Re: [hlds_linux] Mandatory Team Fortress 2 update released

Discussion in 'HLDS / Valve Linux newsletter' started by Weasel, Apr 19, 2013.

  1. Weasel

    Weasel Guest

    Will this mean that with HTML MOTD's we don't have to build a
    "meta refresh" or such work-around's into the MOTD content to
    ensure it gets refreshed each time it's opened?

    ================================

    Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700

    Anyways, the sv_motd_unload_on_dismissal ConVar is about
    what happens to the MOTD when the user closes it. Before we
    would just hide it, but the page would still be loaded and taking
    resources. This gives server operators the option to have it
    unloaded completely.

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  2. Doesn't look like anyone has asked yet, so... can this update be synced to
    the SteamPipe beta?


    On Thu, Apr 18, 2013 at 7:25 PM, Weasel <weasel (AT) com> wrote:

    > Will this mean that with HTML MOTD's we don't have to build a
    > "meta refresh" or such work-around's into the MOTD content to
    > ensure it gets refreshed each time it's opened?
    >
    > ================================
    >
    > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
    >
    > Anyways, the sv_motd_unload_on_dismissal ConVar is about
    > what happens to the MOTD when the user closes it. Before we
    > would just hide it, but the page would still be loaded and taking
    > resources. This gives server operators the option to have it
    > unloaded completely.
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list archives,
    > please visit:
    > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    >




    --
    thesupremecommander (Steam<http://steamcommunity.com/id/thesupremecommander>
    )
    Chief Admin, SPUFserver <http://steamcommunity.com/groups/spufpowered>
    Chief Admin, OverPowered League <http://comp.ovrpwrd.net/>
    _______________________________________________
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    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
     
  3. Let's be realistic though, if the plugin has been widely used in the
    competitive community for such a long time with no action taken by Valve it
    would seem to be a little harsh to VAC ban players for it because they
    didn't catch the note about it buried in some random update notes.


    On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander <
    thesupremecmdr (AT) com> wrote:

    > Doesn't look like anyone has asked yet, so... can this update be synced to
    > the SteamPipe beta?
    >
    >
    > On Thu, Apr 18, 2013 at 7:25 PM, Weasel <weasel (AT) com> wrote:
    >
    > > Will this mean that with HTML MOTD's we don't have to build a
    > > "meta refresh" or such work-around's into the MOTD content to
    > > ensure it gets refreshed each time it's opened?
    > >
    > > ================================
    > >
    > > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
    > >
    > > Anyways, the sv_motd_unload_on_dismissal ConVar is about
    > > what happens to the MOTD when the user closes it. Before we
    > > would just hide it, but the page would still be loaded and taking
    > > resources. This gives server operators the option to have it
    > > unloaded completely.
    > >
    > > _______________________________________________
    > > To unsubscribe, edit your list preferences, or view the list archives,
    > > please visit:
    > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    > >

    >
    >
    >
    > --
    > thesupremecommander (Steam<
    > http://steamcommunity.com/id/thesupremecommander>
    > )
    > Chief Admin, SPUFserver <http://steamcommunity.com/groups/spufpowered>
    > Chief Admin, OverPowered League <http://comp.ovrpwrd.net/>
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list archives,
    > please visit:
    > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    >

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  4. 1nsane

    1nsane Guest

    sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.

    I have a youtube video as the motd and it keeps playing in the background
    after I close it.

    Am I doing something wrong? Shouldn't it be stopped? Or did I just
    misunderstood what this is supposed to be doing?


    On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun <sc2phan (AT) com> wrote:

    > Let's be realistic though, if the plugin has been widely used in the
    > competitive community for such a long time with no action taken by Valve it
    > would seem to be a little harsh to VAC ban players for it because they
    > didn't catch the note about it buried in some random update notes.
    >
    >
    > On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander <
    > thesupremecmdr (AT) com> wrote:
    >
    > > Doesn't look like anyone has asked yet, so... can this update be synced

    > to
    > > the SteamPipe beta?
    > >
    > >
    > > On Thu, Apr 18, 2013 at 7:25 PM, Weasel <weasel (AT) com> wrote:
    > >
    > > > Will this mean that with HTML MOTD's we don't have to build a
    > > > "meta refresh" or such work-around's into the MOTD content to
    > > > ensure it gets refreshed each time it's opened?
    > > >
    > > > ================================
    > > >
    > > > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
    > > >
    > > > Anyways, the sv_motd_unload_on_dismissal ConVar is about
    > > > what happens to the MOTD when the user closes it. Before we
    > > > would just hide it, but the page would still be loaded and taking
    > > > resources. This gives server operators the option to have it
    > > > unloaded completely.
    > > >
    > > > _______________________________________________
    > > > To unsubscribe, edit your list preferences, or view the list archives,
    > > > please visit:
    > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    > > >

    > >
    > >
    > >
    > > --
    > > thesupremecommander (Steam<
    > > http://steamcommunity.com/id/thesupremecommander>
    > > )
    > > Chief Admin, SPUFserver <http://steamcommunity.com/groups/spufpowered>
    > > Chief Admin, OverPowered League <http://comp.ovrpwrd.net/>
    > > _______________________________________________
    > > 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
    >

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  5. 1nsane

    1nsane Guest

    Apologies, I assumed this change took effect on the client. MOTD is being
    served by a plugin and thus is unaffected by this command.


    On Thu, Apr 18, 2013 at 11:19 PM, 1nsane <1nsane.pw (AT) com> wrote:

    > sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
    >
    > I have a youtube video as the motd and it keeps playing in the background
    > after I close it.
    >
    > Am I doing something wrong? Shouldn't it be stopped? Or did I just
    > misunderstood what this is supposed to be doing?
    >
    >
    > On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun <sc2phan (AT) com>wrote:
    >
    >> Let's be realistic though, if the plugin has been widely used in the
    >> competitive community for such a long time with no action taken by Valve
    >> it
    >> would seem to be a little harsh to VAC ban players for it because they
    >> didn't catch the note about it buried in some random update notes.
    >>
    >>
    >> On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander <
    >> thesupremecmdr (AT) com> wrote:
    >>
    >> > Doesn't look like anyone has asked yet, so... can this update be synced

    >> to
    >> > the SteamPipe beta?
    >> >
    >> >
    >> > On Thu, Apr 18, 2013 at 7:25 PM, Weasel <weasel (AT) com> wrote:
    >> >
    >> > > Will this mean that with HTML MOTD's we don't have to build a
    >> > > "meta refresh" or such work-around's into the MOTD content to
    >> > > ensure it gets refreshed each time it's opened?
    >> > >
    >> > > ================================
    >> > >
    >> > > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
    >> > >
    >> > > Anyways, the sv_motd_unload_on_dismissal ConVar is about
    >> > > what happens to the MOTD when the user closes it. Before we
    >> > > would just hide it, but the page would still be loaded and taking
    >> > > resources. This gives server operators the option to have it
    >> > > unloaded completely.
    >> > >
    >> > > _______________________________________________
    >> > > To unsubscribe, edit your list preferences, or view the list archives,
    >> > > please visit:
    >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    >> > >
    >> >
    >> >
    >> >
    >> > --
    >> > thesupremecommander (Steam<
    >> > http://steamcommunity.com/id/thesupremecommander>
    >> > )
    >> > Chief Admin, SPUFserver <http://steamcommunity.com/groups/spufpowered>
    >> > Chief Admin, OverPowered League <http://comp.ovrpwrd.net/>
    >> > _______________________________________________
    >> > 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
    >>

    >
    >

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  6. Doctor McKay

    Doctor McKay Guest

    Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 updatereleased

    I looked into the technical aspects of this change. If you want MOTDs
    served by plugins to be unloaded on close, add "unload" => "1" to the vgui
    message's keyvalues. The new cvar only adds this to the regular MOTD
    message sent by the game.

    Dr. McKay

    On Thursday, April 18, 2013, 1nsane <1nsane.pw (AT) com> wrote:

    > Apologies, I assumed this change took effect on the client. MOTD is being
    > served by a plugin and thus is unaffected by this command.
    >
    >
    > On Thu, Apr 18, 2013 at 11:19 PM, 1nsane <1nsane.pw (AT) com<javascript:;>>
    > wrote:
    >
    > > sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
    > >
    > > I have a youtube video as the motd and it keeps playing in the background
    > > after I close it.
    > >
    > > Am I doing something wrong? Shouldn't it be stopped? Or did I just
    > > misunderstood what this is supposed to be doing?
    > >
    > >
    > > On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun <sc2phan (AT) com<javascript:;>
    > >wrote:
    > >
    > >> Let's be realistic though, if the plugin has been widely used in the
    > >> competitive community for such a long time with no action taken by Valve
    > >> it
    > >> would seem to be a little harsh to VAC ban players for it because they
    > >> didn't catch the note about it buried in some random update notes.
    > >>
    > >>
    > >> On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander <
    > >> thesupremecmdr (AT) com <javascript:;>> wrote:
    > >>
    > >> > Doesn't look like anyone has asked yet, so... can this update be

    > synced
    > >> to
    > >> > the SteamPipe beta?
    > >> >
    > >> >
    > >> > On Thu, Apr 18, 2013 at 7:25 PM, Weasel <weasel (AT) com<javascript:;>>

    > wrote:
    > >> >
    > >> > > Will this mean that with HTML MOTD's we don't have to build a
    > >> > > "meta refresh" or such work-around's into the MOTD content to
    > >> > > ensure it gets refreshed each time it's opened?
    > >> > >
    > >> > > ================================
    > >> > >
    > >> > > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
    > >> > >
    > >> > > Anyways, the sv_motd_unload_on_dismissal ConVar is about
    > >> > > what happens to the MOTD when the user closes it. Before we
    > >> > > would just hide it, but the page would still be loaded and taking
    > >> > > resources. This gives server operators the option to have it
    > >> > > unloaded completely.
    > >> > >
    > >> > > _______________________________________________
    > >> > > To unsubscribe, edit your list preferences, or view the list

    > archives,
    > >> > > please visit:
    > >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
    > >> > >
    > >> >
    > >> >
    > >> >
    > >> > --
    > >> > thesupremecommander (Steam<
    > >> > http://steamcommunity.com/id/thesupremecommander>
    > >> > )
    > >> > Chief Admin, SPUFserver <http://steamcommunity.com/groups/spufpowered

    > >
    > >> > Chief Admin, OverPowered League <http://comp.ovrpwrd.net/>
    > >> > _______________________________________________
    > >> > 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
    >



    --


    Doctor McKay
    http://www.doctormckay.com
    mckay (AT) com
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  7. ics

    ics Guest

    Can you elaborate why the sudden change of wav to mp3? Certainly not to
    save space?

    Latest update seems to have broken sounds in cp_foundry. Its quite calm
    there...

    Failed to load sound ambient_mp3\\cp_harbor\\machinery_in_lp_02.mp3,
    file probably missing from disk/repository
    Failed to load sound ambient_mp3\\cp_harbor\\indoor_lp_01.mp3, file
    probably missing from disk/repository
    Failed to load sound ambient_mp3\\fire\\fire_small_loop1.mp3, file
    probably missing from disk/repository

    -ics

    Eric Smith kirjoitti:
    > Weve released a mandatory update for TF2. The notes for the update are below. The new version number is 2698188.
    >
    >
    >
    > -Eric
    >
    >
    >
    > ----------------------------------------------------
    >
    > - Fixed the Strange Dalokohs Bar not counting food eaten
    > - Fixed a client crash related to the material system
    > - Fixed a client crash related to the control point HUD
    > - Fixed a server crash related to the Robot Destruction game mode
    > - Fixed name changes not being applied to all panels
    > - Fixed a bug with tournaments ending early if the previous round ended in a stalemate
    > - Fixed the Australium Scattergun using the fire material
    > - Fixed not seeing the particle effects for weapons and cosmetic items in the player model panels
    > - Added Gamers Assembly 2015 medals
    > - Added a no hat style for the Batters Helmet
    > - Updated more sound files to use .mp3 format instead of .wav
    > - Updated nav_check_stairs to be marked as a cheat
    > - Updated Mann Co. Store prices for foreign currencies to current USD equivalents
    > - Updated the localization files
    > - Mannpower update
    > - Updated grapple model and player animations
    > - Fixed not hearing some of the powerup sounds
    > - Removed ctf_foundry from the default map cycle to focus on gathering information on the remaining maps
    > - Knockout: reduced melee damage multiplier
    > - Knockout: max health buff has been reduced for the Heavy and for the Demoman with a shield or decapitating sword equipped
    > - Grapple: increased base damage for attaching to a player and increased bleed damage while attached
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


    _______________________________________________

    https://i3d.net
     
  8. On Wed, Apr 1, 2015 at 10:44 AM ics <ics@ics-base.net> wrote:

    > Can you elaborate why the sudden change of wav to mp3? Certainly not to
    > save space?
    >
    > Latest update seems to have broken sounds in cp_foundry. Its quite calm
    > there...
    >
    > Failed to load sound ambient_mp3\\cp_harbor\\machinery_in_lp_02.mp3,
    > file probably missing from disk/repository
    > Failed to load sound ambient_mp3\\cp_harbor\\indoor_lp_01.mp3, file
    > probably missing from disk/repository
    > Failed to load sound ambient_mp3\\fire\\fire_small_loop1.mp3, file
    > probably missing from disk/repository
    >
    > -ics
    >
    > Eric Smith kirjoitti:
    > > Weve released a mandatory update for TF2. The notes for the update are
    > below. The new version number is 2698188.
    > >
    > >
    > >
    > > -Eric
    > >
    > >
    > >
    > > ----------------------------------------------------
    > >
    > > - Fixed the Strange Dalokohs Bar not counting food eaten
    > > - Fixed a client crash related to the material system
    > > - Fixed a client crash related to the control point HUD
    > > - Fixed a server crash related to the Robot Destruction game mode
    > > - Fixed name changes not being applied to all panels
    > > - Fixed a bug with tournaments ending early if the previous round ended
    > in a stalemate
    > > - Fixed the Australium Scattergun using the fire material
    > > - Fixed not seeing the particle effects for weapons and cosmetic items
    > in the player model panels
    > > - Added Gamers Assembly 2015 medals
    > > - Added a no hat style for the Batters Helmet
    > > - Updated more sound files to use .mp3 format instead of .wav
    > > - Updated nav_check_stairs to be marked as a cheat
    > > - Updated Mann Co. Store prices for foreign currencies to current USD
    > equivalents
    > > - Updated the localization files
    > > - Mannpower update
    > > - Updated grapple model and player animations
    > > - Fixed not hearing some of the powerup sounds
    > > - Removed ctf_foundry from the default map cycle to focus on gathering
    > information on the remaining maps
    > > - Knockout: reduced melee damage multiplier
    > > - Knockout: max health buff has been reduced for the Heavy and for the
    > Demoman with a shield or decapitating sword equipped
    > > - Grapple: increased base damage for attaching to a player and increased
    > bleed damage while attached
    > >
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net
     
  9. Why wouldnt it be to save space?

    On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
    thisisgordonsemail@gmail.com> wrote:

    >
    >
    > On Wed, Apr 1, 2015 at 10:44 AM ics <ics@ics-base.net> wrote:
    >
    >> Can you elaborate why the sudden change of wav to mp3? Certainly not to
    >> save space?
    >>
    >> Latest update seems to have broken sounds in cp_foundry. Its quite calm
    >> there...
    >>
    >> Failed to load sound ambient_mp3\\cp_harbor\\machinery_in_lp_02.mp3,
    >> file probably missing from disk/repository
    >> Failed to load sound ambient_mp3\\cp_harbor\\indoor_lp_01.mp3, file
    >> probably missing from disk/repository
    >> Failed to load sound ambient_mp3\\fire\\fire_small_loop1.mp3, file
    >> probably missing from disk/repository
    >>
    >> -ics
    >>
    >> Eric Smith kirjoitti:
    >> > Weve released a mandatory update for TF2. The notes for the update are
    >> below. The new version number is 2698188.
    >> >
    >> >
    >> >
    >> > -Eric
    >> >
    >> >
    >> >
    >> > ----------------------------------------------------
    >> >
    >> > - Fixed the Strange Dalokohs Bar not counting food eaten
    >> > - Fixed a client crash related to the material system
    >> > - Fixed a client crash related to the control point HUD
    >> > - Fixed a server crash related to the Robot Destruction game mode
    >> > - Fixed name changes not being applied to all panels
    >> > - Fixed a bug with tournaments ending early if the previous round ended
    >> in a stalemate
    >> > - Fixed the Australium Scattergun using the fire material
    >> > - Fixed not seeing the particle effects for weapons and cosmetic items
    >> in the player model panels
    >> > - Added Gamers Assembly 2015 medals
    >> > - Added a no hat style for the Batters Helmet
    >> > - Updated more sound files to use .mp3 format instead of .wav
    >> > - Updated nav_check_stairs to be marked as a cheat
    >> > - Updated Mann Co. Store prices for foreign currencies to current USD
    >> equivalents
    >> > - Updated the localization files
    >> > - Mannpower update
    >> > - Updated grapple model and player animations
    >> > - Fixed not hearing some of the powerup sounds
    >> > - Removed ctf_foundry from the default map cycle to focus on gathering
    >> information on the remaining maps
    >> > - Knockout: reduced melee damage multiplier
    >> > - Knockout: max health buff has been reduced for the Heavy and for the
    >> Demoman with a shield or decapitating sword equipped
    >> > - Grapple: increased base damage for attaching to a player and
    >> increased bleed damage while attached
    >> >
    >> >
    >> > _______________________________________________
    >> >
    >> please visit:
    >> > https://i3d.net
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    _______________________________________________

    https://i3d.net
     
  10. Paul

    Paul Guest

    Why not? They seem to be doing anything else except what some of the
    community would like them to be doing at the moment sadly.

    On 1 April 2015 at 18:50, Gordon Reynolds <thisisgordonsemail@gmail.com>
    wrote:

    > Why wouldnt it be to save space?
    >
    > On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
    > thisisgordonsemail@gmail.com> wrote:
    >
    > >
    > >
    > > On Wed, Apr 1, 2015 at 10:44 AM ics <ics@ics-base.net> wrote:
    > >
    > >> Can you elaborate why the sudden change of wav to mp3? Certainly not to
    > >> save space?
    > >>
    > >> Latest update seems to have broken sounds in cp_foundry. Its quite calm
    > >> there...
    > >>
    > >> Failed to load sound ambient_mp3\\cp_harbor\\machinery_in_lp_02.mp3,
    > >> file probably missing from disk/repository
    > >> Failed to load sound ambient_mp3\\cp_harbor\\indoor_lp_01.mp3, file
    > >> probably missing from disk/repository
    > >> Failed to load sound ambient_mp3\\fire\\fire_small_loop1.mp3, file
    > >> probably missing from disk/repository
    > >>
    > >> -ics
    > >>
    > >> Eric Smith kirjoitti:
    > >> > Weve released a mandatory update for TF2. The notes for the update
    > are
    > >> below. The new version number is 2698188.
    > >> >
    > >> >
    > >> >
    > >> > -Eric
    > >> >
    > >> >
    > >> >
    > >> > ----------------------------------------------------
    > >> >
    > >> > - Fixed the Strange Dalokohs Bar not counting food eaten
    > >> > - Fixed a client crash related to the material system
    > >> > - Fixed a client crash related to the control point HUD
    > >> > - Fixed a server crash related to the Robot Destruction game mode
    > >> > - Fixed name changes not being applied to all panels
    > >> > - Fixed a bug with tournaments ending early if the previous round
    > ended
    > >> in a stalemate
    > >> > - Fixed the Australium Scattergun using the fire material
    > >> > - Fixed not seeing the particle effects for weapons and cosmetic items
    > >> in the player model panels
    > >> > - Added Gamers Assembly 2015 medals
    > >> > - Added a no hat style for the Batters Helmet
    > >> > - Updated more sound files to use .mp3 format instead of .wav
    > >> > - Updated nav_check_stairs to be marked as a cheat
    > >> > - Updated Mann Co. Store prices for foreign currencies to current USD
    > >> equivalents
    > >> > - Updated the localization files
    > >> > - Mannpower update
    > >> > - Updated grapple model and player animations
    > >> > - Fixed not hearing some of the powerup sounds
    > >> > - Removed ctf_foundry from the default map cycle to focus on gathering
    > >> information on the remaining maps
    > >> > - Knockout: reduced melee damage multiplier
    > >> > - Knockout: max health buff has been reduced for the Heavy and for the
    > >> Demoman with a shield or decapitating sword equipped
    > >> > - Grapple: increased base damage for attaching to a player and
    > >> increased bleed damage while attached
    > >> >
    > >> >
    > >> > _______________________________________________
    > >> >
    > >> please visit:
    > >> > https://i3d.net
    > >>
    > >>
    > >> _______________________________________________
    > >>
    > >> please visit:
    > >> https://i3d.net
    > >>
    > >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net
     
  11. Are you seriously saying that the reason they did it was for the sole
    reason of not doing things the community wants?

    I for one like the smaller download.

    On Wed, Apr 1, 2015 at 1:53 PM, Paul <ubyu.net@gmail.com> wrote:

    > Why not? They seem to be doing anything else except what some of the
    > community would like them to be doing at the moment sadly.
    >
    > On 1 April 2015 at 18:50, Gordon Reynolds <thisisgordonsemail@gmail.com>
    > wrote:
    >
    > > Why wouldnt it be to save space?
    > >
    > > On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds <
    > > thisisgordonsemail@gmail.com> wrote:
    > >
    > > >
    > > >
    > > > On Wed, Apr 1, 2015 at 10:44 AM ics <ics@ics-base.net> wrote:
    > > >
    > > >> Can you elaborate why the sudden change of wav to mp3? Certainly not
    > to
    > > >> save space?
    > > >>
    > > >> Latest update seems to have broken sounds in cp_foundry. Its quite
    > calm
    > > >> there...
    > > >>
    > > >> Failed to load sound ambient_mp3\\cp_harbor\\machinery_in_lp_02.mp3,
    > > >> file probably missing from disk/repository
    > > >> Failed to load sound ambient_mp3\\cp_harbor\\indoor_lp_01.mp3, file
    > > >> probably missing from disk/repository
    > > >> Failed to load sound ambient_mp3\\fire\\fire_small_loop1.mp3, file
    > > >> probably missing from disk/repository
    > > >>
    > > >> -ics
    > > >>
    > > >> Eric Smith kirjoitti:
    > > >> > Weve released a mandatory update for TF2. The notes for the update
    > > are
    > > >> below. The new version number is 2698188.
    > > >> >
    > > >> >
    > > >> >
    > > >> > -Eric
    > > >> >
    > > >> >
    > > >> >
    > > >> > ----------------------------------------------------
    > > >> >
    > > >> > - Fixed the Strange Dalokohs Bar not counting food eaten
    > > >> > - Fixed a client crash related to the material system
    > > >> > - Fixed a client crash related to the control point HUD
    > > >> > - Fixed a server crash related to the Robot Destruction game mode
    > > >> > - Fixed name changes not being applied to all panels
    > > >> > - Fixed a bug with tournaments ending early if the previous round
    > > ended
    > > >> in a stalemate
    > > >> > - Fixed the Australium Scattergun using the fire material
    > > >> > - Fixed not seeing the particle effects for weapons and cosmetic
    > items
    > > >> in the player model panels
    > > >> > - Added Gamers Assembly 2015 medals
    > > >> > - Added a no hat style for the Batters Helmet
    > > >> > - Updated more sound files to use .mp3 format instead of .wav
    > > >> > - Updated nav_check_stairs to be marked as a cheat
    > > >> > - Updated Mann Co. Store prices for foreign currencies to current
    > USD
    > > >> equivalents
    > > >> > - Updated the localization files
    > > >> > - Mannpower update
    > > >> > - Updated grapple model and player animations
    > > >> > - Fixed not hearing some of the powerup sounds
    > > >> > - Removed ctf_foundry from the default map cycle to focus on
    > gathering
    > > >> information on the remaining maps
    > > >> > - Knockout: reduced melee damage multiplier
    > > >> > - Knockout: max health buff has been reduced for the Heavy and for
    > the
    > > >> Demoman with a shield or decapitating sword equipped
    > > >> > - Grapple: increased base damage for attaching to a player and
    > > >> increased bleed damage while attached
    > > >> >
    > > >> >
    > > >> > _______________________________________________
    > > >> > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > >> please visit:
    > > >> > https://i3d.net
    > > >>
    > > >>
    > > >> _______________________________________________
    > > >>
    > > >> please visit:
    > > >> https://i3d.net
    > > >>
    > > >
    > > _______________________________________________
    > >
    > > please visit:
    > > https://i3d.net
    > >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net
     
  12. Question regarding this update: does the demo recorder work on only match
    making server, and server with tournament mode, or any server whatsoever?

    On Tue, May 31, 2016, 11:29 AM Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for TF2. The update notes are below. The
    > new version number is 3475087.
    >
    > -Eric
    >
    > ===============================>
    > - Added a new Demo Support feature to auto-record matches
    > - Can be configured via the Adv. Options menu
    > - Automatically records .dem files of your matches (or can be set
    > to Manual) and puts them into the specified folder
    > - Logs killstreaks and bookmarks to a master _events.txt file in
    > the same folder as the recordings so the events can be easily reviewed
    > - Logs killstreaks and bookmarks for each specific .dem file to
    > .json file that has the same name as the .dem file (see the ds_mark command
    > below)
    > - Supports the following console commands:
    > - ds_record: manually start a recording
    > - ds_stop: manually stop recording
    > - ds_mark [comment]: bookmark the current demo tick count
    > for future reference. The [comment] is an optional descriptor you may
    > include.
    > - ds_status: report the current recording status
    > - Security fixes (thanks to Diodine for these reports)
    > - Fixed an exploit related to the Heavys gloves and blocking the payload
    > cart
    > - Fixed energy weapons not reloading when using cl_autoreload
    > - Fixed the team-win dialog not being displayed for SourceTV clients
    > - Updated several hats to fix the Sniper not removing the hats while
    > taunting
    > - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6
    > Seasons 19 and 20, and 4v4 Seasons 6 and 7
    > - Updated models/materials for The Dead Head, The Scoped Spartan, The
    > Patriots Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough Stuff
    > Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time, and The
    > Big Elfin Deal
    > - Updated The Federal Casemaker to hide the Scouts headphones
    > - Updated the localization files
    >
    >
    >
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net
     
  13. EricSmith

    EricSmith Guest

    The new Demo Support feature is a client-side tool for recording .dem files, similar to P-REC. It will function on any server.

    -Eric


    -----Original Message-----
    From: hlds_linux-bounces@.com [mailto:hlds_linux-bounces@.com] On Behalf Of Alexander Terry
    Sent: Tuesday, May 31, 2016 12:50 PM
    To: Half-Life dedicated Linux server mailing list; hlds@.com; hlds_announce@.com
    Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

    Question regarding this update: does the demo recorder work on only match making server, and server with tournament mode, or any server whatsoever?

    On Tue, May 31, 2016, 11:29 AM Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for TF2. The update notes are below.
    > The new version number is 3475087.
    >
    > -Eric
    >
    > ===============================>
    > - Added a new Demo Support feature to auto-record matches
    > - Can be configured via the Adv. Options menu
    > - Automatically records .dem files of your matches (or can be
    > set to Manual) and puts them into the specified folder
    > - Logs killstreaks and bookmarks to a master _events.txt file
    > in the same folder as the recordings so the events can be easily reviewed
    > - Logs killstreaks and bookmarks for each specific .dem file
    > to .json file that has the same name as the .dem file (see the ds_mark
    > command
    > below)
    > - Supports the following console commands:
    > - ds_record: manually start a recording
    > - ds_stop: manually stop recording
    > - ds_mark [comment]: bookmark the current demo tick
    > count for future reference. The [comment] is an optional descriptor
    > you may include.
    > - ds_status: report the current recording status
    > - Security fixes (thanks to Diodine for these reports)
    > - Fixed an exploit related to the Heavys gloves and blocking the
    > payload cart
    > - Fixed energy weapons not reloading when using cl_autoreload
    > - Fixed the team-win dialog not being displayed for SourceTV clients
    > - Updated several hats to fix the Sniper not removing the hats while
    > taunting
    > - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6
    > Seasons 19 and 20, and 4v4 Seasons 6 and 7
    > - Updated models/materials for The Dead Head, The Scoped Spartan, The
    > Patriots Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough
    > Stuff Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time,
    > and The Big Elfin Deal
    > - Updated The Federal Casemaker to hide the Scouts headphones
    > - Updated the localization files
    >
    >
    >
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net


    _______________________________________________

    https://i3d.net
     
  14. EmilLarsson

    EmilLarsson Guest

    Was it just my servers, or did this update not apply automatically to
    servers?

    Had to manually restart my servers like it was a optional update.

    On Thu, Aug 4, 2016 at 2:54 AM, John Schoenick <johns@valvesoftware.com>
    wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3561198.
    >
    > - John
    >
    > ------------------------------------------------------------
    >
    > - Fixed map objectives (e.g. flags, capture points, carts) sometimes
    > becoming unresponsive in Casual Mode games
    > - Fixed a case where players could be late-joined into games playing a
    > map that they didnt have selected
    > - Updated the tooltips for the Sticky and Rocket Jumper to include the
    > PASS Time JACK in the list of items that cant be picked up while they
    > are equipped
    > - More fixes and improvements to weapon viewmodels when using
    > wider/larger weapon field-of-view settings
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    https://i3d.net
     
  15. Had no issues with the update.

    -----Ursprngliche Nachricht-----
    Von: hlds_linux-bounces@.com
    [mailto:hlds_linux-bounces@.com] Im Auftrag von Emil
    Larsson
    Gesendet: Donnerstag, 4. August 2016 03:16
    An: Half-Life dedicated Linux server mailing list
    Betreff: Re: [hlds_linux] Mandatory Team Fortress 2 update released

    Was it just my servers, or did this update not apply automatically to
    servers?

    Had to manually restart my servers like it was a optional update.

    On Thu, Aug 4, 2016 at 2:54 AM, John Schoenick <johns@valvesoftware.com>
    wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for
    > the update are below. The new version is 3561198.
    >
    > - John
    >
    > ------------------------------------------------------------
    >
    > - Fixed map objectives (e.g. flags, capture points, carts) sometimes
    > becoming unresponsive in Casual Mode games
    > - Fixed a case where players could be late-joined into games playing a
    > map that they didnt have selected
    > - Updated the tooltips for the Sticky and Rocket Jumper to include the
    > PASS Time JACK in the list of items that cant be picked up while they
    > are equipped
    > - More fixes and improvements to weapon viewmodels when using
    > wider/larger weapon field-of-view settings
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    _______________________________________________

    please visit:
    https://i3d.net


    _______________________________________________

    https://i3d.net
     
  16. CharlesHuber

    CharlesHuber Guest

    Hrm, still startup looping:

    WARNING: No map specified! Server may not heartbeat.
    Auto detecting CPU
    Using default binary: ./srcds_linux
    Server will auto-restart if there is a crash.
    Updating server using Steam.
    ----------------------------
    Redirecting stderr to /home/gameserver/Steam/logs/stderr.txt
    Looks like steam didnt shutdown cleanly, scheduling immediate update check
    [ 0%] Checking for available updates...
    [----] Verifying installation...
    Steam Console Client (c) Valve Corporation
    -- type quit to exit --
    Loading Steam API...Created shared memory when not owner
    SteamController_Shared_mem
    OK.
    login anonymous

    Connecting anonymously to Steam Public...Logged in OK
    Waiting for license info...OK
    force_install_dir ./tf2
    app_update 232250 validate
    Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    Update state (0x81) committing, progress: 100.00 (180409744 / 180411440)
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    depotreconstruct.cpp (490) : Assertion Failed: pInfo->nNumWritesFinished > 0
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    be called with a cubData value that is a multiple of the sector size
    when using unbuffered IO
    Error! App 232250 state is 0x606 after update job.
    Redirecting stderr to /home/gameserver/Steam/logs/stderr.txt




    On Tue, Oct 25, 2016 at 3:26 PM, Eric Smith <erics@valvesoftware.com> wrote:
    > Weve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3666413.
    >
    > -Eric
    >
    > --------------------------------------------------
    >
    > - Extended Scream Fortress VIII to run through November 16th, 2016
    > - Fixed a problem causing some players to receive the incorrect number of Merasmissions
    > - Players should receive one Scream Fortress VIII Merasmission per day of the event, for a maximum possible of seven as of today
    > - Players who received too few Merasmissions will be able to quickly catch up to the intended amount
    > - A small number of players who received too many Merasmissions will not receive any for the next few days
    > - Fixed the Tome of Merasmissions displaying an erroneous maximum number
    > - All players will have the opportunity to receive twenty-six Merasmissions during this years event, regardless of number of Merasmissions completed in previous years
    > - Fixed a small number of unusuals that did not have the proper displayed quality (unique (golden name) instead of unusual (purple name))
    > - Updated the model/materials for The El Paso Poncho
    > - Fixed not seeing the correct display name for featured community maps (example: pl_fifthcurve_event vs. Brimstone)
    > - Updated the localization files
    > - Updated mvm_ghost_town to fix error models in the spawn rooms
    > - Updated pl_fifthcurve_event (Brimstone)
    > - Fixed RED players getting inside BLUs 2nd forward spawn
    > - Fixed skulls teeth in hell being non-solid
    > - Fixed hells coffin tune and tiny spell song sometimes playing to the next round from previous round
    > - Fixed some players dropping into hells lava in rare cases
    > - Fixed big pumpkin in RED 2nd base being non-solid
    > - Updated pd_pit_of_death_event
    > - Fixed an exploit which allowed players to enter the enemy spawn
    > - Fixed enemy players teleported to the Underworld spawning in one another
    > - Fixed finale particles not being drawn from certain distances
    > - Fixed certain overlays not rendering
    > - Increased damage over time dealt in the Underworld
    > - Added climbable props to the platforms near mid
    > - Added a nobuild to the area surrounding the portal
    > - Added signs in spawns to make the second door more obvious
    > - Adjusted respawn times so that the losing team will respawn faster
    > - Adjusted health, ammo, and spellbooks around the map
    > - Changed the Underworld buff to use the Purgatory buff from Eyeaduct
    > - Players killed during the finale will now turn into ghosts
    > - Decreased score limit from 5 to 4 points per player
    >
    > _______________________________________________
    >
    > https://i3d.net

    _______________________________________________

    https://i3d.net
     
  17. Jan

    Jan Guest

    Hey,

    are you using ZFS on linux?
    I had the same problem, steamcmd failed to update the server. It works
    only on my ext4 partition for some reason.
    Maybe it is a combination of ZFS on linux and the fix for the dirty cow
    bug: https://dirtycow.ninja/


    On 26.10.2016 17:08, Charles Huber wrote:
    > Hrm, still startup looping:
    >
    > WARNING: No map specified! Server may not heartbeat.
    > Auto detecting CPU
    > Using default binary: ./srcds_linux
    > Server will auto-restart if there is a crash.
    > Updating server using Steam.
    > ----------------------------
    > Redirecting stderr to /home/gameserver/Steam/logs/stderr.txt
    > Looks like steam didnt shutdown cleanly, scheduling immediate update check
    > [ 0%] Checking for available updates...
    > [----] Verifying installation...
    > Steam Console Client (c) Valve Corporation
    > -- type quit to exit --
    > Loading Steam API...Created shared memory when not owner
    > SteamController_Shared_mem
    > OK.
    > login anonymous
    >
    > Connecting anonymously to Steam Public...Logged in OK
    > Waiting for license info...OK
    > force_install_dir ./tf2
    > app_update 232250 validate
    > Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > Update state (0x81) committing, progress: 100.00 (180409744 / 180411440)
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > depotreconstruct.cpp (490) : Assertion Failed: pInfo->nNumWritesFinished > 0
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    > Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    > Update state (0x81) committing, progress: 99.97 (180357888 / 180411440)
    > ../tier1/fileio.cpp (3897) : Assertion Failed: CFileReader::Read must
    > be called with a cubData value that is a multiple of the sector size
    > when using unbuffered IO
    > Error! App 232250 state is 0x606 after update job.
    > Redirecting stderr to /home/gameserver/Steam/logs/stderr.txt
    >
    >
    >
    >
    > On Tue, Oct 25, 2016 at 3:26 PM, Eric Smith <erics@valvesoftware.com> wrote:
    >> Weve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3666413.
    >>
    >> -Eric
    >>
    >> --------------------------------------------------
    >>
    >> - Extended Scream Fortress VIII to run through November 16th, 2016
    >> - Fixed a problem causing some players to receive the incorrect number of Merasmissions
    >> - Players should receive one Scream Fortress VIII Merasmission per day of the event, for a maximum possible of seven as of today
    >> - Players who received too few Merasmissions will be able to quickly catch up to the intended amount
    >> - A small number of players who received too many Merasmissions will not receive any for the next few days
    >> - Fixed the Tome of Merasmissions displaying an erroneous maximum number
    >> - All players will have the opportunity to receive twenty-six Merasmissions during this years event, regardless of number of Merasmissions completed in previous years
    >> - Fixed a small number of unusuals that did not have the proper displayed quality (unique (golden name) instead of unusual (purple name))
    >> - Updated the model/materials for The El Paso Poncho
    >> - Fixed not seeing the correct display name for featured community maps (example: pl_fifthcurve_event vs. Brimstone)
    >> - Updated the localization files
    >> - Updated mvm_ghost_town to fix error models in the spawn rooms
    >> - Updated pl_fifthcurve_event (Brimstone)
    >> - Fixed RED players getting inside BLUs 2nd forward spawn
    >> - Fixed skulls teeth in hell being non-solid
    >> - Fixed hells coffin tune and tiny spell song sometimes playing to the next round from previous round
    >> - Fixed some players dropping into hells lava in rare cases
    >> - Fixed big pumpkin in RED 2nd base being non-solid
    >> - Updated pd_pit_of_death_event
    >> - Fixed an exploit which allowed players to enter the enemy spawn
    >> - Fixed enemy players teleported to the Underworld spawning in one another
    >> - Fixed finale particles not being drawn from certain distances
    >> - Fixed certain overlays not rendering
    >> - Increased damage over time dealt in the Underworld
    >> - Added climbable props to the platforms near mid
    >> - Added a nobuild to the area surrounding the portal
    >> - Added signs in spawns to make the second door more obvious
    >> - Adjusted respawn times so that the losing team will respawn faster
    >> - Adjusted health, ammo, and spellbooks around the map
    >> - Changed the Underworld buff to use the Purgatory buff from Eyeaduct
    >> - Players killed during the finale will now turn into ghosts
    >> - Decreased score limit from 5 to 4 points per player
    >>
    >> _______________________________________________
    >>
    >> https://i3d.net
    > _______________________________________________
    >
    > https://i3d.net



    _______________________________________________

    https://i3d.net
     

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