Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Steven J. Sumichrast
I wouldn't dare try to do what you are with a netgear. At a place I  
worked for a couple years ago I recommended a procurve for our 1Gbps  
network. They opted for the relatively low cost netgear. Now the thing  
is under performinging. It can't handle transferring from one port to  
the other anywhere near 95% without slowing down the rest of the  
switch ports. The tagging in it has some serious bugs.

I would avoid netgear managed switches like the plague. Dell makes  
some good cheaper managed switches. I'll personally buy used procurve  
stuff from eBay for my home networks. More reliable, free support and  
it's just darn easy to use. Oh, and you get console access instead of  
web based only like netgear (yuck).


On Feb 16, 2009, at 1:02 AM, Chad Austin c...@pcchemical.com wrote:

 Yes, I still avoid ANYTHING with the netgear logo on it.

 Ook wrote:
 What model of a Netgear? Historically, Netgear routers have been  
 for low
 volume browse-the-web home users because of the limited size of their
 routing table, and not really very usefull for anything that  
 requires a lot
 of connections. I once tried to run an open-nap server through one,  
 and my
 user count would ramp up to about 1000 or so, and then everything  
 started
 timing out. Connections all over my network would fail, and I finally
 realized it was the router. After going back and forth with Netgear's
 braindead support reps, I finally found someone at Netgear that  
 admitted
 that the routing table in the router was like 1024 in size, and  
 they really
 intended them to be used for AOL level users that just wanted to  
 browse and
 IM. That was a few years ago...maybe they finally got the idea and  
 increased
 it?

 Anyone been here long enough to remember my adventures in crap low  
 end
 routers several years ago? Netgear was towards the top of the list of
 routers (and hardware in general) to avoid.

 Oh, and my butt itches...

 - Original Message -
 From: Karl Weckstrom k...@weckstrom.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, February 15, 2009 4:06 PM
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise



 Yeah, I ordered a Netgear that does 1Q tagging and 10k jumbo  
 frames (24
 ports total). I figure I can do 2 vlan's for VM's (one for  
 gameserver
 traffic, the other for web), 1 for vmotion, 1 for iSCSI.  Should  
 work
 nicely.
 $235 at newegg.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad  
 Austin
 Sent: Sunday, February 15, 2009 1:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise

 Wow.

 Personally I use a Cisco 6500 switch at home. It can handle a ton of
 traffic.

 Rick Payton wrote:

 The [SPAM] thing was my fault actually - I rearranged the ESXi  
 letters
 to to say secksi only spelled with the 4 letters - and my company
 firewall picked it up and labeled it spam.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad  
 Austin
 Sent: Saturday, February 14, 2009 11:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [SPAM] Re: [hlds] [SPAM] RE: VMware Advise

 I like this [SPAM] tag, but I don't think people will tag their   
 'OMG
 VALVE IS EVILL!!11!!1!1' threads with it, maybe a [CHAT] tag or
 something else would be better for things not directly related to
 running dedicated servers.

 J T wrote:


 1Q is awesome.

 On Fri, Feb 13, 2009 at 5:36 AM, Karl Weckstrom k...@weckstrom.com 
 


 wrote:



 Yeah, I may actually replace all my little home-based switches  
 and


 get one


 decent managed switch and just do 1Q myself.
 



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[hlds] voice_overdrive control in L4D?

2009-02-16 Thread Jeff Sugar
I can't think of a proper greeing, so I will just say get to the meat :P
Normally, I am able to solve stuff like this myself via some googling
(whether quick or extensive), but I haven't been able to dig anything up on
this other than a few hidden CVARs that don't change anything. As most of
you hopefully know, there's a cvar in TF2 (among other games) on the client
side called voice_overdrive which, when raised, lowers the volume of
everything but voice while voice is in use by someone other than yourself.
This way, no matter how loud game sounds are (guns, etc), you can still hear
someone else telling you something.

Seeing as L4D's sounds can get pretty loud, I was hoping to alter the
voice_overdrive for myself only to find the cvar gone clientside. I then
found it as a hidden cvar (defaulting to 2, where 10 is generally
preferable) and hoped changing that on our servers might result in something
helpful. It didn't make a lick of difference, however. So, I come to you
guys to ask if anyone knows of a way to use voice_overdrive in L4D, whether
client- or server-side or perhaps know if it's possible to implement this.

I hope this is applicable, seeing as it's partially a clientside issue.
However, I'm not sure where else I could ask this and possibly get a good
answer (and, it is partially a server-side question, so :v). I

Thanks!
-Atreus
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Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Please read RFC 5322 if you don't understand the format of an e-mail address
We used a Procurve switch at work to separate VoIP (tagged) and regular
traffic (tagged/untagged) and not once did we have any issues. I was so
impressed that I have since purchased used ones on eBay for my home as
well. I was extremely surprised when I called for support on one of them
and reached a competent person who didn't care where I got the switch
from, how old it was, etc. I can't say enough positive things about the
Procurve line. You get just as good of a product as you do with Cisco,
but without the astronomical cost.

There's a reason they put a Procurve in the International Space Station.


--
Andy


On Mon, 16 Feb 2009 10:31:08 -0500, Steven J. Sumichrast
packh...@gmail.com said:
 I wouldn't dare try to do what you are with a netgear. At a place I  
 worked for a couple years ago I recommended a procurve for our 1Gbps  
 network. They opted for the relatively low cost netgear. Now the thing  
 is under performinging. It can't handle transferring from one port to  
 the other anywhere near 95% without slowing down the rest of the  
 switch ports. The tagging in it has some serious bugs.
 
 I would avoid netgear managed switches like the plague. Dell makes  
 some good cheaper managed switches. I'll personally buy used procurve  
 stuff from eBay for my home networks. More reliable, free support and  
 it's just darn easy to use. Oh, and you get console access instead of  
 web based only like netgear (yuck).

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Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Steven Sumichrast
Kind of offtopic here, but the latest firmware releases on certain
Procurves support LLDP.  They put LLDP support on the Cisco IP phones
now, so now IP Phones can join the voice networks automatically (much
like the switchport voice command worked on the Cisco side of things
forever...)

I no longer see reason to put Cisco anywhere but the center of my network...

On Mon, Feb 16, 2009 at 1:00 PM, Please read RFC 5322 if you don't
understand the format of an e-mail address
valvesoftware@dynamicbits.com wrote:
 We used a Procurve switch at work to separate VoIP (tagged) and regular
 traffic (tagged/untagged) and not once did we have any issues. I was so
 impressed that I have since purchased used ones on eBay for my home as
 well. I was extremely surprised when I called for support on one of them
 and reached a competent person who didn't care where I got the switch
 from, how old it was, etc. I can't say enough positive things about the
 Procurve line. You get just as good of a product as you do with Cisco,
 but without the astronomical cost.

 There's a reason they put a Procurve in the International Space Station.


 --
 Andy


 On Mon, 16 Feb 2009 10:31:08 -0500, Steven J. Sumichrast
 packh...@gmail.com said:
 I wouldn't dare try to do what you are with a netgear. At a place I
 worked for a couple years ago I recommended a procurve for our 1Gbps
 network. They opted for the relatively low cost netgear. Now the thing
 is under performinging. It can't handle transferring from one port to
 the other anywhere near 95% without slowing down the rest of the
 switch ports. The tagging in it has some serious bugs.

 I would avoid netgear managed switches like the plague. Dell makes
 some good cheaper managed switches. I'll personally buy used procurve
 stuff from eBay for my home networks. More reliable, free support and
 it's just darn easy to use. Oh, and you get console access instead of
 web based only like netgear (yuck).

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Karl Weckstrom
Apologies - it wasn't netgear. it's D-Link... I always confuse those two for 
some reason. 

http://www.newegg.com/Product/Product.aspx?Item=N82E16817111028

I'll report back on its performance after I carve out a few vlans and see how 
well it handles that plus jumbo frames. 

-Karl


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
Sent: Monday, February 16, 2009 1:03 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] was spam and stuff but now is Routers

Yes, I still avoid ANYTHING with the netgear logo on it.

Ook wrote:
 What model of a Netgear? Historically, Netgear routers have been for low
 volume browse-the-web home users because of the limited size of their
 routing table, and not really very usefull for anything that requires a lot
 of connections. I once tried to run an open-nap server through one, and my
 user count would ramp up to about 1000 or so, and then everything started
 timing out. Connections all over my network would fail, and I finally
 realized it was the router. After going back and forth with Netgear's
 braindead support reps, I finally found someone at Netgear that admitted
 that the routing table in the router was like 1024 in size, and they really
 intended them to be used for AOL level users that just wanted to browse and
 IM. That was a few years ago...maybe they finally got the idea and increased
 it?

 Anyone been here long enough to remember my adventures in crap low end
 routers several years ago? Netgear was towards the top of the list of
 routers (and hardware in general) to avoid.

 Oh, and my butt itches...

 - Original Message - 
 From: Karl Weckstrom k...@weckstrom.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, February 15, 2009 4:06 PM
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise


   
 Yeah, I ordered a Netgear that does 1Q tagging and 10k jumbo frames (24
 ports total). I figure I can do 2 vlan's for VM's (one for gameserver
 traffic, the other for web), 1 for vmotion, 1 for iSCSI.  Should work
 nicely.
 $235 at newegg.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Sunday, February 15, 2009 1:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise

 Wow.

 Personally I use a Cisco 6500 switch at home. It can handle a ton of
 traffic.

 Rick Payton wrote:
 
 The [SPAM] thing was my fault actually - I rearranged the ESXi letters
 to to say secksi only spelled with the 4 letters - and my company
 firewall picked it up and labeled it spam.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Saturday, February 14, 2009 11:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [SPAM] Re: [hlds] [SPAM] RE: VMware Advise

 I like this [SPAM] tag, but I don't think people will tag their  'OMG
 VALVE IS EVILL!!11!!1!1' threads with it, maybe a [CHAT] tag or
 something else would be better for things not directly related to
 running dedicated servers.

 J T wrote:

   
 1Q is awesome.

 On Fri, Feb 13, 2009 at 5:36 AM, Karl Weckstrom k...@weckstrom.com

 
 wrote:

   
 
 Yeah, I may actually replace all my little home-based switches and

   
 get one

   
 decent managed switch and just do 1Q myself.
 
   


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 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   


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[hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Jason Ruymen
A required update for Team Fortress 2, along with an optional update for Day of 
Defeat: Source has been released.  Please run hldsupdatetool to receive the 
update.  The specific changes include:

- Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher 
 Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units 
from the Demoman
- Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when the 
server they're on could not get their loadout
- Made tf_damage_disablespread a replicated convar, so clients can see the 
value of it on the server they're connected to
- Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to better 
explain its function now that stalemate is optional
- Protected several more commands from client exploitation
- Fixed muzzle flashes  shell ejections still playing when viewmodels are 
hidden
- Server tags can now be used to include or exclude servers from the list

Jason

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
Interesting. So Scout update soon eh?

On Mon, Feb 16, 2009 at 7:30 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Yes... exacly what we wanted... not.

On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Alec Sanger

what the hell is your problem? An update is an update. Don't be so goddamn 
ungrateful

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 Date: Tue, 17 Feb 2009 11:40:23 +1100
 From: dogg...@bigpond.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update  
 Available
 
 Yes... exacly what we wanted... not.
 
 On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 jas...@valvesoftware.comwrote:
 
  A required update for Team Fortress 2, along with an optional update for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels are
  hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
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Re: [hlds] was spam and stuff but now is Routers

2009-02-16 Thread Ook
Heh - no apology needed - dLink and Belkin are the two brands that I put 
above Netgear on the avoid-at-all-costs list :)


- Original Message - 
From: Karl Weckstrom k...@weckstrom.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, February 16, 2009 2:03 PM
Subject: Re: [hlds] was spam and stuff but now is Routers


 Apologies - it wasn't netgear. it's D-Link... I always confuse those two 
 for some reason.

 http://www.newegg.com/Product/Product.aspx?Item=N82E16817111028

 I'll report back on its performance after I carve out a few vlans and see 
 how well it handles that plus jumbo frames.

 -Karl


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Monday, February 16, 2009 1:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] was spam and stuff but now is Routers

 Yes, I still avoid ANYTHING with the netgear logo on it.

 Ook wrote:
 What model of a Netgear? Historically, Netgear routers have been for low
 volume browse-the-web home users because of the limited size of their
 routing table, and not really very usefull for anything that requires a 
 lot
 of connections. I once tried to run an open-nap server through one, and 
 my
 user count would ramp up to about 1000 or so, and then everything started
 timing out. Connections all over my network would fail, and I finally
 realized it was the router. After going back and forth with Netgear's
 braindead support reps, I finally found someone at Netgear that admitted
 that the routing table in the router was like 1024 in size, and they 
 really
 intended them to be used for AOL level users that just wanted to browse 
 and
 IM. That was a few years ago...maybe they finally got the idea and 
 increased
 it?

 Anyone been here long enough to remember my adventures in crap low end
 routers several years ago? Netgear was towards the top of the list of
 routers (and hardware in general) to avoid.

 Oh, and my butt itches...

 - Original Message - 
 From: Karl Weckstrom k...@weckstrom.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, February 15, 2009 4:06 PM
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise



 Yeah, I ordered a Netgear that does 1Q tagging and 10k jumbo frames (24
 ports total). I figure I can do 2 vlan's for VM's (one for gameserver
 traffic, the other for web), 1 for vmotion, 1 for iSCSI.  Should work
 nicely.
 $235 at newegg.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Sunday, February 15, 2009 1:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [SPAM] RE: [SPAM] Re: [SPAM] RE: VMware Advise

 Wow.

 Personally I use a Cisco 6500 switch at home. It can handle a ton of
 traffic.

 Rick Payton wrote:

 The [SPAM] thing was my fault actually - I rearranged the ESXi letters
 to to say secksi only spelled with the 4 letters - and my company
 firewall picked it up and labeled it spam.

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Saturday, February 14, 2009 11:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [SPAM] Re: [hlds] [SPAM] RE: VMware Advise

 I like this [SPAM] tag, but I don't think people will tag their  'OMG
 VALVE IS EVILL!!11!!1!1' threads with it, maybe a [CHAT] tag or
 something else would be better for things not directly related to
 running dedicated servers.

 J T wrote:


 1Q is awesome.

 On Fri, Feb 13, 2009 at 5:36 AM, Karl Weckstrom k...@weckstrom.com


 wrote:



 Yeah, I may actually replace all my little home-based switches and


 get one


 decent managed switch and just do 1Q myself.
 



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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Shawn Zipay
Oh DogGunn, such negativity for no reason.

Thanks for the update Valve.


Shawn P. Zipay
Site Director

Total Gaming Network -- http://www.totalgamingnetwork.com
MyInternetServices -- http://www.myinternetservices.com
CS-Nation -- http://www.csnation.net


On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:

 Yes... exacly what we wanted... not.

 On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2, along with an optional update for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512
 units
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
 when
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels
 are
  hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Kitteny Berk
Yeah, god forbid valve update the game and fix exploits and bugs.  what 
are they thinking?

DogGunn wrote:
 Yes... exacly what we wanted... not.

 On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 jas...@valvesoftware.comwrote:

   
 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-16 Thread voogru
I don't know if anyone noticed but now srcds makes a minidump everytime it 
starts even though its not crashing. 

--Original Message--
From: 1nsane
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life dedicated Win32 server mailing list
ReplyTo: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source UpdateAvailable
Sent: Feb 16, 2009 7:39 PM

Interesting. So Scout update soon eh?

On Mon, Feb 16, 2009 at 7:30 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for Day 
 of Defeat: Source has been released.  Please run hldsupdatetool to receive 
 the update.  The specific changes include:
 
 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see the 
 value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list
 
 Jason
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
something is terribly wrong. And even then, they don't listen to requests
that would benefir the server operators.

On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:

 Oh DogGunn, such negativity for no reason.

 Thanks for the update Valve.


 Shawn P. Zipay
 Site Director

 Total Gaming Network -- http://www.totalgamingnetwork.com
 MyInternetServices -- http://www.myinternetservices.com
 CS-Nation -- http://www.csnation.net


 On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:

  Yes... exacly what we wanted... not.
 
  On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   A required update for Team Fortress 2, along with an optional update
 for
   Day of Defeat: Source has been released.  Please run hldsupdatetool to
   receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
   Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
  units
   from the Demoman
   - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients
  when
   the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
   the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
   better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are
   hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
Yes. Confirmed. Bunch of headaches because of this.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 5:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
 
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512
units from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
when the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
hidden
 - Server tags can now be used to include or exclude servers from the list
 
 Jason
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Because you sound just like Karl with his incessant whining.

On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
 Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
 something is terribly wrong. And even then, they don't listen to requests
 that would benefir the server operators.
 
 On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:
 
  Oh DogGunn, such negativity for no reason.
 
  Thanks for the update Valve.
 
 
  Shawn P. Zipay
  Site Director
 
  Total Gaming Network -- http://www.totalgamingnetwork.com
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
 
 
  On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
 
   Yes... exacly what we wanted... not.
  
   On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2, along with an optional update
  for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
   
- Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
   units
from the Demoman
- Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
   when
the server they're on could not get their loadout
- Made tf_damage_disablespread a replicated convar, so clients can
  see
the value of it on the server they're connected to
- Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
  to
better explain its function now that stalemate is optional
- Protected several more commands from client exploitation
- Fixed muzzle flashes  shell ejections still playing when viewmodels
   are
hidden
- Server tags can now be used to include or exclude servers from the
  list
   
Jason
   
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: SourceUpdate Available

2009-02-16 Thread Daniell Reinhardt
Is this related to the new update:

http://forums.steampowered.com/forums/showthread.php?t=803775

http://forums.steampowered.com/forums/showthread.php?t=803774

Just thought I would post those threads here.

Thanks,
Daniel

--
From: msleeper mslee...@cyberwurx.com
Sent: 17 February, 2009 01:13
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: SourceUpdateAvailable 
Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

 Anyone running scripts/plugins dependent on SteamID, make sure they are
 compatible!

 On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for 
 Day of Defeat: Source has been released.  Please run hldsupdatetool to 
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 
 units from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients 
 when the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see 
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels 
 are hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Pfft, Valve couldn't care. I mean they just changed the SteamID format...
yet they didn't seem to inform anyone...

On Tue, Feb 17, 2009 at 12:17 PM, msleeper mslee...@cyberwurx.com wrote:

 Because you sound just like Karl with his incessant whining.

 On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
  Hmm, why, what's wrong? Valve don't listen to this damn email list,
 unless
  something is terribly wrong. And even then, they don't listen to requests
  that would benefir the server operators.
 
  On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:
 
   Oh DogGunn, such negativity for no reason.
  
   Thanks for the update Valve.
  
  
   Shawn P. Zipay
   Site Director
  
   Total Gaming Network -- http://www.totalgamingnetwork.com
   MyInternetServices -- http://www.myinternetservices.com
   CS-Nation -- http://www.csnation.net
  
  
   On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
  
Yes... exacly what we wanted... not.
   
On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 jas...@valvesoftware.com
wrote:
   
 A required update for Team Fortress 2, along with an optional
 update
   for
 Day of Defeat: Source has been released.  Please run hldsupdatetool
 to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like
 Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies
 512
units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling
 clients
when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients
 can
   see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to
 mp_match_end_at_timelimit,
   to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
 viewmodels
are
 hidden
 - Server tags can now be used to include or exclude servers from
 the
   list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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 archives,
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Ryan Mannion
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional

If you have a lot of per-map configs and need to globally swap the
cvar names, Linux users can use:

perl -pi -w -e 's/mp_stalemate_at_timelimit/mp_match_end_at_timelimit/g' *.cfg

(run within your orangebox/tf/cfg directory)

Ryan

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Yeah, I'm no longer storing the steamid's as strings.

I would encourage everyone to abolish using the
STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
in the STEAMID's and use the 32 bit INT version of their ID's, now that we
are forced to update everything anyway.

This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
great assistance.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DogGunn
Sent: Monday, February 16, 2009 8:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Pfft, Valve couldn't care. I mean they just changed the SteamID format...
yet they didn't seem to inform anyone...

On Tue, Feb 17, 2009 at 12:17 PM, msleeper mslee...@cyberwurx.com wrote:

 Because you sound just like Karl with his incessant whining.

 On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
  Hmm, why, what's wrong? Valve don't listen to this damn email list,
 unless
  something is terribly wrong. And even then, they don't listen to
requests
  that would benefir the server operators.
 
  On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:
 
   Oh DogGunn, such negativity for no reason.
  
   Thanks for the update Valve.
  
  
   Shawn P. Zipay
   Site Director
  
   Total Gaming Network -- http://www.totalgamingnetwork.com
   MyInternetServices -- http://www.myinternetservices.com
   CS-Nation -- http://www.csnation.net
  
  
   On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
  
Yes... exacly what we wanted... not.
   
On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 jas...@valvesoftware.com
wrote:
   
 A required update for Team Fortress 2, along with an optional
 update
   for
 Day of Defeat: Source has been released.  Please run
hldsupdatetool
 to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like
 Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies
 512
units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling
 clients
when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients
 can
   see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to
 mp_match_end_at_timelimit,
   to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
 viewmodels
are
 hidden
 - Server tags can now be used to include or exclude servers from
 the
   list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
Doesn't fix the stat whores complaining because HLStatsX is showing the 
wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just 
wipe them and start over...

Spencer 'voogru' MacDonald wrote:
 Yeah, I'm no longer storing the steamid's as strings.

 I would encourage everyone to abolish using the
 STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
 in the STEAMID's and use the 32 bit INT version of their ID's, now that we
 are forced to update everything anyway.

 This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
 great assistance.

 - voogru.

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 visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Michael Lebson
If you have the MySQL Query Browser you can just do a find and replace all.

 Doesn't fix the stat whores complaining because HLStatsX is showing the
 wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
 wipe them and start over...

 Spencer 'voogru' MacDonald wrote:
 Yeah, I'm no longer storing the steamid's as strings.

 I would encourage everyone to abolish using the
 STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
 string
 in the STEAMID's and use the 32 bit INT version of their ID's, now that
 we
 are forced to update everything anyway.

 This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
 great assistance.

 - voogru.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
I wonder why valve does the whole STEAM_x thing to begin with, theres no
point! The ID's are the same!

Why cause headaches for no reason?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
Sent: Monday, February 16, 2009 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Doesn't fix the stat whores complaining because HLStatsX is showing the 
wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just 
wipe them and start over...

Spencer 'voogru' MacDonald wrote:
 Yeah, I'm no longer storing the steamid's as strings.

 I would encourage everyone to abolish using the
 STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
 in the STEAMID's and use the 32 bit INT version of their ID's, now that we
 are forced to update everything anyway.

 This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
 great assistance.

 - voogru.

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Because they're VALVe?

On Tue, Feb 17, 2009 at 12:34 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 I wonder why valve does the whole STEAM_x thing to begin with, theres no
 point! The ID's are the same!

 Why cause headaches for no reason?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
 Sent: Monday, February 16, 2009 8:32 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Doesn't fix the stat whores complaining because HLStatsX is showing the
 wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
 wipe them and start over...

 Spencer 'voogru' MacDonald wrote:
  Yeah, I'm no longer storing the steamid's as strings.
 
  I would encourage everyone to abolish using the
  STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
 string
  in the STEAMID's and use the 32 bit INT version of their ID's, now that
 we
  are forced to update everything anyway.
 
  This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
  great assistance.
 
  - voogru.
 
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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Which works, until valve decides one day...

Hey, I think we should give everyone get out of banned free cards, let's
change the 1 to a 2 out of the blue and with no real warning.

When I first implemented my ID system for players I was considering doing
the whole 32 bit int thing rather than storing the ID's as strings, but I
figured I'd stick with the standard.

So much for that.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Lebson
Sent: Monday, February 16, 2009 8:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

If you have the MySQL Query Browser you can just do a find and replace all.

 Doesn't fix the stat whores complaining because HLStatsX is showing the
 wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
 wipe them and start over...

 Spencer 'voogru' MacDonald wrote:
 Yeah, I'm no longer storing the steamid's as strings.

 I would encourage everyone to abolish using the
 STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
 string
 in the STEAMID's and use the 32 bit INT version of their ID's, now that
 we
 are forced to update everything anyway.

 This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
 great assistance.

 - voogru.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
Valve, now that you have brought over this change from L4D to TF2, can we
get an explanation of what it means?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 5:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Yes. Confirmed. Bunch of headaches because of this.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 5:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
 
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512
units from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
when the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see
the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are
hidden
 - Server tags can now be used to include or exclude servers from the list
 
 Jason
 
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 To unsubscribe, edit your list preferences, or view the list archives,
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 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
So hey I hear that downloading and running a server is free, if you
don't like Valve and their practices, shut down your servers and walk
away.


On Tue, 2009-02-17 at 12:38 +1100, DogGunn wrote:
 Because they're VALVe?
 
 On Tue, Feb 17, 2009 at 12:34 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:
 
  I wonder why valve does the whole STEAM_x thing to begin with, theres no
  point! The ID's are the same!
 
  Why cause headaches for no reason?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
  Sent: Monday, February 16, 2009 8:32 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
  Available
 
  Doesn't fix the stat whores complaining because HLStatsX is showing the
  wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
  wipe them and start over...
 
  Spencer 'voogru' MacDonald wrote:
   Yeah, I'm no longer storing the steamid's as strings.
  
   I would encourage everyone to abolish using the
   STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
  string
   in the STEAMID's and use the 32 bit INT version of their ID's, now that
  we
   are forced to update everything anyway.
  
   This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
   great assistance.
  
   - voogru.
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
This is from the Steam Update Page.

/Sticky bombs now get a reduced close range damage ramp up (like Rocket 
Launcher  Syringe Gun)
Ultimately reduces damage done by sticky bombs to enemies 512 units 
from the Demoman/

So, which is it. Pipes or stickies? o_O

Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for Day 
 of Defeat: Source has been released.  Please run hldsupdatetool to receive 
 the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see the 
 value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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 visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update

2009-02-16 Thread Marlon Wolterink
New steamid format did not affect our sourcebans or hlstatsx ranking.


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Stickies are Pipes, play more TFC. Grenades are Grenades.

On Mon, 2009-02-16 at 20:55 -0500, Anthal wrote:
 This is from the Steam Update Page.
 
 /Sticky bombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units 
 from the Demoman/
 
 So, which is it. Pipes or stickies? o_O
 
 Jason Ruymen wrote:
  A required update for Team Fortress 2, along with an optional update for 
  Day of Defeat: Source has been released.  Please run hldsupdatetool to 
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket 
  Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512 units 
  from the Demoman
  - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients when 
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see 
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
  hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

 
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Karl Weckstrom
Classy. 

Very classy. 

I see why you're such an asset to this list :) 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 8:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

Because you sound just like Karl with his incessant whining.

On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
 Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
 something is terribly wrong. And even then, they don't listen to requests
 that would benefir the server operators.
 
 On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:
 
  Oh DogGunn, such negativity for no reason.
 
  Thanks for the update Valve.
 
 
  Shawn P. Zipay
  Site Director
 
  Total Gaming Network -- http://www.totalgamingnetwork.com
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
 
 
  On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
 
   Yes... exacly what we wanted... not.
  
   On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2, along with an optional update
  for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
   
- Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
   units
from the Demoman
- Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
   when
the server they're on could not get their loadout
- Made tf_damage_disablespread a replicated convar, so clients can
  see
the value of it on the server they're connected to
- Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
  to
better explain its function now that stalemate is optional
- Protected several more commands from client exploitation
- Fixed muzzle flashes  shell ejections still playing when viewmodels
   are
hidden
- Server tags can now be used to include or exclude servers from the
  list
   
Jason
   
___
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please visit:
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   please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Arg!
Does this mean our ban lists are all completely useless because the steam id
format has changed?


On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com wrote:

 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
  A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
 units from the Demoman
  - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients
 when the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels
 are hidden
  - Server tags can now be used to include or exclude servers from the list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
You have to change all of the STEAM_0's to STEAM_1's.

That's all.

But still, what's the purpose of the change in the first place.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
Sent: Monday, February 16, 2009 9:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Does this mean our ban lists are all completely useless because the steam id
format has changed?


On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com wrote:

 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
  A required update for Team Fortress 2, along with an optional update for
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
 units from the Demoman
  - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling clients
 when the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can see
 the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to
 better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when viewmodels
 are hidden
  - Server tags can now be used to include or exclude servers from the
list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Justin
Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Uhm, no.

Why did they change in in L4D in the first place.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
Sent: Monday, February 16, 2009 9:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
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  please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Could someone please clarify what exactly has changed in the STEAM ID
format, and whether this affects existing banned.cfg entries for STEAM IDs?

Thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
Sent: Tuesday, 17 February 2009 1:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
If they are SQL based you can always make a query:
UPDATE bans steamid=CONCAT('STEAM_1',SUBSTRING(steamid,8))

or

UPDATE sm_admins SET identity=CONCAT('STEAM_1',SUBSTRING(identity,8))

For older Sourcemod versions.

On Mon, Feb 16, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com wrote:

 Do you use SourceBans 1.4 or greater? If so, no. If not, maybe.
 Seach/replace the files and you should be good to go though.


 On Tue, 2009-02-17 at 13:03 +1100, Arg! wrote:
  Does this mean our ban lists are all completely useless because the steam
 id
  format has changed?
 
 
  On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:
 
   This is from the Steam Update Page.
  
   /Sticky bombs now get a reduced close range damage ramp up (like Rocket
   Launcher  Syringe Gun)
   Ultimately reduces damage done by sticky bombs to enemies 512 units
   from the Demoman/
  
   So, which is it. Pipes or stickies? o_O
  
   Jason Ruymen wrote:
A required update for Team Fortress 2, along with an optional update
 for
   Day of Defeat: Source has been released.  Please run hldsupdatetool to
   receive the update.  The specific changes include:
   
- Pipebombs now get a reduced close range damage ramp up (like Rocket
   Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512
   units from the Demoman
- Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling
 clients
   when the server they're on could not get their loadout
- Made tf_damage_disablespread a replicated convar, so clients can
 see
   the value of it on the server they're connected to
- Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
   better explain its function now that stalemate is optional
- Protected several more commands from client exploitation
- Fixed muzzle flashes  shell ejections still playing when
 viewmodels
   are hidden
- Server tags can now be used to include or exclude servers from the
 list
   
Jason
   
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
  
  
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Jake E
Maybe it was causing a conflict in some binary code that read the STEAM ID's
wrong?

On Mon, Feb 16, 2009 at 9:18 PM, 1nsane 1nsane...@gmail.com wrote:

 If they are SQL based you can always make a query:
 UPDATE bans steamid=CONCAT('STEAM_1',SUBSTRING(steamid,8))

 or

 UPDATE sm_admins SET identity=CONCAT('STEAM_1',SUBSTRING(identity,8))

 For older Sourcemod versions.

 On Mon, Feb 16, 2009 at 9:08 PM, msleeper mslee...@cyberwurx.com wrote:

  Do you use SourceBans 1.4 or greater? If so, no. If not, maybe.
  Seach/replace the files and you should be good to go though.
 
 
  On Tue, 2009-02-17 at 13:03 +1100, Arg! wrote:
   Does this mean our ban lists are all completely useless because the
 steam
  id
   format has changed?
  
  
   On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
  wrote:
  
This is from the Steam Update Page.
   
/Sticky bombs now get a reduced close range damage ramp up (like
 Rocket
Launcher  Syringe Gun)
Ultimately reduces damage done by sticky bombs to enemies 512 units
from the Demoman/
   
So, which is it. Pipes or stickies? o_O
   
Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional
 update
  for
Day of Defeat: Source has been released.  Please run hldsupdatetool
 to
receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like
 Rocket
Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies
 512
units from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
  clients
when the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients
 can
  see
the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to
 mp_match_end_at_timelimit,
  to
better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
  viewmodels
are hidden
 - Server tags can now be used to include or exclude servers from
 the
  list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
   
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Chad Austin
I will demonstrate with my own ultra 1337 steamid:
STEAM_0:1:1133750 -- STEAM_1:1:1133750

Andrew Armstrong wrote:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

   
 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

 
 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
   
 A required update for Team Fortress 2, along with an optional update
 
 for
 
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
   
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 
 Launcher  Syringe Gun)
   
 - Ultimately reduces damage done by pipebombs to enemies 512
 
 units from the Demoman
   
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
 
 when the server they're on could not get their loadout
   
 - Made tf_damage_disablespread a replicated convar, so clients can
 
 see
 
 the value of it on the server they're connected to
   
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 
 to
 
 better explain its function now that stalemate is optional
   
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels
 
 are hidden
   
 - Server tags can now be used to include or exclude servers from the
 
 list
 
 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
 please visit:
   
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
We are getting steam entry point SteamAPI_GetHSteamPipe could not be 
located errors when trying to start servers after applying this update. 
Any tips?

Rob C.

Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for Day 
 of Defeat: Source has been released.  Please run hldsupdatetool to receive 
 the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see the 
 value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Alfred Reynolds
Make sure the steam_api.dll file was updated properly, that export is in that 
file.

- Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Robert C
 Sent: Monday, February 16, 2009 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 We are getting steam entry point SteamAPI_GetHSteamPipe could not be
 located errors when trying to start servers after applying this
 update.
 Any tips?

 Rob C.

 Jason Ruymen wrote:
  A required update for Team Fortress 2, along with an optional update
 for Day of Defeat: Source has been released.  Please run hldsupdatetool
 to receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
  - Ultimately reduces damage done by pipebombs to enemies 512
 units from the Demoman
  - Moved the unlockable system over to the new item backend:
  - Added a warning dialog to the loadout screen telling
 clients when the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients can
 see the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when
 viewmodels are hidden
  - Server tags can now be used to include or exclude servers from the
 list
 
  Jason
 
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 archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
Ahh, you're right. Got a bit confused, been so long since I played TFC...

msleeper wrote:
 Stickies are Pipes, play more TFC. Grenades are Grenades.

 On Mon, 2009-02-16 at 20:55 -0500, Anthal wrote:
   
 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units 
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
 
 A required update for Team Fortress 2, along with an optional update for 
 Day of Defeat: Source has been released.  Please run hldsupdatetool to 
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see 
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
That creates a problem for people who had already connected, since they 
now have duplicate entries. Not a huge deal since I just tell them to 
disconnect before deleting the new and changing the old, but still a pain...

Michael Lebson wrote:
 If you have the MySQL Query Browser you can just do a find and replace all.

   
 Doesn't fix the stat whores complaining because HLStatsX is showing the
 wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
 wipe them and start over...

 Spencer 'voogru' MacDonald wrote:
 
 Yeah, I'm no longer storing the steamid's as strings.

 I would encourage everyone to abolish using the
 STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
 string
 in the STEAMID's and use the 32 bit INT version of their ID's, now that
 we
 are forced to update everything anyway.

 This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
 great assistance.

 - voogru.

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Thanks, I just did a comparison between my Id in Left 4 Dead and a Half-Life
1 game.

It went from STEAM_0 to STEAM_1 as well.

1) Does this mean we should treat these two Ids as the same (what is the 0/1
for?)
2) Why would the prefix be different?

The Source SDK says that value is either the Univerise or Account type; not
sure why it would change.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
Sent: Tuesday, 17 February 2009 1:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I will demonstrate with my own ultra 1337 steamid:
STEAM_0:1:1133750 -- STEAM_1:1:1133750

Andrew Armstrong wrote:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM
IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

   
 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the
steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

 
 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
   
 A required update for Team Fortress 2, along with an optional update
 
 for
 
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
   
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 
 Launcher  Syringe Gun)
   
 - Ultimately reduces damage done by pipebombs to enemies 512
 
 units from the Demoman
   
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
 
 when the server they're on could not get their loadout
   
 - Made tf_damage_disablespread a replicated convar, so clients can
 
 see
 
 the value of it on the server they're connected to
   
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 
 to
 
 better explain its function now that stalemate is optional
   
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels
 
 are hidden
   
 - Server tags can now be used to include or exclude servers from the
 
 list
 
 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
 please visit:
   
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Matthew Bancroft
For more information on how STEAMID's are broken down, please read
this wikipedia article: http://en.wikipedia.org/wiki/SteamID

The article should give you an understanding as to how a steamid is
constructed and why valve are making these apparent changes.

Regards
Matthew Bancroft



2009/2/17 Andrew Armstrong and...@mammoth.com.au:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
Thanks! Yeah I messed something up while pushig the update to our hosts. 
All good now.

Alfred Reynolds wrote:
 Make sure the steam_api.dll file was updated properly, that export is in that 
 file.

 - Alfred

   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Robert C
 Sent: Monday, February 16, 2009 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 We are getting steam entry point SteamAPI_GetHSteamPipe could not be
 located errors when trying to start servers after applying this
 update.
 Any tips?

 Rob C.

 Jason Ruymen wrote:
 
 A required update for Team Fortress 2, along with an optional update
   
 for Day of Defeat: Source has been released.  Please run hldsupdatetool
 to receive the update.  The specific changes include:
 
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
   
 Launcher  Syringe Gun)
 
 - Ultimately reduces damage done by pipebombs to enemies 512
   
 units from the Demoman
 
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
   
 clients when the server they're on could not get their loadout
 
 - Made tf_damage_disablespread a replicated convar, so clients can
   
 see the value of it on the server they're connected to
 
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
   
 to better explain its function now that stalemate is optional
 
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
   
 viewmodels are hidden
 
 - Server tags can now be used to include or exclude servers from the
   
 list
 
 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
   
 archives, please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlds



   
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
I am a huge assest to this list. Suck it up.

On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom k...@weckstrom.com wrote:

 Classy.

 Very classy.

 I see why you're such an asset to this list :)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Monday, February 16, 2009 8:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Because you sound just like Karl with his incessant whining.

 On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
  Hmm, why, what's wrong? Valve don't listen to this damn email list,
 unless
  something is terribly wrong. And even then, they don't listen to requests
  that would benefir the server operators.
 
  On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:
 
   Oh DogGunn, such negativity for no reason.
  
   Thanks for the update Valve.
  
  
   Shawn P. Zipay
   Site Director
  
   Total Gaming Network -- http://www.totalgamingnetwork.com
   MyInternetServices -- http://www.myinternetservices.com
   CS-Nation -- http://www.csnation.net
  
  
   On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
  
Yes... exacly what we wanted... not.
   
On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 jas...@valvesoftware.com
wrote:
   
 A required update for Team Fortress 2, along with an optional
 update
   for
 Day of Defeat: Source has been released.  Please run hldsupdatetool
 to
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like
 Rocket
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies
 512
units
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling
 clients
when
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients
 can
   see
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to
 mp_match_end_at_timelimit,
   to
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
 viewmodels
are
 hidden
 - Server tags can now be used to include or exclude servers from
 the
   list

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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 archives,
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread ServerAlex
Still rate 30k limitation.. IT LAGS LIKE HELL! Remove please!

2009/2/17 Matthew Bancroft hldsl...@apeximages.org:
 For more information on how STEAMID's are broken down, please read
 this wikipedia article: http://en.wikipedia.org/wiki/SteamID

 The article should give you an understanding as to how a steamid is
 constructed and why valve are making these apparent changes.

 Regards
 Matthew Bancroft



 2009/2/17 Andrew Armstrong and...@mammoth.com.au:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
  ___
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  please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Cc2iscooL
Are you really now?

Brb walking my dog.

On Mon, Feb 16, 2009 at 8:44 PM, DogGunn dogg...@bigpond.com wrote:

 I am a huge assest to this list. Suck it up.

 On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom k...@weckstrom.com
 wrote:

  Classy.
 
  Very classy.
 
  I see why you're such an asset to this list :)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Monday, February 16, 2009 8:18 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
  Available
 
  Because you sound just like Karl with his incessant whining.
 
  On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
   Hmm, why, what's wrong? Valve don't listen to this damn email list,
  unless
   something is terribly wrong. And even then, they don't listen to
 requests
   that would benefir the server operators.
  
   On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net
 wrote:
  
Oh DogGunn, such negativity for no reason.
   
Thanks for the update Valve.
   
   
Shawn P. Zipay
Site Director
   
Total Gaming Network -- http://www.totalgamingnetwork.com
MyInternetServices -- http://www.myinternetservices.com
CS-Nation -- http://www.csnation.net
   
   
On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com
 wrote:
   
 Yes... exacly what we wanted... not.

 On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
  jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2, along with an optional
  update
for
  Day of Defeat: Source has been released.  Please run
 hldsupdatetool
  to
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like
  Rocket
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies
  512
 units
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
  clients
 when
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients
  can
see
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to
  mp_match_end_at_timelimit,
to
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when
  viewmodels
 are
  hidden
  - Server tags can now be used to include or exclude servers from
  the
list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Kitteny Berk
DogGunn wrote:
 I am a huge asssest to this list. Suck it up./s

 On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom k...@weckstrom.com wrote:

   
 Classy.

 Very classy.

 I see why you're such an asset to this list :)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Monday, February 16, 2009 8:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Because you sound just like Karl with his incessant whining.

 On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
 
 Hmm, why, what's wrong? Valve don't listen to this damn email list,
   
 unless
 
 something is terribly wrong. And even then, they don't listen to requests
 that would benefir the server operators.

 On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net wrote:

   
 Oh DogGunn, such negativity for no reason.

 Thanks for the update Valve.


 Shawn P. Zipay
 Site Director

 Total Gaming Network -- http://www.totalgamingnetwork.com
 MyInternetServices -- http://www.myinternetservices.com
 CS-Nation -- http://www.csnation.net


 On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:

 
 Yes... exacly what we wanted... not.

 On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
   
 jas...@valvesoftware.com
 
 wrote:
 
 A required update for Team Fortress 2, along with an optional
 
 update
 
 for
 
 Day of Defeat: Source has been released.  Please run hldsupdatetool
 
 to
 
 receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like
 
 Rocket
 
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies
 
 512
 
 units
   
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling
 
 clients
 
 when
   
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients
 
 can
 
 see
 
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to
 
 mp_match_end_at_timelimit,
 
 to
 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
 
 viewmodels
 
 are
   
 hidden
 - Server tags can now be used to include or exclude servers from
 
 the
 
 list
 
 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list
 
 archives,
 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 ___
 To unsubscribe, edit your list preferences, or view the list
   
 archives,
 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I'd feel better about that article if there was some proof or citations to
its claims. All of a sudden everyone's ID went from the Individual universe
to Public? Doesn't really make sense. I would accept something like Oh,
Valve is now trying to adhere to the standard they created. But I'd like to
hear that from Valve.

Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
actually has to do with the server in which registration occurred or whether
or not the account was created pre or post-HL2 release (or some other era-
based explanation) please assume I replied with '/facepalm'.

Furthermore, after looking at it a bit more, that article is inconsistent
anyways. At one point it says the Y is the type, later it says it's assigned
apparently at random.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Bancroft
Sent: Monday, February 16, 2009 6:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

For more information on how STEAMID's are broken down, please read
this wikipedia article: http://en.wikipedia.org/wiki/SteamID

The article should give you an understanding as to how a steamid is
constructed and why valve are making these apparent changes.

Regards
Matthew Bancroft



2009/2/17 Andrew Armstrong and...@mammoth.com.au:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM
IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the
steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling
clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when
viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
:) Anyway, enough of me being pissed at VALVe. I promise to post on the list
again, unless I have something to contribute.

On Tue, Feb 17, 2009 at 1:54 PM, Kitteny Berk b...@hairy-arse.com wrote:

 DogGunn wrote:
  I am a huge asssest to this list. Suck it up./s
 
  On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom k...@weckstrom.com
 wrote:
 
 
  Classy.
 
  Very classy.
 
  I see why you're such an asset to this list :)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Monday, February 16, 2009 8:18 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
  Available
 
  Because you sound just like Karl with his incessant whining.
 
  On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
 
  Hmm, why, what's wrong? Valve don't listen to this damn email list,
 
  unless
 
  something is terribly wrong. And even then, they don't listen to
 requests
  that would benefir the server operators.
 
  On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net
 wrote:
 
 
  Oh DogGunn, such negativity for no reason.
 
  Thanks for the update Valve.
 
 
  Shawn P. Zipay
  Site Director
 
  Total Gaming Network -- http://www.totalgamingnetwork.com
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
 
 
  On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
 
 
  Yes... exacly what we wanted... not.
 
  On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 
  jas...@valvesoftware.com
 
  wrote:
 
  A required update for Team Fortress 2, along with an optional
 
  update
 
  for
 
  Day of Defeat: Source has been released.  Please run hldsupdatetool
 
  to
 
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like
 
  Rocket
 
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies
 
  512
 
  units
 
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
 
  clients
 
  when
 
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients
 
  can
 
  see
 
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to
 
  mp_match_end_at_timelimit,
 
  to
 
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when
 
  viewmodels
 
  are
 
  hidden
  - Server tags can now be used to include or exclude servers from
 
  the
 
  list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  please visit:
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Arg!
i dont know if its necesary but i opened the banned_user.cfg and did a find
replace just in case.

On Tue, Feb 17, 2009 at 1:54 PM, Kitteny Berk b...@hairy-arse.com wrote:

 DogGunn wrote:
  I am a huge asssest to this list. Suck it up./s
 
  On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom k...@weckstrom.com
 wrote:
 
 
  Classy.
 
  Very classy.
 
  I see why you're such an asset to this list :)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Monday, February 16, 2009 8:18 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
  Available
 
  Because you sound just like Karl with his incessant whining.
 
  On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
 
  Hmm, why, what's wrong? Valve don't listen to this damn email list,
 
  unless
 
  something is terribly wrong. And even then, they don't listen to
 requests
  that would benefir the server operators.
 
  On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay z...@csnation.net
 wrote:
 
 
  Oh DogGunn, such negativity for no reason.
 
  Thanks for the update Valve.
 
 
  Shawn P. Zipay
  Site Director
 
  Total Gaming Network -- http://www.totalgamingnetwork.com
  MyInternetServices -- http://www.myinternetservices.com
  CS-Nation -- http://www.csnation.net
 
 
  On Mon, Feb 16, 2009 at 7:40 PM, DogGunn dogg...@bigpond.com wrote:
 
 
  Yes... exacly what we wanted... not.
 
  On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
 
  jas...@valvesoftware.com
 
  wrote:
 
  A required update for Team Fortress 2, along with an optional
 
  update
 
  for
 
  Day of Defeat: Source has been released.  Please run hldsupdatetool
 
  to
 
  receive the update.  The specific changes include:
 
  - Pipebombs now get a reduced close range damage ramp up (like
 
  Rocket
 
  Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies
 
  512
 
  units
 
  from the Demoman
  - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
 
  clients
 
  when
 
  the server they're on could not get their loadout
  - Made tf_damage_disablespread a replicated convar, so clients
 
  can
 
  see
 
  the value of it on the server they're connected to
  - Renamed mp_stalemate_at_timelimit to
 
  mp_match_end_at_timelimit,
 
  to
 
  better explain its function now that stalemate is optional
  - Protected several more commands from client exploitation
  - Fixed muzzle flashes  shell ejections still playing when
 
  viewmodels
 
  are
 
  hidden
  - Server tags can now be used to include or exclude servers from
 
  the
 
  list
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 
  archives,
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: SourceUpdate Available

2009-02-16 Thread Daniel Reinhardt
People are complaining about this on the Steam Forums, and there should be 
an official statement about this.  Included in the statement should be a fix 
for the issue.

--
From: Tony Paloma drunkenf...@hotmail.com
Sent: 17 February, 2009 03:01
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: SourceUpdateAvailable 
I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual 
 universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like 
 to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that 
 'Y'
 actually has to do with the server in which registration occurred or 
 whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's 
 assigned
 apparently at random.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Bancroft
 Sent: Monday, February 16, 2009 6:39 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 For more information on how STEAMID's are broken down, please read
 this wikipedia article: http://en.wikipedia.org/wiki/SteamID

 The article should give you an understanding as to how a steamid is
 constructed and why valve are making these apparent changes.

 Regards
 Matthew Bancroft



 2009/2/17 Andrew Armstrong and...@mammoth.com.au:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM
 IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the
 steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like 
  Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like 
   Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 
   512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling
 clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to 
   mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when
 viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Fyren
On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
 actually has to do with the server in which registration occurred or whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)

No more steamid strings for me THANK U VERY MUCH.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
Sent: Monday, February 16, 2009 10:21 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual
universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
 actually has to do with the server in which registration occurred or
whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I understand the numbers came from the SDK. I'm just saying that the statement 
made in the article that the middle number in the SteamID and the account type 
are the same is bogus. The account type and that middle number come from 
different spots of the 64bit SteamID. The middle number of the SteamID comes 
from a single bit (the least significant bit, actually) and seems to be 
arbitrary.

The entire point of my post is that people make tons of assumptions about 
SteamIDs with no proof or statements from Valve. I was hoping Valve could 
clarify.

-Original Message-
From: Fyren fyren...@gmail.com
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com


On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
 actually has to do with the server in which registration occurred or whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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[hlds] Valve: Plans to migrate all Steam IDs to the new format?

2009-02-16 Thread Andrew Armstrong
Hi,

 

I just wanted to ask whether there were plans to migrate the IDs to the new
format for all existing games (such as CS/Hl1 based games and their mods)?

 

Any info would be appreciated; myself and others no doubt store these IDs
for some reason or another and it would be good to know whether we will need
to make changes to such systems to view IDs with STEAM_0 and STEAM_1 as the
same or not.

 

If you are planning/close to migrating your older games to the new format as
well, it would be good to know so we can just wait for the update instead.

 

Cheers,

Andrew

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
lern2spell.

On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
 CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)

 No more steamid strings for me THANK U VERY MUCH.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
 Sent: Monday, February 16, 2009 10:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
  I'd feel better about that article if there was some proof or citations
 to
  its claims. All of a sudden everyone's ID went from the Individual
 universe
  to Public? Doesn't really make sense. I would accept something like Oh,
  Valve is now trying to adhere to the standard they created. But I'd like
 to
  hear that from Valve.
 
  Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
 the
  account where Y can be 0-9 is bogus. Also, if anyone replies saying that
 'Y'
  actually has to do with the server in which registration occurred or
 whether
  or not the account was created pre or post-HL2 release (or some other
 era-
  based explanation) please assume I replied with '/facepalm'.
 
  Furthermore, after looking at it a bit more, that article is inconsistent
  anyways. At one point it says the Y is the type, later it says it's
 assigned
  apparently at random.

 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
 };

 -Fyren

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Re: [hlds] TF2 update now server can not connect to steam

2009-02-16 Thread Robert Whelan
I've seen this fire once on each server after the update, like a run once 
instance. Seems fine now

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam 
Service





From: Adam Smith absmi...@gmail.com
To: hlds@list.valvesoftware.com
Sent: Monday, February 16, 2009 9:56:11 PM
Subject: [hlds] TF2 update now server can not connect to steam

Can anyone help me with this error message from my TF2 server after today's
update?

[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
Continuing with current version anyway.
cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
What?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Monday, February 16, 2009 11:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

lern2spell.

On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
 CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)

 No more steamid strings for me THANK U VERY MUCH.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
 Sent: Monday, February 16, 2009 10:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
  I'd feel better about that article if there was some proof or citations
 to
  its claims. All of a sudden everyone's ID went from the Individual
 universe
  to Public? Doesn't really make sense. I would accept something like Oh,
  Valve is now trying to adhere to the standard they created. But I'd
like
 to
  hear that from Valve.
 
  Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
 the
  account where Y can be 0-9 is bogus. Also, if anyone replies saying that
 'Y'
  actually has to do with the server in which registration occurred or
 whether
  or not the account was created pre or post-HL2 release (or some other
 era-
  based explanation) please assume I replied with '/facepalm'.
 
  Furthermore, after looking at it a bit more, that article is
inconsistent
  anyways. At one point it says the Y is the type, later it says it's
 assigned
  apparently at random.

 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
 };

 -Fyren

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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
Oh nothing never mind! Just crazy talk.

On Mon, Feb 16, 2009 at 11:13 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 What?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Monday, February 16, 2009 11:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 lern2spell.

 On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

  UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
  CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)
 
  No more steamid strings for me THANK U VERY MUCH.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
  Sent: Monday, February 16, 2009 10:21 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
  Available
 
  On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
  wrote:
   I'd feel better about that article if there was some proof or citations
  to
   its claims. All of a sudden everyone's ID went from the Individual
  universe
   to Public? Doesn't really make sense. I would accept something like
 Oh,
   Valve is now trying to adhere to the standard they created. But I'd
 like
  to
   hear that from Valve.
  
   Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
  the
   account where Y can be 0-9 is bogus. Also, if anyone replies saying
 that
  'Y'
   actually has to do with the server in which registration occurred or
  whether
   or not the account was created pre or post-HL2 release (or some other
  era-
   based explanation) please assume I replied with '/facepalm'.
  
   Furthermore, after looking at it a bit more, that article is
 inconsistent
   anyways. At one point it says the Y is the type, later it says it's
  assigned
   apparently at random.
 
  The information about the Y was simply taken straight out of
  steamclientpublic.h in the SDK:
 
  // Steam account types
  enum EAccountType
  {
 k_EAccountTypeInvalid = 0,
 k_EAccountTypeIndividual = 1,   // single user account
 k_EAccountTypeMultiseat = 2,// multiseat (e.g.
  cybercafe) account
 k_EAccountTypeGameServer = 3,   // game server account
 k_EAccountTypeAnonGameServer = 4,   // anonymous game server
  account
 k_EAccountTypePending = 5,  // pending
 k_EAccountTypeContentServer = 6,// content server
 k_EAccountTypeClan = 7,
 k_EAccountTypeChat = 8,
 k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
  by superpeers to seed content to users of Steam P2P stuff
 
 // Max of 16 items in this field
 k_EAccountTypeMax
  };
 
  -Fyren
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Valves update today was uncalled for and completely trashed our services.
For those of you who didn't already know heres the recap.

NO Banlists work
NO Hlstats work
NO admin plugins or reserve slots work

They decided to change everyone's STEAM ID and just unbanned the entire
population from all servers.
Nice job valve, some warning would have saved everyone A LOT of time and
headaches!
This has to be one of the single worst updates of all time, and it happened
on a Monday. 
Valve really needs to make a beta test program or some kind if announcement
of what's coming, this is absolutely ridiculous. 

Here my numbers im sure there are others with like sums.
104834 stats players
Total bans 4331
150+ reserveslots
40+ Admins
All this has to be changed overnight, and some of us have work tomorrow. 

I just don't understand what valve thinks about for these updates Lets see
how much we can fuck up our community today!
WE NEED A WARNING!!!

SmOoThEm
Leader of RightToRule
www.RightToRule.com


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 7:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I understand the numbers came from the SDK. I'm just saying that the
statement made in the article that the middle number in the SteamID and the
account type are the same is bogus. The account type and that middle number
come from different spots of the 64bit SteamID. The middle number of the
SteamID comes from a single bit (the least significant bit, actually) and
seems to be arbitrary.

The entire point of my post is that people make tons of assumptions about
SteamIDs with no proof or statements from Valve. I was hoping Valve could
clarify.

-Original Message-
From: Fyren fyren...@gmail.com
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com


On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual
universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
 actually has to do with the server in which registration occurred or
whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Jeff Sugar
If it helps you any, all our admin is still working thanks to the fact
*sourcemod
ignores the first number in the steamid* in case of things like this.

-Atreus


On Mon, Feb 16, 2009 at 9:23 PM, SmOoThEm ad...@righttorule.com wrote:

 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and the
 account type are the same is bogus. The account type and that middle number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
  I'd feel better about that article if there was some proof or citations
 to
  its claims. All of a sudden everyone's ID went from the Individual
 universe
  to Public? Doesn't really make sense. I would accept something like Oh,
  Valve is now trying to adhere to the standard they created. But I'd like
 to
  hear that from Valve.
 
  Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
 the
  account where Y can be 0-9 is bogus. Also, if anyone replies saying that
 'Y'
  actually has to do with the server in which registration occurred or
 whether
  or not the account was created pre or post-HL2 release (or some other
 era-
  based explanation) please assume I replied with '/facepalm'.
 
  Furthermore, after looking at it a bit more, that article is inconsistent
  anyways. At one point it says the Y is the type, later it says it's
 assigned
  apparently at random.

 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Cc2iscooL
Find and replace. It'll take you 5 minutes.

:|

On Mon, Feb 16, 2009 at 11:23 PM, SmOoThEm ad...@righttorule.com wrote:

 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and the
 account type are the same is bogus. The account type and that middle number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
  I'd feel better about that article if there was some proof or citations
 to
  its claims. All of a sudden everyone's ID went from the Individual
 universe
  to Public? Doesn't really make sense. I would accept something like Oh,
  Valve is now trying to adhere to the standard they created. But I'd like
 to
  hear that from Valve.
 
  Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
 the
  account where Y can be 0-9 is bogus. Also, if anyone replies saying that
 'Y'
  actually has to do with the server in which registration occurred or
 whether
  or not the account was created pre or post-HL2 release (or some other
 era-
  based explanation) please assume I replied with '/facepalm'.
 
  Furthermore, after looking at it a bit more, that article is inconsistent
  anyways. At one point it says the Y is the type, later it says it's
 assigned
  apparently at random.

 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Anyone using SourceBans and got a quick way to update the Steam ID list?

Love you VALVe...

On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm ad...@righttorule.com wrote:

 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and the
 account type are the same is bogus. The account type and that middle number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
  I'd feel better about that article if there was some proof or citations
 to
  its claims. All of a sudden everyone's ID went from the Individual
 universe
  to Public? Doesn't really make sense. I would accept something like Oh,
  Valve is now trying to adhere to the standard they created. But I'd like
 to
  hear that from Valve.
 
  Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
 the
  account where Y can be 0-9 is bogus. Also, if anyone replies saying that
 'Y'
  actually has to do with the server in which registration occurred or
 whether
  or not the account was created pre or post-HL2 release (or some other
 era-
  based explanation) please assume I replied with '/facepalm'.
 
  Furthermore, after looking at it a bit more, that article is inconsistent
  anyways. At one point it says the Y is the type, later it says it's
 assigned
  apparently at random.

 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I agree some warning would have been nice, but you are exaggerating
everything. Hlstats didn't notice or care about the change (for me) and it
took about 30 seconds to start up phpMyAdmin and run an SQL query to convert
everything from STEAM_0 to STEAM_1:
UPDATE `steamidbans` SET `steamid` = REPLACE(`steamid`, 'STEAM_0',
'STEAM_1')

Using a text file? Open it in notepad, CTRL+H. Find and replace works
wonders.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
Sent: Monday, February 16, 2009 9:24 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Valves update today was uncalled for and completely trashed our services.
For those of you who didn't already know heres the recap.

NO Banlists work
NO Hlstats work
NO admin plugins or reserve slots work

They decided to change everyone's STEAM ID and just unbanned the entire
population from all servers.
Nice job valve, some warning would have saved everyone A LOT of time and
headaches!
This has to be one of the single worst updates of all time, and it happened
on a Monday. 
Valve really needs to make a beta test program or some kind if announcement
of what's coming, this is absolutely ridiculous. 

Here my numbers im sure there are others with like sums.
104834 stats players
Total bans 4331
150+ reserveslots
40+ Admins
All this has to be changed overnight, and some of us have work tomorrow. 

I just don't understand what valve thinks about for these updates Lets see
how much we can fuck up our community today!
WE NEED A WARNING!!!

SmOoThEm
Leader of RightToRule
www.RightToRule.com


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 7:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I understand the numbers came from the SDK. I'm just saying that the
statement made in the article that the middle number in the SteamID and the
account type are the same is bogus. The account type and that middle number
come from different spots of the 64bit SteamID. The middle number of the
SteamID comes from a single bit (the least significant bit, actually) and
seems to be arbitrary.

The entire point of my post is that people make tons of assumptions about
SteamIDs with no proof or statements from Valve. I was hoping Valve could
clarify.

-Original Message-
From: Fyren fyren...@gmail.com
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com


On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com wrote:
 I'd feel better about that article if there was some proof or citations to
 its claims. All of a sudden everyone's ID went from the Individual
universe
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
to
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
 actually has to do with the server in which registration occurred or
whether
 or not the account was created pre or post-HL2 release (or some other era-
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
assigned
 apparently at random.

The information about the Y was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Procyon
UPDATE sb_admins SET authid=CONCAT('STEAM_1',SUBSTRING(authid,8)) WHERE 
aid!=0;
UPDATE sb_bans SET authid=CONCAT('STEAM_1',SUBSTRING(authid,8));

DogGunn skrev:
 Anyone using SourceBans and got a quick way to update the Steam ID list?

 Love you VALVe...

 On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm ad...@righttorule.com wrote:

   
 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and the
 account type are the same is bogus. The account type and that middle number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
 
 I'd feel better about that article if there was some proof or citations
   
 to
 
 its claims. All of a sudden everyone's ID went from the Individual
   
 universe
 
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
   
 to
 
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
   
 the
 
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
   
 'Y'
 
 actually has to do with the server in which registration occurred or
   
 whether
 
 or not the account was created pre or post-HL2 release (or some other
   
 era-
 
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
   
 assigned
 
 apparently at random.
   
 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




 ___
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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread StevoTVR
As someone else said, the newer releases of SourceMod handles the change 
internally. So updating SourceMod (and possibly SourceBans) should fix 
the problem without having to update your admin list/database.

--
Stevo.TVR
TheVille.Org



DogGunn wrote:
 Anyone using SourceBans and got a quick way to update the Steam ID list?

 Love you VALVe...

 On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm ad...@righttorule.com wrote:

   
 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and the
 account type are the same is bogus. The account type and that middle number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
 
 I'd feel better about that article if there was some proof or citations
   
 to
 
 its claims. All of a sudden everyone's ID went from the Individual
   
 universe
 
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd like
   
 to
 
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
   
 the
 
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
   
 'Y'
 
 actually has to do with the server in which registration occurred or
   
 whether
 
 or not the account was created pre or post-HL2 release (or some other
   
 era-
 
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is inconsistent
 anyways. At one point it says the Y is the type, later it says it's
   
 assigned
 
 apparently at random.
   
 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




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 please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Yes im working on updating now and getting everything back to normal, one
problem after another after another. :(

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Monday, February 16, 2009 10:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

As someone else said, the newer releases of SourceMod handles the change 
internally. So updating SourceMod (and possibly SourceBans) should fix 
the problem without having to update your admin list/database.

--
Stevo.TVR
TheVille.Org



DogGunn wrote:
 Anyone using SourceBans and got a quick way to update the Steam ID list?

 Love you VALVe...

 On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm ad...@righttorule.com wrote:

   
 Valves update today was uncalled for and completely trashed our services.
 For those of you who didn't already know heres the recap.

 NO Banlists work
 NO Hlstats work
 NO admin plugins or reserve slots work

 They decided to change everyone's STEAM ID and just unbanned the entire
 population from all servers.
 Nice job valve, some warning would have saved everyone A LOT of time and
 headaches!
 This has to be one of the single worst updates of all time, and it
happened
 on a Monday.
 Valve really needs to make a beta test program or some kind if
announcement
 of what's coming, this is absolutely ridiculous.

 Here my numbers im sure there are others with like sums.
 104834 stats players
 Total bans 4331
 150+ reserveslots
 40+ Admins
 All this has to be changed overnight, and some of us have work tomorrow.

 I just don't understand what valve thinks about for these updates Lets
see
 how much we can fuck up our community today!
 WE NEED A WARNING!!!

 SmOoThEm
 Leader of RightToRule
 www.RightToRule.com


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Monday, February 16, 2009 7:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 I understand the numbers came from the SDK. I'm just saying that the
 statement made in the article that the middle number in the SteamID and
the
 account type are the same is bogus. The account type and that middle
number
 come from different spots of the 64bit SteamID. The middle number of the
 SteamID comes from a single bit (the least significant bit, actually) and
 seems to be arbitrary.

 The entire point of my post is that people make tons of assumptions about
 SteamIDs with no proof or statements from Valve. I was hoping Valve could
 clarify.

 -Original Message-
 From: Fyren fyren...@gmail.com
 Date: Mon, Feb 16, 2009 at 7:21 PM
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com


 On Mon, Feb 16, 2009 at 22:01, Tony Paloma drunkenf...@hotmail.com
 wrote:
 
 I'd feel better about that article if there was some proof or citations
   
 to
 
 its claims. All of a sudden everyone's ID went from the Individual
   
 universe
 
 to Public? Doesn't really make sense. I would accept something like Oh,
 Valve is now trying to adhere to the standard they created. But I'd
like
   
 to
 
 hear that from Valve.

 Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
   
 the
 
 account where Y can be 0-9 is bogus. Also, if anyone replies saying that
   
 'Y'
 
 actually has to do with the server in which registration occurred or
   
 whether
 
 or not the account was created pre or post-HL2 release (or some other
   
 era-
 
 based explanation) please assume I replied with '/facepalm'.

 Furthermore, after looking at it a bit more, that article is
inconsistent
 anyways. At one point it says the Y is the type, later it says it's
   
 assigned
 
 apparently at random.
   
 The information about the Y was simply taken straight out of
 steamclientpublic.h in the SDK:

 // Steam account types
 enum EAccountType
 {
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
 cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
 account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
 by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
 };

 -Fyren

 

Re: [hlds] Valve: Plans to migrate all Steam IDs to the new format?

2009-02-16 Thread David Cousins
I guess that this is all related to using Steam cloud, so whenever  
this is added to another game you can assume the I'd's will change  
with no warning from valve.

Yay, go go communications!



On 17 Feb 2009, at 03:59, Andrew Armstrong and...@mammoth.com.au  
wrote:

 Hi,



 I just wanted to ask whether there were plans to migrate the IDs to  
 the new
 format for all existing games (such as CS/Hl1 based games and their  
 mods)?



 Any info would be appreciated; myself and others no doubt store  
 these IDs
 for some reason or another and it would be good to know whether we  
 will need
 to make changes to such systems to view IDs with STEAM_0 and STEAM_1  
 as the
 same or not.



 If you are planning/close to migrating your older games to the new  
 format as
 well, it would be good to know so we can just wait for the update  
 instead.



 Cheers,

 Andrew

 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



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Re: [hlds] Valve: Plans to migrate all Steam IDs to the new format?

2009-02-16 Thread Spencer 'voogru' MacDonald
Valve can change ID's to 1337_BANANAS:1:1182 or LOLLERKSKATES:1:1182, or
FACEPALM:1:1182.

Won't affect me.

In fact, I'm considering changing the status command to give random things
for STEAM_x to screw with people, and since it's pretty much meaningless
anyway.

I can't wait to see players say wtf his steamid is 1337_BANANAS

- voogru.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins
Sent: Tuesday, February 17, 2009 1:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Valve: Plans to migrate all Steam IDs to the new format?

I guess that this is all related to using Steam cloud, so whenever  
this is added to another game you can assume the I'd's will change  
with no warning from valve.

Yay, go go communications!



On 17 Feb 2009, at 03:59, Andrew Armstrong and...@mammoth.com.au  
wrote:

 Hi,



 I just wanted to ask whether there were plans to migrate the IDs to  
 the new
 format for all existing games (such as CS/Hl1 based games and their  
 mods)?



 Any info would be appreciated; myself and others no doubt store  
 these IDs
 for some reason or another and it would be good to know whether we  
 will need
 to make changes to such systems to view IDs with STEAM_0 and STEAM_1  
 as the
 same or not.



 If you are planning/close to migrating your older games to the new  
 format as
 well, it would be good to know so we can just wait for the update  
 instead.



 Cheers,

 Andrew

 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



___
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please visit:
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Re: [hlds] Valve: Plans to migrate all Steam IDs to the new format?

2009-02-16 Thread Kitteny Berk
You have to do this.

Spencer 'voogru' MacDonald wrote:
 Valve can change ID's to 1337_BANANAS:1:1182 or LOLLERKSKATES:1:1182, or
 FACEPALM:1:1182.

 Won't affect me.

 In fact, I'm considering changing the status command to give random things
 for STEAM_x to screw with people, and since it's pretty much meaningless
 anyway.

 I can't wait to see players say wtf his steamid is 1337_BANANAS

 - voogru.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins
 Sent: Tuesday, February 17, 2009 1:43 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Valve: Plans to migrate all Steam IDs to the new format?

 I guess that this is all related to using Steam cloud, so whenever  
 this is added to another game you can assume the I'd's will change  
 with no warning from valve.

 Yay, go go communications!



 On 17 Feb 2009, at 03:59, Andrew Armstrong and...@mammoth.com.au  
 wrote:

   
 Hi,



 I just wanted to ask whether there were plans to migrate the IDs to  
 the new
 format for all existing games (such as CS/Hl1 based games and their  
 mods)?



 Any info would be appreciated; myself and others no doubt store  
 these IDs
 for some reason or another and it would be good to know whether we  
 will need
 to make changes to such systems to view IDs with STEAM_0 and STEAM_1  
 as the
 same or not.



 If you are planning/close to migrating your older games to the new  
 format as
 well, it would be good to know so we can just wait for the update  
 instead.



 Cheers,

 Andrew

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