Re: [hlds_linux] Choppiness over 12 or 14 players connected.
I seem to remember an issue with Xeon processors and the new source engine. My group once tried to run a few TF2 servers on a dual (or was it quad?) core Xeon, and it lagged above 14 players even though there was only 20-30% of the CPU being utilized. We ended up giving up the server and just getting a new one using non-Xeon processors. I never did get a straight answer about any such problem, but in the mailing list archives you might be able to find old posts about it. On Mon, Mar 17, 2008 at 9:13 AM, Miano, Steven M. [EMAIL PROTECTED] wrote: Hey guys, I have a problem that's been plaguing my server for a while now, and just can't seem to figure out how to work it out. I'd really appreciate some help with this if possible. The set-up: Game: Team Fortress 2 Server (24 slots) Operating System: Ubuntu 6.06.2 LTS (Dapper). IP: 24.129.170.3:27175 The Server: Dell Power Edge 2650 CPUs: 2xIntel(r) Xeon(tm) CPU 2.40GHz Kernel: 2.6.15-28-server, with no customization. Memory: 4.71GB RAM. Start-up Line: screen -A -m -d -S tf2 ./srcds_run -console -game tf +ip 24.129.170.3 -port 27175 +map cp_dustbowl +exec server.cfg Stats output: Cpu: 0.00 In 0.00 Out 0.00 Uptime 7109 Users 29 FPS 49.70 Players 0 I'll try to get the above under a load as well if I can. When there are 20 people on the server the cores are at about 25% total, and none of them are over 60% individually. From everything that I've read I would imagine that this set up and configuration would be above and beyond what would be needed in order to run a good stable server, and yet it's not doing it. As soon as there are more then 10-14 players connected and playing the game play begins to get choppy and almost as if there is a huge amount of lag hitting everyone. The server is connected to a 100mb/s network that is a switch away from an OC-3 connection. Any help would be greatly appreciated guys. : ( Thanks again, ~Steve CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quoting Habits
I prefer the writing at the top of the email, since that's where Gmail makes most sense of it, and where my mail client automatically starts my replies. On Feb 19, 2008 4:10 PM, Guillaume Parent [EMAIL PROTECTED] wrote: I actually laughed out loud. You made my way. Well, most of us are not sure which to use. ~~ Ondra On 19.02.08 3:38 Uhr, Guillaume Parent wrote: Reading replies at the bottom piss me off more than anything. When I open an email, I want the important information to be at the top. The useless crap can stay at the bottom - This also seems to be the mode of posting most users here agree with. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Well, most of us are not sure which to use. ~~ Ondra I actually laughed out loud. You made my way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Server Tags Coming Soon
I actually find SRCDS/HLDS to be some of the more streamlined servers I have ever run. This update sounds excellent in helping people filter for all the servers hosted by one clan/community easily. On Thu, Feb 14, 2008 at 5:58 AM, Valtteri Kiviniemi [EMAIL PROTECTED] wrote: I wont even bother to host TF2 server without that 32pl hack. And I dont get it, why does Valve always fuck up things? I think that they should ask the community first. The change of playerlimit and friendlyfire was enough for me, I cant even play the game anymore. breaks the game is just a excuse to do what ever they want to. Valve makes good games but they should also give some respect to the community and ask them about critical changes. Second thing is the 64bit support. I might understand the lack of 64bit support for the old HLDS engine (as a matter of fact I dont, because the old hlds_amd64 binary is still working and im still using it, why dont just update it) , but why even the new source-engine does not support 64bit - I mean the server version. I also think that they have some really bad programmers or then they just dont care, because the SRCDS is so heavy and buggy that there is no mean to host that. Valve is just so stupid. ics kirjoitti: It is propably disabled for the same reason as maxplayer limit is 24 - without using hacked binaries to achieve 32 players. What i heard, official reason was that players over 24 break certain things as well as FF on does. I have seen none of these, except tickrate drop. This game is actually more fun with 32 than 24 players. -ics Valtteri Kiviniemi kirjoitti: Hi Why you talk about friendlyfire, because its disabled. Just allow to turn FF on, its annoying to use 3rd-party plugin to get FF. And why the fuck you even disabled it? We had such a nice FF server and now its gone. Those people that dont like FF, wont have to enable it - it's that simple. Jason Ruymen kirjoitti: I should also point out that we're planning on releasing this to you guys first, with clients having to opt-in to a beta to see the custom UI. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Wednesday, February 13, 2008 3:51 PM To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Team Fortress 2 Server Tags Coming Soon One of the things that customers have been consistently requesting from us a better method of finding game servers with the specific settings that they like. Some players want servers with friendly-fire on, or TF2 birthday mode, or 24/7 Dustbowl, and so on. Other players specifically want none of these, asking us how they can find servers with no changes. At the same time, we've watched as server operators have increasingly filled out their server names with descriptions of their custom settings. We've been working on a solution to these problems that we hope will make sense, solving the player's desire to search for specific settings, and the server operator's desire to have better descriptive tools for their server. The concept is similar to web page metatags, where server operators can specify descriptive tags in any manner, and clients can search for servers by specifying the tags they're interested in. Some tags are automatically filled in, based on server convars. For example, in TF2 we've removed the restrictions on a variety of server options (like friendly fire respawn wave times), and now the tag system will automatically add a tag when they're changed, so that customers who want to play on these servers can easily find them. Click here: http://www.steamgames.com/v/img/whatsnew/serverTags.jpg for a screenshot of the new server browser interface that players will have. As you can see, we've put a new tab onto it called Custom. Servers with tags will appear in this list, where the player can specify a list of tags they're interested in. The Add Common Tags button will give them a list of the top 20 tags in use across all the servers, so they're able to easily choose the popular tags. Untagged servers will show up in the old Internet games list. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] TF2 bug list
You have to position the sentry just perfectly to make it work, I tried an hour ago or so. On Feb 7, 2008 6:05 PM, Tom Leighton [EMAIL PROTECTED] wrote: I couldn't build a sentry even doing the tactics he's trying... Maybe they fixed it? ics wrote: I don't think that is an exploit but by design. Those tyres and that little piece of the roof (the small ledge) are there on just under those windows for a reason. There is just black texture behind the window and a little room for a sentry and after that a large black texture brush which could have covered the place all the way right to the window. I think sentry can be built there for a reason. It can be destroyed quite easily with demo sticky bombs or sapped with spy. Rockets wont go trhough the windows though or do damage to the sentry, unless you hit in the right spot. Scouts pistol will do fine ;) -ics Eric van Beesten kirjoitti: This one is nasty too! http://www.youtube.com/watch?v=6Eqhf_KKJog if you search on youtube you find tones of exploides.. must of them are fixed.. but some are not! -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens aleks Verzonden: donderdag 7 februari 2008 17:09 Aan: hlds_linux@list.valvesoftware.com Onderwerp: RE: [hlds_linux] TF2 bug list -- [ Picked text/plain from multipart/alternative ] today i played and founf a player doing strange thows with demo and granades at the begining of the round. pictures here. on one pic he didnt suceed to throw out form the fence. i didnt alt+tab. fresh round start. nothing was missing nor floating in the air. link: http://komisija.net/desmond/tf2_exploit/ greetz. des Message: 1 From: Saint K. [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Subject: RE: [hlds_linux] TF2 bug list Date: Thu, 7 Feb 2008 11:35:19 +0100 Reply-To: hlds_linux@list.valvesoftware.com I can confirm these are not connection issues. Our game servers are under constant monitoring, and none of them showed any loss. Cheers, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux __ NOD32 2855 (20080207) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
It's not overpowered. I was doing very well as Pyro yesterday killing tons of people at close range, but today I had less luck with it. It all depends on the skill of the Pyro and who he is killing. It was really underpowered before, and it very good now. On 9/30/07, Stephen Micheals [EMAIL PROTECTED] wrote: negative! its great now and i think works a lot better, just have to make sure to stay back from him in close quarters as hes designed to do well in. On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The new Pyro is too powerfull. I liked the way the pyro was. It was good enough. Now it it's just way too powerful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Updated
Not true, many people still do well as Spy, it just requires being even more stealthy. On 9/28/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I agree.. noobs shoot everyone just in case they are spies. Makes the Spy totally useless. On 9/28/07, Dave Snodgrass [EMAIL PROTECTED] wrote: God i hope so. FF off is ruining the spy class imo. On 9/28/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is friendly fire ever coming back? :P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Gripes and Improvements
I really have no issue, I'm obviously not going to be using an automatic weapon to do 1-shot headshots (AK-47 on CSS) from across the map. I find the shotguns work perfectly fine, and the heavy guy is not designed for accuracy at all. My only gripe with the game is long spawn times and round start times, and that server operators can not change that. The regular TF2 gameplay style needs those (set up turrets, get ubercharge up, etc) but sometimes a change in pace would be possible. On 9/27/07, Ron Gardner [EMAIL PROTECTED] wrote: Message: 2 Date: Thu, 27 Sep 2007 08:42:10 -0700 From: Theo Macris [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] TF2 Gripes and Improvements Reply-To: hlds_linux@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] Perhaps, but it is frustrating as hell to have perfect aim on someone and miss repeatedly because some randomizing algorithym is in place. On 9/27/07, Jani Tiira [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Jani says.. NO! That's what you have CS:S and DOD:S for. I love the fact that this has more to do with teamplay than one persons mad skills to make headshots. One thing though.. the spread on the Scouts shotguns should be a bit smaller. Leave the power as it is but make the spread a tad smaller. On 9/27/07, Theo Macris [EMAIL PROTECTED] wrote: -- There's no such thing as a perfect aim.There's too many variables in play.. Temperature, humidity, wind speed, barrel friction, bullet shape pureness (I made this last one up).. but you get the idea..All shots will have some randomness to them. Granted if you use a weopon designed for accuracy then it should be truer, however I have yet to see a Flame thrower that advertises accuracy. I've also never seen a chain gun offering accuracy.I do agree the Sniper and perhaps the pistols should hold a more accurate shot and be less random, the problem there is all the FPSers will use pistols and one shot everyone. Just had to add my $.02 This game in my opinion is mostly strategy based.Aiming isn't a huge factor as it is in other FPS games.. I kind of welcome the change.as I suck in most FPS cuz I can't play them for 23.5 hour a day like some of you ;) Hopefully TF2 developers will take that into consideration.. Keep in mind, this is a BETA.. BETAs are not only to find BUGS but also to find feature problems.. I would consider team balance and aim accuracy, hit rate, etc allfeature problems.Share your input and I'm sure they will look into it. Ron TF2 100tic-1000HZ tf2.stopspamming.net:27017 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 32 slots???
I hear it's highly unstable, and will crash at map change if it is not a manual admin changelevel command. On 9/26/07, Saint K. [EMAIL PROTECTED] wrote: At their forum they talk about having hex edited the server files to manipulate the max slot count. Saint K. - Original Message - From: Andreas Grimm [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Wednesday, September 26, 2007 6:15 AM Subject: Re: [hlds_linux] TF2 32 slots??? wow :-O if someone knows how to make it, post it, please! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of George Witczak Sent: Wednesday, September 26, 2007 1:14 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 32 slots??? Ok someone please fill me in on how to get this going? Below is one of the IP's and the only 2 servers in game monitor playing 32 slots..and of course they are full! 70.87.162.59:27015 http://www.game-monitor.com/GameServer/64.182.92.161:27016/THE _TEMPEST_2_247_DUSTBOWL_DALLAS_TX_-_WDFNews.com_Clan_p.html http://www.game-monitor.com/GameServer/70.87.162.59:27015/3Poi ntGames.com_TF2_32_Player_DustBowl__1.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 32 slots???
It appears I was mistaken, I just played with some people on a 32/32 server and it held fine though many map changes. On 9/26/07, 1nsane . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] perfect for a 24/7 2fot server? :P On 9/26/07, Ryan Veltidi [EMAIL PROTECTED] wrote: I hear it's highly unstable, and will crash at map change if it is not a manual admin changelevel command. On 9/26/07, Saint K. [EMAIL PROTECTED] wrote: At their forum they talk about having hex edited the server files to manipulate the max slot count. Saint K. - Original Message - From: Andreas Grimm [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Wednesday, September 26, 2007 6:15 AM Subject: Re: [hlds_linux] TF2 32 slots??? wow :-O if someone knows how to make it, post it, please! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of George Witczak Sent: Wednesday, September 26, 2007 1:14 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 32 slots??? Ok someone please fill me in on how to get this going? Below is one of the IP's and the only 2 servers in game monitor playing 32 slots..and of course they are full! 70.87.162.59:27015 http://www.game-monitor.com/GameServer/64.182.92.161:27016/THE _TEMPEST_2_247_DUSTBOWL_DALLAS_TX_-_WDFNews.com_Clan_p.html http://www.game-monitor.com/GameServer/70.87.162.59:27015/3Poi ntGames.com_TF2_32_Player_DustBowl__1.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] looong map change tiems
I was not, this also occurred before the sv_pure update. On 8/28/07, Mike Dussault [EMAIL PROTECTED] wrote: Are you using an sv_pure value other than 0? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi Sent: Saturday, August 25, 2007 12:52 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] looong map change tiems I had an issue with an old Windows server that I had, AMD Opteron (I do not remember ghz rating, but it was very new) with 1gb of ram. For a specific non-stock map it used to take 10-20 seconds in 2006 to change to that map, but since early 2007 it takes well over a minute. System has had no real changes to it, and I only assumed it was a srcds update that caused it to happen. It was more than just that one map too, it was all maps. Disk was defragged regularly, etc. On 8/25/07, William Warren [EMAIL PROTECTED] wrote: celey 2.5 ghz machine with 512 megs of ram. 10 source slots. Suddenly after the latest update the machine is taking 3 or more minutes to change maps. During this time the cpu is pegged. -- My Foundation verse: Isa 54:17 No weapon that is formed against thee shall prosper; and every tongue that shall rise against thee in judgment thou shalt condemn. This is the heritage of the servants of the LORD, and their righteousness is of me, saith the LORD. -- carpe ductum -- Grab the tape CDTT (Certified Duct Tape Technician) Linux user #322099 Machines: 206822 256638 276825 http://counter.li.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] looong map change tiems
Mine was slightly large, however stock maps still loaded very quickly. I watched HLSW as the map loaded, and the cfg was executed at a different time than the lag, as there were other lines of commands (standard server stuff) before/after the delay. On 8/28/07, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] A big banned_user.cfg will cause a long map load time if you are loading it at every map change. On 8/29/07, William Warren [EMAIL PROTECTED] wrote: not running a pure server here. Mike Dussault wrote: Are you using an sv_pure value other than 0? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi Sent: Saturday, August 25, 2007 12:52 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] looong map change tiems I had an issue with an old Windows server that I had, AMD Opteron (I do not remember ghz rating, but it was very new) with 1gb of ram. For a specific non-stock map it used to take 10-20 seconds in 2006 to change to that map, but since early 2007 it takes well over a minute. System has had no real changes to it, and I only assumed it was a srcds update that caused it to happen. It was more than just that one map too, it was all maps. Disk was defragged regularly, etc. On 8/25/07, William Warren [EMAIL PROTECTED] wrote: celey 2.5 ghz machine with 512 megs of ram. 10 source slots. Suddenly after the latest update the machine is taking 3 or more minutes to change maps. During this time the cpu is pegged. -- My Foundation verse: Isa 54:17 No weapon that is formed against thee shall prosper; and every tongue that shall rise against thee in judgment thou shalt condemn. This is the heritage of the servants of the LORD, and their righteousness is of me, saith the LORD. -- carpe ductum -- Grab the tape CDTT (Certified Duct Tape Technician) Linux user #322099 Machines: 206822 256638 276825 http://counter.li.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux . -- My Foundation verse: Isa 54:17 No weapon that is formed against thee shall prosper; and every tongue that shall rise against thee in judgment thou shalt condemn. This is the heritage of the servants of the LORD, and their righteousness is of me, saith the LORD. -- carpe ductum -- Grab the tape CDTT (Certified Duct Tape Technician) Linux user #322099 Machines: 206822 256638 276825 http://counter.li.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] looong map change tiems
I had an issue with an old Windows server that I had, AMD Opteron (I do not remember ghz rating, but it was very new) with 1gb of ram. For a specific non-stock map it used to take 10-20 seconds in 2006 to change to that map, but since early 2007 it takes well over a minute. System has had no real changes to it, and I only assumed it was a srcds update that caused it to happen. It was more than just that one map too, it was all maps. Disk was defragged regularly, etc. On 8/25/07, William Warren [EMAIL PROTECTED] wrote: celey 2.5 ghz machine with 512 megs of ram. 10 source slots. Suddenly after the latest update the machine is taking 3 or more minutes to change maps. During this time the cpu is pegged. -- My Foundation verse: Isa 54:17 No weapon that is formed against thee shall prosper; and every tongue that shall rise against thee in judgment thou shalt condemn. This is the heritage of the servants of the LORD, and their righteousness is of me, saith the LORD. -- carpe ductum -- Grab the tape CDTT (Certified Duct Tape Technician) Linux user #322099 Machines: 206822 256638 276825 http://counter.li.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Undetected Hacks
-- [ Picked text/plain from multipart/alternative ] True, but lots of players love using custom skins and textures, and it's hard to pin-point which can be forced to default without annoying players. I dislike all custom textures and wish I could play sv_pure 2 all day, but most players dislike that. On 7/26/07, Wim Barelds [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] As I'v already said, material and texture cheats are already a resolved problem thanks to sv_pure. On 7/27/07, Ryan Veltidi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Screenshots would be very useful for identifying people who are using texture/material hacks such as neon skins or partially transparent walls. Most of the time, people use just material hacks because VAC will never ban them for using such things. If a hack was designed to report back false screenshots, eventually VAC would detect such a thing and ban people for it. If the previously legal cheat using people don't want to get VAC banned, they would not use those fake screenshot tools, which would make it easier for server administrators to identify people using such cheats. Just my thought. On 7/26/07, Bryan [EMAIL PROTECTED] wrote: PB has that option in its cheat detection system. If you follow the discussions on the cheater/hackers websites, they put a lot of effort into either loading a premade clean screenshot or turn the hacks off as it takes the screen shot. Screen shots are a good option but as with all things, if its made by a man it can be unmade by another man. Crazy_One Tom Leighton wrote: i still think that VAC should take on a Screen Shot feature and also check out loaded executable modules loaded in the game... This is how i have coded a basic anticheat for Black Hawk Down (Check the loaded modules, if any are new or are normal but in a different location (Think d3d files), then it bans them (But maybe a reversible ban if the person can explain what it is...) The screenshot feature would just be for server admins to check and allow them to ban the people hacking from their servers / steambans. ics wrote: This is a problem, cheats arent always detected by VAC and we all know why myg0ts are. Sharing those cheats to just anyone at their website etc. We get to ban 1 aimbotter per day these days. Pure mode isnt enough to stop them. Some hacks these days has auto update enabled. When valve makes cheat VAC detectable, they just code a new version which isnt and everyone gets it. Only way to be sure is to have enough good admins taking care of the jackasses real time. VAC is only good to keep the already banned off, nothing else. -ics Cc2iscooL kirjoitti: -- [ Picked text/plain from multipart/alternative ] I also have to attest to this. I've had a couple aimbotters/wallhackers the past few days able to get on my servers, it's quite annoying. I've literally had to ban 3 people in the past 24 hours for cheating. I just hope Valve can acquire these exploits and get them into the VAC system so we can (again) have enjoyable servers. On 7/26/07, Miano, Steven M. [EMAIL PROTECTED] wrote: Last night I had a couple of users log on, and let us know they are using the ecstatic cheat/hack on the serverthey continued to climb in the rankings with nearly 4 kills per death (which is no sure sign they are cheating I know), and also I received 2 demos's from moderators/game admins showing single shot head shots through walls. Is there someone that this could be forwarded to Mike or Alfred? This type of play makes people leave the servers and either try to find a better group of people - or a new game all together... Thanks, Steve CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com
Re: [hlds_linux] Undetected Hacks
-- [ Picked text/plain from multipart/alternative ] Screenshots would be very useful for identifying people who are using texture/material hacks such as neon skins or partially transparent walls. Most of the time, people use just material hacks because VAC will never ban them for using such things. If a hack was designed to report back false screenshots, eventually VAC would detect such a thing and ban people for it. If the previously legal cheat using people don't want to get VAC banned, they would not use those fake screenshot tools, which would make it easier for server administrators to identify people using such cheats. Just my thought. On 7/26/07, Bryan [EMAIL PROTECTED] wrote: PB has that option in its cheat detection system. If you follow the discussions on the cheater/hackers websites, they put a lot of effort into either loading a premade clean screenshot or turn the hacks off as it takes the screen shot. Screen shots are a good option but as with all things, if its made by a man it can be unmade by another man. Crazy_One Tom Leighton wrote: i still think that VAC should take on a Screen Shot feature and also check out loaded executable modules loaded in the game... This is how i have coded a basic anticheat for Black Hawk Down (Check the loaded modules, if any are new or are normal but in a different location (Think d3d files), then it bans them (But maybe a reversible ban if the person can explain what it is...) The screenshot feature would just be for server admins to check and allow them to ban the people hacking from their servers / steambans. ics wrote: This is a problem, cheats arent always detected by VAC and we all know why myg0ts are. Sharing those cheats to just anyone at their website etc. We get to ban 1 aimbotter per day these days. Pure mode isnt enough to stop them. Some hacks these days has auto update enabled. When valve makes cheat VAC detectable, they just code a new version which isnt and everyone gets it. Only way to be sure is to have enough good admins taking care of the jackasses real time. VAC is only good to keep the already banned off, nothing else. -ics Cc2iscooL kirjoitti: -- [ Picked text/plain from multipart/alternative ] I also have to attest to this. I've had a couple aimbotters/wallhackers the past few days able to get on my servers, it's quite annoying. I've literally had to ban 3 people in the past 24 hours for cheating. I just hope Valve can acquire these exploits and get them into the VAC system so we can (again) have enjoyable servers. On 7/26/07, Miano, Steven M. [EMAIL PROTECTED] wrote: Last night I had a couple of users log on, and let us know they are using the ecstatic cheat/hack on the serverthey continued to climb in the rankings with nearly 4 kills per death (which is no sure sign they are cheating I know), and also I received 2 demos's from moderators/game admins showing single shot head shots through walls. Is there someone that this could be forwarded to Mike or Alfred? This type of play makes people leave the servers and either try to find a better group of people - or a new game all together... Thanks, Steve CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Available
Chat works in my server. On 6/14/07, Keeper [EMAIL PROTECTED] wrote: Chat is broken ... window shows up and you type but nothing shows at all... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Thursday, June 14, 2007 6:27 PM To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: [hlds_linux] Source Engine Update Available Updates to the Source Engine are now available. Previously this was in Beta, behind src0613. Please run hldsupdatetool to receive this update. The specific changes include: - Fixed a client crash - Fixed sv_allow_wait_commands restricting the server using wait - Fixed a crash in soundlist command - Reallowed fps_max value of 0 (= unrestricted fps) - Fixed exploit that showed spectator radar when not a spectator - Fixed a crash playing back demo files recorded with the previously-released engine - Client forwards server commands it doesn't understand back to the server - Allow servers to execute chooseteam in Counter-Strike: Source - Allow servers to execute retry - sv_pure 1 now allows custom spray decals by default - Fixed Has Users Playing checkbox not using the new change where we only display human players in the players tab, so you'd see servers with 0 players (they actually had only bots) listed Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lag problems after latest update
We have no issues like this at all. On 6/13/07, Andreas Grimm [EMAIL PROTECTED] wrote: we have problems with lag on our windows machines, too -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Ronny Schedel Gesendet: Mittwoch, 13. Juni 2007 21:53 An: hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Lag problems after latest update Problems seems to be on Counterstrike Source only, DODS seems to be error free. Complaints about this problem in english here: http://forums.steampowered.com/forums/showthread.php?t=567919page=9 Complaints in German here: http://www.kifferstuebchen.de/index.php?topic=7965.new Lags are 20-30 seconds, reported by players. Please fix it. Best regards Ronny Schedel Hello, after the last update we discover strange problems: - some round starts cause a lag problem, end of rounds too (lags are some seconds) - bombs can be planted after the round end (after seeing the connection warning) - after round start the spectator cam stays at the start position (eye view of a player), after many seconds it moves to the correct position of the player - ... Do we need a special library version or kernel settings to solve these problems, again? System: Core 2 Duo, Debian Etch, 2 GB RAM Not to mention that all was running fine before this update, nothing changed... Best regards Ronny Schedel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Available
I am not using MetaMod and Mani still works. Windows Server 2003. Mani 1.2 R On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: Maybe I am just slow, but I am confused by the pure stuff. I want clients to download any needed files if they have something wrong. But it seems the options are warn and kick. From what I read I need sv_pure 1, but what do I set sv_pure_kick_clients to? sv_pure_kick_clients = 1 - If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client. Another thing. The wiki sort of gives examples of the whilelist file, but an example posted to this list has this format: whitelist { models\... allow_from_disk+check_crc sounds\... allow_from_disk+check_crc scripts\...allow_from_disk+check_crc } The wiki does not indicate you should use whitelist{}? Which is it? I have the beta but a pure_server_whitelist.txt file was not put on my server. One last thing. I only host custom maps. Would this be valid? ... allow_from_disk+check_crc Or \... allow_from_disk+check_crc Thanks, Guy } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Jason Ruymen } Sent: Tuesday, June 12, 2007 5:11 PM } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]; } [EMAIL PROTECTED] } Subject: [hlds_linux] Source Engine Update Available } } Updates to the Source Engine are now available. Previously this was in } Beta, behind srcds0407. Please run hldsupdatetool to receive this } update. The specific changes include: } } Pure Servers: } Servers can now force the client to match the server's files, by } becoming a pure server. When a server enables sv_pure, clients who } connect and play on the server cannot gain an advantage by modifying the } game content. For more information about Pure Servers, click here: } http://developer.valvesoftware.com/wiki/Pure_Servers. } } Source Engine: } - In-game server browser only shows human players in the player counts } column. Bots column now shows number of bots instead of a some bots or } no bots icon } - Fixed servers with bots reporting incorrect number of bots when } sv_master_legacy_mode is set to 0 } - Fixed a server performance problem with queued packets } - Increased the maximum rate to 1 megabyte } - Added a findflags console command, which can list all cvars with a } specified flag. For example: 'findflags server_can_execute' will find } all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE } - Cheat protected many cvars and commands } - Removed cl_restrict_server_commands to prevent clients from being } redirected } - Fixed user names reported as unconnected when greater than 32k } players had connected to the server } - Fixed a client crash during authentication } - Fixed a crash when mashing the ~ key on disconnect } - Fixed a bug with sv_minrate and sv_maxrate not applying properly on } the client } - Fixed the free roaming camera in SourceTV demos } - Fixed cl_language archiving itself and not updating correctly when the } language changed } - Fixed a voice recording bug that could cause voice dropouts } - Fixed a rare crash when spectating in Counter-Strike: Source } } We'd also ask that everyone please set sv_master_legacy_mode 0 again and } report any problems. } } Jason } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Update Available
I was answering previous people's questions, this is a large topic/email. On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: It's not raining here, but they called for rain. Also, what does mani have to do with my questions? } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ryan Veltidi } Sent: Tuesday, June 12, 2007 7:50 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Source Engine Update Available } } I am not using MetaMod and Mani still works. } } Windows Server 2003. Mani 1.2 R } } On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: } Maybe I am just slow, but I am confused by the pure stuff. } I want clients to download any needed files if they have something } wrong. } But it seems the options are warn and kick. } } From what I read I need sv_pure 1, but what do I set } sv_pure_kick_clients } to? } } sv_pure_kick_clients = 1 } - If set to 1, the server will kick clients with mismatching files. } Otherwise, it will issue a warning to the client. } } Another thing. The wiki sort of gives examples of the whilelist file, } but } an example posted to this list has this format: } whitelist } { } models\... allow_from_disk+check_crc } sounds\... allow_from_disk+check_crc } scripts\...allow_from_disk+check_crc } } } } The wiki does not indicate you should use whitelist{}? Which is it? I } have } the beta but a pure_server_whitelist.txt file was not put on my server. } } One last thing. I only host custom maps. Would this be valid? } ... allow_from_disk+check_crc } Or } \... allow_from_disk+check_crc } } Thanks, } Guy } } } } -Original Message- } } From: [EMAIL PROTECTED] [mailto:hlds_linux- } } [EMAIL PROTECTED] On Behalf Of Jason Ruymen } } Sent: Tuesday, June 12, 2007 5:11 PM } } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]; } } [EMAIL PROTECTED] } } Subject: [hlds_linux] Source Engine Update Available } } } } Updates to the Source Engine are now available. Previously this was } in } } Beta, behind srcds0407. Please run hldsupdatetool to receive this } } update. The specific changes include: } } } } Pure Servers: } } Servers can now force the client to match the server's files, by } } becoming a pure server. When a server enables sv_pure, clients who } } connect and play on the server cannot gain an advantage by modifying } the } } game content. For more information about Pure Servers, click here: } } http://developer.valvesoftware.com/wiki/Pure_Servers. } } } } Source Engine: } } - In-game server browser only shows human players in the player counts } } column. Bots column now shows number of bots instead of a some bots } or } } no bots icon } } - Fixed servers with bots reporting incorrect number of bots when } } sv_master_legacy_mode is set to 0 } } - Fixed a server performance problem with queued packets } } - Increased the maximum rate to 1 megabyte } } - Added a findflags console command, which can list all cvars with a } } specified flag. For example: 'findflags server_can_execute' will find } } all console variables and commands marked with } FCVAR_SERVER_CAN_EXECUTE } } - Cheat protected many cvars and commands } } - Removed cl_restrict_server_commands to prevent clients from being } } redirected } } - Fixed user names reported as unconnected when greater than 32k } } players had connected to the server } } - Fixed a client crash during authentication } } - Fixed a crash when mashing the ~ key on disconnect } } - Fixed a bug with sv_minrate and sv_maxrate not applying properly on } } the client } } - Fixed the free roaming camera in SourceTV demos } } - Fixed cl_language archiving itself and not updating correctly when } the } } language changed } } - Fixed a voice recording bug that could cause voice dropouts } } - Fixed a rare crash when spectating in Counter-Strike: Source } } } } We'd also ask that everyone please set sv_master_legacy_mode 0 again } and } } report any problems. } } } } Jason } } } } ___ } } To unsubscribe, edit your list preferences, or view the list archives, } } please visit: } } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure 1 + sprays
You have to use 1.2, the previous version relies on client command execution. The new one never does, at all. On 6/12/07, David Syers [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The mani 1.2R is the latest mani, and although it says beta I have used the whole 1.2 series without ANY problems ;) - Original Message From: Guy Watkins [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Sent: Wednesday, 13 June, 2007 2:07:52 AM Subject: RE: [hlds_linux] sv_pure 1 + sprays I was about to make a similar post. With today's client update, sprays don't work and Mani V1.1.0zi has problems. I will try Mani V1.1.0zk, which is the most current non-beta version. Guy } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of David Syers } Sent: Tuesday, June 12, 2007 8:29 PM } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] } Subject: [hlds_linux] sv_pure 1 + sprays } } -- } [ Picked text/plain from multipart/alternative ] } OK, I have managed to get everything else working (quake sounds and mani } advert spray used for rules), but for some reason I cannot get normal } sprays working. } } Has anyone else got these working? I would have thought for sv_pure 1 they } would have been on as default?? } } Thanks. } } -- } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure 1 + sprays
Like I said, get 1.2 R. It's not really beta since it's the final version. Mani 1.1 requires client commands, hence the issue. Mani 1.2 doesn't depend on anything to be set to anything. It works well. On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: I just upgraded to mani V1.1.0zk and the current gametypes.txt. Sprays now work. That seems odd! But client/mani menus don't work. Guy } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Guy Watkins } Sent: Tuesday, June 12, 2007 9:08 PM } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] } Subject: RE: [hlds_linux] sv_pure 1 + sprays } } I was about to make a similar post. } } With today's client update, sprays don't work and Mani V1.1.0zi has } problems. I will try Mani V1.1.0zk, which is the most current non-beta } version. } } Guy } } } -Original Message- } } From: [EMAIL PROTECTED] [mailto:hlds_linux- } } [EMAIL PROTECTED] On Behalf Of David Syers } } Sent: Tuesday, June 12, 2007 8:29 PM } } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] } } Subject: [hlds_linux] sv_pure 1 + sprays } } } } -- } } [ Picked text/plain from multipart/alternative ] } } OK, I have managed to get everything else working (quake sounds and mani } } advert spray used for rules), but for some reason I cannot get normal } } sprays working. } } } } Has anyone else got these working? I would have thought for sv_pure 1 } they } } would have been on as default?? } } } } Thanks. } } } } -- } } } } ___ } } To unsubscribe, edit your list preferences, or view the list archives, } } please visit: } } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sv_pure 1 + sprays
1.2 works fine, ignore those people on Mani's forum. They also claim that version 1.2R does not work on Windows servers. I have been using it on Windows since day1 of that version and it works perfectly fine. No functions seem to be broken. (other than cexec) On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: Based on the comments on Mani's forum, the 1.2 version is also broken. Does ratmod work with today's updates? } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ryan Veltidi } Sent: Tuesday, June 12, 2007 10:07 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] sv_pure 1 + sprays } } Like I said, get 1.2 R. It's not really beta since it's the final } version. Mani 1.1 requires client commands, hence the issue. Mani 1.2 } doesn't depend on anything to be set to anything. It works well. } } On 6/12/07, Guy Watkins [EMAIL PROTECTED] wrote: } I just upgraded to mani V1.1.0zk and the current gametypes.txt. } Sprays now work. That seems odd! } But client/mani menus don't work. } } Guy } } } -Original Message- } } From: [EMAIL PROTECTED] [mailto:hlds_linux- } } [EMAIL PROTECTED] On Behalf Of Guy Watkins } } Sent: Tuesday, June 12, 2007 9:08 PM } } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] } } Subject: RE: [hlds_linux] sv_pure 1 + sprays } } } } I was about to make a similar post. } } } } With today's client update, sprays don't work and Mani V1.1.0zi has } } problems. I will try Mani V1.1.0zk, which is the most current non- } beta } } version. } } } } Guy } } } } } -Original Message- } } } From: [EMAIL PROTECTED] [mailto:hlds_linux- } } } [EMAIL PROTECTED] On Behalf Of David Syers } } } Sent: Tuesday, June 12, 2007 8:29 PM } } } To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] } } } Subject: [hlds_linux] sv_pure 1 + sprays } } } } } } -- } } } [ Picked text/plain from multipart/alternative ] } } } OK, I have managed to get everything else working (quake sounds and } mani } } } advert spray used for rules), but for some reason I cannot get } normal } } } sprays working. } } } } } } Has anyone else got these working? I would have thought for sv_pure } 1 } } they } } } would have been on as default?? } } } } } } Thanks. } } } } } } -- } } } } } } ___ } } } To unsubscribe, edit your list preferences, or view the list } archives, } } } please visit: } } } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } } } ___ } } To unsubscribe, edit your list preferences, or view the list archives, } } please visit: } } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Source Engine Beta Update
The only thing that I did not like about Mani was that it would always tell the server whenever I used an admin command. I never understood why player X has to know that I slapped/slayed player Y. If this was an option (or editable source!) in SourceMod, I would certainly switch right away. On 6/9/07, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] SourceMod has moved to beta and they are actively adding the admin functionality now. Plugins are already starting to appear written by SourceMod users for everything from weapon restrictions to team attack control to spawning chef's hats on hostages. From the SourceMod site: In addition to the recent feature of SQL support, SourceMod has gained its first default administrative plugin. Over the next few weeks more of these will appear, and SourceMod will be more and more usable for normal administrators. Our goal is to reproduce most of the original AMX Mod X commands. Judging by the popularity of amxmod and amxmodx on HL1 based servers, SourceMod should rapidly take over for Mani as well as allow customization. All of those people who complained that Mani installed everything instead of just the options they used will be able to setup SourceMod with just those options. Grant (L. Duke) On 6/9/07, ics [EMAIL PROTECTED] wrote: Currently there are no good replacements for mani-admin and if it indeed goes bonkers, 18189 public servers need to find a replacement for it. (addon-stats here http://www.sourcemod.net/stats.php) and Sourcemod really isnt an option because it doesnt have any admin-functions. Or if it does, that stuff is well hidden somewhere without any documentation or instructions how the stuff really works so before any of you start saying how great sourcemod really is, hold back untill you see some real content running on/in it so people can actually use it. for example, more documentation and detailed information about cvars etc would be nice to see. Also this thread is worth a look... http://forums.steampowered.com/forums/showthread.php?t=566697 There was some line on beta updates about plugin backwards compatibility so maybe Valve has actually this time prevented mani-admin from breaking down and they dont change core functions so it wont break. There could be many disappointed server owners out there of mani really goes bonkers after the update is out. Even i have considered running my servers if i have to give up from mani-admin. Really there isnt many good options available. There are infact 3. Matties Eventscripts (with tons of different scripts), Mani-admin's old rival Beetlesmod (less fuctions than mani has) and Sourcemod. Dont really know much about Sourcemod but i guess someone can explain better than the website does. -ics Guy Watkins kirjoitti: Mani has been off-line since 2006. There is no word when/if he will be back. Even if he comes back, 5+ months is too long to be away. I still use Mani Admin Plugin 2005 V1.1.0zi. But I have some issues, but restrictions work fine. I am looking to replace Mani Admin. Please send recommendations! Guy http://www.mani-admin-plugin.com/ } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Wim Barelds } Sent: Saturday, June 09, 2007 3:38 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Source Engine Beta Update } } -- } [ Picked text/plain from multipart/alternative ] } I would assume Mani is working to make his plugin compatible. After all } that's part of the reason beta was asked for in the first place. } } On 6/9/07, Rónai György [EMAIL PROTECTED] wrote: } } Hi } } Can anyone confirm if ManiAdminPlugin is working or not, with the latest } beta engine? } } Thx } Locutus } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } } -- } ___ } Wim 'TheUnknownFactor' Barelds } [EMAIL PROTECTED] } -- } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Source Engine Beta Update
True, and that's what Mani says is the reason. But we do a special Admin Night / Map Night on Friday nights where we give tons of things, and change around health, slap to 1 health, etc, etc. It's the only night our server is 100% full at around 40-50 players, and everybody enjoys it. So, most people don't consider it abuse. It just annoys people that their chat is being obstructed by all those commands. And sometimes it takes too long to @rcon ma_give or rcon through console, etc. On 6/9/07, Guy Watkins [EMAIL PROTECTED] wrote: I assume because a lot of admins would abuse that. By telling the players what evil the admins are doing they can decide it they want to stay on your server. } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ryan Veltidi } Sent: Saturday, June 09, 2007 6:11 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Source Engine Beta Update } } The only thing that I did not like about Mani was that it would always } tell the server whenever I used an admin command. I never understood } why player X has to know that I slapped/slayed player Y. If this was } an option (or editable source!) in SourceMod, I would certainly switch } right away. } } On 6/9/07, LDuke [EMAIL PROTECTED] wrote: } -- } [ Picked text/plain from multipart/alternative ] } SourceMod has moved to beta and they are actively adding the admin } functionality now. Plugins are already starting to appear written by } SourceMod users for everything from weapon restrictions to team attack } control to spawning chef's hats on hostages. } } From the SourceMod site: } In addition to the recent feature of SQL support, SourceMod has gained } its } first default administrative plugin. Over the next few weeks more of } these } will appear, and SourceMod will be more and more usable for normal } administrators. Our goal is to reproduce most of the original AMX Mod X } commands. } } Judging by the popularity of amxmod and amxmodx on HL1 based servers, } SourceMod should rapidly take over for Mani as well as allow } customization. } All of those people who complained that Mani installed everything } instead of } just the options they used will be able to setup SourceMod with just } those } options. } } Grant } (L. Duke) } } } } On 6/9/07, ics [EMAIL PROTECTED] wrote: } } Currently there are no good replacements for mani-admin and if it } indeed } goes bonkers, 18189 public servers need to find a replacement for it. } (addon-stats here http://www.sourcemod.net/stats.php) and Sourcemod } really isnt an option because it doesnt have any admin-functions. Or } if } it does, that stuff is well hidden somewhere without any documentation } or instructions how the stuff really works so before any of you start } saying how great sourcemod really is, hold back untill you see some } real } content running on/in it so people can actually use it. for example, } more documentation and detailed information about cvars etc would be } nice to see. Also this thread is worth a look... } http://forums.steampowered.com/forums/showthread.php?t=566697 } } There was some line on beta updates about plugin backwards } compatibility } so maybe Valve has actually this time prevented mani-admin from } breaking } down and they dont change core functions so it wont break. There could } be many disappointed server owners out there of mani really goes } bonkers } after the update is out. Even i have considered running my servers if } i } have to give up from mani-admin. Really there isnt many good options } available. There are infact 3. Matties Eventscripts (with tons of } different scripts), Mani-admin's old rival Beetlesmod (less fuctions } than mani has) and Sourcemod. Dont really know much about Sourcemod } but } i guess someone can explain better than the website does. } } -ics } } Guy Watkins kirjoitti: }Mani has been off-line since 2006. There is no word when/if he will } be }back. Even if he comes back, 5+ months is too long to be away. I } still } use }Mani Admin Plugin 2005 V1.1.0zi. But I have some issues, but } restrictions }work fine. } }I am looking to replace Mani Admin. Please send recommendations! } }Guy } }http://www.mani-admin-plugin.com/ } } }} -Original Message- }} From: [EMAIL PROTECTED] [mailto:hlds_linux- }} [EMAIL PROTECTED] On Behalf Of Wim Barelds }} Sent: Saturday, June 09, 2007 3:38 PM }} To: hlds_linux@list.valvesoftware.com }} Subject: Re: [hlds_linux] Source Engine Beta Update }} }} -- }} [ Picked text/plain from multipart/alternative ] }} I would assume Mani is working to make his plugin compatible. } After } all }} that's part of the reason beta was asked for in the first place. }} }} On 6/9/07, Rónai György [EMAIL PROTECTED] wrote: }} }} Hi
Re: [hlds_linux] Source Engine Beta Update
Those are just anonymous, they only remove the admin name not the entire line from appearing. On 6/9/07, Munra -hlds [EMAIL PROTECTED] wrote: IN the mani_server.cfg there is a section called (the Newest Version 1.2) Just Change all the 0 zeros to ones // * // Module : Admin action messages // // Desc : This section defines which admin actions will be anonymous to // non-admins on your server. If the option is set to 1 then the action // will not be shown to non-admins, if set to 0 then all players will // see which admin kicked/slayed/banned/etc a player. // * - Original Message - From: Ryan Veltidi [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Sent: Saturday, June 09, 2007 8:13 PM Subject: Re: [hlds_linux] Source Engine Beta Update True, and that's what Mani says is the reason. But we do a special Admin Night / Map Night on Friday nights where we give tons of things, and change around health, slap to 1 health, etc, etc. It's the only night our server is 100% full at around 40-50 players, and everybody enjoys it. So, most people don't consider it abuse. It just annoys people that their chat is being obstructed by all those commands. And sometimes it takes too long to @rcon ma_give or rcon through console, etc. On 6/9/07, Guy Watkins [EMAIL PROTECTED] wrote: I assume because a lot of admins would abuse that. By telling the players what evil the admins are doing they can decide it they want to stay on your server. } -Original Message- } From: [EMAIL PROTECTED] [mailto:hlds_linux- } [EMAIL PROTECTED] On Behalf Of Ryan Veltidi } Sent: Saturday, June 09, 2007 6:11 PM } To: hlds_linux@list.valvesoftware.com } Subject: Re: [hlds_linux] Source Engine Beta Update } } The only thing that I did not like about Mani was that it would always } tell the server whenever I used an admin command. I never understood } why player X has to know that I slapped/slayed player Y. If this was } an option (or editable source!) in SourceMod, I would certainly switch } right away. } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux