Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
+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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [TF2] tf_arena_use_queue disables team scrambling
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 - New weapon exploit?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 - New weapon exploit?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 - New weapon exploit?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Guys, I Need Help Purchasing a Windows Firewall to Stop DDOS Attacks
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy - Season 10... has been dispatched
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fwd: Your Amazon.co.uk order of Grey's Anatomy - Season 10... has been dispatched
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TargetID Team Restrictions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TargetID Team Restrictions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New exploit with the TF2 update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New exploit with the TF2 update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
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 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
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 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New exploit with the TF2 update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New exploit with the TF2 update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
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 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] When the scream fortress update arrives...
+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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] When the scream fortress update arrives...
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] When the scream fortress update arrives...
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Teleport spell causing issues on TF2 servers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anyone running OP4?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anyone running OP4?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anyone running OP4?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anyone running OP4?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Anyone running OP4?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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
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 :| ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Use an specific IP for Steam Connection to avoid hackers from disconnecting items
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Use an specific IP for Steam Connection to avoid hackers from disconnecting items
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Another mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Another mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF2: Some model files not downloading since last update?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: Some model files not downloading since last update?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: Some model files not downloading since last update?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
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