, 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
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
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
+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
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
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 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
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 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
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
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
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 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
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
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.
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
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
- 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
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:
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
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
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.
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
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
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
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
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
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
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
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.
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
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
+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
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
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
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
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
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:
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
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
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
...@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
.
-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
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
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
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
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
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
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
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
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
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
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
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
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
-
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
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
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
: 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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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?
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
-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
.
-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
-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
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
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
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
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
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