pilger pilger...@gmail.com wrote:
 
  I was experiencing something like that when I tried logging two servers
 on
  the same gameserver account (by mistake).
 
  You can check that too.
 
 
  _pilger
 
 
  On 2 May 2014 16:22, Marco Padovan e...@evcz.tk wrote:
 
   I would try a clean install just to be sure if it's a
  configuration/files
   issue
  
  
   On Fri, May 2, 2014 at 5:14 PM, David Parker dpar...@utica.edu
 wrote:
  
Just a quick update to this, I have ruled out any networking
 problems
  as
far as I can tell.  There are no firewall rules blocking anything to
  or
from this server right now.  A tcpdump capture during the CS:S
 server
startup shows a lot of UDP packets being exchanged with what I
 assume
  are
master servers, etc.  Network traffic seems to be flowing in both
directions and nothing is being blocked.
   
   
On Fri, May 2, 2014 at 10:49 AM, David Parker dpar...@utica.edu
  wrote:
   
 Hello,

 I just moved my TF2 and CS:S servers from old desktops to a new
  server.
 I
 did not do a clean install on the new server, but rather did a
 full
   copy
of
 the existing directories.  However, when I attempt to start up
  either
   the
 TF2 or CS:S dedicated servers, I get this:

 Could not establish connection to Steam servers.  (Result = 3)
 Could not establish connection to Steam servers.  (Result = 3)

 The update/startup process seems to go along normally until the
 very
   end,
 when these messages appear.  Does anyone know what the problem
 might
   be?

 Thanks,
 Dave

 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

   
   
   
--
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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  --
  Dave Parker
  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 



 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers

2014-02-26 Thread 1nsane
Funny thing about that. They never competed equally. Valve servers always
had the advantage and yet community were still more popular despite that.

At the minimum valve servers got new players for the first 8 hours of their
gameplay. The cvar still exists:
tf_matchmaking_noob_hours_played 8.0


On Wed, Feb 26, 2014 at 8:51 PM, Robert Paulson thepauls...@gmail.comwrote:

 I'm tired of repeating myself to people who only read the last email
 written. So I will address the most common arguments in one post that can
 be copy and pasted every time.

 1) TF2 has fewer players after community servers were removed by default on
 January 28th. Player count is the most unbiased measure and the facts show
 more was lost than was gained. Your one personal experience isn't going to
 change that.


 http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time

 2) Community servers are provably better than official servers. When
 community servers competed equally with official servers, there was not a
 single official server in the top 200. Now official servers dominate the
 list because of the monopoly on new players.

 http://www.gametracker.com/search/tf2/?query=srcdssearchipp=50

 3) Many detractors like Phillip Vector are blatantly lying, saying servers
 were running ads when the custom tabs was around. I also remember there was
 another detractor that sold pay-to-win perks on CSS zombiefest.

 4) Common Argument: My own server is doing better than ever, and if your
 server is dying you are doing something wrong

 See #2. Unless you are one of the top 30 servers, official servers now have
 more players than you and it is going to get worse. Over time your older
 players will quit while the trickle of new players that bother to use the
 browser will not be enough to replace them..

 5) Common Argument: I only have custom servers

 All new players are being conditioned to only use quickplay. Many will
 never be aware there are custom servers the way TF2 is designed now. Very
 few people change quickplay options.

 6) Common Argument: Why can't you build a community without quickplay like
 before?

 Quickplay did not exist before, and it siphons an estimated 30% of all
 users, including nearly all new players. We predict this percentage will
 increase as older players quit.

 7) Common Argument: This was better for players

 No one is going to argue servers like bets.tf needed to be removed, but
 Valve should have removed them without killing every other community.
 According to statistics in #1, there was not much of a benefit gained.

 When I advocated an official server option, I did not say it should be
 enabled by default. If you personally dislike unofficial servers, you
 should be able to opt-out, but it should not be default.


 On Wed, Feb 26, 2014 at 6:41 PM, dan needa...@ntlworld.com wrote:

  On 25/02/2014 02:24, Weasels Lair wrote:
 
  Actually, if you plot that over the last 12 months, and throw some other
  games in for comparison ... it doesn't look related at all.
 
 
  That's unsurprising since it's been previous related to every other time
  he's posted saying
  the game is dying in the past.
 
  The irony is, he suggested Valve add the checkbox on 2/11/2011, not once
  but twice :-
 
   1. Add a check-box for Valve-only/Favorites-only Quickplay servers.
 
 
 
   1. Allowing players the option to select only Valve Quickplay servers
  would
 
  end the player complaints for those that cannot tolerate any
 modifications.
 
 
  --
  Dan.
 
 
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Re: [hlds_linux] Fwd: [hlds] TF2 lost connection to the item server

2014-02-15 Thread 1nsane
It happens every single week sometimes multiple times.

Guess they don't want to keep a public log of this anymore.
What other company as big as valve has their services go down this often? :P


On Sat, Feb 15, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.comwrote:

 Yep, lots of discussions in the forums.  But neither official
 announcement threads for downtime mentioned it.

 Steam Downtime Announcements (last post 2013-10-08)
 http://forums.steampowered.com/forums/showthread.php?t=784745

 TF2 Item System Downtime Announcements (last post 2012-08-15!)
 http://forums.steampowered.com/forums/showthread.php?t=1563331

 No posts by Valve at all. :-{



 -- Forwarded message --
 From: 1nsane 1nsane...@gmail.com
 Date: Sat, Feb 15, 2014 at 8:41 AM
 Subject: Re: [hlds] TF2 lost connection to the item server
 To: Half-Life dedicated Win32 server mailing list 
 h...@list.valvesoftware.com


 This was a valve issue yesterday. There were plenty of complaints on the
 steam forums like this:
 http://forums.steampowered.com/forums/showthread.php?t=3224774




 On Sat, Feb 15, 2014 at 11:38 AM, Weasels Lair wea...@weaselslair.com
 wrote:

  Definitely seemed yesterday to be rather wide-spread.  But one wierd
 thing
  I noticed yesterday was how it was effecting some of my servers, but not
  ALL of them:
  [*] I have THREE TF2 server instances are on the same IP address (on
  Linux).
  [*] No changes to firewalls or really anything recently.
  [*] Both game/host/server port and Steam port are specified at
  command-line for each instance.  Client port currently dynamic/automatic.
  [*] TWO of those THREE server instances were perfectly fine.
  [*] ONE instance (the most heavily used of course) was giving players the
  can't find an item server stuff.
  [*] All the on-line tools I have checked (http://steamstat.us/,
  http://status.tf2lists.com/, etc.), show the items servers were up?  I
  checked that first, otherwise I wouldn't have even bothered to post to
 the
  list.
  [*] I noticed that same ONE server instance (that was NOT working), was
 no
  longer accepting or using the tf_server_identity_account_id and
  tf_server_identity_token values. When I did as status command on the
  console it said ...
 
  account : not logged in (No account specified).
 
  [*] For the TWO server instances that WERE working - they showed that
 they
  were successfully logged-in.
 
  That leads me to suspect that some of this may have had something to do
  with the process of replacing the old TF2 server registration system with
  the Steam (sv_setsteamaccount) registration system?  Maybe some upgrade
 or
  conversion process going-on at the back-end?  I would hope that would not
  have done that in a way that breaks the item server stuff?
 
  If not that, then I guess it's just another random/mysterious Item Server
  event - The Valentine's Day Item Server Massacre?
 
 
  On Sat, Feb 15, 2014 at 4:55 AM, Alexander Kolev sashko...@gmail.com
 wrote:
 
  Our servers are running on Windows and there is no problem with the
  firewall...i think something is bugged with the connection on the ports.
  For example, i am having two servers but the first one is running fine
 with
  vac/items but the 2nd which has different port is running without vac
 and
  items :( Thanks for the help in advance! :)
 
 
  2014-02-15 14:15 GMT+02:00 Valentin G. nextra...@gmail.com:
 
  Are you guys on Linux or Windows? Any special firewall configurations
  you might need to check?
 
  I've left the steamport command line options in there when it recently
  broke on Linux, maybe you can try that out. I haven't had any issues
  in the recent days.
 
 
  And Mtvnoob: What would this mailing list be for otherwise? If you
  don't want hlds/scrds related discussion in your inbox then why are
  you even subscribed to this list? Subscribe to hlds_announce if you
  only want the update notifications.
 
 
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Re: [hlds_linux] Server serach

2014-02-15 Thread 1nsane
I remember reading something about this as well (sv_region being
deprecated).


On Sat, Feb 15, 2014 at 4:14 PM, ics i...@ics-base.net wrote:

 I don't think sv_region is even used anymore. They use geotracking on
 matchmaking if i remember correctly.

 -ics

 Gordon Reynolds kirjoitti:

  Will having an incorrect region really delist you from the master server?


 On Sat, Feb 15, 2014 at 5:24 AM, Denis Eliseev lisee...@yandex.ru
 wrote:

  Try set sv_region to 3. Also, remember that masterserver not always show
 ALL servers when you searching at Internet tab.

 15.02.2014, 17:20, Виталий Горшков vint...@mail.ru:

 Then why can I not see my server in search?

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

2014-02-07 Thread 1nsane
At least it's stock gameplay. So it surely is fine. Maybe needs a few more
engineers for better balance.

Now the randomiser, vsh, and TDM (carts deleted in hightower) servers I'm
being sent to surely are not supposed to be part of quickplay.


On Fri, Feb 7, 2014 at 3:23 PM, Valentin G. nextra...@gmail.com wrote:

 This really can not be the intentioned or desired gameplay:
 http://i.imgur.com/xQBp6fG.jpg

 On Fri, Feb 7, 2014 at 6:20 AM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
  If anyone's on a semi-stable game and wants in on the action:
  https://github.com/KyleSanderson/SteamWorks may hold what you're
  looking for.
 
  https://forums.alliedmods.net/showthread.php?p=2096599#post2096599
 
  Kyle.
 
  On Thu, Feb 6, 2014 at 6:20 PM, Andrew DeMerse ademe...@gmail.com
 wrote:
  It looks like opting into the steam beta has broken favorites and
 history
  in TF2.Is anyone else experiencing this?
 
 
  On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote:
 
  Awesome. Testing is good.Thanks for the heads up.
 
 
  On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
   We're still testing the next TF2 update, so it will not be released
 until
   tomorrow.
  
   -Eric
  
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
   Sent: Wednesday, February 05, 2014 4:01 PM
   To: Half-Life dedicated Win32 server mailing list; Half-Life
 dedicated
   Linux server mailing list (hlds_linux@list.valvesoftware.com)
   Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming soon
  
   TF quickplay changes: next TF update.
   Ability to create gameserver accounts via WebAPI: Available now.
   Ability to login TF server to your account: next TF update.
   Steam client beta capable of storing favorites keyed by account and
   migrating favorites: within a week or so.
   All steam clients are capable of storing favorites keyed by account:
 No
   ETA.  (Probably a few weeks at most.)
  
   We are expecting the next TF update to be tomorrow.  Hopefully
 everybody
   who has been a TF server operator for any length of time knows that
 this
  is
   a hope, not a promise.
  
  
  
  
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 archives,
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Re: [hlds_linux] you did well

2014-02-07 Thread 1nsane
Experiencing issues with servers not being able to login here as well.

Needs a few restarts before it logins properly.


On Fri, Feb 7, 2014 at 6:14 PM, Rudy Bleeker rblee...@gmail.com wrote:

 On Sat, Feb 8, 2014 at 12:13 AM, Rudy Bleeker rblee...@gmail.com wrote:
  I'm running 2 instances on the same machine, both are as vanilla as
  can be, one is PvP and has no connection to the backend, the other is
  an MvM server which has no problems. I just played 2 MvM maps on it
  and had access to my loadout the whole time while the other instance
  had the connection issue. Feel free to ask me for additional details
  if you need them.

 And both have their own token, forgot to mention that :-)

 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
1) Is fine since the player requests the HTML motd to be opened.
2) Is a non issue since if you want to be on Quickplay you won't have any
class limits.


On Thu, Feb 6, 2014 at 11:16 AM, Ilya Larin ilya.dem.la...@gmail.comwrote:

 Since the QuickPlay guide is updated, ive got a couple of questions:
 1) I run some plugins which open MOTD window by player requests
 (console/chat cmds). Will it be considered as malicious mod?
 2) I run the modification allowing players to see the class limits
 obviously, just like if mp_tournament is enabled, with notifying them of
 limits in HUD (1 (max 3)). Will it be also considered as malicious mod?
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Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
Awesome. Testing is good.Thanks for the heads up.


On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com wrote:

 We're still testing the next TF2 update, so it will not be released until
 tomorrow.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Wednesday, February 05, 2014 4:01 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

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

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




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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

 And my servers are in the top 50 on Gametracker.

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

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

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

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


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

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

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


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

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

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

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


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

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

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

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

 to

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

 new

 server.

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

 are

 non-quickplay type servers they would enjoy.

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

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

 weren't

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

 there

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

 there

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

 get

 players instead of letting community servers compete equally with

 official

 servers?

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


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

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

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

 your

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

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


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

  ics,

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

 servers.

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

 yrs

 to

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

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

 would

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

 to

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

 servers

 dwindling down to nothing.

 And my servers are in the top 50 on Gametracker.

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

 Valve

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

 sources

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

 but

 it

 

Re: [hlds_linux] Important changes to TF2 coming soon

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


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

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

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

 Oh happy day!

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

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

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

 --

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

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread 1nsane
As it has become common now. Instead of actually fixing the underlying
problem they go for the nuclear quickfix option.

Quickplay was flawed to begin with. A server with a new quickplay id and
server ip can get full and stay full soon as it goes up if fake players are
used.
Such completely new and untrusted servers should not have been getting
priority over established ones.

There were people on this very list saying how their QP traffic died up and
then they just created a new QP id and it came back.

Another thing to note is that valve's servers are completely un-moderated
and don't always have good performance. Votes are often abused.
Hackers are harder to get rid of as well. There's also no real community
presence on valve servers. You can't just pick a valve server and meet with
regulars there. You can't even expect that valve server to stay up.
Sometimes they go down for weeks or switch to Mann Up.

Why not have a trusted server option for quickplay? Have someone at valve
(or even possibly the players themselves through some means) approve
servers and make sure these ones match valve's goals for quickplay.

In the end it's not like valve will even have all their servers up and
properly maintained all the time. I'm sure they will decrease the number
again when they feel like it. And by then there might not be enough vanilla
community servers around to handle the surplus traffic properly. Which can
lead to players being sent to less vanilla servers like during other bigger
updates. Halloween being one example where quickplay was sending players to
unregistered servers as well as servers running more than 24 slots.


On Fri, Jan 24, 2014 at 10:08 AM, Rudy Bleeker rblee...@gmail.com wrote:

 On Fri, Jan 24, 2014 at 5:27 AM, dan needa...@ntlworld.com wrote:
  Why add all the incentives to win MvM and none for the multiplayer and,
  worse,
  make those MvM prizes hurt the multiplayer objectives even more?

 The answer to this is simple. Official MvM mode where you get those
 prizes, aka Mann-Up, still makes Valve money with the sale of tickets
 and surplus vouchers, where as community servers or even their own
 quickplay servers don't really since you can buy your hats and other
 items for MvM as well as the 'normal' game.

 As for the rest of the discussion, I would argue that Valve has chosen
 to dumb down the whole TF2 experience for new and existing players to
 a one-button solution and this is just the latest step towards that
 goal (maybe even the last). From that you could conclude that they
 don't give a damn about communities anymore, I don't really have an
 opinion about that. Fact is that they now have more control over the
 player experience, which seems to be what they want so I doubt they'll
 revert this change.



 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread 1nsane
No one cares enough to go to some website and do that.
There's already blacklists that people can import and those have no effect
on the servers listed there.

And on top of that we couldn't expect some third party website like that to
be impartial.

A system created by valve in the game itself would work better and be more
fair.


On Fri, Jan 24, 2014 at 12:43 PM, Jake Forrester
therannmann2...@gmail.comwrote:

 What if one of us made a site specifically for rating TF2 communities
 and servers?  We could quite literally provide a list of crappy servers
 by name + IP to them once a month.  I imagine Valve does want the
 servers gone as much as we do, but if it's going to waste too much of an
 employee's time, it's not worth it to them.  If we could hand them
 something that's manageable and could be dealt with in part of a day,
 maybe they'd be more willing to shut down (or even just penalize) those
 communities who aren't living up to the standards either of us want.

 On 1/24/2014 9:35 AM, ics wrote:
  There are only 2 solutuins where one is good and one is tolerable.
 
  The good one would be removing all the crap servers from quickplay but
  thats too much work for them. The tolerable option, since there is no
  going back is to take that tick off from the box that makes people
  search servers among official valve servers only by default.
 
  -ics
 
  Jake Forrester kirjoitti:
  I don't generally post to this list, but I would like to add some
  statistics from my community.  McKay already posted some of them, but
  here are some more numbers.
 
  We run 3 dedicated boxes, and about 20 total TF2 servers.  Of those, 14
  are quickplay.  The quickplay servers are mostly vanilla, with some
  various donor perks that don't affect gameplay whatsoever.   In the last
  month we have seen about***140,000 unique players* and *475,000
  individual sessions*.  We're not a gigantic community, but we're
  definitely not small either.  At least 2500 players have  24 hours of
  play time on our servers, and I don't really see those players
  disappearing--at least not right off.
 
  Our community relies 100% on donations, so a temporary decrease in
  quickplay traffic wont affect us at all in regards to keeping our
  servers up (no ad revenue).  But looking at our server list this
  morning, I noticed that our Chicago system which usually has 7 servers
  full around this time of day instead has 3.  If we're unable to keep our
  servers full, I'm sure the donors will eventually start to dwindle as
  well.
 
  Now there's no real way for community owners to fight back.  Really our
  only defense is to post to the mailing list and hope our message is read
  by a Valve employee, but that alone doesn't create change.  If we can
  all band together behind a single solution though, it certainly wouldn't
  hurt our cause.
 
  That said, let's get the ball rolling on some ways we can help Valve
  combat players getting matched into terrible quickplay servers, without
  ripping apart the communities which make this game so great.
 
  Here are a couple of my ideas:
 
  *1) Quickplay ID Grouping*
  Have the ability to register a community/group ID to associate different
  quickplay IDs.  This way if one server breaks the terms of service, they
  can all be shut down fairly easily.  Of course, this incentivises good
  communities to use this option, and the troll/spam/greedy ones not to
  use it.  I think that's fine.  Prioritize traffic of those communities
  who have  2 servers on the same group ID, and make it a little bit
  harder to start out without a community ID (sorry new folks, but I don't
  see an elegant solution here for you).
 
  *2) User-based voting*
  For all users matched through quickplay, have them actually rate the
  server they were connected to once they leave.  A simple 1-5 star system
  and a flag as abusive button to start a ticket would be great.  If a
  user has already rated that server, show their previous vote and allow
  them to change it.  By not allowing the same user to repeatedly vote on
  the same server would help cut back on people down-voting other
  communities just to get more traffic sent to their own.  This can work
  with the first idea to rank communities as a whole.  So if you run a
  solid community and launch a new server, it wont be so hard to fill it
  up.  You've proven your worth, and you shouldn't need to do it with
  every server launch.  But if you run a poor community, it will affect
  all your servers.
 
  *3) Un-check the box
  *Everyone else said it.  Don't pick valve servers for people by
  default.  I think it's totally fine to have that option available, but
  pulling all the players away who don't really understand what that means
  doesn't seem fair.  I believe new players are already being matched to
  Valve servers with super high priority, until they spend a few hours in
  the game and get a feel for what a 100% vanilla, un-moderated server is
  like.  Good!  

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread 1nsane
If only it did have more variety.

That number increases eveytime you use quickplay (resets when you quit the
game)..

So someone used quickplay 62 times. That's what I call hard to please.


On Thu, Nov 14, 2013 at 11:22 AM, Lambda lambdace...@gmail.com wrote:

 Yeah that's what i thought at first but seeing numbers as high as 62... i
 have 28 different quickplay numbers, i dont think that there's that much
 options at the game


 2013/11/14 ics i...@ics-base.net

  I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd,
  all
  modes etc gamemode, basically all the quikcplay options. Coaching is
  connection method too.
 
  -ics
 
  Lambda kirjoitti:
 
   Anyone knows what the number in quickplay_# means? I've got numbers as
 big
  as 62, i've also got coaching as connection method which isn't listed
 in
  the list provided earlier.
 
 
  2013/11/14 Chris Oryschak ch...@oryschak.com
 
   Yup this is really good to know how your community is doing.
  Defiantly a
  awesome feature.. can't wait for some sql logging and analytic pages
 made
  to make per server/date/time frame stats displayed...  I'm getting some
  users that aren't returning a value though:
 
 
  11:09:08 [SM] Displaying connection method for all players...
  - 507 iL Cappo!!serverbrowser_history
  - NovaesThnGr8 serverbrowser_history
  - sic   serverbrowser_history
  - sleepyserverbrowser_internet
  - Friz  serverbrowser_history
  - HeSnakeHeroofEternisen
  - YYZ   serverbrowser_history
  - Sombreserverbrowser_history
  - Ash 2.0   serverbrowser_internet
  - [WCE] Monty   serverbrowser_favorites
  - shadowlerks   serverbrowser_history
  - Pinhead{EMC}  serverbrowser_favorites
  - Skorchy   serverbrowser_internet
  - BUMSPAM   serverbrowser_history
  - =(eGO)=Tango v1.0 serverbrowser_history
  - Hernii55338   serverbrowser_favorites
  - Spaceman  serverbrowser_favorites
  - supp0rt
  - Aminal Parade serverbrowser_history
  - Jizz_Syrupserverbrowser_history
  - DRAK?serverbrowser_favorites
  - Peppermiz serverbrowser_favorites
  - Jake  steam
  - fan951126 serverbrowser_history
  - Pwel  serverbrowser_internet
  - Princess Juggsserverbrowser_favorites
  - SGTBrutus serverbrowser_favorites
  - Paco Ernesto  serverbrowser_history
  - Machiavellian Spork   serverbrowser_favorites
  - Kbeezey   serverbrowser_history
 
 
  On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:
 
   Quite surprising results. Well not really. I just assumed quikcplay
  connected players count would be higher but it does seems that ~70% of
 
  our
 
  players join through favorites.
 
  Thanks for the plug-in!
 
  -ics
 
  Doctor McKay kirjoitti:
 
Here is a plugin that simply displays how all in-game players
  connected
 
  to
 
  the server after running a command:
  https://forums.alliedmods.net/showthread.php?t=229731
 
  More full-featured stats will be released soon.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:
 
I'd settle for a command that lists where current players of the
  server
 
  came from, for example addition into status command field along with
 
  ping
 
  and such.
 
  -ics
 
  DontWannaName! kirjoitti:
 
 Grab the client value using sourcemod?
 
   Sent from my iPhone 5
 
 On Nov 12, 2013, at 12:01 PM, Todd Pettit 
 pettit.t...@gmail.com
  wrote:
 
   cl_connectmethod = serverbrowser_favorites
 
  Ok, it works for myself but I know how I connected how do you see
  how
  others connected?
 
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.
  valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com) h...@list.valvesoftware.com
  Sent: Tuesday, November 12, 2013 2:45:44 PM
  Subject: Re: [hlds_linux] Where is my traffic coming from?
 
  It tells you what tab they used.  So you know whether they used
 the
  

Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread 1nsane
I asked some of these people with high quickplay connect numbers about why
it took them so long to find a good server.
I was mostly told wrong map/I don't like the map it sent me to with some
saying lag.

Doesn't necessarily mean the other servers were bad.


On Thu, Nov 14, 2013 at 1:58 PM, ics i...@ics-base.net wrote:

 Please don't strip. We can see how fast the player found a good server and
 how long they stay on ours.

 -ics

 Fletcher Dunn kirjoitti:

  Quickplay numbers should probably be stripped.  It means which quickplay
 attempt this client is on, since they booted.  Useful for us, probably not
 useful for you guys.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, November 14, 2013 8:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all
 modes etc gamemode, basically all the quikcplay options. Coaching is
 connection method too.

 -ics

 Lambda kirjoitti:

 Anyone knows what the number in quickplay_# means? I've got numbers as
 big as 62, i've also got coaching as connection method which isn't
 listed in the list provided earlier.


 2013/11/14 Chris Oryschak ch...@oryschak.com

  Yup this is really good to know how your community is doing.
 Defiantly a awesome feature.. can't wait for some sql logging and
 analytic pages made to make per server/date/time frame stats
 displayed...  I'm getting some users that aren't returning a value
 though:


 11:09:08 [SM] Displaying connection method for all players...
  - 507 iL Cappo!!serverbrowser_history
  - NovaesThnGr8 serverbrowser_history
  - sic   serverbrowser_history
  - sleepyserverbrowser_internet
  - Friz  serverbrowser_history
  - HeSnakeHeroofEternisen
  - YYZ   serverbrowser_history
  - Sombreserverbrowser_history
  - Ash 2.0   serverbrowser_internet
  - [WCE] Monty   serverbrowser_favorites
  - shadowlerks   serverbrowser_history
  - Pinhead{EMC}  serverbrowser_favorites
  - Skorchy   serverbrowser_internet
  - BUMSPAM   serverbrowser_history
  - =(eGO)=Tango v1.0 serverbrowser_history
  - Hernii55338   serverbrowser_favorites
  - Spaceman  serverbrowser_favorites
  - supp0rt
  - Aminal Parade serverbrowser_history
  - Jizz_Syrupserverbrowser_history
  - DRAK?serverbrowser_favorites
  - Peppermiz serverbrowser_favorites
  - Jake  steam
  - fan951126 serverbrowser_history
  - Pwel  serverbrowser_internet
  - Princess Juggsserverbrowser_favorites
  - SGTBrutus serverbrowser_favorites
  - Paco Ernesto  serverbrowser_history
  - Machiavellian Spork   serverbrowser_favorites
  - Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

  Quite surprising results. Well not really. I just assumed quikcplay
 connected players count would be higher but it does seems that ~70%
 of

 our

 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

Here is a plugin that simply displays how all in-game players
 connected

 to

 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

I'd settle for a command that lists where current players of the
 server

 came from, for example addition into status command field along
 with

 ping

 and such.

 -ics

 DontWannaName! kirjoitti:

 Grab the client value using sourcemod?

  Sent from my iPhone 5

 On Nov 12, 2013, at 12:01 PM, Todd Pettit
 pettit.t...@gmail.com
 wrote:

  cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you
 see how others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: 

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-07 Thread 1nsane
They should get that anyway as server crash dumps are uploaded to valve
automatically via google breakpad.


On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 Valve might actually have a big pool of servers around the world so that if
 crashes occur they get enough feedback automaticly from the servers too..
 (besides the ones we send in)


 2013/11/7 dan needa...@ntlworld.com

  On 07/11/2013 01:14, Bjorn Wielens wrote:
 
  seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of
  numbers I'm going to re-raise my earlier point about valve actively
  skimming the bulk of the quickplay traffic for themselves and leaving
  barely anything for communities.
 
 
  Anything for communities to do what?
 
  Seems fairly evident that if Valve servers are full then people either
  clicked quickplay or joined their servers directly.
  In neither case were the people specifically interested in joining your
  server or any other community one.
 
  Bearing in mind too that Valve run servers around the world. So there
  won't be hundreds of them competing with your local server.
 
  That said I think it was a pity they switched most (all?) of their
 servers
  to Halloween maps because (a) it (mostly) sucks and (b) it doesn't
  leave any Valve servers for people that don't want to play Halloween
 maps.
  But that's the only reason.
 
  Equally though, you could say they've helped communities fill servers
 that
  serve the other maps but you didn't.
 
  I've said it before you cannot make your server special or interesting
  unless you DON'T want quickplay traffic.
  (I would argue further that you cannot make it special or interesting at
  all - but that is debatable perhaps whereas
  for quickplay it's pretty much self-evident given the rules for adding a
  server to the pool)
 
  There's no point otherwise. Quickplay means I want the game Valve wrote
  without any crap - and, by definition, this makes all
  the servers the same. If they aren't the same, as sometimes happens, then
  quickplay sucks.
 
  And really, as I've said before, there's no point competing for this pool
  of players. You're not going to gain anything
  doing that. If there are more servers than people then you may as well
 put
  your time and effort into something else.
 
  If you have an existing community then you can run whatever you like.
  Valve won't take your players.
 
  But it makes no sense to call yourself a community if you don't have a
  full server of regular players that
  actually want to play on your server. Nor if your full server is just
  because quickplay has sent you a bunch of people.
  24 quickplay players is not a community.
 
  --
  Dan
 
 
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-07 Thread 1nsane
They said a while back that if there's something like sourcemod in the
stack they ignore it entirely.

And having their own servers crash doesn't stop them from asking server
admins for help/to send in information/dumps.
Which is fine, no one likes crashes.

But the tons of servers they have are definitely not there to make solving
crashes easier.


On Thu, Nov 7, 2013 at 10:22 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 Those are not always vanilla, and you cant just ssh or rdp into a community
 system to check for things (from valve's perspective)


 2013/11/7 1nsane 1nsane...@gmail.com

  They should get that anyway as server crash dumps are uploaded to valve
  automatically via google breakpad.
 
 
  On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers riem...@binkey.nl
  wrote:
 
   Valve might actually have a big pool of servers around the world so
 that
  if
   crashes occur they get enough feedback automaticly from the servers
 too..
   (besides the ones we send in)
  
  
   2013/11/7 dan needa...@ntlworld.com
  
On 07/11/2013 01:14, Bjorn Wielens wrote:
   
seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of
numbers I'm going to re-raise my earlier point about valve actively
skimming the bulk of the quickplay traffic for themselves and
  leaving
barely anything for communities.
   
   
Anything for communities to do what?
   
Seems fairly evident that if Valve servers are full then people
 either
clicked quickplay or joined their servers directly.
In neither case were the people specifically interested in joining
 your
server or any other community one.
   
Bearing in mind too that Valve run servers around the world. So there
won't be hundreds of them competing with your local server.
   
That said I think it was a pity they switched most (all?) of their
   servers
to Halloween maps because (a) it (mostly) sucks and (b) it doesn't
leave any Valve servers for people that don't want to play Halloween
   maps.
But that's the only reason.
   
Equally though, you could say they've helped communities fill servers
   that
serve the other maps but you didn't.
   
I've said it before you cannot make your server special or
 interesting
unless you DON'T want quickplay traffic.
(I would argue further that you cannot make it special or interesting
  at
all - but that is debatable perhaps whereas
for quickplay it's pretty much self-evident given the rules for
 adding
  a
server to the pool)
   
There's no point otherwise. Quickplay means I want the game Valve
  wrote
without any crap - and, by definition, this makes all
the servers the same. If they aren't the same, as sometimes happens,
  then
quickplay sucks.
   
And really, as I've said before, there's no point competing for this
  pool
of players. You're not going to gain anything
doing that. If there are more servers than people then you may as
 well
   put
your time and effort into something else.
   
If you have an existing community then you can run whatever you like.
Valve won't take your players.
   
But it makes no sense to call yourself a community if you don't have
 a
full server of regular players that
actually want to play on your server. Nor if your full server is just
because quickplay has sent you a bunch of people.
24 quickplay players is not a community.
   
--
Dan
   
   
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 archives,
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread 1nsane
I agree with this. If not for him we wouldn't be having this issue now.


On Thu, Nov 7, 2013 at 3:25 PM, Todd Pettit pettit.t...@gmail.com wrote:

 Ab, this whole thing is pretty much directly YOUR FAULT! You brazenly ran
 fake clients on 100+ servers (again) to spoof quickplay into sending you
 players. The update before last had a change specifically made to ban YOUR
 servers. The simpler solution would to of banned you and your kin from
 steam forever.

 You are not fooling anyone. Everyone knows you as a complete scammer.

 -T

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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread 1nsane
It's probably due to those servers that were loading ads nonstop in an
invisible window.
This worked on both quickplay connects and normal ones and it can cause
performance issues for the clients.
It also made the use of fakeplayers profitable.

I personally would of preferred it to show the MOTD once and then make it
so you can't open it again at all for quickplay players.
But oh well.


On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson thepauls...@gmail.comwrote:

 Can you tell us the reason for this change? Is there no other solution
 rather than removing functionality from the game?

 The complaint before was forced ads. Servers cannot resend the MOTD to
 quickplay players anymore so I don't understand why additional restrictions
 need to be introduced.

 HTML motds are superior to text motds even only shown at connection. They
 look better and they allow you to update the page without rebooting the
 server. Especially when it comes to TF2 players, no one is going to pay
 attention to an unformatted wall of text that could contain important rules
 or links to your website. With these new restrictions both the webpage and
 the text file needs to be maintained.


 On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  It's something enforced by the client, and is a function of how they
  connected to that particular server, not any particular server settings.
 
  If they connect via the server browser (or command line, etc) then they
  will show HTML.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
  Sent: Wednesday, November 06, 2013 2:41 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
  Would those who connected outside of matchmaking be able to use html on
  quickplay enabled servers or does enabling quickplay disable html
  completely?
 
  - Original Message -
  From: Valentin G. nextra...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Wednesday, November 6, 2013 6:29:32 PM
  Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
  I'm not concerned about change 1 but change 2 in that regard ;)
 
 
  On Thu, Nov 7, 2013 at 12:26 AM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   Couldn't you just leave the txt file empty?
  
   Sent from my iPhone 5
  
On Nov 6, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com
 wrote:
   
about:blank is no longer valid?
   
   
On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
   
That's correct; #2 is a Source engine change.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Wednesday, November 06, 2013 3:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD
support
   
Does the latter impact all Source 2k7 games?
   
Thanks,
Kyle.
   
   
On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
   
We're making two changes to TF HTML MOTD support that server
operators should be aware of:
   
   
1.)HTML MOTD's will no longer be shown by clients that connect
  via
quickplay.  Those clients will show the plaintext message instead.
(The file identified by the convar motdfile_text, which defaults
to
motd_text.txt.)
   
2.)When sending a URL to the info panel by name, the URL must
   begin
with 'http://' or 'https://'.  Note that this change does not
affect putting a URL in motd.txt directly, which has always
required a protocol prefix in order for the file contents to be
interpreted as a
URL.
   
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-06 Thread 1nsane
More and more servers popping up with the event maps and less players (over
time) interested in playing them.

Seems normal to me.


On Wed, Nov 6, 2013 at 6:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Using my experimental horrible, horrible app. There are 2243 (responsive)
 servers at the moment running HellTower. From those 2243 servers, 1414 of
 them are community servers. From the remaining 829, 705 of those are Valve
 servers exclusively running Hell Tower. The remaining 124 Valve servers
 that are running the mixture of the four, which just so happen to be on
 HellTower at the moment.

 Hopefully this helps,
 Kyle.


 On Wed, Nov 6, 2013 at 2:14 PM, Rudy Bleeker rblee...@gmail.com wrote:

  Saturation of servers, in other words: too many servers, too few
  players too fill them up.
 
  On Wed, Nov 6, 2013 at 9:45 PM, louloubizou louloubi...@gmail.com
 wrote:
   Saturation?
  
   2013/11/6 Mart-Jan Reeuwijk mreeu...@yahoo.com
  
  
   There where 20+ on each server, nobody got any for over an hour, so
 that
   emptied them.
  
  
  
  
  
   
From: ics i...@ics-base.net
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Wednesday, 6 November 2013, 7:15
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
   
   I think it requires 12 or so players. It was 8 at the time of the
 manor
   event but it was raised at some point due to abuse.
   
   -ics
   
   Kyle Sanderson kirjoitti:
I believe you need at least 8 players for drops to work, or so was
  the
   case
many years ago. I was on one server a couple nights ago, two drops
   happened
one after another. Then there was nothing for about a half hour;
 I'm
  not
sure what happened after that.
   
Thanks,
Kyle.
   
   
On Tue, Nov 5, 2013 at 5:22 PM, Mart-Jan Reeuwijk 
  mreeu...@yahoo.com
   wrote:
   
hmm, saw more complaints of no gifts dropping anymore. Ppl asking
  if it
was regged or not, or w/e the problem was on Valve end.
   
Might be ppl don't go for event server if they don't get the
  personal
gifts.
   
   
   

From: Calvin Judy evo...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, 5 November 2013, 23:04
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
   update?
   
   
Saturation.
   
   
- Original Message -
From: louloubizou louloubi...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Tuesday, November 05, 2013 4:17 PM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
   update?
   
   
i get no more traffic since 2 days
   
what is happening ?
   
2013/11/3 cladiron cladi...@gmail.com
   
Calvin, did you read 2 post above yours ?
Does the message below mean that i'm automatically removed even
  tho
   its
setup to be in the match making ?
   
*Sending CMsgGameServerMatchmakingStatus
(state=ServerMatchmakingState_NOT_PARTICIPATING)*
   
   
On Sat, Nov 2, 2013 at 12:52 AM, Calvin Judy evo...@gmail.com
 
   wrote:
   
Influx of servers = decrease in players per server.
   
The tags aren't broken.
   
   
- Original Message - From: cladiron 
  cladi...@gmail.com
To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.
valvesoftware.com
Sent: Friday, November 01, 2013 10:52 PM
   
Subject: Re: [hlds_linux] Is sv_tags event247 broken after
 the
update?
   
   
  We had a full server with matchmaking until that first
 update
   after
the
Halloween.
It's been like this ever since, and haven't seen the first
  player.
   
   
   
On Fri, Nov 1, 2013 at 10:44 PM, cladiron 
 cladi...@gmail.com
wrote:
  I think it's still broke. both tags.
I have tried it both ways and get the same message that i'm
  not
participating.
I also notice that is says next map is dustbowl, even tho i
   edited
the
files for plr_hightower_event, and restarted the server.
   
Sending CMsgGameServerMatchmakingStatus
(state=ServerMatchmakingState_NOT_PARTICIPATING)
L 11/01/2013 - 21:14:07: server_cvar: sm_nextmap
  cp_dustbowl
Connection to Steam servers successful.
Assigned anonymous gameserver Steam ID
 [A-1:776458241(3743)].
   
VAC secure mode is activated.
Connection to game coordinator established.
Current item schema is up-to-date with version 5074B955.
   
Received auth challenge; signing into gameserver account...
L 11/01/2013 - 21:14:08: Received auth challenge; signing
 into
gameserver
account...
Game server authentication: SUCCESS! Standing: Good. Trend:
Downward
Fast
L 11/01/2013 - 21:14:08: Game server authentication:
 SUCCESS!
Standing:
Good. Trend: Downward 

Re: [hlds_linux] Servers spamming ads

2013-11-01 Thread 1nsane
That's not Pinion. Pinion limits the amount of ads you can show to prevent
such a thing from happening.
It's something like one ad every 30 minutes.

But there's alternatives so who knows what kind of crap is being loaded
in the background. Especially if it's hidden.


On Fri, Nov 1, 2013 at 12:53 PM, dan needa...@ntlworld.com wrote:

 On 28/10/2013 16:21, Nick F. wrote:

 Will anything be done about the servers that spam ads? Does anyone look at
 in game reports anymore?


 Just block pinion.gg at your router or dns or whatever providers they use
 if
 they've expanded beyond pinion.

 Valve seem to think pinion are their partners so I doubt they'll do
 anything.

 Makes little sense in my opinion because if ctf_turbine can generate money
 with stamps then I'm sure valve could find a better way of monetising
 running a server
 in exchange for giving players some worthless digital tat.

 MvM tickets weren't a bad idea. Sell a multiplayer ticket and
 if you win a round you get a sprogget, collect 20 sproggets and you get a
 wedge. 10 wedges gives you a token. Craft 5 tokens into a statue part.

 With all 3 statue parts collected you get a golden ticket to enter a
 master server to
 play for the main prize.

 Win the round on the master server and you get a special 'TF2 multiplayer
 trading card which can be sold on the market
 for as much as 5 pence.

 Now, valve simply share a portion of the 5p generated by selling the
 trading card amongst the servers you played on to collect the
 3000 items needed to create the golden ticket. They can use the £3000 for
 the tickets
 to pay the community members who create the sproggets, wedges, tokens and
 statue parts as well as
 the winning trading cards and unusual hats.

 Hats? Yep, one in a thousand golden tickets will win an unusual hat -
 unique to this game mode.
 In this case, because there's no 5p generated, Valve send the server
 owners a picture of the winning user wearing the hat.

 --
 Dan


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Re: [hlds_linux] Servers spamming ads

2013-11-01 Thread 1nsane
All the pages loaded since you started the game in that session? Or just
the last one?

Either way most people won't see it. maybe they will hear it. So it is
hidden.


On Fri, Nov 1, 2013 at 1:06 PM, daniel.jokiaho daniel.joki...@gmail.comwrote:

 Its not hidden. All motd info are in plain text in your local game folder
 as a temporary file. It dissapeares when you disconnect.


 Skickat från min Samsung Mobil

  Originalmeddelande 
 Från: 1nsane 1nsane...@gmail.com
 Datum:
 Till: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Rubrik: Re: [hlds_linux] Servers spamming ads

 That's not Pinion. Pinion limits the amount of ads you can show to prevent
 such a thing from happening.
 It's something like one ad every 30 minutes.

 But there's alternatives so who knows what kind of crap is being loaded
 in the background. Especially if it's hidden.


 On Fri, Nov 1, 2013 at 12:53 PM, dan needa...@ntlworld.com wrote:

  On 28/10/2013 16:21, Nick F. wrote:
 
  Will anything be done about the servers that spam ads? Does anyone look
 at
  in game reports anymore?
 
 
  Just block pinion.gg at your router or dns or whatever providers they
 use
  if
  they've expanded beyond pinion.
 
  Valve seem to think pinion are their partners so I doubt they'll do
  anything.
 
  Makes little sense in my opinion because if ctf_turbine can generate
 money
  with stamps then I'm sure valve could find a better way of monetising
  running a server
  in exchange for giving players some worthless digital tat.
 
  MvM tickets weren't a bad idea. Sell a multiplayer ticket and
  if you win a round you get a sprogget, collect 20 sproggets and you get a
  wedge. 10 wedges gives you a token. Craft 5 tokens into a statue part.
 
  With all 3 statue parts collected you get a golden ticket to enter a
  master server to
  play for the main prize.
 
  Win the round on the master server and you get a special 'TF2
 multiplayer
  trading card which can be sold on the market
  for as much as 5 pence.
 
  Now, valve simply share a portion of the 5p generated by selling the
  trading card amongst the servers you played on to collect the
  3000 items needed to create the golden ticket. They can use the £3000 for
  the tickets
  to pay the community members who create the sproggets, wedges, tokens and
  statue parts as well as
  the winning trading cards and unusual hats.
 
  Hats? Yep, one in a thousand golden tickets will win an unusual hat -
  unique to this game mode.
  In this case, because there's no 5p generated, Valve send the server
  owners a picture of the winning user wearing the hat.
 
  --
  Dan
 
 
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Re: [hlds_linux] Steam Crash on 32bit Linux

2013-11-01 Thread 1nsane
Do ldd steamclient.so and see what you are missing.




On Thu, Oct 31, 2013 at 11:24 PM, idpromnut idprom...@gmail.com wrote:

 Hi,

 I'm running a rather older version of CentOS (5.6) 32bit and have run into
 a crash of steamcmd:

 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading

 Steam3.../home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/steamconsole/../common/steam/client_api.cpp
 (298) : Assertion Failed: ClientAPI_InitGlobalInstance:
 InternalAPI_Init_Internal failed, most likely because you are missing a
 32-bit dependency of steamclient.so (the Steam client is a 32-bit app).

 This started happening after this evening's update. I have tried wiping the
 steamcmd install dir completely, re-installing it and updating but I get
 the same error.

 Cheers
 Chris
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Re: [hlds_linux] Servers spamming ads

2013-10-28 Thread 1nsane
Valve kinda tried to fix the ad spam before. But all they did was hide the
other MOTD windows if you connect by using Start Playing. But simply hiding
them is kinda silly if nothing prevents them from loading.
All it did was break legitimate plugins that showed rules or backpacks but
did nothing to the ads or their plugins (
https://forums.alliedmods.net/showthread.php?t=211842).
Ads aren't exactly fobidden but faking tags is. I got tired of reporting
the shitty servers personally. Sucks that the servers that fake tags get
the traffic over our servers but sadly i have better things to do.

-ics

Nick F. kirjoitti:

 Will anything be done about the servers that spam ads? Does anyone look at
 in game reports anymore?

 How this works is that even if you join through quickplay a server can load
 ads in the background (without you seeing them). Flash or video ads can
 negatively affect FPS and latency.

 I see more and more of these popping up now when using quickplay. They tend
 to use fakeplayers to fool quickplay into sending them players. Then they
 just make a quick buck by constantly loading ads at the expense of players.

 Quickplay is what new players use and this is a very bad first experience
 when the game doesn't perform as good as it should because it's rendering
 ads. Worst still some of these ads play sound in the background while you
 are trying to play
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Re: [hlds_linux] Servers spamming ads

2013-10-28 Thread 1nsane
Actually there's ways to work around that :).

Like the big motd.
Why don't you just disable HTML motd?

cl_disablehtmlmotd 1

Please use SPUF for these sort of questions. This mailing list is for
server operators.


On 28 October 2013 16:21, Nick F. nick.ro...@gmail.com wrote:

 Will anything be done about the servers that spam ads? Does anyone look at
 in game reports anymore?

 How this works is that even if you join through quickplay a server can
load
 ads in the background (without you seeing them). Flash or video ads can
 negatively affect FPS and latency.

 I see more and more of these popping up now when using quickplay. They
tend
 to use fakeplayers to fool quickplay into sending them players. Then they
 just make a quick buck by constantly loading ads at the expense of
players.

 Quickplay is what new players use and this is a very bad first experience
 when the game doesn't perform as good as it should because it's rendering
 ads. Worst still some of these ads play sound in the background while you
 are trying to play
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Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-21 Thread 1nsane
It did happen. There was a noticeable increase in hackers, especially on
servers that don't have admins on all the time. Such as valve's own.

Also if all this is such a non-issue then how come valve banned steam
family sharing accounts from using competitive matchmaking in CS:GO?

They have stats on how many players are reported/banned on their other free
to play games. And so they took preemptive action here as well.
This way griefers/hackers won't be able to mess with everyone's competitive
standing without actually buying the game.


On Sun, Oct 20, 2013 at 5:21 AM, dan needa...@ntlworld.com wrote:

 On 20/10/2013 00:23, Kyle Sanderson wrote:

 Considering this is the first weekend where the beta was opened up, it's
 only going to get worse.


 Unlikely, if TF2 is a good measure. The predicted doom and gloom didn't
 really happen.

 --
 Dan


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[hlds_linux] TF2 Idle Kicker Partially Broken

2013-09-27 Thread 1nsane
I tested this on a few servers running without any plugins.

By default the idle kicker will move you to spectate and then after another
X minutes kick you.

However currently if you move back to any team after you get placed in
spectate you can just idle for as long as you want taking up space on the
team. It won't move you to spectate/kick you after that.

Easy way to test this is by using the following command:
mp_Idlemaxtime 0.2
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Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers?

2013-08-11 Thread 1nsane
It's been like that for a while now. Atleast when it comes to the master
server and the ingame server browser. (not the favorites tab, not the steam
browser).

The problem is the game is free, you can make any account you want and then
use third party clients or even the normal text client to connect to a
server and inflate the counts.

Now if you make your own third party client then you can automate this.

As such a more active role needs to be taken when dealing with fake
players. Valve could make better use of the ingame reporting tool as well
as the emails admins send with reports.


On Sun, Aug 11, 2013 at 8:18 PM, Saul Rennison saul.renni...@gmail.comwrote:

 That would be the most sensical solution to the problem. Let Steam report
 currently connected clients to the master that is updated when clients
 authenticate with servers.

 On Mon, Aug 12, 2013 at 12:41 AM, Drogen Viech drogenvi...@googlemail.com
 
 wrote:

  Why not just count the amount of players on valves end and then send
  that along with the server list? Or would that take up too much
  computing power on valves servers?
  2013/8/1 Scruppy Dawg sc2p...@gmail.com:
  209.22.16.210 in the original post should have been 209.222.16.210
 
  Thanks for acting on the others.
 
 
  On Thu, Aug 1, 2013 at 2:08 PM, ics i...@ics-base.net wrote:
 
  I shall take back what i said.
 
  -ics
 
  ics kirjoitti:
 
   Fakeplayers aren't the only issue. I've reported another community
 that
  recently got banned due to abusing quickplay rules. They changed
  IP-addresses to circumvent the ban. But no one seems to care at Valve
 end
  about it.
 
  This is no witchunt but it sucks that another server next to yours is
  sucking off players from the system that could be playing on a server
 that
  doesn't violate rules.
 
  -ics
 
  D Bauhmz kirjoitti:
 
  Hate to be pushy and seem impatient but these servers have been
 reported
  for a few weeks now.
 
 
  - 173.234.142.122
  - 209.22.16.210
  - 174.34.172.202
  - 173.208.108.250
  - 173.208.123.42
  - 108.61.31.154
 
  That's taken from this reddit post
 
 http://www.reddit.com/r/tf2/**comments/1j6r6x/the_fake_**player_problem/
 http://www.reddit.com/r/tf2/comments/1j6r6x/the_fake_player_problem/
 
  I just counted and it appears there are 92 servers doing this.
  ElitePowered
  (http://community.**elitepowered.com 
 http://community.elitepowered.com)
  is the community behind all of these
  blank hostname servers.
 
  You can verify this through the MOTD. Here is an image of the
 relevant
  part
  from the MOTD source:
 
  http://i.imgur.com/nikM45b.png
 
  I know one could potentially fake this by creating an elitepowered
  account
  with Pinion, but elitepowered has already been known to do this sort
 of
  thing. They bought out thebattlegrounds after they got delisted for
 doing
  this too.
 
  What is Valve doing about this? If servers can make all this money
 off
  running multiple advertising networks on their server with fake
 clients
  for
  months before Valve acts then I see no reason why more communities
  shouldn't be doing it.
 
  Here is a screenshot of all the servers in the server browser:
 
  http://i.imgur.com/0H8Ifs2.png
 
  If you want to verify this, join one of the 16/24 servers and view
 the
  output of status/ping. Or you can just watch the obvious bots posing
 as
  humans and tricking Quickplay.
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread 1nsane
Policy of truth has been around for a long time now.
And valve has banned (sometimes temporarily) other tag violations. Same
thing can be done for respawn times.

I also experience players who join and rage about respawn time. I always
tell me it is how valve has set it and how quickplay requires yet.
They don't care about that though because other quickplay servers have
fast respawn.

Fast/instant respawn is much more detrimental to game balance than things
like increased maxplayers. I don't know why they don't want to deal with
this.
Perhaps its because there is no easy automated way of detecting this, thus
would take too much effort.


On Tue, Jun 18, 2013 at 2:23 PM, Michael Johansen michs...@live.no wrote:

 I don't know whether the plugins are fixed, but I know of many people that
 are not subscribed to this list, and are running an old version of some
 plugin released on AM a couple of months ago which does not add the tags
 required. I know the plugin authors have added this feature now, but who
 knows, people might not be watching the forums for new plugins as most of
 them are set and forget.

  From: abdulk...@live.co.uk
  To: hlds_linux@list.valvesoftware.com
  Date: Tue, 18 Jun 2013 18:47:34 +0100
  Subject: [hlds_linux]  Policy of Truth: Respawn Times
 
  This has been brought up several times but it is only getting worse,
 this needs to be addressed.
 
  There are many quickplay-enabled servers out there that change the
 respawn times without having the 'respawntimes' sv_tag. I have used the
 server-report feature to bring this to Valve's attention only for nothing
 to happen after weeks. The amount of servers now doing this has only
 increased to the point that when a quickplay-user joins a populated 32/32
 server, they would complain and leave due to long respawn times (not
 realizing that other servers have fast-respawn enabled on quickplay).
 
  Are we to see any enforcement, or should we join the crowd doing this
 considering it is becoming necessary to compete and maintain the community.
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread 1nsane
From what I saw the moderators at Sourcemod forums not approve (or even un
approve existing) plugins that don't set the tags when they do something
that should be tagged.

So perhaps if valve started using the reports that we send them (F7 and or
other means) they could do something about it.



 On Tue, Jun 18, 2013 at 7:40 PM, Ross Bemrose rbemr...@gmail.com wrote:

 The plugins that don't report the proper respawn time tags are likely
 manually respawning players and ignoring the respawn wave times entirely,
 so even if you could programmatically report back the respawn wave times,
 it's utterly useless.


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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-18 Thread 1nsane
Indeed. Which is why valve could make use of the reporting system to keep
those kind of servers out. Whatever the reason being.

Those server admins won't learn until action gets taken. Doesn't matter if
they do it on purpose or just haven't updated their instant respawn plugin
in 2 years.


On Tue, Jun 18, 2013 at 8:38 PM, Ross Bemrose rbemr...@gmail.com wrote:

 As someone already pointed out, most have been unapproved or updated, but
 that doesn't make the older versions disappear.  Or from servers using the
 old versions intentionally, or just editing them to remove the sv_tags code.


 On 6/18/2013 8:01 PM, 1nsane wrote:

  From what I saw the moderators at Sourcemod forums not approve (or even
 un
 approve existing) plugins that don't set the tags when they do something
 that should be tagged.

 So perhaps if valve started using the reports that we send them (F7 and or
 other means) they could do something about it.



  On Tue, Jun 18, 2013 at 7:40 PM, Ross Bemrose rbemr...@gmail.com
 wrote:

  The plugins that don't report the proper respawn time tags are likely
 manually respawning players and ignoring the respawn wave times
 entirely,
 so even if you could programmatically report back the respawn wave
 times,
 it's utterly useless.


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Re: [hlds_linux] rubycon, a HLSW clone for the terminal

2013-06-17 Thread 1nsane
Oh yes, I agree.

That would be a very useful feature.


On Mon, Jun 17, 2013 at 9:09 PM, Todd Pettit pettit.t...@gmail.com wrote:

 My only issue with HLSW is it should have the ability to do bulk
 executions...

 - Original Message -
 From: Scipizoa scipi...@aol.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, June 17, 2013 8:08:45 PM
 Subject: Re: [hlds_linux] rubycon, a HLSW clone for the terminal

 Just got it up and running, very nice, better alternative to sourcebans
 in some respects  :0

 On 6/17/2013 5:22 PM, Philipp Preß wrote:
  Hi,
 
  I just released my first version if rubycon, a HLSW clone for the
 terminal.
 
  Features:
  * RCON session with auto completion
  * Overview of all your servers
  * Bulk execution of rcon commands
  * Start game client and join servers from the command line
 
  https://github.com/nTraum/rubycon
 
  Feel free to check it out.
 
  Cheers,
  Philipp
 
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-09 Thread 1nsane
Had something similar happen on Valve's Mann Up servers:
Someone quit and the server would only let up to 5 people join. Checking
game info in game showed the server at 5/5.

Another guy left, it was down to 4/4. In the end everyone had to abandon,
happened at the last wave too.

I saw this happen multiple times.


On Sun, Jun 9, 2013 at 12:21 PM, ics i...@ics-base.net wrote:

 This is the same problem that i randomly have, there are bots on the
 server, kind of, but only one person can connect at a time and bots never
 leave or round does not reset. They are stuck there. Server restart fixes
 it though.

 -ics

 Peter Lindblom kirjoitti:

  We have one MvM server with some problem that is odd and its been this
 way long time now and I cant show any logs with any data but this is how
 its is:

 The server gets empty but on our hlxce site its showing that its
 populated with MvM-bots, at this point none can connect to the server and
 get in.
 If I change map with hlsw or in the console, the time the server is down
 is twice or triple a normal map-change is.
 After that the server usual get filled within some minutes!

 - I have not English as my first language as you might have guess.

 Peter
 Sweden


 ics skrev 2013-06-09 11:20:

 MvM servers? There's lots of empty servers around and not enough
 players. Some people here said not having players and then later on
 suddenly had full servers.

 -ics

 Miika kirjoitti:

 After the Steampipe conversion, I am still having random issues with my
 TF2 servers randomly disappearing from the server browser.

 Sometimes they all show up, other times some of them are completely
 missing when searching for them and sometimes all of them do not show up at
 all!

 Our servers are literally dying because of this issue and I have no
 clue what is causing this. Anyone else had this sort of issues before and
 managed to fix it?
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-06 Thread 1nsane
There's cvars that exist in the gui yet can't be changed while connected to
server.

So?


On Thu, Jun 6, 2013 at 10:02 AM, Rudy Bleeker rblee...@gmail.com wrote:

 On Thu, Jun 6, 2013 at 3:05 PM, Brian br...@doublejump.eu wrote:
  fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.

 All these options except mat_dxlevel are configurable though the GUI
 interface of TF2, so even not so config-savvy gamers can change them
 simply by going through the menus. This isn't the case with the interp
 cvars.

 As for the mat_dxlevel cvar, I don't see how changing this will affect
 someone's ability to hit with a certain weapon.

 Conclusion: your point is invalid.


 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] Freezing servers?

2013-06-02 Thread 1nsane
Yeah it does happen randomly, unfortunately :(.


On Sun, Jun 2, 2013 at 8:29 AM, Bjorn Wielens uniac...@yahoo.ca wrote:

 Ah, so sounds like it's just a fact of life for TF2 servers and not
 something worth worrying over.

 Thanks for the input.




 
  From: Brainkilla brainki...@gmx.de
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Sunday, June 2, 2013 8:32:51 AM
 Subject: Re: [hlds_linux] Freezing servers?


 Also happend to my Server - the last time ~10 Minutes ago.

 Am 02.06.2013 13:29, schrieb Andreas Willinger:
  Happens here too, I had one Server which even got in the state 'D',
  therefore I had to reboot my entire machine - the process was unkillable.
  The Server however had an uptime of over 8 Days, whereas one of my other
  Servers had such a freeze after only 12 hours...
 
  Weird things going on.
 
  -Ursprüngliche Nachricht-
  Von: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Bjorn
  Wielens
  Gesendet: Sonntag, 02. Juni 2013 13:06
  An: Half-Life dedicated Linux server mailing list
  Betreff: [hlds_linux] Freezing servers?
 
 
  Has anyone else here encountered issues with servers that stop
 responding as
  of late?
 
  I seem to have one particular server that does it but others with
 identical
  plugins do not, and it's not a matter of use... I have other servers that
  have been full regularly with uptimes of over 9 days, whereas this one
 seems
  to be doing this every few days.
 
  Symptoms are no response from console, ~3GB memory usage, no response to
  status queries.
 
  If nobody has encountered this before I'll chalk it up to a WTF and just
  rebuild the server.
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Re: [hlds_linux] VAC and hl2dm

2013-05-27 Thread 1nsane
Well this is what valve has to say about vac bans:
https://support.steampowered.com/kb_article.php?p_faqid=589

It doesn't really say if bans are per game or not.

But it does say that if you get banned from any previous source engine game
you will lose all your tf2 items.


On Mon, May 27, 2013 at 5:05 PM, Netshroud netshr...@gmail.com wrote:

 I thought that was only post-Left4Dead that games were treated
 individually, but previous games such as those you listed were still in
 groups. When did the change to individual-game bans include pre-Left4Dead
 Source games?

 On 27/05/2013, at 10:18 PM, ics i...@ics-base.net wrote:

  Yes. If you get VAC banned, bans apply only to that particular game. No
 longer if you get banned in CS Source, you won't get banned in DOD:Source
 and HL2DM like in the previous years.
 
  -ics
 
  Mart-Jan Reeuwijk kirjoitti:
  ehm, afaik, with the introduction of Portal 2 they made all new valve
 titles individual VAC bans, for otherwise they can't sell new games to
 those accounts...
 
 
 
  
  From: Daniel Barreiro smelly.feet.you.h...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
  Sent: Monday, 27 May 2013, 6:49
  Subject: Re: [hlds_linux] VAC and hl2dm
 
 
  It's banned by engine.
 
  If you're banned from TF2 you're banned from Source games (excluding
  gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
 you're
  banned from Mw2 you're banned from Mw2, etc
 
 
  On Sun, May 26, 2013 at 9:53 PM, Foo Bar fooba...@gmail.com wrote:
 
  Oh, right.  Good point - thanks.
 
 
 
  On Sun, May 26, 2013 at 6:49 PM, Frank ad...@gamerscrib.net wrote:
 
  VAC banned could be for another game, from the way I understand it
 is if
  you
  are VAC banned for say TF2 you can still play CS:S and so on.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Foo
 Bar
  Sent: Sunday, May 26, 2013 9:48 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] VAC and hl2dm
 
  Hello!
 
  Today I observed a player connected and playing in a HL2DM server
 with
  VAC
  enabled, but the player is listed on http://www.vacbanned.com/ as
 being
  banned.
 
  This has me wondering if VAC is really supported in HL2DM?  I sort of
  remember hearing that VAC wasn't really supported by hl2dm but it's a
  very
  vague recollection.
 
  Thanks
 
  [foo] bar
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Re: [hlds_linux] command line too long, 512 max

2013-05-23 Thread 1nsane
If it starts with a plus then it's simply a console command and can be
executed from a script.
Only the parameters that start with a dash require to be in the actual
command line.


On Thu, May 23, 2013 at 1:50 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 I actually didn't know that, i still learn more each day :) thanks for the
 reply's.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul
 Rennison
 Sent: donderdag 23 mei 2013 19:29
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] command line too long, 512 max

 To elaborate on what Fletcher is saying, change your command-line to:

 screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf -port 27015
 -replayserverdir tradeunusual -maxplayers 32 -pidfile
 ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
 -steamcmd_script /home/lzgames/steamcmd/tf.txt -insert_search_path
 tf/servercustom/trade
 +exec commandline_tradeunusual.cfg


 Note the lack of +xxx commands and the addition of the final +exec
 commandline_tradeunusual.cfg. Create a file called
 commandline_tradeunusual.cfg, and fill it with:

 servercfgfile server_tradeunusual.cfg
 ip 144.76.59.36
 clientport 27030
 motdfile motd_tradeunusual.txt
 sv_logsdir logs_tradeunusual/

 mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
 sm_basepath addons/sourcemod_tradeunusual

 exec autoexec_tradeunusual.cfg

 map trade_post_a34




 Kind regards,
 Saul Rennison


 On 23 May 2013 17:19, Fletcher Dunn fletch...@valvesoftware.com wrote:

  You might try moving some of the +options into a single startup script
  and
  +exec them all at once.  For example I am pretty sure that
  ++servercfgfile, motdfile, +map, +exec could all be executed from a
 startup script.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
  Riemers
  Sent: Thursday, May 23, 2013 9:09 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] command line too long, 512 max
 
  Well the topic says it all.
 
  Starting a tf2 server, with the search path options being able to add
  multiple search paths and all other stuff to run multiple servers from
  1 install makes my startup line rather big. Can this be bumped up a
  bit or can the search paths be moved into a file or anything else?
 
  As example:
 
  screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf
  +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015
  +clientport 27030 -replayserverdir tradeunusual -maxplayers 32
  +motdfile motd_tradeunusual.txt +map trade_post_a34  -pidfile
  ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/
  -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec
  autoexec_tradeunusual.cfg
  +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
  ++sm_basepath
  addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/
  -insert_search_path tf/servercustom/trade
 
  Gives me about 577 characters. I've got in my scripts ~/steamcmd but
  it writes it out full in the script though. I could change the name of
  the server to reduce a bit more.
 
  And yes I could add some of these options in my server.cfg, but I
  rather keep them outside so I can easily create new servers.
 
  Erik
 
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Re: [hlds_linux] Autoupdate Problem

2013-05-23 Thread 1nsane
How about you try it without the plugin and see before complaining?

My servers don't auto restart randomly.


On Thu, May 23, 2013 at 2:26 PM, Supreet coachcrock...@gmail.com wrote:

 This is ridiculous. The server randomly keeps updating whenever there is an
 optional update available or steam update available. What can I do here?

 Running on Linux with -autoupdate on command line and sourcemod plugin to
 restart server when there's an update. What's the problem here? the
 -autoupdate or the plugin?
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Re: [hlds_linux] Server crash bug in latest build

2013-05-17 Thread 1nsane
With net_compresspackets 0 I am seeing random buffer overflows after the
round ends and starts again. And by that I mean most (all?) the players get
kicked with message Disconnect: Buffer overflow in net message.

Host_EndGame: Buffer overflow in net message

I also saw some
Netchannel: failed reading message svc_VoiceData from IP:PORT errors.


On Fri, May 17, 2013 at 2:42 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There is a bug in the update we just released.



 Setting net_compresspackets to 0 is a workaround.



 We'll have a new update released shortly.  Apologies.

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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread 1nsane
Yay. Now everyone will be running the same version.


On Mon, May 13, 2013 at 1:22 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Today's the day.

 Put it out to pasture.

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Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread 1nsane
For these king of optional updates would you still say that updating
shouldn't be done when the servers are running?

Makes it rather inconvenient and requires finding a time when the servers
are empty so they can be updated without interrupting anyone playing on
them.
This would have to be repeated every time an optional yet important update
is out.


On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all updates
 optional unless they need to be mandatory.  Unless we know that a server
 crash is really widespread, we probably will not release it as mandatory
 and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S,
 and HL2:MP

 And on that note, can we please get server crash fixes as required updates
 rather than optional updates?  Clients already auto-update to the optional
 updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the
  class changes in this update your server will not function properly
  with SourceMod and other addons that utilize static offsets. Until the
  majority of servers update to this (3rd) optional update, I don't
  believe there will be 3rd party support as there's no way to discern
 versions (yet?).
 
  Thanks,
  Kyle.
  On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
   These updates have now been released in the main branch for all games.
The prerelease beta is now the same build as the main build.
  
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
   Sent: Wednesday, May 01, 2013 3:11 PM
   To: Half-Life dedicated Linux server mailing list (
   hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
   mailing list (h...@list.valvesoftware.com);
   hlds_annou...@list.valvesoftware.com
   Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S,
   and HL2:MP
  
   Updates are available for the prerelease betas of TF2, CS:S,
   DoD:S, and HL2:MP.
  
   The update does not change the PatchVersion and will not be
   mandatory for servers.
  
   For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest
   TF2 release.  Here are the github issues addressed by this build:
  
   Bugs with sv_pure, especially after second map change:
   https://github.com/ValveSoftware/Source-1-Games/issues/259
   https://github.com/ValveSoftware/Source-1-Games/issues/341
   https://github.com/ValveSoftware/Source-1-Games/issues/343
   https://github.com/ValveSoftware/Source-1-Games/issues/345
  
   User sprays not working:
   https://github.com/ValveSoftware/Source-1-Games/issues/127
  
   [HL2DM] Game keeps forcing the combine_soldier model after the
   SteamPipe update
   https://github.com/ValveSoftware/Source-1-Games/issues/263
  
   If no major problems are detected, we will release these builds as
   the official builds tomorrow.
  
   Most of the recent changes have been client-side fixes.
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Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread 1nsane
Sourcemod updated the gamedata files to work with the last optional update.
Which caused the servers that did not get the update from valve to start
crashing as Sourcemod was no longer supporting that version of the game.

Not sure what they will do with this update. But if there's enough changes
and they push a gamedata fix then the servers running new data on older
server version will start crashing again.
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Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread 1nsane
Yes, that is what he said.


On Tue, Apr 30, 2013 at 3:32 PM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

 A HLDS server will still be visible in servers list until next mandatory
 update?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: Tuesday, April 30, 2013 10:22 PM
 To: Half-Life dedicated Win32 server mailing list
 (h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing
 list
 (hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update
 released. Forcing all clients to convert soon.

 Two quick clarifications:

 This update to the Steampipe beta is optional for servers.  Compared to the
 previous Steampipe beta build, it primarily contains client-side fixes.  So
 it is not necessary to update.

 The HLDS server should continue to be able to successfully host clients,
 even after the flip.  So if you need a bit more breathing room, you have
 it.
 HOWEVER: I would definitely not delay switching to SteamPipe.  At this
 point
 the HLDS version of the server is no longer supported.  We also cannot
 promise that we might need to make a mandatory  update, perhaps as soon as
 tomorrow, which would make the HLDSUpdateTool server obsolete.
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread 1nsane
Despite having full write access it won't make all the needed
files/folders. Try this:
touch /your/parth/Steam/steam.log
mkdir /your/parth/Steam/SteamApps


On Tue, Apr 30, 2013 at 3:45 PM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.

 I am running into this issue with steamcmd.sh, even when trying to run it
 as root;

 [  0%] Checking for available updates...
 [  0%] Download complete.
 [] Verifying installation...
 [] !!! Fatal Error: Steam failed to load:
 *SteamStartEngine(0xff949f60) failed with error 1: Failed to create
 directory /somedir/tf2/Steam/SteamApps

 Google doesn't turn up with any results when I google that. I have tried
 to remove the /Steam directory, but it recreates them and then errors out
 on the same error.

 Any idea what's up with that?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] on behalf of Jeff Sugar [
 jeffsu...@gmail.com]
 Sent: 30 April 2013 21:24
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
 clients to convert soon.

 Saint K:

 This has all the technical info you should need for getting the SteamPipe
 version of the TF2 server:
 https://developer.valvesoftware.com/wiki/SteamCMD

 If you find you need further instructions with regard to migration of your
 data (/mostly/ just transferring your custom stuff, like addons, cfg,
 mapcycle,etc), there is a lot of good info in the HLDS(_Linux too) archives
 and on google (including some youtube tutorials) to assist further :)

 Sorry if this isn't what you were asking about and I misunderstood or
 somesuch. If so, feel free to reply, whether publicly or privately. For
 realtime support there's also #HLServerAdmins on gamesurge (general srcds)
 and #sourcemod (also gamesurge) for sourcemod/metamod stuffs (though, I
 have a feeling you know that one :P)

 -Jeff
 On Apr 30, 2013 12:17 PM, Saint K. sai...@specialattack.net wrote:

  I have kind off missed the entire discussion on SteamPipe.
 
  Will instructions etc. be posted along with the coming update/switch?
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn [
  fletch...@valvesoftware.com]
  Sent: 30 April 2013 21:07
  To: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing
  list (hlds_linux@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
  clients to convert soon.
 
  We've released an optional update to the TF2 SteamPipe beta.  Here are
 the
  change notes (since the last SteamPipe beta):
 
  Team Fortress 2:
  * Fixed network incompatibility causing custom names and descriptions to
  not display on client
 
  Source engine:
  * Fix sprays trying to load from the wrong directory
  * Restored VPK file cache, with tuned size to reduce memory usage and
  improve client boot and map load times
 
  This server is compatible with all currently running clients.  (SteamPipe
  and non-SteamPipe.)
 
  We expect to flip the switch to force all clients to convert to SteamPipe
  in a few hours.  (Approx 2:00 PM Seattle time.)  At this time, the
  Steampipe beta server which has just been released will become the
  official server.  There will not be another update.
 
  If you were waiting for the right time to start flipping your servers to
  SteamPipe, now is it.
 
  Thanks,
  Fletch
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread 1nsane
It honors +servercfgfile and will search the /custom/ directory.


On Tue, Apr 30, 2013 at 3:42 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 If you run multiple servers from the same base install, is it possible to
 only have certain custom content? It is nice I can have separate folders
 per server (custom/xxx/maps/) but you don't need dodgeball maps on a
 prophunt server for instance.

 And if one also does for example +servercfgfile on the commandline to
 specify a different server.cfg can this also be loaded from the
 custom/xxx/cfg/somefile.cfg?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: dinsdag 30 april 2013 21:37
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
 clients to convert soon.

 We reverted some of the TF code that had been shipped in the beta but
 wasn't supposed to.

 It should stay that way it is now for the foreseeable future.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas
 Hastings
 Sent: Tuesday, April 30, 2013 12:28 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all
 clients to convert soon.

 This optional update just reverted some of the changes from beta in the
 server binary.

 CBaseEntity::IsCombatItem is gone, shifting much of the entity virtual
 tables again, back to where they were.

 The byte signature for CTFPlayerShared::AddCond also went back to what it
 was in non-beta.

 Do you know why this might have happened and if it's staying this way?


 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net



  Fletcher Dunn mailto:fletch...@valvesoftware.com
  Tuesday, April 30, 2013 3:07 PM
  We've released an optional update to the TF2 SteamPipe beta. Here are
  the change notes (since the last SteamPipe beta):
 
  Team Fortress 2:
  * Fixed network incompatibility causing custom names and descriptions
  to not display on client
 
  Source engine:
  * Fix sprays trying to load from the wrong directory
  * Restored VPK file cache, with tuned size to reduce memory usage and
  improve client boot and map load times
 
  This server is compatible with all currently running clients.
  (SteamPipe and non-SteamPipe.)
 
  We expect to flip the switch to force all clients to convert to
  SteamPipe in a few hours. (Approx 2:00 PM Seattle time.) At this time,
  the Steampipe beta server which has just been released will become
  the official server. There will not be another update.
 
  If you were waiting for the right time to start flipping your servers
  to SteamPipe, now is it.
 
  Thanks,
  Fletch
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  please visit:
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Re: [hlds_linux] Valve, can you remove clients required to download nav files?

2013-04-28 Thread 1nsane
The nav files have extra data in certain games like CS:S (place names) so
the clients would need those files in order to display that data.

TF2 might have something similar as well, previously nav files were not
sent in TF2. It happened with some update.


On Sat, Apr 27, 2013 at 10:14 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 The clients don't need these nav files for the bots to function on the
 server. Some servers serve the nav files as empty from a fast download to
 get around sending it. This is bad because now the client has a nav file
 that doesn't actually do anything if they chose to play locally.

 With all the recent optimizations and separating map downloads from other
 file downloads + SteamPipe, this change makes sense.

 Thanks
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Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread 1nsane
I still have the old Team Fortress 2 beta, and seeing how there people
still playing on servers. It hasn't been discontinued, at least not yet.

Seems it's causing some confusion for the clients trying to use that beta
to connect to other beta/non beta servers.


On Wed, Apr 24, 2013 at 2:48 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 No.  Use 232250 with an anonymous login, and it should work.

 There wasn't beta for the dedicated server like tehre was with the
 client, since the dedicated server was assigned a new app ID.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Fountain
 Sent: Wednesday, April 24, 2013 11:45 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory update released for TF2 SteamPipe
 beta; now interoperable with regular game

 Does tf2 require the app_update id -beta beta ?to receive the beta

 SavSin
 On Apr 24, 2013 11:43 AM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On 24.04.2013 19:39, DontWannaName! wrote:
 
   Are you using the right command arguments to verify?
 
 
  I'm just doing app_update, I would think that there should be no
  need to verify anything?
 
 
  /Peter
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-20 Thread 1nsane
It was over being discussed a while back. Then Dan revived it.

It will keep going until someone stops discussing it. So anyone else have
something to say or is this the end of it? :)


On Sat, Apr 20, 2013 at 11:03 AM, Andre Müller gbs.dead...@gmail.comwrote:

 Hell yeah. The fitst importand message. Shut the fuck up. Discuss this
 meaningless shit @ srcds.com or somewhere else. But do not fu k up the
 whole mailinglist with your personal prblem. You are wasting our time!
 Am 20.04.2013 15:16 schrieb Eli Witt eliw...@gmail.com:

  Jesus fucking christ.
 
  Shut the fuck up already.
 
 
  On Sat, Apr 20, 2013 at 1:58 AM, 1nsane 1nsane...@gmail.com wrote:
 
   Right. And it's not just servers that correctly set the tag with a new
   plugin.
  
   Servers that never removed the plugin were unbanned and are running it
   still without issue.
  
  
   On Sat, Apr 20, 2013 at 1:37 AM, Doctor McKay mc...@doctormckay.com
   wrote:
  
Except... they didn't get rid of dynamic player counts.
   
   
   
Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
   
   
On Sat, Apr 20, 2013 at 1:04 AM, dan needa...@ntlworld.com wrote:
   
 On 15/04/2013 13:49, Essay Tew Phaun wrote:

 Still crying? (This is a rhetorical question BTW.)


 Why would I be? Valve got rid of the dynamic player counts and then
   they
 stymied the moronic motd stuff too.

 The people upset in these threads are the ones, like yourself, who
   abuse
 these features and the few honest people
 who used the features who are upset when your actions mean
 otherwise
   good
 features get stymied.

 --
 Dan


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-19 Thread 1nsane
Right. And it's not just servers that correctly set the tag with a new
plugin.

Servers that never removed the plugin were unbanned and are running it
still without issue.


On Sat, Apr 20, 2013 at 1:37 AM, Doctor McKay mc...@doctormckay.com wrote:

 Except... they didn't get rid of dynamic player counts.



 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Sat, Apr 20, 2013 at 1:04 AM, dan needa...@ntlworld.com wrote:

  On 15/04/2013 13:49, Essay Tew Phaun wrote:
 
  Still crying? (This is a rhetorical question BTW.)
 
 
  Why would I be? Valve got rid of the dynamic player counts and then they
  stymied the moronic motd stuff too.
 
  The people upset in these threads are the ones, like yourself, who abuse
  these features and the few honest people
  who used the features who are upset when your actions mean otherwise good
  features get stymied.
 
  --
  Dan
 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread 1nsane
sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.

I have a youtube video as the motd and it keeps playing in the background
after I close it.

Am I doing something wrong? Shouldn't it be stopped? Or did I just
misunderstood what this is supposed to be doing?


On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Let's be realistic though, if the plugin has been widely used in the
 competitive community for such a long time with no action taken by Valve it
 would seem to be a little harsh to VAC ban players for it because they
 didn't catch the note about it buried in some random update notes.


 On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Doesn't look like anyone has asked yet, so... can this update be synced
 to
  the SteamPipe beta?
 
 
  On Thu, Apr 18, 2013 at 7:25 PM, Weasel wea...@weaselslair.com wrote:
 
   Will this mean that with HTML MOTD's we don't have to build a
   meta refresh or such work-around's into the MOTD content to
   ensure it gets refreshed each time it's opened?
  
   
  
   Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
  
   Anyways, the sv_motd_unload_on_dismissal ConVar is about
   what happens to the MOTD when the user closes it. Before we
   would just hide it, but the page would still be loaded and taking
   resources. This gives server operators the option to have it
   unloaded completely.
  
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  --
  thesupremecommander (Steam
  http://steamcommunity.com/id/thesupremecommander
  )
  Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
  Chief Admin, OverPowered League http://comp.ovrpwrd.net/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread 1nsane
Apologies, I assumed this change took effect on the client. MOTD is being
served by a plugin and thus is unaffected by this command.


On Thu, Apr 18, 2013 at 11:19 PM, 1nsane 1nsane...@gmail.com wrote:

 sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.

 I have a youtube video as the motd and it keeps playing in the background
 after I close it.

 Am I doing something wrong? Shouldn't it be stopped? Or did I just
 misunderstood what this is supposed to be doing?


 On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Let's be realistic though, if the plugin has been widely used in the
 competitive community for such a long time with no action taken by Valve
 it
 would seem to be a little harsh to VAC ban players for it because they
 didn't catch the note about it buried in some random update notes.


 On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Doesn't look like anyone has asked yet, so... can this update be synced
 to
  the SteamPipe beta?
 
 
  On Thu, Apr 18, 2013 at 7:25 PM, Weasel wea...@weaselslair.com wrote:
 
   Will this mean that with HTML MOTD's we don't have to build a
   meta refresh or such work-around's into the MOTD content to
   ensure it gets refreshed each time it's opened?
  
   
  
   Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
  
   Anyways, the sv_motd_unload_on_dismissal ConVar is about
   what happens to the MOTD when the user closes it. Before we
   would just hide it, but the page would still be loaded and taking
   resources. This gives server operators the option to have it
   unloaded completely.
  
   ___
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   please visit:
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  --
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  http://steamcommunity.com/id/thesupremecommander
  )
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  Chief Admin, OverPowered League http://comp.ovrpwrd.net/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread 1nsane
How was he correctly de-listed if valve reversed it? It was a bug.

The problem was that valve changed it so the tag doesn't get set
immediately. Running a plugin like that is fine but you need to monitor the
tags to make sure they get set.
No de-listing happened since then and more servers are bringing it back.

You just can not rely on the built in function anymore to avoid de-listing,
you NEED to make sure the tags are set immediately and you will be OK.

Like valve said, it would be straying into the grey area for them to
de-list such servers and they re-listed the ones they got last time due to
that bug.


On Fri, Apr 12, 2013 at 3:11 PM, dan needa...@ntlworld.com wrote:

 On 04/04/2013 06:41, Essay Tew Phaun wrote:

 Now can you finally put that other thread to rest and admit you were
 wrong?
 The servers that didn't have their tags updated were mistakenly delisted.
 I
 don't know how anyone can have a conversation with you if you can't even
 read and comprehend what Fletcher point blank said.


 You were correctly delisted and the plugin you used that caused the
 delisting no longer exists on your server.

 if you're still unsure of that, put the plugin back and see what happens
 to your servers.

 As I said, the relevance to this thread is that you squealed like a stuck
 pig when you were taken to task and now you're suggesting they delist
 others.

 If you want good features stop abusing them. You cannot moan about Valve
 removing features that are abused when you abused them yourself.

 --
 Dan.



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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread 1nsane
I've noticed some new crashes on our Payload/Payload Race servers that
might be related to this.

Some backtraces make it seem as though a cart was blocked by something and
that caused it to explode.

#0  0xf001e4f0 in CFuncTrackTrain::Blocked(CBaseEntity*) ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#1  0xefbfee4c in CBaseEntity::VPhysicsUpdatePusher(IPhysicsObject*) ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#2  0xef8e65c2 in CBaseEntity::VPhysicsUpdate(IPhysicsObject*) ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#3  0xefd53bd2 in PhysFrame(float) ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#4  0xefd53d7a in CPhysicsHook::FrameUpdatePostEntityThink() ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#5  0xef9763b0 in InvokePerFrameMethod ()
   from /home/tf2/orangebox/tf/bin/server_srv.so
#6  0xef9767a7 in IGameSystem::FrameUpdatePostEntityThinkAllSystems() ()
   from /home/tf2/orangebox/tf/bin/server_srv.so



On Tue, Apr 9, 2013 at 10:26 AM, Ryan Stecker voidedwea...@gmail.comwrote:

 I believe that particular changelog is referencing vphysics improvements.
 Previously certain code in vphysics wasn't being compiled with any
 optimizations in linux, and now they've been enabled. I can't speak for any
 other changes that may have been done, however.
 On Apr 9, 2013 8:13 AM, Yun Huang Yong gumby_li...@mooh.org wrote:

  On 4/04/2013 10:08 AM, Eric Smith wrote:
 
  - Improved performance of Linux dedicated server binaries
 
 
  Has anyone seen an *increase* in CPU usage since the most recent (3rd/4th
  April) update?
 
  My players have been complaining of lag and upon investigation the
 network
  is fine and it appears to be a CPU issue.  I took a look at my graphite
  graphs and found that there appears to be have been an increase in CPU
  usage since the update:
 
  https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png
 
  Note: due to server being in Australia the update was released in the
 flat
  gap between 04/04 and 04/05 on the graph, being ~10am local time.
 
  Running on Ubuntu 11.10 64 bit.
 
  The server has been running for ~6 months with the same setup and during
  the period shown the # of players has been roughly the same.  The machine
  runs 3 servers - 2x24p and 1xMvM.
 
  Excuse the gaps in the data - the server is fine, there was network
 issues
  with the graphite collector machine causing monitoring data to be lost.
 
  cheers,
  yun
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread 1nsane
That one was from pipeline, yes.
 But I also experienced new crashes on some of the other payload servers
when they weren't really crashing before that update.


On Tue, Apr 9, 2013 at 5:12 PM, ics i...@ics-base.net wrote:

 Was this in plr_pipeline? I had to take it off from cycle long ago due to
 carts getting stuck on stage 3 and not moving despite players trying to do
 anything. Could be that now the server just crashes if it happens.

 -ics

 1nsane kirjoitti:

  I've noticed some new crashes on our Payload/Payload Race servers that
 might be related to this.

 Some backtraces make it seem as though a cart was blocked by something and
 that caused it to explode.

 #0  0xf001e4f0 in CFuncTrackTrain::Blocked(**CBaseEntity*) ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #1  0xefbfee4c in CBaseEntity::**VPhysicsUpdatePusher(**IPhysicsObject*)
 ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #2  0xef8e65c2 in CBaseEntity::VPhysicsUpdate(**IPhysicsObject*) ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #3  0xefd53bd2 in PhysFrame(float) ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #4  0xefd53d7a in CPhysicsHook::**FrameUpdatePostEntityThink() ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #5  0xef9763b0 in InvokePerFrameMethod ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so
 #6  0xef9767a7 in IGameSystem::**FrameUpdatePostEntityThinkAllS**ystems()
 ()
 from /home/tf2/orangebox/tf/bin/**server_srv.so



 On Tue, Apr 9, 2013 at 10:26 AM, Ryan Stecker voidedwea...@gmail.com
 wrote:

  I believe that particular changelog is referencing vphysics improvements.
 Previously certain code in vphysics wasn't being compiled with any
 optimizations in linux, and now they've been enabled. I can't speak for
 any
 other changes that may have been done, however.
 On Apr 9, 2013 8:13 AM, Yun Huang Yong gumby_li...@mooh.org wrote:

  On 4/04/2013 10:08 AM, Eric Smith wrote:

  - Improved performance of Linux dedicated server binaries

  Has anyone seen an *increase* in CPU usage since the most recent
 (3rd/4th
 April) update?

 My players have been complaining of lag and upon investigation the

 network

 is fine and it appears to be a CPU issue.  I took a look at my graphite
 graphs and found that there appears to be have been an increase in CPU
 usage since the update:

 https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-
 20130404.pnghttps://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 

 https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.pnghttps://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png
 

 Note: due to server being in Australia the update was released in the

 flat

 gap between 04/04 and 04/05 on the graph, being ~10am local time.

 Running on Ubuntu 11.10 64 bit.

 The server has been running for ~6 months with the same setup and during
 the period shown the # of players has been roughly the same.  The
 machine
 runs 3 servers - 2x24p and 1xMvM.

 Excuse the gaps in the data - the server is fine, there was network

 issues

 with the graphite collector machine causing monitoring data to be lost.

 cheers,
 yun

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2013-04-04 Thread 1nsane
No they won't learn. They can not learn.

That will just make them play the same thing over and over without
variation, get bored, and move on to another game.

And Pinion servers will likely become official for places like Australia
just like in CS:GO.


On Thu, Apr 4, 2013 at 10:28 AM, Doctor McKay mc...@doctormckay.com wrote:

 but if you get an unsolicited popup every 2 minutes, my guess is that you
 would leave and go somewhere else

 If SPUF is anything to do by, a large portion of users are too stupid to
 locate the Disconnect button. And evidently, in the entire continent of
 Australia, there's not one single server that doesn't have Pinion. SPUF's
 words, not mine.

 Honestly, the best solution would be to only put Valve servers in the
 Quickplay pool. If Valve wants to control the player's experience when they
 use Quickplay, then Quickplay should only match you into Valve servers.
 Maybe then people will learn how to use the server browser again.

 Dr. McKay

 On Thursday, April 4, 2013, Peter Reinhold wrote:

  On 04.04.2013 10:32, annarack wrote:
 
   What if, after a few returns to the same server, a notification is
  displayed to read the rules of the server which they must do and agree
  to to continue playing on the server.
 
 
  Pretty sure that would just scare players off.
 
  The best solution, as I see it, would be to re-use the popup/confirm as
  when you are redirected to another server.
 
  If a player has requested something, be it !rules, !radio, !bp or
  whatever, a confirm will not annoy them. (And maybe even have a Always
  allow MOTD for this server switch somewhere), but if you get an
  unsolicited popup every 2 minutes, my guess is that you would leave and
 go
  somewhere else.
 
 
  /Peter
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread 1nsane
How can we make sure now that our plugins work (as best as possible) with
this change? Is there a way to force this change even if you connect
directly? You know, for testing purposes and to shut up those who will say
this change isn't enough? Mostly the vocal few on SPUF.

Because right now I have no idea if the radio on my servers work or not,
because I connect directly and that has no changes.


On Wed, Apr 3, 2013 at 7:31 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Eh, I think most players understand that in order to utilize something like
 a radio or similar that a web page is opened to provide it. They're
 essentially requesting that by typing in a command and sending it.


 On Wed, Apr 3, 2013 at 7:26 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  I think it's a good idea. Servers have no business opening motd windows
 on
  clients that do not request them. It makes sense to do it for match made
  players who are usually newer.
 
  Spam: Verb
  Send the same message indiscriminately to (large numbers of recipients)
 on
  the Internet.
 
  Sent from my iPhone 5
 
  On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
 
   Similar to the removal of /me. Taking out good features for the actions
  of
   the malicious. How about you just punish those doing it. What's the
  report
   a server feature for, anyway?
  
  
   On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
   - Prevent game servers from opening the MOTD panel more than once if
  the
   player connected through matchmaking or quickplay
  
   Pathetic.
  
   Thanks,
   Kyle.
  
  
   On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
   wrote:
  
   We've released a mandatory update for Team Fortress 2. The notes for
  the
   update are below.
  
   -Eric
  
   --
  
   Team Fortress 2
   - Prevent game servers from opening the MOTD panel more than once if
  the
   player connected through matchmaking or quickplay
   - Added new promo items
   - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
   continue to heal players
   - Fixed buildings destroyed by the Red-Tape Recorder not always
   displaying
   a death notice
   - Fixed a bug in Mann Vs. Machine related to carrying buildings and
  using
   the Upgrade Buildings canteen
   - Fixed the guitar sound not always playing when taunting with the
 Neon
   Annihilator
   - Fixed missing cloak effect for the Wanga Prick
   - Fixed the Bat Outta Hell using the Red team arms skin while on the
  Blue
   team
   - Fixed custom cursors in VR mode
   - Fixed Hydra input in VR mode
   - Improved performance of Linux dedicated server binaries
  
  
  
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread 1nsane
That would be sensible. Radio plugins would work, players would still be
able to read guideliness for custom game modes or open up in-game pages if
they so choose.


On Wed, Apr 3, 2013 at 7:36 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 I still believe that the best solution for now is to allow servers to
 request permission to go to a new MOTD page after the first time (whether
 it be in the background for radio or in the foreground for server rules),
 but this is an acceptable compromise.


 On Wed, Apr 3, 2013 at 7:31 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

  Eh, I think most players understand that in order to utilize something
 like
  a radio or similar that a web page is opened to provide it. They're
  essentially requesting that by typing in a command and sending it.
 
 
  On Wed, Apr 3, 2013 at 7:26 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   I think it's a good idea. Servers have no business opening motd windows
  on
   clients that do not request them. It makes sense to do it for match
 made
   players who are usually newer.
  
   Spam: Verb
   Send the same message indiscriminately to (large numbers of recipients)
  on
   the Internet.
  
   Sent from my iPhone 5
  
   On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
  
Similar to the removal of /me. Taking out good features for the
 actions
   of
the malicious. How about you just punish those doing it. What's the
   report
a server feature for, anyway?
   
   
On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
   wrote:
   
- Prevent game servers from opening the MOTD panel more than once
 if
   the
player connected through matchmaking or quickplay
   
Pathetic.
   
Thanks,
Kyle.
   
   
On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
 
wrote:
   
We've released a mandatory update for Team Fortress 2. The notes
 for
   the
update are below.
   
-Eric
   
--
   
Team Fortress 2
- Prevent game servers from opening the MOTD panel more than once
 if
   the
player connected through matchmaking or quickplay
- Added new promo items
- Fixed a bug where dispensers sapped by a Red-Tape Recorder would
continue to heal players
- Fixed buildings destroyed by the Red-Tape Recorder not always
displaying
a death notice
- Fixed a bug in Mann Vs. Machine related to carrying buildings and
   using
the Upgrade Buildings canteen
- Fixed the guitar sound not always playing when taunting with the
  Neon
Annihilator
- Fixed missing cloak effect for the Wanga Prick
- Fixed the Bat Outta Hell using the Red team arms skin while on
 the
   Blue
team
- Fixed custom cursors in VR mode
- Fixed Hydra input in VR mode
- Improved performance of Linux dedicated server binaries
   
   
   
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread 1nsane
And also,

How do we know what players can open the other MOTD windows and which
can't? How can I know exactly which player joined from matchmaking?

There's no point in advertising features in chat to those who can't use
them. And I'd also like to know how many people connect through matchmaking
in general.


On Wed, Apr 3, 2013 at 7:38 PM, 1nsane 1nsane...@gmail.com wrote:

 That would be sensible. Radio plugins would work, players would still be
 able to read guideliness for custom game modes or open up in-game pages if
 they so choose.


 On Wed, Apr 3, 2013 at 7:36 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

 I still believe that the best solution for now is to allow servers to
 request permission to go to a new MOTD page after the first time (whether
 it be in the background for radio or in the foreground for server rules),
 but this is an acceptable compromise.


 On Wed, Apr 3, 2013 at 7:31 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

  Eh, I think most players understand that in order to utilize something
 like
  a radio or similar that a web page is opened to provide it. They're
  essentially requesting that by typing in a command and sending it.
 
 
  On Wed, Apr 3, 2013 at 7:26 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   I think it's a good idea. Servers have no business opening motd
 windows
  on
   clients that do not request them. It makes sense to do it for match
 made
   players who are usually newer.
  
   Spam: Verb
   Send the same message indiscriminately to (large numbers of
 recipients)
  on
   the Internet.
  
   Sent from my iPhone 5
  
   On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:
  
Similar to the removal of /me. Taking out good features for the
 actions
   of
the malicious. How about you just punish those doing it. What's the
   report
a server feature for, anyway?
   
   
On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
 
   wrote:
   
- Prevent game servers from opening the MOTD panel more than once
 if
   the
player connected through matchmaking or quickplay
   
Pathetic.
   
Thanks,
Kyle.
   
   
On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith 
 er...@valvesoftware.com
wrote:
   
We've released a mandatory update for Team Fortress 2. The notes
 for
   the
update are below.
   
-Eric
   
--
   
Team Fortress 2
- Prevent game servers from opening the MOTD panel more than once
 if
   the
player connected through matchmaking or quickplay
- Added new promo items
- Fixed a bug where dispensers sapped by a Red-Tape Recorder would
continue to heal players
- Fixed buildings destroyed by the Red-Tape Recorder not always
displaying
a death notice
- Fixed a bug in Mann Vs. Machine related to carrying buildings
 and
   using
the Upgrade Buildings canteen
- Fixed the guitar sound not always playing when taunting with the
  Neon
Annihilator
- Fixed missing cloak effect for the Wanga Prick
- Fixed the Bat Outta Hell using the Red team arms skin while on
 the
   Blue
team
- Fixed custom cursors in VR mode
- Fixed Hydra input in VR mode
- Improved performance of Linux dedicated server binaries
   
   
   
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Re: [hlds_linux] Day of Defeat:Source has ben converted toSteamPipedelivery.

2013-03-29 Thread 1nsane
It be great if Valve post update notifications to both appids at the same.
So we wouldn't need workarounds.


On Fri, Mar 29, 2013 at 3:00 PM, Andre Müller gbs.dead...@gmail.com wrote:

 Well only for valve Iv'e coded  a shit workaround in my updater.


 BEFORE:
 {
 'Game' : 'Day of Defeat: Source PIPE',
 'VersCheckAppID' : '232290',
 'UpdateAppID' : '232290',
 'Updater' : UDTA,
 'MasterServer' : 'dods_pipe',
 'VersionCheckable' : True,
 'steaminf' : 'dod/steam.inf',
 'VersionCheckRegex' : REGEX_NORMAL
 },

 AFTER:
 {
 'Game' : 'Day of Defeat: Source PIPE',
 'VersCheckAppID' : '300',
 'UpdateAppID' : '232290',
 'Updater' : UDTA,
 'MasterServer' : 'dods_pipe',
 'VersionCheckable' : True,
 'steaminf' : 'dod/steam.inf',
 'VersionCheckRegex' : REGEX_NORMAL
 },


 Output:

 +-+-+---+--+---+-+
 | Day of Defeat: Source PIPE  | 232290  | Nein
  | 1702177  | 1717992   | updatetool_anon |

 +-+-+---+--+---+-+


 By the way UDTA is UpdateTool from Didrole. This tool works since 3
 weeks very well.


 Greetings DeaD_EyE

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Re: [hlds_linux] DoD:S SteamPipe conversion happening Friday morning

2013-03-27 Thread 1nsane
Good to know. I was going to ask if the APPID will stay as it in the beta
or if the original one will be used.

Thanks for the heads up.

On Wed, Mar 27, 2013 at 2:38 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 The dedicated server currently available as app 232290 is pretty much the
 exact same server that will be used to host the clients when they are
 converted.  We will flip a flag that makes the steampipe beta the official
 version of the game; this change only affects clients.  It's possible
 (though not certain) that we won't even need to release a server update.
  If your server is currently able to host clients running the steampipe
 beta, it will be able to host clients after they are converted.

 Before the conversion, a client will only see HLDSUpdateTool servers in
 his server browser.  After the conversion, he will only see SteamPipe
 servers.   (To be more precise: clients only see servers with a matching
 PatchVersion in steam.inf in the Internet tab of the in-game server
 browser.)

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Wednesday, March 27, 2013 10:25 AM
 To: Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds] DoD:S SteamPipe conversion happening Friday morning

 Hello!

 We're planning on switching Day of Defeat: Source to be delivered through
 SteamPipe on Friday Morning.

 This update will cause all clients to be converted to the new VPK
 filesystem.

 Servers downloaded with the HLDSUpdateTool will no longer be compatible.
  Only the server obtained using SteamCMD will work.  The server is
 currently available for download; we encourage all server operators to
 download and install the server now if you haven't already.  The server is
 currently interoperable with the steampipe Beta of Day of Defeat:Source,
 which is also currently available.

 Details about the conversion and instructions for downloading the server
 and client beta are available here:
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 - Fletch
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Re: [hlds_linux] Day of Defeat:Source SteamPipe client

2013-03-15 Thread 1nsane
I believe this would of made the testing better. As it is now people have
to decided which version they want to play. And as a result none of the
steampipe betas have enough players to do any real testing at this time.

DOD:S beta had a full server the first day, but then those people switched
back when it started to empty and went back to playing using the old DOD:S
client.

The old hasn't been updated in ages CS:S beta is also more popular now
than the SteamPipe beta is. And you can't even compare how many players
that beta had when it first launched.

Furthermore if it was a separate game then more people would have learned
about it in general, just from seeing this beta listed under their actual
game.

On Fri, Mar 15, 2013 at 2:54 PM, spendenanm...@web.de wrote:

 Downloading the SteamPipe version of the client is very awful. I need to
 download the beta and can't use the old client anymore. If I want to, I
 need to unsubscribe from the beta first. Why is there no way to have both
 side by side?

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Re: [hlds_linux] Day of Defeat:Source SteamPipe client

2013-03-15 Thread 1nsane
And then they can complain about how their servers are broken because they
didn't test it :).

Tested mine and they work fine though, so guess I'm all set.

On Fri, Mar 15, 2013 at 3:02 PM, lee bailey lee.bailey@gmail.comwrote:

 It would be too much work for a beta that wont last much more than a few
 weeks before being made the official version, those people will have to
 update then anyway.

 On Fri, Mar 15, 2013 at 6:54 PM, spendenanm...@web.de wrote:

  Downloading the SteamPipe version of the client is very awful. I need to
  download the beta and can't use the old client anymore. If I want to, I
  need to unsubscribe from the beta first. Why is there no way to have both
  side by side?
 
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Re: [hlds_linux] Day of Defeat:Source SteamPipe client

2013-03-15 Thread 1nsane
There's lots of different configurations to test though. For example pure
has been discussed a number of timers. But since my servers don't run pure
I won't be testing.
I also don't have custom content. But luckily for other people that do,
someone already reported a bug with it.

What other bugs could there be? I'm sure we'll find out when it goes live
:).

On Fri, Mar 15, 2013 at 3:12 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 I don't believe they are expecting any real drastic problems with the core
 game, I think most of this beta run is to work out the kinks with
 downloading/distributing maps or making sure that configs aren't being
 overly trampled. While it makes testing a bit harder - I don't think these
 betas will really require 32 people servers stress testing the features in
 depth.

 If you can get 2-4 people in it, and nothing goes wrong, I assume this is
 what they are testing.


 On Fri, Mar 15, 2013 at 12:02 PM, lee bailey lee.bailey@gmail.com
 wrote:

  It would be too much work for a beta that wont last much more than a few
  weeks before being made the official version, those people will have to
  update then anyway.
 
  On Fri, Mar 15, 2013 at 6:54 PM, spendenanm...@web.de wrote:
 
   Downloading the SteamPipe version of the client is very awful. I need
 to
   download the beta and can't use the old client anymore. If I want to, I
   need to unsubscribe from the beta first. Why is there no way to have
 both
   side by side?
  
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   please visit:
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 **com/cgi-bin/mailman/listinfo/**hlds_linux
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
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Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released

2013-03-14 Thread 1nsane
Yes a player should not be kicked or forced to quit the game and look for
the map in the workshop.

It would be great if it could be a bit more seamless.

On Thu, Mar 14, 2013 at 1:42 PM, ics i...@ics-base.net wrote:

 I just want to say that some way between workshop and sv_downloadurl might
 be a good idea including making the sv_downloadurl to support vpk's. CSGO
 already failed in this in some parts but it's not much better right now
 than L4D2 was on the getgo.Players were unable to get the campaigns in it
 by connecting to a server which effectively killed spreading of custom
 vpk's. Granted, downloading would have been slow and taken a slot but still
 that's better than no players.

 Stuff that is on the server, needs to be able to get by the player either
 from sv_downloadurl or workshop if player connects to a server and not
 result to player getting booted off not being able to access the server.

 Not even manually by going to workshop, subscribing and then starting the
 game. I hope the workshop is also faster in-game in the future since can
 shutdown the game, subscribe to a map and get download that finished 
 getting back on the server than waiting the map from workshop downloading
 by in-game window. This of course is on CSGO since CSS/TF2 does not have
 workshop for maps.

 -ics

 Ross Bemrose kirjoitti:

  The confusion about custom/maps/ probably came from something I said
 earlier back near the start of the Beta.

 I know on my own server, we're probably going to move custom maps to
 custom/custom_maps/maps/ which, while it sounds redundant, keeps all our
 custom maps separate from the Valve maps.  Helps prevent accidentally
 deleting maps we didn't intend to.

 On 3/14/2013 1:05 PM, Fletcher Dunn wrote:

 To clarify: each subfolder under custom becomes its own search path.

 So this is an example of the right thing to do:

 dod/custom/[customization_**name]/models
 dod/custom/[customization_**name]/materials
 dod/custom/[customization_**name]/maps

 Note that:
 * the custom folder goes under the game folder, not the orangebox
 folder.  (There is no longer an orangebox folder or any shared content or
 binaries.  Each game is totally distinct.)
 * you need to make a subfolder under custom.  Putting materials or
 maps directly under custom is probably not what you want.

 Read gameinfo.txt for more details on this.

 The DoD:S beta just released had some old readmes in the wrong folder.
  I will fix that shortly with a beta update today.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Thursday, March 14, 2013 10:00 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe
 dedicated server and client beta released

 Having a ton of subfolders under custom could be a performance penalty
 (for boot / map changes).  Having a few would probably will not impact
 server map change times by any real difference.

 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of List User
 Sent: Thursday, March 14, 2013 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe
 dedicated server and client beta released

 Is there any performance difference in keeping these custom files in:
 orangebox/models/
 vs
 orangebox/custom/roleplay/**models

 If not, I rather stick it in custom for organization.
 On 3/14/2013 12:27 PM, Fletcher Dunn wrote:

 My mod uses a bunch of custom things (models/materials). Should those
 be in a .vpk or can I keep it as it, where client gets it from my FastDL?

 The FastDL server server doesn't work with VPK's. (Currently.)  VPK's
 are really ideal for client-side mods.  I think the simplest thing to do
 that fits in with the design of the new filesystem conventions is to put
 your mod files under the custom directory, loose on disk.  People have
 figured out how to do this on the TF beta.

 It is still possible to just drop files loose on disk in the game tree,
 and if that works for you, you can keep doing it.

  How different would these SteamPipe betas be compared to the actual
 SteamPipe release?

 Almost identical.

  Is it safe to assume no more updates until SteamPipe is live?

 No, we might need to update the non-beta versions of the game.

 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of List User
 Sent: Thursday, 

Re: [hlds_linux] [hlds] Reminder about server tags

2013-03-06 Thread 1nsane
So you're saying 24 player servers should then instead kick players when
reserved slot holders join.

All those extra slots that could be added to prevent kicking anyone should
then be ignored. Because starting with maxplayers 26 and having
sv_visiblemaxplayers 24 would add the tag and thus penalize a server that
is trying to have reserved slots that don't interrupt anyone's playtime.

Do you really think interrupting people by kicking them is the better way
of doing reserved slots? Because I don't see how.

On Wed, Mar 6, 2013 at 8:34 PM, Ross Bemrose rbemr...@gmail.com wrote:

I don't ever use Quickplay, but changing sv_visiblemaxplayers mid-game is
 clearly abusing the system.  *What I propose is that the
 increased_maxplayers tag be attached to the maxplayers setting instead of
 the sv_visiblemaxplayers setting*.  Which incidentally also addresses
 some of the issues with reserved slots, although not ones using the Connect
 or CBaseServer SourceMod extensions.


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Re: [hlds_linux] [hlds] Reminder about server tags

2013-03-06 Thread 1nsane
What? I wasn't responding to you. My response was to Ross Bemrose 
rbemr...@gmail.com and I don't know why this thread has separated. We
should go back to the existing thread. It just broke 100 emails.

On Wed, Mar 6, 2013 at 8:55 PM, Rudy Bleeker rblee...@gmail.com wrote:

 On Thu, Mar 7, 2013 at 2:41 AM, 1nsane 1nsane...@gmail.com wrote:
  Do you really think interrupting people by kicking them is the better way
  of doing reserved slots? Because I don't see how.

 How badly can you miss the point? I'll try to explain it one more
 time: if at ANY time during a server's lifetime you plan on changing
 your server settings from less than 24 players with quickplay enabled
 to more than 24 players (and thus not eligible for quickplay) you
 should NOT be eligible for quickplay AT ALL. You're ruining the
 experience of players that came in through quickplay, expecting a
 balanced game with at most 24 players, but who end up in a 32 player
 explosive damage spamfest for which TF2 wasn't designed. The fact that
 the game is 7 years old and computers can now handle 32 players more
 easily is irrelevant, it's about the game experience.

 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] Tf2 beta: please make steamcmd able to convert old servers

2013-02-28 Thread 1nsane
How would it know what files to keep and what to delete?

What about those users who installed the server right into the base folder
of their user. You can't run steamcmd from the same folder as the server.

There's lots of other smaller things that could go wrong as well. Leaving
the install as is and requiring a fresh download prevents deletion of
customized content and lets server owners move over the right files
themselves.

On Thu, Feb 28, 2013 at 9:35 PM, Marco Padovan e...@evcz.tk wrote:

 Hi,

 Is there any possibility to see something similar to the clients conversion
 taking place for servers too?

 Or at least ok for a full redownload but please have steamcmd remove old
 unused files and move mods/maps/whatever was not vanilla to the right new
 places?

 Thank you,
 Best regards
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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
VPK's working with fast download would be absolutely awesome.

As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I wanted to simplify this and make it easy to compress I'd have
to add those files to the .bsp's zip.
But then any clients who have this map won't be able to play on my server
and then those who download it from mine won't be able to play on other
servers.
So then I have to rename the map. But then it looks like crap because the
cubemaps are messed up.
So next I have to rebuild cubemaps and so the map grows in size because the
old ones are kept.
Then I can add the loose files into the .bsp's archive and then I have a
standalone version of this map that can be downloaded as a single file by
clients which won't conflict with the original.
I also noticed that sound files packed into the map's zip won't always play.

Just a bad and slow way of doing things...

With a VPK I'd be able to do this without messing up the map.
Or better yet the map maker could easily do this himself without having to
mess with zipping files into the bsp.

And in any way, downloading a single bigger file will always be faster than
downloading a bunch of smaller files.

On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:


 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
 it.

 I encourage all server operators to read tf/gameinfo.txt, and
 tf/addons/readme.txt.  The exact operation of the filesystem search paths
 is explained.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, February 19, 2013 10:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

 I'm also interested in this and will i have to move custom maps on the
 server to tf/download/ so they work or does the server accept them from
 same old location as before?

 Will the workshop for maps come to tf2 too? What about it vs
 sv_downloadurl, compatibility wise?

 -ics

 Charlie kirjoitti:
  Will fastdownload stay compatible? Or do we need to change file
  structure there so that maps download correctly?
 
 
  On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
  mailto:pilger...@gmail.com wrote:
 
  I'm curious if it will be possible to download a Windows version
  on a Linux environment. Is that possible now with other games that
  already use the SteamCMD? Will it be possible with TF2 and other
  games?
 
  On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com
  mailto:kyle.l...@gmail.com wrote:
 
  Was the pure not working bug ever fixed in later engines
  (L4D*)? or will
  this be introduced as a regression into the orangebox and CS:S
  branches? :s
 
  Thanks,
  Kyle.
 
 
  On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
  fletch...@valvesoftware.com
  mailto:fletch...@valvesoftware.comwrote:
 
   The orangebox engine games (Team Fortress 2, Counter
  Strike:Source, Day
   of Defeat:Source, HL2:Deathmatch) are being upgraded to
  SteamPipe. Steam's
   new-and-improved content delivery system. SteamPipe is
  currently used by
   most games on Steam.
  
   ** **
 
  
   This change will impact server operators in at least two
  significant ways:
   
  
   ** **
  
   *** **You will use steamcmd instead of the HLDSUpdateTool to
   install/update the server.
  
   *** **The conversion will entail significant changes to the
  way
 
   the files appear in the local filesystem on the server and
  client. The
   client no longer uses GCF files. Instead, most assets are
  packed up into
   VPK, and those VPKs are the same on the server and the
  client. The server
   no longer uses 1000's of loose files.
  
   ** **
 
  
   We're using the TF beta to test these changes and identify
  the bugs, and
   give everybody a chance to make sure their favorite mod or
   

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
I don't know where you got the the idea that I was making non working
files. If anything I do the opposite. Try reading it again.

I said that if a map file has a bunch of other files with it (and sometimes
doesn't even come with a .res file) I would instead 'remake' it by having
all those files inside the single .bsp. And the renaming is done so we
don't end up with MAPNAME.bsp differs from servers. Perhaps you think
that's fine but I find it annoying. Different map versions with the same
name that block clients from joining servers just should not happen.

If you make any changes to the map file (patch files excluded) it needs to
be renamed. No way around it.

Most of the time I would not bother doing this though. If a map comes with
a bunch of files all over the place it's probably not worth it.

On Wed, Feb 20, 2013 at 1:19 PM, ics i...@ics-base.net wrote:

 Most map makers pack their custom assets to bsp itself already so you have
 just the .bsp and the .nav file for bots (if it exists). If you are
 renaming maps, building cubemaps for them or uploading them without the
 extra files, you are just making things worse as you spread the non working
 file around and cause conflicts to players. Leave map naming, packing and
 cubemaps for the authors of the map.

 I see little benefit from VPK. If it's used, then there would be an
 opportunity to use same filename for the maps but then it would be kind of
 hard to identify which version the map is. Only benefit is basically the
 same as having a mapper to either pack the stuff into bsp or ship the files
 with .res file, so all those extra ones will download to the client too.
 That is, if server owner has used all the files in the first place.

 VPK is great for multimap things such as L4D2 but for TF2, not so much.

 -ics

 1nsane kirjoitti:

  VPK's working with fast download would be absolutely awesome.

 As it is now if a map maker ships a map with a bunch of loose texture,
 sound and model files I would not run such a map.
 I can't really compress the bunch of loose files one by one as extraction
 negates the speed benefit.
 So then if I wanted to simplify this and make it easy to compress I'd have
 to add those files to the .bsp's zip.
 But then any clients who have this map won't be able to play on my server
 and then those who download it from mine won't be able to play on other
 servers.
 So then I have to rename the map. But then it looks like crap because the
 cubemaps are messed up.
 So next I have to rebuild cubemaps and so the map grows in size because
 the
 old ones are kept.
 Then I can add the loose files into the .bsp's archive and then I have a
 standalone version of this map that can be downloaded as a single file by
 clients which won't conflict with the original.
 I also noticed that sound files packed into the map's zip won't always
 play.

 Just a bad and slow way of doing things...

 With a VPK I'd be able to do this without messing up the map.
 Or better yet the map maker could easily do this himself without having to
 mess with zipping files into the bsp.

 And in any way, downloading a single bigger file will always be faster
 than
 downloading a bunch of smaller files.

 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.com

 wrote:
 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will
 place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
   If there is interest in this functionality, let me know, I could look
 into
 it.

 I encourage all server operators to read tf/gameinfo.txt, and
 tf/addons/readme.txt.  The exact operation of the filesystem search paths
 is explained.



 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of ics
 Sent: Tuesday, February 19, 2013 10:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF
 beta

 I'm also interested in this and will i have to move custom maps on the
 server to tf/download/ so they work or does the server accept them from
 same old location as before?

 Will the workshop for maps come to tf2 too? What about it vs
 sv_downloadurl, compatibility wise?

 -ics

 Charlie kirjoitti:

 Will fastdownload stay compatible? Or do we need to change file
 structure there so that maps download correctly?


 On Tue, Feb 19, 2013 at 8:26 PM, pilger pilger...@gmail.com
 mailto:pilger...@gmail.com wrote:

  I'm curious if it will be possible

Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread 1nsane
I would not do it that way. Point is to make it work as easily/quickly for
the client as possible. I know how to suffix the map with something unique.

On Wed, Feb 20, 2013 at 3:22 PM, ics i...@ics-base.net wrote:

 I was actually not comfortable for you renaming or repacking any maps that
 someone else has done. That can be a problem. I also try to avoid map that
 isn't complete. But you might end up having a map with the same name that
 already might exist later. So your server could have an older version and
 the map creator released newer version with same name as the one you packed
 is.

 I know some people have renamed maps such as cp_mapname_beta3 to
 cp_mapname, thus making a filename already used and the author if the map,
 if he or she isn't aware of such file, there will be conflicts. The chance
 is minimal but might happen.


 -ics

 1nsane kirjoitti:

 I don't know where you got the the idea that I was making non working
 files. If anything I do the opposite. Try reading it again.

 I said that if a map file has a bunch of other files with it (and
 sometimes
 doesn't even come with a .res file) I would instead 'remake' it by having
 all those files inside the single .bsp. And the renaming is done so we
 don't end up with MAPNAME.bsp differs from servers. Perhaps you think
 that's fine but I find it annoying. Different map versions with the same
 name that block clients from joining servers just should not happen.

 If you make any changes to the map file (patch files excluded) it needs to
 be renamed. No way around it.

 Most of the time I would not bother doing this though. If a map comes with
 a bunch of files all over the place it's probably not worth it.

 On Wed, Feb 20, 2013 at 1:19 PM, ics i...@ics-base.net wrote:

  Most map makers pack their custom assets to bsp itself already so you
 have
 just the .bsp and the .nav file for bots (if it exists). If you are
 renaming maps, building cubemaps for them or uploading them without the
 extra files, you are just making things worse as you spread the non
 working
 file around and cause conflicts to players. Leave map naming, packing and
 cubemaps for the authors of the map.

 I see little benefit from VPK. If it's used, then there would be an
 opportunity to use same filename for the maps but then it would be kind
 of
 hard to identify which version the map is. Only benefit is basically the
 same as having a mapper to either pack the stuff into bsp or ship the
 files
 with .res file, so all those extra ones will download to the client too.
 That is, if server owner has used all the files in the first place.

 VPK is great for multimap things such as L4D2 but for TF2, not so much.

 -ics

 1nsane kirjoitti:

   VPK's working with fast download would be absolutely awesome.

 As it is now if a map maker ships a map with a bunch of loose texture,
 sound and model files I would not run such a map.
 I can't really compress the bunch of loose files one by one as
 extraction
 negates the speed benefit.
 So then if I wanted to simplify this and make it easy to compress I'd
 have
 to add those files to the .bsp's zip.
 But then any clients who have this map won't be able to play on my
 server
 and then those who download it from mine won't be able to play on other
 servers.
 So then I have to rename the map. But then it looks like crap because
 the
 cubemaps are messed up.
 So next I have to rebuild cubemaps and so the map grows in size because
 the
 old ones are kept.
 Then I can add the loose files into the .bsp's archive and then I have a
 standalone version of this map that can be downloaded as a single file
 by
 clients which won't conflict with the original.
 I also noticed that sound files packed into the map's zip won't always
 play.

 Just a bad and slow way of doing things...

 With a VPK I'd be able to do this without messing up the map.
 Or better yet the map maker could easily do this himself without having
 to
 mess with zipping files into the bsp.

 And in any way, downloading a single bigger file will always be faster
 than
 downloading a bunch of smaller files.

 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.com

  wrote:
 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would
 be
 mounted as a map search path.  This has the added benefit that it
 allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will
 place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be
 simpler.
If there is interest in this functionality, let me know, I could
 look
 into
 it.

 I encourage all server operators to read tf/gameinfo.txt, and
 tf/addons/readme.txt.  The exact operation of the filesystem search
 paths
 is explained.



 -Original Message-
 From: hlds

Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread 1nsane
Then you'd also have to keep the server always at 32 players or else when
you use sv_visiblemaxplayers the tag can get removed.

I see servers on the server list now at 32 players and no
increased_maxplayers tag set. This is odd.

On Mon, Feb 18, 2013 at 1:20 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 You should not be delisted, but you DO run a 32 man server, and advertise
 it as a 24 man server. You do correctly change the tags once you near 24,
 but it is false advertisement. If I'm looking for a vanilla 24 man server,
 end up on your server, and then 10 minutes later I notice there are 32
 people, I'm going to be a little miffed.

 This isn't breaking the letter of the policy but it might be treading along
 the spirit of it. Just keep the increased_maxplayers tag on at all times,
 because you -are- running a 32 man server.


 On Mon, Feb 18, 2013 at 9:59 AM, StevoTVR stevo...@stevotvr.com wrote:

  It does sound like a violation of the policy's intent. What is the
  difference between a 32 slot server and one that allows people to join
  until there are 32 players? I think people would expect the displayed
  player limit to stay the same during the session. The only reason I can
  think of for why you do that is to make your server appear to be
 something
  that it isn't.
 
 
  On 2/18/2013 8:06 AM, Essay Tew Phaun wrote:
 
  It doesn't violate it. Whether it's ideal to do so is another thing
  entirely. The tag is dependent upon sv_visiblemaxplayers which can be
  changed at any time. If you're going to have some automated system going
  around delisting servers then you should at least make sure the features
  enabled/disabled set the flags *immediately*. Other features set those
  flags immediately, such as bots. In my opinion, they should have linked
  increased_maxplayers to maxplayers and not sv_visiblemaxplayers. Then
 if
  you want to lower the visible players you can set sv_visiblemaxplayers
 to
  something lower than 32 and remove the increased_maxplayers tag. It
  shouldn't work in the opposite way, especially if they're going to
 delist
  servers for it.
 
  TL;DR: It doesn't violate any policy the way it currently works. When
  sv_visiblemaxplayers is changed, the tag increased_maxplayers is
 added.
  The problem is that it isn't changed immediately and if my guess is
  correct, their automated tag checker has delisted some servers that
 didn't
  have this tag set at the time of the check.
 
  On Mon, Feb 18, 2013 at 10:34 AM, dan needa...@ntlworld.com wrote:
 
   On 17/02/2013 21:32, Essay Tew Phaun wrote:
 
   The servers are all started as 32 player servers, sv_visiblemaxplayers
  is
  set to 24 players. Once 23 players join the sv_visiblemaxplayers is
 set
  to
  32 players. The tag increased_maxplayers is then applied. This
 isn't a
  violation of the tag rules, which is what it's showing we were
 delisted
  for.
 
   Why do you change sv_visiblemaxplayers?
 
  I think, without some overwhelming answer to the above question
  what you do definitely violates increased_maxplayers.
 
  You have to think from the point of view of someone joining the server
  thinking it's a 24 slot server
  or someone using the tags to filter out servers with
  increased_maxplayers.
 
  Even if strictly in the pedantic sense the tags are correct before and
  after
  you make the change, clearly in the intent of those tags you are
 breaking
  the rules imo.
 
  --
  Dan.
 
 
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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread 1nsane
Loophole? It's by design and valve knows it. This is an oversight which I'm
almost entirely convinced they'll fix soon.

Nowhere does it say that once you start your server you can't change any
settings to be quickplay eligble.

What if a server goes on a map quickplay doesn't support or is outside of
the chosen range of CP,CTF,whatever of the player picked initially. What
about servers that let you vote for crits or vote for maps? There's servers
that enable fast respawn after XX players join.

There's also other changes that quickplay disqualifies for so those servers
should also be blacklisted when they do it.
Why? Because it's exactly the same. They make the server quickplay capable
initially and then change something that would make it non capable.

In fact actually changing maxplayers is not nearly as bad as those other
things because quickplay technically supports 32 player servers. Just gives
them a score penalty. Now filling your server with quickplay and disabling
crits or changing maps... Well those things completely disqualify a server
from quickplay and should clearly be blacklisted as well then.

On Mon, Feb 18, 2013 at 4:56 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Soo... you're abusing a loophole in the quickplay system then getting
 upset when your server gets delisted because of it?


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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread 1nsane
This is very important. If valve's fix doesn't account for this then we'll
have to start kicking players to accommodate reserve slot holders.

There should be absolutely no reason to kick anyone when we can make use of
reserved slots.

On Mon, Feb 18, 2013 at 7:10 PM, Invalid Protocol 
invalidprotocolvers...@gmail.com wrote:

 I assume that most community servers have few hidden slots reserved for
 administrators or regular players. These slots are usually not used, except
 few hours every evening. This means that a 24 public slots + 4 reserved
 slots has 24 players most of the time (when is full), and only in rare
 cases
 it has more players (in very rare cases it may even have 28 players for a
 short period of time). If you fix the loophole then how can we have
 reserved slots? Are you going to add a penalty or even delist all servers
 that have reserved slots?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: Tuesday, February 19, 2013 1:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] Reminder about server tags

 We banned some servers who had a maxplayers great than 24 but did not have
 the increased_maxplayers tag.  It looks like it is possible that changing
 sv_visiblemaxplayers dynamically can result in this tag not being set.
 We'll undo those bans.

 If the maxplayers column doesn't inform players, This server will
 generally
 limit the max number of players to X then what does the value mean?  The
 only possible way I can imagine a player would interpret the consistent,
 automated upward adjustment of the maxplayers value is that the server is
 lying to them about what is happening on the server.

 We'll fix this loophole.  Players are entitled to an accurate indication of
 the max number of players allowed on the server.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Abdulrahman
 Abdulkawi
 Sent: Monday, February 18, 2013 2:54 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] Reminder about server tags

 I just checked my servers and they are actually NOT reporting the
 increased_maxplayers server tag - I think it may have broke after an
 update...

  Date: Mon, 18 Feb 2013 17:50:24 -0500
  From: sc2p...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Reminder about server tags
 
  I've already talked to someone else who has servers delisted for the
  same reason. There are also a few other communities running some
  servers that have been delisted. I can't say whether they're for the
  same tags or not, but we weren't the only ones affected by this.
 
  On Mon, Feb 18, 2013 at 5:45 PM, Abdulrahman Abdulkawi
  abdulk...@live.co.uk
   wrote:
 
   Well said - I think this does need to be addressed by Valve
   otherwise everything is just speculation / assumption.
  
   Personally, I think the plugin may have glitched or along those
   lines and the required tag (increased_maxplayers) was not
   automatically added when the slots increased; this is if we're
   reading the reason to the letter server not reporting required
   tags; which if you did have the increased_maxplayers, then you did
 report the required tags.
  
   I guess if that's a problem, then so will changing any server tag
 mid-game.
  
   I hope that nobody else does get blacklisted, without any clear
   confirmation for whether it is or is not permitted.
  
Date: Mon, 18 Feb 2013 17:20:15 -0500
From: 1nsane...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Reminder about server tags
   
Loophole? It's by design and valve knows it. This is an oversight
which
   I'm
almost entirely convinced they'll fix soon.
   
Nowhere does it say that once you start your server you can't
change any settings to be quickplay eligble.
   
What if a server goes on a map quickplay doesn't support or is
outside of the chosen range of CP,CTF,whatever of the player
picked initially. What about servers that let you vote for crits
or vote for maps? There's
   servers
that enable fast respawn after XX players join.
   
There's also other changes that quickplay disqualifies for so
those
   servers
should also be blacklisted when they do it.
Why? Because it's exactly the same. They make the server quickplay
   capable
initially and then change something that would make it non capable.
   
In fact actually changing maxplayers is not nearly as bad as those
other things because quickplay technically supports 32 player
servers. Just
   gives
them a score penalty. Now filling your server with quickplay and
   disabling
crits or changing maps... Well those things completely disqualify
a
   server
from

Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-17 Thread 1nsane
That shouldn't be the reason for why you got de-listed. At least I hope not.

You are using functions built in to the game by valve and those functions
are what control tags.

Perhaps you had some other tag missing or it's just an error on valve's
part.


On Sun, Feb 17, 2013 at 4:32 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 The servers are all started as 32 player servers, sv_visiblemaxplayers is
 set to 24 players. Once 23 players join the sv_visiblemaxplayers is set to
 32 players. The tag increased_maxplayers is then applied. This isn't a
 violation of the tag rules, which is what it's showing we were delisted
 for.

 On Sun, Feb 17, 2013 at 4:27 PM, Ross Bemrose rbemr...@gmail.com wrote:

  When the server is above 24 players ?
 
  Doesn't that deserve some sort of explanation?  Like, as in how are you
  adjusting the player count?
 
 
  On 2/17/2013 4:21 PM, Essay Tew Phaun wrote:
 
  fwiw, I haven't appealed to neither Todd nor McKay to make these posts.
  McKay has developed several of the plugins for our community and has
  access
  to our systems. I would hope it counts for something that a SourceMod
  plugin approver is vouching for us. I really am at a loss for why this
  delisting could have happened. We don't manually set tags anywhere and
 we
  don't attempt to remove tags. The server that got delisted runs pretty
  much
  vanilla. No modified respawn times, when bots are online they are
  reflected
  in the auto-added bots tag. When the server is above 24 players it is
  reflected in increased_maxplayers. I have emailed Tony, Eric, Fletcher
  and Mike attempting to get an answer about this and will update the
 thread
  when I receive the answer, in case we're somehow breaking a rule, but I
  have no earthly idea what that rule could be. This delisting seems to
 have
  happened shortly after this post.
 
  Here are the tags the currently delisted server has, which are the same
  ones it would have had before the delisting:
 
  sv_tags = SMDJ,_registered,bots,ctf,**gameME,replays
 
 
 
  On Sun, Feb 17, 2013 at 4:14 PM, Todd Pettit pettit.t...@gmail.com
  wrote:
 
   I agree I have a good relationship with their community and the
  definitely
  obey all of valve's rules.
 
  - Original Message -
  From: Doctor McKay li...@doctormckay.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.**com hlds_linux@list.valvesoftware.com
 
  Sent: Sunday, February 17, 2013 3:51:26 PM
  Subject: Re: [hlds_linux] [hlds] Reminder about server tags
 
  I can vouch for him in that he's not breaking any rules.
 
  Dr. McKay
  http://www.doctormckay.com
 
  -Original Message-
  From: Essay Tew Phaun
  Sent: Sunday, February 17, 2013 3:15 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] Reminder about server tags
 
  Just wanted to say that we've had a server blacklisted for the reason:
 
  message
  Server browser not reporting required tags (e.g. increased_maxplayers,
  bots, etc)
  /message
 
  And we've always obeyed the tag rules. We don't use any plugins that
 aim
  to
  remove them and any features we use, such as bots and
  increased_maxplayers
  automatically change the sv_tags and we've made no attempts at all to
  remove them. This has to be a mistake on Valves part, the server of
 ours
  which got blacklisted runs the exact same way our other servers run and
  they're not blacklisted.
 
  On Fri, Feb 15, 2013 at 6:52 AM, Robert Paulson
  thepauls...@gmail.comwrote:
 
   You can see the number of players on the stats page. TF2 is always in
  the
 
  top 3 or 4 games.
  It's 2nd right now.
 
  Sure look at the games list during the least active part of the day
 when
  many of those players are idling in the only game with a huge
 incentive
 
  to
 
  idle. Try looking at the list during peak hours. The number of TF2
 
  players
 
  have stagnated and even dropped after 2 huge updates.
 
   There are or were big long threads on SPUF moaning about how badly
 TF2
  is
 
  optimised and moaning about how sentry guns should be removed or such
  and
  such are overpowered
 
  There's always people complaining about anything. Again, I encourage
  Fletcher to look at the evidence that people join fast respawn servers
  with
  hidden tags by the boat-load, and stay there all night. And they don't
  do
  it when tags are listed. This should tell you 2 things: there's a real
  demand for faster respawn, and not being on quickplay is a huge
  disadvntage. Again, I don't care
 
   The server software is free so I'm not sure what you bought. Was it
 
  some
 
  magic beans in exchange for a cow? :)
 
  I don't know about you but I purchased TF2 with the expectation that
  servers would be moddable like previous Source games AND not be
  relegated
  to a ghetto deprived of new players. You really think people run
 modded
  servers without buying the game? There is no formal contract saying
 that
  server owners have any 

Re: [hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread 1nsane
Because the server itself can change them.

On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker rblee...@gmail.com wrote:

 Then I wonder how and why they become stale.

 On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
  Those ain files are for npc's only. In CS Source, hostages used those ain
  nodes in the past but then came .nav files and bots and npc's use them
 these
  days. They are unused in TF2 as far as i know.
 
  -ics
 
  30.11.2012 14:17, Erik-jan Riemers kirjoitti:
 
  I do think that the .nav files are navigation for the bots.
 
 
  2012/11/30 Rudy Bleeker rblee...@gmail.com
 
  On Fri, Nov 30, 2012 at 12:12 PM, Erik-jan Riemers riem...@binkey.nl
  wrote:
 
  I've seen this always with updates. Strange things also happen to your
  server if you copy the .ain file to another server (like random object
  ingame by players.. yes that strange)
 
  That's strange indeed, because a little research online learned me
  that the files contain the navigation data for bots
  (http://www.fileinfo.com/extension/ain). So they shouldn't affect
  players at all.
 
  But besides that, its just a error that i ignore ;p
 
  Me too, but I thought I'd finally ask to see if I was the only one
  having this issue. Glad to hear I'm not :-)
 
  --
  Idleness is not doing nothing. Idleness is being free to do anything.
 - Floyd Dell
 
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Re: [hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread 1nsane
Because it's in the engine. Even third party source mp games do it when the
have no use for it whatsoever.
On Nov 30, 2012 6:01 PM, Rudy Bleeker rblee...@gmail.com wrote:

 Sure I get that, but why would a TF2 server do that if it doesn't use
 them (as suggested by ics)?

 On Fri, Nov 30, 2012 at 8:30 PM, 1nsane 1nsane...@gmail.com wrote:
  Because the server itself can change them.
 
  On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker rblee...@gmail.com
 wrote:
 
  Then I wonder how and why they become stale.
 
  On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
   Those ain files are for npc's only. In CS Source, hostages used those
 ain
   nodes in the past but then came .nav files and bots and npc's use them
  these
   days. They are unused in TF2 as far as i know.
  
   -ics
  
   30.11.2012 14:17, Erik-jan Riemers kirjoitti:
  
   I do think that the .nav files are navigation for the bots.
  
  
   2012/11/30 Rudy Bleeker rblee...@gmail.com
  
   On Fri, Nov 30, 2012 at 12:12 PM, Erik-jan Riemers 
 riem...@binkey.nl
   wrote:
  
   I've seen this always with updates. Strange things also happen to
 your
   server if you copy the .ain file to another server (like random
 object
   ingame by players.. yes that strange)
  
   That's strange indeed, because a little research online learned me
   that the files contain the navigation data for bots
   (http://www.fileinfo.com/extension/ain). So they shouldn't affect
   players at all.
  
   But besides that, its just a error that i ignore ;p
  
   Me too, but I thought I'd finally ask to see if I was the only one
   having this issue. Glad to hear I'm not :-)
  
   --
   Idleness is not doing nothing. Idleness is being free to do
 anything.
  - Floyd Dell
  
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Re: [hlds_linux] Potential fix for problems on multi-honed servers

2012-11-28 Thread 1nsane
I was getting something along the lines of could not locate account. Only
way for me to get rid of that was to restart the server.

On Wed, Nov 28, 2012 at 5:33 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Hello!

 If you were using these new binaries during yesterday's Steam prop, let me
 know how it went.  Is the problem resolved?  Same problems happened?  New
 problems happened?

 Thanks,
 - Fletch

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Wednesday, November 21, 2012 11:13 AM
 To: Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com)
 Subject: [hlds] Potential fix for problems on multi-honed servers

 If you are running a multi-honed server, and your server occasionally
 drops out of the master server listing, or appears on the wrong public IP,
 then you may be interested in testing our some beta binaries that might fix
 the problem.  The problem begins with a disruption while talking on UDP
 (often during the weekly prop of Steam).  The Steam client layer then
 enters a fallback pattern of TCP, then UDP, etc.  Eventually the disruption
 is resolved, and it can be random whether your server managed to connect to
 Steam on TCP or UDP, depending on where it was in the retry pattern.  The
 problem with TCP for multi-honed servers is that it will always bind to the
 default interface, disregarding any request to bind to a particular
 interface.  This can cause Steam to see your server as coming from the
 wrong public IP.  Depending on your routing rules, NAT, etc, your server
 can drop off of the server browser because clients cannot get to you when
 they send packets to that IP.

 Some server operators have worked around this bug with firewall rules
 preventing the server from connecting to Steam via TCP.

 These binaries disable TCP fallback for dedicated servers.

 http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip
 http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 Be warned that they have not been widely tested.  You should only try out
 these binaries if you think you are having problems related to multi-honed
 machines.

 Also, note that if you do use these binaries, and then update your server,
 they will probably be reverted.

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Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

2012-11-17 Thread 1nsane
I can confirm I am having this issue too.


On Sat, Nov 17, 2012 at 9:47 AM, Sampson Rogers kritskring...@gmail.comwrote:

 Seems this issue remains. I'm having to restart roughly 2 or 3 servers a
 week due to this.

 http://i.imgur.com/9qWYK.jpg?1
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread 1nsane
That's because its been released at a good time for both Europe and US. The
servers are overloaded more than usual now.

On Fri, Nov 2, 2012 at 11:51 AM, Svensk Ljud  Ljus Produktion 
i...@teaterljud.se wrote:

 Im getting this on our MvM server.

   4:27 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress

   4:27 [213.242.110.94:27030] Connecting...

   4:27 [213.242.110.94:27030] Connection established; handshaking...

   4:27 [213.242.110.94:27030] Sending login message...

   4:27 [213.242.110.94:27030] Failed.  Server rejected session login

   4:28 [80.239.130.254:27030] Connecting...

   4:31 [80.239.130.254:27030] Failed.  Failed to connect to
 80.239.130.254:27030, errno 115 Operation now in progress

   4:31 [77.67.56.170:27030] Connecting...

   4:34 [77.67.56.170:27030] Failed.  Failed to connect to
 77.67.56.170:27030, errno 115 Operation now in progress

   4:34 [146.66.156.13:27030] Connecting...

   4:37 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress

   4:37 [146.66.156.12:27030] Connecting...

   4:40 [146.66.156.12:27030] Failed.  Failed to connect to
 146.66.156.12:27030, errno 115 Operation now in progress

   4:40 [81.171.70.221:27030] Connecting...

   4:43 [81.171.70.221:27030] Failed.  Failed to connect to
 81.171.70.221:27030, errno 115 Operation now in progress

   4:43 [213.242.110.94:27030] Connecting...

   4:43 [213.242.110.94:27030] Connection established; handshaking...

   4:43 [213.242.110.94:27030] Sending login message...

   4:43 [213.242.110.94:27030] Failed.  Server rejected session login

   4:43 [213.242.110.98:27030] Connecting...

   4:43 [213.242.110.98:27030] Connection established; handshaking...

   4:43 [213.242.110.98:27030] Sending login message...

   4:43 [213.242.110.98:27030] Failed.  Server rejected session login

   4:43 [77.67.60.58:27030] Connecting...

   4:46 [77.67.60.58:27030] Failed.  Failed to connect to
 77.67.60.58:27030, errno 115 Operation now in progress

   4:46 [79.141.165.3:27030] Connecting...

   4:49 [79.141.165.3:27030] Failed.  Failed to connect to
 79.141.165.3:27030, errno 115 Operation now in progress

   4:49 [80.239.194.142:27030] Connecting...

   4:52 [80.239.194.142:27030] Failed.  Failed to connect to
 80.239.194.142:27030, errno 115 Operation now in progress

   4:52 [81.171.70.222:27030] Connecting...

   4:55 [81.171.70.222:27030] Failed.  Failed to connect to
 81.171.70.222:270

 i'll never seen that before ..
 We are located in North Europe

 Peter
 Sweden

 Eric Smith skrev 2012-11-02 19:26:

 We've released a mandatory update for Team Fortress 2. The notes for the
 update are below.

 -Eric

 --


 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that was causing intermittent lag spikes for Linux
 dedicated servers
 - Fixed a crash while command-tabing on Mac in fullscreen
 - Fixed not running on Mac OSX 10.5.8

 Team Fortress 2
 - MERASMUS! has leveled up at WizardCon!
 - The Skull Island Topper now tracks the highest level of Merasmus
 the owner has helped defeat
 - Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
 - Increased Soldier and Demoman damage against Merasmus while he is
 in hiding
 - Saxxy Awards submissions are now being accepted for the Replay category
 via the in-game YouTube(tm) uploader
 - Fixed the Heavy not playing the correct audio when equipping all of the
 Grand Duchess items
 - Fixed the Grand Duchess items not being groupped as an item set
 - Fixed a bug that allowed spells to be applied to base items
 - Added zombie character images and a new Halloween background for the
 main menu
 - Beta version of new item import tool, available in game in the Steam
 Workshop submission process
 - Fixed Mann vs. Machine robots not taunting when they level up while
 carrying the bomb
 - Updated the health bar for Merasmus and Monoculus
 - Added more credits to Caliginous Caper, Wave 666

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 --
 Svensk Ljud  Ljus Produktion


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Re: [hlds_linux] Next TF update may break linux plugins

2012-10-23 Thread 1nsane
I believe it's part of the Linux client support.

So since OSX has support for all those games, I assume sooner or later the
rest will too.

On Tue, Oct 23, 2012 at 8:57 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Is this just Team Fortress 2 or OrangeBox + CS:S?

 Thanks,
 Kyle.

 On Tue, Oct 23, 2012 at 5:27 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  A word of warning concerning the next TF update.  Many of the Linux
  binaries for the dedicated server will be renamed.
 
  For example:
 
  bin/datacache_srv.so
  bin/dedicated_srv.so
  bin/engine_srv.so
  bin/libtier0_srv.so
  bin/libvstdlib_srv.so
  bin/materialsystem_srv.so
  bin/replay_srv.so
  bin/scenefilecache_srv.so
  bin/shaderapiempty_srv.so
  bin/soundemittersystem_srv.so
  bin/studiorender_srv.so
  bin/vphysics_srv.so
  tf/bin/server_srv.so
 
  If you have any scripts or plugins that depend on particular filenames,
  this could break them.
 
  Also, the update will contain a large number of changes to low level
  libraries such as tier0_srv.so.
 
  The most recent TF beta was shipped with the renamed binaries and with
  these changes and can be used to test any scripts or plugins.
 
  We highly recommend that plugin developers test their plugins against the
  current TF beta.
 
  Thank you,
  Fletch
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Re: [hlds_linux] Quickplay not activating?

2012-10-13 Thread 1nsane
Also don't forget that Valve's recent update added more MVM content. This
made some players go play on valve's Mann Up or community MVM servers.



On Sat, Oct 13, 2012 at 10:07 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Yeah I've noticed it has been slower lately but I figured it may just be
 slower and not a problem with Quickplay. I thought about making a post here
 on it but I know that Quickplay discussions offend certain people here.
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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-09-30 Thread 1nsane
Perhaps this is why sometimes map changes take a long time.

On Sun, Sep 30, 2012 at 4:33 PM, Tony Paloma to...@valvesoftware.comwrote:

 We have some code that will attempt to set the priority of worker threads
 via pthread_setschedparam.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Saturday, September 29, 2012 10:38 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] srcds_linux changing its own process priority at
 start (centos)

 :D

 btw I hope someone from Valve will clarify about this behaviour so at
 least we can understand if making servers run as root better but more
 expensive is an intender behaviour and if there's a way around that to
 suppress this kind of self changes tries srcds_linux does :)


 Il 29/09/2012 19:20, Andre Müller ha scritto:
  Next step: Run the srcds_linux in kernel mode:
  http://web.yl.is.s.u-tokyo.ac.jp/~tosh/kml/
 
  2012/9/29 Marco Padovan e...@evcz.tk:
  you were right ... if you run it as root it make use of the realtime
  scheduler and set itself to -3 as priority...
 
  is this normal?
 
  ZOMG running az r00t makes it quicker and faster, 10fps here I
  come :D
 
  Il 29/09/2012 19:03, Marco Padovan ha scritto:
  Hi,
 
  thanks for your feedback, never run the server as root so I never
  noticed this *weird* behaviour :S This specific unprivileged user
  (/*not root*/) I'm doing the tests with is allowed to set realtime
  scheduler for its own processes.
 
  Kernel is: 2.6.32-279.9.1.el6.x86_64 (official binary shipped by
  centos)
 
  What I can't understand is why srcds_linux tries to do such change
  on its own... If I wanted to see it make use of realtime scheduler I
  would do that when starting... I do not like processes doing things
  by their own :S
 
  Additionally this kind of behaviour would make people run the
  gameservers as root because it will magically performs better
  thanks to the automatic scheduler changes :O Are we opening a
  Pandora's box? :D
 
PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
  13660 testtf2   -3   0  288m 174m  19m S  9.6  1.5   0:10.58
 srcds_linux
  13653 testtf2   20   0  103m 1568 1224 S  0.0  0.0   0:00.00 srcds_run
 
 
  pid 13660's current scheduling policy: SCHED_RR pid 13660's current
  scheduling priority: 2
 
  pid 13653's current scheduling policy: SCHED_OTHER pid 13653's
  current scheduling priority: 0
 
  let me see what happens when running as root :)
 
 
 
  Il 29/09/2012 18:35, Ulrich Block ha scritto:
  Am 29.09.2012 18:30, schrieb Marco Padovan:
  Hi, thanks for your reply.
 
  In my case it is not srcds_run doing that, it's srcds_linux that
  does something.
 
  priority changes a few seconds after srcds_linux has started
  (right after create 4 threads gets printed into the console log).
 
  In my case it's changing its own scheduling parameters moving from
  the SCHED_OTHER into SCHED_RR.
  Which kernel are you using? And most importantly which user runs
  the server? I saw such a behaviour when someone was running
  everything with root.
 
  A normal system user should not have the permission to change the
  prio or the scheduling. The root user does.
 
 
 
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Re: [hlds_linux] Clients timing out again

2012-09-20 Thread 1nsane
I've been hearing complaints about clients crashing on map change and on
disconnect as well.

Have you experienced any of that?

On Thu, Sep 20, 2012 at 10:42 PM, Frank ad...@gamerscrib.net wrote:

 I'm not sure if this is something injected server side or yet again the bug
 for clients causing crashes in the middle of game play - seems like heat of
 battle which is effecting server traffic that is barely hanging in there.
 The introduction of a few new games like Torchlight and Boarderlands have
 caused TF2 traffic to die and yet we have clients crashing. Can this please
 be addressed very soon - I'm not sure how much longer TF2 can hang into the
 top 3 of stats.



 http://store.steampowered.com/stats/?snr=1_4_4__10





 We have Halloween coming up - last two years the event was released on the
 27th which would pit it to come out this year on the 26th which is not good
 - please do not release this thing on a Thursday or Friday and please
 release it a few weeks before Halloween so it gives those of us that wish
 to
 host a server running this event/map time to really run it and YOU (Valve)
 time to address bugs prior to a weekend.



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Re: [hlds_linux] Serverlist listing?

2012-09-20 Thread 1nsane
No, this has been changed. It should now list servers closer to you first.

On Thu, Sep 20, 2012 at 10:39 PM, Ejziponken - sza...@hotmail.com wrote:


 Does anybody know how the servers are listed in the STEAM serverlist? I
 know last year they where listed after my own IP.
 So If my IP was like 81.xx.xx.xx then servers that started with 81. showed
 first in the serverlist when I pressed REFRESH ALL.
 So basicly if my server started with 178. I didnt get that server in the
 list as fast as servers with 81.

 Is it still the same way or has the list been changed?
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-15 Thread 1nsane
The code I linked from a year ago makes it stop when a player joins a team.
That's how the old versions worked.

Current plugin stops it once you click continue (before you join a team).

On Sat, Sep 15, 2012 at 11:16 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 I'm talking about the video continuing to play after clicking continue.
 Currently it stops playing after a player joins a team.


 On 9/14/2012 7:55 PM, 1nsane wrote:

 I've been using an old version and it was working fine all this time.
 Checking the source of the version I have, I can confirm it does the same
 thing by loading a blank page (which they use to do tracking).

 On Fri, Sep 14, 2012 at 6:18 PM, Cameron Munroe
 cmun...@cameronmunroe.com**wrote:

  This has only been fixed in the newest version of pinion which has been
 out for a very short time.

 Sent from my android device.



 -Original Message-
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.**com hlds_linux@list.valvesoftware.com
 Sent: Fri, 14 Sep 2012 3:16 PM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 If you configure it right they won't lag because the ad page will be
 cleared after it's closed.

 If you don't bother setting it up right then that's your fault as a
 server
 owner.
 And as a client, if you close the MOTD and the ad just keeps playing,
 leave
 or blacklist the server.

 It's quite simple, take a few minutes to set it up right and it won't be
 an
 issue after it's closed.

 On Fri, Sep 14, 2012 at 2:48 PM, cladiron cladi...@gmail.com wrote:

  I'm not saying ads are bad, only when you force the client to view it
 and
 the it lags them.
 Give the client the option to view the ad, not auto-opt them in . that

 just

 suxs.



 On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote:

  On 14/09/2012 05:17, Frank wrote:

  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.

 **com/cgi-bin/mailman/**listinfo/**hlds_linux

 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 

 ^^

 --
 Dan


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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread 1nsane
If you configure it right they won't lag because the ad page will be
cleared after it's closed.

If you don't bother setting it up right then that's your fault as a server
owner.
And as a client, if you close the MOTD and the ad just keeps playing, leave
or blacklist the server.

It's quite simple, take a few minutes to set it up right and it won't be an
issue after it's closed.

On Fri, Sep 14, 2012 at 2:48 PM, cladiron cladi...@gmail.com wrote:

 I'm not saying ads are bad, only when you force the client to view it and
 the it lags them.
 Give the client the option to view the ad, not auto-opt them in . that just
 suxs.



 On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote:

  On 14/09/2012 05:17, Frank wrote:
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
  ^^
 
  --
  Dan
 
 
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread 1nsane
I've been using an old version and it was working fine all this time.
Checking the source of the version I have, I can confirm it does the same
thing by loading a blank page (which they use to do tracking).

On Fri, Sep 14, 2012 at 6:18 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 This has only been fixed in the newest version of pinion which has been
 out for a very short time.

 Sent from my android device.



 -Original Message-
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Fri, 14 Sep 2012 3:16 PM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 If you configure it right they won't lag because the ad page will be
 cleared after it's closed.

 If you don't bother setting it up right then that's your fault as a server
 owner.
 And as a client, if you close the MOTD and the ad just keeps playing, leave
 or blacklist the server.

 It's quite simple, take a few minutes to set it up right and it won't be an
 issue after it's closed.

 On Fri, Sep 14, 2012 at 2:48 PM, cladiron cladi...@gmail.com wrote:

  I'm not saying ads are bad, only when you force the client to view it and
  the it lags them.
  Give the client the option to view the ad, not auto-opt them in . that
 just
  suxs.
 
 
 
  On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote:
 
   On 14/09/2012 05:17, Frank wrote:
  
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
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 **com/cgi-bin/mailman/listinfo/**hlds_linux
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
  
   ^^
  
   --
   Dan
  
  
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread 1nsane
There we go:

Over a year old: Aug 30, 2011
https://github.com/PinionTech/Pinion-Adverts/blob/28ac1ff1a621e84d57c9e5c274ae45961c5751a4/pinion_adverts.sp


Does the same thing. If you ever used their plugin it would not have been
an issue. However just adding it to motd.txt would keep the ad playing
after the motd is closed.

Again just configure the damn thing right if you are going to use it. It's
in everyone's best interest to not piss of their playerbase by causing lag
or any other issues.

On Fri, Sep 14, 2012 at 6:18 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 This has only been fixed in the newest version of pinion which has been
 out for a very short time.

 Sent from my android device.



 -Original Message-
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Fri, 14 Sep 2012 3:16 PM
 Subject: Re: [hlds_linux] HTML MOTDs not rendering?

 If you configure it right they won't lag because the ad page will be
 cleared after it's closed.

 If you don't bother setting it up right then that's your fault as a server
 owner.
 And as a client, if you close the MOTD and the ad just keeps playing, leave
 or blacklist the server.

 It's quite simple, take a few minutes to set it up right and it won't be an
 issue after it's closed.

 On Fri, Sep 14, 2012 at 2:48 PM, cladiron cladi...@gmail.com wrote:

  I'm not saying ads are bad, only when you force the client to view it and
  the it lags them.
  Give the client the option to view the ad, not auto-opt them in . that
 just
  suxs.
 
 
 
  On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote:
 
   On 14/09/2012 05:17, Frank wrote:
  
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   https://list.valvesoftware.
 **com/cgi-bin/mailman/listinfo/**hlds_linux
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
  
   ^^
  
   --
   Dan
  
  
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 **com/cgi-bin/mailman/listinfo/**hlds_linux
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread 1nsane
Also I heard reports of client crashes caused by this:
http://forums.steampowered.com/forums/showthread.php?t=2923050

Could also be related.

Might even crash servers if it runs out of free edicts. Though I didn't try
to verify that.

On Thu, Sep 6, 2012 at 2:01 PM, Saint K. sai...@specialattack.net wrote:

 Thanks for that. Didn't knew why our servers sat empty, turns out our
 clients were crashed as well.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen [
 michs...@live.no]
 Sent: 06 September 2012 19:54
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?

 Deactivating the HTML-motd seems to have done it for most of my users,
 something is seriously borked.


  From: ad...@gamerscrib.net
  To: hlds_linux@list.valvesoftware.com
  Date: Thu, 6 Sep 2012 13:50:08 -0400
  Subject: Re: [hlds_linux] Client crash cause of server settings?
 
  I just tested it on a server without pinion plugin even running - without
  Sourcemod and still the same thing. HL2.exe has stopped etc etc -
 something
  is wrong and I mean that as of late last night or this morning. Now keep
 in
  mind I'm trying to fire up this client with -textmode so I can test
 certain
  things no idle - it's never done this till this morning. I can get right
 in
  using regular entry into the game/server but I don't need it to utilize
 the
  resources with that which is why I test certain things in -textmode.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael
  Johansen
  Sent: Thursday, September 06, 2012 1:38 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Client crash cause of server settings?
 
 
  One of my users just said that when he joined, he could see the Pinion ad
  then the game crashes, do your users experience the same thing? Join 
 motd
   crash?
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread 1nsane
Based on what I  was told it crashes at the end of the advert. I will be
testing it out myself soon.

On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 I had a player just tell me if he watches the ad he'll crash still.
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread 1nsane
Yeah I asked some community members to test it out and got the same result.
Just watch the ad completely until it stops and the game should crash.

This is either caused by Pinion changing something on the way they deliver
ads or perhaps one of Valve updates changed something in the browser
handling.

On Thu, Sep 6, 2012 at 6:10 PM, 1nsane 1nsane...@gmail.com wrote:

 Based on what I  was told it crashes at the end of the advert. I will be
 testing it out myself soon.


 On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 I had a player just tell me if he watches the ad he'll crash still.
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Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread 1nsane
Nice work good sir, This will help in the interim.


On Thu, Sep 6, 2012 at 10:41 PM, EHG epichat...@litewin.net wrote:

 If the wearable item stacking is the cause of these crashes you can give
 this a try until valve patches it.
 https://forums.alliedmods.net/**showthread.php?p=1793124https://forums.alliedmods.net/showthread.php?p=1793124

 I know this glitch is causing at least some lag as I have gotten such
 complaints from my community.

 --EHG


 On 9/6/2012 2:40 PM, 1nsane wrote:

 Also I heard reports of client crashes caused by this:
 http://forums.steampowered.**com/forums/showthread.php?t=**2923050http://forums.steampowered.com/forums/showthread.php?t=2923050

 Could also be related.

 Might even crash servers if it runs out of free edicts. Though I didn't
 try
 to verify that.

 On Thu, Sep 6, 2012 at 2:01 PM, Saint K. sai...@specialattack.net
 wrote:

  Thanks for that. Didn't knew why our servers sat empty, turns out our
 clients were crashed as well.
 __**__
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Michael Johansen [
 michs...@live.no]
 Sent: 06 September 2012 19:54
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?

 Deactivating the HTML-motd seems to have done it for most of my users,
 something is seriously borked.


  From: ad...@gamerscrib.net
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Date: Thu, 6 Sep 2012 13:50:08 -0400
 Subject: Re: [hlds_linux] Client crash cause of server settings?

 I just tested it on a server without pinion plugin even running -
 without
 Sourcemod and still the same thing. HL2.exe has stopped etc etc -

 something

 is wrong and I mean that as of late last night or this morning. Now keep

 in

 mind I'm trying to fire up this client with -textmode so I can test

 certain

 things no idle - it's never done this till this morning. I can get right

 in

 using regular entry into the game/server but I don't need it to utilize

 the

 resources with that which is why I test certain things in -textmode.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Michael
 Johansen
 Sent: Thursday, September 06, 2012 1:38 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Client crash cause of server settings?


 One of my users just said that when he joined, he could see the Pinion
 ad
 then the game crashes, do your users experience the same thing? Join 

 motd

 crash?

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Re: [hlds_linux] 2 servers from the same installation, load plugins only on one server

2012-08-31 Thread 1nsane
If the plugin makes the file then just let it do that, empty the file of
its contents and make it read only.

Then use +plugin_load.

On Thu, Aug 30, 2012 at 9:01 PM, feugatos feuga...@ceidwarfare.net wrote:

 Hi guys its me again!

 I run two TF2 servers from the same installation. I want to install
 Mani's Admin Plugin but only for one server. I don't want the other to
 load the plugin at all. I tried not placing the .vdf file inside the
 addons folder and loading the plugin with plugin_load but the server
 created the .vdf file. I tried letting both server load the plugin and
 unload the plugin on the server that I don't want it with plugin_unload
 but this crashed the server. Is there a solution to my problem?

 Can anyone help?

 Thank,
 Dimitri

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Re: [hlds_linux] A Question about the stats Command

2012-08-31 Thread 1nsane
Yes I believe they are.

On Fri, Aug 31, 2012 at 11:31 AM, Andreas Willinger aw...@gmx.at wrote:

 Hello,

 as the Title says I have got a Question about that stats Command in
 Srcds:
 I am currently running some MvM Servers and noticed that the stats
 Command
 is showing some unrealistic Numbers at the Connects Column.

 Are Bot Connections also counted?

 Best Regards


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