mp_teams_unbalance_limit 0 disables the limit, so anyone can join any team any 
time :)

Try:
mp_teams_unbalance_limit "1" // This means there will at most be 1 player more 
in one team than in the other
mp_autoteambalance "1"

Should work.


Petri de Wet schrieb:
> Im new to tf2 server and need some help, I changed mp_teams_unbalance_limit
> to 0 to disable it then changed mp_autoteambalance to 0 I then later changed
> both back because we have done what we needed to do but it doesn't change,
> it says it changed but it doesn't I can still join red even if there is 4
> extra players on red and the same for blu. I tried every command nothing
> works I have the following plugins: sourcemm, sourcemod and hpk.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> [email protected]
> Sent: 13 March 2009 10:15 AM
> To: [email protected]
> Subject: hlds Digest, Vol 13, Issue 80
>
> Send hlds mailing list submissions to
>       [email protected]
>
> To subscribe or unsubscribe via the World Wide Web, visit
>       http://list.valvesoftware.com/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
>       [email protected]
>
> You can reach the person managing the list at
>       [email protected]
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>    1. Re: TF2 Blog Post: Server Scoring (Spencer 'voogru' MacDonald)
>    2. Server whitelisting in l4d since last update? (Adam Nowacki)
>    3. Re: Left 4 Dead Update Available (Major NuT)
>    4. Re: [L4D] Server Browser List Custom Tab (Sam Horn)
>    5. Re: TF2 Blog Post: Server Scoring (Ronny Schedel)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Fri, 13 Mar 2009 01:55:16 -0400
> From: "Spencer 'voogru' MacDonald" <[email protected]>
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> To: "'Half-Life dedicated Win32 server mailing list'"
>       <[email protected]>
> Message-ID: <000601c9a3a0$49c74220$dd55c6...@com>
> Content-Type: text/plain;     charset="us-ascii"
>
> I think the overall idea of this is good, but there are problems that
> absolutely must be fixed.
>
> 1. Players connecting and reconnecting to the same server over and over to
> 'attack' a server.
>
> 2. The server changing maps, technically all players disconnect from the
> server, so when the map changes on a 32 player server, you get 32
> disconnects, and then 32 connections. 32 x 15 = -480 points for simply
> changing the map.
>
> If any of the players have been on for fewer than 15 minutes, you'll get
> even more of a penalty.
>
> 3. Players getting kicked - I should not be punished for removing players
> from my server. If a player is cheating or griefing, I'd like to be able to
> kick him without taking a penalty.
>
> 4. Server scores should be visible to the server administrator, delists must
> not be permanent if there is a delist mechanic in, negative server scores
> must heal over time, mainly so you don't get a situation with a server being
> permanently delisted. A bad server should stay delisted, but if a bad server
> stops being bad it should not remain delisted.
>
> 5. Crash exploits? There's always a new crash exploit, now exploiters even
> have more incentive to crash servers, because now servers will be penalized
> if you connect and don't remain on for at least 15 minutes.
>
> 6. Players getting removed from the server for reasons beyond their control.
> - connection lost
> - steam down (yes it happens)
> - kicked by administrator
> - vote kicked by players
> - and whatever other reason.
>
> The easiest way to prevent players from gaming the system against servers?
> No negative scores.
>
> Good servers will have very high positive scores, bad servers will have low
> scores. The -15 connection penalty is not needed. You can figure out how
> popular a server is solely by the amount of hours played on that server per
> player.
>
> Then simply allow players to sort the servers by score (and make sure this
> 'score' value does not come from the server, but from the master server). 
>
> Rather than delisting, allow players to filter the servers by score. I.e.,
> "Don't show servers with less than x score".
>
> - voogru.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Bengt Rosenberger
> Sent: Thursday, March 12, 2009 11:55 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>
> They will, trust me, they do atm. Each day.
> Many, many players join servers by ping, player count and map and give a 
> damn about the server name and tags.
> If they join my server, which they already do, they realize the mods and 
> leave. And if I switch from a stock to a custom map, I'll lose points 
> too because those who joined late, will now leave.
>
> This WILL affect me.
>
> Blood Letter schrieb:
>   
>> Those players go elsewhere, your players will still go to your server.
>> I highly doubt you'd be on the de-listed end of the spectrum.
>>
>> I hope server score/rank is never made visible in any way.
>> We do NOT need another e-peen measurement tool.
>>
>>   
>>     
>>> Date: Fri, 13 Mar 2009 04:40:03 +0100
>>> From: [email protected]
>>> To: [email protected]
>>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>>
>>> This is utterly shit (sorry for the language).
>>>
>>> - Mods: I'm running a few heavily modded TF2 server with many custom 
>>> MM:S plugins. Although its all listed in server-name AND tags, I see 
>>> people join, realize the mods, rant in chat and leave. This is going to 
>>> hurt me and my community
>>>
>>> - Custom maps: This will put an end to custom maps completely. Not only 
>>> the majority of players avoid custom maps, many people connect, wait for 
>>> the download bar 1-2 seconds and disconnect again. Also, when a custom 
>>> map is played, many players disconnect at mapchange. If they connected 
>>> on the previous map, I get minus score for that. How nice...
>>>
>>> - Exploiting: Some of my servers are empty at night. So a player now can 
>>> join it, disconnect and leave again just to hurt me?
>>>
>>> We KNEW for a long time valve is getting up the fight against mods again 
>>> after they reverted the sv_tags delist shit.
>>> It seems this is what they thought out this time to fight custom servers.
>>>
>>> I'm paying ******* money from my own pocket each month to provide 
>>> servers for THEIR game. I help them to earn money while I spend my money.
>>> LET MY FU***** server alone goddamn.
>>>
>>> (And again, sorry for the language. I'm in wrath).
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>       
> please visit:
>   
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>     
>>>       
>> _________________________________________________________________
>> Windows LiveT Groups: Create an online spot for your favorite groups to
>>     
> meet.
>   
>> http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>>     
> please visit:
>   
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>   
>>     
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Fri, 13 Mar 2009 07:03:44 +0100
> From: Adam Nowacki <[email protected]>
> Subject: [hlds] Server whitelisting in l4d since last update?
> To: [email protected]
> Cc: Half-Life dedicated Linux server mailing list
>       <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-2; format=flowed
>
> Heres a packed dump from my linux box sitting between my windows pc and 
> the internet, all noise chars removed ;)
> see http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol 
> for some background
>
> 1) coop lobby search with 'sv_search_max_ping 1'
> 05:50:42.814583 IP ... > 72.165.61.189.27011: UDP, length 84
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\wh
> ite\1
>
> 05:50:43.547733 IP ... > 72.165.61.189.27011: UDP, length 96
> 207.159.120.207:27033.\gamedir\left4dead\gametype\coop,sv_search_key_1010\no
> players\1\white\1
>
> 05:50:44.276754 IP ... > 72.165.61.189.27011: UDP, length 96
> 207.159.120.214:27030.\gamedir\left4dead\gametype\coop,sv_search_key_1010\no
> players\1\white\1
>
> ...
>
> 05:51:10.125037 IP ... > 72.165.61.189.27011: UDP, length 84
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_1010\noplayers\1\wh
> ite\1
>
> ...
>
> 05:51:14.071252 IP ... > 72.165.61.189.27011: UDP, length 94
> 68.177.111.11:27020.\gamedir\left4dead\gametype\coop,sv_search_key_1010\nopl
> ayers\1\white\1
>
> ~30 seconds total, no server found, all queries were with \white\1
>
> 2) coop lobby search with 'sv_search_key Yf1pLy' (random)
> 06:03:42.973778 IP ... > 72.165.61.189.27011: UDP, length 90
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1\white\1
>
> 06:03:48.797462 IP ... > 72.165.61.189.27011: UDP, length 90
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1\white\1
>
> 06:03:51.799299 IP ... > 72.165.61.189.27011: UDP, length 90
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1\white\1
>
> 06:03:54.801879 IP ... > 72.165.61.189.27011: UDP, length 90
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1\white\1
>
> 06:04:00.168811 IP ... > 72.165.61.189.27011: UDP, length 82
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1
>
> 06:04:05.438499 IP ... > 72.165.61.189.27011: UDP, length 82
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1
>
> 06:04:10.734159 IP ... > 72.165.61.189.27011: UDP, length 82
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1
>
> 06:04:16.034802 IP ... > 72.165.61.189.27011: UDP, length 82
> 0.0.0.0:0.\gamedir\left4dead\gametype\coop,sv_search_key_Yf1pLy1010\noplayer
> s\1
>
> ~15 sec looked for whitelisted servers then for all others
>
> 3) what servers are whitelisted? (query \gamedir\left4dead\white\1)
> 68.177.101.x: 575 servers, valve, united states
> 68.177.111.x: 1202 servers, valve, united states
> 207.159.120.x: 1200 servers, valve, united states
> 79.141.174.x: 120 servers, whois says germany
>
> So what we see here there is a white list of servers that will be 
> searched first, a good thing you may think, people joining valve hosted 
> vanilla servers ...
> - there are only 120 servers atm for europe and none for other major 
> regions, people will be thrown into high ping valve servers or will find 
> no servers at all as seen in 1) if higher than the default 150 ping max
> - sv_search_key searches look for whitelisted servers first too, thats 
> +15 seconds to search time and 15 seconds less to find the server
>
>
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 12 Mar 2009 23:34:15 -0700
> From: Major NuT <[email protected]>
> Subject: Re: [hlds] Left 4 Dead Update Available
> To: [email protected]
> Message-ID:
>       <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I tested and our private server w/ search key was fine.
>
> The public has been empty since applying the update.  I was able to connect
> to it from the server browser.  Not sure what to look at.
>
> [FLASH] MjrNuT
> Arise from Flames and Ash, Behold Immortality
>
> www.flamesandash.com
>
>
> Message: 3
> Date: Thu, 12 Mar 2009 19:22:24 -0700 (PDT)
> From: Robert Whelan <[email protected]>
> Subject: Re: [hlds] Left 4 Dead Update Available
> To: [email protected]
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=iso-8859-1
>
> After the update our servers cleared out. I know others are having trouble.
> Its seems on win2k3x64 we can't connect to the servers, in fact via hlsw I
> can't even query the servers...
>
> [SERVER] Left4Dead Server Config Loading
> Writing cfg/banned_user.cfg.
> Writing cfg/banned_ip.cfg.
> Adding master server 69.28.140.247:27011
> Adding master server 72.165.61.189:27011
> Connection to Steam servers successful.
> ?? VAC secure mode is activated.
> ??
> Then the fun starts....
> ??
> A2C_PRINT from 72.165.61.189:27011 :
> Bad challenge.
> A2C_PRINT from 69.28.140.247:27011 :
> Bad challenge.
> blah blah blah...
> A2C_PRINT from 69.28.140.247:27011 :
> Bad challenge.
> A2C_PRINT from 69.28.140.247:27011 :
> Bad challenge.
> RejectConnection: 213.239.209.221:55628 - #Valve_Reject_Connect_From_Lobby
>
>
> ------------------------------
>
> Message: 4
> Date: Fri, 13 Mar 2009 17:28:57 +1000
> From: Sam Horn <[email protected]>
> Subject: Re: [hlds] [L4D] Server Browser List Custom Tab
> To: Half-Life dedicated Win32 server mailing list
>       <[email protected]>
> Message-ID:
>       <[email protected]>
> Content-Type: text/plain; charset=windows-1252
>
> The main reasons for the server browser is to fix the shortcomings of the
> lobby: to able to join modded/unmodded servers, find a server with a good
> ping, use the history tab to find servers you know are high-quality... the
> lobby system is ideal for something like Left 4 Dead, but it needs to be
> improved to a decent level before it can even be considered to be more
> effective than the server browser.
>
> - Sam Horn
>
> 2009/3/13 Richard Eid <[email protected]>
>
>   
>> While it's odd that the console shows that the default for alltalk is 1,
>> the
>> actual default is 0.  I don't set that CVar in my server config files and
>> from a clean start of the server, sv_alltalk is set to 0.
>>
>> Regardless, the server browser is a big fail for Left 4 Dead.  And I'm not
>> talking about its implementation in the game, I'm just talking about its
>> actual usefulness.  It just doesn't work for a game of this nature.  The
>> Lobby system is a far better solution and works fine for everyone I know
>> that plays Left 4 Dead.  It has its flaws, sure, but over time and with
>> community input, I'm sure Valve will work to address the current
>> shortcomings.
>>
>> In your opinion, what benefits does the server browser offer over the
>> lobby?
>>
>>                                                    -Richard Eid
>>
>>
>> On Thu, Mar 12, 2009 at 6:55 PM, Donnie Newlove <[email protected]
>>     
>>> wrote:
>>>       
>>> Not really a problem. L4D defaults to having alltalk on and that is
>>> enough to put a server in the custom tab. Being empty also makes it
>>> custom if I'm not mistaken. It would be best if Valve just removed the
>>> custom tab and moved the tags field to the Internet tab. It?s a shame
>>> the browser is not supported since the lobby system works so horrible
>>> bad.
>>>
>>> On Thu, Mar 12, 2009 at 11:39 PM, Philip Bembridge
>>> <[email protected]> wrote:
>>>       
>>>> Sourcemod now adds "sourcemod" to sv_tags, see here:
>>>> http://wiki.alliedmods.net/SourceMod_1.2.0_Release_Notes
>>>>
>>>> 2009/3/12 Major NuT <[email protected]>
>>>>
>>>>         
>>>>> Curious if anyone knew this, but based on peoples reports of not
>>>>>           
> being
>   
>>> on
>>>       
>>>>> the master list, I also encountered same issue.  The recommendation
>>>>>           
> of
>   
>>>>> adding the sv_gametypes "coop,versus" tag was helpful.  SourceMod is
>>>>>           
>>> placed
>>>       
>>>>> on both servers, 1 being private, other being public.
>>>>>
>>>>> Both servers ONLY show up on the Custom tab, which I'm not so worried
>>>>> about.  I guess the custom comes from having SM though?  I guess this
>>>>>           
>> is
>>     
>>>>> first time I really looked close, but when using sv_search_key --
>>>>>           
> that
>   
>>> also
>>>       
>>>>> shows up in the tags list?  I guess that makes sense, however, I
>>>>>           
>> thought
>>     
>>> it
>>>       
>>>>> would be hidden.
>>>>>
>>>>> Any one else think this way or am I just bringing up the rear end?
>>>>>
>>>>> Thanks in advance,
>>>>>
>>>>> [FLASH] MjrNuT
>>>>> Arise from Flames and Ash, Behold Immortality
>>>>>
>>>>> www.flamesandash.com
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>           
> archives,
>   
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>>
>>>>>           
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>         
>>> please visit:
>>>       
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>         
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>       
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>     
>
>
> ------------------------------
>
> Message: 5
> Date: Fri, 13 Mar 2009 09:15:23 +0100
> From: "Ronny Schedel" <[email protected]>
> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
> To: "Half-Life dedicated Win32 server mailing list"
>       <[email protected]>
> Message-ID: <66f8512c13ef42ae8a57cce840d58...@notebook>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>       reply-type=original
>
>
> You don't get a penalty for removing players, the penalty is for each 
> connection.
>
> A score filter would honor 32 player servers again, because they earn more 
> points. It would be better to have a normalized score depending on the max 
> player count. So a 24 player server which is full all the day has the same 
> score like a 32 player server which is full all the day.
>
>
>   
>> I think the overall idea of this is good, but there are problems that
>> absolutely must be fixed.
>>
>> 1. Players connecting and reconnecting to the same server over and over to
>> 'attack' a server.
>>
>> 2. The server changing maps, technically all players disconnect from the
>> server, so when the map changes on a 32 player server, you get 32
>> disconnects, and then 32 connections. 32 x 15 = -480 points for simply
>> changing the map.
>>
>> If any of the players have been on for fewer than 15 minutes, you'll get
>> even more of a penalty.
>>
>> 3. Players getting kicked - I should not be punished for removing players
>> from my server. If a player is cheating or griefing, I'd like to be able 
>> to
>> kick him without taking a penalty.
>>
>> 4. Server scores should be visible to the server administrator, delists 
>> must
>> not be permanent if there is a delist mechanic in, negative server scores
>> must heal over time, mainly so you don't get a situation with a server 
>> being
>> permanently delisted. A bad server should stay delisted, but if a bad 
>> server
>> stops being bad it should not remain delisted.
>>
>> 5. Crash exploits? There's always a new crash exploit, now exploiters even
>> have more incentive to crash servers, because now servers will be 
>> penalized
>> if you connect and don't remain on for at least 15 minutes.
>>
>> 6. Players getting removed from the server for reasons beyond their 
>> control.
>> - connection lost
>> - steam down (yes it happens)
>> - kicked by administrator
>> - vote kicked by players
>> - and whatever other reason.
>>
>> The easiest way to prevent players from gaming the system against servers?
>> No negative scores.
>>
>> Good servers will have very high positive scores, bad servers will have 
>> low
>> scores. The -15 connection penalty is not needed. You can figure out how
>> popular a server is solely by the amount of hours played on that server 
>> per
>> player.
>>
>> Then simply allow players to sort the servers by score (and make sure this
>> 'score' value does not come from the server, but from the master server).
>>
>> Rather than delisting, allow players to filter the servers by score. I.e.,
>> "Don't show servers with less than x score".
>>
>> - voogru.
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Bengt 
>> Rosenberger
>> Sent: Thursday, March 12, 2009 11:55 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>
>> They will, trust me, they do atm. Each day.
>> Many, many players join servers by ping, player count and map and give a
>> damn about the server name and tags.
>> If they join my server, which they already do, they realize the mods and
>> leave. And if I switch from a stock to a custom map, I'll lose points
>> too because those who joined late, will now leave.
>>
>> This WILL affect me.
>>
>> Blood Letter schrieb:
>>     
>>> Those players go elsewhere, your players will still go to your server.
>>> I highly doubt you'd be on the de-listed end of the spectrum.
>>>
>>> I hope server score/rank is never made visible in any way.
>>> We do NOT need another e-peen measurement tool.
>>>
>>>
>>>       
>>>> Date: Fri, 13 Mar 2009 04:40:03 +0100
>>>> From: [email protected]
>>>> To: [email protected]
>>>> Subject: Re: [hlds] TF2 Blog Post: Server Scoring
>>>>
>>>> This is utterly shit (sorry for the language).
>>>>
>>>> - Mods: I'm running a few heavily modded TF2 server with many custom
>>>> MM:S plugins. Although its all listed in server-name AND tags, I see
>>>> people join, realize the mods, rant in chat and leave. This is going to
>>>> hurt me and my community
>>>>
>>>> - Custom maps: This will put an end to custom maps completely. Not only
>>>> the majority of players avoid custom maps, many people connect, wait for
>>>> the download bar 1-2 seconds and disconnect again. Also, when a custom
>>>> map is played, many players disconnect at mapchange. If they connected
>>>> on the previous map, I get minus score for that. How nice...
>>>>
>>>> - Exploiting: Some of my servers are empty at night. So a player now can
>>>> join it, disconnect and leave again just to hurt me?
>>>>
>>>> We KNEW for a long time valve is getting up the fight against mods again
>>>> after they reverted the sv_tags delist shit.
>>>> It seems this is what they thought out this time to fight custom 
>>>> servers.
>>>>
>>>> I'm paying ******* money from my own pocket each month to provide
>>>> servers for THEIR game. I help them to earn money while I spend my 
>>>> money.
>>>> LET MY FU***** server alone goddamn.
>>>>
>>>> (And again, sorry for the language. I'm in wrath).
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>         
>> please visit:
>>     
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>>         
>>> _________________________________________________________________
>>> Windows LiveT Groups: Create an online spot for your favorite groups to
>>>       
>> meet.
>>     
>>> http://windowslive.com/online/groups?ocid=TXT_TAGLM_WL_groups_032009
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>       
>> please visit:
>>     
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
>>>       
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>     
>
>
>
>
> ------------------------------
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
> End of hlds Digest, Vol 13, Issue 80
> ************************************
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>   


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