Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread StealthMode Hu
Actually there is.
Implied consent is when you notify someone of your intent to do something.

And if that party or group does not expressly object. Then it is IMPLIED
CONSENT to do whatever you stated.

You should study law more before you post your uneducated opinion.

However.
To nip this conversation in the bud...

This was an ANNOUNCEMENT OF AN UPCOMING INDEPENDENTLY DEVELOPED
COUNTER-STRIKE FRANCHISE PRODUCT RELEASE.

Not a legal debate on the legality of Implied Consent. Although, it has
much Precedent.

Or the fact the appropriate parties were already notified by my person. Of
intent.

Announcement made.
Have a good day.

Cya sometime between June & November 2024.

And remember.
Coming soon.
The Real CS2.
Counter-Strike: Source 2

-StealthMode
Project Manager
Black Operations Development Group


On Fri, Dec 8, 2023, 21:17 Temmie S  wrote:

> That's... not how it works. There's no such thing as "implied consent" in
> the software world. In fact, it's the opposite. It's "all rights reserved"
> unless otherwise specified. If you haven't been given explicit permission
> (either via something like an open source license or a direct agreement
> from the copyright holders) then you can't actually legally use this.
>
> Here's a little link for you:
> https://en.wikipedia.org/wiki/All_rights_reserved
>
> Anyways this will be my last reply because I don't like using this mailing
> list for its unintended purpose.
> On 12/8/23 19:09, StealthMode Hu wrote:
>
> Hey PAL.
>
> Actually I can.
>
> They stole Steam from me.
> Source 2 engine is heavily modified from VALVes Source 2 engine.
>
> It's backwards compatible to legacy source programming now ( source 2 ).
> No need for map conversion tools, or any of that crap.
>
> Now I know you are wishing you knew half as much as you think you do.
> Especially about copyright / trademarks, licensing, and modifying an engine
> or game content enough so that it isnt infringement.
>
> However, VALVe made REAKTOR. From a concept I once shared with them. I
> named it Steam. Which the platform still has on it.
>
> And like I said. Already told Gabe, Eric, and Erik of the project. And no
> one opposed it. In legalese that's what we call IMPLIED CONSENT.
>
> SO...
> Thanks for the feedback. Didn't mean to duplicate post on this thread like
> that. Archives are slow to update...looked like it kept eating the post for
> a minute.
>
> However, don't worry bout me or my Dev Team. We got all the bases covered.
>
> Ttyl.
>
> -StealthMode
> Project Manager
> Black Operations Development Group
>
>
>
> On Fri, Dec 8, 2023, 20:50  wrote:
>
>> Okay pal, you can stop advertising your thing. Thanks.
>>
>> Also you can't like, sell anything like this since this uses a lot of
>> code that you don't own. Just ask Open Fortress. Clearly you're not very
>> familiar with how software licensing works, and I would recommend you read
>> on that before continuing.
>>
>> Dec 8, 2023 6:44:05 PM StealthMode Hu :
>>
>> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
>>
>> Hijacking this thread since my original post Saturday, Dec. 2nd was
>> censored...
>>
>> Coming soon
>>
>> A little of the Old...
>> With a bit of the New
>>
>> Featuring new engine compatibility...
>> And Modernization.
>>
>> Without GOs animated startup / main page, and full easy to navigate
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
>> / Client
>>
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the original #1 blockbuster franchise
>> FPS
>>
>> So
>> This Developer has decompiled the necessary parts of each products
>> engines.
>>
>> And is also going to make The Real Source 2 SDK, if VALVe does not.
>>
>> Community Announcement:
>>
>> this is my google drive. i certify this file is legit.
>> TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com)
>>
>> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
>> Going to post that everywhere..I have decompiled CS Source, and
>> CSGO2, I am pulling all the GO code out, putting source in, recompiling it
>> And modding it as needed to run in the Source 2 engine
>> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
>> Privately in email
>> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on
>> that game ID, then make a new gameID for CSGO2, name it correctly. And make
>> the game everyone has been waiting for. Since they wont I WILL
>> 9.2 million loyal customers
>> barely 500k - 800k play csgo2
>> Used to be 10 million in csgo
>> plus cs1.x and css communities
>> the entire combined gaming community is not happy with csgo2
>> So
>>
>> Another file for ya
>> 4 of the best screenshots you will ever see
>>
>> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
>> Folder titled shell contains 4 screenshots. I certify virus / malware
>> free.
>> Source DS upgade too. It won

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread Temmie S
That's... not how it works. There's no such thing as "implied consent" 
in the software world. In fact, it's the opposite. It's "all rights 
reserved" unless otherwise specified. If you haven't been given explicit 
permission (either via something like an open source license or a direct 
agreement from the copyright holders) then you can't actually legally 
use this.


Here's a little link for you: 
https://en.wikipedia.org/wiki/All_rights_reserved


Anyways this will be my last reply because I don't like using this 
mailing list for its unintended purpose.


On 12/8/23 19:09, StealthMode Hu wrote:

Hey PAL.

Actually I can.

They stole Steam from me.
Source 2 engine is heavily modified from VALVes Source 2 engine.

It's backwards compatible to legacy source programming now ( source 2 
). No need for map conversion tools, or any of that crap.


Now I know you are wishing you knew half as much as you think you do. 
Especially about copyright / trademarks, licensing, and modifying an 
engine or game content enough so that it isnt infringement.


However, VALVe made REAKTOR. From a concept I once shared with them. I 
named it Steam. Which the platform still has on it.


And like I said. Already told Gabe, Eric, and Erik of the project. And 
no one opposed it. In legalese that's what we call IMPLIED CONSENT.


SO...
Thanks for the feedback. Didn't mean to duplicate post on this thread 
like that. Archives are slow to update...looked like it kept eating 
the post for a minute.


However, don't worry bout me or my Dev Team. We got all the bases covered.

Ttyl.

-StealthMode
Project Manager
Black Operations Development Group



On Fri, Dec 8, 2023, 20:50  wrote:

Okay pal, you can stop advertising your thing. Thanks.

Also you can't like, sell anything like this since this uses a lot
of code that you don't own. Just ask Open Fortress. Clearly you're
not very familiar with how software licensing works, and I would
recommend you read on that before continuing.

Dec 8, 2023 6:44:05 PM StealthMode Hu :

The Real Counter-Strike: Source 2 / Source 2 SDK Development
Tools

Hijacking this thread since my original post Saturday, Dec.
2nd was censored...

Coming soon

A little of the Old...
With a bit of the New

Featuring new engine compatibility...
And Modernization.

Without GOs animated startup / main page, and full easy to
navigate Client/Admin/Developer Access Features. RCON & ADMIN
modification to Server / Client

CSGO2.lost oa lot of customers / clients.
From CSGO1. Which is a mod of the original #1 blockbuster
franchise FPS

So
This Developer has decompiled the necessary parts of each
products engines.

And is also going to make The Real Source 2 SDK, if VALVe does
not.

Community Announcement:

this is my google drive. i certify this file is legit.
TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com
)

https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing

Going to post that everywhere..I have decompiled CS
Source, and CSGO2, I am pulling all the GO code out, putting
source in, recompiling it
And modding it as needed to run in the Source 2 engine
I already told Gabe ( newell ), Eric ( smith) and Erik (
johnson )
Privately in email
Valve lost 9.2 loyal CS fans over CSGO2, they should rollback
to CSGO on that game ID, then make a new gameID for CSGO2,
name it correctly. And make the game everyone has been waiting
for. Since they wont I WILL
9.2 million loyal customers
barely 500k - 800k play csgo2
Used to be 10 million in csgo
plus cs1.x and css communities
the entire combined gaming community is not happy with csgo2
So

Another file for ya
4 of the best screenshots you will ever see

https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing

Folder titled shell contains 4 screenshots. I certify virus /
malware free.
Source DS upgade too. It wont be like csgo2 at all, nor csgo
fast paced intense action, Source in Source 2. Same game,
Evolved.
Lastly, I am also trying to push them to create a true Source
2 SDK development team. to get away from this " Workshop " crap.
No store, no animated start scree / main page. No end of round
bloatware scoreboards, map change, and wham
server has built in Scrim / Match settings
admin togglable

re-introducing lag interpretation
and interpolation

Standalone Source 2 SDK that can be used offline, and no cloud
sync of skins, models, mapshowever, new " Files "

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread StealthMode Hu
Hey PAL.

Actually I can.

They stole Steam from me.
Source 2 engine is heavily modified from VALVes Source 2 engine.

It's backwards compatible to legacy source programming now ( source 2 ). No
need for map conversion tools, or any of that crap.

Now I know you are wishing you knew half as much as you think you do.
Especially about copyright / trademarks, licensing, and modifying an engine
or game content enough so that it isnt infringement.

However, VALVe made REAKTOR. From a concept I once shared with them. I
named it Steam. Which the platform still has on it.

And like I said. Already told Gabe, Eric, and Erik of the project. And no
one opposed it. In legalese that's what we call IMPLIED CONSENT.

SO...
Thanks for the feedback. Didn't mean to duplicate post on this thread like
that. Archives are slow to update...looked like it kept eating the post for
a minute.

However, don't worry bout me or my Dev Team. We got all the bases covered.

Ttyl.

-StealthMode
Project Manager
Black Operations Development Group



On Fri, Dec 8, 2023, 20:50  wrote:

> Okay pal, you can stop advertising your thing. Thanks.
>
> Also you can't like, sell anything like this since this uses a lot of code
> that you don't own. Just ask Open Fortress. Clearly you're not very
> familiar with how software licensing works, and I would recommend you read
> on that before continuing.
>
> Dec 8, 2023 6:44:05 PM StealthMode Hu :
>
> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
>
> Hijacking this thread since my original post Saturday, Dec. 2nd was
> censored...
>
> Coming soon
>
> A little of the Old...
> With a bit of the New
>
> Featuring new engine compatibility...
> And Modernization.
>
> Without GOs animated startup / main page, and full easy to navigate
> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
> / Client
>
> CSGO2.lost oa lot of customers / clients.
> From CSGO1. Which is a mod of the original #1 blockbuster franchise
> FPS
>
> So
> This Developer has decompiled the necessary parts of each products
> engines.
>
> And is also going to make The Real Source 2 SDK, if VALVe does not.
>
> Community Announcement:
>
> this is my google drive. i certify this file is legit.
> TheRealCS2_teaser_coming_soon.jpg.png (drive.google.com)
>
> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
> Going to post that everywhere..I have decompiled CS Source, and CSGO2,
> I am pulling all the GO code out, putting source in, recompiling it
> And modding it as needed to run in the Source 2 engine
> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
> Privately in email
> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on
> that game ID, then make a new gameID for CSGO2, name it correctly. And make
> the game everyone has been waiting for. Since they wont I WILL
> 9.2 million loyal customers
> barely 500k - 800k play csgo2
> Used to be 10 million in csgo
> plus cs1.x and css communities
> the entire combined gaming community is not happy with csgo2
> So
>
> Another file for ya
> 4 of the best screenshots you will ever see
>
> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
> Folder titled shell contains 4 screenshots. I certify virus / malware
> free.
> Source DS upgade too. It wont be like csgo2 at all, nor csgo
> fast paced intense action, Source in Source 2. Same game, Evolved.
> Lastly, I am also trying to push them to create a true Source 2 SDK
> development team. to get away from this " Workshop " crap.
> No store, no animated start scree / main page. No end of round bloatware
> scoreboards, map change, and wham
> server has built in Scrim / Match settings
> admin togglable
>
> re-introducing lag interpretation
> and interpolation
>
> Standalone Source 2 SDK that can be used offline, and no cloud sync of
> skins, models, mapshowever, new " Files " storage area.
>
> personal storage space.
>
> no more buying skins
> or crates
>
> If you want custom skins
> its going back to old skewl style
> dump em in your server models and mats folder, or clients
>
> IF you want skins
>
> Full performance tweaking, including disabling of Shadows, and other GPU /
> CPU rendering options.
>
> Booyah...
>
> -STEAlthMode...
> Wonid 2116995
> SteamID 28918
> Steam3ID 57836
> Steam64 ( Too many Numbers to fit in this space )
>
> On Fri, Dec 8, 2023, 20:36 StealthMode Hu 
> wrote:
>
>> Hijacking this thread since my original post Saturday, Dec. 2nd was
>> censored...
>>
>> Coming soon
>>
>> A little of the Old...
>> With a bit of the New
>>
>> Featuring new engine compatibility...
>> And Modernization.
>>
>> Without GOs animated startup / main page, and full easy to navigate
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server
>> / Client
>>
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the or

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-12-08 Thread boing8762
Okay pal, you can stop advertising your thing. Thanks.

Also you can't like, sell anything like this since this uses a lot of code that 
you don't own. Just ask Open Fortress. Clearly you're not very familiar with 
how software licensing works, and I would recommend you read on that before 
continuing.

Dec 8, 2023 6:44:05 PM StealthMode Hu :

> The Real Counter-Strike: Source 2 / Source 2 SDK Development Tools
> 
> Hijacking this thread since my original post Saturday, Dec. 2nd was 
> censored...
> 
> 
> Coming soon
> 
> A little of the Old...
> With a bit of the New
> 
> Featuring new engine compatibility...
> And Modernization.
> 
> Without GOs animated startup / main page, and full easy to navigate 
> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server / 
> Client
> 
> CSGO2.lost oa lot of customers / clients.
> From CSGO1. Which is a mod of the original #1 blockbuster franchise FPS
> 
> So
> This Developer has decompiled the necessary parts of each products engines.
> 
> And is also going to make The Real Source 2 SDK, if VALVe does not.
> 
> Community Announcement:
> 
> this is my google drive. i certify this file is legit.
> TheRealCS2_teaser_coming_soon.jpg.png 
> (drive.google.com[http://drive.google.com/])
> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
> Going to post that everywhere..I have decompiled CS Source, and CSGO2, I 
> am pulling all the GO code out, putting source in, recompiling it
> And modding it as needed to run in the Source 2 engine
> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
> Privately in email
> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on that 
> game ID, then make a new gameID for CSGO2, name it correctly. And make the 
> game everyone has been waiting for. Since they wont I WILL
> 9.2 million loyal customers
> barely 500k - 800k play csgo2
> Used to be 10 million in csgo
> plus cs1.x and css communities
> the entire combined gaming community is not happy with csgo2
> So
> 
> Another file for ya
> 4 of the best screenshots you will ever see
> https://drive.google.com/drive/folders/1-dR-DC5DVwWE46bNU7Xtov-wjm_8fajV?usp=sharing
> Folder titled shell contains 4 screenshots. I certify virus / malware free.
> Source DS upgade too. It wont be like csgo2 at all, nor csgo
> fast paced intense action, Source in Source 2. Same game, Evolved.
> Lastly, I am also trying to push them to create a true Source 2 SDK 
> development team. to get away from this " Workshop " crap.
> No store, no animated start scree / main page. No end of round bloatware 
> scoreboards, map change, and wham
> server has built in Scrim / Match settings
> admin togglable
> 
> re-introducing lag interpretation
> and interpolation
> 
> Standalone Source 2 SDK that can be used offline, and no cloud sync of skins, 
> models, mapshowever, new " Files " storage area.
> 
> personal storage space.
> 
> no more buying skins
> or crates
> 
> If you want custom skins
> its going back to old skewl style
> dump em in your server models and mats folder, or clients
> 
> IF you want skins
> 
> Full performance tweaking, including disabling of Shadows, and other GPU / 
> CPU rendering options.
> 
> Booyah...
> 
> -STEAlthMode...
> Wonid 2116995
> SteamID 28918
> Steam3ID 57836
> Steam64 ( Too many Numbers to fit in this space )
> 
> 
> On Fri, Dec 8, 2023, 20:36 StealthMode Hu  wrote:
>> Hijacking this thread since my original post Saturday, Dec. 2nd was 
>> censored...
>> 
>> 
>> Coming soon
>> 
>> A little of the Old...
>> With a bit of the New
>> 
>> Featuring new engine compatibility...
>> And Modernization.
>> 
>> Without GOs animated startup / main page, and full easy to navigate 
>> Client/Admin/Developer Access Features. RCON & ADMIN modification to Server 
>> / Client
>> 
>> CSGO2.lost oa lot of customers / clients.
>> From CSGO1. Which is a mod of the original #1 blockbuster franchise FPS
>> 
>> So
>> This Developer has decompiled the necessary parts of each products engines.
>> 
>> And is also going to make The Real Source 2 SDK, if VALVe does not.
>> 
>> Community Announcement:
>> 
>> this is my google drive. i certify this file is legit.
>> TheRealCS2_teaser_coming_soon.jpg.png 
>> (drive.google.com[http://drive.google.com/])
>> https://drive.google.com/file/d/1MbgNNJ-bhxrhDIdBtpW8OHKbK_5KryeR/view?usp=sharing
>> Going to post that everywhere..I have decompiled CS Source, and CSGO2, I 
>> am pulling all the GO code out, putting source in, recompiling it
>> And modding it as needed to run in the Source 2 engine
>> I already told Gabe ( newell ), Eric ( smith) and Erik ( johnson )
>> Privately in email
>> Valve lost 9.2 loyal CS fans over CSGO2, they should rollback to CSGO on 
>> that game ID, then make a new gameID for CSGO2, name it correctly. And make 
>> the game everyone has been waiting for. Since they wont I WILL
>> 9.2 million

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-27 Thread Brie
Has the new tf2 update broken the ability to upload cosmetics for anyone
else? Game instantly crashes for me when I press on the cosmetics button in
the importer.

On Thu, Jul 27, 2023 at 7:51 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 8222439. The notes for the update are here:
>
> https://www.teamfortress.com/post.php?id=207059
>
> Thanks.
>
> -Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-16 Thread via hlds_linux list
We'll fix this with the next update. Thanks for the email.

-Eric


-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Temmie S
Sent: Saturday, July 15, 2023 11:06 AM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

It seems with the new update you are no longer able to capture the objective on 
pd_watergate

On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via hlds_linux list) 
wrote:
> We've released a mandatory update for TF2. The new version number is 8192807. 
> The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a crash when opening the achievement dialog
> - Fixed a bug where custom replacement materials in a map could 
> persist to other maps
> - Fixed a bug where some particles were not the using correct particle 
> types on clients
> - Fixed EmitSoundEx not using the correct sound name
> - Fixed the Strange Filter prefix for vsh_tinyrock
> - Fixed missing sounds and animation blends for the Taunt: Teufort 
> Tango
> - Fixed the equip_region for The Shrapnel Shell
> - Updated vsh_skirmish to fix an issue where some props would 
> disappear when viewed at certain angles
> - Updated pl_phoenix
>   - Fixed missing materials
>   - Fixed various physics props obstructing the payload cart
> - Updated vsh_nucleus
>   - Fixed an exploit that allowed players to build out of bounds
>   - Added decals to ammo pack locations throughout the map
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-15 Thread Temmie S
It seems with the new update you are no longer able to capture the 
objective on pd_watergate


On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via 
hlds_linux list) wrote:

We've released a mandatory update for TF2. The new version number is 8192807. 
The notes for the update are below.

Thanks.

-Eric

-

- Fixed a crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to 
other maps
- Fixed a bug where some particles were not the using correct particle types on 
clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when 
viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

___
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please visit:
https://list.valvesoftware.com/


[hlds] RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-12 Thread via hlds list
I’ll ping the developer who was working on that, but as far as I know it should 
be fixed for all cases.

-Eric



From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Wednesday, July 12, 2023 2:14 PM
To: hlds_linux 
Cc: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 

Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Regarding this patch note:

* Fixed the Mann vs. Machine upgrade panel closing after receiving a 
matchmaking party invite

There are a couple of other things that can cause it to close as well, like a 
player joining/leaving the server. Are these also fixed or does it still happen?
___
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please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-12-07 Thread Bakugo
As of this update, if a Spy tries to sap any building on a server running
on Windows, the server will crash. Happens on listen servers as well.

On Wed, Dec 7, 2022 at 1:18 AM Eric Smith - erics at valvesoftware.com (via
hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 7704440. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
>
> -
>
> - Updated the Festive Rack to fix missing paintable attribute
> - Updated Musical Maelstrom, Verdant Virtuoso, and Silver Serenade effects
> to fix max particle count
> - Updated pl_rumford_event to fix missing materials/models
> - Updated cp_frostwatch
> - Fixed being able to build on one of the roofs in stage 2
> - Fixed a door going through the floor in stage 3
> - Updated cp_gravelpit_snowy
> - Improved clipping
> - Fixed various perch spots
> - Decreased fog intensity
> - Removed unused particle system entities
> - Fixed a few floating trees
> - Adjusted vertical positions of snowman bombs
> - Adjusted lighting on metal sheets in blue spawn
> - Fireplaces will now light arrows
> - Added more func_dustmotes
> - Fixed some visible z-fighting
> - Minor detailing additions and adjustments
> - VScript support changes
> - Fixed lag compensation when friendly fire is enabled
> - Added better support for meshing player upgrades
> - Added GrantOrRemoveAllUpgrades method
> - Exposed currency UI when upgrades are enabled
> - Exposed upgrade history on the player when playing
> without a population manager
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-12-01 Thread Vi

good job on the vscript implantmentation! 🎉

On 2022-12-01 06:58 em, Eric Smith - erics at valvesoftware.com (via 
hlds_linux list) wrote:

We've released a mandatory update for TF2. This is NOT the Smissmas update. The 
new version number is 7695204. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=166703

Thanks.

-Eric

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EMAIL:v...@vin.pet
FN:Vincent Edge
NICKNAME:Vin
ORG:Source Committee;
TITLE:Maintainer
N:Edge;Vincent;;;
ADR:;Tdl7SJv%Nb9ceGE55Q1zVVBoc%yx5CVTTtE$LOUEas1M7Ii^#wcS!8*8ecZgM#00@2rY5D
 h8PTq6%&HA13oWzTltny1lA!klgL%EyUI0k$YrWPyU!$!!Ecnhov%eqg*e;Z2DcDvYX9dBrQ4f^
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
Seems to time out after 10-15 min, SteamCMD returns state 0x506 after 
update job for the appID. SrcDS then loads in to the previous build.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Tohru Adachi [mailto:to...@redsun.tf]
Sent: Saturday, October 8, 2022 at 1:53 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

I'm seeing inbound at ~53 bytes on steamCMD and on the Steam Client.
It's downloading, just very, very slowly.

   
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds_linux list)
[mailto:hlds_linux@list.valvesoftware.com]
Sent: Saturday, October 8, 2022 at 1:52 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

We’re investigating.

-Eric

*From:*hlds_linux@list.valvesoftware.com
 *On Behalf Of *gael coral
*Sent:* Friday, October 7, 2022 5:51 PM
*To:* hlds_linux@list.valvesoftware.com
*Subject:* [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2
update released

Same situation here



*De:*hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>> en nombre de Temmie S
mailto:boing8...@gmail.com>>
*Enviado:* viernes, 7 de octubre de 2022 05:48 p. m.
*Para:* hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>>
*Asunto:* Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at
91.63 (391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh mailto:nalek...@naleksuh.com>> wrote:

     Also, not sure if this issue is temporary or permanent but no-one
     can download the update. The download stays forever and never
     finishes. Multiple people not just me having this problem and no
     clients or servers have successfully updated.

      On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
     mailto:nalek...@naleksuh.com>>* wrote ---

     The blog post is labbeled as "Valve" and not "TF2 Team". Is this
     on purpose?

      On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
     valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D&reserved=0> 
(via hlds_linux list) <mailto:hlds_linux@list.valvesoftware.com>>* wrote ---


     ___
     To unsubscribe, edit your list preferences, or view the list
     archives,
     please visit:
     https://list.valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D&reserved=0>/

     We've released a mandatory update for TF2. The new version
     number is 7570091. The notes for the update can be found here:

     https://www.teamfortress.com/post.php?id=144159

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D&reserved=0>

     Thanks.

     -Eric

     ___
     To unsubscribe, edit your list preferences, or view the list
     archives,
     please visit:
     https://list.valvesoftware.com/

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D&reserved=0>

     

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
I'm seeing inbound at ~53 bytes on steamCMD and on the Steam Client. 
It's downloading, just very, very slowly.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Eric Smith - erics at valvesoftware.com (via hlds_linux list) 
[mailto:hlds_linux@list.valvesoftware.com]

Sent: Saturday, October 8, 2022 at 1:52 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

We’re investigating.

-Eric

*From:*hlds_linux@list.valvesoftware.com
 *On Behalf Of *gael coral
*Sent:* Friday, October 7, 2022 5:51 PM
*To:* hlds_linux@list.valvesoftware.com
*Subject:* [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2
update released

Same situation here



*De:*hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>> en nombre de Temmie S
mailto:boing8...@gmail.com>>
*Enviado:* viernes, 7 de octubre de 2022 05:48 p. m.
*Para:* hlds_linux@list.valvesoftware.com
<mailto:hlds_linux@list.valvesoftware.com>
mailto:hlds_linux@list.valvesoftware.com>>
*Asunto:* Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at
91.63 (391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh mailto:nalek...@naleksuh.com>> wrote:

Also, not sure if this issue is temporary or permanent but no-one
can download the update. The download stays forever and never
finishes. Multiple people not just me having this problem and no
clients or servers have successfully updated.

 On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
mailto:nalek...@naleksuh.com>>* wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this
on purpose?

 On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
valvesoftware.com

<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D&reserved=0> 
(via hlds_linux list) <mailto:hlds_linux@list.valvesoftware.com>>* wrote ---


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<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Flist.valvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=2lhSNe83Qs637s82JZxzxl%2Fm4wfWXpjPF%2B2m86vKaZ8%3D&reserved=0>/

We've released a mandatory update for TF2. The new version
number is 7570091. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159

<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D&reserved=0>

Thanks.

-Eric

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RE: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
We're investigating.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of gael coral
Sent: Friday, October 7, 2022 5:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Same situation here

De: hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>> 
en nombre de Temmie S mailto:boing8...@gmail.com>>
Enviado: viernes, 7 de octubre de 2022 05:48 p. m.
Para: 
hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>>
Asunto: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at 91.63 
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh 
mailto:nalek...@naleksuh.com>> wrote:
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh 
mailto:nalek...@naleksuh.com>> wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at 
valvesoftware.com<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D&reserved=0>
 (via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---




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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:


https://www.teamfortress.com/post.php?id=144159<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D&reserved=0>

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread gael coral
Same situation here

De: hlds_linux@list.valvesoftware.com  en 
nombre de Temmie S 
Enviado: viernes, 7 de octubre de 2022 05:48 p. m.
Para: hlds_linux@list.valvesoftware.com 
Asunto: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at 91.63 
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh 
mailto:nalek...@naleksuh.com>> wrote:
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh 
mailto:nalek...@naleksuh.com>> wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at 
valvesoftware.com<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D&reserved=0>
 (via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---




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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:


https://www.teamfortress.com/post.php?id=144159<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159&data=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D&reserved=0>

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Temmie S
Can confirm when attempting to update my servers. Update gets stuck at 91.63
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh  wrote:

> Also, not sure if this issue is temporary or permanent but no-one can
> download the update. The download stays forever and never finishes.
> Multiple people not just me having this problem and no clients or servers
> have successfully updated.
>
>
>
>  On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh  >* wrote ---
>
> The blog post is labbeled as "Valve" and not "TF2 Team". Is this on
> purpose?
>
>
>
>  On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
> valvesoftware.com  (via hlds_linux list)
> >*
> wrote ---
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
> We've released a mandatory update for TF2. The new version number is
> 7570091. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=144159
>
> Thanks.
>
> -Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Tohru Adachi
I'd assume this is an upstream fault with the distribution services for 
game clients and SteamCMD.


  
5DE7 65CE F99A B8FB 62A3
6613 A792 D15F DA9E F531


 Original Message 
From: Naleksuh [mailto:nalek...@naleksuh.com]
Sent: Saturday, October 8, 2022 at 1:45 AM
To: hlds_linux
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Also, not sure if this issue is temporary or permanent but no-one can
download the update. The download stays forever and never finishes.
Multiple people not just me having this problem and no clients or
servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 *Naleksuh
* wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on
purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 *Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
mailto:hlds_linux@list.valvesoftware.com>>* wrote ---



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We've released a mandatory update for TF2. The new version
number is 7570091. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159


Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Naleksuh
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.







 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh  wrote 
---



The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?







 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list)  wrote ---









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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=144159 
 
Thanks. 
 
-Eric 
 
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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
It’s been fixed. Thanks.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Friday, October 7, 2022 5:36 PM
To: hlds_linux 
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---

We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159

Thanks.

-Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread Naleksuh
The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?







 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list)  wrote ---



We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here: 
 
https://www.teamfortress.com/post.php?id=144159 
 
Thanks. 
 
-Eric 
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-12-02 Thread Bakugo
Oh, and it also still happens with func_brush (stairs in the middle of
turbine)

On Fri, Dec 3, 2021 at 12:46 AM Bakugo  wrote:

> Fixed Wrap Assassin projectiles colliding with other projectiles and
>> func_lod entities
>>
> Still happens on the last point of badwater, it seems to collide with
> props too, not just func_lod.
>
> On Fri, Dec 3, 2021 at 12:07 AM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. This is the Smissmas 2021
>> update. The new version number is 6928179. The notes for the update can be
>> found here:
>>
>>   https://www.teamfortress.com/post.php?id=101867
>>
>> -Eric
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-12-02 Thread Bakugo
>
> Fixed Wrap Assassin projectiles colliding with other projectiles and
> func_lod entities
>
Still happens on the last point of badwater, it seems to collide with props
too, not just func_lod.

On Fri, Dec 3, 2021 at 12:07 AM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. This is the Smissmas 2021
> update. The new version number is 6928179. The notes for the update can be
> found here:
>
>   https://www.teamfortress.com/post.php?id=101867
>
> -Eric
>
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-11-16 Thread Bakugo
>
> Fixed Dragon's Fury, Short Circuit, and tf_projectile_energy_ring
> projectiles colliding with func_lod entities
>
Any chance we could get a fix for the similar but significantly worse issue
that affects the Wrap Assassin? Try using it in the last point of badwater
to see what I mean.

On Mon, Nov 15, 2021 at 11:42 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6896293. The notes for the update can be found here:
>
>   https://www.teamfortress.com/post.php?id=101361
>
> Thanks.
>
> -Eric
>
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Kyle Sanderson
tmpfs with overlay and casual dumping will help on the hlds side.
Netchannel is terribly slow though: so there's going to (continue to) be
hard stalls for clients if it's on-demand decals as it traditionally
blocked prior to this update.

I haven't ripped apart any of these patches in a while - quite interested
to see if outside of CGameClient::Disconnect is called reliably now as the
other paths were a crap shoot.

Kyle.

On Thu., Sep. 16, 2021, 23:23 wickedplayer494, 
wrote:

> Client hitching looks to be related to the change to spray retention
> behavior also being triggered on game startup (as well as disconnections as
> Naleksuh mentioned). Obviously for those on slower and/or older HDDs who
> have been playing the game for a while and have accumulated quite a
> collection of sprays, prolonged startup times after downloading haven't
> been entirely unheard of out there tonight.
>
> I am in agreement though that sdr_spew_level should be brought over from
> CS:GO/Dota 2 sooner rather than later for users to suppress console spew
> from relay pinging. Even if it's default 5 like CS:GO's is, which I think
> is still way too high for ordinary users (I always set it to 3), that's
> still fine by me.
>
> On 9/16/2021 10:11 PM, Mecha Weasel wrote:
>
> "Right now whenever a player joins or leaves a server the game will hang
> for ~5 seconds"
> - Not experiencing that myself (on Debian 10 here).
>
> But, yeah noticed the extra Steam-spam in the console for sure. ;-)
>
>
>
> On Thu, Sep 16, 2021 at 8:05 PM Naleksuh  wrote:
>
>> Any progress on future updates to address the issues here? Right now
>> whenever a player joins or leaves a server the game will hang for ~5
>> seconds. And bots have profile pictures for some reason now, probably
>> related to the Steam update.
>>
>> Also, whats with the contant pinging of Steam servers in the console?
>> Will that be removed?
>>
>> On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
>> (via hlds_linux list)  wrote:
>>
>>> We've released a mandatory update for TF2. The new version number is
>>> 6770799. The notes for the update are below.
>>>
>>> Thanks.
>>>
>>> -Eric
>>>
>>> 
>>>
>>> - Fixed an exploit related to players impersonating other Steam accounts
>>> - Updated custom player sprays to be disabled for players by default
>>> -  Players can opt-in to see custom player sprays on community
>>> servers in the Advanced Options menu
>>> -  Custom player sprays and other temp files will be deleted
>>> when disconnecting from a server
>>> - Fixed an exploit related to creating unnamed Normal quality items
>>> - Removed the disconnect reason when a player leaves the server
>>> - Fixed the Fireproof Secret Diary not cloaking
>>> - Fixed the Medic's weapon not hiding during the High Five taunt
>>> - Fixed the equip_region for the Crocodile Dandy
>>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>>> trade-ups
>>> - Fixed the Heavy being able to crouch and jump while stunned
>>> - Fixed overhead player icons not drawing while connected to match
>>> servers
>>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>>> entities
>>> - Updated the tf_generic_bomb entity to allow passing the activator in
>>> the OnDetonate output
>>> -  Toggle this feature using the Pass Activator option. Default
>>> is No.
>>> - Updated several of the Summer 2021 cosmetic items to add
>>> item_type_name descriptions
>>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>>> "has team color paintkit" attribute
>>> - Updated material for the Hazard Headgear to fix problems with painting
>>> and using minmap
>>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>>> - Updated description of the "Strange Part: Player Hits" item to match
>>> its name
>>> - Updated materials for the Time Out Therapy taunt
>>> - Updated the material for the RED dueling icon to match the BLU dueling
>>> icon
>>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to
>>> fix size and centering issues
>>> - Updated the description for the Backpack Expander
>>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>>> fix a problem when taunting
>>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>>> Australium background for death notices
>>> - Updated the link for the New User Forum button in the main menu
>>> - Updated/Added some tournament medals
>>> - Updated the localization files
>>> - Updated cp_snakewater_final1
>>> -  Minor visual fixes
>>> -  Minor clipping fixes
>>> -  Slightly increased spawn time when attacking last
>>> -  Fixed some jumps being made impossible in previous update
>>> -  Made some areas like respawn doors smoother to walk past
>>> -  Nature & Wildlife preservation measures

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread wickedplayer494
Client hitching looks to be related to the change to spray retention 
behavior also being triggered on game startup (as well as disconnections 
as Naleksuh mentioned). Obviously for those on slower and/or older HDDs 
who have been playing the game for a while and have accumulated quite a 
collection of sprays, prolonged startup times after downloading haven't 
been entirely unheard of out there tonight.


I am in agreement though that sdr_spew_level should be brought over from 
CS:GO/Dota 2 sooner rather than later for users to suppress console spew 
from relay pinging. Even if it's default 5 like CS:GO's is, which I 
think is still way too high for ordinary users (I always set it to 3), 
that's still fine by me.


On 9/16/2021 10:11 PM, Mecha Weasel wrote:
"Right now whenever a player joins or leaves a server the game will 
hang for ~5 seconds"

- Not experiencing that myself (on Debian 10 here).

But, yeah noticed the extra Steam-spam in the console for sure. ;-)



On Thu, Sep 16, 2021 at 8:05 PM Naleksuh > wrote:


Any progress on future updates to address the issues here? Right
now whenever a player joins or leaves a server the game will hang
for ~5 seconds. And bots have profile pictures for some reason
now, probably related to the Steam update.

Also, whats with the contant pinging of Steam servers in the
console? Will that be removed?

On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at
valvesoftware.com  (via hlds_linux list)
mailto:hlds_linux@list.valvesoftware.com>> wrote:

We've released a mandatory update for TF2. The new version
number is 6770799. The notes for the update are below.

Thanks.

-Eric



- Fixed an exploit related to players impersonating other
Steam accounts
- Updated custom player sprays to be disabled for players by
default
        -  Players can opt-in to see custom player sprays on
community servers in the Advanced Options menu
        -  Custom player sprays and other temp files will be
deleted when disconnecting from a server
- Fixed an exploit related to creating unnamed Normal quality
items
- Removed the disconnect reason when a player leaves the server
- Fixed the Fireproof Secret Diary not cloaking
- Fixed the Medic's weapon not hiding during the High Five taunt
- Fixed the equip_region for the Crocodile Dandy
- Fixed taunt_medic_heroic.wav not playing during case
openings and trade-ups
- Fixed the Heavy being able to crouch and jump while stunned
- Fixed overhead player icons not drawing while connected to
match servers
- Fixed Dragon's Fury projectiles not passing through
tf_generic_bomb entities
- Updated the tf_generic_bomb entity to allow passing the
activator in the OnDetonate output
        -  Toggle this feature using the Pass Activator
option. Default is No.
- Updated several of the Summer 2021 cosmetic items to add
item_type_name descriptions
- Updated the Coffin Nail warpaint for the shotgun to add the
missing "has team color paintkit" attribute
- Updated material for the Hazard Headgear to fix problems
with painting and using minmap
- Updated item schema with community fixes from Andrés S.
(rabscootle)
- Updated Spy invis materials with community fixes from Liam
Stone (boba)
- Updated description of the "Strange Part: Player Hits" item
to match its name
- Updated materials for the Time Out Therapy taunt
- Updated the material for the RED dueling icon to match the
BLU dueling icon
- Updated backpack images for the Mislaid Sweater and Mr.
Quackers to fix size and centering issues
- Updated the description for the Backpack Expander
- Updated the Resonation, Aggradation, and Lucidation unusual
effects to fix a problem when taunting
- Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to
use the Australium background for death notices
- Updated the link for the New User Forum button in the main menu
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
        -  Minor visual fixes
        -  Minor clipping fixes
        -  Slightly increased spawn time when attacking last
        -  Fixed some jumps being made impossible in previous
update
        -  Made some areas like respawn doors smoother to walk
past
        -  Nature & Wildlife preservation measures




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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
"Right now whenever a player joins or leaves a server the game will hang
for ~5 seconds"
- Not experiencing that myself (on Debian 10 here).

But, yeah noticed the extra Steam-spam in the console for sure. ;-)



On Thu, Sep 16, 2021 at 8:05 PM Naleksuh  wrote:

> Any progress on future updates to address the issues here? Right now
> whenever a player joins or leaves a server the game will hang for ~5
> seconds. And bots have profile pictures for some reason now, probably
> related to the Steam update.
>
> Also, whats with the contant pinging of Steam servers in the console? Will
> that be removed?
>
> On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. The new version number is
>> 6770799. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> 
>>
>> - Fixed an exploit related to players impersonating other Steam accounts
>> - Updated custom player sprays to be disabled for players by default
>> -  Players can opt-in to see custom player sprays on community
>> servers in the Advanced Options menu
>> -  Custom player sprays and other temp files will be deleted when
>> disconnecting from a server
>> - Fixed an exploit related to creating unnamed Normal quality items
>> - Removed the disconnect reason when a player leaves the server
>> - Fixed the Fireproof Secret Diary not cloaking
>> - Fixed the Medic's weapon not hiding during the High Five taunt
>> - Fixed the equip_region for the Crocodile Dandy
>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>> trade-ups
>> - Fixed the Heavy being able to crouch and jump while stunned
>> - Fixed overhead player icons not drawing while connected to match servers
>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>> entities
>> - Updated the tf_generic_bomb entity to allow passing the activator in
>> the OnDetonate output
>> -  Toggle this feature using the Pass Activator option. Default
>> is No.
>> - Updated several of the Summer 2021 cosmetic items to add item_type_name
>> descriptions
>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>> "has team color paintkit" attribute
>> - Updated material for the Hazard Headgear to fix problems with painting
>> and using minmap
>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>> - Updated description of the "Strange Part: Player Hits" item to match
>> its name
>> - Updated materials for the Time Out Therapy taunt
>> - Updated the material for the RED dueling icon to match the BLU dueling
>> icon
>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
>> size and centering issues
>> - Updated the description for the Backpack Expander
>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>> fix a problem when taunting
>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>> Australium background for death notices
>> - Updated the link for the New User Forum button in the main menu
>> - Updated/Added some tournament medals
>> - Updated the localization files
>> - Updated cp_snakewater_final1
>> -  Minor visual fixes
>> -  Minor clipping fixes
>> -  Slightly increased spawn time when attacking last
>> -  Fixed some jumps being made impossible in previous update
>> -  Made some areas like respawn doors smoother to walk past
>> -  Nature & Wildlife preservation measures
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Naleksuh
Any progress on future updates to address the issues here? Right now
whenever a player joins or leaves a server the game will hang for ~5
seconds. And bots have profile pictures for some reason now, probably
related to the Steam update.

Also, whats with the contant pinging of Steam servers in the console? Will
that be removed?

On Thu, Sep 16, 2021 at 3:47 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6770799. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Fixed an exploit related to players impersonating other Steam accounts
> - Updated custom player sprays to be disabled for players by default
> -  Players can opt-in to see custom player sprays on community
> servers in the Advanced Options menu
> -  Custom player sprays and other temp files will be deleted when
> disconnecting from a server
> - Fixed an exploit related to creating unnamed Normal quality items
> - Removed the disconnect reason when a player leaves the server
> - Fixed the Fireproof Secret Diary not cloaking
> - Fixed the Medic's weapon not hiding during the High Five taunt
> - Fixed the equip_region for the Crocodile Dandy
> - Fixed taunt_medic_heroic.wav not playing during case openings and
> trade-ups
> - Fixed the Heavy being able to crouch and jump while stunned
> - Fixed overhead player icons not drawing while connected to match servers
> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
> entities
> - Updated the tf_generic_bomb entity to allow passing the activator in the
> OnDetonate output
> -  Toggle this feature using the Pass Activator option. Default is
> No.
> - Updated several of the Summer 2021 cosmetic items to add item_type_name
> descriptions
> - Updated the Coffin Nail warpaint for the shotgun to add the missing "has
> team color paintkit" attribute
> - Updated material for the Hazard Headgear to fix problems with painting
> and using minmap
> - Updated item schema with community fixes from Andrés S. (rabscootle)
> - Updated Spy invis materials with community fixes from Liam Stone (boba)
> - Updated description of the "Strange Part: Player Hits" item to match its
> name
> - Updated materials for the Time Out Therapy taunt
> - Updated the material for the RED dueling icon to match the BLU dueling
> icon
> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
> size and centering issues
> - Updated the description for the Backpack Expander
> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
> fix a problem when taunting
> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
> Australium background for death notices
> - Updated the link for the New User Forum button in the main menu
> - Updated/Added some tournament medals
> - Updated the localization files
> - Updated cp_snakewater_final1
> -  Minor visual fixes
> -  Minor clipping fixes
> -  Slightly increased spawn time when attacking last
> -  Fixed some jumps being made impossible in previous update
> -  Made some areas like respawn doors smoother to walk past
> -  Nature & Wildlife preservation measures
>
>
>
>
> ___
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Tohru Adachi
A build was triggered 15 minutes ago on the SM GitHub, so there should 
be a working build soon.


 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
Sent: Friday, September 17, 2021, 2:14 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files,
etc.), and base TF2 seems to run fine.  So, looking into updates to SM
and MM:S.

On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi mailto:to...@redsun.tf>> wrote:

I believe it's likely down to SourceMod not yet being updated for the
changes on CBasePlayer - GetSteamID was changed in place of
GetPlayerAddress to stop bots spoofing IDs from what I've seen.

Could be wrong though.

 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club
]
Sent: Friday, September 17, 2021, 2:06 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo mailto:bakugo...@gmail.com>
>> wrote:

       >Updated custom player sprays to be disabled for players by
default
       >Custom player sprays and other temp files will be deleted when
      disconnecting from a server

      More anti-community server updates, very cool

      Also it is just me or does the game take longer to start up &
      disconnect from a server because of this?

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--


+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+



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With regards,

Tohru Adachi
Services Administrator
https://redsun.tf


// PGP key fingerprint:   //
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.

On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:

> I believe it's likely down to SourceMod not yet being updated for the
> changes on CBasePlayer - GetSteamID was changed in place of
> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>
> Could be wrong though.
>
>  Original Message 
> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
> Sent: Friday, September 17, 2021, 2:06 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>
> Anybody (else) having issues with SRCDS segfaulting since today's TF2
> update?
>
> In my case, this is on Debian Linux 10.
>
> Will doing additional troubleshooting obviously (disable SM, etc.)
>
>
> On Thu, Sep 16, 2021 at 4:14 PM Bakugo  > wrote:
>
>   >Updated custom player sprays to be disabled for players by default
>   >Custom player sprays and other temp files will be deleted when
>  disconnecting from a server
>
>  More anti-community server updates, very cool
>
>  Also it is just me or does the game take longer to start up &
>  disconnect from a server because of this?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

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

2021-09-16 Thread Tohru Adachi
I believe it's likely down to SourceMod not yet being updated for the 
changes on CBasePlayer - GetSteamID was changed in place of 
GetPlayerAddress to stop bots spoofing IDs from what I've seen.


Could be wrong though.

 Original Message 
From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
Sent: Friday, September 17, 2021, 2:06 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo mailto:bakugo...@gmail.com>> wrote:

 >Updated custom player sprays to be disabled for players by default
 >Custom player sprays and other temp files will be deleted when
disconnecting from a server

More anti-community server updates, very cool

Also it is just me or does the game take longer to start up &
disconnect from a server because of this?

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

2021-09-16 Thread Mecha Weasel
Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?

In my case, this is on Debian Linux 10.

Will doing additional troubleshooting obviously (disable SM, etc.)


On Thu, Sep 16, 2021 at 4:14 PM Bakugo  wrote:

> >Updated custom player sprays to be disabled for players by default
> >Custom player sprays and other temp files will be deleted when
> disconnecting from a server
>
> More anti-community server updates, very cool
>
> Also it is just me or does the game take longer to start up & disconnect
> from a server because of this?
>
> On Thu, Sep 16, 2021 at 11:47 PM Eric Smith - erics at valvesoftware.com
> (via hlds_linux list)  wrote:
>
>> We've released a mandatory update for TF2. The new version number is
>> 6770799. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> 
>>
>> - Fixed an exploit related to players impersonating other Steam accounts
>> - Updated custom player sprays to be disabled for players by default
>> -  Players can opt-in to see custom player sprays on community
>> servers in the Advanced Options menu
>> -  Custom player sprays and other temp files will be deleted when
>> disconnecting from a server
>> - Fixed an exploit related to creating unnamed Normal quality items
>> - Removed the disconnect reason when a player leaves the server
>> - Fixed the Fireproof Secret Diary not cloaking
>> - Fixed the Medic's weapon not hiding during the High Five taunt
>> - Fixed the equip_region for the Crocodile Dandy
>> - Fixed taunt_medic_heroic.wav not playing during case openings and
>> trade-ups
>> - Fixed the Heavy being able to crouch and jump while stunned
>> - Fixed overhead player icons not drawing while connected to match servers
>> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
>> entities
>> - Updated the tf_generic_bomb entity to allow passing the activator in
>> the OnDetonate output
>> -  Toggle this feature using the Pass Activator option. Default
>> is No.
>> - Updated several of the Summer 2021 cosmetic items to add item_type_name
>> descriptions
>> - Updated the Coffin Nail warpaint for the shotgun to add the missing
>> "has team color paintkit" attribute
>> - Updated material for the Hazard Headgear to fix problems with painting
>> and using minmap
>> - Updated item schema with community fixes from Andrés S. (rabscootle)
>> - Updated Spy invis materials with community fixes from Liam Stone (boba)
>> - Updated description of the "Strange Part: Player Hits" item to match
>> its name
>> - Updated materials for the Time Out Therapy taunt
>> - Updated the material for the RED dueling icon to match the BLU dueling
>> icon
>> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
>> size and centering issues
>> - Updated the description for the Backpack Expander
>> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
>> fix a problem when taunting
>> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
>> Australium background for death notices
>> - Updated the link for the New User Forum button in the main menu
>> - Updated/Added some tournament medals
>> - Updated the localization files
>> - Updated cp_snakewater_final1
>> -  Minor visual fixes
>> -  Minor clipping fixes
>> -  Slightly increased spawn time when attacking last
>> -  Fixed some jumps being made impossible in previous update
>> -  Made some areas like respawn doors smoother to walk past
>> -  Nature & Wildlife preservation measures
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

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

2021-09-16 Thread Bakugo
>Updated custom player sprays to be disabled for players by default
>Custom player sprays and other temp files will be deleted when
disconnecting from a server

More anti-community server updates, very cool

Also it is just me or does the game take longer to start up & disconnect
from a server because of this?

On Thu, Sep 16, 2021 at 11:47 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6770799. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> 
>
> - Fixed an exploit related to players impersonating other Steam accounts
> - Updated custom player sprays to be disabled for players by default
> -  Players can opt-in to see custom player sprays on community
> servers in the Advanced Options menu
> -  Custom player sprays and other temp files will be deleted when
> disconnecting from a server
> - Fixed an exploit related to creating unnamed Normal quality items
> - Removed the disconnect reason when a player leaves the server
> - Fixed the Fireproof Secret Diary not cloaking
> - Fixed the Medic's weapon not hiding during the High Five taunt
> - Fixed the equip_region for the Crocodile Dandy
> - Fixed taunt_medic_heroic.wav not playing during case openings and
> trade-ups
> - Fixed the Heavy being able to crouch and jump while stunned
> - Fixed overhead player icons not drawing while connected to match servers
> - Fixed Dragon's Fury projectiles not passing through tf_generic_bomb
> entities
> - Updated the tf_generic_bomb entity to allow passing the activator in the
> OnDetonate output
> -  Toggle this feature using the Pass Activator option. Default is
> No.
> - Updated several of the Summer 2021 cosmetic items to add item_type_name
> descriptions
> - Updated the Coffin Nail warpaint for the shotgun to add the missing "has
> team color paintkit" attribute
> - Updated material for the Hazard Headgear to fix problems with painting
> and using minmap
> - Updated item schema with community fixes from Andrés S. (rabscootle)
> - Updated Spy invis materials with community fixes from Liam Stone (boba)
> - Updated description of the "Strange Part: Player Hits" item to match its
> name
> - Updated materials for the Time Out Therapy taunt
> - Updated the material for the RED dueling icon to match the BLU dueling
> icon
> - Updated backpack images for the Mislaid Sweater and Mr. Quackers to fix
> size and centering issues
> - Updated the description for the Backpack Expander
> - Updated the Resonation, Aggradation, and Lucidation unusual effects to
> fix a problem when taunting
> - Updated Golden Wrench, Saxxy, and Golden Frying Pan kills to use the
> Australium background for death notices
> - Updated the link for the New User Forum button in the main menu
> - Updated/Added some tournament medals
> - Updated the localization files
> - Updated cp_snakewater_final1
> -  Minor visual fixes
> -  Minor clipping fixes
> -  Slightly increased spawn time when attacking last
> -  Fixed some jumps being made impossible in previous update
> -  Made some areas like respawn doors smoother to walk past
> -  Nature & Wildlife preservation measures
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Kyle Sanderson
>"Removed the disconnect REASON from the message when players leave the server"
> Why on earth would you do that?

Ancient ancient ancient ancient issue where they (the game) pass this
through a format function and can crash through arbitrary memory
reading. The string was localized too to the client disconnecting
which was even more neat. It's beyond well documented how this has
been abused for well over a decade.

> Numerous security and stability improvements

Can we for the love of god please get a CS:S sync. There's so much bad
stuff out there now and keeping all the other games vulnerable doesn't
help anyone. I'm happy to spend an hour reviewing the changeset or
whatever it takes to help this stuff land.

Kyle.

On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel  wrote:
>
> "Removed the disconnect REASON from the message when players leave the server"
>
> Why on earth would you do that?
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Mecha Weasel
I would HOPE that the reason still shows in the logs?

On Tue, Jun 22, 2021, 12:47 PM Gordon R 
wrote:

> So when a player leaves after being moderated they do not have the ability
> to spam their Discord server (which sells cheats/hacks/etc) or use it as a
> final parting blow to send more harassment. This is a pretty common vector
> of last-minute abuse/spam that a lot of trolls and bot accounts use.
>
> On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel 
> wrote:
>
>> "Removed the disconnect REASON from the message when players leave the
>> server"
>>
>> Why on earth would you do that?
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/
>>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Gordon R
So when a player leaves after being moderated they do not have the ability
to spam their Discord server (which sells cheats/hacks/etc) or use it as a
final parting blow to send more harassment. This is a pretty common vector
of last-minute abuse/spam that a lot of trolls and bot accounts use.

On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel 
wrote:

> "Removed the disconnect REASON from the message when players leave the
> server"
>
> Why on earth would you do that?
>
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Mecha Weasel
"Removed the disconnect REASON from the message when players leave the
server"

Why on earth would you do that?
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-11-14 Thread Stealthmode Hu
A lesson

Please do not respond. This is an informational post only.

Over the past twenty years a lot has happened at vALVE Software. I am only
going to touch base on the most important point.

Many, many good people have had their ideas, and concepts stolen by vALVE.
A lot of their " innovative " features came from people like you, and me.

And everything was stolen.

Make sure you read the fine print.

Anything posted in game, on these lists, on the forums. Any mods, maps,
etc.?

Are all property of vALVE Software. If you use their services to publish /
produce it. This goes for Worldcraft / Hammer, skinning / modeling,
scripting like am/amx, etc.

If you have something brilliant. Make sure you at least poor mans copyright
it. Or publish it on Facebook. Who, thanks to Mark Zuckerberg, made sure
anything you post, or publish is automatically Trademarked,  and
Copyrighted Internationally.

Make sure if it concerns anything with vALVE. That you use a personal email
first. Then send it to them through their emails. Listed on the vALVE
Website.

This way you have evidence when your concept / idea gets stolen (
Intellectual Property Theft ).

This is in relation to all the trolling that occured in my other thread.

Eric Smith, and Gabe Newell were both solicited with my concept to update
Steam from a 32 bit aging client / server app, to a modernized 64 bit
client / server app.

Was not the only thing I solicited a few years ago. But the other concepts
were purchased by LEGITIMATE Companies. Mostly tabletop rpg in a 3d
environment using an hlds like server. DM / GM controlled one team,  the PC
controlled their characters.  But that is being developed in China atm for
mobile.

The point is. Be careful of sharing anything with vALVE, as they will
always rip you off. Unless you cover your ass.

Which this last time I did. Since getting screwed over for the concept ( a
Napster like server / client update, streaming updates from a single app ).
Gabe & Company wanted REAKTOR.

I gave them Steam. Under the implied condition that employment was sought
for compensation for the contribution of this one infamous platform name.
STEAlthMode & vALVE, it fits. Is a direct quote. From the original HLDS
lists. Sadly, part of the archive conveniently wiped out by an idiot who
exposed the company network to a virus.

So in closing,  be careful what you say on servers. In chat on Steam.
Especially when discussing concepts. Forums, and anything you produce in
things like Hammer. For they will steal it, like they always have.

This time though,  I covered my ass. And saved the emails. Which predate
any announcement by anyone there by months it not a year. Evidence of
Intellectual Property Theft.

We have lost many, many good people in the community over the past 22 years
now. Most of the original staff are gone.  Cause Gabe stole their ideas too.

Smith, Johnson, Lombardi, and Newell are the only four left from the
original staff that I can see. Cliffe is gone, he was the original
developer of Counter-Strike. Technically WAS the owner of it. As it was his
baby mod for Half Life. CZ is Eric Smiths brainchild. I remember spending
way too many voluntary hours beta testing his bots Artificial Intelligence
scripting. Even expert was not good enough eventually. As the bots aimbots,
wallhacks, and sound locators ( lvl 5 AI ) could be defeated by not being
where they expected you to be.  I asked Eric for a higher level of AI about
when I solicited a 64 bit platform concept under NDA.

Haven't logged in since. That was 882 days ago roughly. Little over two
years now. Notice what came out after that? My 64 bit platform.

So cover your asses. Please do not troll this thread. As after the Lawsuit
in World Court, they may not be a company allowed to do business anymore.

There's a few million in damages over time that have accumulated. About
$17,000,000 worth.

And vALVE is likely going to go bankrupt while waiting for the Court to
release their bank accounts. They get frozen when lawsuits get filed, to
ensure damages will be available.

And for any of you who ever used hacks / cheats back then? Sorry for
getting you all banned. Making vALVE even more money,  sometimes 450,000
accounts at once. Jo0lz hates me I bet to this day. Every other day he was
making a new cheat. And every other day I was sending the link to Eric, or
Nick Shaffner to update VAC.

That's how much I have contributed over the decades now.

Y'all take care. A lot of you are newer. But some veterans know,  and
remember me. And can tell you. Everything I said is true.

We have lost many, many talented people in this community, and at vALVE
because of Intellectual Property Theft. Gabe is the greediest, dumbest, no
original thought having, concept stealing cheese stealing RAT you could
ever meet.

Respectfully,

Dr. StealthMode Hu

Sovereign Ambassador of the Hu Civilization

All Rights / Rites Reserved




On Thu, Oct 29, 2020, 14:12 Eric Smith - erics at valvesoftware.com 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-11-05 Thread Stealthmode Hu
Counter- Strike 3.0
When is HL3 going to pull the source version for the HL3 engine? Please do
not just port CS:GO.

I would have contacted you directly. But this is the best place.

-Stealth

On Thu, Nov 5, 2020, 15:17 Eric Smith - erics at valvesoftware.com (via
hlds_linux list)  wrote:

> We've released a mandatory update for TF2. The new version number is
> 6186971. The notes for the update can be found here:
>
> https://www.teamfortress.com/post.php?id=77492
>
> Thanks.
>
> -Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-07-03 Thread Sammi
Hello Eric thank you for the update.

I don't mean to bother you about this but it has been about 5 months
since I reported these servers for using fake players.

45.147.5.5:27015
94.130.49.180:27050
74.91.124.167:27015

I am not sure if the reason that they have not been dealt with is
because of lack of motivation or that it doesn't look like they are
using fake players since they are using actual steam accounts.

If you actually go on their servers you can see that there are
constantly fewer players than reported in a2s_player and in the status
command which they have overridden to hide their fake clients.

If you use the ping command though you can see several bot accounts
with a ping of 0.

] ping
Client ping times:
 225 ms : Banana_
 322 ms : GLou
 346 ms : kemmistar
 198 ms : nathan052488
   0 ms : ?Ͱ?discord.gg/JxqjsNe CLI
   0 ms : (2)?Ͱ?discord.gg/JxqjsNe CLI
  68 ms : Mauser C96
 410 ms : Spycrab
  62 ms : that sad cat
   0 ms : (3)?Ͱ?discord.gg/JxqjsNe CLI
   0 ms : (4)?Ͱ?discord.gg/JxqjsNe CLI
   0 ms : (5)?Ͱ?discord.gg/JxqjsNe CLI
 133 ms : Veto The Neato
   0 ms : (1)?Ͱ?discord.gg/JxqjsNe CLI
   0 ms : (6)?Ͱ?discord.gg/JxqjsNe CLI
 174 ms : rami.zaki96
   0 ms : (7)?Ͱ?discord.gg/JxqjsNe CLI
 212 ms : Mr. Doggo
  65 ms : Legendary Necromorph
 218 ms : koke.munoz
 168 ms : justin


On Fri, Jul 3, 2020 at 3:53 PM Eric Smith - erics at valvesoftware.com
(via hlds_linux list)  wrote:
>
> We've released a mandatory update for TF2. The notes for the update are 
> below. The new version number is 5970214.
>
> -Eric
>
>
> --
>
> - Accounts that are unable to chat in matchmaking are now also restricted 
> from sending voice chat
> - Fixed a bug where cosmetic items in the second and third equip slots would 
> be un-equipped
> - Fixed matchmaking badges not displaying the correct tier in the scoreboard 
> and other dialogs
> - Added matchmaking badge and time connected to the Report Player dialog
> - Updated the vote kick process to automatically vote Yes for anyone who 
> hasn't already voted if the target for the vote leaves the server
> - Updated the Mute Player dialog to have the same information as the Report 
> Player dialog
> - Updated item schema with community fixes from Andrés S. (rabscootle)
> - Updated/Added some tournament medals
> - Updated the localization files
>
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-06-16 Thread Sammi
My apologies Eric, but I just wanted to follow up on these servers
using fake players we talked about a month ago that you said were sent
to the responsible people.

45.147.5.5:27015
94.130.49.180:27050
74.91.124.167:27015

it still seems like nothing has happened on that, so I'm trying to
make sure it wasn't forgotten. Thank you.


On Tue, Jun 16, 2020 at 4:34 PM Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for TF2. The notes for the update are 
> below. The new version number is 5932704.
>
> -Eric
>
>
> --
>
> - Restricted certain new accounts from using chat in official matchmaking 
> modes
> - Work is ongoing to mitigate the use of new and free accounts for 
> abusive purposes
> - Added "Enable text chat" and "Enable voice chat" options to the top of the 
> Advanced Options dialog to disable in-game text and voice chat
> - Updated the Report Player dialog to include more details so players can 
> make informed decisions about who they're reporting
> - Fixed getting the "Incoming message..." quest HUD notification when you've 
> already completed all available quests
> - Fixed the OnDestroyed output not getting fired when an object is destroyed 
> by the Red-Tape Recorder
> - Updated The Telefragger Toque to fix swapped materials
> - Updated The TF2VRH headset to include on/off styles
> - Updated the PASS Time Federation medals to fix issues with them not drawing 
> correctly
> - Updated/Added some tournament medals
> - Updated the localization files
>
> ___
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread Kyle Sanderson
Do you have any update on the network exploits presently working
against every other Source1 game. We're also seeing an uptick in
ancient spray/rce attacks against players as well (which doesn't
impact the server beyond distribution).

Kyle.

On Mon, Apr 27, 2020 at 5:23 PM Eric Smith - erics at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for TF2. The update notes are below. The 
> new version number is 5830736.
>
> -Eric
>
> -
>
> - Fixed Heavy exploit related to infinite overheal
> - Updated localization files
>
>
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread Sammi
Hello I've reported a community using fake players over a month ago
and nothing seems to have been done about it.

45.147.5.5:27015
94.130.49.180:27050
74.91.124.167:27015

Not sure if I emailed the wrong people or it will be eventually be
dealt with, or if this is allowed now?
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2020-04-15 Thread Kyle Sanderson
Does this exploit not work on any other Source engine game? There's a
published write-up here
https://gist.github.com/BenCat07/c861b5436d82e05fab43dc74aaf4b585 so
I'm quite curious why other games (CS:S) have not been patched.

Kyle.

On Tue, Apr 7, 2020 at 6:24 PM John Schoenick - johns at
valvesoftware.com (via hlds_linux list)
 wrote:
>
> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 5799494.
>
> - John
>
> 
>
> - Fixed a server crash exploit
> - Updated localization files
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2018-12-19 Thread Mecha Weasel
Holy shi Did I read that Right?

"Fixed func_rotating entity not working properly in maps like 2Fort [...]"

Func_Rotating are working?!?!

On Wed, Dec 19, 2018, 4:09 PM Eric Smith  We've released a mandatory update for Team Fortress 2. The notes for the
> update are here:
>
> http://www.teamfortress.com/post.php?id=46984
>
> The new version number is 4881676.  Thanks.
>
> -Eric
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-11-17 Thread Sean C
Any chance someone from Valve could help us out with this crash from the
Inferno taunts? ( https://crash.limetech.org/6lnime4uq4rz )

On Fri, Nov 17, 2017 at 5:23 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4246944. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed the scoreboard not displaying the proper images for Jungle Inferno
> Campaign Pass owners
> - Fixed a Pyro animation bug related to jumping
> - Fixed the Spy-cicle not giving the Spy fire immunity
> - Fixed the animation for The Second Banana plate
> - Fixed a Scout bug where mini-crits were granted to weapons other than
> The Atomizer while jumping
> - Added the Titanium Tank Participant Medal
> - Updated the Mann Co. Store to support the new foreign currencies added
> to Steam
> - Updated the localization files
> - Updated pl_enclosure_final
> - Fixed a buildable area in BLU spawn for stage 1
> - Updated materials for foliage props
> - Updated plr_bananabay
> - The train will now pass at its maximum frequency after both
> payloads make it up the large hill
> - Fixed players getting pushed into the underwater tunnel and
> ceiling over right spawn exit
> - Fixed spawn gates trapping enemy players
> - Amplified train engine sound
> - Reworked left spawn exit
> - Added small barrier near final cap
> - Improved performance in some areas
> - Reduced push force near outer rocks
> - Updated cp_mossrock
> - Fixed small area where Engineers could build in initial BLU spawn
> - Fixed area where you could fall in the pit and not die
> - Fixed cases where you could block the train without dying
> - The train now doesn't kill you if your toe touches it
> - Optimized FPS around the last point. Should be significantly
> better.
> - Brightened the underside of last point slightly
> - Improved clipping around the ramp to last point
> - Fixed a case where your view would glitch out on the sign near
> cap A
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-25 Thread tripflag
Regarding the custom files RCE which Stealth Mode mentioned back on
September 9th, has that been fixed yet? Can't wait to see sprays again.

On Thu, Oct 26, 2017 at 12:43 AM, Eric Smith 
wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4201273. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed the firing speed for the Pretty Boy's Pocket Pistol (now faster)
> - Fixed a client/server crash related to contracts
> - Fixed a server crash related to taunting
> - Updated The Dragon's Fury such that extinguishing a teammate will return
> 20 health to the Pyro, matching other flamethrowers
> - Abandon/disconnect dialogs now show controller hint icons when Steam
> Controller is active
> - Removed trade restrictions from the Prinny items
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-24 Thread TonyBaretta
What about you miss to fix the items server for community servers? -.-

-Messaggio originale-
Da: hlds_linux [mailto:hlds_linux-boun...@list.valvesoftware.com] Per conto di 
Eric Smith
Inviato: martedì 24 ottobre 2017 02:58
A: h...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com; 
hlds_linux@list.valvesoftware.com
Oggetto: [hlds_linux] Mandatory Team Fortress 2 update released

We've released a mandatory update for Team Fortress 2. The new version number 
is 4197184. The notes for the update are below.

Thanks.

-Eric

-

- Fixed a client crash related to the Dragon's Fury
- Fixed showing only a few weapons instead of the full set when redeeming a War 
Paint
- Fixed an exploit related to the Heavy's health and the G.R.U.
- Fixed contract objectives related to the Direct Hit not registering
- Fixed contract objectives related to sentries not registering
- Fixed War Paints and weapons that came out of campaign cases not displaying 
the correct rarity
- Fixed being unable to turn-in one of the bonus objectives for the Medic 
contract
- Fixed players being able to use the Thermal Thruster during the freeze period 
at the beginning of the round
- Updated koth_lazarus
- Fixed an issue with map-specific sprites not loading
- Updated pl_enclosure_final
- Fixed various errors related to textures
- Updated cp_mercenarypark
- Fixed enemy players being able to enter opposing spawn rooms
- Fixed an area near cap B where engineers could build in an 
inaccessible area
- Fixed spawn room doors sometimes becoming blocked
- Updated Steam Controller support
- Game controllers which are attached but left idle no longer cause the 
game to assume that Steam Controller input is desired.
- Reverted configuration change which caused some non-Steam Controller 
devices to default to using Steam Controller configuration. Users can re-enable 
this via the Steam Big Picture UI if desired.(Conversely, players who prefer 
the legacy gamepad mode, should ensure this setting is not enabled.)


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-21 Thread Robert Styler
Is anyone having issues where it displays on the server list that the
server does not have any players when in reality it does? Same problem on
HLSW as well.

On 21 October 2017 at 04:50, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The new version
> number is 4193938. The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed not being able to redeem War Paints
> - Fixed War Paints not displaying properly in the backpack
> - Fixed a bug where the first shot fired from pistols was off-center
> - Fixed the ConTracker UI not working properly in DirectX 8
> - Fixed being able to select a style for the ConTracker in the loadout
> screen
> - Fixed not being able to use the Thermal Thruster after taunting with it
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-02-14 Thread A Fearts
I understand it now ignore my last message.

On Tue, Feb 14, 2017 at 6:03 PM, A Fearts  wrote:

> What is the difference between setting: sv_voicecodec vaudio_speex &
> sv_voicecodec steam?
>
> Does "steam" = vaudio_speex + sv_use_steam_voice "1"?
>
> Does "vaudio_speex" = vaudio_speex + sv_use_steam_voice "0"?
>
> Or is it something completely different? I'm a bit confused.
>
> On Tue, Feb 14, 2017 at 3:39 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version number is 3833195.
>>
>> Thanks.
>>
>> -Eric
>>
>> 
>>
>> - Improved Steam Voice support for servers that have enabled it
>> - Removed sv_use_steam_voice convar.  Steam voice is now selected
>> via "sv_voicecodec steam"
>> - Fixed demos not properly recording Steam Voice status,
>> resulting in potential corrupt voice in demos with differing default
>> settings
>> - Will now use the native Steam Voice sampling rate, instead of
>> clamping to 11kHz
>> - Improved compatibility with Steam client beta
>> - Fixed OS X voice communication sounding high-pitched when using the
>> default CELT voice codec
>> - Fixed an animation bug that would cause the client and server hitboxes
>> to become out of sync
>> - Fixed the Scout not playing the correct animation when using the
>> Shortstop's Alt-Fire to shove someone
>> - Fixed some missing VO sounds for the Scout when he picks up a baseball
>> - Fixed Spectators seeing the fake death notices for the Spy when he
>> feigns death
>> - Fixed the Widowmaker not doing increased damage when the Sentry's
>> target is a building, boss, or tank
>> - Fixed not earning Crikey meter progress with The Cleaner's Carbine when
>> damaging a building, boss, or tank
>> - Fixed the Scout not getting assists for shoving players while using the
>> Shortstop
>> - Fixed not being able to use non-tradable Giftapults
>> - Fixed powerups sometimes being removed from the game in Mannpower mode
>> - Fixed a case where the scoreboard would not update properly when
>> players volunteer to switch teams in Casual mode
>> - Fixed a case where Casual servers would spontaneously terminate with
>> "Server shutting down" upon losing connection with the matchmaking service
>> - Updated the logic used to pick the maps players can vote on in the
>> end-of-match map vote on Casual servers to help maintain healthier game
>> mode representation across regions
>> - Casual servers were often rotating to unrelated game modes
>> during votes, resulting in partially filled servers in certain regions
>> - Updated the player_bodygroups that are hidden when equipping The Dark
>> Falkirk Helm and The Sole Saviors
>> - Updated the model/materials for The Snowmann to fix some LOD issues
>> - Updated the localization files
>> - Added Gift Wrap back to the Mann Co. Store at a reduced price
>> - Added TF2Maps 72hr TF2Jam Winter Participant 2017 community medal
>> - Added Rally Call Charity Tournament community medals
>> - Added ozfortress Season 18 tournament medals
>> - Added new survey questions to the end-of-match survey for Casual and
>> Competitive modes and fixed a bug where multiple surveys could be displayed
>> at the same time
>>
>>
>> ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-02-14 Thread A Fearts
What is the difference between setting: sv_voicecodec vaudio_speex &
sv_voicecodec steam?

Does "steam" = vaudio_speex + sv_use_steam_voice "1"?

Does "vaudio_speex" = vaudio_speex + sv_use_steam_voice "0"?

Or is it something completely different? I'm a bit confused.

On Tue, Feb 14, 2017 at 3:39 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version number is 3833195.
>
> Thanks.
>
> -Eric
>
> 
>
> - Improved Steam Voice support for servers that have enabled it
> - Removed sv_use_steam_voice convar.  Steam voice is now selected
> via "sv_voicecodec steam"
> - Fixed demos not properly recording Steam Voice status, resulting
> in potential corrupt voice in demos with differing default settings
> - Will now use the native Steam Voice sampling rate, instead of
> clamping to 11kHz
> - Improved compatibility with Steam client beta
> - Fixed OS X voice communication sounding high-pitched when using the
> default CELT voice codec
> - Fixed an animation bug that would cause the client and server hitboxes
> to become out of sync
> - Fixed the Scout not playing the correct animation when using the
> Shortstop's Alt-Fire to shove someone
> - Fixed some missing VO sounds for the Scout when he picks up a baseball
> - Fixed Spectators seeing the fake death notices for the Spy when he
> feigns death
> - Fixed the Widowmaker not doing increased damage when the Sentry's target
> is a building, boss, or tank
> - Fixed not earning Crikey meter progress with The Cleaner's Carbine when
> damaging a building, boss, or tank
> - Fixed the Scout not getting assists for shoving players while using the
> Shortstop
> - Fixed not being able to use non-tradable Giftapults
> - Fixed powerups sometimes being removed from the game in Mannpower mode
> - Fixed a case where the scoreboard would not update properly when players
> volunteer to switch teams in Casual mode
> - Fixed a case where Casual servers would spontaneously terminate with
> "Server shutting down" upon losing connection with the matchmaking service
> - Updated the logic used to pick the maps players can vote on in the
> end-of-match map vote on Casual servers to help maintain healthier game
> mode representation across regions
> - Casual servers were often rotating to unrelated game modes
> during votes, resulting in partially filled servers in certain regions
> - Updated the player_bodygroups that are hidden when equipping The Dark
> Falkirk Helm and The Sole Saviors
> - Updated the model/materials for The Snowmann to fix some LOD issues
> - Updated the localization files
> - Added Gift Wrap back to the Mann Co. Store at a reduced price
> - Added TF2Maps 72hr TF2Jam Winter Participant 2017 community medal
> - Added Rally Call Charity Tournament community medals
> - Added ozfortress Season 18 tournament medals
> - Added new survey questions to the end-of-match survey for Casual and
> Competitive modes and fixed a bug where multiple surveys could be displayed
> at the same time
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2017-01-16 Thread A Fearts
Thanks for the update Eric. Is there any news on if/when the issue with the
new Voice Codec will be patched? I saw you guys did respond to the Github
issue thread and was hoping to see some news on the issue this update. I
still have all my personal servers reverted back to the old Codec but it
would be nice to use the new one as the quality is so much nicer. Also, I
feel bad for all the MAC users who play on your official servers who are
unable to communicate with their team. Anyway, thanks for fixing the team
issue it was causing a lot of problems. Hope you had a nice holiday.

On Mon, Jan 16, 2017 at 5:21 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version number is 3780793.
>
> -Eric
>
> ---
>
> - Fixed a bug related to changing teams that caused various issues related
> to weapon projectiles, Engineer buildings and game modes
> - Fixed using the wrong thumbnail images for pass_district,
> pass_timbertown, and pl_swiftwater
> - Fixed the developer commentary audio files not being played properly
> - Fixed not being able to taunt with the Cleaner's Carbine
> - Added the LBTF2 6v6 Season 14 tournament medals
> - Added an option to hide the 'View Promotional Codes' button in the main
> menu
> - Can be toggled in the Adv. Options menu under the Miscellaneous
> Options section
> - Updated the models/materials for the Special Snowflake 2016 and the Gift
> of Giving 2016 community medals
> - Updated Mann vs. Machine mode
> - Fixed a case where late-joining a Mann Up match during the final
> wave could result in erroneously receiving a ten minute cooldown
> - Fixed a bug causing Invader's buildings to blow up if another
> Invader building of the same type is destroyed after the Engineer has died
>
> Note missed from the Smissmas update:
> - Fixed security issue reported by Amat Cama via GeekPwn
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-10-26 Thread Charles Huber
Yup, I have the servers installed on a ZoL volume too, thanks for the
confirmation!

On Wed, Oct 26, 2016 at 11:05 AM, Jan  wrote:
> Hey,
>
> are you using ZFS on linux?
> I had the same problem, steamcmd failed to update the server. It works
> only on my ext4 partition for some reason.
> Maybe it is a combination of ZFS on linux and the fix for the dirty cow
> bug: https://dirtycow.ninja/
>
>
> On 26.10.2016 17:08, Charles Huber wrote:
>> Hrm, still startup looping:
>>
>> WARNING: No map specified! Server may not heartbeat.
>> Auto detecting CPU
>> Using default binary: ./srcds_linux
>> Server will auto-restart if there is a crash.
>> Updating server using Steam.
>> 
>> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
>> Looks like steam didn't shutdown cleanly, scheduling immediate update check
>> [  0%] Checking for available updates...
>> [] Verifying installation...
>> Steam Console Client (c) Valve Corporation
>> -- type 'quit' to exit --
>> Loading Steam API...Created shared memory when not owner
>> SteamController_Shared_mem
>> OK.
>> login anonymous
>>
>> Connecting anonymously to Steam Public...Logged in OK
>> Waiting for license info...OK
>> force_install_dir ./tf2
>> app_update 232250 validate
>>  Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>>  Update state (0x81) committing, progress: 100.00 (180409744 / 180411440)
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> depotreconstruct.cpp (490) : Assertion Failed: pInfo->nNumWritesFinished > 0
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
>>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
>>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
>> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
>> be called with a cubData value that is a multiple of the sector size
>> when using unbuffered IO
>> Error! App '232250' state is 0x606 after update job.
>> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
>>
>>
>>
>>
>> On Tue, Oct 25, 2016 at 3:26 PM, Eric Smith  wrote:
>>> We've released a mandatory update for Team Fortress 2. The notes for the 
>>> update are below. The new version is 3666413.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> - Extended Scream Fortress VIII to run through November 16th, 2016
>>> - Fixed a problem causing some players to receive the incorrect number of 
>>> Merasmissions
>>> - Players should receive one Scream Fortress VIII Merasmission per 
>>> day of the event, for a maximum possible of seven as of today
>>> - Players who received too few Merasmissions will be able to 
>>> quickly catch up to the intended amount
>>> - A small number of players who received too many Merasmissions 
>>> will not receive any for the next few days
>>> - Fixed the Tome of Merasmissions displaying an erroneous maximum number
>>> - All players will have the opportunity to receive twenty-six 
>>> Merasmissions during this year's event, regardless of number of 
>>> Merasmissions completed in previous years
>>> - Fixed a small number of unusuals that did not have the proper displayed 
>>> quality (unique (golden name) instead of unusual (purple name))
>>> - Updated the model/materials for The El Paso Poncho
>>> - Fixed not seeing the correct display name for featured community maps 
>>> (example: pl_fifthcurve_event vs. Brimstone)
>>> - Updated the localization files
>>> - Updated mvm_ghost_town to fix error models in the spawn rooms
>>> - Updated pl_fifthcurve_event (Brimstone)
>>> - Fixed RED pla

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-10-26 Thread Jan
Hey,

are you using ZFS on linux?
I had the same problem, steamcmd failed to update the server. It works
only on my ext4 partition for some reason.
Maybe it is a combination of ZFS on linux and the fix for the dirty cow
bug: https://dirtycow.ninja/


On 26.10.2016 17:08, Charles Huber wrote:
> Hrm, still startup looping:
>
> WARNING: No map specified! Server may not heartbeat.
> Auto detecting CPU
> Using default binary: ./srcds_linux
> Server will auto-restart if there is a crash.
> Updating server using Steam.
> 
> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
> Looks like steam didn't shutdown cleanly, scheduling immediate update check
> [  0%] Checking for available updates...
> [] Verifying installation...
> Steam Console Client (c) Valve Corporation
> -- type 'quit' to exit --
> Loading Steam API...Created shared memory when not owner
> SteamController_Shared_mem
> OK.
> login anonymous
>
> Connecting anonymously to Steam Public...Logged in OK
> Waiting for license info...OK
> force_install_dir ./tf2
> app_update 232250 validate
>  Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
>  Update state (0x81) committing, progress: 100.00 (180409744 / 180411440)
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> depotreconstruct.cpp (490) : Assertion Failed: pInfo->nNumWritesFinished > 0
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
>  Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
> ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
> be called with a cubData value that is a multiple of the sector size
> when using unbuffered IO
> Error! App '232250' state is 0x606 after update job.
> Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
>
>
>
>
> On Tue, Oct 25, 2016 at 3:26 PM, Eric Smith  wrote:
>> We've released a mandatory update for Team Fortress 2. The notes for the 
>> update are below. The new version is 3666413.
>>
>> -Eric
>>
>> --
>>
>> - Extended Scream Fortress VIII to run through November 16th, 2016
>> - Fixed a problem causing some players to receive the incorrect number of 
>> Merasmissions
>> - Players should receive one Scream Fortress VIII Merasmission per 
>> day of the event, for a maximum possible of seven as of today
>> - Players who received too few Merasmissions will be able to quickly 
>> catch up to the intended amount
>> - A small number of players who received too many Merasmissions will 
>> not receive any for the next few days
>> - Fixed the Tome of Merasmissions displaying an erroneous maximum number
>> - All players will have the opportunity to receive twenty-six 
>> Merasmissions during this year's event, regardless of number of 
>> Merasmissions completed in previous years
>> - Fixed a small number of unusuals that did not have the proper displayed 
>> quality (unique (golden name) instead of unusual (purple name))
>> - Updated the model/materials for The El Paso Poncho
>> - Fixed not seeing the correct display name for featured community maps 
>> (example: pl_fifthcurve_event vs. Brimstone)
>> - Updated the localization files
>> - Updated mvm_ghost_town to fix error models in the spawn rooms
>> - Updated pl_fifthcurve_event (Brimstone)
>> - Fixed RED players getting inside BLU's 2nd forward spawn
>> - Fixed skull's teeth in hell being non-solid
>> - Fixed hell's coffin tune and tiny spell song sometimes playing to 
>> the next round from previous round
>> - Fixed so

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-10-26 Thread Charles Huber
Hrm, still startup looping:

WARNING: No map specified! Server may not heartbeat.
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Updating server using Steam.

Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner
SteamController_Shared_mem
OK.
login anonymous

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
force_install_dir ./tf2
app_update 232250 validate
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
 Update state (0x81) committing, progress: 100.00 (180409744 / 180411440)
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
depotreconstruct.cpp (490) : Assertion Failed: pInfo->nNumWritesFinished > 0
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
 Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
 Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
 Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
be called with a cubData value that is a multiple of the sector size
when using unbuffered IO
Error! App '232250' state is 0x606 after update job.
Redirecting stderr to '/home/gameserver/Steam/logs/stderr.txt'




On Tue, Oct 25, 2016 at 3:26 PM, Eric Smith  wrote:
> We've released a mandatory update for Team Fortress 2. The notes for the 
> update are below. The new version is 3666413.
>
> -Eric
>
> --
>
> - Extended Scream Fortress VIII to run through November 16th, 2016
> - Fixed a problem causing some players to receive the incorrect number of 
> Merasmissions
> - Players should receive one Scream Fortress VIII Merasmission per 
> day of the event, for a maximum possible of seven as of today
> - Players who received too few Merasmissions will be able to quickly 
> catch up to the intended amount
> - A small number of players who received too many Merasmissions will 
> not receive any for the next few days
> - Fixed the Tome of Merasmissions displaying an erroneous maximum number
> - All players will have the opportunity to receive twenty-six 
> Merasmissions during this year's event, regardless of number of Merasmissions 
> completed in previous years
> - Fixed a small number of unusuals that did not have the proper displayed 
> quality (unique (golden name) instead of unusual (purple name))
> - Updated the model/materials for The El Paso Poncho
> - Fixed not seeing the correct display name for featured community maps 
> (example: pl_fifthcurve_event vs. Brimstone)
> - Updated the localization files
> - Updated mvm_ghost_town to fix error models in the spawn rooms
> - Updated pl_fifthcurve_event (Brimstone)
> - Fixed RED players getting inside BLU's 2nd forward spawn
> - Fixed skull's teeth in hell being non-solid
> - Fixed hell's coffin tune and tiny spell song sometimes playing to 
> the next round from previous round
> - Fixed some players dropping into hell's lava in rare cases
> - Fixed big pumpkin in RED 2nd base being non-solid
> - Updated pd_pit_of_death_event
> - Fixed an exploit which allowed players to enter the enemy spawn
> - Fixed enemy players teleported to the Underworld spawning in one 
> another
> - Fixed finale particles not being drawn from certain distances
> - Fixed certain overlays not rendering
> - 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-08-03 Thread Kevin Dautermann
Had no issues with the update.

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Emil
Larsson
Gesendet: Donnerstag, 4. August 2016 03:16
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Was it just my servers, or did this update not apply automatically to
servers?

Had to manually restart my servers like it was a optional update.

On Thu, Aug 4, 2016 at 2:54 AM, John Schoenick 
wrote:

> We've released a mandatory update for Team Fortress 2. The notes for 
> the update are below. The new version is 3561198.
>
> - John
>
> 
>
> - Fixed map objectives (e.g. flags, capture points, carts) sometimes 
> becoming unresponsive in Casual Mode games
> - Fixed a case where players could be late-joined into games playing a 
> map that they didn't have selected
> - Updated the tooltips for the Sticky and Rocket Jumper to include the 
> PASS Time JACK in the list of items that can't be picked up while they 
> are equipped
> - More fixes and improvements to weapon viewmodels when using 
> wider/larger weapon field-of-view settings
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-08-03 Thread Emil Larsson
Was it just my servers, or did this update not apply automatically to
servers?

Had to manually restart my servers like it was a optional update.

On Thu, Aug 4, 2016 at 2:54 AM, John Schoenick 
wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3561198.
>
> - John
>
> 
>
> - Fixed map objectives (e.g. flags, capture points, carts) sometimes
> becoming unresponsive in Casual Mode games
> - Fixed a case where players could be late-joined into games playing a
> map that they didn't have selected
> - Updated the tooltips for the Sticky and Rocket Jumper to include the
> PASS Time JACK in the list of items that can't be picked up while they
> are equipped
> - More fixes and improvements to weapon viewmodels when using
> wider/larger weapon field-of-view settings
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___
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visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-07-07 Thread N-Gon
Eric!!
Upon joining a valve server I quickly realized the sv_pure is now back to 0
instead of 1.
Was this intentional? I thought it was set to 1 to prevent users from
running custom skins that would give them an advantage

On Thu, Jul 7, 2016 at 8:04 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3528598.
>
> -Eric
>
> 
>
> The Meet Your Match Update has arrived!
> - Added Casual and Competitive Matchmaking modes
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/ )
> - Casual mode replaces Quickplay
> - Added the Heavy vs. Pyro war
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/war.php )
> - 3 new community maps
> - Sunshine
> - Metalworks
> - Swiftwater
> - Added 3 new community taunts
> - The Balloonibouncer (Pyro only)
> - Disco Fever (Spy only)
> - The Fubar Fanfare (Soldier only)
> - Added 1 new official taunt
> - The Carlton (Scout only)
> - Added the Perfect Stranger crate
>
> General
> - Reworked the main menu
> - All play-related buttons are now accessible by clicking the
> "Find a game" button
> - Moved the Workshop and Replay buttons down the bottom group of
> mini-buttons
> - Enemies killed by energy weapons now play a special sound as their body
> dissolves
> - Improved stopwatch UI to help better communicate game state
> - Added new sound vo files for Competitive Mode
> - Added sounds to all attacks where the target player resisted a part of
> the damage
> - Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny
> Pouch, and Prinny Machete
> - Added AsiaFortress Cup Mercenaries Cup Season 7 medals
> - Added TF2Maps 72hr TF2Jam Summer Participant medal
> - Added Random Acts of TF2 medals
> - Added check to prevent players with P-REC loaded from participating in
> matchmaking
> - Prevents P-REC crashing which results in players receiving
> abandon penalties
> - Updated the Demo Support feature
> - Added an option to only record matches that are played using
> Tournament mode (mp_tournament)
> - Added an option to auto-delete matches that don't have any
> events recorded
> - Fixed a bug where tickcount values were being noted incorrectly
> - Options can be set using the Adv. Options menu
> - Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole
> Saviors, and The Dark Falkirk Helm
> - Updated the localization files
> - PASS Time update
> - No longer in Beta!
> - New Items Available
> - An Early Participation Pin will be awarded to everyone
> who played PASS Time during beta
> - Two new achievements with item rewards
> - Tune Merasmus's Multi-Dimensional Television
> - Jackpot!
> - Map Changes
> - All maps are tweaked, polished, and out of beta
> - Renamed pass_pinewood to pass_timberlodge
> - Renamed pass_warehouse to pass_brickyard
> - Added a new city-themed map, pass_district
> - An updated pass_template for level designers will be
> released on http://www.escalation.com/news
> - Game Mode Changes
> - Changed the score limit from 3 to 5
> - Tweaked various JACK throwing parameters
> - Pack Running
> - The JACK no longer heals the player carrying it
> - A player carrying the JACK with no nearby
> teammates is marked for death
> - Teammates near a player holding the JACK will be
> slowly healed, and can run as fast as the fastest nearby teammate
> - JACK Power
> - Passing the JACK increases a power meter
> - The power meter will decay over time
> - Filling the power meter unlocks a special goal
> worth extra points
> - Art Changes
> - New view model animations
> - The HUD provides more information about goal type and
> status
> - Player pips for Spies will reflect cloak and disguise
> status
> - Misc Details
> - Added cvar tf_passtime_scores_per_round
> - Added tf_glow entity that can be used to enable the glow
> effect on any entity
> - Updated trigger_passtime_ball FGD entry to hide
> unimplemented features, temporarily
> - Spawnflag added to func_passtime_goal to indicate to the
> HUD that a goal is unlocked by JACK power
>
> Bug fixes
> - Fixed being able to repeatedly activate taunts before the current one
> had ended while underwater
> - Fixed disguising with the

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-07-07 Thread N-Gon
- Casual mode replaces Quickplay

That answered everyone's question, unfortunately.

On Thu, Jul 7, 2016 at 8:04 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below. The new version is 3528598.
>
> -Eric
>
> 
>
> The Meet Your Match Update has arrived!
> - Added Casual and Competitive Matchmaking modes
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/ )
> - Casual mode replaces Quickplay
> - Added the Heavy vs. Pyro war
> - Additional information available on the website (
> http://www.teamfortress.com/meetyourmatch/war.php )
> - 3 new community maps
> - Sunshine
> - Metalworks
> - Swiftwater
> - Added 3 new community taunts
> - The Balloonibouncer (Pyro only)
> - Disco Fever (Spy only)
> - The Fubar Fanfare (Soldier only)
> - Added 1 new official taunt
> - The Carlton (Scout only)
> - Added the Perfect Stranger crate
>
> General
> - Reworked the main menu
> - All play-related buttons are now accessible by clicking the
> "Find a game" button
> - Moved the Workshop and Replay buttons down the bottom group of
> mini-buttons
> - Enemies killed by energy weapons now play a special sound as their body
> dissolves
> - Improved stopwatch UI to help better communicate game state
> - Added new sound vo files for Competitive Mode
> - Added sounds to all attacks where the target player resisted a part of
> the damage
> - Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny
> Pouch, and Prinny Machete
> - Added AsiaFortress Cup Mercenaries Cup Season 7 medals
> - Added TF2Maps 72hr TF2Jam Summer Participant medal
> - Added Random Acts of TF2 medals
> - Added check to prevent players with P-REC loaded from participating in
> matchmaking
> - Prevents P-REC crashing which results in players receiving
> abandon penalties
> - Updated the Demo Support feature
> - Added an option to only record matches that are played using
> Tournament mode (mp_tournament)
> - Added an option to auto-delete matches that don't have any
> events recorded
> - Fixed a bug where tickcount values were being noted incorrectly
> - Options can be set using the Adv. Options menu
> - Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole
> Saviors, and The Dark Falkirk Helm
> - Updated the localization files
> - PASS Time update
> - No longer in Beta!
> - New Items Available
> - An Early Participation Pin will be awarded to everyone
> who played PASS Time during beta
> - Two new achievements with item rewards
> - Tune Merasmus's Multi-Dimensional Television
> - Jackpot!
> - Map Changes
> - All maps are tweaked, polished, and out of beta
> - Renamed pass_pinewood to pass_timberlodge
> - Renamed pass_warehouse to pass_brickyard
> - Added a new city-themed map, pass_district
> - An updated pass_template for level designers will be
> released on http://www.escalation.com/news
> - Game Mode Changes
> - Changed the score limit from 3 to 5
> - Tweaked various JACK throwing parameters
> - Pack Running
> - The JACK no longer heals the player carrying it
> - A player carrying the JACK with no nearby
> teammates is marked for death
> - Teammates near a player holding the JACK will be
> slowly healed, and can run as fast as the fastest nearby teammate
> - JACK Power
> - Passing the JACK increases a power meter
> - The power meter will decay over time
> - Filling the power meter unlocks a special goal
> worth extra points
> - Art Changes
> - New view model animations
> - The HUD provides more information about goal type and
> status
> - Player pips for Spies will reflect cloak and disguise
> status
> - Misc Details
> - Added cvar tf_passtime_scores_per_round
> - Added tf_glow entity that can be used to enable the glow
> effect on any entity
> - Updated trigger_passtime_ball FGD entry to hide
> unimplemented features, temporarily
> - Spawnflag added to func_passtime_goal to indicate to the
> HUD that a goal is unlocked by JACK power
>
> Bug fixes
> - Fixed being able to repeatedly activate taunts before the current one
> had ended while underwater
> - Fixed disguising with the Conniver's Kunai while spotted by a Sentry
> causing the Sentry to ignore the Spy
> - Fixed class change notifications appearing to the e

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-05-31 Thread Eric Smith
The new Demo Support feature is a client-side tool for recording .dem files, 
similar to P-REC. It will function on any server.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alexander Terry
Sent: Tuesday, May 31, 2016 12:50 PM
To: Half-Life dedicated Linux server mailing list; h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Question regarding this update: does the demo recorder work on only match 
making server, and server with tournament mode, or any server whatsoever?

On Tue, May 31, 2016, 11:29 AM Eric Smith  wrote:

> We've released a mandatory update for TF2. The update notes are below. 
> The new version number is 3475087.
>
> -Eric
>
> 
>
> - Added a new Demo Support feature to auto-record matches
> - Can be configured via the Adv. Options menu
> - Automatically records .dem files of your matches (or can be 
> set to Manual) and puts them into the specified folder
> - Logs killstreaks and bookmarks to a master _events.txt file 
> in the same folder as the recordings so the events can be easily reviewed
> - Logs killstreaks and bookmarks for each specific .dem file 
> to .json file that has the same name as the .dem file (see the ds_mark 
> command
> below)
> - Supports the following console commands:
> - ds_record: manually start a recording
> - ds_stop: manually stop recording
> - ds_mark [comment]: bookmark the current demo tick 
> count for future reference. The [comment] is an optional descriptor 
> you may include.
> - ds_status: report the current recording status
> - Security fixes (thanks to Diodine for these reports)
> - Fixed an exploit related to the Heavy's gloves and blocking the 
> payload cart
> - Fixed energy weapons not reloading when using cl_autoreload
> - Fixed the team-win dialog not being displayed for SourceTV clients
> - Updated several hats to fix the Sniper not removing the hats while 
> taunting
> - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6 
> Seasons 19 and 20, and 4v4 Seasons 6 and 7
> - Updated models/materials for The Dead Head, The Scoped Spartan, The 
> Patriot's Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough 
> Stuff Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time, 
> and The Big Elfin Deal
> - Updated The Federal Casemaker to hide the Scout's headphones
> - Updated the localization files
>
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2016-05-31 Thread Alexander Terry
Question regarding this update: does the demo recorder work on only match
making server, and server with tournament mode, or any server whatsoever?

On Tue, May 31, 2016, 11:29 AM Eric Smith  wrote:

> We've released a mandatory update for TF2. The update notes are below. The
> new version number is 3475087.
>
> -Eric
>
> 
>
> - Added a new Demo Support feature to auto-record matches
> - Can be configured via the Adv. Options menu
> - Automatically records .dem files of your matches (or can be set
> to Manual) and puts them into the specified folder
> - Logs killstreaks and bookmarks to a master _events.txt file in
> the same folder as the recordings so the events can be easily reviewed
> - Logs killstreaks and bookmarks for each specific .dem file to
> .json file that has the same name as the .dem file (see the ds_mark command
> below)
> - Supports the following console commands:
> - ds_record: manually start a recording
> - ds_stop: manually stop recording
> - ds_mark [comment]: bookmark the current demo tick count
> for future reference. The [comment] is an optional descriptor you may
> include.
> - ds_status: report the current recording status
> - Security fixes (thanks to Diodine for these reports)
> - Fixed an exploit related to the Heavy's gloves and blocking the payload
> cart
> - Fixed energy weapons not reloading when using cl_autoreload
> - Fixed the team-win dialog not being displayed for SourceTV clients
> - Updated several hats to fix the Sniper not removing the hats while
> taunting
> - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6
> Seasons 19 and 20, and 4v4 Seasons 6 and 7
> - Updated models/materials for The Dead Head, The Scoped Spartan, The
> Patriot's Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough Stuff
> Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time, and The
> Big Elfin Deal
> - Updated The Federal Casemaker to hide the Scout's headphones
> - Updated the localization files
>
>
>
>
>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread Daniel Barreiro
Are you seriously saying that the reason they did it was for the sole
reason of not doing things "the community wants"?

I for one like the smaller download.

On Wed, Apr 1, 2015 at 1:53 PM, Paul  wrote:

> Why not? They seem to be doing anything else except what some of the
> community would like them to be doing at the moment sadly.
>
> On 1 April 2015 at 18:50, Gordon Reynolds 
> wrote:
>
> > Why wouldn't it be to save space?
> >
> > On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
> > thisisgordonsem...@gmail.com> wrote:
> >
> > >
> > >
> > > On Wed, Apr 1, 2015 at 10:44 AM ics  wrote:
> > >
> > >> Can you elaborate why the sudden change of wav to mp3? Certainly not
> to
> > >> save space?
> > >>
> > >> Latest update seems to have broken sounds in cp_foundry. It's quite
> calm
> > >> there...
> > >>
> > >> Failed to load sound "ambient_mp3\cp_harbor\machinery_in_lp_02.mp3",
> > >> file probably missing from disk/repository
> > >> Failed to load sound "ambient_mp3\cp_harbor\indoor_lp_01.mp3", file
> > >> probably missing from disk/repository
> > >> Failed to load sound "ambient_mp3\fire\fire_small_loop1.mp3", file
> > >> probably missing from disk/repository
> > >>
> > >> -ics
> > >>
> > >> Eric Smith kirjoitti:
> > >> > We've released a mandatory update for TF2. The notes for the update
> > are
> > >> below. The new version  number is 2698188.
> > >> >
> > >> >
> > >> >
> > >> > -Eric
> > >> >
> > >> >
> > >> >
> > >> > 
> > >> >
> > >> > - Fixed the Strange Dalokohs Bar not counting food eaten
> > >> > - Fixed a client crash related to the material system
> > >> > - Fixed a client crash related to the control point HUD
> > >> > - Fixed a server crash related to the Robot Destruction game mode
> > >> > - Fixed name changes not being applied to all panels
> > >> > - Fixed a bug with tournaments ending early if the previous round
> > ended
> > >> in a stalemate
> > >> > - Fixed the Australium Scattergun using the fire material
> > >> > - Fixed not seeing the particle effects for weapons and cosmetic
> items
> > >> in the player model panels
> > >> > - Added Gamers Assembly 2015 medals
> > >> > - Added a "no hat" style for the Batter's Helmet
> > >> > - Updated more sound files to use .mp3 format instead of .wav
> > >> > - Updated nav_check_stairs to be marked as a cheat
> > >> > - Updated Mann Co. Store prices for foreign currencies to current
> USD
> > >> equivalents
> > >> > - Updated the localization files
> > >> > - Mannpower update
> > >> > - Updated grapple model and player animations
> > >> > - Fixed not hearing some of the powerup sounds
> > >> > - Removed ctf_foundry from the default map cycle to focus on
> gathering
> > >> information on the remaining maps
> > >> > - Knockout: reduced melee damage multiplier
> > >> > - Knockout: max health buff has been reduced for the Heavy and for
> the
> > >> Demoman with a shield or decapitating sword equipped
> > >> > - Grapple: increased base damage for attaching to a player and
> > >> increased bleed damage while attached
> > >> >
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread Paul
Why not? They seem to be doing anything else except what some of the
community would like them to be doing at the moment sadly.

On 1 April 2015 at 18:50, Gordon Reynolds 
wrote:

> Why wouldn't it be to save space?
>
> On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
> >
> >
> > On Wed, Apr 1, 2015 at 10:44 AM ics  wrote:
> >
> >> Can you elaborate why the sudden change of wav to mp3? Certainly not to
> >> save space?
> >>
> >> Latest update seems to have broken sounds in cp_foundry. It's quite calm
> >> there...
> >>
> >> Failed to load sound "ambient_mp3\cp_harbor\machinery_in_lp_02.mp3",
> >> file probably missing from disk/repository
> >> Failed to load sound "ambient_mp3\cp_harbor\indoor_lp_01.mp3", file
> >> probably missing from disk/repository
> >> Failed to load sound "ambient_mp3\fire\fire_small_loop1.mp3", file
> >> probably missing from disk/repository
> >>
> >> -ics
> >>
> >> Eric Smith kirjoitti:
> >> > We've released a mandatory update for TF2. The notes for the update
> are
> >> below. The new version  number is 2698188.
> >> >
> >> >
> >> >
> >> > -Eric
> >> >
> >> >
> >> >
> >> > 
> >> >
> >> > - Fixed the Strange Dalokohs Bar not counting food eaten
> >> > - Fixed a client crash related to the material system
> >> > - Fixed a client crash related to the control point HUD
> >> > - Fixed a server crash related to the Robot Destruction game mode
> >> > - Fixed name changes not being applied to all panels
> >> > - Fixed a bug with tournaments ending early if the previous round
> ended
> >> in a stalemate
> >> > - Fixed the Australium Scattergun using the fire material
> >> > - Fixed not seeing the particle effects for weapons and cosmetic items
> >> in the player model panels
> >> > - Added Gamers Assembly 2015 medals
> >> > - Added a "no hat" style for the Batter's Helmet
> >> > - Updated more sound files to use .mp3 format instead of .wav
> >> > - Updated nav_check_stairs to be marked as a cheat
> >> > - Updated Mann Co. Store prices for foreign currencies to current USD
> >> equivalents
> >> > - Updated the localization files
> >> > - Mannpower update
> >> > - Updated grapple model and player animations
> >> > - Fixed not hearing some of the powerup sounds
> >> > - Removed ctf_foundry from the default map cycle to focus on gathering
> >> information on the remaining maps
> >> > - Knockout: reduced melee damage multiplier
> >> > - Knockout: max health buff has been reduced for the Heavy and for the
> >> Demoman with a shield or decapitating sword equipped
> >> > - Grapple: increased base damage for attaching to a player and
> >> increased bleed damage while attached
> >> >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >
> ___
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread Gordon Reynolds
Why wouldn't it be to save space?

On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

>
>
> On Wed, Apr 1, 2015 at 10:44 AM ics  wrote:
>
>> Can you elaborate why the sudden change of wav to mp3? Certainly not to
>> save space?
>>
>> Latest update seems to have broken sounds in cp_foundry. It's quite calm
>> there...
>>
>> Failed to load sound "ambient_mp3\cp_harbor\machinery_in_lp_02.mp3",
>> file probably missing from disk/repository
>> Failed to load sound "ambient_mp3\cp_harbor\indoor_lp_01.mp3", file
>> probably missing from disk/repository
>> Failed to load sound "ambient_mp3\fire\fire_small_loop1.mp3", file
>> probably missing from disk/repository
>>
>> -ics
>>
>> Eric Smith kirjoitti:
>> > We've released a mandatory update for TF2. The notes for the update are
>> below. The new version  number is 2698188.
>> >
>> >
>> >
>> > -Eric
>> >
>> >
>> >
>> > 
>> >
>> > - Fixed the Strange Dalokohs Bar not counting food eaten
>> > - Fixed a client crash related to the material system
>> > - Fixed a client crash related to the control point HUD
>> > - Fixed a server crash related to the Robot Destruction game mode
>> > - Fixed name changes not being applied to all panels
>> > - Fixed a bug with tournaments ending early if the previous round ended
>> in a stalemate
>> > - Fixed the Australium Scattergun using the fire material
>> > - Fixed not seeing the particle effects for weapons and cosmetic items
>> in the player model panels
>> > - Added Gamers Assembly 2015 medals
>> > - Added a "no hat" style for the Batter's Helmet
>> > - Updated more sound files to use .mp3 format instead of .wav
>> > - Updated nav_check_stairs to be marked as a cheat
>> > - Updated Mann Co. Store prices for foreign currencies to current USD
>> equivalents
>> > - Updated the localization files
>> > - Mannpower update
>> > - Updated grapple model and player animations
>> > - Fixed not hearing some of the powerup sounds
>> > - Removed ctf_foundry from the default map cycle to focus on gathering
>> information on the remaining maps
>> > - Knockout: reduced melee damage multiplier
>> > - Knockout: max health buff has been reduced for the Heavy and for the
>> Demoman with a shield or decapitating sword equipped
>> > - Grapple: increased base damage for attaching to a player and
>> increased bleed damage while attached
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread Gordon Reynolds
On Wed, Apr 1, 2015 at 10:44 AM ics  wrote:

> Can you elaborate why the sudden change of wav to mp3? Certainly not to
> save space?
>
> Latest update seems to have broken sounds in cp_foundry. It's quite calm
> there...
>
> Failed to load sound "ambient_mp3\cp_harbor\machinery_in_lp_02.mp3",
> file probably missing from disk/repository
> Failed to load sound "ambient_mp3\cp_harbor\indoor_lp_01.mp3", file
> probably missing from disk/repository
> Failed to load sound "ambient_mp3\fire\fire_small_loop1.mp3", file
> probably missing from disk/repository
>
> -ics
>
> Eric Smith kirjoitti:
> > We've released a mandatory update for TF2. The notes for the update are
> below. The new version  number is 2698188.
> >
> >
> >
> > -Eric
> >
> >
> >
> > 
> >
> > - Fixed the Strange Dalokohs Bar not counting food eaten
> > - Fixed a client crash related to the material system
> > - Fixed a client crash related to the control point HUD
> > - Fixed a server crash related to the Robot Destruction game mode
> > - Fixed name changes not being applied to all panels
> > - Fixed a bug with tournaments ending early if the previous round ended
> in a stalemate
> > - Fixed the Australium Scattergun using the fire material
> > - Fixed not seeing the particle effects for weapons and cosmetic items
> in the player model panels
> > - Added Gamers Assembly 2015 medals
> > - Added a "no hat" style for the Batter's Helmet
> > - Updated more sound files to use .mp3 format instead of .wav
> > - Updated nav_check_stairs to be marked as a cheat
> > - Updated Mann Co. Store prices for foreign currencies to current USD
> equivalents
> > - Updated the localization files
> > - Mannpower update
> > - Updated grapple model and player animations
> > - Fixed not hearing some of the powerup sounds
> > - Removed ctf_foundry from the default map cycle to focus on gathering
> information on the remaining maps
> > - Knockout: reduced melee damage multiplier
> > - Knockout: max health buff has been reduced for the Heavy and for the
> Demoman with a shield or decapitating sword equipped
> > - Grapple: increased base damage for attaching to a player and increased
> bleed damage while attached
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread ics
Can you elaborate why the sudden change of wav to mp3? Certainly not to 
save space?


Latest update seems to have broken sounds in cp_foundry. It's quite calm 
there...


Failed to load sound "ambient_mp3\cp_harbor\machinery_in_lp_02.mp3", 
file probably missing from disk/repository
Failed to load sound "ambient_mp3\cp_harbor\indoor_lp_01.mp3", file 
probably missing from disk/repository
Failed to load sound "ambient_mp3\fire\fire_small_loop1.mp3", file 
probably missing from disk/repository


-ics

Eric Smith kirjoitti:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version  number is 2698188.



-Eric





- Fixed the Strange Dalokohs Bar not counting food eaten
- Fixed a client crash related to the material system
- Fixed a client crash related to the control point HUD
- Fixed a server crash related to the Robot Destruction game mode
- Fixed name changes not being applied to all panels
- Fixed a bug with tournaments ending early if the previous round ended in a 
stalemate
- Fixed the Australium Scattergun using the fire material
- Fixed not seeing the particle effects for weapons and cosmetic items in the 
player model panels
- Added Gamers Assembly 2015 medals
- Added a "no hat" style for the Batter's Helmet
- Updated more sound files to use .mp3 format instead of .wav
- Updated nav_check_stairs to be marked as a cheat
- Updated Mann Co. Store prices for foreign currencies to current USD 
equivalents
- Updated the localization files
- Mannpower update
- Updated grapple model and player animations
- Fixed not hearing some of the powerup sounds
- Removed ctf_foundry from the default map cycle to focus on gathering 
information on the remaining maps
- Knockout: reduced melee damage multiplier
- Knockout: max health buff has been reduced for the Heavy and for the Demoman 
with a shield or decapitating sword equipped
- Grapple: increased base damage for attaching to a player and increased bleed 
damage while attached


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-20 Thread N-Gon
You guys are bickering like children and flooding my inbox.
Guys, what are you doing.
guys...stop


On Sat, Apr 20, 2013 at 11:13 AM, 1nsane <1nsane...@gmail.com> wrote:

> 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  >wrote:
>
> > 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" :
> >
> > > 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  >
> > > > 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 
> 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
> > > > > >
> > > > > >
> > > > > > __**_
> > > > > > 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
> >
> > > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
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> > > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
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> > > please visit:
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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 wrote:

> 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" :
>
> > 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 
> > > 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  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
> > > > >
> > > > >
> > > > > __**_
> > > > > 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>
> > > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-20 Thread Andre Müller
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" :

> 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 
> > 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  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
> > > >
> > > >
> > > > __**_
> > > > 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>
> > > >
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> > > please visit:
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> > >
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-20 Thread Eli Witt
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 
> 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  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
> > >
> > >
> > > __**_
> > > 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>
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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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  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  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
> >
> >
> > __**_
> > 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>
> >
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-19 Thread dan

On 20/04/2013 06:37, Doctor McKay wrote:

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


As I've pointed out in another message, you should read the thread more 
carefully to see what they said they were going to do.


There's more than one way to skin a cat.

--
Dan

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-19 Thread Doctor McKay
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  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
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-19 Thread dan

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
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 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  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.
>> > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> > >
>> >
>> >
>> >
>> > --
>> > thesupremecommander (Steam<
>> > http://steamcommunity.com/id/thesupremecommander>
>> > )
>> > Chief Admin, SPUFserver 
>> > Chief Admin, OverPowered League 
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> >
>> ___
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>> please visit:
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>>
>
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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  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  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.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > thesupremecommander (Steam<
> > http://steamcommunity.com/id/thesupremecommander>
> > )
> > Chief Admin, SPUFserver 
> > Chief Admin, OverPowered League 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Essay Tew Phaun
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  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.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> thesupremecommander (Steam<
> http://steamcommunity.com/id/thesupremecommander>
> )
> Chief Admin, SPUFserver 
> Chief Admin, OverPowered League 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread thesupremecommander
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  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.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>



-- 
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)
Chief Admin, SPUFserver 
Chief Admin, OverPowered League 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Weasel
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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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Tony Paloma
Are you on hlds too? You probably got one there and one here.

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.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Thursday, April 18, 2013 2:06 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Ok this is the 2nd one of these I've gotten today. But while we are on the 
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-18 Thread Frank
Ok this is the 2nd one of these I've gotten today. But while we are on the
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the
default behavior of their MOTD



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to
be used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC
banned
- Added support for unloading the displayed URL when the user closes the
info panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the
Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way
in VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-17 Thread Yun Huang Yong
Thanks for this suggestion, I did run this but without any idea what the 
profile is supposed to look like I ended up looking at the individual 
TF2 server instance CPU usage more closely and it's the MvM servers that 
are chewing up notiecably more CPU than prior to the last (4 April) update.


A bunch of observations make me wonder if there was a change or bug 
introduced in the MvM bot logic which may be related to the increase MvM 
CPU usage.


As far as I can remember MvM bots were spawned on demand, and otherwise 
never showed up in the 'status' output until they were actually in game. 
 Looking at 'status' today I see lots of bots like this:


# 60 "TFBot"BOT  active
# 61 "(1)TFBot" BOT  active
# 62 "(2)TFBot" BOT  active
etc

In addition, I'm encountering this bug on my Wave 666 server.
https://github.com/ValveSoftware/Source-1-Games/issues/301

tl;dr bots seem to be taking up way more player slots than they should 
be, leading to starvation of real player slots and the visible max 
players dropping to 2.


From what I recall of how visible max players is supposed to work:
  - 32 total slots required
  - 22 slots required for bots
  - 6 slots for players
  - 4 slots left empty (spectators, some servers use these for 10p MvM)

So not only are the bots exceeding the allocated 22 slots, they're 
chewing up the 4 normally empty spectator slots and then chewing up 4 
additional player slots.


Are any MvM server operators seeing these changes?

This is all on a vanilla (non-MM/SM) server, the only config changes are 
to the tf_mvm_missioncyclefile & mvm_coaltown.cfg to force 24x7 Wave 666.


I suspect the problem doesn't manifest itself on a "normal" MvM server 
where the waves are much shorter and there is opportunity for things to 
be "reset" regularly.


On 12/04/2013 4:52 AM, Ryan Kistner wrote:

Hey,

I would recommend running the vprof set of commands to diagnose where
frame time is going. Unfortunately without pre-update data there's not a
clear comparison. Run "vprof_on" to start the profiler, let the game run
for a while, then "vprof_off." You'll then run "vprof_generate_report"
for a data dump of frame time usage, as well as peaks.

You and others may want to run the vprof
On 4/11/2013 6:21 AM, Yun Huang Yong wrote:

Looking at another machine I have that also hosts 3 other servers
(1x24p and 2xMvM) it also has seen an increase in CPU usage.  Across
all servers there's almost a doubling in CPU usage.

I tried to dig into whether it was a PvP or MvM thing and the CPU
increase is consistent across both types of servers.

I tried disabling replays on the servers that had it and that didn't
help.

I'm really at a loss.  At the current usage the machines that
previously ran 3 servers each will only be able to handle 2 so I'll
need to spend +50% on new hardware, or shut down 2 servers.

Any suggestions on how to narrow down the cause?

Anyone from Valve that could comment on what might cause this?

It only started with the 3rd/4th April update.

On 10/04/2013 5:36 AM, ics wrote:

Yes, i see increased CPU usage per server after the update. I also see
some randomly occuring spikes on CPU at random. These were not there
before the update and they occur on 2 different machines.

-ics

Yun Huang Yong kirjoitti:

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

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

2013-04-15 Thread Essay Tew Phaun
Still crying? (This is a rhetorical question BTW.)


On Mon, Apr 15, 2013 at 3:46 AM, dan  wrote:

> On 15/04/2013 08:34, Essay Tew Phaun wrote:
>
>> LOL, there he is, he's back. He won't let it go. It's okay to be wrong
>> Dan,
>> it really is.
>>
>
> I'm not sure what you're harping on about, although I'm not sure that you
> are either.
>
> So I'll respond on face value. Todd asked me a question, I answered it.
>
> I imagine that won't be an unexpected thing to most people, but if it's
> new to you, whoo - exciting stuff eh?
> (This is a rhetorical question BTW. So that means it doesn't actually need
> an answer. It gets quite complicated
> but don't fret, if you get stuck someone will try to help)
>
>
> --
> Dan
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-15 Thread dan

On 15/04/2013 08:34, Essay Tew Phaun wrote:

LOL, there he is, he's back. He won't let it go. It's okay to be wrong Dan,
it really is.


I'm not sure what you're harping on about, although I'm not sure that 
you are either.


So I'll respond on face value. Todd asked me a question, I answered it.

I imagine that won't be an unexpected thing to most people, but if it's 
new to you, whoo - exciting stuff eh?
(This is a rhetorical question BTW. So that means it doesn't actually 
need an answer. It gets quite complicated

but don't fret, if you get stuck someone will try to help)

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

2013-04-15 Thread Essay Tew Phaun
LOL, there he is, he's back. He won't let it go. It's okay to be wrong Dan,
it really is.


On Mon, Apr 15, 2013 at 2:52 AM, dan  wrote:

> On 12/04/2013 23:02, Todd Pettit wrote:
>
>> I suppose Valve has a built in store and creates new hats continuously
>> because they care so dearly for their players too right?
>>
>
> I'm not sure what point you're trying to make, but I'm not sure you are
> either?
>
> So I'll just answer it on face value.
>
> From what Gabe was saying in a talk the other day they don't create
> anything much for TF2 these days because the community are 10x more
> efficient at doing it than they were.
>
> But, yes, they do lots of stuff because they've figured doing this stuff
> makes their customers happy - and this is reflected in their bottom line. I
> think it's clear the focus on customers is reflected in more than just
> purely financial terms too.
>
> By comparison, If EA gave away their games on origin for free, it'd
> probably take a couple of years until anyone said "Well I suppose they are
> not that bad" (until they played a few of the games perhaps)
>
> A modified P. T. Barnum / Lincoln applies of course (as an aside why does
> the internet attribute every quotation to every old American president?)
> you can't please all of the people all of time and so on, but that seems to
> be the essence of what they do, yes.
>
>
> --
> Dan
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-14 Thread dan

On 12/04/2013 23:02, Todd Pettit wrote:

I suppose Valve has a built in store and creates new hats continuously because 
they care so dearly for their players too right?


I'm not sure what point you're trying to make, but I'm not sure you are 
either?


So I'll just answer it on face value.

From what Gabe was saying in a talk the other day they don't create 
anything much for TF2 these days because the community are 10x more 
efficient at doing it than they were.


But, yes, they do lots of stuff because they've figured doing this stuff 
makes their customers happy - and this is reflected in their bottom 
line. I think it's clear the focus on customers is reflected in more 
than just purely financial terms too.


By comparison, If EA gave away their games on origin for free, it'd 
probably take a couple of years until anyone said "Well I suppose they 
are not that bad" (until they played a few of the games perhaps)


A modified P. T. Barnum / Lincoln applies of course (as an aside why 
does the internet attribute every quotation to every old American 
president?) you can't please all of the people all of time and so on, 
but that seems to be the essence of what they do, yes.


--
Dan
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-14 Thread dan

On 12/04/2013 20:24, 1nsane wrote:

How was he correctly de-listed if valve reversed it? It was a bug.


Because he removed the plugin that triggered it and Valve mumbled 
something about "grey areas"
and said (paraphrasing here) stuff that made it clear they figured they 
can stop people getting quickplay players
if they try to game the weighting like this. Which is probably a far 
more effective thing for them to do
since it might stymie whatever clever idea he has next to try and game 
quickplay.


But as I said at the time, if you give people the impression they've got 
away with it, they

act and think like they did nothing wrong (see the evidence here)

Worse, them asking Valve to be tough on others.


Running a plugin like that is fine


It was made pretty clear it wasn't. I think you should re-read the thread.

--
Dan.

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-14 Thread Mart-Jan Reeuwijk

Ever learned to read between the lines of such documents? Instead of choosing 
your own meaning, to read what the person who wrote it really meant?

With the restriction of some game variables which are truly game breaking, only
the defined Valve maps, etc. Basically, they tell you, that running SM or w/e 
plugin
to admin the server is fine (the "mod" in the story). But not to change the 
experience too much for players ("as vanilla as possible"). With the huge 
amount of 
ways ppl can "change" the behavior of the server, it would be a very long list 
of
"do not do this/that". They just want to prevent such with a general broad 
description.

Result is with the pinion story that they limited the MOTD to be shown only 
once at
joining the server if using quickplay. Hmm, interesting, confirms above... 

Do with that whatever you like with your own servers, but don't tell me some 
that
isn't true. Valve allows server owners to run QuickPlay servers, for they 
always had
a stance that communities should be able to run their own servers. They've set 
limits
and servers outside those should not be in the QuickPlay list.



>
> From: Robert Paulson 
>To: Half-Life dedicated Linux server mailing list 
> 
>Sent: Sunday, 14 April 2013, 3:16
>Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
> 
>
>I don't want to get into another useless internet argument where people try
>to win a point by nitpicking a single sentence out of an entire argument.
>
>What I am saying is that if Valve is allowing pay-to-win servers to stay in
>quickplay then it really isn't "vanilla" as possible. What do you have to
>say about this quote from the quickplay overview?
>
>"Are there any server side mods that will disqualify me from Quickplay
>since some do not change sv_tags? No, we are not automatically
>disqualifying servers for server side mods. If the mods results in a better
>or worse player experience, that will be reflected in the back-end server
>score."
>
>https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
>"Vanilla" is a random list of what Valve thinks new players will like and
>whatever people complain about on SPUF, it is not by any means "vanilla" as
>some people here are defining it.
>
>
>On Sat, Apr 13, 2013 at 5:06 PM, Doctor McKay  wrote:
>
>> >> -Quickplay is supposed to be as vanilla as possible.
>>
>> > Again this is flat out wrong.
>>
>> Actually, servers *are* supposed to be as vanilla as possible. From the
>> Quickplay Overview: (
>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513)
>>
>> > Servers should be running as "vanilla" as possible.
>>
>>
>>
>> Doctor McKay
>> http://www.doctormckay.com
>> mc...@doctormckay.com
>>
>>
>> On Sat, Apr 13, 2013 at 5:08 PM, Robert Paulson > >wrote:
>>
>> > > believe you missed the part where months ago dan helped clarify what
>> > Fletcher obviously meant
>> >
>> > You are the one that missed the point. I don't know how many times this
>> has
>> > to be repeated: Those bans were NOT meant to ban servers for increasing
>> > their maximum slots through a Valve provided setting. They were likely in
>> > response to the rash of servers that started hiding tags.
>> >
>> > They reversed the bans because anyone that changed sv_visiblemaxplayers
>> > after reboot would be banned for using a setting provided by Valve. The
>> > reason why Fletcher even mentioned changing max slots was that some
>> people
>> > here were incorrectly speculating that was why they were banned.
>> >
>> > > - Quickplay is supposed to be as vanilla as possible.
>> >
>> > Again this is flat out wrong. I don't know how many times I have to say
>> > this, but there are pay-to-win servers on quickplay.
>> >
>> > From the quickplay FAQ itself: "Are there any server side mods that will
>> > disqualify me from Quickplay since some do not change sv_tags? No, we are
>> > not automatically disqualifying servers for server side mods. If the mods
>> > results in a better or worse player experience, that will be reflected in
>> > the back-end server score."
>> >
>> > Valve realizes that 3rd party servers provide more value to players than
>> > their own, otherwise they would have made quickplay only for Valve
>> servers.
>> >
>> > > People choosing to join Quickplay aren't expecting your mods, your
>> 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread ics

"Improved performance of Linux dedicated server binaries"

For those who had increased CPU usage after the april 4th update, you 
also may have had random lagging lasting 1-5 mins on a server untill it 
goes away and comes back after some hours. That's what i had. It seems 
this performance optimization affected on the -threads option at the 
dedicated server startup line. If you are using that, might be a good 
idea to remove it.


-ics

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread Robert Paulson
I don't want to get into another useless internet argument where people try
to win a point by nitpicking a single sentence out of an entire argument.

What I am saying is that if Valve is allowing pay-to-win servers to stay in
quickplay then it really isn't "vanilla" as possible. What do you have to
say about this quote from the quickplay overview?

"Are there any server side mods that will disqualify me from Quickplay
since some do not change sv_tags? No, we are not automatically
disqualifying servers for server side mods. If the mods results in a better
or worse player experience, that will be reflected in the back-end server
score."

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

"Vanilla" is a random list of what Valve thinks new players will like and
whatever people complain about on SPUF, it is not by any means "vanilla" as
some people here are defining it.


On Sat, Apr 13, 2013 at 5:06 PM, Doctor McKay  wrote:

> >> -Quickplay is supposed to be as vanilla as possible.
>
> > Again this is flat out wrong.
>
> Actually, servers *are* supposed to be as vanilla as possible. From the
> Quickplay Overview: (
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513)
>
> > Servers should be running as "vanilla" as possible.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
>
> On Sat, Apr 13, 2013 at 5:08 PM, Robert Paulson  >wrote:
>
> > > believe you missed the part where months ago dan helped clarify what
> > Fletcher obviously meant
> >
> > You are the one that missed the point. I don't know how many times this
> has
> > to be repeated: Those bans were NOT meant to ban servers for increasing
> > their maximum slots through a Valve provided setting. They were likely in
> > response to the rash of servers that started hiding tags.
> >
> > They reversed the bans because anyone that changed sv_visiblemaxplayers
> > after reboot would be banned for using a setting provided by Valve. The
> > reason why Fletcher even mentioned changing max slots was that some
> people
> > here were incorrectly speculating that was why they were banned.
> >
> > > - Quickplay is supposed to be as vanilla as possible.
> >
> > Again this is flat out wrong. I don't know how many times I have to say
> > this, but there are pay-to-win servers on quickplay.
> >
> > From the quickplay FAQ itself: "Are there any server side mods that will
> > disqualify me from Quickplay since some do not change sv_tags? No, we are
> > not automatically disqualifying servers for server side mods. If the mods
> > results in a better or worse player experience, that will be reflected in
> > the back-end server score."
> >
> > Valve realizes that 3rd party servers provide more value to players than
> > their own, otherwise they would have made quickplay only for Valve
> servers.
> >
> > > People choosing to join Quickplay aren't expecting your mods, your
> > advertisements, your anything. They're expecting a vanilla experience
> >
> > When I bought TF2, I expected mods just like I expected them on
> > Counter-Strike, Half-Life, Gmod. Now that there is a quickplay feature, I
> > still don't see where in the game it says that a server can't have any
> mods
> > on it.
> >
> > Quickplay is Valve's attempt to keep new players by providing them what
> > they think they want by the rigorous scientific process of blocking
> > whatever people on SPUF complain about.
> >
> > There is a reason why your own "vanilla" servers died out on an equal
> > playing field. The reason is because your players weren't happier.
> >
> >
> >
> > On Sat, Apr 13, 2013 at 10:21 AM, eueln  wrote:
> >
> > >
> > > On Apr 13, 2013, at 7:00 AM, Essay Tew Phaun 
> wrote:
> > >
> > > > You won't get a straight answer to your first question because it's
> > > > impossible to have one. Instead, he'll wait a few weeks and type up a
> > few
> > > > paragraphs that don't even address that very relevant question. "If
> it
> > > was
> > > > breaking the rules, why were the servers re-listed?"
> > >
> > > I believe you missed the part where months ago dan helped clarify what
> > > Fletcher obviously meant, in that server owners using that particular
> > > plugin were using a "perverse optimal strategy," and that by reading
> > > between the lines, that those admins were perverse in their usage of
> said
> > > plugins. The servers were re-listed because what they had previously
> > > established was that they'd be "straying into a gray area" to remove
> > those
> > > servers from the list.
> > >
> > > Further, the entirety of his well-thought-out message was ignored as
> him
> > > just being "ignorant." Here, let me repeat his points in a condensed
> > manner
> > > (sorry dan if I get some of these wrong) so it hopefully won't be
> ignored
> > > again:
> > >
> > > - Quickplay is supposed to be as vanilla as possible. People choosing
> to
> > > join Quickplay aren't expecting your mods, your advertisements, your
> > > anything. They're expectin

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread Doctor McKay
>> -Quickplay is supposed to be as vanilla as possible.

> Again this is flat out wrong.

Actually, servers *are* supposed to be as vanilla as possible. From the
Quickplay Overview: (
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513)

> Servers should be running as "vanilla" as possible.



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


On Sat, Apr 13, 2013 at 5:08 PM, Robert Paulson wrote:

> > believe you missed the part where months ago dan helped clarify what
> Fletcher obviously meant
>
> You are the one that missed the point. I don't know how many times this has
> to be repeated: Those bans were NOT meant to ban servers for increasing
> their maximum slots through a Valve provided setting. They were likely in
> response to the rash of servers that started hiding tags.
>
> They reversed the bans because anyone that changed sv_visiblemaxplayers
> after reboot would be banned for using a setting provided by Valve. The
> reason why Fletcher even mentioned changing max slots was that some people
> here were incorrectly speculating that was why they were banned.
>
> > - Quickplay is supposed to be as vanilla as possible.
>
> Again this is flat out wrong. I don't know how many times I have to say
> this, but there are pay-to-win servers on quickplay.
>
> From the quickplay FAQ itself: "Are there any server side mods that will
> disqualify me from Quickplay since some do not change sv_tags? No, we are
> not automatically disqualifying servers for server side mods. If the mods
> results in a better or worse player experience, that will be reflected in
> the back-end server score."
>
> Valve realizes that 3rd party servers provide more value to players than
> their own, otherwise they would have made quickplay only for Valve servers.
>
> > People choosing to join Quickplay aren't expecting your mods, your
> advertisements, your anything. They're expecting a vanilla experience
>
> When I bought TF2, I expected mods just like I expected them on
> Counter-Strike, Half-Life, Gmod. Now that there is a quickplay feature, I
> still don't see where in the game it says that a server can't have any mods
> on it.
>
> Quickplay is Valve's attempt to keep new players by providing them what
> they think they want by the rigorous scientific process of blocking
> whatever people on SPUF complain about.
>
> There is a reason why your own "vanilla" servers died out on an equal
> playing field. The reason is because your players weren't happier.
>
>
>
> On Sat, Apr 13, 2013 at 10:21 AM, eueln  wrote:
>
> >
> > On Apr 13, 2013, at 7:00 AM, Essay Tew Phaun  wrote:
> >
> > > You won't get a straight answer to your first question because it's
> > > impossible to have one. Instead, he'll wait a few weeks and type up a
> few
> > > paragraphs that don't even address that very relevant question. "If it
> > was
> > > breaking the rules, why were the servers re-listed?"
> >
> > I believe you missed the part where months ago dan helped clarify what
> > Fletcher obviously meant, in that server owners using that particular
> > plugin were using a "perverse optimal strategy," and that by reading
> > between the lines, that those admins were perverse in their usage of said
> > plugins. The servers were re-listed because what they had previously
> > established was that they'd be "straying into a gray area" to remove
> those
> > servers from the list.
> >
> > Further, the entirety of his well-thought-out message was ignored as him
> > just being "ignorant." Here, let me repeat his points in a condensed
> manner
> > (sorry dan if I get some of these wrong) so it hopefully won't be ignored
> > again:
> >
> > - Quickplay is supposed to be as vanilla as possible. People choosing to
> > join Quickplay aren't expecting your mods, your advertisements, your
> > anything. They're expecting a vanilla experience (hence the limit on
> tags).
> > Stop making Quickplay anything other than that, and stop believing you're
> > entitled to Quickplay traffic if you're not providing a vanilla
> experience.
> >
> > - Take your Quickplay servers down if you "need" to put advertisements on
> > them. There are an abundance of genuinely vanilla servers that will
> happily
> > receive that traffic and lead to happier players. You shouldn't be
> running
> > Quickplay servers if you can't afford them.
> >
> > - You can do whatever you want with your non-Quickplay servers. Put ads
> on
> > them. Mod them all you want. People will "vote with their feet."
> >
> >
> > > It's sad because I don't even think he's trolling, he's just that
> > ignorant.
> > > We removed the plugins because I personally don't like the idea that we
> > may
> > > accidentally have all of our servers de-listed..
> > >
> > >
> > > On Fri, Apr 12, 2013 at 3:24 PM, 1nsane <1nsane...@gmail.com> wrote:
> > >
> > >> 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
> > >> immedi

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread Doctor McKay
I agree with you for the most part, but I feel the need to address a couple
of things.

- Quickplay is supposed to be as vanilla as possible, yes. I don't really
like the idea of Dynamic Slots being used to trick players or the Quickplay
system, but Valve has outright said that they're not going to do anything
about it at this time. That's essentially a "We're not going to do anything
about it, but that doesn't mean that we like it" response. So the
re-listing of servers was okay.

- Advertisements don't really affect the "vanilla" experience of the game
(besides perhaps the waiting time cutting into Setup time, which should be
addressed, in my opinion). If a Quickplay server has ads on it, then
whatever. I'm thinking Pinion ought to take steps to make sure that the
Setup time is still usable (perhaps I'll write some code and send them a
pull request).

- Although the idea of "people will vote with their feet" makes sense, it's
apparently too complex for some people to click the Disconnect button and
go elsewhere, causing petitions to arise on SPUF asking Valve to do
anything from preventing the MOTD from being reopened to outright banning
the principle of forced waiting times. People *should* vote with their
feet, but there are entirely too many lazy people in this world who can't
be bothered to click Disconnect and find another server.



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


On Sat, Apr 13, 2013 at 1:21 PM, eueln  wrote:

>
> On Apr 13, 2013, at 7:00 AM, Essay Tew Phaun  wrote:
>
> > You won't get a straight answer to your first question because it's
> > impossible to have one. Instead, he'll wait a few weeks and type up a few
> > paragraphs that don't even address that very relevant question. "If it
> was
> > breaking the rules, why were the servers re-listed?"
>
> I believe you missed the part where months ago dan helped clarify what
> Fletcher obviously meant, in that server owners using that particular
> plugin were using a "perverse optimal strategy," and that by reading
> between the lines, that those admins were perverse in their usage of said
> plugins. The servers were re-listed because what they had previously
> established was that they'd be "straying into a gray area" to remove those
> servers from the list.
>
> Further, the entirety of his well-thought-out message was ignored as him
> just being "ignorant." Here, let me repeat his points in a condensed manner
> (sorry dan if I get some of these wrong) so it hopefully won't be ignored
> again:
>
> - Quickplay is supposed to be as vanilla as possible. People choosing to
> join Quickplay aren't expecting your mods, your advertisements, your
> anything. They're expecting a vanilla experience (hence the limit on tags).
> Stop making Quickplay anything other than that, and stop believing you're
> entitled to Quickplay traffic if you're not providing a vanilla experience.
>
> - Take your Quickplay servers down if you "need" to put advertisements on
> them. There are an abundance of genuinely vanilla servers that will happily
> receive that traffic and lead to happier players. You shouldn't be running
> Quickplay servers if you can't afford them.
>
> - You can do whatever you want with your non-Quickplay servers. Put ads on
> them. Mod them all you want. People will "vote with their feet."
>
>
> > It's sad because I don't even think he's trolling, he's just that
> ignorant.
> > We removed the plugins because I personally don't like the idea that we
> may
> > accidentally have all of our servers de-listed..
> >
> >
> > On Fri, Apr 12, 2013 at 3:24 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
> >> 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  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
> 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread Robert Paulson
> believe you missed the part where months ago dan helped clarify what
Fletcher obviously meant

You are the one that missed the point. I don't know how many times this has
to be repeated: Those bans were NOT meant to ban servers for increasing
their maximum slots through a Valve provided setting. They were likely in
response to the rash of servers that started hiding tags.

They reversed the bans because anyone that changed sv_visiblemaxplayers
after reboot would be banned for using a setting provided by Valve. The
reason why Fletcher even mentioned changing max slots was that some people
here were incorrectly speculating that was why they were banned.

> - Quickplay is supposed to be as vanilla as possible.

Again this is flat out wrong. I don't know how many times I have to say
this, but there are pay-to-win servers on quickplay.

>From the quickplay FAQ itself: "Are there any server side mods that will
disqualify me from Quickplay since some do not change sv_tags? No, we are
not automatically disqualifying servers for server side mods. If the mods
results in a better or worse player experience, that will be reflected in
the back-end server score."

Valve realizes that 3rd party servers provide more value to players than
their own, otherwise they would have made quickplay only for Valve servers.

> People choosing to join Quickplay aren't expecting your mods, your
advertisements, your anything. They're expecting a vanilla experience

When I bought TF2, I expected mods just like I expected them on
Counter-Strike, Half-Life, Gmod. Now that there is a quickplay feature, I
still don't see where in the game it says that a server can't have any mods
on it.

Quickplay is Valve's attempt to keep new players by providing them what
they think they want by the rigorous scientific process of blocking
whatever people on SPUF complain about.

There is a reason why your own "vanilla" servers died out on an equal
playing field. The reason is because your players weren't happier.



On Sat, Apr 13, 2013 at 10:21 AM, eueln  wrote:

>
> On Apr 13, 2013, at 7:00 AM, Essay Tew Phaun  wrote:
>
> > You won't get a straight answer to your first question because it's
> > impossible to have one. Instead, he'll wait a few weeks and type up a few
> > paragraphs that don't even address that very relevant question. "If it
> was
> > breaking the rules, why were the servers re-listed?"
>
> I believe you missed the part where months ago dan helped clarify what
> Fletcher obviously meant, in that server owners using that particular
> plugin were using a "perverse optimal strategy," and that by reading
> between the lines, that those admins were perverse in their usage of said
> plugins. The servers were re-listed because what they had previously
> established was that they'd be "straying into a gray area" to remove those
> servers from the list.
>
> Further, the entirety of his well-thought-out message was ignored as him
> just being "ignorant." Here, let me repeat his points in a condensed manner
> (sorry dan if I get some of these wrong) so it hopefully won't be ignored
> again:
>
> - Quickplay is supposed to be as vanilla as possible. People choosing to
> join Quickplay aren't expecting your mods, your advertisements, your
> anything. They're expecting a vanilla experience (hence the limit on tags).
> Stop making Quickplay anything other than that, and stop believing you're
> entitled to Quickplay traffic if you're not providing a vanilla experience.
>
> - Take your Quickplay servers down if you "need" to put advertisements on
> them. There are an abundance of genuinely vanilla servers that will happily
> receive that traffic and lead to happier players. You shouldn't be running
> Quickplay servers if you can't afford them.
>
> - You can do whatever you want with your non-Quickplay servers. Put ads on
> them. Mod them all you want. People will "vote with their feet."
>
>
> > It's sad because I don't even think he's trolling, he's just that
> ignorant.
> > We removed the plugins because I personally don't like the idea that we
> may
> > accidentally have all of our servers de-listed..
> >
> >
> > On Fri, Apr 12, 2013 at 3:24 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
> >> 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  wrote:
> >>
> >>> On 04/04/2013 06:41, Es

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread eueln

On Apr 13, 2013, at 7:00 AM, Essay Tew Phaun  wrote:

> You won't get a straight answer to your first question because it's
> impossible to have one. Instead, he'll wait a few weeks and type up a few
> paragraphs that don't even address that very relevant question. "If it was
> breaking the rules, why were the servers re-listed?"

I believe you missed the part where months ago dan helped clarify what Fletcher 
obviously meant, in that server owners using that particular plugin were using 
a "perverse optimal strategy," and that by reading between the lines, that 
those admins were perverse in their usage of said plugins. The servers were 
re-listed because what they had previously established was that they'd be 
"straying into a gray area" to remove those servers from the list.

Further, the entirety of his well-thought-out message was ignored as him just 
being "ignorant." Here, let me repeat his points in a condensed manner (sorry 
dan if I get some of these wrong) so it hopefully won't be ignored again:

- Quickplay is supposed to be as vanilla as possible. People choosing to join 
Quickplay aren't expecting your mods, your advertisements, your anything. 
They're expecting a vanilla experience (hence the limit on tags). Stop making 
Quickplay anything other than that, and stop believing you're entitled to 
Quickplay traffic if you're not providing a vanilla experience.

- Take your Quickplay servers down if you "need" to put advertisements on them. 
There are an abundance of genuinely vanilla servers that will happily receive 
that traffic and lead to happier players. You shouldn't be running Quickplay 
servers if you can't afford them.

- You can do whatever you want with your non-Quickplay servers. Put ads on 
them. Mod them all you want. People will "vote with their feet."


> It's sad because I don't even think he's trolling, he's just that ignorant.
> We removed the plugins because I personally don't like the idea that we may
> accidentally have all of our servers de-listed..
> 
> 
> On Fri, Apr 12, 2013 at 3:24 PM, 1nsane <1nsane...@gmail.com> wrote:
> 
>> 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  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.
>>> 
>>> 
>>> 
>>> __**_
>>> 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>
>>> 
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
> ___
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> visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-13 Thread Essay Tew Phaun
You won't get a straight answer to your first question because it's
impossible to have one. Instead, he'll wait a few weeks and type up a few
paragraphs that don't even address that very relevant question. "If it was
breaking the rules, why were the servers re-listed?"

It's sad because I don't even think he's trolling, he's just that ignorant.
We removed the plugins because I personally don't like the idea that we may
accidentally have all of our servers de-listed..


On Fri, Apr 12, 2013 at 3:24 PM, 1nsane <1nsane...@gmail.com> wrote:

> 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  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.
> >
> >
> >
> > __**_
> > 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>
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Robert Paulson
Just because you have a high paying job at Microsoft and have little time
to improve your servers, which is probably why they died, does not mean
that is the only legitimate way to run TF2 servers.
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Todd Pettit
I suppose Valve has a built in store and creates new hats continuously because 
they care so dearly for their players too right?

- Original Message -
From: "dan" 
To: "Bjorn Wielens" , "Half-Life dedicated Linux server 
mailing list" 
Sent: Friday, April 12, 2013 4:10:46 PM
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

On 04/04/2013 13:40, Bjorn Wielens wrote:
> Indeed.
> As a (medium-sized) community we don't run pinion because we despise it as 
> much as the clients. That said, I completely support the right of server ops 
> to use ads (legitimately) in an attempt to recover operating costs. I also 
> support the rights of clients to block the ads, though. Ops pay for servers 
> and can do with them as they see fit, and clients pay for their internet 
> connection/bandwidth, and can do with the bits servers send them as they see 
> fit.

It's not really that simple.

For one thing, Valve supply the software under a license. And valve are 
(in the sense of quickplay) supplying punters who want a specific 
experience. A lot of them don't want to be joined to your server and if 
they could help it, they wouldn't. But that's half the point, when Valve 
do something to stop them joining, people cry on these forums that it 
isn't fair and that their server is empty.

Now Valve basically said "Set up these tags and don't bullshit in your 
server data about players and bots, and then you can do more or less 
what you want. But quickplay exists for this specific experience and if 
you want quickplay players then don't piss on their strawberries" but, 
admins have to keep pissing on quickplay's strawberries. They can't help 
themselves.

They are greedy. Far from wanting to build up their own community of 
people who want to watch adverts, they want getrichquickplay to send TF2 
players to their server to watch adverts, so they can roll around in the 
cash.

But, you cannot act like you've done anything to get a getrichquickplay 
user to join your server to then justify "doing with them as you see 
fit" - in fact what you have to do to get quickplay players is the 
complete opposite of doing something, you need to just run the server as 
vanilla as possible - but that doesn't stop you from doing anything - 
you might tempt people who join to come back directly, or join another 
server you have where you can fleece them for as much dosh as you can 
get away with.

It's like, if you want to run an NTP server, and make it part of one of 
the global pools, you have to go along with the rules, you can't say 
"It's my server, I do what I like and my server has 25 hours in each day 
and shows adverts for swiss watches from eleventy o'clock until 30 
minutes past thirtington each day" - because then they'll say "Ok, 
please take your server with you on your way out"

And, afaict, that's the real issue. People who join your server 
directly, so far as I can tell Valve don't care too much about how you 
ruin their experience or not. They get to vote with their own feet (I'm 
sure there are still limits - and I'm equally sure those who think 
working for a living is too hard will continue to find and push at them)

But people who are clicking quickplay aren't asking for your addons, 
adverts or anything else specific to you. They aren't even asking to be 
connected to your server. It's you that has made the choice to accept 
quickplay players. Valve have made it very easy for you to stop them 
joining if that doesn't suit the way you want to run the server.

> I agree that a lot of people don't realize the costs and amount of work that 
> goes into running a community TF2 server.
> (In fact, this image sums up the menality quite nicely: 
> http://dl.dropbox.com/u/38481337/servers.png)

Hmm, some will know either because they've done it, or because some of 
the servers they play on advertise servers.

But I suspect what you say is true without realising in what way. I 
suspect most people would be surprised at how cheap it was. Especially 
when they are given this kind of "please donate, otherwise Bob Geldof 
will need to write me a song" rhetoric, that's trying to make it sound 
like it's financially crippling.

> It'd be interesting if someone organized a TF2 blackout day like they did 
> with SOPA to squash this mentality and educate folks what TF2 would be like 
> if there weren't any folks investing time and money to run community servers. 
> Then again, it'd probably fall on deaf ears from the 'HURR DURR BUT I PAID 
> FOR TF2/TF2 IS FREE' crowd.

If there's no server for me to play on, I'll run my own. It's a doddle 
to do and it's cheap as chips.
Valve have plenty of

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Gordon Reynolds
For those using Pinon to "stay afloat".

Sink. Sink to the bottom.


On Fri, Apr 12, 2013 at 2:18 PM, Doctor McKay  wrote:

> Are you STILL complaining about how servers shouldn't have been re-listed
> over that bug? It was put to bed weeks ago.
>
> Valve has every right to determine the criteria for servers that operate in
> Quickplay. Valve has done so by limiting the MOTD for quickplay-joins. What
> more do you want?
>
> Yes, there are some servers that use Pinion exclusively as a way to get
> rich quick. There are a lot more that use it just to stay afloat.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
>
> On Fri, Apr 12, 2013 at 4:10 PM, dan  wrote:
>
> > On 04/04/2013 13:40, Bjorn Wielens wrote:
> >
> >> Indeed.
> >> As a (medium-sized) community we don't run pinion because we despise it
> >> as much as the clients. That said, I completely support the right of
> server
> >> ops to use ads (legitimately) in an attempt to recover operating costs.
> I
> >> also support the rights of clients to block the ads, though. Ops pay for
> >> servers and can do with them as they see fit, and clients pay for their
> >> internet connection/bandwidth, and can do with the bits servers send
> them
> >> as they see fit.
> >>
> >
> > It's not really that simple.
> >
> > For one thing, Valve supply the software under a license. And valve are
> > (in the sense of quickplay) supplying punters who want a specific
> > experience. A lot of them don't want to be joined to your server and if
> > they could help it, they wouldn't. But that's half the point, when Valve
> do
> > something to stop them joining, people cry on these forums that it isn't
> > fair and that their server is empty.
> >
> > Now Valve basically said "Set up these tags and don't bullshit in your
> > server data about players and bots, and then you can do more or less what
> > you want. But quickplay exists for this specific experience and if you
> want
> > quickplay players then don't piss on their strawberries" but, admins have
> > to keep pissing on quickplay's strawberries. They can't help themselves.
> >
> > They are greedy. Far from wanting to build up their own community of
> > people who want to watch adverts, they want getrichquickplay to send TF2
> > players to their server to watch adverts, so they can roll around in the
> > cash.
> >
> > But, you cannot act like you've done anything to get a getrichquickplay
> > user to join your server to then justify "doing with them as you see
> fit" -
> > in fact what you have to do to get quickplay players is the complete
> > opposite of doing something, you need to just run the server as vanilla
> as
> > possible - but that doesn't stop you from doing anything - you might
> tempt
> > people who join to come back directly, or join another server you have
> > where you can fleece them for as much dosh as you can get away with.
> >
> > It's like, if you want to run an NTP server, and make it part of one of
> > the global pools, you have to go along with the rules, you can't say
> "It's
> > my server, I do what I like and my server has 25 hours in each day and
> > shows adverts for swiss watches from eleventy o'clock until 30 minutes
> past
> > thirtington each day" - because then they'll say "Ok, please take your
> > server with you on your way out"
> >
> > And, afaict, that's the real issue. People who join your server directly,
> > so far as I can tell Valve don't care too much about how you ruin their
> > experience or not. They get to vote with their own feet (I'm sure there
> are
> > still limits - and I'm equally sure those who think working for a living
> is
> > too hard will continue to find and push at them)
> >
> > But people who are clicking quickplay aren't asking for your addons,
> > adverts or anything else specific to you. They aren't even asking to be
> > connected to your server. It's you that has made the choice to accept
> > quickplay players. Valve have made it very easy for you to stop them
> > joining if that doesn't suit the way you want to run the server.
> >
> >
> >  I agree that a lot of people don't realize the costs and amount of work
> >> that goes into running a community TF2 server.
> >> (In fact, this image sums up the menality quite nicely:
> >> http://dl.dropbox.com/u/**38481337/servers.png<
> http://dl.dropbox.com/u/38481337/servers.png>
> >> )
> >>
> >
> > Hmm, some will know either because they've done it, or because some of
> the
> > servers they play on advertise servers.
> >
> > But I suspect what you say is true without realising in what way. I
> > suspect most people would be surprised at how cheap it was. Especially
> when
> > they are given this kind of "please donate, otherwise Bob Geldof will
> need
> > to write me a song" rhetoric, that's trying to make it sound like it's
> > financially crippling.
> >
> >
> >  It'd be interesting if someone organized a TF2 blackout day like they
> did
> >> with SOPA to squash this mentality and educat

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Doctor McKay
Are you STILL complaining about how servers shouldn't have been re-listed
over that bug? It was put to bed weeks ago.

Valve has every right to determine the criteria for servers that operate in
Quickplay. Valve has done so by limiting the MOTD for quickplay-joins. What
more do you want?

Yes, there are some servers that use Pinion exclusively as a way to get
rich quick. There are a lot more that use it just to stay afloat.



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


On Fri, Apr 12, 2013 at 4:10 PM, dan  wrote:

> On 04/04/2013 13:40, Bjorn Wielens wrote:
>
>> Indeed.
>> As a (medium-sized) community we don't run pinion because we despise it
>> as much as the clients. That said, I completely support the right of server
>> ops to use ads (legitimately) in an attempt to recover operating costs. I
>> also support the rights of clients to block the ads, though. Ops pay for
>> servers and can do with them as they see fit, and clients pay for their
>> internet connection/bandwidth, and can do with the bits servers send them
>> as they see fit.
>>
>
> It's not really that simple.
>
> For one thing, Valve supply the software under a license. And valve are
> (in the sense of quickplay) supplying punters who want a specific
> experience. A lot of them don't want to be joined to your server and if
> they could help it, they wouldn't. But that's half the point, when Valve do
> something to stop them joining, people cry on these forums that it isn't
> fair and that their server is empty.
>
> Now Valve basically said "Set up these tags and don't bullshit in your
> server data about players and bots, and then you can do more or less what
> you want. But quickplay exists for this specific experience and if you want
> quickplay players then don't piss on their strawberries" but, admins have
> to keep pissing on quickplay's strawberries. They can't help themselves.
>
> They are greedy. Far from wanting to build up their own community of
> people who want to watch adverts, they want getrichquickplay to send TF2
> players to their server to watch adverts, so they can roll around in the
> cash.
>
> But, you cannot act like you've done anything to get a getrichquickplay
> user to join your server to then justify "doing with them as you see fit" -
> in fact what you have to do to get quickplay players is the complete
> opposite of doing something, you need to just run the server as vanilla as
> possible - but that doesn't stop you from doing anything - you might tempt
> people who join to come back directly, or join another server you have
> where you can fleece them for as much dosh as you can get away with.
>
> It's like, if you want to run an NTP server, and make it part of one of
> the global pools, you have to go along with the rules, you can't say "It's
> my server, I do what I like and my server has 25 hours in each day and
> shows adverts for swiss watches from eleventy o'clock until 30 minutes past
> thirtington each day" - because then they'll say "Ok, please take your
> server with you on your way out"
>
> And, afaict, that's the real issue. People who join your server directly,
> so far as I can tell Valve don't care too much about how you ruin their
> experience or not. They get to vote with their own feet (I'm sure there are
> still limits - and I'm equally sure those who think working for a living is
> too hard will continue to find and push at them)
>
> But people who are clicking quickplay aren't asking for your addons,
> adverts or anything else specific to you. They aren't even asking to be
> connected to your server. It's you that has made the choice to accept
> quickplay players. Valve have made it very easy for you to stop them
> joining if that doesn't suit the way you want to run the server.
>
>
>  I agree that a lot of people don't realize the costs and amount of work
>> that goes into running a community TF2 server.
>> (In fact, this image sums up the menality quite nicely:
>> http://dl.dropbox.com/u/**38481337/servers.png
>> )
>>
>
> Hmm, some will know either because they've done it, or because some of the
> servers they play on advertise servers.
>
> But I suspect what you say is true without realising in what way. I
> suspect most people would be surprised at how cheap it was. Especially when
> they are given this kind of "please donate, otherwise Bob Geldof will need
> to write me a song" rhetoric, that's trying to make it sound like it's
> financially crippling.
>
>
>  It'd be interesting if someone organized a TF2 blackout day like they did
>> with SOPA to squash this mentality and educate folks what TF2 would be like
>> if there weren't any folks investing time and money to run community
>> servers. Then again, it'd probably fall on deaf ears from the 'HURR DURR
>> BUT I PAID FOR TF2/TF2 IS FREE' crowd.
>>
>
> If there's no server for me to play on, I'll run my own. It's a doddle to
> do and it's cheap as chips.
> Valve have pl

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread Brian Simon
Can you smell that? It's the smell of ignorance.


On Fri, Apr 12, 2013 at 4:10 PM, dan  wrote:

> On 04/04/2013 13:40, Bjorn Wielens wrote:
>
>> Indeed.
>> As a (medium-sized) community we don't run pinion because we despise it
>> as much as the clients. That said, I completely support the right of server
>> ops to use ads (legitimately) in an attempt to recover operating costs. I
>> also support the rights of clients to block the ads, though. Ops pay for
>> servers and can do with them as they see fit, and clients pay for their
>> internet connection/bandwidth, and can do with the bits servers send them
>> as they see fit.
>>
>
> It's not really that simple.
>
> For one thing, Valve supply the software under a license. And valve are
> (in the sense of quickplay) supplying punters who want a specific
> experience. A lot of them don't want to be joined to your server and if
> they could help it, they wouldn't. But that's half the point, when Valve do
> something to stop them joining, people cry on these forums that it isn't
> fair and that their server is empty.
>
> Now Valve basically said "Set up these tags and don't bullshit in your
> server data about players and bots, and then you can do more or less what
> you want. But quickplay exists for this specific experience and if you want
> quickplay players then don't piss on their strawberries" but, admins have
> to keep pissing on quickplay's strawberries. They can't help themselves.
>
> They are greedy. Far from wanting to build up their own community of
> people who want to watch adverts, they want getrichquickplay to send TF2
> players to their server to watch adverts, so they can roll around in the
> cash.
>
> But, you cannot act like you've done anything to get a getrichquickplay
> user to join your server to then justify "doing with them as you see fit" -
> in fact what you have to do to get quickplay players is the complete
> opposite of doing something, you need to just run the server as vanilla as
> possible - but that doesn't stop you from doing anything - you might tempt
> people who join to come back directly, or join another server you have
> where you can fleece them for as much dosh as you can get away with.
>
> It's like, if you want to run an NTP server, and make it part of one of
> the global pools, you have to go along with the rules, you can't say "It's
> my server, I do what I like and my server has 25 hours in each day and
> shows adverts for swiss watches from eleventy o'clock until 30 minutes past
> thirtington each day" - because then they'll say "Ok, please take your
> server with you on your way out"
>
> And, afaict, that's the real issue. People who join your server directly,
> so far as I can tell Valve don't care too much about how you ruin their
> experience or not. They get to vote with their own feet (I'm sure there are
> still limits - and I'm equally sure those who think working for a living is
> too hard will continue to find and push at them)
>
> But people who are clicking quickplay aren't asking for your addons,
> adverts or anything else specific to you. They aren't even asking to be
> connected to your server. It's you that has made the choice to accept
> quickplay players. Valve have made it very easy for you to stop them
> joining if that doesn't suit the way you want to run the server.
>
>
>  I agree that a lot of people don't realize the costs and amount of work
>> that goes into running a community TF2 server.
>> (In fact, this image sums up the menality quite nicely:
>> http://dl.dropbox.com/u/**38481337/servers.png
>> )
>>
>
> Hmm, some will know either because they've done it, or because some of the
> servers they play on advertise servers.
>
> But I suspect what you say is true without realising in what way. I
> suspect most people would be surprised at how cheap it was. Especially when
> they are given this kind of "please donate, otherwise Bob Geldof will need
> to write me a song" rhetoric, that's trying to make it sound like it's
> financially crippling.
>
>
>  It'd be interesting if someone organized a TF2 blackout day like they did
>> with SOPA to squash this mentality and educate folks what TF2 would be like
>> if there weren't any folks investing time and money to run community
>> servers. Then again, it'd probably fall on deaf ears from the 'HURR DURR
>> BUT I PAID FOR TF2/TF2 IS FREE' crowd.
>>
>
> If there's no server for me to play on, I'll run my own. It's a doddle to
> do and it's cheap as chips.
> Valve have plenty of servers too.
>
> You have no leverage to make this almost-a-threat with.
>
> It happens much of the time that a server I often play on, is either empty
> or full - the world doesn't end, I just join another server.
> Switch your server off, and that is all that will happen. People will play
> on another one.
>
> One thing I do note though, many admins on here seem to have quite a bit
> of disdain for the TF2 community.  Arguably, a 

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread dan

On 04/04/2013 13:40, Bjorn Wielens wrote:

Indeed.
As a (medium-sized) community we don't run pinion because we despise it as much 
as the clients. That said, I completely support the right of server ops to use 
ads (legitimately) in an attempt to recover operating costs. I also support the 
rights of clients to block the ads, though. Ops pay for servers and can do with 
them as they see fit, and clients pay for their internet connection/bandwidth, 
and can do with the bits servers send them as they see fit.


It's not really that simple.

For one thing, Valve supply the software under a license. And valve are 
(in the sense of quickplay) supplying punters who want a specific 
experience. A lot of them don't want to be joined to your server and if 
they could help it, they wouldn't. But that's half the point, when Valve 
do something to stop them joining, people cry on these forums that it 
isn't fair and that their server is empty.


Now Valve basically said "Set up these tags and don't bullshit in your 
server data about players and bots, and then you can do more or less 
what you want. But quickplay exists for this specific experience and if 
you want quickplay players then don't piss on their strawberries" but, 
admins have to keep pissing on quickplay's strawberries. They can't help 
themselves.


They are greedy. Far from wanting to build up their own community of 
people who want to watch adverts, they want getrichquickplay to send TF2 
players to their server to watch adverts, so they can roll around in the 
cash.


But, you cannot act like you've done anything to get a getrichquickplay 
user to join your server to then justify "doing with them as you see 
fit" - in fact what you have to do to get quickplay players is the 
complete opposite of doing something, you need to just run the server as 
vanilla as possible - but that doesn't stop you from doing anything - 
you might tempt people who join to come back directly, or join another 
server you have where you can fleece them for as much dosh as you can 
get away with.


It's like, if you want to run an NTP server, and make it part of one of 
the global pools, you have to go along with the rules, you can't say 
"It's my server, I do what I like and my server has 25 hours in each day 
and shows adverts for swiss watches from eleventy o'clock until 30 
minutes past thirtington each day" - because then they'll say "Ok, 
please take your server with you on your way out"


And, afaict, that's the real issue. People who join your server 
directly, so far as I can tell Valve don't care too much about how you 
ruin their experience or not. They get to vote with their own feet (I'm 
sure there are still limits - and I'm equally sure those who think 
working for a living is too hard will continue to find and push at them)


But people who are clicking quickplay aren't asking for your addons, 
adverts or anything else specific to you. They aren't even asking to be 
connected to your server. It's you that has made the choice to accept 
quickplay players. Valve have made it very easy for you to stop them 
joining if that doesn't suit the way you want to run the server.



I agree that a lot of people don't realize the costs and amount of work that 
goes into running a community TF2 server.
(In fact, this image sums up the menality quite nicely: 
http://dl.dropbox.com/u/38481337/servers.png)


Hmm, some will know either because they've done it, or because some of 
the servers they play on advertise servers.


But I suspect what you say is true without realising in what way. I 
suspect most people would be surprised at how cheap it was. Especially 
when they are given this kind of "please donate, otherwise Bob Geldof 
will need to write me a song" rhetoric, that's trying to make it sound 
like it's financially crippling.



It'd be interesting if someone organized a TF2 blackout day like they did with 
SOPA to squash this mentality and educate folks what TF2 would be like if there 
weren't any folks investing time and money to run community servers. Then 
again, it'd probably fall on deaf ears from the 'HURR DURR BUT I PAID FOR 
TF2/TF2 IS FREE' crowd.


If there's no server for me to play on, I'll run my own. It's a doddle 
to do and it's cheap as chips.

Valve have plenty of servers too.

You have no leverage to make this almost-a-threat with.

It happens much of the time that a server I often play on, is either 
empty or full - the world doesn't end, I just join another server.
Switch your server off, and that is all that will happen. People will 
play on another one.


One thing I do note though, many admins on here seem to have quite a bit 
of disdain for the TF2 community.  Arguably, a reasonable observation 
perhaps, but if you want these people to give you money, that's not a 
good impression to give them.


Albeit, it seems they've figured treating your customers this way means 
donations dry up. So now they are hoping to sell their users to 
advertise

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-12 Thread dan

On 04/04/2013 12:44, Frank wrote:

They clearly listened to SPUF and all its crying over having to watch a few
seconds of ads to support well managed servers they enjoyed playing. I'm
surprised a few comments didn't include most of them thinking money grows on
trees or falls from the sky like rain drops.


Hmm, I rather like to think the people expecting to make their fortune 
by spamming MOTD are the ones that
think money falls from the sky. Or rather that money joins their server 
via quickplay.



A lesson in simple economics I think is needed


Right, lesson 1, peeing off your products and your supplier, in the same 
move, was stupid.


--
Dan

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