Thank you fletch and I look forward to Valve's next Depeche Mode themed
policy!
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Great news
On Wed, Jan 4, 2012 at 4:13 PM, doc wrote:
> One month? Fletch we now have tasted blood you must chum the water with
> these servers.
>
> BLOOD FOR THE HAT GOD
>
> On Wed, Jan 4, 2012 at 4:10 PM, Fletcher Dunn
> wrote:
>
> > >* Preventing IP addresses from logging a TF gameserver
> >
One month? Fletch we now have tasted blood you must chum the water with
these servers.
BLOOD FOR THE HAT GOD
On Wed, Jan 4, 2012 at 4:10 PM, Fletcher Dunn
wrote:
> >* Preventing IP addresses from logging a TF gameserver
> >account, which excludes them from quickplay.
> > * Delisting IP addresse
>* Preventing IP addresses from logging a TF gameserver
>account, which excludes them from quickplay.
> * Delisting IP addresses from the master server (server browser and
> Quick Match system) for one month.
Just to clarify: the time for both bans is one month.
Unless we see additional irregul
Seems to be a TF2 only thing at the moment. And with TF2 being a free game
non-steam is a non-issue.
On Wed, Jan 4, 2012 at 5:44 PM, daniel jokiaho wrote:
> next step then.. delist nosteam servers i hope
> On 4 Jan 2012 23:36, "Eric Riemers" wrote:
>
> > Thanks for this, if I see with "status" -
Oh, yes, finally its found :D
thnx for putting up with the madhouse :)
>
> From: Fletcher Dunn
>To: "Half-Life dedicated Linux server mailing list
>(hlds_linux@list.valvesoftware.com)" ;
>"Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.
>Thanks for this, if I see with "status" -> account: logged in, does this mean
>that
>my servers are ok, as in.. if it is delisted or anything will that show up
>there?
>Because sometimes you wonder if it is still working :)
If you are blocked from signing in, the status message will changes to i
Looks like Fletcher borrowed Gabe's Ban Hammer.
Good job mate! *claps*
On Wed, Jan 4, 2012 at 7:52 PM, Eric Riemers wrote:
> Nevermind :) cl_gameserver_list to the rescue, standing => good.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun
I couldn't be happier Fletcher, If this gets finally fixed, I will be able
to play counter-strike: source!
I appreciate your and valve's work on this kind of things.
Lets see if people can stop saying 'Valve f* up' and start saying
'Valve cares' or 'Valve is fixing that'
Thanks again.
On Wed
Nevermind :) cl_gameserver_list to the rescue, standing => good.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: woensdag 4 januari 2012 23:35
To: 'Half-Life dedicated Linux server mailing
Look into server console, usually it says something like this:
Connection to Steam servers successful. (this one right after server has
started up)
VAC secure mode is activated.
Connection to Steam servers lost.
VAC secure mode is activated.
Connection to Steam servers lost.
VAC secure
Thanks Fletch!
On 01/04/2012, Eric Riemers wrote:
> Thanks for this, if I see with "status" -> account: logged in, does this
> mean that my servers are ok, as in.. if it is delisted or anything will that
> show up there? Because sometimes you wonder if it is still working :)
>
> -Original Mes
next step then.. delist nosteam servers i hope
On 4 Jan 2012 23:36, "Eric Riemers" wrote:
> Thanks for this, if I see with "status" -> account: logged in, does this
> mean that my servers are ok, as in.. if it is delisted or anything will
> that
> show up there? Because sometimes you wonder if it
Glad to hear that. Thanks for the update, Fletch.
On 1/4/2012 2:24 PM, Fletcher Dunn wrote:
I wanted to pass on the news that we believe we have identified the cause of
the steam auth timeouts that cause groups of players to all get disconnected
drop at once. (No, we had not forgotten about
Thanks for this, if I see with "status" -> account: logged in, does this
mean that my servers are ok, as in.. if it is delisted or anything will that
show up there? Because sometimes you wonder if it is still working :)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[ma
I wanted to pass on the news that we believe we have identified the cause of
the steam auth timeouts that cause groups of players to all get disconnected
drop at once. (No, we had not forgotten about it!)
The details of the bug are pretty complicated, but essentially if a client
dropped from S
How to check easy if servers lost connection to steam?
On 4 Jan 2012 23:08, "Ronny Schedel" wrote:
> Check if your servers lost the connection to Steam, if so, try restarting.
> I don't think they delist L4D servers.
>
>
> -Ursprüngliche Nachricht- From: Peter Reinhold
> Sent: Wednesday,
Look, this issue has been on the table for over 2 weeks now. It has
nothing to do with Steam's outages in the past 10 hours.
L4D2 servers are still empty no matter what i do or others do who have
the same issue. The past updates (2nd latest i believe) did something
that causes problems for som
Check if your servers lost the connection to Steam, if so, try restarting. I
don't think they delist L4D servers.
-Ursprüngliche Nachricht-
From: Peter Reinhold
Sent: Wednesday, January 04, 2012 11:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left
On 04.01.2012 21:54, Ronny Schedel wrote:
The issue was today for some hours only, now all our servers are
filled up again. Seems to be a temporary issue today.
Not temporary here, all my forks are still empty.
/Peter
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Thanks :)
Best regards
Oskar Levin
os...@dataviruset.com
-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För DarthNinja
Skickat: den 4 januari 2012 22:09
Till: Half-Life dedicated Linux server mailing list
Ämne:
Well that is good news, however a month is a very liberal punishment for groups
that have been doing this for 3 years.
Sent from my iPhone 4
On Jan 4, 2012, at 1:15 PM, Fletcher Dunn wrote:
> Today the Team Fortress team took action to bring certain server operators
> into compliance with ou
Can everyone see the APPLAUSE light turned on? Clap yer hands!
-ics
4.1.2012 23:15, Fletcher Dunn kirjoitti:
Today the Team Fortress team took action to bring certain server operators into
compliance with our previously announced "honest server policy". Examples of
server modifications that
Today the Team Fortress team took action to bring certain server operators into
compliance with our previously announced "honest server policy". Examples of
server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Run
mp_holiday_nogifts
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Server issues are temporary, worthless emails are forever.
On Wed, Jan 4, 2012 at 3:54 PM, Ronny Schedel wrote:
> The issue was today for some hours only, now all our servers are filled up
> again. Seems to be a temporary issue today.
>
>
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Hi all!
Is there a way to remove the Christmas present drops in CS:S? They have a
tendency to block certain rotating objects on our minigame maps.
Best regards
Oskar Levin
os...@dataviruset.com
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The issue was today for some hours only, now all our servers are filled up
again. Seems to be a temporary issue today.
-Ursprüngliche Nachricht-
From: Kalen Orchard
Sent: Wednesday, January 04, 2012 9:15 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Left 4 Dead 1
We've been having issues with our L4D2 server not showing up under
SteamGroup Servers. It shows up in the steam server browser, and
users can connect directly, so there's a workaround; but setting up
games without a lobby is a right pain.
At the end of the campaign, it dumps all the players into
L4D1 servers are fine still for me but the L4D2 ones i run stay empty no
matter what i do. They used to be full every evening, all the time. Even
L4D2 got much more players now during holidays.
-ics
4.1.2012 21:26, Peter Reinhold kirjoitti:
On 04.01.2012 19:06, Ronny Schedel wrote:
our L4D
OCCUPY
VALVE
THEY'VE GIVEN US THE TOOLS TO RUN SERVERS TOO LONG IT'S TIME WE STRIKE BACK
AGAINST THE HAND THAT FEEDS
(also can you trim your messages it gets kind of gross looking after a
while)
On Wed, Jan 4, 2012 at 11:00 AM, Rick Payton wrote:
> If Valve only wanted players on their own serv
On 04.01.2012 19:06, Ronny Schedel wrote:
our L4D 1 & 2 servers losing the Steam connection and don't receive
any players anymore. What happend?
L4D works fine, but L4D2 has been empty since around 17th of december
(we've had a small debate about this here earlier, maybe check the
archives)
That l4d2 doesn't get any players is been going on for some time now.
L4d1 on the other hand is working just fine here, have players on it.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent
If Valve only wanted players on their own servers, then why would they release
the server software all of us to run extra servers? We are basically free
server infrastructure and admins for their games, and you toss about that
they're trying to sabotage us?
You sir, are stupid. Or I fail at ge
Steam has been going down for me personally quite a bit for the past couple
of hours. Maybe it's related.
On Wed, Jan 4, 2012 at 10:06 AM, Ronny Schedel wrote:
> Hi,
>
> our L4D 1 & 2 servers losing the Steam connection and don't receive any
> players anymore. What happend?
>
> Best regards
>
>
Hi,
our L4D 1 & 2 servers losing the Steam connection and don't receive any
players anymore. What happend?
Best regards
Ronny Schedel
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Yes but how can we TRUST Valve? Maybe they are trying to hurt our quickplay
servers so theirs work better the more
you know occupy valve
On Wed, Jan 4, 2012 at 8:44 AM, Yuki wrote:
> This isn't hard. Run it on 24 players with replay enabled, and you will
> get
This question is already answered by the FAQ.
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
I increased the max number of players above 24. Will that cause my server to
not receive quickplay matches?
Not entirely. The quickplay system looks at the max reported number of play
Where are you doing the server query where it does not give ID? Without it
then you are kind of stuck with the player. There are options if you have
SourceMod, they do some fuzzy name checking so if the player's name has any
bit of normal "readable" ascii then you can type that and have him kicked
This isn't hard. Run it on 24 players with replay enabled, and you will
get 24 players with replay enabled.
On 04/01/2012 16:16, daniel jokiaho wrote:
so when running with replay enabled i should start my server with 25 slots
or normal 24 slots.
I want to have 24 player slots and also replay.
24. It will add the extra slot itself.
If you start it with 25 you'll end up having 26 and a scoring penalty.
On Wed, Jan 4, 2012 at 11:16 AM, daniel jokiaho wrote:
> so when running with replay enabled i should start my server with 25 slots
> or normal 24 slots.
>
> I want to have 24 player sl
so when running with replay enabled i should start my server with 25 slots
or normal 24 slots.
I want to have 24 player slots and also replay.
On 4 Jan 2012 16:49, "Mart-Jan Reeuwijk" wrote:
> Welcome to the world of statements and exceptions:
>
> Statement "x" applies, with the exception for "y
Welcome to the world of statements and exceptions:
Statement "x" applies, with the exception for "y" and/or "z", but those do not
apply if "w" is true.
The assignment is to put the different statements in the right slots for "x",
"y", "z" and "w". With lack of parts to fill in, those parts of t
I don't troll, I state the information on the Steam website is not true.
> From: eliw...@gmail.com
> Date: Wed, 4 Jan 2012 10:09:17 -0500
> To: mreeu...@yahoo.com; hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Replay - quickplay scoring penality
>
> If you already know that the r
If you already know that the replay system uses sv_visiblemaxplayers and
ignores the maxplayers value, why are you complaining?
Don't complain just for complaining's sake. Valve has extremely clearly
stated that there is exactly zero penalty for running replays, more than
once, don't troll the mai
replay and STV take each a slot, either compensate by having more slots, or
have it lower (ie: 22 player server) to keep it on the number 24 if you find
that important.
the 1-2 more users above the 24 isn't going to hurt you much, and the
difference is prolly neglectable. And probably these 2
I know I already know the answer, but why does then Steam say that increasing
maxplayers gives a small penality? I know it is the sv_visiblemaxplayers which
it looks at, but I am still worried about not getting 100% of the QuickPlay
traffic I can get.
> From: psycho...@alliedmods.net
> Date: W
Technically, yes. They increase max players, but they do not count in the
player count that quickplay uses.
On Jan 4, 2012, at 9:41 AM, Michael Johansen wrote:
>
> Well, why does it increase maxplayers? I think its misleading information,
> the info provided by the Steampowered support site.
Well, why does it increase maxplayers? I think its misleading information, the
info provided by the Steampowered support site.
> From: psycho...@alliedmods.net
> Date: Wed, 4 Jan 2012 09:40:33 -0500
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Replay - quickplay scoring pe
sv_visiblemaxplayers 24
I have three servers all getting replay traffic just fine.
Steven J. Sumichrast
On Jan 4, 2012, at 8:37 AM, Michael Johansen wrote:
>
> Hi guys,
> I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled
> for the most traffic. However, having rep
Replay and SourceTV do not count toward that limit.
On Jan 4, 2012, at 9:37 AM, Michael Johansen wrote:
>
> Hi guys,
> I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled
> for the most traffic. However, having replay on (-replay in startup cmd) sets
> maxplayers to 25
Hi guys,
I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled for
the most traffic. However, having replay on (-replay in startup cmd) sets
maxplayers to 25, and Steampowered's "wiki" says that INCREASING the maxplayers
above 24 gives a "small" penality.How do I make repl
srcds console:
type: status
get list of players, see steamID32
sm_kick "#*steamID32here*"
done
>
> From: Marcel
>To: hlds_linux@list.valvesoftware.com
>Sent: Wednesday, 4 January 2012, 10:15
>Subject: [hlds_linux] srcds_linux Cannot paste UTF-8 Chars
>
>Hi,
>
Hi,
If I want to kick a player who has some special chars in his name it
doesn't work because I cannot paste or write utf-8 chars like "¿" into
the console. Pasting that char to the plain bash console works great but
srcds seems to reject it.
Is there a way to kick these players anyway by na
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