Thanks for the information, Neico, much appreciated.

Kind regards,
*Saul Rennison*


On 30 July 2012 22:38, Neico <ad...@neic0.de> wrote:

>  Alfred was referring to the Dedicated Server installation which would
> mean to put those files mentioned into <HLServer>/orangebox/bin
> Listen Server's can't be fixed that way unless you've got Steamworks
> access which allows you to overwrite those for your mod (as things such as
> dll's are being force overwritten by steam on Game launch).
>
>
> On 30.07.2012 23:24, Saul Rennison wrote:
>
> No it wouldn't. The engine links to the steamclient.dll in <your
> user>/source sdk base 2007/bin, it has nothing to do with your mod.
>
> On Monday, July 30, 2012, Michael Kramer wrote:
>
>> That would be the sourcemods/yourmod/bin/ directory
>>
>> On Mon, Jul 30, 2012 at 2:34 PM, Saul Rennison 
>> <saul.renni...@gmail.com>wrote:
>>
>>> "to your mods install"?
>>>
>>>
>>>  Kind regards,
>>> *Saul Rennison*
>>>
>>>
>>>
>>> On 30 July 2012 21:22, Alfred Reynolds <alf...@valvesoftware.com> wrote:
>>>
>>>> We will look into this, in the mean time you could try copying
>>>> steamclient.dll, tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2
>>>> dedicated server install over to your mods install. That may fix the issue
>>>> in the interim.
>>>>
>>>> - Alfred
>>>>
>>>> -----Original Message-----
>>>> From: hlcoders-boun...@list.valvesoftware.com [mailto:
>>>> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
>>>> Sent: Monday, July 30, 2012 9:46 AM
>>>> To: hlcoders@list.valvesoftware.com
>>>> Subject: [hlcoders] ATTN Valve: Server browser player count
>>>> fluctuates/fails with bots
>>>>
>>>> Valve,
>>>>
>>>> There is a bug with the way the SDK version of the engine reports the
>>>> amount of players in a server to the server browser and clients
>>>> attempting to connect. When bots (fake clients) are created using the
>>>> following command:
>>>>
>>>> edict_t *pEdict = engine->CreateFakeClient( "bot" );
>>>>
>>>> and subsequently removed with
>>>>
>>>> engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pBot->GetUserID() )
>>>> );
>>>>
>>>> the instance of the bot still exists in the server browser game info
>>>> display.... but the bot is properly removed! I verified removal by
>>>> tracing through the disconnect sequence and saw the edict being freed.
>>>>
>>>> This issue seems to have had affected TF2 servers in the past:
>>>>
>>>> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
>>>> It was also posted on this board as well:
>>>>
>>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html
>>>>
>>>> What ends of happening is that if you add enough bots over the course
>>>> of the server being active, you will fill your server even though no
>>>> one is playing in it currently. The server actively refuses
>>>> connections to incoming clients with the Game Info display showing
>>>> some ridiculous number like 24/16 players with the list dominated by
>>>> the names of bots that have been removed from the server long ago.
>>>>
>>>> I believe porting your fix from the TF2 engine to the SDK engine will
>>>> fix this issue quite easily. Right now, it is impacting our mod
>>>> significantly since we are debuting bots :'(
>>>>
>>>> Thanks,
>>>> Jonathan White
>>>> GoldenEye: Source
>>>>
>>>> _______________________________________________
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>>>>
>>>>
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>>>>
>>>
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>>>
>>>
>>
>>
>>  --
>> *Michael Kramer, Software Engineer & SEO Expert*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>> *
>> *
>> *
>> *
>>
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>
> --
>
>
>  Kind regards,
> *Saul Rennison*
>
>
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