Snowplow was cut. One of the TF2Maps staff posted why:
http://forums.tf2maps.net/showpost.php?p=315021&postcount=67
On 12/8/2014 7:30 PM, Ross Bemrose wrote:
Wasn't the map cp_snowplow supposed to ship with this update, or did
that get canceled?
On 12/8/2014 8:26 PM, Eric Smith wrote:
We've r
Wasn't the map cp_snowplow supposed to ship with this update, or did
that get canceled?
On 12/8/2014 8:26 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update are below.
The new version number is 2535271.
-Eric
-
-
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
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
I understand the logic some people might have about not altering maps, we
also alter maps and such but we dont distrubute it. That little check mark
you click on when creating maps pretty much removes any copyright on maps
created too. But as Aaron too, we leave credits and keep records of the
orig
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
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 someo
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
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)
:
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
+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
o
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 wrote:
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2510340.
>
> -Eric
>
>
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
I had to ban 23 people yesterday for abusing this on my melee only server
On 13 November 2014 15:43, A Fearts 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" wrote:
>
> > Note: I haven't seen t
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" 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 b
I think someone posted a plugin fix for this. But it should be fixed by
valve.
On 13 Nov 2014 15:40, "Ross Bemrose" 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 mos
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" wrote:
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version num
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
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.
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
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 '
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 Wi
- 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 wrote:
> We've released a mandatory update for TF2. The notes for the update are
>
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 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
Third it
Sent from my iPod
> On Oct 31, 2014, at 7:14 AM, pilger wrote:
>
> I second this request.
>
>
> _pilger
>
>> On 31 October 2014 02:05, Alexander Corn wrote:
>>
>> While you guys are revamping the TargetID system, I'd like to place a small
>> request. Could a server cvar please be
I second this request.
_pilger
On 31 October 2014 02:05, Alexander Corn 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 ser
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 wrote:
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2470138.
>
> -Eric
>
>
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 sta
was the "you can walk at round start using the conga" mentioned to?
2014-10-30 18:03 GMT+01:00 ics :
> And to confirm, yes the elevator bug is back. Did valve started working
> this map over a year ago and forgot to fix the bugs? Also, RED side ammobox
> is inside the rocks. http://cloud-4.steam
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 tr
Thanks!
On Thu, Oct 30, 2014 at 11:32 AM, Robert Styler
wrote:
> cfg directory
>
> On 30 October 2014 15:30, David Parker 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 >
> > wrot
cfg directory
On 30 October 2014 15:30, David Parker 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
> wrote:
>
> > I've found that setting it in the launch parameters makes it stick:
> > +mo
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
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
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 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
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 abl
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 :
> Apparently players can get off from bumpercar track with bumpercar. I
> suspect this is due to engineers eureka effect ecploited somehow.
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
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 wor
+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'
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
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_choices
Bots have never worked on any of the payload race maps.
On Sat, Oct 25, 2014 at 12:25 PM, louloubizou 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 :
>
> > We've released a mandatory update for TF2. T
This isnt an issue, bots are not supposed to work on hightower
25.10.2014 20:27 пользователь "louloubizou" 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 :
>
> > We've released a mandatory update for
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 :
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2457946.
>
> -Eric
>
>
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
nux-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] &
t;
> -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
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'
S
ssage-
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 m
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
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 map
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 wrote:
> Server .
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
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 wi
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
> th
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" wrote:
> Hi,
>
> On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote:
> > The Quickplay cha
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 disab
It's not solely ads which made Valve change Quickplay. Besides, advertising
to Quickplay connecting clients is no longer possible so it's irrelevant if
that is their sole motivation for this change.
In my opinion it's servers faking data such as connected players (e.g.
servers which also give bots
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'
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
er 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 s
t;
>>> 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, be
7;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
S
on Gametrackers.
> >
> > On Wed, Oct 15, 2014 at 10:46 AM, Frank 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
> > &g
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.valve
Disabling my automatic updates until I see the aftermath of this.
On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling
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, Azaru
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 wrote:
>
>
> On 10/23/2014 10:45 AM, Frank wrote:
> > Ok I see this over on teamfortress.com...
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 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 valv
You talking about Op4 server? or client?
On Thu, Oct 23, 2014 at 11:30 AM, Ook 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 us
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 Sc
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
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 pr
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
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 as
Uh... there are hosties in TF2 now? sweet!
On Wed, Oct 22, 2014 at 12:00 PM, Nicola 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 i
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
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
wrote:
> Thank you very much for worki
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 mail
Retract my previous statement about Linux DS being Ok. Mine just crashed.
On Mon, Oct 20, 2014 at 2:48 PM, Peter Jerde 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
Same here (meaning working fine on Linux - Debian 64-bit in my case).
On Mon, Oct 20, 2014 at 2:29 PM, big john wrote:
> Thanks.
>
> Linix is fine btw
> On Oct 20, 2014 5:28 PM, "Eric Smith" wrote:
>
>> We’re working on a fix. We should have it soon.
>>
>>
>>
>> -Eric
>>
>>
>>
>>
>>
>> *From:*
Thanks for the update Eric. Needless to say, looking forward to a fix.
On Fri, Oct 17, 2014 at 10:29 AM, Eric Smith
wrote:
> We’re already work on a fix.
>
>
>
> -Eric
>
>
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasel
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.
O
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" wrote:
> So, I've been hearing that clients are blocking the downloads of some
> model-related files since the last T
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 b
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 Bem
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
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
ou 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
lf 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
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
On 14/10/2014 08:30, Ilya Larin wrote:
Well, server owners are also a very important part of the community
Well, nothing's stopping them feeling important on their empty server is it?
Do they want a badge?
--
Dan
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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
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 creatin
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" 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 the
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 owne
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
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 wrote:
> My gut feel is that if they are plannning any major change to quickplay, it
> will be when the quickplay system is me
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 wrote:
> So, I am just wondering what happened
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 th
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