Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Mark (HLDS)
Oh my god is there a cl_nohats command?  I could weep tears of joy, I'm so
sick of hats and the like in TF2.  The new weapons are fine, but the
cosmetic
stuff I'd love to be able to shut off.  I'll be in suspense until I can get
home to
try this out.



2011/2/22 Björn Rohlén 

> Oops! Seems someone yet again forgot the client-side command that we all
> have longed for since a certain update in the recent past.
>
> cl_nohats 1
>
> It is ridiculous you have to change a bunch client-side on every update to
> get rid of all the totally useless and GAME CHANGING (in a VERY NEGATIVE
> WAY) items, that are hats.
>
> Best would, of course, if we as server-operators could use sv_vanilla 1 too
> so we could make sure the players do not have a bunch of useless stuff on
> their screens -- but that, sadly, feels less likely :'(
>
> Oh well, perhaps next time!
>
> -The G
>
> On Tue, Feb 22, 2011 at 10:09 PM, Jason Ruymen  >wrote:
>
> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat: Source and Half-Life 2: Deathmatch are now available.  The
> specific
> > changes include:
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed a server crash exploit caused by malformed network packets.
> >
> > Counter-Strike: Source
> > - Updated De_Inferno.
> >   - Community fixes.
> >
> > Team Fortress 2
> > - Fixed the Amputator and the Crusader's Crossbow healing teammates that
> > have the Equalizer as their active weapon.
> > - Updated the Red team skin for the Fists of Steel.
> >
> > Jason
> >
> >
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[hlds_linux] Way OT: Re: Upcoming Left 4 Dead Server Changes

2009-04-20 Thread Mark - hlds list
Jumping way, way OT, just wanted to say thanks for the glory that is/was 
quakeworld CTF and everything that followed.  If my buddies and I had to 
pay you in dimes for every hour spent playing your CTF mods, you'd be a 
rich, rich man.

Now I'm wondering if your presence at Valve might portend something 
like, oh, native Linux support of TF2/L4D/whatever games are coming?  I 
think I'd faint with joy if that day ever arrived (wine/TF2 works, for 
very low values of "works", but...)



Zoid Kirsch wrote:
> I'm a developer at Valve who is working on the Left 4 Dead Survival pack 
> update...

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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Mark - hlds list
Evaldas Žilinskas wrote:
> You’re wrong and Valve is doing its job wrong. But I don’t want to flame off 
> topic about how companies should do their job dealing with cracked industry
>
>   
>> This new scoring system would help get rid of servers like yours.
>>
>> Evaldas Z(ilinskas wrote:
>> 
>>> Question
>>>
>>> If I have a slot plugin, and players get kicked, when they connect, due
>>> reserved slots "msg"?
>>> Will I get the -15point pennalt? Yes I will :) andevery minute I get at
>>> least 10 tries to connect. :)
>>> -150points every minute...
>>>
>>>   
He's not wrong or off-topic.  Valve is looking into delisting bad 
servers in order to improve the player experience for most TF2 players.  
Your server is configured incorrectly (arguably) in such a way that 
reserved slots show as open, available slots to the general public.  
When players try to fill one of those spots, they get to do about 30 
seconds to 1 minute of map loading before your server kicks them.

It is so easy for you to fix that situation, but you don't seem to care 
about all the kicked players... by your own estimation, it's 10 attempts 
per minute, so if it takes about 30 seconds per player before they're 
kicked, that comes to 30sec*10*60*24=432000 seconds (5 days!) per day of 
wasted player time that could be spent on servers where the admin made 
the very simple change required to hide reserved slots.  Granted, you 
don't see that connection rate 24-hours per day, so we can cut it down 
and figure that you're really only wasting about what, 12 hours of 
cumulative game time for other players every single day?

So yes, for many, many players out there, YOU are directly responsible 
for part of the "bad user experiences".  The several replies to your 
earlier message from people saying your server is the kind of server 
that should be delisted should have been a clue to that.

Fix your reserved slots so their hidden, and everybody is happy.  See 
how easy that is?

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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Mark - hlds list
If you're hosting of of those servers that doesn't hide its reserved 
slots, then I kind of hope your server *does* get removed. It's been 
discussed numerous times on this very list, you can hide reserved slots 
so your server appears full. It's s frustrating to connect to a 
server showing 30/32, load half way, then get the "kicked due to 
reserved slot" message.

No offense meant to you personally, just more generally to any server 
not hiding reserved slots.


Evaldas Žilinskas wrote:
> Question
>
> If I have a slot plugin, and players get kicked, when they connect, due 
> reserved slots "msg"?
> Will I get the -15point pennalt? Yes I will :) andevery minute I get at 
> least 10 tries to connect. :)
> -150points every minute...
>
> - Original Message - 
> From: "David A. Parker" 
> To: "Half-Life dedicated Linux server mailing list" 
> 
> Sent: Friday, March 13, 2009 3:58 PM
> Subject: Re: [hlds_linux] TF2 Delisting
>
>
>   
>> I read that blog post last night, and I agree with the OP that Valve is
>> going about this the wrong way.  It seems to me that entirely delisting
>> servers with poor scores is a bad idea.  What they should do is put a
>> "server score" field into the serverbrowser, so players can sort by
>> score.  Hacked servers, etc., would still be listed, bu they would be at
>> the bottom.  Also, as mentioned before, there is sure to be some kind of
>> exploit to rapidly connect and disconnect from a server a few hundred
>> times, effectively delisting it.
>>
>> Just my $0.02 (USD).
>>
>> - Dave
>>
>> Donnie Newlove wrote:
>> 
>>> On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak  wrote:
>>>   
 I'm a bit worried about this new server delisting system.. I see a few
 issues:

 A) Every major GSP (a large portion of the servers) reuses IP addresses
 between different clients.  It's entirely possible (and very likely)
 that someone is going to get their server delisted, then request that
 their IP be changed, leaving the next client to deal with that.  Are
 these delistings permanent?
 
>>> Then every major GSP will have to forbid hacking servers to inflate
>>> the player count if they want to protect their addresses. Which is of
>>> course great.
>>>
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>>>   
>> -- 
>>
>> Dave Parker
>> Utica College
>> Integrated Information Technology Services
>> (315) 792-3229
>> Registered Linux User #408177
>>
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Re: [hlds_linux] CentOS 5.2 Can not run scrds updater

2009-02-19 Thread Mark - hlds
Yeah, hate to nitpick, but you should take the "CentOS 5.2" out of your 
subject line... it's definitely not due to CentOS (unless you've messed 
up something unique to your install). I have numerous servers running on 
a few CentOS machines here.


ЯтR] The-/ Been running on a fresh centos for almost a month works fine no 
> problems. What error is it giving you?
>
> Jameson Quave wrote:
>   
>> Is it possible to download the files from an ftp somewhere instead of using
>> the updater tool?
>>
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>> 
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Are you setting it explicitly in a config file or on command line?  If 
you just start a server, it's at sv_cheats 0 by default, but if you were 
extra-cautious and added a line to your config file or command line, 
that's when the strangeness showed up.  Heck, it may be patched now, I 
don't know... I removed sv_cheats from my configs a long time ago to get 
rid of the issue.


James Gurney wrote:
> Hm, my server is running with sv_cheats 0, and I haven't seen melee 
> being too slow (quite the opposite, as mentioned), or any sort of server 
> lag..
>
> On 01/06/2009 02:09 PM, ICS Staff wrote:
>   
>> Problem with setting sv_cheats 0 into server.cfg is that it doesn't  
>> only make melee slower but it makes it _too slow_ under heavy zombie  
>> attack. Its more like 2 times slower than normal so its definitely not  
>> a viable fix. This setting also caused some irritating server lagging  
>> for some reason, if defined in config.
>>
>> -ics
>>
>> James Gurney wrote:
>> 
 On 01/06/2009 11:44 AM, David A. Parker wrote:

 
>> I haven't tried in versus mode, but I know that in single player  
>> 
 or >> co-op, I can survive just about any horde more or less  
 unscathed by >> backing into a wall or corner and repeatedly  
 swinging with the melee >> attack.  In fact, that's my usual tactic  
 for getting through most >> hordes: 90% melee and 10% gunfire.   
 That's on a stock install without >> any adjustment to the melee  
 timing.
 I've seen this in VS as well. If that's the case, then it seems  
 
>>> like the > melee attack is just way too powerful (ie, if it's to the  
>>> point where > it's unbalancing the game significantly in favour of  
>>> the survivors).
>>>   
 James

 
>> [I sent from an unsubscribed account, sorry if this posts twice (it
>> shouldn't, though)]
>>
>> Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
>> and then all four survivors jump into the corner behind the hospital
>> bed, you can just casually stand there and right-click.  Heck, tape down
>> your right mouse button and go make a sandwich.  None of you will take
>> any damage whatsoever, and there's nothing any horde rush or infected
>> player can do about it.  Boomers don't matter because of the melee spam,
>> smokers can't pull you because you're immediately meleed by a teammate,
>> hunters just get meleed away repeatedly until they die.
>>
>> I know for a while there was talk about how explicitly setting sv_cheats
>> 0 in a config file was causing melee to slow down, as though the players
>> grew fatigued.  This would be a great, great thing in the game.  The
>> only problem is that it also caused the smoker's tongue regen to be
>> extremely slow, even when he missed, which ruined him.  Seems there was
>> another side effect, but I forget... ah well.
>>
>> Mark
>>
>>
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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
James Gurney wrote:
> On 01/06/2009 11:44 AM, David A. Parker wrote:
>   
>> I haven't tried in versus mode, but I know that in single player or 
>> co-op, I can survive just about any horde more or less unscathed by 
>> backing into a wall or corner and repeatedly swinging with the melee 
>> attack.  In fact, that's my usual tactic for getting through most 
>> hordes: 90% melee and 10% gunfire.  That's on a stock install without 
>> any adjustment to the melee timing.
>> 
>
> I've seen this in VS as well. If that's the case, then it seems like the 
> melee attack is just way too powerful (ie, if it's to the point where 
> it's unbalancing the game significantly in favour of the survivors).
>
> James
>   
[I sent from an unsubscribed account, sorry if this posts twice (it 
shouldn't, though)]

Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button 
and then all four survivors jump into the corner behind the hospital 
bed, you can just casually stand there and right-click.  Heck, tape down 
your right mouse button and go make a sandwich.  None of you will take 
any damage whatsoever, and there's nothing any horde rush or infected 
player can do about it.  Boomers don't matter because of the melee spam, 
smokers can't pull you because you're immediately meleed by a teammate, 
hunters just get meleed away repeatedly until they die.

I know for a while there was talk about how explicitly setting sv_cheats 
0 in a config file was causing melee to slow down, as though the players 
grew fatigued.  This would be a great, great thing in the game.  The 
only problem is that it also caused the smoker's tongue regen to be 
extremely slow, even when he missed, which ruined him.  Seems there was 
another side effect, but I forget... ah well.

Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Tom Richardson wrote:
> Hi Mark
> 
> The exploit is basically this: 
... snip ...

Thanks for the reply... yeah, I found a video on youtube shortly after 
my first message that made it clear to me.  This kind of sucks, but I'm 
sure it will be patched.

  There are some
> people on the Steam forums claiming that in the last hour or so the 
> spectate command has stopped working leading to speculation that Valve 
> have stealthily patched it out to stop the exploit, although others 
> refute this and say it's still working. I hope they haven't removed 
> spectate as it would mean no way of fixing teams when they get shuffled.

I'd rather have the hunter glitch left in and the "randomly shuffle 
teams in the middle of the game" bug fixed, honestly (though fixing both 
would be best).  It's very frustrating to have a game going with good 
teams and suddenly one or more of your buddies gets moved, so everyone 
has to stop what they're doing and try to get moved around.  Ugh.

Regards,
Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Ah, sorry, I guess this is old news...  You can spawn unlimited hunters 
in VS mode by adding a key binding to jump to spec mode and back 
rapidly.  There's even a youtube video showing it in action:   
http://www.youtube.com/watch?v=pZ2HQoHU3-E


Mark - hlds list wrote:
> Playing some VS mode last night with random public players (on my own 
> group server, so I know nothing funny was going on at the server level).
> On the first map of No Mercy (I only mention map because I have no 
> idea how this is pulled off or if it's map specific), we had just come 
> in from the street and into the room where the medicine cabinet is.  
> Had a panic event from the director, then got boomed just as it was 
> subsiding... point is, we were in that room for a bit.  All during the 
> panic and the rush after being boomed, I found myself and my teammates 
> being hit very frequently by hunter pounces and attacks.  I wasn't 
> thinking too much of it other than, "The two guys playing those 
> hunters are doing really well at hitting all of us, and haven't we 
> killed them already?"... generally just thinking, without having 
> suspicions of anything amiss, that it was almost like there was a 
> steady stream of hunters spawning outside and coming into the room to 
> jump us.  A couple of my teammates started to catch on to something, 
> saying, "Shame on you guys using the hunter exploit" and such, and the 
> other team kind of had a laugh about it and said they'd stop.  I asked 
> my teammates what they meant by hunter exploit, and was told there's 
> apparently some way to respawn immediately/almost immediately, or 
> spawn hunters, I wasn't clear on it...  I then asked if they new 
> exactly how to do it, or if there was a way I could block it at the 
> server level, but nobody really knew.  I asked the other team in chat 
> and basically got a "LOL, yeah right, so you guys can use it on us 
> now..." and "It's going to be gone with the next patch anyhow".  They 
> had stopped doing it, and the game was going well other than that bit 
> of weirdness, so I just made a mental note to inquire here and 
> continued playing.
>
> So, has anyone seen/heard of this, and know details?  Is it something 
> that can be prevented currently?  The only possible clue I got out of 
> asking if it was something that could be blocked at the server level 
> was, "maybe if you can disable spectator".
>
> Thanks,
> Mark
>
>
>


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[hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Playing some VS mode last night with random public players (on my own 
group server, so I know nothing funny was going on at the server level). 

On the first map of No Mercy (I only mention map because I have no idea 
how this is pulled off or if it's map specific), we had just come in 
from the street and into the room where the medicine cabinet is.  Had a 
panic event from the director, then got boomed just as it was 
subsiding... point is, we were in that room for a bit.  All during the 
panic and the rush after being boomed, I found myself and my teammates 
being hit very frequently by hunter pounces and attacks.  I wasn't 
thinking too much of it other than, "The two guys playing those hunters 
are doing really well at hitting all of us, and haven't we killed them 
already?"... generally just thinking, without having suspicions of 
anything amiss, that it was almost like there was a steady stream of 
hunters spawning outside and coming into the room to jump us.  A couple 
of my teammates started to catch on to something, saying, "Shame on you 
guys using the hunter exploit" and such, and the other team kind of had 
a laugh about it and said they'd stop.  I asked my teammates what they 
meant by hunter exploit, and was told there's apparently some way to 
respawn immediately/almost immediately, or spawn hunters, I wasn't clear 
on it...  I then asked if they new exactly how to do it, or if there was 
a way I could block it at the server level, but nobody really knew.  I 
asked the other team in chat and basically got a "LOL, yeah right, so 
you guys can use it on us now..." and "It's going to be gone with the 
next patch anyhow".  They had stopped doing it, and the game was going 
well other than that bit of weirdness, so I just made a mental note to 
inquire here and continued playing.

So, has anyone seen/heard of this, and know details?  Is it something 
that can be prevented currently?  The only possible clue I got out of 
asking if it was something that could be blocked at the server level 
was, "maybe if you can disable spectator".

Thanks,
Mark




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Re: [hlds_linux] sv_search_key not working

2008-12-27 Thread Mark - hlds
Oliver Salzburg wrote:
> Eric-Jan Riemers wrote:
>   
>> I once saw the tip..
>>
>> Put this in console "sv_cheats 1;ms_force_dedicated_server
>> 213.206.x.x:27030"
>>
>> Since my sv_search_key does not always work for some odd reason..
>> However as of the latest update sometimes the force dedicated doesn't work
>> either, then I just start my server up again (or a second one, or hand the
>> string to someone else) and then it works. So its not all flawless.
>>
>> You have to have your own server for this, but besides this all, you already
>> need too since you want to kick the person that went into your team with a
>> new level so your buddy can join again :P
>>   
>> 
> That is exactly my problem. If I want to, i can just open the server 
> browser and connect to my server.
> Then I can invite my friends and keep kicking people until all my 
> friends finally get in.
> This is very unpleasent though, especially for the people getting kicked.
> And also, after my friends are in we have to vote to get back to the 
> lobby to set up the game we like.
>
> I just want to be able to create a friends-only lobby on my server, 
> invite my friends and have a nice game.
>
> So now that I got my config files working I tried sv_search_key again. 
> But my server is never found when I start a game from the lobby.
> So I tried using the steamgroup feature. It looked very promising as it 
> also seems to be the feature that integrates well into the L4D GUI.
> And my server does show up right in the main menu. Yet when I click on 
> it it will always show me the lobby for a second and then send me right 
> into the game.
> Then I'm left with the same problem as before.
>   
Sorry if this double-posts, my last attempt bounced back to me...


You can accomplish what you're wanting, this is how I'm doing it:

I want to play vs mode with my buddies, but have public players fill out 
the remaaining slots.  I have a dedicated server set up with 
sv_steam_group_exclusive, no password.
I start a vs mode lobby, open my console, and do "sv_cheats 1 ; 
ms_force_dedicated_server 70.x.x.x:27015".  My buddies all get connected 
into my "friends-only" lobby, then I change permissions to a public 
game.  Within 30 seconds, all the slots will fill up, I start the game, 
and we're all taken to my server.  If anyone drops, other players get 
put in in their place (so the sv_steam_group_exclusive is apparently 
being ignored for the duration of our game).  Once we're all finished 
and everyone is dropped from the server, it's back in exclusive mode, so 
it's idle and waiting for the next time we need it.

It's been working out perfectly for us following those steps, but it's a 
good indicator of how very broken the matchmaking/lobby system is that 
we have to jump through these hoops just to do something as simple as 
play a game with friends on our own dedicated server.

Regards,
Mark


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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Mark - hlds list
Anyone able to set sv_alltalk from a config or command line?  I have it 
in both places, set to "0", and if I start up my servers, they are 
always sv_alltalk 1.  I have to go through each server and set it to 0 
by hand after they start.

screen -d -m -S l4d ./srcds_run -fork 10 +ip x.x.x.x -netconport 9990+## 
+exec server##.cfg +map l4d_hospital01_apartment +sv_alltalk 0

 server##.cfg 
sv_allow_lobby_connect_only 0
sv_steamgroup ...
sv_steamgroup_exclusive 0
rcon_password ...
hostname "Left 4 Dead - Pub"
z_difficulty hard
sv_lan 0
sv_region 0
sv_alltalk 0
sv_pure 2
// execute ban files
exec banned_user.cfg
exec banned_ip.cfg
writeid
writeip
--

Using those startup options and configs, I will always find all servers 
at "sv_alltalk 1" once they've loaded.




Mikael Pedersen wrote:
> Actually, if Valve really wants to keep the lobby system, and not
> revert back to the old way of connecting to servers, then I'd rather
> prefer alltalk to be one of the game parameters chosen when setting up
> the lobby. That way the players always know what they get into at game
> start, whether they prefer it on or off.
>
>
> On Wed, 17 Dec 2008 16:34:56 +, you wrote:
>
>   
>> I had alltalk set to 0, but it was constantly being changed to 1 as its what
>> people wanted just for the fun of the game really.
>>
>> I now have it default to 1 on a few of the servers, but agree an in-game
>> vote option would be the best thing.
>> 
>
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Re: [hlds_linux] Disabling auto-balancing

2008-12-10 Thread Mark - hlds list

> - Versus Campaign mode that doesn't alternate teams at all, so we can choose
> whether to be Infected or Survivor from beginning to end.
>   
I agree with most of what you said, but I don't know anyone who would 
want to locked to the survivor team on a vs server...  You suffer 
through playing survivor against 4 human bosses just so you can get your 
chance to turn the tables on them.   :)

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Re: [hlds_linux] rcon command linux

2008-12-05 Thread Mark - hlds list
Glad you posted on that, I re-read his post two or three times trying to 
figure out why on earth he was saying to change the permissions like 
that.  There is no reason whatsoever to do it if all you're wanting to 
do is resume your screen session as the user who started it in the first 
place...  so OP, _don't_ change the perms on pts, you'll be able to 
'screen -r' just fine, believe me.


Crazy Canucks wrote:
> Last time I mentioned something like that, I was told changing the 
> permissions on your tty's was a bad idea.  If you log in and access your 
> console as the same user that you started the screen session under, you 
> shouldn't need to do that.
>
> Drek
>
> X-GameServer | Alexander Nurevski wrote:
>   
>>
>> do you start the server in a screen ?
>>
>> If  "yes" do this:
>>
>> as root
>> chmod -R 777 /dev/pts
>>
>> then switch to the user your server is installed under
>> su XXX
>>
>>
>> 

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Re: [hlds_linux] L4D Matchmaking - abject failure? :(

2008-11-18 Thread Mark - hlds list
So many threads like this... my experiences match them, unfortunately.  
I spent the better part of this evening trying for some success with 
"sv_steamgroup xx" and "sv_steamgroup_exclusive 1".  I didn't expect 
any buddies to join in as early in the evening as I was starting, but 
figured, "No sweat, 'exclusive 1' just means public players will be able 
to get in once I'm playing".  Wrong...  I played through three of the 
missions with just myself and the bots, hoping I'd get some other 
players in at some point.  Maybe it's my massively customized 
server.cfg, a few lines that turn on the steamgroup settings, set 
sv_pure to 2, and set the hostname?  I know it's not a connectivity 
problem, the server can be joined readily by anybody using the console.  
It's checking in with the master servers.  Why no public clients?  I 
turned off the two steamgroup settings in server.cfg, restarted it, and 
within 1 minute the server was full; that's pretty great, being locked 
out of your server before you can even get your game launched to join 
it.  Frustrated, but not wanting to kill my server and make it exclusive 
again until those guys were done, I tried to just join a game using 
quick match.  Three failures, all due to attempts to connect to servers 
behind NATs.  How wonderful.  I waited for my server to empty, killed it 
out of frustration, then finally connected to a 'net game where my ping 
was pretty horrible but at least I was playing without bots for 
teammates.  My high-end server that is 13ms away from my house seems 
like a utopia I and my buddies will never get to enjoy.

The whole matchmaking thing just seems phenomenally poorly done.  Does 
anyone love it, hoping it will completely replace the good ol' server 
browser that has worked absolutely perfectly for all of us for years?  
Or does the majority of this list pretty much hate it, but tolerate it 
for now hoping it will get better?  I never realized how much I'd miss a 
server browser until I started playing L4D this evening.  Tonight I felt 
a level of disappointment with this otherwise great new game that I'd 
never dreamt possible.

Argh...  


1nsane wrote:
> Mine has no pass and it doesn't work for me :S.
>
> On Tue, Nov 18, 2008 at 7:00 PM, David Parker <[EMAIL PROTECTED]> wrote:
>
>   
>> As far as I can tell, sv_search_key still works for me as long as the
>> server does not also have sv_password set.
>>
>> - Dave
>>
>> - Original Message -
>> From: bl4nk <[EMAIL PROTECTED]>
>> Date: Tuesday, November 18, 2008 6:31 pm
>> Subject: Re: [hlds_linux] L4D Community Server Idea - Matchmaking
>> To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>>
>> 
>>> Same here. I have servers set up, but when my key matches the
>>> one I set
>>> on the server, I can't find any dedicated servers when searching
>>> for one
>>> to host my lobby game. Once I remove the key from my client, I
>>> can
>>> instantly find a server to host our game.
>>>
>>> 1nsane wrote:
>>>   
 sv_search_key does not seem to work for me. It can never find
 
>>> servers with
>>>   
 the same key in my case. And if I do connect to an "exclusive"
 
>>> server and
>>>   
 vote to come back to the lobby (to change the map or
 
>>> characters) it then
>>>   
 sends me to a different server while my own is idling. As a
 
>>> bonus I got
>>>   
 kicked off some server after the game ended from our prrivate
 
>>> one and the
>>>   
 lobby decided to randomly change servers :(.

 On Tue, Nov 18, 2008 at 12:58 PM, Cc2iscooL
 
>>> <[EMAIL PROTECTED]> wrote:
>>>   
 
> I take that back.
>
> It works as intended...but why can't we get this integrated
>   
>>> into the
>>>   
> community system?
>
> On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL
>   
>>> <[EMAIL PROTECTED]> wrote:
>>>   
>   
>> As far as I can tell sv_search_key no longer works as intended.
>>
>>
>> On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws <[EMAIL PROTECTED]
>> 
>>> gaming.com
>>>   
> wrote:
>
>   
>>> I thought this was already there.  You could make your
>>>   
>>> own lobby with
>>>   
>>> your own settings and, using the sv_search_key..and now the group
>>> thingy, you should be able to have that game played on your
>>>   
>>> own server.
>>>   
>>> Perhaps I'm mistaken, wouldn't be the first time. ;)
>>>
>>> Flubber wrote:
>>>
>>>   
 I asked for that feature days ago, no response.

 2008/11/18 Cc2iscooL <[EMAIL PROTECTED]>



 
> Alright guys, I had an idea for the community-based
>   
>>> servers seeing

Re: [hlds_linux] Left 4 Dead -Matchmaking - please bring back theserver list

2008-11-06 Thread Mark - hlds list
Chris Brunelle wrote:
> At the very least if your implementing something new retain the old
> functionality as well.
>
> -
Yep, give us a server browser, with an added button that says, "Find me 
a game!" for people who want to use matchmaking... best of both worlds.

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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Mark - hlds list
Erik Johnson wrote:
> We're going to add support for what you describe, it just isn't something 
> that is done just yet.
> 
> The case that will be difficult if not impossible to deal with will be a 
> mixed system, where you have a private "clan server" for you and a friend, 
> and you want two other public players to come in via matchmaking.
> 
> 
Perhaps I'm misunderstanding the situation you describe above (honestly, 
I don't have the demo yet, because I play under wine/linux and want to 
see how L4D will run for me before ordering, so I'm relying on my 
buddies who are already playing for inital feedback)...  If four of us 
aren't available to play, why wouldn't we be able to simply get 
connected to the server, then remove the password via rcon to let 
matchmaking throw a few people in with us?

Regards,
Mark




-Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark - hlds 
> list
> Sent: Thursday, November 06, 2008 10:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking
> 
> Agreed, this really sucks... I was going to run a nice beefy server on a
> high-bandwidth connection, only passworded when my buddies and I wanted
> to play together, public the rest of the time.  Now, why bother?
> 
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Mark - hlds list
Joseph Laws wrote:
> Then I hope VALVe likes hosting all servers themselves.  Without clients 
> able to use their OWN server then they will not rent from professional 
> hosts.  In that case, professional hosts wouldn't bother with the game 
> and you'd be left with VALVe alone hosting this game. 
> Nick Olsen wrote:
>   
>> nope, your forced into match making
>>
>>
>> Pete wrote:
>>   
>> 
>>> I shoudl think you will be able to go on fried server or just enter the IP 
>>> etc
>>> There will be a way to play with your friends and the server you want
>>>
>>>   
Agreed, this really sucks... I was going to run a nice beefy server on a 
high-bandwidth connection, only passworded when my buddies and I wanted 
to play together, public the rest of the time.  Now, why bother?

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