People might not want to add all your servers.
Wouldn't you want to avoid your server being unreachable for 24 hours? If
it is down for so long some people might even delete your server off their
favorites.
If you were worried about hammering Valve servers, well that was an
implementation fault t
an option due to the fact that clients can't connect to it properly and
the console spam of "OUTDATED SERVER, PLEASE UPDATE".
-- next part --
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You gotta look at the situation from the viewpoint of an average player.
And from the average player's viewpoint, that change is overwhelmingly
positive.
They tick the box, and are guaranteed to end up on a server with no
bullshit plugins, bots, or redirection scripts.
Of course, many of you likely
>I really appreciate the smartass reply,
No problem. I aim to please. :)
> but not running a server at all does not equal a "quickplay server".
Opting out of quickplay is also not a "quickplay server". I have explicitly
stated that *quickplay servers* are forced to be more vanilla than ever.
and
Again you have no idea what you are talking about. Apart from not having
flash support up until the HTML motd renderer update there were very few
(if any) "pay to win" servers. Saigns was probably the only one. And I
don't know if it was always pay to win.
Sourcemod was very basic and lacked many
First and foremost, no disrespect intended but you should do more research.
In-game browser does support Flash. MOTDgd solely runs on Flash and Pinion
runs 60% of their ads on Flash approximately. Also, the in-game browser
supports JavaScript and limited HTML5 features. It borrows WebKit which was
it if someone
> from Valve could rectify this problem because running an outdated server is
> not an option due to the fact that clients can't connect to it properly and
> the console spam of "OUTDATED SERVER, PLEASE UPDATE".
> -- next part --
> An
> How are you forced? Does Valve require you to run a server? Do you have to
> pay a fee to Valve if you don't get the quickplay people?
I really appreciate the smartass reply, but not running a server at
all does not equal a "quickplay server". Opting out of quickplay is
also not a "quickplay se
"-MY- TF2 player count dropping is proof that this decision was a mistake."
Instead of "TF2 player count dropping is proof that this decision was a
mistake."
I for one love the quickplay vanilla servers. And the pick your official server
feature is great so I don't get stuck in a high ping match
Fine then. They were losing players and losing players means they didn't
have people to pay to win.
On Wed, Feb 26, 2014 at 2:30 PM, 1nsane <1nsane...@gmail.com> wrote:
> "Not because it was a bad idea, but because when faced with losing revenue
> from ads (HTML ads) and pay to win slots, the cu
"Not because it was a bad idea, but because when faced with losing revenue
from ads (HTML ads) and pay to win slots, the custom server people cheated
and didn't follow the rules."
Ads? What? There were no ads back then. HTML motd had no flash support and
no javascript support either. Clearly you
In short, you want 1 feature, namely this migration feature which was mainly to
help server owners to move to new hosts/providers etc, to mitigate a problem
unrelated, the DDOS attacks on your systems.
If you want to drill a hole to hang a painting, you use the .45, aim and shoot ?
I proposed
"Quickplay Servers are now forced to be more vanilla than ever before, this
additional punishment for the entire server hosting community is completely
unnecessary."
How are you forced? Does Valve require you to run a server? Do you have to
pay a fee to Valve if you don't get the quickplay people?
> "Player counts havent dropped any the player experience is sinificantly
> improved by not getting into servers full of ads and pay 2 win
> modifications."
No one is lamenting the fact that Valve tries to remove these abusive
practices from the Quickplay system, the issue is that Valve servers
ar
You also claim..
"There was another situation like this long before quickplay where
community servers were put in a custom tab. Thankfully someone at Valve
came to their senses and removed it."
What you forget (or more likely, decided not to mention) is that the reason
they removed it was because
As mentioned later in the thread, this is an email thread for ddos attacks. I
can count on one hand the number of ISPs in my city in Australia that will not
null route (exactly 0 of the service providers). Data is so expensive here that
it purely is not economical to handle it. It is simply for
But it does waggle its eyebrows suggestively and gesture furtively while
mouthing 'look over there'.
On Wed, Feb 26, 2014 at 2:01 PM, Phillip Vector wrote:
> "TF2 player count dropping is proof that this decision was a mistake."
>
> *Correlation does not imply causation*
>
>
> On Wed, Feb 26, 20
"TF2 player count dropping is proof that this decision was a mistake."
*Correlation does not imply causation*
On Wed, Feb 26, 2014 at 1:53 PM, wrote:
> "TF2 player count dropping is proof that this decision was a mistake.
> The player experience was not improved by any significant amount from
"Player counts havent dropped any the player experience is sinificantly
improved by not getting into servers full of ads and pay 2 win
modifications."
http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time
The change happened on January 23. I rest my ca
"TF2 player count dropping is proof that this decision was a mistake.
The player experience was not improved by any significant amount from
this change."
Player counts havent dropped any the player experience is sinificantly
improved by not getting into servers full of ads and pay 2 win
modific
Wow. Thanks for posting that Robert. This is just disheartening to see.
Hopefully, Valve will do something about this and fix this problem.
What Valve needs to understand and ask themselves is do we even play enough
TF2 or host enough servers to understand player dynamics?
Community server ops th
How are we responsible for communities like bets.tf using redirect
exploits? We do not have any influence over these people. Valve is
punishing the majority of us who did nothing wrong.
TF2 player count dropping is proof that this decision was a mistake. The
player experience was not improved by a
Interesting. You're not Edge Gamers are you? Lol
> On Feb 26, 2014, at 1:01 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> Its unpredictable really. Two servers yesterday one today.
>
> Yesterday a server got attacked because the people on it at the time
> votebanned a hacker for 30 minutes. Thou
Its unpredictable really. Two servers yesterday one today.
Yesterday a server got attacked because the people on it at the time
votebanned a hacker for 30 minutes. Though the attack lasted much longer
than the ban itself and better yet the people playing on the server
obviously moved on immediatel
Just curious how often you guys get DDOS attacks on your servers? I've been
attacked one time ever, and it was because I banned a couple of trolls.
-Dill
Sent from my iPhone
> On Feb 26, 2014, at 10:57 AM, 1nsane <1nsane...@gmail.com> wrote:
>
> I've never had an attack stop immediately after
I've never had an attack stop immediately after shutting down the server
being attacked. Sometimes the attacks went on for hours with no change.
Other times the IP would get null routed and then restored later only to be
nullrouted again for even longer as the attack was ongoing.
Most of them woul
I think the "panels" used by these skiddies to ddos servers have the
ability to stop an attack and then continue the attack your newer IP.
So I think its kinda useless for that purpose.
On 26 February 2014 18:21, 1nsane <1nsane...@gmail.com> wrote:
> What about the title of this thread? DDOS.
>
I agree - having more frequent updates, or even a way to manually "push" an
I.P./favorites update out at will (within reason, of course - like a max of
once per hour or so, so as not to overload the system) would allow server
operators to keep some I.P. addresses in reserve in the event the need to
What about the title of this thread? DDOS.
That's a great reason to update the IP more often. It would allow one to
almost provide continuous service.
IP is under attack so you can nullroute it and start the server on another
IP. Then change it back when needed.
On Wed, Feb 26, 2014 at 12:15 PM
Maybe you can put something like *+exec credentials1.cfg* on the command
line then inside that credentials1.cfg place the login command and
another *exec
ctf.cfg* (whatever you wanted to execute originally).
On Thu, Feb 27, 2014 at 1:47 AM, Rudy Bleeker wrote:
> On Wed, Feb 26, 2014 at 5:53 PM,
As I said: do you plan to change IP that often then???
It almost
sounds like you want to change IP every hour or w/e and push the
changes to the clients right away... And pushing all those changes
would be way too much imo. Its not for playing around with hourly
updates to the players and pu
I think there is more to the Quickplay issue than just whether or not QP
should default to Valve servers or not. QP itself has caused a lot of
issues and became the center of controversy ever since it came out in 2011.
Though some of the changes that have been added recently are a step in the
right
On Wed, Feb 26, 2014 at 5:53 PM, Dondon Tudtud wrote:
> You said you're already using +exec for something else, can't you just put
> the login commands on that cfg file instead? Or do you use that cfg file for
> more than one server?
Indeed, my homebrew startup script exec's a config file dependi
> second config file that I exec isn't actually executed.
Even if that's true, you can have a server specific config file that
calls down to the template :P not the other way around.
Kyle.
On Wed, Feb 26, 2014 at 9:44 AM, Rudy Bleeker wrote:
> On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker wrote:
Same here. I'm running multiple servers using one install, so autoexec.cfg
doesn't really work for me.
You said you're already using +exec for something else, can't you just put
the login commands on that cfg file instead? Or do you use that cfg file
for more than one server?
On Thu, Feb 27, 201
On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker wrote:
> That has never been true afaik, exec to your heart's content.
I've tried, but every time I do that the second config file that I
exec isn't actually executed.
I should note that I'm running my servers on Linux, so there might be
a difference b
Can't you put all info you need executed at load on the one single file you
call through *+exec*!?
_pilger
On 26 February 2014 13:31, Rudy Bleeker wrote:
> Unfortunately I'm already using +exec on the command line for
> something else. Is it still true that you can only use one +exec
> comman
That has never been true afaik, exec to your heart's content.
~
"Their heads are green, and their hands are blue,
And they went to sea in a Sieve." - Edward Lear
On Wed, Feb 26, 2014 at 4:31 PM, Rudy Bleeker wrote:
> Unfortunately I'm already using +exec on the command line for
> so
Unfortunately I'm already using +exec on the command line for
something else. Is it still true that you can only use one +exec
command?
On Wed, Feb 26, 2014 at 5:18 PM, Ross Bemrose wrote:
> server.cfg is too late. I found that out by empirical testing.
>
> However, either putting it in autoexe
Yes, I am pretty sure that server.cfg is too late. I believe that autoexec.cfg
is early enough and works. (Right? Others on this mailing list almost
certainly know better than me.)
I think you could also use something like "+exec credentials.cfg".
-Original Message-
From: hlds-boun..
server.cfg is too late. I found that out by empirical testing.
However, either putting it in autoexec.cfg or in a file you +exec on the
command line seems to work.
On 2/26/2014 11:16 AM, Fletcher Dunn wrote:
Yes, I am pretty sure that server.cfg is too late. I believe that autoexec.cfg
is
Also, remember that the command line string can be accessed by other processes
running on the box. Be aware of that when deciding whether to specify your
logon credential there.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Se
Just because people are having issues, and to avoid further problems,
could you elaborate where exactly you would put those? Some of us prefer
autoexec.cfg but should they be in command line? If not, where then?
Server.cfg seems too late.
-ics
Fletcher Dunn kirjoitti:
Sorry, those messages
Sorry, those messages are a bit confusing. I'm assuming this is a TF game
server, in which case the "successfully logged in" messages and the FAQ link
refer to the TF gameserver account. It's totally separate to the Steam
gameserver account, and totally unrelated. Perhaps you aren't specifyin
Changed the *sv_setsteamaccount* to the autoexec file and it worked great.
Someone should check if the failure message is being sent the way it was
supposed to.
Thanks Rudy!
_pilger
On 26 February 2014 12:00, pilger wrote:
> Guess he was right then. It can't be on the *server.cfg*
>
> Stran
Guess he was right then. It can't be on the *server.cfg*
Strangely enough, I'm getting two messages. First one that goes:
Assigned anonymous gameserver Steam ID [A-1:2176588802(4095)].
And then two more that says:
Successfully logged into gameserver account **.
For more information about ga
Hi Pilger,
as far as I know sv_setsteamaccount should be set before a map is
loaded. That means you can either put it in the autoexec.cfg, a file
that is called with +exec from the command line or on the commandline
itself. Anywhere else, for example the file that you use as the
+servercfgfile, is
Hey guys,
I've been talking to a friend about the new steam gameserver account
logging system and he claims that the parameter *sv_setsteamaccount* should
go on the command line, while I think it can go on the server.cfg or any
other file that's executed the first time the server runs.
With the
It would be nicer for steam to push changes instead requiring the clients to
pull.
If you change ip, under the current scheme, you basically have to expect
no/reduced favourited joins for 24hours.
Sent from my iPad
> On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk wrote:
>
> quote: 4. Would i
There's still the possibility to fix it yourself in the NS source code, if
you know where the bug is.
https://github.com/unknownworlds/NS
2014-02-26 14:32 GMT+01:00 Korrey Moore :
> I've been pulling my hair out for weeks trying to solve a problem on my
> HLDS server where the mod "Natural Selec
I've been pulling my hair out for weeks trying to solve a problem on my
HLDS server where the mod "Natural Selection 3.2" refuses to load.
It all started when the Steampipe update to Half-Life was released, which
caused the game to start exhibiting glitches related to player movement and
some game
Anyone who believes that petitioning for the default to be community
servers is relying on quickplay traffic far too heavily or using it to
i.e Play Ads. Remember with a good community you won't need quickplay
for the majority of my traffic they actually find the server themselves
via the steam
> This far from the worst suggestion I've seen. Perhaps aim for a seemless
solution where by "community servers" wasn't even a choice during the first
few hours of gameplay, becomes a choice later, then becomes the default
after it has been selected a couple of times.
I don't like this modificatio
quote: 4. Would it be possible to increase the update rate in the future?
Do you plan to keep changing your IP's every day? I really don't see the need.
>
> From: Bottiger
>To: Half-Life dedicated Win32 server mailing list
>
>Sent: Wednesday, 26 February 2014,
>> It would be a more realistic solution to switch quickplay settings to
community servers after 3-4 hours of playing time.
This far from the worst suggestion I've seen. Perhaps aim for a seemless
solution where by "community servers" wasn't even a choice during the first
few hours of gameplay, be
It is not possible unless you did something like switching from fast to
instant respawn. In that case we went from 10 to a whopping 30 quickplay
connects per day which is hardly worth being pleased about. Official
servers are still taking the vast majority of new players who are never
exposed to co
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