Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-04 Thread Erik-jan Riemers
Also, i've had several times that tf2 would report back that the map
checksum or whatever doesn't work and when i check my download/maps folder
its still there as a bzipped file. It doesn't download a new one it just
denies me. This is the same issue, have to manually remove the file in
order for it to work.

2014-12-04 17:37 GMT+01:00 Frank ad...@gamerscrib.net:

 Over writing the map with the same name as Valve does it really shouldn't
 make no difference. You are going to upload another map regardless another
 file be it named _v1 or _v2 or whatever. You are still uploading content
 customized from the server to the clients.

 The idea here is if I have a customized map made by me named My_Tf2_Map
 then I should be able to alter the map no matter when and upload the exact
 same name and have it over write the original to clients that revisit my
 servers. This should be allowed vs me having to use extensions to the name
 like My_Tf2_Map_v1 or My_Tf2_Map_v2 to continue on like that is just
 counter productive.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, December 04, 2014 11:05 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server
 content downloading

 I really don't think what you are doing is something that you should be
 doing. Modifying maps is wrong, map maker didn't want your logos in there
 so they should not be there and i bet 99% of the real mapmakers don't want
 their maps edited for something that they did not do.
 Besides, decompiling breaks several things. You can add decals to the maps
 without modifying maps too.

 PS: Soundscapes are somewhat broken and Valve is aware.

 -ics

 Aaron Thompson kirjoitti:
  I usually add my clan acronym to maps weve modified. We leave all
  credits alone, of course. I used to add stuff to trade minecraft but
  now ive been having a hard time compiling and the soundscapes are not
  cooperating anymore. It's annoying. Anyways thats how i avoid making
  maps and edits that someone could make too.
  On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 
  Changing the filename as a server operator is still fragile. As I
  mentioned before, renaming a map without fixing up embedded content
  will hose soundscripts and such. There's also not much guarantee that
  some other server op won't make a similar rename of a differing file.
 
  On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
  wrote:
 
  Descent server operators change the version number, descent map
  makers do that too. But agreed on some kind of validation and better
 integration.
  (Not to mention the tons of maps i still have on my download server
  which i
  dont use anymore, just because i cant really tell anymore whats
  being
  used)
  :)
 
  2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:
 
  With valve, the source of the files is trusted. If this would be
  implemented, only way to do it is ti integrate maps into steam tf2
  workshop. I'm surprised why valve doesn't want to do this and yet
  they reward people who make items all the time. Workshop
  integration isn't
  the
  best in csgo but it could be further improved to accommodate tf2.
 
  -ics
 
  - Alkuperäinen viesti -
  +1 this for sure. I'd love to see the custom content over write
  +much
  like
  Valve over writes maps and its content now when a revision bump is
  made.
  I get so tired of having to go thru _v1 or v32 etc etc when you
  change
  just the smallest thing on a map. The client has to re-download it
  anyway cause of a new name, may as well make it over write and
  start over.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life
  dedicated
  Win32 server mailing list
  Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
  content
  downloading
 
  This email is mostly addressed to anyone within Valve that's still
  maintaining the TF2 branch of the source engine, and I suppose
  anyone
  on
  this mailing list that'd like to comment on this recommendation.
 
  There's one frustrating issue with clients downloading custom
  content (maps, models, etc) in particular: it's fairly painful
  when unaware mappers and server operators release or update maps
  (and other
  content)
  without modifying the filename of the content. For maps this is
  particularly destructive because many clients would be left unable
  to connect and play on the server in question if the map differs
  from
  what
  the server is running.
 
  Additionally, there are some documented cases of clients having
  their
  map
  downloads not get fully completed or get into a corrupt state
  which

Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-03 Thread Ryan Stecker
Changing the filename as a server operator is still fragile. As I mentioned
before, renaming a map without fixing up embedded content will hose
soundscripts and such. There's also not much guarantee that some other
server op won't make a similar rename of a differing file.

On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl wrote:

 Descent server operators change the version number, descent map makers do
 that too. But agreed on some kind of validation and better integration.
 (Not to mention the tons of maps i still have on my download server which i
 dont use anymore, just because i cant really tell anymore whats being used)
 :)

 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

  With valve, the source of the files is trusted. If this would be
  implemented, only way to do it is ti integrate maps into steam tf2
  workshop. I'm surprised why valve doesn't want to do this and yet they
  reward people who make items all the time. Workshop integration isn't the
  best in csgo but it could be further improved to accommodate tf2.
 
  -ics
 
  - Alkuperäinen viesti -
   +1 this for sure. I'd love to see the custom content over write much
 like
   Valve over writes maps and its content now when a revision bump is
 made.
   I get so tired of having to go thru _v1 or v32 etc etc when you change
   just the smallest thing on a map. The client has to re-download it
   anyway cause of a new name, may as well make it over write and start
   over.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
   Stecker Sent: Monday, December 01, 2014 6:14 PM
   To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
   Win32 server mailing list
   Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
   downloading
  
   This email is mostly addressed to anyone within Valve that's still
   maintaining the TF2 branch of the source engine, and I suppose anyone
 on
   this mailing list that'd like to comment on this recommendation.
  
   There's one frustrating issue with clients downloading custom content
   (maps, models, etc) in particular: it's fairly painful when unaware
   mappers and server operators release or update maps (and other content)
   without modifying the filename of the content. For maps this is
   particularly destructive because many clients would be left unable to
   connect and play on the server in question if the map differs from what
   the server is running.
  
   Additionally, there are some documented cases of clients having their
 map
   downloads not get fully completed or get into a corrupt state which is
   equally as painful for the same reasons. Many users are simply unaware
 of
   how to solve this problem by locating and deleting the files in
 question.
  
   I'm sure this is something that can get an ideal solution, so I'd like
 to
   propose a few:
  
   1. If the content differs, force a redownload and overwrite the
 existing
   file on the client. Now that clients have a separate search path for
   downloaded content thanks to Fletcher's hard work in refactoring custom
   content and downloads search paths, there's less risk to overwriting
   stock game content.
  
   2. Allow multiple downloads side-by-side, perhaps differing in filename
   by a checksum (or some other recommendation). This would probably have
   to be virtualized in some way so that the filesystem is aware of the
   actual name of the map for soundscripts, particle manifests, etc.
  
   This issue affects other content such as models and materials, but
   getting a solution for at least map downloading would be a great step
   forward. ___
   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] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-03 Thread Aaron Thompson
I usually add my clan acronym to maps weve modified. We leave all credits
alone, of course. I used to add stuff to trade minecraft but now ive been
having a hard time compiling and the soundscapes are not cooperating
anymore. It's annoying. Anyways thats how i avoid making maps and edits
that someone could make too.
On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 Changing the filename as a server operator is still fragile. As I mentioned
 before, renaming a map without fixing up embedded content will hose
 soundscripts and such. There's also not much guarantee that some other
 server op won't make a similar rename of a differing file.

 On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl
 wrote:

  Descent server operators change the version number, descent map makers do
  that too. But agreed on some kind of validation and better integration.
  (Not to mention the tons of maps i still have on my download server
 which i
  dont use anymore, just because i cant really tell anymore whats being
 used)
  :)
 
  2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:
 
   With valve, the source of the files is trusted. If this would be
   implemented, only way to do it is ti integrate maps into steam tf2
   workshop. I'm surprised why valve doesn't want to do this and yet they
   reward people who make items all the time. Workshop integration isn't
 the
   best in csgo but it could be further improved to accommodate tf2.
  
   -ics
  
   - Alkuperäinen viesti -
+1 this for sure. I'd love to see the custom content over write much
  like
Valve over writes maps and its content now when a revision bump is
  made.
I get so tired of having to go thru _v1 or v32 etc etc when you
 change
just the smallest thing on a map. The client has to re-download it
anyway cause of a new name, may as well make it over write and start
over.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
Stecker Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
Win32 server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server
 content
downloading
   
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone
  on
this mailing list that'd like to comment on this recommendation.
   
There's one frustrating issue with clients downloading custom content
(maps, models, etc) in particular: it's fairly painful when unaware
mappers and server operators release or update maps (and other
 content)
without modifying the filename of the content. For maps this is
particularly destructive because many clients would be left unable to
connect and play on the server in question if the map differs from
 what
the server is running.
   
Additionally, there are some documented cases of clients having their
  map
downloads not get fully completed or get into a corrupt state which
 is
equally as painful for the same reasons. Many users are simply
 unaware
  of
how to solve this problem by locating and deleting the files in
  question.
   
I'm sure this is something that can get an ideal solution, so I'd
 like
  to
propose a few:
   
1. If the content differs, force a redownload and overwrite the
  existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring
 custom
content and downloads search paths, there's less risk to overwriting
stock game content.
   
2. Allow multiple downloads side-by-side, perhaps differing in
 filename
by a checksum (or some other recommendation). This would probably
 have
to be virtualized in some way so that the filesystem is aware of the
actual name of the map for soundscripts, particle manifests, etc.
   
This issue affects other content such as models and materials, but
getting a solution for at least map downloading would be a great step
forward. ___
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] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Frank
+1 this for sure. I'd love to see the custom content over write much like
Valve over writes maps and its content now when a revision bump is made.
I get so tired of having to go thru _v1 or v32 etc etc when you change just
the smallest thing on a map. The client has to re-download it anyway cause
of a new name, may as well make it over write and start over.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Monday, December 01, 2014 6:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
downloading

This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.

There's one frustrating issue with clients downloading custom content (maps,
models, etc) in particular: it's fairly painful when unaware mappers and
server operators release or update maps (and other content) without
modifying the filename of the content. For maps this is particularly
destructive because many clients would be left unable to connect and play on
the server in question if the map differs from what the server is running.

Additionally, there are some documented cases of clients having their map
downloads not get fully completed or get into a corrupt state which is
equally as painful for the same reasons. Many users are simply unaware of
how to solve this problem by locating and deleting the files in question.

I'm sure this is something that can get an ideal solution, so I'd like to
propose a few:

1. If the content differs, force a redownload and overwrite the existing
file on the client. Now that clients have a separate search path for
downloaded content thanks to Fletcher's hard work in refactoring custom
content and downloads search paths, there's less risk to overwriting stock
game content.

2. Allow multiple downloads side-by-side, perhaps differing in filename by a
checksum (or some other recommendation). This would probably have to be
virtualized in some way so that the filesystem is aware of the actual name
of the map for soundscripts, particle manifests, etc.

This issue affects other content such as models and materials, but getting a
solution for at least map downloading would be a great step forward.
___
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please visit:
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Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread ics
With valve, the source of the files is trusted. If this would be implemented, 
only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised 
why valve doesn't want to do this and yet they reward people who make items all 
the time. Workshop integration isn't the best in csgo but it could be further 
improved to accommodate tf2.

-ics

- Alkuperäinen viesti -
 +1 this for sure. I'd love to see the custom content over write much like
 Valve over writes maps and its content now when a revision bump is made.
 I get so tired of having to go thru _v1 or v32 etc etc when you change
 just the smallest thing on a map. The client has to re-download it
 anyway cause of a new name, may as well make it over write and start
 over.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
 Stecker Sent: Monday, December 01, 2014 6:14 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
 downloading
 
 This email is mostly addressed to anyone within Valve that's still
 maintaining the TF2 branch of the source engine, and I suppose anyone on
 this mailing list that'd like to comment on this recommendation.
 
 There's one frustrating issue with clients downloading custom content
 (maps, models, etc) in particular: it's fairly painful when unaware
 mappers and server operators release or update maps (and other content)
 without modifying the filename of the content. For maps this is
 particularly destructive because many clients would be left unable to
 connect and play on the server in question if the map differs from what
 the server is running.
 
 Additionally, there are some documented cases of clients having their map
 downloads not get fully completed or get into a corrupt state which is
 equally as painful for the same reasons. Many users are simply unaware of
 how to solve this problem by locating and deleting the files in question.
 
 I'm sure this is something that can get an ideal solution, so I'd like to
 propose a few:
 
 1. If the content differs, force a redownload and overwrite the existing
 file on the client. Now that clients have a separate search path for
 downloaded content thanks to Fletcher's hard work in refactoring custom
 content and downloads search paths, there's less risk to overwriting
 stock game content.
 
 2. Allow multiple downloads side-by-side, perhaps differing in filename
 by a checksum (or some other recommendation). This would probably have
 to be virtualized in some way so that the filesystem is aware of the
 actual name of the map for soundscripts, particle manifests, etc.
 
 This issue affects other content such as models and materials, but
 getting a solution for at least map downloading would be a great step
 forward. ___
 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] Recommendation for TF2, DoD:S, etc server content downloading

2014-12-01 Thread Erik-jan Riemers
Descent server operators change the version number, descent map makers do
that too. But agreed on some kind of validation and better integration.
(Not to mention the tons of maps i still have on my download server which i
dont use anymore, just because i cant really tell anymore whats being used)
:)

2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net:

 With valve, the source of the files is trusted. If this would be
 implemented, only way to do it is ti integrate maps into steam tf2
 workshop. I'm surprised why valve doesn't want to do this and yet they
 reward people who make items all the time. Workshop integration isn't the
 best in csgo but it could be further improved to accommodate tf2.

 -ics

 - Alkuperäinen viesti -
  +1 this for sure. I'd love to see the custom content over write much like
  Valve over writes maps and its content now when a revision bump is made.
  I get so tired of having to go thru _v1 or v32 etc etc when you change
  just the smallest thing on a map. The client has to re-download it
  anyway cause of a new name, may as well make it over write and start
  over.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
  Stecker Sent: Monday, December 01, 2014 6:14 PM
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32 server mailing list
  Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content
  downloading
 
  This email is mostly addressed to anyone within Valve that's still
  maintaining the TF2 branch of the source engine, and I suppose anyone on
  this mailing list that'd like to comment on this recommendation.
 
  There's one frustrating issue with clients downloading custom content
  (maps, models, etc) in particular: it's fairly painful when unaware
  mappers and server operators release or update maps (and other content)
  without modifying the filename of the content. For maps this is
  particularly destructive because many clients would be left unable to
  connect and play on the server in question if the map differs from what
  the server is running.
 
  Additionally, there are some documented cases of clients having their map
  downloads not get fully completed or get into a corrupt state which is
  equally as painful for the same reasons. Many users are simply unaware of
  how to solve this problem by locating and deleting the files in question.
 
  I'm sure this is something that can get an ideal solution, so I'd like to
  propose a few:
 
  1. If the content differs, force a redownload and overwrite the existing
  file on the client. Now that clients have a separate search path for
  downloaded content thanks to Fletcher's hard work in refactoring custom
  content and downloads search paths, there's less risk to overwriting
  stock game content.
 
  2. Allow multiple downloads side-by-side, perhaps differing in filename
  by a checksum (or some other recommendation). This would probably have
  to be virtualized in some way so that the filesystem is aware of the
  actual name of the map for soundscripts, particle manifests, etc.
 
  This issue affects other content such as models and materials, but
  getting a solution for at least map downloading would be a great step
  forward. ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2014-11-20 Thread Emil Larsson
With the lack of complaints, I assume this been a mostly problem free
update. :)

On Fri, Nov 21, 2014 at 1:21 AM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2510340.

 -Eric

 -

 - Additional improvements for client stability
 - Added a check to prevent building in trigger_hurt areas
 - Fixed seeing bumper cart icons for deaths while in hell on maps other
 than doomsday_event
 - Fixed not hearing localized audio while connected to a server using
 sv_pure
 - Updated pl_upward
 - Added stairs to forward Blue spawn underground
 - Updated the trigger hurt in the outer cliff area to cover the
 bottom of the map


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Re: [hlds_linux] [TF2] tf_arena_use_queue disables team scrambling

2014-11-17 Thread ics
Also, did i miss an update or why doesn't capping stop on last cp of 
de_grootkeep when red players stand on the point?


-ics

Ross Bemrose kirjoitti:

So, I noticed that team scrambling is disabled for arena mode if
tf_arena_use_queue is set to 0.  This occurs regardless of what the
settings are for mp_scrambleteams_auto /
mp_scrambleteams_auto_windifference or tf_arena_max_streak is set to.

Is this intentional?




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Re: [hlds_linux] TF2 - New weapon exploit?

2014-11-13 Thread Nomaan Ahmad
I think someone posted a plugin fix for this. But it should be fixed by
valve.
On 13 Nov 2014 15:40, Ross Bemrose rbemr...@gmail.com wrote:

 Note: I haven't seen this exploit in person.

 I've been hearing about an exploit that is allowing players to equip
 weapons into slots they don't belong in.

 The most notorious example is the Mini-crit Minigun.  By equipping a
 Minigun in the melee slot and using the Buffalo Steak Sandvich in its
 normal slot, you end up with a minigun that minicrits until the Steak
 Sandvich effect wears off.

 Now, I haven't looked up how this works (and my Google-fu is failing), so
 I'm not sure if this would allow you to equip things like multiple
 primaries, or if it's just swapping the order of slots around.

 --
 Ross Bemrose
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Re: [hlds_linux] TF2 - New weapon exploit?

2014-11-13 Thread A Fearts
I posted a explanation and temp fix here:
https://forums.alliedmods.net/showthread.php?t=251438
On Nov 13, 2014 10:41 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Note: I haven't seen this exploit in person.

 I've been hearing about an exploit that is allowing players to equip
 weapons into slots they don't belong in.

 The most notorious example is the Mini-crit Minigun.  By equipping a
 Minigun in the melee slot and using the Buffalo Steak Sandvich in its
 normal slot, you end up with a minigun that minicrits until the Steak
 Sandvich effect wears off.

 Now, I haven't looked up how this works (and my Google-fu is failing), so
 I'm not sure if this would allow you to equip things like multiple
 primaries, or if it's just swapping the order of slots around.

 --
 Ross Bemrose
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Re: [hlds_linux] TF2 - New weapon exploit?

2014-11-13 Thread Robert Styler
I had to ban 23 people yesterday for abusing this on my melee only server

On 13 November 2014 15:43, A Fearts joewatshis...@gmail.com wrote:

 I posted a explanation and temp fix here:
 https://forums.alliedmods.net/showthread.php?t=251438
 On Nov 13, 2014 10:41 AM, Ross Bemrose rbemr...@gmail.com wrote:

  Note: I haven't seen this exploit in person.
 
  I've been hearing about an exploit that is allowing players to equip
  weapons into slots they don't belong in.
 
  The most notorious example is the Mini-crit Minigun.  By equipping a
  Minigun in the melee slot and using the Buffalo Steak Sandvich in its
  normal slot, you end up with a minigun that minicrits until the Steak
  Sandvich effect wears off.
 
  Now, I haven't looked up how this works (and my Google-fu is failing), so
  I'm not sure if this would allow you to equip things like multiple
  primaries, or if it's just swapping the order of slots around.
 
  --
  Ross Bemrose
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Re: [hlds_linux] Mandatory TF2 update released

2014-11-10 Thread Aaron Thompson
Ever since the halloween updates some of my servers crash on player join.
Anyone remember having the same problem and know of a fix. I use sourcemod.
On Nov 10, 2014 4:57 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2484660.

 -Eric

 -

 - Added a new promo item, The Nabler
 - Fixed a client crash caused by using custom HUD files
 - Updated the equip_region for Gone Commando and The Mann of the House
 - Updated the Freedom Staff so Halloween Spells can be applied to it

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Re: [hlds_linux] Mandatory TF2 update released

2014-11-07 Thread ics
The problem isn't just custom maps, i have investigated it further 
myself. Also default official maps suffer from the soundscape issue. By 
using developer 1, the soundscapes are totally different than they used 
to be. Though some maps use soundscapes from other official maps but go 
pl_upward as red and just listen the sound. No humming as before, just 
basic static electric bzzz from some indoor soundscape. Also dustbowl 
has different sounscape. Granary has own howling and birds singing.


-ics

Eric Smith kirjoitti:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2481614.

We're still looking into the problems with custom maps and soundscapes.

-Eric

-

- Fixed a bug where players could be teleported to hell and not have visible 
bumper car
- Fixed a bug where Engineers could not pick up a building if the building was 
higher than the player
- Fixed a text clipping problem with the HUD achievement tracker
- Added ConVar tf_halloween_bonus_ducks_cooldown to control the frequency 
Merasmus speaks that line
- Added a red glow for player ghosts on team Red
- Updated rd_asteroid
 - Continued art-pass process
- Updated sd_doomsday_event
 - Fixed a timing issue with Merasmus's announcement of the 
tickets becoming available
- Updated koth_lakeside_event
 - Fixed missing collision on a barrel near the capture point


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Re: [hlds_linux] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks

2014-11-06 Thread Weasels Lair
Unfortunately if  is truly a DDOS (distributed attack, rather than from a
single source) just adding a firewall (any kind) is not really going to
help. By the time the traffic hits any firewall local to your server its
too late. It needs to be dealt with upstream.

You need a hosting provider that is setup to detect and mitigate such
attacks, and more importantly the knowledge, experience and WILLINGNESS to
address such attacks - instead of just blocking your IP.  Maybe some folks
on the list can make some recommendations.

My own experience with the more common hosting providers has been much like
your own. But, I guess that's what I get for using the cheapest providers I
can find.
On Nov 6, 2014 9:35 PM, Mike Vail supp...@boomgaming.net wrote:

 Hello Fellow Windows 2008 Game Server Owners,

 Today one of my TF2 servers on the dedicated server box I own and colocate
 in California got DDOS attacked by a guy who announced the attack via
 in-game chat and then attacked it. The attack got my IP auto-nulled by my
 datacenter (AGAIN), which has happened at least a dozen times in the past
 couple months. After almost 10 years of running servers and dealing with
 this bullshit, I'm at the point where I'm ready to spend the bucks to
 purchase a hardware device or some firewall software that says Fuck you! -
 Not happening this time dickhead to these people and I really need your
 advice on where to go and what to buy. There's a lot of admin and Windows
 experience here on this list so I'm hoping some of some of you can help me
 and we can have a dialog here that may help others as well.

 Your help would be GREATLY appreciated by me as well as others on this
 list I'm sure.

 Warmest regards,
 Mike Vail
 Windsor, Ca. USA

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Re: [hlds_linux] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks

2014-11-06 Thread Kevin C
If your datacenter is automatically nulling your IP, chances are the 
attack is effecting their other customers, meaning they do not have the 
capacity to handle the attack. Adding a firewall right before your 
server will do nothing, because the traffic will still overload your 
host's network.


Personally, I use nfoservers.com. I have been using them for years and 
they are well equipped to handle most attacks that anyone can throw at 
you. They do not offer colocation, but for TF2 servers one of their VDS 
packages should suit you great. I currently host 5 dedicated machines 
and 3 VDS's with them, and they are amazing. They have automatic 
filtering for the most common attacks, so the script kiddies that you 
are experiencing will only generate an email from NFOs automated system 
letting me know the attack has been blocked.


If you need to go into more detail, they offer a firewall page in their 
control panel that has a large range of options if you choose a VDS.



On 11/7/2014 12:48 AM, Weasels Lair wrote:

Unfortunately if  is truly a DDOS (distributed attack, rather than from a
single source) just adding a firewall (any kind) is not really going to
help. By the time the traffic hits any firewall local to your server its
too late. It needs to be dealt with upstream.

You need a hosting provider that is setup to detect and mitigate such
attacks, and more importantly the knowledge, experience and WILLINGNESS to
address such attacks - instead of just blocking your IP.  Maybe some folks
on the list can make some recommendations.

My own experience with the more common hosting providers has been much like
your own. But, I guess that's what I get for using the cheapest providers I
can find.
On Nov 6, 2014 9:35 PM, Mike Vail supp...@boomgaming.net wrote:


Hello Fellow Windows 2008 Game Server Owners,

Today one of my TF2 servers on the dedicated server box I own and colocate
in California got DDOS attacked by a guy who announced the attack via
in-game chat and then attacked it. The attack got my IP auto-nulled by my
datacenter (AGAIN), which has happened at least a dozen times in the past
couple months. After almost 10 years of running servers and dealing with
this bullshit, I'm at the point where I'm ready to spend the bucks to
purchase a hardware device or some firewall software that says Fuck you! -
Not happening this time dickhead to these people and I really need your
advice on where to go and what to buy. There's a lot of admin and Windows
experience here on this list so I'm hoping some of some of you can help me
and we can have a dialog here that may help others as well.

Your help would be GREATLY appreciated by me as well as others on this
list I'm sure.

Warmest regards,
Mike Vail
Windsor, Ca. USA

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-11-05 Thread Eric Smith
That was the 'map-placed buildings being removed from the map' fix. It didn't 
only affect payload carts.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jordan Olling
Sent: Wednesday, November 05, 2014 6:07 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux server 
mailing list
Subject: Re: [hlds] Mandatory TF2 update released

What about the payload cart?

On Wed, Nov 5, 2014 at 6:05 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2477238.

-Eric

-

- Fixed a client crash related to the main menu
- Fixed players not creating gibs when they are killed
- Fixed player glow effects not drawing correctly
- Fixed the Rescue Ranger being able pick-up buildings through walls
- Fixed map-placed buildings being removed from the map during a round restart
- Fixed sentry guns having ammo if they finished building after a Merasmus 
curse had started
- Fixed Engineers being able to pick-up buildings during Merasmus's 
third-person curses
- Updated the string used to display the kill stat for the Strange Horseless 
Headless Horseman's Headtaker

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-11-05 Thread Dmitri Ionin
What about cosmetic items from surrounding players stacking on every 
player and following them like a windows mouse trail?
And players walking death animation where killed player dropped as 
ragdoll but also left to walk on place he was killed?


06.11.2014 04:10, Eric Smith wrote:

That was the 'map-placed buildings being removed from the map' fix. It didn't 
only affect payload carts.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jordan Olling
Sent: Wednesday, November 05, 2014 6:07 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux server 
mailing list
Subject: Re: [hlds] Mandatory TF2 update released

What about the payload cart?

On Wed, Nov 5, 2014 at 6:05 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2477238.

-Eric

-

- Fixed a client crash related to the main menu
- Fixed players not creating gibs when they are killed
- Fixed player glow effects not drawing correctly
- Fixed the Rescue Ranger being able pick-up buildings through walls
- Fixed map-placed buildings being removed from the map during a round restart
- Fixed sentry guns having ammo if they finished building after a Merasmus 
curse had started
- Fixed Engineers being able to pick-up buildings during Merasmus's 
third-person curses
- Updated the string used to display the kill stat for the Strange Horseless 
Headless Horseman's Headtaker

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-11-04 Thread Daniel Barreiro
- Fixed maps not loading correctly in the SFM tool

SFMers over in Open Source Filmmaker are a bit confused. Why is this in a
TF2 update log and what is it referring to?

On Tue Nov 04 2014 at 6:09:09 PM Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2474792.

 -Eric

 -

 - Added the 'Tomb Raider' tag to the item import tool
 - http://www.teamfortress.com/post.php?id=14855
 - Added The Kritz or Treat Canteen to the Halloween 2014 Community Bundle
 - Players who previously purchased the bundle have automatically
 been granted the item
 - Fixed a client crash that could happen while the server was changing maps
 - Fixed the Teleport spell not appearing in Helltower
 - Fixed rare spells appearing in regular Helltower spellbook pick-ups
 - Fixed disguised Spies not displaying the correct health value to enemies
 - Fixed the Engineer not playing the proper response rules while using the
 Golden Frying Pan
 - Fixed the Sniper getting stuck with a zoomed FOV after taunting while
 zooming
 - Fixed maps not loading correctly in the SFM tool
 - Fixed a bug in the Workshop import tool related to frame count
 calculation for taunts that were exported from the SFM tool
 - Fixed the Demoman not riding in the correct bumper car position when
 holding two-handed melee weapons
 - Disabled auto team-balance while players are in hell on Helltower and
 Carnival of Carnage
 - Updated bumper cars to deal damage when hitting players not in bumper
 cars
 - Updated the Necro Smasher so Strange parts and Halloween Spells can be
 applied to it
 - Updated the equip_region for the Iron Fist
 - Removed the smoke effect from the Tiny Texan
 - Updated the Rescue Ranger so players no longer block its ability to
 pick-up buildings from a distance
 - Updated sd_doomsday_event
 - Fixed a bug where Merasmus's curses would trigger during the
 bumper car minigames
 - Fixed players using the tiny-melee-only curse to get outside of
 the playable area of the map
 - Fixed a bug with the Eureka Effect and with teleporters where
 players could escape being teleported to the bumper car minigames
 - Reduced duration of the Monoculus spell from 15 seconds to 8
 seconds
 - Fixed players being able to construct buildings in the spawn
 areas
 - Fixed Engineers not being able to build if a Merasmus curse is
 enabled while they were carrying a building
 - Updated Merasmus's curses to remove all projectiles and sentry
 gun ammo when teleporting players to the middle of the map



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Re: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy - Season 10... has been dispatched

2014-11-03 Thread Frank
Please stop spamming this crap... why hasn’t' valve blocked this sender or 
senders is beyond me.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thijs
Sent: Monday, November 03, 2014 12:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy - Season 
10... has been dispatched

:)


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Re: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy - Season 10... has been dispatched

2014-11-03 Thread Benjamin Hallowitz
This probably was just a message that was forwarded to the wrong address by
mistake, it happens (I know I've accidentally forwarded my flight
reservations to my host's support desk more than once). There really is no
need to get so worked up about it.

On Mon, Nov 3, 2014 at 10:01 AM, Frank ad...@gamerscrib.net wrote:

 Please stop spamming this crap... why hasn’t' valve blocked this sender or
 senders is beyond me.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thijs
 Sent: Monday, November 03, 2014 12:57 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy -
 Season 10... has been dispatched

 :)


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Re: [hlds_linux] TargetID Team Restrictions

2014-10-31 Thread pilger
I second this request.


_pilger

On 31 October 2014 02:05, Alexander Corn mc...@doctormckay.com wrote:

 While you guys are revamping the TargetID system, I'd like to place a small
 request. Could a server cvar please be added to enable TargetIDs to show
 for
 enemies? This would be incredibly useful for trade servers and the like.



 Alexander Corn

 Dr. McKay

 http://www.doctormckay.com

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Re: [hlds_linux] TargetID Team Restrictions

2014-10-31 Thread Scipizoa
Third it

Sent from my iPod

 On Oct 31, 2014, at 7:14 AM, pilger pilger...@gmail.com wrote:
 
 I second this request.
 
 
 _pilger
 
 On 31 October 2014 02:05, Alexander Corn mc...@doctormckay.com wrote:
 
 While you guys are revamping the TargetID system, I'd like to place a small
 request. Could a server cvar please be added to enable TargetIDs to show
 for
 enemies? This would be incredibly useful for trade servers and the like.
 
 
 
 Alexander Corn
 
 Dr. McKay
 
 http://www.doctormckay.com
 
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Re: [hlds_linux] New exploit with the TF2 update

2014-10-30 Thread Martin V
there is also a bug for engies on doomsday_event. They are able to make
teleport exits behind spawnroom (behind that glass).

2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net:

 Apparently players can get off from bumpercar track with bumpercar. I
 suspect this is due to engineers eureka effect ecploited somehow. In any
 case, kind of ruins the fun for others.

 -ics
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Re: [hlds_linux] New exploit with the TF2 update

2014-10-30 Thread ics
Thats true, on both sides. Though i'm not surprised that this old bug 
fixed over a year ago resurfaced. I hope the bug where you can die with 
intel will cause the lift to go up hasn't come up back again.


-ics

Martin V kirjoitti:

there is also a bug for engies on doomsday_event. They are able to make
teleport exits behind spawnroom (behind that glass).

2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net:


Apparently players can get off from bumpercar track with bumpercar. I
suspect this is due to engineers eureka effect ecploited somehow. In any
case, kind of ruins the fun for others.

-ics
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread Robert Styler
I've found that setting it in the launch parameters makes it stick:
+motdfile motd_uc.tx +motdfile_text motd_text_uc.txt

On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote:

 Hello,

 I have just converted our TF2 server to an Event 24/7 server for the
 Doomsday event.  I have a custom MOTD for the server, and the files are
 called motd_uc.txt and motd_text_uc.txt.  I have set motdfile and
 motdfile_text in server.cfg, and the running server's config shows that
 it is set:

 find motdfile
 motdfile = motd_uc.txt ( def. motd.txt )
  game
  - The MOTD file to load.
 motdfile_text = motd_text_uc.txt ( def. motd_text.txt )
  game
  - The text-only MOTD file to use for clients that have disabled HTML
 MOTDs.

 However, I continue to see a default MOTD when I connect to this server.
 It says Welcome and Happy Halloween! at the top, and then lists a bunch
 of maps.  Is there something I'm missing?  I swear the custom MOTD used to
 load on this server just fine.  Is this due to it being an event server?

 Thanks!
 Dave

 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread David Parker
Awesome, thanks.  Does it need to be in the cfg directory, or the tf
parent directory?

On Thu, Oct 30, 2014 at 11:25 AM, Robert Styler style...@googlemail.com
wrote:

 I've found that setting it in the launch parameters makes it stick:
 +motdfile motd_uc.tx +motdfile_text motd_text_uc.txt

 On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote:

  Hello,
 
  I have just converted our TF2 server to an Event 24/7 server for the
  Doomsday event.  I have a custom MOTD for the server, and the files are
  called motd_uc.txt and motd_text_uc.txt.  I have set motdfile and
  motdfile_text in server.cfg, and the running server's config shows that
  it is set:
 
  find motdfile
  motdfile = motd_uc.txt ( def. motd.txt )
   game
   - The MOTD file to load.
  motdfile_text = motd_text_uc.txt ( def. motd_text.txt )
   game
   - The text-only MOTD file to use for clients that have disabled HTML
  MOTDs.
 
  However, I continue to see a default MOTD when I connect to this server.
  It says Welcome and Happy Halloween! at the top, and then lists a bunch
  of maps.  Is there something I'm missing?  I swear the custom MOTD used
 to
  load on this server just fine.  Is this due to it being an event server?
 
  Thanks!
  Dave
 
  --
  Dave Parker
  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
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-- 
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread Robert Styler
cfg directory

On 30 October 2014 15:30, David Parker dpar...@utica.edu wrote:

 Awesome, thanks.  Does it need to be in the cfg directory, or the tf
 parent directory?

 On Thu, Oct 30, 2014 at 11:25 AM, Robert Styler style...@googlemail.com
 wrote:

  I've found that setting it in the launch parameters makes it stick:
  +motdfile motd_uc.tx +motdfile_text motd_text_uc.txt
 
  On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote:
 
   Hello,
  
   I have just converted our TF2 server to an Event 24/7 server for the
   Doomsday event.  I have a custom MOTD for the server, and the files are
   called motd_uc.txt and motd_text_uc.txt.  I have set motdfile and
   motdfile_text in server.cfg, and the running server's config shows
 that
   it is set:
  
   find motdfile
   motdfile = motd_uc.txt ( def. motd.txt )
game
- The MOTD file to load.
   motdfile_text = motd_text_uc.txt ( def. motd_text.txt )
game
- The text-only MOTD file to use for clients that have disabled HTML
   MOTDs.
  
   However, I continue to see a default MOTD when I connect to this
 server.
   It says Welcome and Happy Halloween! at the top, and then lists a
 bunch
   of maps.  Is there something I'm missing?  I swear the custom MOTD used
  to
   load on this server just fine.  Is this due to it being an event
 server?
  
   Thanks!
   Dave
  
   --
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   Systems Administrator
   Utica College
   Integrated Information Technology Services
   (315) 792-3229
   Registered Linux User #408177
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread David Parker
Thanks!

On Thu, Oct 30, 2014 at 11:32 AM, Robert Styler style...@googlemail.com
wrote:

 cfg directory

 On 30 October 2014 15:30, David Parker dpar...@utica.edu wrote:

  Awesome, thanks.  Does it need to be in the cfg directory, or the tf
  parent directory?
 
  On Thu, Oct 30, 2014 at 11:25 AM, Robert Styler style...@googlemail.com
 
  wrote:
 
   I've found that setting it in the launch parameters makes it stick:
   +motdfile motd_uc.tx +motdfile_text motd_text_uc.txt
  
   On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote:
  
Hello,
   
I have just converted our TF2 server to an Event 24/7 server for the
Doomsday event.  I have a custom MOTD for the server, and the files
 are
called motd_uc.txt and motd_text_uc.txt.  I have set motdfile and
motdfile_text in server.cfg, and the running server's config shows
  that
it is set:
   
find motdfile
motdfile = motd_uc.txt ( def. motd.txt )
 game
 - The MOTD file to load.
motdfile_text = motd_text_uc.txt ( def. motd_text.txt )
 game
 - The text-only MOTD file to use for clients that have disabled HTML
MOTDs.
   
However, I continue to see a default MOTD when I connect to this
  server.
It says Welcome and Happy Halloween! at the top, and then lists a
  bunch
of maps.  Is there something I'm missing?  I swear the custom MOTD
 used
   to
load on this server just fine.  Is this due to it being an event
  server?
   
Thanks!
Dave
   
--
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Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] New exploit with the TF2 update

2014-10-30 Thread ics
And to confirm, yes the elevator bug is back. Did valve started working 
this map over a year ago and forgot to fix the bugs? Also, RED side 
ammobox is inside the rocks. 
http://cloud-4.steampowered.com/ugc/29598440085670745/377BBC6D2F697FC74C6152E02B78C9DD89BAA6C8/


-ics

ics kirjoitti:
Thats true, on both sides. Though i'm not surprised that this old bug 
fixed over a year ago resurfaced. I hope the bug where you can die 
with intel will cause the lift to go up hasn't come up back again.


-ics

Martin V kirjoitti:

there is also a bug for engies on doomsday_event. They are able to make
teleport exits behind spawnroom (behind that glass).

2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net:


Apparently players can get off from bumpercar track with bumpercar. I
suspect this is due to engineers eureka effect ecploited somehow. In 
any

case, kind of ruins the fun for others.

-ics
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Re: [hlds_linux] New exploit with the TF2 update

2014-10-30 Thread Erik-jan Riemers
was the you can walk at round start using the conga  mentioned to?

2014-10-30 18:03 GMT+01:00 ics i...@ics-base.net:

 And to confirm, yes the elevator bug is back. Did valve started working
 this map over a year ago and forgot to fix the bugs? Also, RED side ammobox
 is inside the rocks. http://cloud-4.steampowered.
 com/ugc/29598440085670745/377BBC6D2F697FC74C6152E02B78C9DD89BAA6C8/

 -ics

 ics kirjoitti:

  Thats true, on both sides. Though i'm not surprised that this old bug
 fixed over a year ago resurfaced. I hope the bug where you can die with
 intel will cause the lift to go up hasn't come up back again.

 -ics

 Martin V kirjoitti:

 there is also a bug for engies on doomsday_event. They are able to make
 teleport exits behind spawnroom (behind that glass).

 2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net:

  Apparently players can get off from bumpercar track with bumpercar. I
 suspect this is due to engineers eureka effect ecploited somehow. In any
 case, kind of ruins the fun for others.

 -ics
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread Yun Huang Yong

MOTD has to be set before a map loads.

i.e. if you wanted to put it in a config file it belongs in autoexec.cfg 
rather than server.cfg.


autoexec.cfg is executed only once at startup, server.cfg is executed on 
every map change.


+commands on the command line are also only executed once at startup.

On 31/10/2014 2:25 AM, Robert Styler wrote:

I've found that setting it in the launch parameters makes it stick:
+motdfile motd_uc.tx +motdfile_text motd_text_uc.txt

On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote:


Hello,

I have just converted our TF2 server to an Event 24/7 server for the
Doomsday event.  I have a custom MOTD for the server, and the files are
called motd_uc.txt and motd_text_uc.txt.  I have set motdfile and
motdfile_text in server.cfg, and the running server's config shows that
it is set:

find motdfile
motdfile = motd_uc.txt ( def. motd.txt )
  game
  - The MOTD file to load.
motdfile_text = motd_text_uc.txt ( def. motd_text.txt )
  game
  - The text-only MOTD file to use for clients that have disabled HTML
MOTDs.

However, I continue to see a default MOTD when I connect to this server.
It says Welcome and Happy Halloween! at the top, and then lists a bunch
of maps.  Is there something I'm missing?  I swear the custom MOTD used to
load on this server just fine.  Is this due to it being an event server?

 Thanks!
 Dave

--
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Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] Mandatory TF2 update released

2014-10-30 Thread Todd Pettit
New problem. Go carts go to water/float in elimination tent. Nobody can
fall so nobody dies.

On Thu, Oct 30, 2014 at 9:37 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2470138.

 -Eric

 -

 - Fixed a dedicated server crash related to the new map sd_doomsday_event
 and server-wide curses
 - Fixed Blue team hearing the win audio instead of the lose audio when Red
 gets the tickets to the Strongmann machine
 - Fixed grenade projectiles doing more damage than expected
 - Fixed players changing team to respawn outside of their cart while
 playing a minigame
 - Fixed players being able to use the Eureka effect while in their bumper
 car
 - Fixed a bug that let Engineers move faster while carrying a building
 - Fixed the Spycicle not giving the Spy fire resistance
 - Fixed The Manngaroo itemset including the wrong item
 - Updated the equip_region for the Vaccinator and Quick-Fix
 - Fixed a bug where players would not get a kill credit for turning
 another player in to a ghost
 - Updated player ghosts to always use team color
 - Updated the new TargetID system
 - Added Advance Option and ConVar to disable floating health icon
 (tf_hud_target_id_disable_floating_health)
 - Added Advance Option to control the alpha of TargetID nameplate
 - Fixed not showing for disguised enemy Spies
 - Fixed showing the health of cloaked Spies
 - Fixed not hiding the panel when players are no longer visible
 - Added ConVar tf_weapon_criticals_melee to control whether melee weapons
 have random crits. Works separately from tf_weapon_criticals.
 - Fixed the knife not playing its backstab animation when crits are
 disabled
 - Fixed round-end crits not working when tf_weapon_criticals is set to zero
 - Updated sd_doomsday_event
 - Added spell pickups near the ticket case spawn
 - Reduced mega spell respawn time from 90 seconds to 45 seconds
 - Fixed curses occurring in bumper car minigames
 - Fixed players being able to boost their bumper cars early
 - Increased the damage that bumper cars receive from collisions
 - Players can no longer suicide when in a Bumper Car
 - Replaced large ammo kits near the Strongmann machine with spells
 - Reduced ammo kit size on the bridge from full to medium
 - Updated HHH to use a giant Necro Smasher when attacking players
 - Platform game:
 - Fixed Merasmus giving instructions in the platform game
 when it gets to the final platform
 - Center tent pole now vanishes when the final platform is
 reached
 - Soccer game:
 - Added HHH, spawns 45 seconds into the match
 - Duck game:
 - Increased max score to 200

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Re: [hlds_linux] When the scream fortress update arrives...

2014-10-29 Thread Frank
+1 good idea..
Also Valve could you please for the love of God fix it so when you complete
a trade that you can click CLOSE vs having to X out of the window? I think
this has been broken for weeks now and I keep getting asked from clients
about if it's a server side issue or not when I know it isn't.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, October 29, 2014 4:44 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] When the scream fortress update arrives...

When you release the scream fortress update, can you please tell the
complete map name of the new map so we can easily configure our servers in
advance? Thanks.

-ics

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Re: [hlds_linux] When the scream fortress update arrives...

2014-10-29 Thread Ross Bemrose
Once they release the update, you could just use tail to check the last
line of cfg/mapcycle-halloween.txt to see what the new map's name is.
Assuming Valve adds it to the end of cfg/mapcycle-halloween.txt

tf2@powerlord:~/tf2/tf$ tail -n 1 cfg/mapcycle_halloween.txt
plr_hightower_event

So, it works for last year's map at least.

On Wed, Oct 29, 2014 at 4:44 PM, ics i...@ics-base.net wrote:

 When you release the scream fortress update, can you please tell the
 complete map name of the new map so we can easily configure our servers in
 advance? Thanks.

 -ics

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Re: [hlds_linux] When the scream fortress update arrives...

2014-10-29 Thread ics
Sure but i wasn't thinking only myself. I could go maps folder to check 
it out myself but there are other people who run servers who may not 
have shell access to the server itself.


-ics

Ross Bemrose kirjoitti:

Once they release the update, you could just use tail to check the last
line of cfg/mapcycle-halloween.txt to see what the new map's name is.
Assuming Valve adds it to the end of cfg/mapcycle-halloween.txt

tf2@powerlord:~/tf2/tf$ tail -n 1 cfg/mapcycle_halloween.txt
plr_hightower_event

So, it works for last year's map at least.

On Wed, Oct 29, 2014 at 4:44 PM, ics i...@ics-base.net wrote:


When you release the scream fortress update, can you please tell the
complete map name of the new map so we can easily configure our servers in
advance? Thanks.

-ics

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Re: [hlds_linux] Teleport spell causing issues on TF2 servers

2014-10-25 Thread ics
Just incase i wasn't clear enough, on lakeside and viaduct event maps, 
you can easily get out of the maps too and build sentries all over. 
Regular maps are also affected.


-ics

ics kirjoitti:

Hey

It seems that the teleport spell is awesome way to get out of the map, 
even build under it as an engineer (hello mann_manor). If the teleport 
spell would not break player_clip or clip brushes, that would be great 
but even better would be a cvar that would exclude that spell if put 
into config (like sv_noteleport_spell 1).


I really don't want to sit on a server all day myself to watch out 
these people and i don't want to turn spells off completely either, as 
it's a server killer method.


-ics

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Re: [hlds_linux] Mandatory TF2 update released

2014-10-25 Thread louloubizou
bots are not working on plr_hightower_event they stuck at spawn, only
engeeners move ...

2014-10-23 22:02 GMT+02:00 Eric Smith er...@valvesoftware.com:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2457946.

 -Eric

 -

 - Updated Halloween Spells to be tradable
 - Fixed not being able to apply Halloween Spells to cosmetic items
 - Enabled the crafting recipe for the Pile Of Curses
 - Fixed players auto-switching to the Spellbook
 - Fixed the Spell HUD overlapping with the Killstreak HUD
 - Fixed the Wheel of Fate HUD overlapping with the Killstreak HUD


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Re: [hlds_linux] Mandatory TF2 update released

2014-10-25 Thread Ilya Larin
This isnt an issue, bots are not supposed to work on hightower
25.10.2014 20:27 пользователь louloubizou louloubi...@gmail.com написал:

 bots are not working on plr_hightower_event they stuck at spawn, only
 engeeners move ...

 2014-10-23 22:02 GMT+02:00 Eric Smith er...@valvesoftware.com:

  We've released a mandatory update for TF2. The notes for the update are
  below. The new version number is 2457946.
 
  -Eric
 
  -
 
  - Updated Halloween Spells to be tradable
  - Fixed not being able to apply Halloween Spells to cosmetic items
  - Enabled the crafting recipe for the Pile Of Curses
  - Fixed players auto-switching to the Spellbook
  - Fixed the Spell HUD overlapping with the Killstreak HUD
  - Fixed the Wheel of Fate HUD overlapping with the Killstreak HUD
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2014-10-25 Thread Todd Pettit
Bots have never worked on any of the payload race maps.

On Sat, Oct 25, 2014 at 12:25 PM, louloubizou louloubi...@gmail.com wrote:

 bots are not working on plr_hightower_event they stuck at spawn, only
 engeeners move ...

 2014-10-23 22:02 GMT+02:00 Eric Smith er...@valvesoftware.com:

  We've released a mandatory update for TF2. The notes for the update are
  below. The new version number is 2457946.
 
  -Eric
 
  -
 
  - Updated Halloween Spells to be tradable
  - Fixed not being able to apply Halloween Spells to cosmetic items
  - Enabled the crafting recipe for the Pile Of Curses
  - Fixed players auto-switching to the Spellbook
  - Fixed the Spell HUD overlapping with the Killstreak HUD
  - Fixed the Wheel of Fate HUD overlapping with the Killstreak HUD
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2014-10-25 Thread Frank
Anyone else having the issue with people putting up a vote for scramble
teams on the eventmix or mix of event maps for Halloween?

I got this in my config:
sv_vote_issue_scramble_teams_allowed 0
sv_vote_issue_restart_game_allowed 0
sv_vote_issue_changelevel_allowed 0
sv_vote_issue_nextlevel_choicesmode 0
sv_vote_issue_nextlevel_allowextend 0
sv_vote_issue_nextlevel_allowed 0

I could have sworn having them at 0 prevents them from launching that.. this
is the vote that you see very large left side with F1 or F2 for selection.
It's as if this is being bypassed even though the settings are 0



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Re: [hlds_linux] Mandatory TF2 update released

2014-10-25 Thread Ross Bemrose
Have you verified in the server console / rcon that 
sv_vote_issue_scramble_teams_allowed is set to 0 and didn't have its 
setting changed by some other config file/server plugin?


Now, it's true that last week's update changed how the Valve vote menu 
works, so it's possible that something broke in it.


For example, even if it's not appearing in the menu, it may still be 
possible that callvote ScrambleTeams still works even though the cvar 
should disable it.


 I can't test it at the moment as my only remaining server currently 
has scramble votes enabled.


On 10/25/2014 8:47 PM, Frank wrote:

Anyone else having the issue with people putting up a vote for scramble
teams on the eventmix or mix of event maps for Halloween?

I got this in my config:
sv_vote_issue_scramble_teams_allowed 0
sv_vote_issue_restart_game_allowed 0
sv_vote_issue_changelevel_allowed 0
sv_vote_issue_nextlevel_choicesmode 0
sv_vote_issue_nextlevel_allowextend 0
sv_vote_issue_nextlevel_allowed 0

I could have sworn having them at 0 prevents them from launching that.. this
is the vote that you see very large left side with F1 or F2 for selection.
It's as if this is being bypassed even though the settings are 0



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

2014-10-24 Thread Emil Larsson
Well said McKay. VAC is especially useless towards a F2P game as well, a
hacker can just use throw away accounts if he is so determined. Not keeping
your items sure is a deteerent for honest players, but not so much for
people who want to cheat troll (which is what half the cheaters I see do,
they don't even try to hide it and makes it blindly obvious to annoy
players).

And is it just me, or have the mailing list discussion dropped off since
the quickplay change as well? Majority of the discussions seems to happen
in response of updates now too.

On Fri, Oct 24, 2014 at 12:47 AM, Alexander Corn mc...@doctormckay.com
wrote:

 Here's a free bump since I didn't check the list in a little while.

 The Quickplay change was the single most harmful change in the history of
 the game. Gamers are notoriously lazy and entitled. They want their game to
 start *now*, before the loading screen even goes away. They're going to
 take the path of least resistance when joining a game. That path is
 Quickplay.

 It's all but impossible to start up a new vanilla server these days. You'll
 get a player or two here and there but the bulk of the population is now
 being funneled directly to Valve servers. It's almost ironic that Valve
 made it hardest to host servers the way the game was meant to be played.

 As others have said, no Valve server was in the top 200 on Gametracker
 before the change. You might ask why community servers deserve traffic, but
 I'll ask right back why servers that people wouldn't join on their own
 deserve most traffic.

 VAC is designed to work in cooperation with a server administrator. VAC's
 delayed bans are a deterrent. That is, they attempt to prevent people from
 cheating in the first place. They're worthless for removing active
 cheaters. That's what server admins are for, but Valve's servers don't have
 any.

 Many players won't ever discover the server browser simply because the main
 menu design discourages them from clicking on the button. Eventually
 they'll bore. Bring thrown onto a random Valve server every time is the
 same way that Call of Duty works and it's pretty notorious for being a
 bland shooter. Who here thought 8 months ago that today we'd be comparing
 the TF2 experience to the CoD experience?

 You can add all kinds of game mechanics. In the end, it's the community
 that encourages players to come back. Valve servers have no community.

 We don't want Valve servers to be shut down or anything. I just ask for
 Valve to reconsider its current stance of community servers can screw off
 which was supposed to be temporary as it is.

 Then again, I should be used to the Valve definition of temporary. Go
 type sv_consistency into the console and see for yourself.
 On Oct 15, 2014 2:16 PM, Robert Paulson thepauls...@gmail.com wrote:

  I don't mind if he keep bumping the thread with these troll posts. A bump
  is a bump.
 
  Dan (needaxeo) has been trolling these mailing lists for the past 2
 years.
  He doesn't want Valve to take any action because he gave up on his own
  community and wants to see everyone else fail. He thinks no one can host
 a
  better server and we are all trying to make a profit off dirt cheap
 servers
  like he did. And he doesn't even play the game anymore so he is just here
  trolling.
 
  Here is the proof when I outed him.
 
 
 
 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75063.html
 
 
 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75067.html
 
  He keeps repeating 2 arguments that have been debunked over and over
 again.
 
  - People are not too stupid or lazy to find the server they want to play.
 
  If people weren't stupid or lazy they would never have needed to make
  official servers default, because they would have been smart enough to
 add
  valve to their tags.
 
  Even Valve knows most people are stupid or lazy which is why every Steam
  chat box says Never tell your password to anyone and the URL you have
  clicked on is not an official Steam website.
 
  - Valve servers are objectively the best.
 
  Before this quickplay change, none of the official servers were even top
  200 on Gametrackers.
 
  On Wed, Oct 15, 2014 at 10:46 AM, Frank ad...@gamerscrib.net wrote:
 
   Haven't you learned yet? Arguing with Dan on this is pointless and you
  are
   more likely to get hit by lightning than have him understand and see
 the
   facts.
  
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
   Sent: Wednesday, October 15, 2014 1:39 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months
  later
  
   Most of them are either too stupid or don't care enough to play the
 game
   long enough to explore for other things.
  
   I've talked with many new players (usually because they add me to
 sell
   stuff). A lot of them are not even

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

2014-10-24 Thread ics
 dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months

later

Most of them are either too stupid or don't care enough to play the

game

long enough to explore for other things.

I've talked with many new players (usually because they add me to

sell

stuff). A lot of them are not even aware that there's custom maps.
Simply because server browser is too hard to use/slow and there's no

such

customization on quickplay.
Even old time players prefer to use quickplay when they want to feel

good

so
they can stomp on new players seen on valve servers.

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


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


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


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

--
Dan


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

2014-10-24 Thread Erik-jan Riemers
 they want to
 play.

 If people weren't stupid or lazy they would never have needed to make
 official servers default, because they would have been smart enough to

 add

 valve to their tags.

 Even Valve knows most people are stupid or lazy which is why every Steam
 chat box says Never tell your password to anyone and the URL you have
 clicked on is not an official Steam website.

 - Valve servers are objectively the best.

 Before this quickplay change, none of the official servers were even top
 200 on Gametrackers.

 On Wed, Oct 15, 2014 at 10:46 AM, Frank ad...@gamerscrib.net wrote:

  Haven't you learned yet? Arguing with Dan on this is pointless and you

 are

 more likely to get hit by lightning than have him understand and see

 the

 facts.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Wednesday, October 15, 2014 1:39 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months

 later

 Most of them are either too stupid or don't care enough to play the

 game

 long enough to explore for other things.

 I've talked with many new players (usually because they add me to

 sell

 stuff). A lot of them are not even aware that there's custom maps.
 Simply because server browser is too hard to use/slow and there's no

 such

 customization on quickplay.
 Even old time players prefer to use quickplay when they want to feel

 good

 so
 they can stomp on new players seen on valve servers.

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

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

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

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

 --
 Dan


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

2014-10-24 Thread D3vilfish
I had presumed it had just been the impact of BF, COD etc and console
conversions that people weren't playing on community servers as much, as ICS
and others the drop of players makes it harder to offer a gaming community.
Maybe we should all just convert to online casino's for the $
I thought clients didn't care about communities anymore but it would appear
tobe Valve.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: 24 October 2014 09:09
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

After the quickplay change, my 4x24 servers turned from full to 1 full a
day, excluding the halloween. Just because that extra quickplay traffic was
cut off, that filled the rest of the empty slots. All i wanted was to offer
place to play on but it looks like i'm losing most of my interest after 9
years to continue doing this.

But it seems it's pointless to fight against the windmill to keep this
conversation up.

-ics

Emil Larsson kirjoitti:
 Well said McKay. VAC is especially useless towards a F2P game as well, 
 a hacker can just use throw away accounts if he is so determined. Not 
 keeping your items sure is a deteerent for honest players, but not so 
 much for people who want to cheat troll (which is what half the 
 cheaters I see do, they don't even try to hide it and makes it blindly 
 obvious to annoy players).

 And is it just me, or have the mailing list discussion dropped off 
 since the quickplay change as well? Majority of the discussions seems 
 to happen in response of updates now too.

 On Fri, Oct 24, 2014 at 12:47 AM, Alexander Corn 
 mc...@doctormckay.com
 wrote:

 Here's a free bump since I didn't check the list in a little while.

 The Quickplay change was the single most harmful change in the 
 history of the game. Gamers are notoriously lazy and entitled. They 
 want their game to start *now*, before the loading screen even goes 
 away. They're going to take the path of least resistance when joining 
 a game. That path is Quickplay.

 It's all but impossible to start up a new vanilla server these days. 
 You'll get a player or two here and there but the bulk of the 
 population is now being funneled directly to Valve servers. It's 
 almost ironic that Valve made it hardest to host servers the way the game
was meant to be played.

 As others have said, no Valve server was in the top 200 on 
 Gametracker before the change. You might ask why community servers 
 deserve traffic, but I'll ask right back why servers that people 
 wouldn't join on their own deserve most traffic.

 VAC is designed to work in cooperation with a server administrator. 
 VAC's delayed bans are a deterrent. That is, they attempt to prevent 
 people from cheating in the first place. They're worthless for 
 removing active cheaters. That's what server admins are for, but 
 Valve's servers don't have any.

 Many players won't ever discover the server browser simply because 
 the main menu design discourages them from clicking on the button. 
 Eventually they'll bore. Bring thrown onto a random Valve server 
 every time is the same way that Call of Duty works and it's pretty 
 notorious for being a bland shooter. Who here thought 8 months ago 
 that today we'd be comparing the TF2 experience to the CoD experience?

 You can add all kinds of game mechanics. In the end, it's the 
 community that encourages players to come back. Valve servers have no
community.

 We don't want Valve servers to be shut down or anything. I just ask 
 for Valve to reconsider its current stance of community servers can
screw off
 which was supposed to be temporary as it is.

 Then again, I should be used to the Valve definition of temporary. 
 Go type sv_consistency into the console and see for yourself.
 On Oct 15, 2014 2:16 PM, Robert Paulson thepauls...@gmail.com wrote:

 I don't mind if he keep bumping the thread with these troll posts. A 
 bump is a bump.

 Dan (needaxeo) has been trolling these mailing lists for the past 2
 years.
 He doesn't want Valve to take any action because he gave up on his 
 own community and wants to see everyone else fail. He thinks no one 
 can host
 a
 better server and we are all trying to make a profit off dirt cheap
 servers
 like he did. And he doesn't even play the game anymore so he is just 
 here trolling.

 Here is the proof when I outed him.



 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg750
 63.html

 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg750
 67.html
 He keeps repeating 2 arguments that have been debunked over and over
 again.
 - People are not too stupid or lazy to find the server they want to
play.

 If people weren't stupid or lazy they would never have needed to 
 make official servers default, because they would have been smart 
 enough to
 add
 valve to their tags.

 Even

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

2014-10-24 Thread Stefan `Sec` Zehl
Hi,

On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
 The Quickplay change was the single most harmful change in the history of
 the game. Gamers are notoriously lazy and entitled. They want their game to
 start *now*, before the loading screen even goes away. They're going to
 take the path of least resistance when joining a game. That path is
 Quickplay.

I know this is going to be the unpopular opinion here, but I personally
like that change. I can not count the number of times I just wanted to
play now and got thrown onto pay-to-win, advertisement-full servers
that required me to watch stuff for x seconds, or even wouldn't let me
connect unless I enabled HTML motds, or bot-filled servers with noone
else on them.

All these annoyments are gone now. If I feel in the mood for a quick
game, I get a quick game without any bullshit.

So I for one do like that change.

CU,
Sec
-- 
Life is pleasant. Death is peaceful. It's the transition that's
troublesome. - Isaac Asimov

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

2014-10-24 Thread Erik-jan Riemers
They cannot run ads anymore, if they fake with bots it should not work
either. Either way they changed it so much that it should be ok
experience and then they removed community all together. If they wanted
more vanilla experience they should have worked more on removing those bad
servers. I don't run ads on our server, tried it once but didn't like it.
We don't rely on ads to make a living where as some people use ads purely
to make money.

And yes even i DO like the quickplay button but i rather want to join an
active community server that obeys the rules rather then joining yet
another pub bash.

2014-10-24 11:41 GMT+02:00 Stefan `Sec` Zehl s...@42.org:

 Hi,

 On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
  The Quickplay change was the single most harmful change in the history of
  the game. Gamers are notoriously lazy and entitled. They want their game
 to
  start *now*, before the loading screen even goes away. They're going to
  take the path of least resistance when joining a game. That path is
  Quickplay.

 I know this is going to be the unpopular opinion here, but I personally
 like that change. I can not count the number of times I just wanted to
 play now and got thrown onto pay-to-win, advertisement-full servers
 that required me to watch stuff for x seconds, or even wouldn't let me
 connect unless I enabled HTML motds, or bot-filled servers with noone
 else on them.

 All these annoyments are gone now. If I feel in the mood for a quick
 game, I get a quick game without any bullshit.

 So I for one do like that change.

 CU,
 Sec
 --
 Life is pleasant. Death is peaceful. It's the transition that's
 troublesome. - Isaac Asimov

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

2014-10-24 Thread Emil Larsson
I don't think people have a problem with that it's possible to select Valve
servers in quickplay, but rather that Valve servers is selected by default.
By default it should be any server really, and then people can customize
that if they want to prefer valve of community servers.

They also disabled the HTML motd if you joined through quickplay to combat
the ad-ridden servers, so that point is moot anyway.

On Fri, Oct 24, 2014 at 11:41 AM, Stefan `Sec` Zehl s...@42.org wrote:

 Hi,

 On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
  The Quickplay change was the single most harmful change in the history of
  the game. Gamers are notoriously lazy and entitled. They want their game
 to
  start *now*, before the loading screen even goes away. They're going to
  take the path of least resistance when joining a game. That path is
  Quickplay.

 I know this is going to be the unpopular opinion here, but I personally
 like that change. I can not count the number of times I just wanted to
 play now and got thrown onto pay-to-win, advertisement-full servers
 that required me to watch stuff for x seconds, or even wouldn't let me
 connect unless I enabled HTML motds, or bot-filled servers with noone
 else on them.

 All these annoyments are gone now. If I feel in the mood for a quick
 game, I get a quick game without any bullshit.

 So I for one do like that change.

 CU,
 Sec
 --
 Life is pleasant. Death is peaceful. It's the transition that's
 troublesome. - Isaac Asimov

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

2014-10-24 Thread Alexander Corn
Thank you for proving my path of least resistance point. You could always
(and still can) just open the server browser and type valve in the tags
box.
On Oct 24, 2014 5:42 AM, Stefan `Sec` Zehl s...@42.org wrote:

 Hi,

 On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
  The Quickplay change was the single most harmful change in the history of
  the game. Gamers are notoriously lazy and entitled. They want their game
 to
  start *now*, before the loading screen even goes away. They're going to
  take the path of least resistance when joining a game. That path is
  Quickplay.

 I know this is going to be the unpopular opinion here, but I personally
 like that change. I can not count the number of times I just wanted to
 play now and got thrown onto pay-to-win, advertisement-full servers
 that required me to watch stuff for x seconds, or even wouldn't let me
 connect unless I enabled HTML motds, or bot-filled servers with noone
 else on them.

 All these annoyments are gone now. If I feel in the mood for a quick
 game, I get a quick game without any bullshit.

 So I for one do like that change.

 CU,
 Sec
 --
 Life is pleasant. Death is peaceful. It's the transition that's
 troublesome. - Isaac Asimov

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

2014-10-24 Thread Stefan `Sec` Zehl
Hi,

On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
 I don't think people have a problem with that it's possible to select Valve
 servers in quickplay, but rather that Valve servers is selected by default.
 By default it should be any server really, and then people can customize
 that if they want to prefer valve of community servers.

I disagree. People who don't change settings and land on a bad server
will assume that Valve messed up. So it makes sense to put those players
on default servers.

Look, it's server owners who didn't play by the rules who created this
problem. Valve fixed it in the way they could do it without eating up
way more timepeople resources. I like the situation now way better than
before, where I had to keep blacklists to even be able to play sanely.

 They also disabled the HTML motd if you joined through quickplay to combat
 the ad-ridden servers, so that point is moot anyway.

This is also missing the point. Even while playing I can get several
annoying messages all over my screen (yes, they are text only, but no
less annoying) bothering me to pay for this oh-so-great server. This is
nothing anyone wants to see who hits quickplay.

CU,
Sec
-- 
stop reading here

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

2014-10-24 Thread Erik-jan Riemers
Text bothers you? Go play on a valve server now with kids screaming in the
mic  spamming the text chat with can i have a free hat or whatever. I
cant really see the difference. (and on our servers we didn't spam that
either)

Sounds to me you really got bad at finding a nice server, the thing with a
community is that once you find a server YOU like you can favorite it and
keep playing there. That is what server owners lost. Granted if you click
on quickplay it was more chatroulette.. you first have to go trough waves
of ** before you find something nice. But then you can stick to it.

Chances are slim that valve will change the policy, but (we) the community
that had legit servers with a proper valve experience just got screwed by
it.

I would not mind going to some kind of registration process to be able to
host a valve approved server. That way quickplay is still fine, but why
would they?

Enough said for now though, we all know the outcome sadly.

2014-10-24 13:14 GMT+02:00 Stefan `Sec` Zehl s...@42.org:

 Hi,

 On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
  I don't think people have a problem with that it's possible to select
 Valve
  servers in quickplay, but rather that Valve servers is selected by
 default.
  By default it should be any server really, and then people can
 customize
  that if they want to prefer valve of community servers.

 I disagree. People who don't change settings and land on a bad server
 will assume that Valve messed up. So it makes sense to put those players
 on default servers.

 Look, it's server owners who didn't play by the rules who created this
 problem. Valve fixed it in the way they could do it without eating up
 way more timepeople resources. I like the situation now way better than
 before, where I had to keep blacklists to even be able to play sanely.

  They also disabled the HTML motd if you joined through quickplay to
 combat
  the ad-ridden servers, so that point is moot anyway.

 This is also missing the point. Even while playing I can get several
 annoying messages all over my screen (yes, they are text only, but no
 less annoying) bothering me to pay for this oh-so-great server. This is
 nothing anyone wants to see who hits quickplay.

 CU,
 Sec
 --
 stop reading here

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

2014-10-24 Thread ics
I understand your point but i for example, didn't run any advertisements 
of any kind or pay-to-win crap. What Emil said is the thing that bothers 
me - Valve servers are selected by default as number #1 setting and that 
has been a kick into the head for the rest of us who have been around 
years and offering servers, _playing by the rules_. You could still tick 
to that extra square there to search only Valve servers.


I and my freinds have been playing on some Valve servers as a 
comparison. You want the people to yell and food the chat? Play music 
over microphone? Play with someone who cheats? Yeah thats the real fun 
of it. The skill level vs the one for example on the servers i run is 
lower, i end up being highest on scoreboard and only a mid place on my 
own servers. Yes - random crits are enabled on both.


-ics

Stefan `Sec` Zehl kirjoitti:

Hi,

On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:

The Quickplay change was the single most harmful change in the history of
the game. Gamers are notoriously lazy and entitled. They want their game to
start *now*, before the loading screen even goes away. They're going to
take the path of least resistance when joining a game. That path is
Quickplay.

I know this is going to be the unpopular opinion here, but I personally
like that change. I can not count the number of times I just wanted to
play now and got thrown onto pay-to-win, advertisement-full servers
that required me to watch stuff for x seconds, or even wouldn't let me
connect unless I enabled HTML motds, or bot-filled servers with noone
else on them.

All these annoyments are gone now. If I feel in the mood for a quick
game, I get a quick game without any bullshit.

So I for one do like that change.

CU,
 Sec



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Re: [hlds_linux] Anyone running OP4?

2014-10-24 Thread Kyle Sanderson
There was something with the old steamclient being horribly unstable,
CS:S used to be the same way (maybe it's this?)... Do you have any
idea what's actually causing the crash? Try attaching or launching
with gdb and grab a backtrace.

Kyle.

On Thu, Oct 23, 2014 at 11:53 AM, Ook ooksser...@zootal.com wrote:
 Server .



 On 10/23/2014 11:47 AM, Weasels Lair wrote:

 You talking about Op4 server? or client?

 On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:

 Is anyone here running OP4? If so, what distro and kernel version are you
 using?

 I was running it on a 2.6.x kernel on a socket A board before valve
 enabled SSE2, thereby rendering four of my boxes useless. But it was rock
 solid back then.

 Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
 multilib cause hlds afaik is only 32 bit (is there a 64 bit version
 available?). 4 out of 5 times, hlds will segfault when I start it. 1 out
 of
 5 times it starts, and once it starts without segfaulting, it will run
 for
 for many hours before the inevitable crash.

 I'm not sure what causes this, but I do know it's not the 64 bit os with
 multilib, because the 32 bit version of the same distro does the same
 thing.

 Is anyone running OP4, and if so how stable is it? And how do you handle
 restarting after crashes?

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Re: [hlds_linux] Anyone running OP4?

2014-10-24 Thread Ook
A few years ago, I wrote a program that would write a single map to 
mapcycle.txt, start the server, let it run a bit, terminate the server, 
and examine the logs to see if it crashed. This was an automatic 
process, and I did it to see which of my maps would crash the server. I 
have over 2500 maps, and I wanted to get rid of the bad ones. This 
worked great, by the way, and I found a LOT of maps that would crash the 
server for no obvious reason. There is something you can do to a map 
that is probably legitimate, but crashes the server, but I've never been 
able to find out what triggered it. It doesn't seem to be a memory leak, 
I suspect a bad pointer in a branch of code that rarely gets executed 
that segfaults the server.


A few years ago we went through this, and the response from Valve was 
we are not setup up to build OP4 server binaries so it basically sucks 
to be you because we aren't going to do anything about it.


I would be more than happy to grab a backtrace if I though something 
would actually be done with it. Or better yet open up the source so we 
can fix it ourselves :-)



On 10/24/2014 06:48 AM, Kyle Sanderson wrote:

There was something with the old steamclient being horribly unstable,
CS:S used to be the same way (maybe it's this?)... Do you have any
idea what's actually causing the crash? Try attaching or launching
with gdb and grab a backtrace.

Kyle.

On Thu, Oct 23, 2014 at 11:53 AM, Ook ooksser...@zootal.com wrote:

Server .



On 10/23/2014 11:47 AM, Weasels Lair wrote:

You talking about Op4 server? or client?

On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:


Is anyone here running OP4? If so, what distro and kernel version are you
using?

I was running it on a 2.6.x kernel on a socket A board before valve
enabled SSE2, thereby rendering four of my boxes useless. But it was rock
solid back then.

Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
multilib cause hlds afaik is only 32 bit (is there a 64 bit version
available?). 4 out of 5 times, hlds will segfault when I start it. 1 out
of
5 times it starts, and once it starts without segfaulting, it will run
for
for many hours before the inevitable crash.

I'm not sure what causes this, but I do know it's not the 64 bit os with
multilib, because the 32 bit version of the same distro does the same
thing.

Is anyone running OP4, and if so how stable is it? And how do you handle
restarting after crashes?

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Re: [hlds_linux] Anyone running OP4?

2014-10-24 Thread Ook
The thought just occurred to me that a year or so ago, Valve actually 
did rebuild hlds because they enabled SSE2 (which none of my four socket 
A based servers supported - Athlon 32 bit = no SSE2). This resulted in 
my having four worthless computers sitting on the floor because up to 
that point I used them to run hlds servers. I'm still annoyed over that 
stunt.


If Valve were to open up the source for hlds/op4 I would be ecstatic, as 
I could build it without SSE2, and maybe invest some time in finding out 
why it crashes like it does. The startup crash is especially annoying, 
and very weird because it only happens 80% of the time. One out of five 
times it survives a startup and runs.



On 10/24/2014 06:48 AM, Kyle Sanderson wrote:

There was something with the old steamclient being horribly unstable,
CS:S used to be the same way (maybe it's this?)... Do you have any
idea what's actually causing the crash? Try attaching or launching
with gdb and grab a backtrace.

Kyle.

On Thu, Oct 23, 2014 at 11:53 AM, Ook ooksser...@zootal.com wrote:

Server .



On 10/23/2014 11:47 AM, Weasels Lair wrote:

You talking about Op4 server? or client?

On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:


Is anyone here running OP4? If so, what distro and kernel version are you
using?

I was running it on a 2.6.x kernel on a socket A board before valve
enabled SSE2, thereby rendering four of my boxes useless. But it was rock
solid back then.

Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
multilib cause hlds afaik is only 32 bit (is there a 64 bit version
available?). 4 out of 5 times, hlds will segfault when I start it. 1 out
of
5 times it starts, and once it starts without segfaulting, it will run
for
for many hours before the inevitable crash.

I'm not sure what causes this, but I do know it's not the 64 bit os with
multilib, because the 32 bit version of the same distro does the same
thing.

Is anyone running OP4, and if so how stable is it? And how do you handle
restarting after crashes?

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

2014-10-24 Thread Alexander Corn
This could be easily solved by simply enabling the box by default for a
player's first 5 hours or so of playtime, then unchecking it (or presenting
them with a dialog prompting them to disable it to check out the community
aspect of TF2, which they could decline).

McKay

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan `Sec`
Zehl
Sent: Friday, October 24, 2014 7:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

Hi,

On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
 I don't think people have a problem with that it's possible to select 
 Valve servers in quickplay, but rather that Valve servers is selected by
default.
 By default it should be any server really, and then people can 
 customize that if they want to prefer valve of community servers.

I disagree. People who don't change settings and land on a bad server will
assume that Valve messed up. So it makes sense to put those players on
default servers.

Look, it's server owners who didn't play by the rules who created this
problem. Valve fixed it in the way they could do it without eating up way
more timepeople resources. I like the situation now way better than before,
where I had to keep blacklists to even be able to play sanely.

 They also disabled the HTML motd if you joined through quickplay to 
 combat the ad-ridden servers, so that point is moot anyway.

This is also missing the point. Even while playing I can get several
annoying messages all over my screen (yes, they are text only, but no less
annoying) bothering me to pay for this oh-so-great server. This is nothing
anyone wants to see who hits quickplay.

CU,
Sec
--
stop reading here

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

2014-10-24 Thread Frank
Perfect suggestion here +1 from me

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alexander
Corn
Sent: Friday, October 24, 2014 2:38 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

This could be easily solved by simply enabling the box by default for a
player's first 5 hours or so of playtime, then unchecking it (or presenting
them with a dialog prompting them to disable it to check out the community
aspect of TF2, which they could decline).

McKay

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan `Sec`
Zehl
Sent: Friday, October 24, 2014 7:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

Hi,

On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
 I don't think people have a problem with that it's possible to select 
 Valve servers in quickplay, but rather that Valve servers is selected 
 by
default.
 By default it should be any server really, and then people can 
 customize that if they want to prefer valve of community servers.

I disagree. People who don't change settings and land on a bad server will
assume that Valve messed up. So it makes sense to put those players on
default servers.

Look, it's server owners who didn't play by the rules who created this
problem. Valve fixed it in the way they could do it without eating up way
more timepeople resources. I like the situation now way better than before,
where I had to keep blacklists to even be able to play sanely.

 They also disabled the HTML motd if you joined through quickplay to 
 combat the ad-ridden servers, so that point is moot anyway.

This is also missing the point. Even while playing I can get several
annoying messages all over my screen (yes, they are text only, but no less
annoying) bothering me to pay for this oh-so-great server. This is nothing
anyone wants to see who hits quickplay.

CU,
Sec
--
stop reading here

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

2014-10-24 Thread Paul
Excellent suggestion. I think I've already seen something like it suggested
in the past though, maybe I'm wrong, but if I'm right then Valve ignored
that :(, hopefully I'm wrong there.

On 24 October 2014 20:25, Frank ad...@gamerscrib.net wrote:

 Perfect suggestion here +1 from me

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alexander
 Corn
 Sent: Friday, October 24, 2014 2:38 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

 This could be easily solved by simply enabling the box by default for a
 player's first 5 hours or so of playtime, then unchecking it (or presenting
 them with a dialog prompting them to disable it to check out the community
 aspect of TF2, which they could decline).

 McKay

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan
 `Sec`
 Zehl
 Sent: Friday, October 24, 2014 7:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

 Hi,

 On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
  I don't think people have a problem with that it's possible to select
  Valve servers in quickplay, but rather that Valve servers is selected
  by
 default.
  By default it should be any server really, and then people can
  customize that if they want to prefer valve of community servers.

 I disagree. People who don't change settings and land on a bad server will
 assume that Valve messed up. So it makes sense to put those players on
 default servers.

 Look, it's server owners who didn't play by the rules who created this
 problem. Valve fixed it in the way they could do it without eating up way
 more timepeople resources. I like the situation now way better than
 before,
 where I had to keep blacklists to even be able to play sanely.

  They also disabled the HTML motd if you joined through quickplay to
  combat the ad-ridden servers, so that point is moot anyway.

 This is also missing the point. Even while playing I can get several
 annoying messages all over my screen (yes, they are text only, but no less
 annoying) bothering me to pay for this oh-so-great server. This is nothing
 anyone wants to see who hits quickplay.

 CU,
 Sec
 --
 stop reading here

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

2014-10-24 Thread Robert Paulson
I suggested automatically unchecking the box after a few hours several
months ago.

The suggestion for a popup box telling people to uncheck the box will not
work. Players are just going to be lazy and click ok without reading it. It
will be the same problem we have now.

On Fri, Oct 24, 2014 at 12:54 PM, Paul ubyu@gmail.com wrote:

 Excellent suggestion. I think I've already seen something like it suggested
 in the past though, maybe I'm wrong, but if I'm right then Valve ignored
 that :(, hopefully I'm wrong there.

 On 24 October 2014 20:25, Frank ad...@gamerscrib.net wrote:

  Perfect suggestion here +1 from me
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Alexander
  Corn
  Sent: Friday, October 24, 2014 2:38 PM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months
 later
 
  This could be easily solved by simply enabling the box by default for a
  player's first 5 hours or so of playtime, then unchecking it (or
 presenting
  them with a dialog prompting them to disable it to check out the
 community
  aspect of TF2, which they could decline).
 
  McKay
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan
  `Sec`
  Zehl
  Sent: Friday, October 24, 2014 7:15 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months
 later
 
  Hi,
 
  On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote:
   I don't think people have a problem with that it's possible to select
   Valve servers in quickplay, but rather that Valve servers is selected
   by
  default.
   By default it should be any server really, and then people can
   customize that if they want to prefer valve of community servers.
 
  I disagree. People who don't change settings and land on a bad server
 will
  assume that Valve messed up. So it makes sense to put those players on
  default servers.
 
  Look, it's server owners who didn't play by the rules who created this
  problem. Valve fixed it in the way they could do it without eating up way
  more timepeople resources. I like the situation now way better than
  before,
  where I had to keep blacklists to even be able to play sanely.
 
   They also disabled the HTML motd if you joined through quickplay to
   combat the ad-ridden servers, so that point is moot anyway.
 
  This is also missing the point. Even while playing I can get several
  annoying messages all over my screen (yes, they are text only, but no
 less
  annoying) bothering me to pay for this oh-so-great server. This is
 nothing
  anyone wants to see who hits quickplay.
 
  CU,
  Sec
  --
  stop reading here
 
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  please visit:
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Re: [hlds_linux] Mandatory TF2 update released

2014-10-23 Thread Frank
Ok I see this over on teamfortress.com... 

Luckily, you can now play previous years' Halloween spectaculars to get
your shock tolerance up in advance of the update. Simply boot up the game,
hop into multiplayer and quickplay any of our past five Scream Fortress
updates. If you've missed out on previous Team Fortress Halloweens, or are
new to TF2 in general, this is a perfect time to catch up.

You direct people to Quickplay yet again this defaults directly to Valve
servers first! How about - Hop into multiplayer and search the server
browser instead? 
Also while on the subject is there a particular reason why I have players
screaming at me about drop rates for spells and such? I go to check on a few
of my servers last night to only get slammed by why gifts aren't dropping as
they used to and if there was something broken with the servers.




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, October 22, 2014 1:58 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2455651.

-Eric

-

- Scream Fortress Classic begins!
- In preparation for Scream Fortress 2014 we've enabled all previous
Halloween events
- Fixed The Larval Lid not using the correct Blue team material

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Re: [hlds_linux] Mandatory TF2 update released

2014-10-23 Thread The Wave
I went through similar complaints on the gift drop rates last night. 
Hearsay indicates they now drop about 3 hours apart instead of last 
years ~50min. Maybe (hopefully) they slowed it down just for Scream 
Fortress Classic?


On 10/23/2014 9:45 AM, Frank wrote:

Ok I see this over on teamfortress.com...

Luckily, you can now play previous years' Halloween spectaculars to get
your shock tolerance up in advance of the update. Simply boot up the game,
hop into multiplayer and quickplay any of our past five Scream Fortress
updates. If you've missed out on previous Team Fortress Halloweens, or are
new to TF2 in general, this is a perfect time to catch up.

You direct people to Quickplay yet again this defaults directly to Valve
servers first! How about - Hop into multiplayer and search the server
browser instead?
Also while on the subject is there a particular reason why I have players
screaming at me about drop rates for spells and such? I go to check on a few
of my servers last night to only get slammed by why gifts aren't dropping as
they used to and if there was something broken with the servers.




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, October 22, 2014 1:58 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2455651.

-Eric

-

- Scream Fortress Classic begins!
- In preparation for Scream Fortress 2014 we've enabled all previous
Halloween events
- Fixed The Larval Lid not using the correct Blue team material

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--
Sent from your mom's iPad


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Re: [hlds_linux] Mandatory TF2 update released

2014-10-23 Thread epi


On 10/23/2014 10:45 AM, Frank wrote:
 Ok I see this over on teamfortress.com... 
 
 Luckily, you can now play previous years' Halloween spectaculars to get
 your shock tolerance up in advance of the update. Simply boot up the game,
 hop into multiplayer and quickplay any of our past five Scream Fortress
 updates. If you've missed out on previous Team Fortress Halloweens, or are
 new to TF2 in general, this is a perfect time to catch up.
 
 You direct people to Quickplay yet again this defaults directly to Valve
 servers first! How about - Hop into multiplayer and search the server
 browser instead?

Valve is promoting their own system in their own game? The *nerve.*

 Also while on the subject is there a particular reason why I have players
 screaming at me about drop rates for spells and such? I go to check on a few
 of my servers last night to only get slammed by why gifts aren't dropping as
 they used to and if there was something broken with the servers.

Yeah, this is not just you. I have not gotten a second gift after
playing more than an hour after the first one dropped. I imagine it has
just been slowed down until this year's event starts.

 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Wednesday, October 22, 2014 1:58 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released
 
 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2455651.
 
 -Eric
 
 -
 
 - Scream Fortress Classic begins!
   - In preparation for Scream Fortress 2014 we've enabled all previous
 Halloween events
 - Fixed The Larval Lid not using the correct Blue team material
 
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Re: [hlds_linux] Anyone running OP4?

2014-10-23 Thread Weasels Lair
You talking about Op4 server? or client?

On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:

 Is anyone here running OP4? If so, what distro and kernel version are you
 using?

 I was running it on a 2.6.x kernel on a socket A board before valve
 enabled SSE2, thereby rendering four of my boxes useless. But it was rock
 solid back then.

 Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
 multilib cause hlds afaik is only 32 bit (is there a 64 bit version
 available?). 4 out of 5 times, hlds will segfault when I start it. 1 out of
 5 times it starts, and once it starts without segfaulting, it will run for
 for many hours before the inevitable crash.

 I'm not sure what causes this, but I do know it's not the 64 bit os with
 multilib, because the 32 bit version of the same distro does the same thing.

 Is anyone running OP4, and if so how stable is it? And how do you handle
 restarting after crashes?

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Re: [hlds_linux] Anyone running OP4?

2014-10-23 Thread Ook

Server .


On 10/23/2014 11:47 AM, Weasels Lair wrote:

You talking about Op4 server? or client?

On Thu, Oct 23, 2014 at 11:30 AM, Ook ooksser...@zootal.com wrote:


Is anyone here running OP4? If so, what distro and kernel version are you
using?

I was running it on a 2.6.x kernel on a socket A board before valve
enabled SSE2, thereby rendering four of my boxes useless. But it was rock
solid back then.

Today I'm running it on Slackware 14.1 64 bit with 3.10.17 kernel and
multilib cause hlds afaik is only 32 bit (is there a 64 bit version
available?). 4 out of 5 times, hlds will segfault when I start it. 1 out of
5 times it starts, and once it starts without segfaulting, it will run for
for many hours before the inevitable crash.

I'm not sure what causes this, but I do know it's not the 64 bit os with
multilib, because the 32 bit version of the same distro does the same thing.

Is anyone running OP4, and if so how stable is it? And how do you handle
restarting after crashes?

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Re: [hlds_linux] Mandatory TF2 update released

2014-10-23 Thread bhallowitz .
Drop rates seem to be just over 3 hours right now from my testing.
Thankfully it appears that the 3 hour countdown still ticks while offline
and on non-event maps.

On Thu, Oct 23, 2014 at 7:53 AM, epi ow...@tf.heybey.org wrote:



 On 10/23/2014 10:45 AM, Frank wrote:
  Ok I see this over on teamfortress.com...
 
  Luckily, you can now play previous years' Halloween spectaculars to get
  your shock tolerance up in advance of the update. Simply boot up the
 game,
  hop into multiplayer and quickplay any of our past five Scream Fortress
  updates. If you've missed out on previous Team Fortress Halloweens, or
 are
  new to TF2 in general, this is a perfect time to catch up.
 
  You direct people to Quickplay yet again this defaults directly to Valve
  servers first! How about - Hop into multiplayer and search the server
  browser instead?

 Valve is promoting their own system in their own game? The *nerve.*

  Also while on the subject is there a particular reason why I have players
  screaming at me about drop rates for spells and such? I go to check on a
 few
  of my servers last night to only get slammed by why gifts aren't
 dropping as
  they used to and if there was something broken with the servers.

 Yeah, this is not just you. I have not gotten a second gift after
 playing more than an hour after the first one dropped. I imagine it has
 just been slowed down until this year's event starts.

 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric
 Smith
  Sent: Wednesday, October 22, 2014 1:58 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
  server mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds_linux] Mandatory TF2 update released
 
  We've released a mandatory update for TF2. The notes for the update are
  below. The new version number is 2455651.
 
  -Eric
 
  -
 
  - Scream Fortress Classic begins!
- In preparation for Scream Fortress 2014 we've enabled all
 previous
  Halloween events
  - Fixed The Larval Lid not using the correct Blue team material
 
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming

2014-10-23 Thread Weasels Lair
Disabling my automatic updates until I see the aftermath of this.

On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling jordanoll...@gmail.com
wrote:

 I want to know whoever voices any new characters we might be hearing, and
 perhaps also if Nolan North voiced the HHH/Eyelander.

 On Thu, Oct 23, 2014 at 12:42 PM, Azarus X azar...@gmail.com wrote:

 Halloween update right?

 On 23 October 2014 21:37, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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

2014-10-23 Thread Alexander Corn
Here's a free bump since I didn't check the list in a little while.

The Quickplay change was the single most harmful change in the history of
the game. Gamers are notoriously lazy and entitled. They want their game to
start *now*, before the loading screen even goes away. They're going to
take the path of least resistance when joining a game. That path is
Quickplay.

It's all but impossible to start up a new vanilla server these days. You'll
get a player or two here and there but the bulk of the population is now
being funneled directly to Valve servers. It's almost ironic that Valve
made it hardest to host servers the way the game was meant to be played.

As others have said, no Valve server was in the top 200 on Gametracker
before the change. You might ask why community servers deserve traffic, but
I'll ask right back why servers that people wouldn't join on their own
deserve most traffic.

VAC is designed to work in cooperation with a server administrator. VAC's
delayed bans are a deterrent. That is, they attempt to prevent people from
cheating in the first place. They're worthless for removing active
cheaters. That's what server admins are for, but Valve's servers don't have
any.

Many players won't ever discover the server browser simply because the main
menu design discourages them from clicking on the button. Eventually
they'll bore. Bring thrown onto a random Valve server every time is the
same way that Call of Duty works and it's pretty notorious for being a
bland shooter. Who here thought 8 months ago that today we'd be comparing
the TF2 experience to the CoD experience?

You can add all kinds of game mechanics. In the end, it's the community
that encourages players to come back. Valve servers have no community.

We don't want Valve servers to be shut down or anything. I just ask for
Valve to reconsider its current stance of community servers can screw off
which was supposed to be temporary as it is.

Then again, I should be used to the Valve definition of temporary. Go
type sv_consistency into the console and see for yourself.
On Oct 15, 2014 2:16 PM, Robert Paulson thepauls...@gmail.com wrote:

 I don't mind if he keep bumping the thread with these troll posts. A bump
 is a bump.

 Dan (needaxeo) has been trolling these mailing lists for the past 2 years.
 He doesn't want Valve to take any action because he gave up on his own
 community and wants to see everyone else fail. He thinks no one can host a
 better server and we are all trying to make a profit off dirt cheap servers
 like he did. And he doesn't even play the game anymore so he is just here
 trolling.

 Here is the proof when I outed him.


 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75063.html

 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75067.html

 He keeps repeating 2 arguments that have been debunked over and over again.

 - People are not too stupid or lazy to find the server they want to play.

 If people weren't stupid or lazy they would never have needed to make
 official servers default, because they would have been smart enough to add
 valve to their tags.

 Even Valve knows most people are stupid or lazy which is why every Steam
 chat box says Never tell your password to anyone and the URL you have
 clicked on is not an official Steam website.

 - Valve servers are objectively the best.

 Before this quickplay change, none of the official servers were even top
 200 on Gametrackers.

 On Wed, Oct 15, 2014 at 10:46 AM, Frank ad...@gamerscrib.net wrote:

  Haven't you learned yet? Arguing with Dan on this is pointless and you
 are
  more likely to get hit by lightning than have him understand and see the
  facts.
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
  Sent: Wednesday, October 15, 2014 1:39 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months
 later
 
  Most of them are either too stupid or don't care enough to play the game
  long enough to explore for other things.
 
  I've talked with many new players (usually because they add me to sell
  stuff). A lot of them are not even aware that there's custom maps.
  Simply because server browser is too hard to use/slow and there's no such
  customization on quickplay.
  Even old time players prefer to use quickplay when they want to feel good
  so
  they can stomp on new players seen on valve servers.
 
  On Wed, Oct 15, 2014 at 1:30 PM, dan needa...@ntlworld.com wrote:
 
   On 14/10/2014 15:39, Matthias InstantMuffin Kollek wrote:
  
   I think it's about effectively distributing more diversity to make a
   game less blunt and show to players (new ones and old ones alike)
   that there's more to the game than meets the current quickplay-eye.
  
  
   That just boils down to another players are too dumb to find and
   connect to the server they want

Re: [hlds_linux] R: re Mandatory TF2 update released

2014-10-22 Thread Weasels Lair
Uh... there are hosties in TF2 now? sweet!

On Wed, Oct 22, 2014 at 12:00 PM, Nicola scavabu...@tin.it wrote:

 aboom! killed Hostage with pistol_scout. (crit)
 Disconnect: An issue with your computer is blocking the VAC system.
 You cannot play on secure servers..
 Disconnect: An issue with your computer is blocking the VAC system.
 You cannot play on secure servers.

 how fix this :(

 after the update i can't join any servers :|

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Re: [hlds_linux] Use an specific IP for Steam Connection to avoid hackers from disconnecting items

2014-10-22 Thread Ryan Kistner
The behavior you described about IP binding is correct: Steam will 
always use the IP bound to the Steam socket as the public IP 
regardless of the IP that the game server is bound to.


I'm not familiar with any sort of UDP spoofing attack either disguised 
as the gameserver or Steam. I would assume such an attack would require 
you know the client port number, connection ids of one endpoint, and a 
sequence number inside the window. If you have any packet captures of 
the attack that would be helpful to know.


I would suggest using TCP to prevent such an attack, but the TCP 
connection is disabled in server builds because of the public IP 
problem you mentioned (because the TCP connection will not bind to the 
game server IP).


If the client port is the same as the game port (I think there's a 
socket sharing cvar somewhere?) that might explain part of the 
effectiveness of the spoof attack, in which case I would investigate 
whether -steamport helps you.


On 10/22/2014 3:24 PM, Rodrigo Peña wrote:

Hello,

Hackers are able to bring down the servers' steam connection by
spoofing steam server IPs, as they know what IP address is being used by
the gameserver to make the connection to steam backend (used for master
list and item connection).

Please implement a way to choose the source IP to use to connect to the
steam servers so we can make it harder to hackers to make the server
dissapear from the list and disconnect it from item server.

Currently if you do some tricks like changing source-ip with iptables or
a custom plugin to force the steam connection ip binding to a certain
IP, the server will get a wrong Public IP, and then it will advertise it
to the master list, resulting in refreshing players favorite server
entry with the wrong public IP (where the gameserver won't accept
connections), and also if you connect to the IP where the server is
listening, you will show the wrong public IP at friends.

Any words on this?

Thanks!

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Re: [hlds_linux] Use an specific IP for Steam Connection to avoid hackers from disconnecting items

2014-10-22 Thread Rodrigo Peña
Yeah, let's disable TCP steam connection instead of fixing the protocol
to allow setting the steam connection source IP.

Having the steam connection in a different IP would allow a more
reliable connection and be more friendly to DDoS filters. Currently
there is a way to send a custom public IP by developing a library that
helps you in the process, but steam seems to ignore it.

Please consider that not all networks around the globe are fairy tales,
and currently there are whole countries where servers can't get stable
item connection and get to the server list because steamclient is not
being friendly to networks that need different workarounds to mitigate
DDoS attacks and hacking attempts.

Not a valve/steamclient issue? Well, we are only having headaches
hosting HLDS/SRCDS, we even hired coders to patch steamclient to allow a
custom source ip, but we finally found that we can't do anything on
ourside because the sent IP is being ignored.


On 22-10-2014 21:00, Ryan Kistner wrote:
 The behavior you described about IP binding is correct: Steam will
 always use the IP bound to the Steam socket as the public IP
 regardless of the IP that the game server is bound to.

 I'm not familiar with any sort of UDP spoofing attack either disguised
 as the gameserver or Steam. I would assume such an attack would
 require you know the client port number, connection ids of one
 endpoint, and a sequence number inside the window. If you have any
 packet captures of the attack that would be helpful to know.

 I would suggest using TCP to prevent such an attack, but the TCP
 connection is disabled in server builds because of the public IP
 problem you mentioned (because the TCP connection will not bind to the
 game server IP).

 If the client port is the same as the game port (I think there's a
 socket sharing cvar somewhere?) that might explain part of the
 effectiveness of the spoof attack, in which case I would investigate
 whether -steamport helps you.

 On 10/22/2014 3:24 PM, Rodrigo Peña wrote:
 Hello,

 Hackers are able to bring down the servers' steam connection by
 spoofing steam server IPs, as they know what IP address is being used by
 the gameserver to make the connection to steam backend (used for master
 list and item connection).

 Please implement a way to choose the source IP to use to connect to the
 steam servers so we can make it harder to hackers to make the server
 dissapear from the list and disconnect it from item server.

 Currently if you do some tricks like changing source-ip with iptables or
 a custom plugin to force the steam connection ip binding to a certain
 IP, the server will get a wrong Public IP, and then it will advertise it
 to the master list, resulting in refreshing players favorite server
 entry with the wrong public IP (where the gameserver won't accept
 connections), and also if you connect to the IP where the server is
 listening, you will show the wrong public IP at friends.

 Any words on this?

 Thanks!

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Same here (meaning working fine on Linux - Debian 64-bit in my case).

On Mon, Oct 20, 2014 at 2:29 PM, big john brewskii...@gmail.com wrote:

 Thanks.

 Linix is fine btw
 On Oct 20, 2014 5:28 PM, Eric Smith er...@valvesoftware.com wrote:

  We’re working on a fix. We should have it soon.



 -Eric





 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
 *Sent:* Monday, October 20, 2014 2:25 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 Darn it - yep, I'm seeing crashes on windows 2008R2 servers.



 On Mon, Oct 20, 2014 at 5:19 PM, big john brewskii...@gmail.com wrote:

 Windows rc 2008 crashing for anyone else?

 On Oct 20, 2014 5:11 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2450713.

 -Eric

 -

 - Fixed another exploit that allowed clients to have an out-of-date,
 corrupt, or modified version of items_game.txt
 - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx
 files from servers running custom content
 - Fixed sv_pure defaulting to -2 instead of 0
 - Fixed font issues for Mac clients
 - Made the Spellbook Magazine a base action slot item for players to
 equip and use when playing on a server that uses Halloween Spells
 - Fixed not being able to wear Halloween-restricted cosmetic items on
 Halloween maps outside of the regular Halloween and Fullmoon events
 - Halloween spells can now be enabled and controlled on servers via
 ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
 - Halloween spells can now be enabled by map authors via HolidayEntity by
 setting the flag HalloweenSetUsingSpells

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Retract my previous statement about Linux DS being Ok.  Mine just crashed.

On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde peter-h...@jerde.net wrote:

 Very strange. All 12 of my servers on Windows 2008 are running fine.

 We run sv_pure 1... I wonder if different sv_pure values are involved in
 your crashes, given that the update mentioned an sv_pure bug.

  - Peter
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-20 Thread Eric Smith
The crash affects Linux and Windows servers. We have the fix and we’re working 
on releasing it.
-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair
Sent: Monday, October 20, 2014 2:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

Retract my previous statement about Linux DS being Ok.  Mine just crashed.

On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde 
peter-h...@jerde.netmailto:peter-h...@jerde.net wrote:
Very strange. All 12 of my servers on Windows 2008 are running fine.

We run sv_pure 1... I wonder if different sv_pure values are involved in your 
crashes, given that the update mentioned an sv_pure bug.

 - Peter
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Re: [hlds_linux] [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
I also noticed today, that although the Spell-book is effectively a stock
item now, unlike other stock items it currently can NOT be renamed or
re-described using the name tag or description tag tools?

On Mon, Oct 20, 2014 at 3:25 PM, Michael Loveless mloveless1...@gmail.com
wrote:

 Thank you very much for working up a fix so quickly, it's greatly
 appreciated.

 On Mon, Oct 20, 2014 at 6:12 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released another mandatory update for TF2. The notes for the update
 are below. The new version number is 2452105.

 -Eric

 -

 - Fixed a server crash related to gamestats

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Re: [hlds_linux] [hlds] Another mandatory TF2 update released

2014-10-20 Thread Weasels Lair
Mike, regarding FoF servers.  I run both FoF and TF2 and have not seen
anything you mentioned about the TF2 update somehow messing-up my FoF
servers.  I am hosting on Debian (Linux) however, not Windows.

You don't have any common directories shared between the two type of
game-servers somehow?  If they are in different install directories, there
really should not be a way for an update on one to corrupt something on the
other.

On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail supp...@boomgaming.net wrote:

 This is going to sound bizarre, but I have to ask.

 I run 4 Fistful of Frags servers on the same Windows 2008 dedicated server
 box as my TF2 servers. I took the opportunity to restart the FoF servers
 along with the TF2 servers and now none of the FoF servers are Unable to
 load Steam Support Library. They are all stuck in LAN Mode. I haven't done
 anything but run the TF2 Updates to the server today and all 4 FoF servers
 were working perfectly prior to this update. I even installed a fresh
 vanilla FoF server to make sure the installs weren't corrupted, which would
 have been impossible since all 4 are having identical problems.The fresh
 install does the same thing. It's not my firewall and I don't have Steam
 installed on the box. So did something get changed or corrupted with Steam
 today related to this update that could bork FoF servers? It's just too
 coincidental to have this happen at the same time when I did nothing else
 on the box.

 Thanks



 On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released another mandatory update for TF2. The notes for the update
 are below. The new version number is 2452105.

 -Eric

 -

 - Fixed a server crash related to gamestats

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Re: [hlds_linux] [hlds] TF2: Some model files not downloading since last update?

2014-10-18 Thread Weasels Lair
Thanks for the update Eric.  Needless to say, looking forward to a fix.


On Fri, Oct 17, 2014 at 10:29 AM, Eric Smith er...@valvesoftware.com
wrote:

  We’re already work on a fix.



 -Eric





 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair
 *Sent:* Friday, October 17, 2014 10:25 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] TF2: Some model files not downloading since last
 update?



 Anybody open a ticket yet on Valve's GitHub?



 On Thu, Oct 16, 2014 at 1:01 PM, E. Olsen ceo.eol...@gmail.com wrote:

 OK - yes, I just confirmed this now. This has both broken a current
 ongoing ARG event we have running (which drops a custom model on the
 servers), and will break our upcoming holiday event.



 Again, please fix this asap, guys - our holidays depend on it!



 Thanks.



 On Thu, Oct 16, 2014 at 3:55 PM, E. Olsen ceo.eol...@gmail.com wrote:

 If that's true, it will be a disaster for our annual Christmas event
 (which downloads half a dozen custom gift models).



 Please fix this asap, guys - this event has been a tradition in our
 community for 6 years now, and months of planning an preparation go into it.



 On Thu, Oct 16, 2014 at 3:40 PM, Ross Bemrose rbemr...@gmail.com wrote:

   So, I've been hearing that clients are blocking the downloads of some
 model-related files since the last TF2 update.

 Specifically, clients are no longer downloading the VTX files for models
 (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
 models since these are the files that store hardware-optimized texturing
 data for a model.

 Needless to say, this completely breaks game modes that rely on custom
 models, like Vs. Saxton Hale.

 The current theory is that the TF2 client is blocking downloads of files
 that have multiple extensions.  Perhaps an exemption is needed for the
 above mentioned double extensions?


 --
 Ross Bemrose



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Re: [hlds_linux] TF2: Some model files not downloading since last update?

2014-10-16 Thread A Fearts
I've not tested this but I have heard complaints from a couple of my
player. They tell me bosses on my slender man server appear invisible.
On Oct 16, 2014 3:42 PM, Ross Bemrose rbemr...@gmail.com wrote:

 So, I've been hearing that clients are blocking the downloads of some
 model-related files since the last TF2 update.

 Specifically, clients are no longer downloading the VTX files for models
 (*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
 models since these are the files that store hardware-optimized texturing
 data for a model.

 Needless to say, this completely breaks game modes that rely on custom
 models, like Vs. Saxton Hale.

 The current theory is that the TF2 client is blocking downloads of files
 that have multiple extensions.  Perhaps an exemption is needed for the
 above mentioned double extensions?

 --
 Ross Bemrose
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Re: [hlds_linux] TF2: Some model files not downloading since last update?

2014-10-16 Thread ics
This is most likely a bug or then Valve wanted to break custom model 
usage on servers. Wouldn't be surprised if it would be so.


-ics

A Fearts kirjoitti:

I've not tested this but I have heard complaints from a couple of my
player. They tell me bosses on my slender man server appear invisible.
On Oct 16, 2014 3:42 PM, Ross Bemrose rbemr...@gmail.com wrote:


So, I've been hearing that clients are blocking the downloads of some
model-related files since the last TF2 update.

Specifically, clients are no longer downloading the VTX files for models
(*.dx80.vtx, *.dx90.vtx, and *.sw.vtx)   Which completely breaks custom
models since these are the files that store hardware-optimized texturing
data for a model.

Needless to say, this completely breaks game modes that rely on custom
models, like Vs. Saxton Hale.

The current theory is that the TF2 client is blocking downloads of files
that have multiple extensions.  Perhaps an exemption is needed for the
above mentioned double extensions?

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

2014-10-15 Thread dan

On 14/10/2014 15:39, Matthias InstantMuffin Kollek wrote:
I think it's about effectively distributing more diversity to make a 
game less blunt and show to players (new ones and old ones alike) that 
there's more to the game than meets the current quickplay-eye.


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


--
Dan

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

2014-10-15 Thread dan

On 14/10/2014 08:30, Ilya Larin wrote:

Well, server owners are also a very important part of the community


Well, nothing's stopping them feeling important on their empty server is it?

Do they want a badge?

--
Dan

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

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

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

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

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

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


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

 --
 Dan


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

2014-10-15 Thread Frank
Haven't you learned yet? Arguing with Dan on this is pointless and you are
more likely to get hit by lightning than have him understand and see the
facts.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, October 15, 2014 1:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

Most of them are either too stupid or don't care enough to play the game
long enough to explore for other things.

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

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

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

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


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

 --
 Dan


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

2014-10-15 Thread Robert Paulson
I don't mind if he keep bumping the thread with these troll posts. A bump
is a bump.

Dan (needaxeo) has been trolling these mailing lists for the past 2 years.
He doesn't want Valve to take any action because he gave up on his own
community and wants to see everyone else fail. He thinks no one can host a
better server and we are all trying to make a profit off dirt cheap servers
like he did. And he doesn't even play the game anymore so he is just here
trolling.

Here is the proof when I outed him.

https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75063.html
https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg75067.html

He keeps repeating 2 arguments that have been debunked over and over again.

- People are not too stupid or lazy to find the server they want to play.

If people weren't stupid or lazy they would never have needed to make
official servers default, because they would have been smart enough to add
valve to their tags.

Even Valve knows most people are stupid or lazy which is why every Steam
chat box says Never tell your password to anyone and the URL you have
clicked on is not an official Steam website.

- Valve servers are objectively the best.

Before this quickplay change, none of the official servers were even top
200 on Gametrackers.

On Wed, Oct 15, 2014 at 10:46 AM, Frank ad...@gamerscrib.net wrote:

 Haven't you learned yet? Arguing with Dan on this is pointless and you are
 more likely to get hit by lightning than have him understand and see the
 facts.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Wednesday, October 15, 2014 1:39 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

 Most of them are either too stupid or don't care enough to play the game
 long enough to explore for other things.

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

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

  On 14/10/2014 15:39, Matthias InstantMuffin Kollek wrote:
 
  I think it's about effectively distributing more diversity to make a
  game less blunt and show to players (new ones and old ones alike)
  that there's more to the game than meets the current quickplay-eye.
 
 
  That just boils down to another players are too dumb to find and
  connect to the server they want to fallacy.
 
  --
  Dan
 
 
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-15 Thread Ross Bemrose

Is it just me or do Valve map end votes no longer occur?

Could this be because sv_allow_votes is set to 0 on this server at map 
start?


I only noticed this because I'm trying to debug why the NativeVotes 
server plugin broke and was trying to collect data about various vote 
types and that one isn't happening.


On 10/15/2014 5:39 PM, Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2445722.

-Eric

-

- Fixed an exploit related to clients uploading files to servers
- Fixed a problem that allowed clients to have an out-of-date, corrupt, or 
modified version of items_game.txt
- TF2 will not run if a bad items_game.txt file is found
- If your items_game.txt file is reported as being corrupt, delete any 
items_game.txt files you have added and verify your TF2 installation
- Fixed a timing problem with the Rancho Relaxo taunt animation
- Removed the Limited Late Summer Crate from the crate drop list
- Limited Late Summer Crates can no longer be opened
- Removed the Limited Late Summer Crate Key from the Mann Co. Store
- Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate 
Keys  
- Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab 
when using sv_lan 1
- Fixed the Duels leaderboard not displaying current counts
- Added the explosion particles to the list of files that we always enforce 
consistency on
- Added ConVar tf_classlimit
- When set, limit each class to the specified value
- Works in any game mode, but overridden in Tournament mode and 
Highlander mode
- Updated the model/materials for the Runner's Warm-Up to fix a lighting issue
- Updated the equip_regions for the Couvre Corner and the Pocket Heavy
- Updated rd_asteroid
- Continued art-pass process
- Updated the vote system
- Fixed team-specific vote sounds/notifications playing/showing for the 
ineligible team
- sv_vote_issue_restart_game_allowed default changed to off
- Added sv_vote_issue_restart_game_allowed_mvm (on by default)
- Added Enable/Disable Class Limits vote
- Controlled by sv_vote_issue_classlimits_allowed (off by 
default)
- Limit controlled by sv_vote_issue_classlimits_max 
(default 4)
- Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann 
vs. Machine (off by default)
- Limit controlled by sv_vote_issue_classlimits_max_mvm 
in Mann vs. Machine (default 2)



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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-15 Thread ics
Yes, if you disable voting, it will disable kick votes, map votes, 
everything.


-ics

Ross Bemrose kirjoitti:

Is it just me or do Valve map end votes no longer occur?

Could this be because sv_allow_votes is set to 0 on this server at map 
start?


I only noticed this because I'm trying to debug why the NativeVotes 
server plugin broke and was trying to collect data about various vote 
types and that one isn't happening.


On 10/15/2014 5:39 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update 
are below. The new version number is 2445722.


-Eric

-

- Fixed an exploit related to clients uploading files to servers
- Fixed a problem that allowed clients to have an out-of-date, 
corrupt, or modified version of items_game.txt

- TF2 will not run if a bad items_game.txt file is found
- If your items_game.txt file is reported as being corrupt, 
delete any items_game.txt files you have added and verify your TF2 
installation

- Fixed a timing problem with the Rancho Relaxo taunt animation
- Removed the Limited Late Summer Crate from the crate drop list
- Limited Late Summer Crates can no longer be opened
- Removed the Limited Late Summer Crate Key from the Mann Co. Store
- Limited Late Summer Crate Keys have been converted to Mann Co. 
Supply Crate Keys
- Fixed Linux dedicated servers not showing up in the LAN 
serverbrowser tab when using sv_lan 1

- Fixed the Duels leaderboard not displaying current counts
- Added the explosion particles to the list of files that we always 
enforce consistency on

- Added ConVar tf_classlimit
- When set, limit each class to the specified value
- Works in any game mode, but overridden in Tournament mode and 
Highlander mode
- Updated the model/materials for the Runner's Warm-Up to fix a 
lighting issue

- Updated the equip_regions for the Couvre Corner and the Pocket Heavy
- Updated rd_asteroid
- Continued art-pass process
- Updated the vote system
- Fixed team-specific vote sounds/notifications playing/showing 
for the ineligible team

- sv_vote_issue_restart_game_allowed default changed to off
- Added sv_vote_issue_restart_game_allowed_mvm (on by default)
- Added Enable/Disable Class Limits vote
- Controlled by sv_vote_issue_classlimits_allowed (off by 
default)
- Limit controlled by sv_vote_issue_classlimits_max 
(default 4)
- Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann 
vs. Machine (off by default)
- Limit controlled by sv_vote_issue_classlimits_max_mvm 
in Mann vs. Machine (default 2)




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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-15 Thread Bruno Garcia
You should fix the taunting bugs, it's annoying to see players doing taunts
while moving and killing players.
If a player spy does the taunting bug and disguises, the enemy disguise
will appear as tauting and can fool other players.

It's not a minor bug.

On Thu, Oct 16, 2014 at 12:09 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Is it just me or do Valve map end votes no longer occur?

 Could this be because sv_allow_votes is set to 0 on this server at map
 start?

 I only noticed this because I'm trying to debug why the NativeVotes server
 plugin broke and was trying to collect data about various vote types and
 that one isn't happening.


 On 10/15/2014 5:39 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2445722.

 -Eric

 -

 - Fixed an exploit related to clients uploading files to servers
 - Fixed a problem that allowed clients to have an out-of-date, corrupt,
 or modified version of items_game.txt
 - TF2 will not run if a bad items_game.txt file is found
 - If your items_game.txt file is reported as being corrupt,
 delete any items_game.txt files you have added and verify your TF2
 installation
 - Fixed a timing problem with the Rancho Relaxo taunt animation
 - Removed the Limited Late Summer Crate from the crate drop list
 - Limited Late Summer Crates can no longer be opened
 - Removed the Limited Late Summer Crate Key from the Mann Co. Store
 - Limited Late Summer Crate Keys have been converted to Mann Co. Supply
 Crate Keys
 - Fixed Linux dedicated servers not showing up in the LAN serverbrowser
 tab when using sv_lan 1
 - Fixed the Duels leaderboard not displaying current counts
 - Added the explosion particles to the list of files that we always
 enforce consistency on
 - Added ConVar tf_classlimit
 - When set, limit each class to the specified value
 - Works in any game mode, but overridden in Tournament mode and
 Highlander mode
 - Updated the model/materials for the Runner's Warm-Up to fix a lighting
 issue
 - Updated the equip_regions for the Couvre Corner and the Pocket Heavy
 - Updated rd_asteroid
 - Continued art-pass process
 - Updated the vote system
 - Fixed team-specific vote sounds/notifications playing/showing
 for the ineligible team
 - sv_vote_issue_restart_game_allowed default changed to off
 - Added sv_vote_issue_restart_game_allowed_mvm (on by default)
 - Added Enable/Disable Class Limits vote
 - Controlled by sv_vote_issue_classlimits_allowed (off
 by default)
 - Limit controlled by
 sv_vote_issue_classlimits_max (default 4)
 - Controlled by sv_vote_issue_classlimits_allowed_mvm in
 Mann vs. Machine (off by default)
 - Limit controlled by
 sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)



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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-10-15 Thread Ross Bemrose
Right, but I enabled the sv_allow_votes cvar after map start... since I 
was only doing testing I didn't want to change the configuration.


Incidentally, I know what's wrong in NativeVotes:  TF2 now uses 0 for 
all teams instead of 255 / -1.  A new NativeVotes 1.0 beta is out now, 
but I plan on backporting the fix (and new vote types) to it.


The current 1.0x series will probably go away soon since changes to the 
VoteSetup usermessage murdered it.


On 10/15/2014 11:20 PM, ics wrote:
Yes, if you disable voting, it will disable kick votes, map votes, 
everything.


-ics

Ross Bemrose kirjoitti:

Is it just me or do Valve map end votes no longer occur?

Could this be because sv_allow_votes is set to 0 on this server at 
map start?


I only noticed this because I'm trying to debug why the NativeVotes 
server plugin broke and was trying to collect data about various vote 
types and that one isn't happening.


On 10/15/2014 5:39 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update 
are below. The new version number is 2445722.


-Eric

-

- Fixed an exploit related to clients uploading files to servers
- Fixed a problem that allowed clients to have an out-of-date, 
corrupt, or modified version of items_game.txt

- TF2 will not run if a bad items_game.txt file is found
- If your items_game.txt file is reported as being corrupt, 
delete any items_game.txt files you have added and verify your TF2 
installation

- Fixed a timing problem with the Rancho Relaxo taunt animation
- Removed the Limited Late Summer Crate from the crate drop list
- Limited Late Summer Crates can no longer be opened
- Removed the Limited Late Summer Crate Key from the Mann Co. Store
- Limited Late Summer Crate Keys have been converted to Mann Co. 
Supply Crate Keys
- Fixed Linux dedicated servers not showing up in the LAN 
serverbrowser tab when using sv_lan 1

- Fixed the Duels leaderboard not displaying current counts
- Added the explosion particles to the list of files that we always 
enforce consistency on

- Added ConVar tf_classlimit
- When set, limit each class to the specified value
- Works in any game mode, but overridden in Tournament mode and 
Highlander mode
- Updated the model/materials for the Runner's Warm-Up to fix a 
lighting issue

- Updated the equip_regions for the Couvre Corner and the Pocket Heavy
- Updated rd_asteroid
- Continued art-pass process
- Updated the vote system
- Fixed team-specific vote sounds/notifications playing/showing 
for the ineligible team

- sv_vote_issue_restart_game_allowed default changed to off
- Added sv_vote_issue_restart_game_allowed_mvm (on by default)
- Added Enable/Disable Class Limits vote
- Controlled by sv_vote_issue_classlimits_allowed (off by 
default)
- Limit controlled by sv_vote_issue_classlimits_max 
(default 4)
- Controlled by sv_vote_issue_classlimits_allowed_mvm in 
Mann vs. Machine (off by default)
- Limit controlled by sv_vote_issue_classlimits_max_mvm 
in Mann vs. Machine (default 2)




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

2014-10-14 Thread Ilya Larin
Well, server owners are also a very important part of the community, i'd
subscribe that petition if it exists
14.10.2014 5:29 пользователь dan needa...@ntlworld.com написал:

 On 02/10/2014 17:30, Ahmed Kandeel wrote:

 How about creating an online petition which we all sign and then deliver
 it
 to Valve themselves. I think it would be better if we were proactive and
 found out precisely how many communities these changes actually have
 affected.


 Even if every server owner thinks their server should have players instead
 of Valve's
 (and why wouldn't they? It's not going to be a surprise to learn that) why
 would anyone
 but those server owners care?

 The game exists for the millions of players not for the server owners.

 --
 Dan

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

2014-10-14 Thread Matthias InstantMuffin Kollek
I think it's about effectively distributing more diversity to make a 
game less blunt and show to players (new ones and old ones alike) that 
there's more to the game than meets the current quickplay-eye.


On 14.10.2014 03:29, dan wrote:

On 02/10/2014 17:30, Ahmed Kandeel wrote:
How about creating an online petition which we all sign and then 
deliver it

to Valve themselves. I think it would be better if we were proactive and
found out precisely how many communities these changes actually have
affected.


Even if every server owner thinks their server should have players 
instead of Valve's
(and why wouldn't they? It's not going to be a surprise to learn that) 
why would anyone

but those server owners care?

The game exists for the millions of players not for the server owners.




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

2014-10-13 Thread dan

On 02/10/2014 17:30, Ahmed Kandeel wrote:

How about creating an online petition which we all sign and then deliver it
to Valve themselves. I think it would be better if we were proactive and
found out precisely how many communities these changes actually have
affected.


Even if every server owner thinks their server should have players 
instead of Valve's
(and why wouldn't they? It's not going to be a surprise to learn that) 
why would anyone

but those server owners care?

The game exists for the millions of players not for the server owners.

--
Dan

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

2014-10-03 Thread Robert Paulson
It isn't realistic to expect the TF team to change by itself when it has
been like this for 8 months now. This is their full time job. And this is
what has been done in those past 8 months.

- Quickpick which no one uses.
- Beta maps that are essentially locked to official servers.
- No warning for the steamid change.
- Two sourcemod breaking patches.
- Censoring these threads when they reach a certain size.
Once it reaches a certain size your email will get put into a moderation
queue and an anti-community post usually end up being the last one allowed.

This was done to stop rogue servers and people on SPUF who can't even be
bothered to type valve in the tag box. This stopped being about ads when
they already disabled quickplay players from seeing an html motd months
before this happened. This is about throwing all community servers to the
curb.

Even if Valve fixed this right now, some of these servers are never coming
back because people aren't going to spend another 2 years building up a
player base again. Servers that have been painstakingly built up for 4-5
years of moderation, activities, and upkeep have started dying in these
past 8 months. If they had any concern about community servers, they would
have done more than this by now.

The only thing we can do is keep talking about it until someone with more
pull at Valve stumbles on these complaints and realizes whoever was in
charge of this decision is single-handedly destroying the reputation they
have with community hosts and modders as well as players who realize that
there are community servers much better than official ones.


On Thu, Oct 2, 2014 at 1:32 PM, Ahmed Kandeel astrida...@googlemail.com
wrote:

 Yeah I agree with that. If you are gonna improve the system, do so
 alongside a major functionality or code shift.
 I can hope right?

 On 2 October 2014 18:26, Emil Larsson ail...@gmail.com wrote:

  My gut feel is that if they are plannning any major change to quickplay,
 it
  will be when the quickplay system is merged with the steamid server login
  system. When that happens is anyone's guess too.
 
  On Thu, Oct 2, 2014 at 3:06 PM, Andreas Willinger aw...@gmx.at wrote:
 
   So, I am just wondering what happened to this statement:
  
  
  
   At this time, we are keeping the default quickplay option to Valve
   servers.
   However, note that if a player wants to find a server with any of the
   supported modifications, then they must land on a community server,
 since
   Valve servers do not run with these settings.
  
   Posted by Fletcher Dunn on February 8, 2014.
  
  
  
   The option is still defaulting to Valve servers, even though it's
  supposed
   to be temporary and the initial cause for this measure, Pinion
 spamming
   servers, have long disappeared/been reduced.
  
   Is there any official change planned to this setting or will it be that
  way
   till eternity?
  
  
  
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   please visit:
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Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread Paul
In all likelyhood I doubt this will ever change now, unfortunately I
believe this is a permanent decision regardless of whether the abusive
servers (e.g. fake player counts) have disappeared or not. Besides, Pinion
or any other HTML page can't be displayed on Quickplay connecting clients
anyway, so I can't see how it can be abused still anyway.

On 2 October 2014 14:06, Andreas Willinger aw...@gmx.at wrote:

 So, I am just wondering what happened to this statement:



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

 Posted by Fletcher Dunn on February 8, 2014.



 The option is still defaulting to Valve servers, even though it's supposed
 to be temporary and the initial cause for this measure, Pinion spamming
 servers, have long disappeared/been reduced.

 Is there any official change planned to this setting or will it be that way
 till eternity?



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

2014-10-02 Thread AnAkkk
inb4 two weeks of spam.

2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

 So, I am just wondering what happened to this statement:



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

 Posted by Fletcher Dunn on February 8, 2014.



 The option is still defaulting to Valve servers, even though it's supposed
 to be temporary and the initial cause for this measure, Pinion spamming
 servers, have long disappeared/been reduced.

 Is there any official change planned to this setting or will it be that way
 till eternity?



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

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

2014-10-02 Thread Frank
That is kinda ignorant of a response when the topic is very concerning to
just about anyone that runs community servers.

I agree that the quickplay changes should be done to reflect towards
community servers now vs Valve mostly since as noted that you won't see a
HTML MOTD when using Quickplay now anyway. 

Valve uses the community to make and create all these nice items they are
putting out lately...letting everyone else do their work for them yet they
won't recognize the help of the server side aspect of it and push traffic
towards them vs leaving them on a deserted island of Valve (plain and bland)
Servers.

I'd love to see this change implemented for Halloween, hell I've been
running the Asteroid map 24/7 and I can't even find it on the quickplay list
if you go to select the map outside of Valve servers so what is the point of
me testing it?

I don't see the discussion as spam at all, just more of a wakeup call to
Valve over a 6 year old game now supported mostly by the Community.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
Sent: Thursday, October 02, 2014 9:09 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

inb4 two weeks of spam.

2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

 So, I am just wondering what happened to this statement:



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

 Posted by Fletcher Dunn on February 8, 2014.



 The option is still defaulting to Valve servers, even though it's 
 supposed to be temporary and the initial cause for this measure, 
 Pinion spamming servers, have long disappeared/been reduced.

 Is there any official change planned to this setting or will it be 
 that way till eternity?



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

2014-10-02 Thread AnAkkk
Every few weeks someone open a new thread about this (check archives), and
I haven't seen any of them go anywhere for now.

2014-10-02 15:15 GMT+02:00 Frank ad...@gamerscrib.net:

 That is kinda ignorant of a response when the topic is very concerning to
 just about anyone that runs community servers.

 I agree that the quickplay changes should be done to reflect towards
 community servers now vs Valve mostly since as noted that you won't see a
 HTML MOTD when using Quickplay now anyway.

 Valve uses the community to make and create all these nice items they are
 putting out lately...letting everyone else do their work for them yet they
 won't recognize the help of the server side aspect of it and push traffic
 towards them vs leaving them on a deserted island of Valve (plain and
 bland)
 Servers.

 I'd love to see this change implemented for Halloween, hell I've been
 running the Asteroid map 24/7 and I can't even find it on the quickplay
 list
 if you go to select the map outside of Valve servers so what is the point
 of
 me testing it?

 I don't see the discussion as spam at all, just more of a wakeup call to
 Valve over a 6 year old game now supported mostly by the Community.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
 Sent: Thursday, October 02, 2014 9:09 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

 inb4 two weeks of spam.

 2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

  So, I am just wondering what happened to this statement:
 
 
 
  At this time, we are keeping the default quickplay option to Valve
  servers.
  However, note that if a player wants to find a server with any of the
  supported modifications, then they must land on a community server,
  since Valve servers do not run with these settings.
 
  Posted by Fletcher Dunn on February 8, 2014.
 
 
 
  The option is still defaulting to Valve servers, even though it's
  supposed to be temporary and the initial cause for this measure,
  Pinion spamming servers, have long disappeared/been reduced.
 
  Is there any official change planned to this setting or will it be
  that way till eternity?
 
 
 
  ___
  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] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread Frank
I'd like to see someone at Valve reply to this subject and their future
intentions. 
Till then besides the reply I sent and the few I've read thus far that is
prob all I will pay attention to.

The ball is in your court Valve - how about taking a shot.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
Sent: Thursday, October 02, 2014 9:23 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

Every few weeks someone open a new thread about this (check archives), and I
haven't seen any of them go anywhere for now.

2014-10-02 15:15 GMT+02:00 Frank ad...@gamerscrib.net:

 That is kinda ignorant of a response when the topic is very concerning 
 to just about anyone that runs community servers.

 I agree that the quickplay changes should be done to reflect towards 
 community servers now vs Valve mostly since as noted that you won't 
 see a HTML MOTD when using Quickplay now anyway.

 Valve uses the community to make and create all these nice items they 
 are putting out lately...letting everyone else do their work for them 
 yet they won't recognize the help of the server side aspect of it and 
 push traffic towards them vs leaving them on a deserted island of 
 Valve (plain and
 bland)
 Servers.

 I'd love to see this change implemented for Halloween, hell I've been 
 running the Asteroid map 24/7 and I can't even find it on the 
 quickplay list if you go to select the map outside of Valve servers so 
 what is the point of me testing it?

 I don't see the discussion as spam at all, just more of a wakeup call 
 to Valve over a 6 year old game now supported mostly by the Community.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
 Sent: Thursday, October 02, 2014 9:09 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months 
 later

 inb4 two weeks of spam.

 2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:

  So, I am just wondering what happened to this statement:
 
 
 
  At this time, we are keeping the default quickplay option to Valve 
  servers.
  However, note that if a player wants to find a server with any of 
  the supported modifications, then they must land on a community 
  server, since Valve servers do not run with these settings.
 
  Posted by Fletcher Dunn on February 8, 2014.
 
 
 
  The option is still defaulting to Valve servers, even though it's 
  supposed to be temporary and the initial cause for this measure, 
  Pinion spamming servers, have long disappeared/been reduced.
 
  Is there any official change planned to this setting or will it be 
  that way till eternity?
 
 
 
  ___
  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] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread pilger
When you people will realise these discussions about Quickplay go nowhere?

Valve doesn't read these rants. Hell, most of us don't either.

I'm surely muting this thread. Just bothered to reply in hope someone get
that these kinds of arguments are pointless.


_pilger

On 2 October 2014 10:22, AnAkkk anakin...@gmail.com wrote:

 Every few weeks someone open a new thread about this (check archives), and
 I haven't seen any of them go anywhere for now.

 2014-10-02 15:15 GMT+02:00 Frank ad...@gamerscrib.net:

  That is kinda ignorant of a response when the topic is very concerning to
  just about anyone that runs community servers.
 
  I agree that the quickplay changes should be done to reflect towards
  community servers now vs Valve mostly since as noted that you won't see a
  HTML MOTD when using Quickplay now anyway.
 
  Valve uses the community to make and create all these nice items they are
  putting out lately...letting everyone else do their work for them yet
 they
  won't recognize the help of the server side aspect of it and push traffic
  towards them vs leaving them on a deserted island of Valve (plain and
  bland)
  Servers.
 
  I'd love to see this change implemented for Halloween, hell I've been
  running the Asteroid map 24/7 and I can't even find it on the quickplay
  list
  if you go to select the map outside of Valve servers so what is the point
  of
  me testing it?
 
  I don't see the discussion as spam at all, just more of a wakeup call to
  Valve over a 6 year old game now supported mostly by the Community.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkkk
  Sent: Thursday, October 02, 2014 9:09 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Temporary Quickplay changes ... 8 months
 later
 
  inb4 two weeks of spam.
 
  2014-10-02 15:06 GMT+02:00 Andreas Willinger aw...@gmx.at:
 
   So, I am just wondering what happened to this statement:
  
  
  
   At this time, we are keeping the default quickplay option to Valve
   servers.
   However, note that if a player wants to find a server with any of the
   supported modifications, then they must land on a community server,
   since Valve servers do not run with these settings.
  
   Posted by Fletcher Dunn on February 8, 2014.
  
  
  
   The option is still defaulting to Valve servers, even though it's
   supposed to be temporary and the initial cause for this measure,
   Pinion spamming servers, have long disappeared/been reduced.
  
   Is there any official change planned to this setting or will it be
   that way till eternity?
  
  
  
   ___
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   please visit:
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  please visit:
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Re: [hlds_linux] Temporary Quickplay changes ... 8 months later

2014-10-02 Thread dan

On 02/10/2014 14:15, Frank wrote:

Valve uses the community to make and create all these nice items they are
putting out lately...letting everyone else do their work for them


That was an easy thing for them to do though. Rubbish items are easy to 
dismiss and you
pay the ones that get picked a percentage of money they actually earn in 
the store.


So it's a bit disingenuous to suggest Valve lets everyone else do their 
work - they pay them

pretty reasonably for it.

You can't do that with servers. Firstly because it requires few skills 
to run one.
There's no barrier to entry. There's barely even a financial barrier 
these days.


If Valve rewarded server owners then people would all crawl out of the 
woodwork

to run servers to get that reward. Who then decides who gets it? The
people that connect to the server? Valve? Some arbitrary scoring system?

We've all seen what you do when you decide you need to fight over the 
same few
players, and it's not pretty and it does nothing other than hurt the 
game for players.


The other side, as I've said many times, there really is nothing to 
distinguish
a good server that an admin can do. You can create a bad server and you 
can say
what a bad server is like - high ping etc etc etc, but there's nothing 
you can do to the config files

that will make your server any better than anyone else's.

If there's one thing valve have proven it's that you can run thousands 
of vanilla servers
and fill them and they work fine. If anything with fewer problems than 
many communities have.


Besides, you're not a community of nice people. Why would anyone want
to help you do anything? If you can make money from TF2 servers today you're
on a cushy number. You can't expect Valve to implement some get-rich-quick
scheme for you.

Even if you say Just want players, not a reward the argument remains 
the same.
Why should you get players and not valve or someone else? What did you 
do that was so special?
We didn't get a response from Valve on that statue of you that TF2 staff 
could bow humbly before
it on their way into work to remind themselves of who put them where 
they are today.


Maybe if you offered to pay for it? No wait, get the French to make one,
they'll put it somewhere everyone can see it. That's worked for statues 
in the past :D


--
Dan

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

2014-10-02 Thread Ahmed Kandeel
How about creating an online petition which we all sign and then deliver it
to Valve themselves. I think it would be better if we were proactive and
found out precisely how many communities these changes actually have
affected.

I used to have a relatively active TF2 community with a server in the top
10%. I stopped hosting for a while due to real life commitments and tried
to start again around February, initially as part of my old community. Our
most popular servers were mostly stock with a few enhancements that the
community loved. When I relaunched in February, a number of the original
core members had moved onto games such as DOTA and thanks to QP changes
that I was unaware of at the time, those of us that were left were
scratching our heads as to why the server wasn't filling again.

Initially we thought it might have been the branding of our old community,
so we created a new one this June or so. I went to Reddit and found out
about this, only to find it had bitten a number of communities as this
mailing list shows.

It has been a bitter struggle to get the server half full for even 3 hrs
each night. At this rate I've decided to forget Quick Play and I'm going to
be looking at creating a highly customised server that won't really reflect
the true and vanilla nature of TF2 at all. It is futile trying to compete
with Valve servers at this moment and very few want to sit on a server for
2 hours waiting for it to fill up. If there is no obvious difference
between your server and a full Valve server, other than a reduced player
count, guess which one they will choose.

It is all well and good saying pre-existing communities aren't affected by
this. But it really depends on their size. Even ones with 10K+ members seem
to have difficult filling more than 2 servers, and definitely can't
maintain that player number for the same amount of hours. All the new
players go to Valve servers and eventually the old ones join them because
it is fun for them to pubstomp and 24 player games are better than ones
with 10.

On 2 October 2014 14:59, dan needa...@ntlworld.com wrote:

 On 02/10/2014 14:15, Frank wrote:

 Valve uses the community to make and create all these nice items they are
 putting out lately...letting everyone else do their work for them


 That was an easy thing for them to do though. Rubbish items are easy to
 dismiss and you
 pay the ones that get picked a percentage of money they actually earn in
 the store.

 So it's a bit disingenuous to suggest Valve lets everyone else do their
 work - they pay them
 pretty reasonably for it.

 You can't do that with servers. Firstly because it requires few skills to
 run one.
 There's no barrier to entry. There's barely even a financial barrier these
 days.

 If Valve rewarded server owners then people would all crawl out of the
 woodwork
 to run servers to get that reward. Who then decides who gets it? The
 people that connect to the server? Valve? Some arbitrary scoring system?

 We've all seen what you do when you decide you need to fight over the same
 few
 players, and it's not pretty and it does nothing other than hurt the game
 for players.

 The other side, as I've said many times, there really is nothing to
 distinguish
 a good server that an admin can do. You can create a bad server and you
 can say
 what a bad server is like - high ping etc etc etc, but there's nothing you
 can do to the config files
 that will make your server any better than anyone else's.

 If there's one thing valve have proven it's that you can run thousands of
 vanilla servers
 and fill them and they work fine. If anything with fewer problems than
 many communities have.

 Besides, you're not a community of nice people. Why would anyone want
 to help you do anything? If you can make money from TF2 servers today
 you're
 on a cushy number. You can't expect Valve to implement some get-rich-quick
 scheme for you.

 Even if you say Just want players, not a reward the argument remains the
 same.
 Why should you get players and not valve or someone else? What did you do
 that was so special?
 We didn't get a response from Valve on that statue of you that TF2 staff
 could bow humbly before
 it on their way into work to remind themselves of who put them where they
 are today.

 Maybe if you offered to pay for it? No wait, get the French to make one,
 they'll put it somewhere everyone can see it. That's worked for statues in
 the past :D

 --
 Dan


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

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

2014-10-02 Thread Erik-jan Riemers
Like i said in the past, all my normal servers died. Only my custom servers
are still running normally. Takes ages to fill up a server and it dies
pretty quick too when it becomes later.. quickplay used to help out once
the servers reached a certain point but that is gone now too.

The one thing that is funny, i run a couple of mvm servers.. just for fun.
Those are full almost all the time... but i rather want my normal server
full instead of the mvm ones. I also know why the mvm servers are full all
the time. Almost no community wants to run mvm since you can only play with
a few people and you cant run ads on them either.

Most boring map in the world in my eyes X3 Orange is pretty much full every
day, go figure.

2014-10-02 18:30 GMT+02:00 Ahmed Kandeel astrida...@googlemail.com:

 How about creating an online petition which we all sign and then deliver it
 to Valve themselves. I think it would be better if we were proactive and
 found out precisely how many communities these changes actually have
 affected.

 I used to have a relatively active TF2 community with a server in the top
 10%. I stopped hosting for a while due to real life commitments and tried
 to start again around February, initially as part of my old community. Our
 most popular servers were mostly stock with a few enhancements that the
 community loved. When I relaunched in February, a number of the original
 core members had moved onto games such as DOTA and thanks to QP changes
 that I was unaware of at the time, those of us that were left were
 scratching our heads as to why the server wasn't filling again.

 Initially we thought it might have been the branding of our old community,
 so we created a new one this June or so. I went to Reddit and found out
 about this, only to find it had bitten a number of communities as this
 mailing list shows.

 It has been a bitter struggle to get the server half full for even 3 hrs
 each night. At this rate I've decided to forget Quick Play and I'm going to
 be looking at creating a highly customised server that won't really reflect
 the true and vanilla nature of TF2 at all. It is futile trying to compete
 with Valve servers at this moment and very few want to sit on a server for
 2 hours waiting for it to fill up. If there is no obvious difference
 between your server and a full Valve server, other than a reduced player
 count, guess which one they will choose.

 It is all well and good saying pre-existing communities aren't affected by
 this. But it really depends on their size. Even ones with 10K+ members seem
 to have difficult filling more than 2 servers, and definitely can't
 maintain that player number for the same amount of hours. All the new
 players go to Valve servers and eventually the old ones join them because
 it is fun for them to pubstomp and 24 player games are better than ones
 with 10.

 On 2 October 2014 14:59, dan needa...@ntlworld.com wrote:

  On 02/10/2014 14:15, Frank wrote:
 
  Valve uses the community to make and create all these nice items they
 are
  putting out lately...letting everyone else do their work for them
 
 
  That was an easy thing for them to do though. Rubbish items are easy to
  dismiss and you
  pay the ones that get picked a percentage of money they actually earn in
  the store.
 
  So it's a bit disingenuous to suggest Valve lets everyone else do their
  work - they pay them
  pretty reasonably for it.
 
  You can't do that with servers. Firstly because it requires few skills to
  run one.
  There's no barrier to entry. There's barely even a financial barrier
 these
  days.
 
  If Valve rewarded server owners then people would all crawl out of the
  woodwork
  to run servers to get that reward. Who then decides who gets it? The
  people that connect to the server? Valve? Some arbitrary scoring system?
 
  We've all seen what you do when you decide you need to fight over the
 same
  few
  players, and it's not pretty and it does nothing other than hurt the game
  for players.
 
  The other side, as I've said many times, there really is nothing to
  distinguish
  a good server that an admin can do. You can create a bad server and you
  can say
  what a bad server is like - high ping etc etc etc, but there's nothing
 you
  can do to the config files
  that will make your server any better than anyone else's.
 
  If there's one thing valve have proven it's that you can run thousands of
  vanilla servers
  and fill them and they work fine. If anything with fewer problems than
  many communities have.
 
  Besides, you're not a community of nice people. Why would anyone want
  to help you do anything? If you can make money from TF2 servers today
  you're
  on a cushy number. You can't expect Valve to implement some
 get-rich-quick
  scheme for you.
 
  Even if you say Just want players, not a reward the argument remains
 the
  same.
  Why should you get players and not valve or someone else? What did you do
  that was so special?
  We didn't get a 

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