dbkAny chance of detecting and removing duplicate logs like those created by TF2Center?
TF2Center should really just stop doing that.
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SteamID64 | 76561197960497430 |
SteamID3 | [U:1:231702] |
SteamID32 | STEAM_0:0:115851 |
Country | Netherlands |
Signed Up | October 13, 2012 |
Last Posted | February 16, 2025 at 10:50 AM |
Posts | 726 (0.2 per day) |
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dbkAny chance of detecting and removing duplicate logs like those created by TF2Center?
TF2Center should really just stop doing that.
Surnywith how cobbled together this vegas track seems I hope nobody fucking dies in race
not that I'd know cause there's no way my ass is getting up at 7am to watch what could be the worst race of the season because they chose to do it at the worst time of day possible
Aged like guacamole
Heads up for those people using Malwarebytes. It falsely blocks most or all of the NA server IPs. Here are a couple of possible fixes:
bearodactylarie you should make a way to see logs calculated the same way sizzlingstats did (iirc it was no overkill damage, so killing someone at 1hp only gave you 1 extra damage on stats), would be cool to compare
The plugin serveme and everyone else uses for adding damage isn't mine, it's made by F2, I only mess with it for critical bugfixes like the one of this thread.
The plugin does already support what you want:
L 10/26/2023 - 21:48:19: "Cronjington Magoo ring<5><[U:1:99379422]><Red>" triggered "damage" against "soar<14><[U:1:385950415]><Blue>" (damage "76") (realdamage "18") (weapon "tf_projectile_rocket") (crit "mini")
You did 76 damage here, but only 18 "realdamage".
The logs.tf spec states that it will use that realdamage, so the numbers you see on logs.tf should exclude overkill damage. If you'd like to compare your damage vs realdamage, that would need a change on the logs.tf website and a feature request to zoob.
This will be my top priority this week.
Some updates related to map uploading:
If you want to use the serveme.tf fast download for your personal server, you can now use this in your own server.cfg:
sv_downloadurl "https://fastdl.serveme.tf"
The list of all available maps is here: https://serveme.tf/maps
Not sure what's wrong with your motherboard, but if it's broken and still under warranty, RMA.
With some minor effort, your memory might just run at 3600Mhz (CL16 should be fine), Ryzens will like that. Staying on this motherboard and dropping in a 5800X3D will give you the highest gaming performance offered on this socket.
It will depend on the games you play and what kind of FPS you're looking for whether to upgrade the GPU as well.
Diameter of earth: 12.756km = 12.756.000 meters
Speed of light: ~300.000.000 meters per second
Delay to anywhere if you can just point straight at it through the earth, is at most: ~42.5ms
Ping is send+receive,so 85ms is the best you can do.
Developing neutrino-based transceivers is an exercise I'll leave up to the reader.
Aelkyranyone else having issues with getting demos from serveme ? right now its broken for me (although demos.tf still works)
What doesn't work exactly?
Some more improvements....
tl;dr
Better server updates, no more select/copy/paste from chat like a caveman for the SDR connect, MOTDs with reservation info.
1. We changed the way we do server updates. Previously we checked the server version just as your reservation started, and told it to update itself if it was out of date. This was annoying for two reasons. First this meant the server had to fully shutdown and restart to get the update from steam, which can be slow due to congestion. It can also overload the machine hosting the gameservers with the disk and network getting trashed when many gameservers update at once.
Second, sometimes the gameservers took multiple restarts/updates to fully get to the latest version. So when that happened, after waiting for your reservation to launch you got greeted with the "Server is running an older version of the game" message.
So now we handle all the updates as soon as they come out. We stop making new reservations on servers that are not yet updated and start updating a few servers per machine at once. Games in progress are not disturbed and can finish their match on the old version of TF2.
2. There's now an in-game menu to switch between a direct connection and Valve's VPN connection, SDR. Type !sdr to open this menu.
3. Added MOTDs to all servers. This MOTD shows who made the reservation, its setttings and has convenient buttons to copy the connect, SDR connect and STV connect to your clipboard. If it's your reservation and you are logged in you can also control and RCON the server from this screen.
4. Fixed broken redirects after logging in. The site forgot where you were after signing in with steam, now it remembers where you were and redirects you back like it's 2011.
Just a small QoL update. A button to copy the settings of your previous reservation and make a new one. You can also right click this button and share this URL. It will only copy server config, whitelist and first map, not your rcon.
I think the steam docs and the announcement put it quite well:
Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are never revealed. All traffic you receive is authenticated, encrypted, and rate-limited. Furthermore, for a surprisingly high number of players, we can also find a faster route through our network, which actually improves player ping times.
https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay
First, relaying traffic anonymizes it, protecting both gameservers and clients from denial-of-service attacks. Furthermore, because routing decisions are made dynamically by the client, if a relay becomes unavailable, clients can switch to a different relay within seconds, perhaps at a different point-of-presence if necessary. For an attacker to disrupt gameplay, they must mount an attack large enough to overwhelm multiple data centers.
Second, clients can select a route that gets off of the public Internet and onto our dedicated links as early as possible. On our backbone we can ensure that the routing is optimal, since we have peered with over 2,500 ISPs.
https://steamcommunity.com/groups/steamworks/announcements/detail/1791775741704351698
I don't know if enabling SDR on the server with -enablefakeip delists them from the master server list, since we typically run "hide_server 1" on all gameservers anyway.
A small update, which could help if you experience a bad connection, poor routing or live further from the servers. All servers now support connecting through SDR (basically Valve's gaming VPN), in addition to direct connections.
So if you are on a server and have packet loss or unexpected high pings, type "!sdr" in chat to get the SDR connect info.
Just paste that in the TF2 console to connect to the same server, but this time through SDR.
As an example, this helped lower my ping to one of the Chicago servers, the first row is me on SDR, with a private SDR IP, the second row is me on a direct connection to the server:
cukei7.4 GB of api requests in 5 hours...? respect.
edit: its this function btwShow Content
https://fakkelbrigade.eu/i/1686909078.jpg
There's also a queues endpoint which gets polled once a minute. It appears to return a list of all matches ever played and all the players in those matches and the pug histories of those players. While it probably just should return the current queues.
http://fakkelbrigade.eu/i/1686908740.jpg
So that's become a 1.7MiB JSON with 80k lines. It gets loaded 5 times after opening the site.
Yoshi_Basically I want to rename each pattern like "na.serveme.tf #516006: RED vs BLU" to "TF2Pugs.com - (pug id)"
You could set "logstf_title" through RCON after your serveme.tf reservation starts.
Uploading duplicates is what TF2Center does.