Re: [hlds_linux] Choppiness over 12 or 14 players connected.

2008-03-17 Thread Ryan Veltidi
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

  
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Re: [hlds_linux] Quoting Habits

2008-02-19 Thread Ryan Veltidi
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.
 
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  ~~ Ondra
 I actually laughed out loud. You made my way.



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Re: [hlds_linux] Team Fortress 2 Server Tags Coming Soon

2008-02-14 Thread Ryan Veltidi
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
  
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Re: [hlds_linux] TF2 bug list

2008-02-07 Thread Ryan Veltidi
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,
  --
 
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  please visit:
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  __ NOD32 2855 (20080207) Information __
 
  This message was checked by NOD32 antivirus system.
  http://www.eset.com
 
 
 
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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Ryan Veltidi
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.

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Re: [hlds_linux] Team Fortress 2 Updated

2007-09-28 Thread Ryan Veltidi
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
   --
  
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Re: [hlds_linux] TF2 Gripes and Improvements

2007-09-27 Thread Ryan Veltidi
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







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Re: [hlds_linux] TF2 32 slots???

2007-09-26 Thread Ryan Veltidi
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
 
 
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Re: [hlds_linux] TF2 32 slots???

2007-09-26 Thread Ryan Veltidi
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
   
   
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Re: [hlds_linux] looong map change tiems

2007-08-28 Thread Ryan Veltidi
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/
 
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Re: [hlds_linux] looong map change tiems

2007-08-28 Thread Ryan Veltidi
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/
  
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   .
  
 
  --
  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/
 
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  please visit:
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Re: [hlds_linux] looong map change tiems

2007-08-25 Thread Ryan Veltidi
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/

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Re: [hlds_linux] Undetected Hacks

2007-07-26 Thread Ryan Veltidi
--
[ 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
   
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 is
privileged, confidential or otherwise protected from disclosure.
 If
you are
not the intended recipient of this e-mail, please notify the
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Re: [hlds_linux] Undetected Hacks

2007-07-26 Thread Ryan Veltidi
--
[ 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.
 
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 archives,
  please visit:
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Re: [hlds_linux] Source Engine Update Available

2007-06-14 Thread Ryan Veltidi

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

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Re: [hlds_linux] Lag problems after latest update

2007-06-13 Thread Ryan Veltidi

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
 
 
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Re: [hlds_linux] Source Engine Update Available

2007-06-12 Thread Ryan Veltidi

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:
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Re: [hlds_linux] Source Engine Update Available

2007-06-12 Thread Ryan Veltidi

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:
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} 
} 
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} please visit:
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} 
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Re: [hlds_linux] sv_pure 1 + sprays

2007-06-12 Thread Ryan Veltidi

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:
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Re: [hlds_linux] sv_pure 1 + sprays

2007-06-12 Thread Ryan Veltidi

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
}
}
} ___
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} please visit:
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Re: [hlds_linux] sv_pure 1 + sprays

2007-06-12 Thread Ryan Veltidi

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:
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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread Ryan Veltidi

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:
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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread Ryan Veltidi

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

2007-06-09 Thread Ryan Veltidi

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.
 }

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