After sleeping on it, I think the simplest, purest sort of story to tell
would be just focused on the wizard himself. But we make it ambiguous as to
how crazy he is throughout. Are his alien/demonic entities merely
hallucinations?

We make it a short story, jumping through a few episodes in his life,
showing his fall from grace in Arabic academia, his penning of the
Necronomicon and his eventual servitude to dark forces.

His final quest is seeking immortality - and when the story ends he is, as
chronicled in existing necronomic lore, stripped of his flesh by invisible
entities in broad daylight on a busy market street.

While this event shows the reality of the dark forces he served, there is a
new layer of ambiguity. Did he, as his crazed writings indicate, shed his
human flesh like a chrysalis and emerge into some sort of immortal wraith?
Or was he merely annihilated?
On Sep 26, 2013 10:08 AM, <hlcoders-requ...@list.valvesoftware.com> wrote:

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> Today's Topics:
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>    1. Re: Dedicated servers not connectable at all,     listenservers
>       are not registered with the master servers (Jan Hartung)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 26 Sep 2013 19:08:32 +0200
> From: "Jan Hartung" <jan.hart...@gmx.de>
> To: "'Discussion of Half-Life Programming'"
>         <hlcoders@list.valvesoftware.com>
> Subject: Re: [hlcoders] Dedicated servers not connectable at all,
>         listenservers are not registered with the master servers
> Message-ID: <001801cebadb$07f1e2e0$17d5a8a0$@gmx.de>
> Content-Type: text/plain; charset="us-ascii"
>
> I just checked things again, there's absolutely no way to switch commentary
> mode on in multiplayer only mods unless you add an option for it yourself.
> Therefore I cannot explain how commentary mode got activated, there's
> nobody
> else with access to this computer and I for sure didn't randomly switch
> zeroes to ones just for fun in the config file. So yes, a one time warning
> on the console, maybe even a generic one, would be nice. But to save our
> mod
> any trouble with commentary mode, I force it to 0 whenever the gamerules
> are
> instantiated. After all we're a multiplayer only mod and there's no
> comments
> on maps anywhere.
>
>
>
> Jan
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick
> Gesendet: Donnerstag, 26. September 2013 02:50
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> Jan,
>
> I can't believe what I am reading. You are the guy with this problem for
> almost 2 weeks, and you don't know if "commentary 1" should be a mandatory
> warning "this server will not be listed on the master server because
> commentary is enabled"  on all servers?
>
> Really?
>
>
>
>
>
>
>
> On Wed, Sep 25, 2013 at 12:08 PM, Jan Hartung <jan.hart...@gmx.de> wrote:
>
> To be clear here: if there should be any warning, then it should be a dev
> warning. Once things don't work as expected at least I like to switch on
> developer mode, sometimes even developer 2 instead of developer 1. A single
> printout saying that this server won't be seen by others would do no harm
> there, neither in terms of CPU cycles nor regarding the readability of the
> console output. By the way, with developer set to 0 there's not much seen
> on
> the console with our current 2007 based release and the 2013 based
> development version.
>
>
>
> There also seems to be no point in disabling master server listing on
> commentary mode servers. Every time I needed a bot or all weapons at once I
> had to switch sv_cheats to 1 while obviously my server was in commentary
> mode. It also doesn't keep people from joining the server as long as they
> know the address, the server is merely removed from the master server.
>
>
>
> Then there's the sv_lan story. During all my recent tests it didn't matter
> what I set sv_lan to, as long as it's a dedicated server or a listen server
> with commentary set to 0 it gets listed on the master server. In both cases
> the server browser shows my public IP, not the internal 192.168. one. I
> didn't ask anybody to connect to the server, but if there's a difference
> between sv_lan 0 and 1 I'd guess that people joining a sv_lan 1 server from
> the Internet will be presented with the "this server is restricted to local
> clients" message.
>
>
>
> Jan
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick
> Gesendet: Mittwoch, 25. September 2013 16:13
>
>
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> I don't know if anything is more important than a server showing up in
> server browser. I don't know if there is anything harder to diagnose for a
> server operator?
>
>
>
> On Wed, Sep 25, 2013 at 6:25 AM, T X4 <t...@hotmail.com> wrote:
>
> There's a distinction between a meaningful amount of output for warnings,
> assertions and whatnot, and so much output that it becomes indecipherable,
> i.e. noise. Why not throw in a whole bunch of BEL characters to get a
> makeshift fire alarm, too? IMO, just print a single line as a clue and be
> done with it because if every single warning had to fight amongst one
> another for visiblity, then we'd be hardly any better off than where we're
> at now.[/Off-Topic]
>
>
>   _____
>
> Date: Tue, 24 Sep 2013 19:20:26 -0500
> From: xnicho...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> YOU ARE WRONG.
>
> If a silent command activation can drop a multiplayer server from showing
> up
> in the global list, it needs to be disabled or have massive warnings, when
> it is activated. Rule of Repair: When you must fail, fail noisily and as
> soon as possible.
>
> To do otherwise is a sin, because it will cost hundreds of server hosts and
> mod programmers dozens of manhours in an attempt to "fix" the problem with
> "commentary 1". Because "commentary 1" should never be enabled in a
> multiplayer server, "commentary 1" SHOULD HAVE EPIC CONSOLE WARNINGS.
>
> "commentary 1" MUST HAVE CONSOLE WARNINGS. IF "commentary 1" WILL DISABLE
> MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST HAVE
> CONSOLE WARNINGS.
>
> Do you know how many manhours are wasted on trying to get listen servers to
> showup in the server browser? CAN YOU EVEN IMAGINE?
>
> Warnings are the key to sucessful coding, and debugging. THE KEY.
>
>
>
>
>
> On Tue, Sep 24, 2013 at 9:18 AM, Kyle Sanderson <kyle.l...@gmail.com>
> wrote:
>
> The last thing we need is more garbage warnings in the console. There are
> already a plethora of bogus DevWarning's using Warning, it should most
> likely remain silent. Many other "Warnings" should be silent in release
> mode
> as well. No multiplayer server should ever be in commentary; in TF there
> was
> an exploit where a client could switch the server into commentary mode,
> which sets sv_cheats to 1.
>
> Thanks,
> Kyle.
>
>
>
> On Tue, Sep 24, 2013 at 8:10 AM, Jan Hartung <jan.hart...@gmx.de> wrote:
>
> TF2 and CS:S show the same behavior. A warning in the console sounds like a
> good idea.
>
>
>
> Jan
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick
> Gesendet: Dienstag, 24. September 2013 15:53
>
>
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
>
>
> commentary "1" ????? prevents listen servers from showing up in server
> browser?
>
> needs to have a console warning immediately(if commentary "1") !!!(only
> valve can do this from the engine level))
>
> jan can you test this in maybe a tf2 server or css to see if those are
> impacted as well?
>
>
>
> On Tue, Sep 24, 2013 at 7:46 AM, Jan Hartung <jan.hart...@gmx.de> wrote:
>
> I finally found what's causing the issue and wanted to share the solution
> with you. At this point, prepare to facepalm.
>
>
>
> So I thought it might be a good idea to use our .dlls with the sample game
> files and the sample .dlls with our game files. With the result that our
> .dlls with the sample game files makes the server show up, the sample .dlls
> with our game files still shows the issue. There's actually not much left
> which could possibly cause the issue, so I tested around with the resource
> and script folders with no success. Next up was the config.cfg: backed it
> and the config_default.cfg up and started a new server - which showed up in
> the browser. A quick comparison between the newly written config.cfg and my
> backup of the original file brought up just one possible line. For some
> reason this line ended up in my original file:
>
>
>
> commentary "1"
>
>
>
> Setting this back to 0 makes the server show up (and the heartbeat command
> work of course). This is the point where you facepalm ;)
>
>
>
> Anyway, maybe after all this does require a fix to "Source SDK Base 2013
> Multiplayer" as the corresponding stand-alone dedicated server seems to
> ignore this setting (remember, both installs use the exact same game files
> on my system here).
>
> So thanks again to everyone involved in fixing the original and actual
> issue, hopefully the betas will becomes release versions soon.
>
>
>
> Jan
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jan
> Hartung
> Gesendet: Sonntag, 15. September 2013 14:09
>
>
> An: 'Discussion of Half-Life Programming'
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> @Ryan: there's no sv_master_legacy_mode in the 2013 SDK anymore, so that's
> not the issue.
>
> @Edward: I send the heartbeat manually when the server is already running,
> at the moment there's no server.cfg at all. Both the listen server and
> dedicated server are running on Windows, where the dedicated server
> (downloaded via SteamCMD) is able to find the sourcemods directory and
> displays the available mods without the need for copying the files over to
> the server directory. Which makes it even more funny, as my dedicated and
> listen server use the exact same files so for both there is no server.cfg.
> But only the listen server does not register with the master servers and
> does nothing when I run  "heartbeat" from the console. The dedicated server
> on the other hand does react to the command by sending out a network
> packet.
>
>
>
> Jan
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Edward
> Phillips
> Gesendet: Sonntag, 15. September 2013 04:13
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> Did you add heartbeat to the startup commands? Or send the command when
> it's
> already running
>
> On 14/09/2013, at 4:04 AM, "Jan Hartung" <jan.hart...@gmx.de> wrote:
>
> The firewall is open, port forwarding is configured correctly as well. I'm
> running the dedicated server (using the very same .dll files) on the same
> box for testing and it shows up just fine in the server browser(s).
>
>
>
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Tony
> "omega"
> Sergi
> Gesendet: Donnerstag, 12. September 2013 21:26
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
> listenservers are not registered with the master servers
>
>
>
> Your firewall is open?
>
> Your router is forwarding the correct ports?
>
>
>
> On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung <jan.hart...@gmx.de> wrote:
>
> sv_lan is set correctly and a heartbeat is sent as well, so that cannot
> cause the issue.
>
>
>
>
>
>
>
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