[hlds] Mirror damage.

2005-06-28 Thread Alexander Kobbevik
Did this built in mirrordamage ever work for cs1.6?
If it does: What are the commands?

Thanks for any info.





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[hlds] Authenication Error Server Number 35

2005-06-28 Thread Jim

Alfred,

I think Valve Server number 35  needs a Bigger attitude adjustment made...
with a Hammer... due to fail of authenication on Server number 35.

I was talking to a few other regulars across the country who visit my server
and everyone was having the same issue trying to connect either here at my
server or various other servers we frequent.

Thanks

Jim @ CT Dummies


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[hlds] Team Attack Console Messages not logged

2005-06-28 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Is it possible for the console team attack and team kill messages to show up
in the server logs?
 I thought that it was the case, until I checked the logs and played on the
server and noticed that the console messages for team attacks and team kills
are not coming up in the logs.
 Thanks
--

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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
That's not how it works I'm afraid ;)  It's all explained in this guide:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

It explains the interpolation, prediction, and lag compensation.
Regards,
Ben

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 27 June 2005 17:59
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Re: sv_unlag and Ping

I'm not totally sure about this, so anyone can feel free to correct me.  I
think if you turn cl_interpolate of, but set cl_interp 0.5, then the
hitbox lags .5 seconds behinds the player.  Some players might use this to
hit players that appear to have already hidden behind a wall, or run
through a crack in the doors...  I've never tried it, as I try to get my
models and hitboxes in the same place, but thats what I've kind of
gathered.

Again, not totally sure on this...

Thanks for input though
On Monday, June 27, 2005 2:01 am, Ben said:
 What are you worried about exactly? People using high interp values to
 cause
 annoyance to other players?  Seems like a strange thing to worry about.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
 Sent: 26 June 2005 23:24
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 Would turning sv_unlag down to the highest acceptable limit on our
 server keep people from using interpolate to have hitboxes lag behind
 models?  We usually accept a 125ms-140ms ping, and start kicking at
 higher than that... (mainly as a way for the regs to get in).  So should
 we set sv_unlag to 0.140?

 Thanks,
 Steve


 iceflatline wrote:

  well, obviously...
 
  Clayton Macleod wrote:
 
  well, obviously, sv_unlag is what turns on the compensation for
  clients' latency. It's what makes it so you don't have to lead your
  shots in front of the model you see, so you can actually aim at the
  model as if you had no latency at all. Turning it off just brings you
  back to the quake 1 days when there was nothing done to compensate for
  latency at all. The only situation where you might consider turning
  this off is on a LAN, but even then it makes no sense to turn it off,
  really.
 
  On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
 
 
  i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
  cvar enabled and it does seem to help clients with latency issues.
 
 
 
 
  --
  Clayton Macleod
 
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Clayton Macleod
that link's no good anymore :(

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben


--
Clayton Macleod

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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
Doh!  There's an article written by yahn about it too that is floating about
in various places on the net -
http://www.gamesurge.com/pc/interviews/netcode.shtml - interview
http://www.gdconf.com/archives/2001/bernier.doc - article


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clayton Macleod
Sent: 28 June 2005 11:54
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

that link's no good anymore :(

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben


--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread James Tucker
I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
   ___
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   archives, please visit:
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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
I agree completely, cl_interp and cl_interpolate should be locked or at
least a cheat cvar.


I can see no reason why you should be able to change them apart from for
debugging purposes perhaps.

Alfred can you shed any light on this?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 28 June 2005 12:23
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate
for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
   ___
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   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
  
  
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RE: [hlds] Team Attack Console Messages not logged

2005-06-28 Thread Alexander Kobbevik
logdetail 3 should show both I think.
But I cant find teamattack damage (I'm not 100% sure.. didn't look too
good).

My stats show friendly-fire kills by it self.. so that must be in the logs
though.

-Alex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: 28. juni 2005 10:46
To: HLDS
Subject: [hlds] Team Attack Console Messages not logged


--
[ Picked text/plain from multipart/alternative ]
Is it possible for the console team attack and team kill messages to show up
in the server logs?
 I thought that it was the case, until I checked the logs and played on the
server and noticed that the console messages for team attacks and team kills
are not coming up in the logs.
 Thanks
--

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RE: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread Ben
Cl_interp is not machine/network specific - the default of 0.1 was chosen
because it minimises the effects of lost packets.  There is no reason why
anyone should be allowed to set it any lower.  I suspect however that if
valve did remove the ability to change it that there would be an uproar from
the community as many misinformed people believe that setting cl_interp to 0
lines up the hitboxes with the models or some other silly witchcraft.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
Sent: 28 June 2005 12:23
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: sv_unlag and Ping

I thought as clayton did for quite some time, and the reason is simply
due to the use of the word interpolation and the fact that some
documentation (alhtough I cant find it) suggested cl_interp was a
'maximum' value.

The documentation at the link posted explains that the value of
cl_interp is a delay value, by which all game world representation is
re-wound prior to rendering. Unfortuantely, this means that the fight
is for lower values of cl_interp (you will see your enemies before
they see you). I don't know many other peoples direct opinions but I
know that it's possible to die in less than 50ms. It does beg the
question though, why cl_interp is not locked for internet gaming. I
would imagine it is similar however to the state of cl_smooth and the
choices of default updaterate and cmdrate values.

So much for cheats really, when you can clearly gain advantage by
optimising your cvars.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 That's not how it works I'm afraid ;)  It's all explained in this guide:
 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 It explains the interpolation, prediction, and lag compensation.
 Regards,
 Ben

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
 Sent: 27 June 2005 17:59
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Re: sv_unlag and Ping

 I'm not totally sure about this, so anyone can feel free to correct me.  I
 think if you turn cl_interpolate of, but set cl_interp 0.5, then the
 hitbox lags .5 seconds behinds the player.  Some players might use this to
 hit players that appear to have already hidden behind a wall, or run
 through a crack in the doors...  I've never tried it, as I try to get my
 models and hitboxes in the same place, but thats what I've kind of
 gathered.

 Again, not totally sure on this...

 Thanks for input though
 On Monday, June 27, 2005 2:01 am, Ben said:
  What are you worried about exactly? People using high interp values to
  cause
  annoyance to other players?  Seems like a strange thing to worry about.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
  Sent: 26 June 2005 23:24
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: sv_unlag and Ping
 
  Would turning sv_unlag down to the highest acceptable limit on our
  server keep people from using interpolate to have hitboxes lag behind
  models?  We usually accept a 125ms-140ms ping, and start kicking at
  higher than that... (mainly as a way for the regs to get in).  So should
  we set sv_unlag to 0.140?
 
  Thanks,
  Steve
 
 
  iceflatline wrote:
 
   well, obviously...
  
   Clayton Macleod wrote:
  
   well, obviously, sv_unlag is what turns on the compensation for
   clients' latency. It's what makes it so you don't have to lead your
   shots in front of the model you see, so you can actually aim at the
   model as if you had no latency at all. Turning it off just brings you
   back to the quake 1 days when there was nothing done to compensate
for
   latency at all. The only situation where you might consider turning
   this off is on a LAN, but even then it makes no sense to turn it off,
   really.
  
   On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
  
  
   i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
   cvar enabled and it does seem to help clients with latency issues.
  
  
  
  
   --
   Clayton Macleod
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
  
  
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Re: [hlds] Team Attack Console Messages not logged

2005-06-28 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
It only comes up as a normal attack
 If you are on th server though you will see a message
 *Console: player name Team Attacked*
or
*Console: player name Team Killed*

These messages show up on players screens and in players console, but they
do not show up in the actual server logs even with mp_logdetail set to 3
 Cheers
 On 6/28/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:

 logdetail 3 should show both I think.
 But I cant find teamattack damage (I'm not 100% sure.. didn't look too
 good).

 My stats show friendly-fire kills by it self.. so that must be in the logs
 though.

 -Alex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: 28. juni 2005 10:46
 To: HLDS
 Subject: [hlds] Team Attack Console Messages not logged


 --
 [ Picked text/plain from multipart/alternative ]
 Is it possible for the console team attack and team kill messages to show
 up
 in the server logs?
 I thought that it was the case, until I checked the logs and played on the
 server and noticed that the console messages for team attacks and team
 kills
 are not coming up in the logs.
 Thanks
 --

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 please visit:
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Re: [hlds] Re: sv_unlag and Ping

2005-06-28 Thread James Tucker
IMHO

cl_interpolate could be locked, but i dont really see the need, what
does need to be done is to ensure that all players (ideally) are
playing the same game tick at the same time.

cl_interp should be locked at 0.1 or lower, any longer starts to get
quite noticeable. I play on 0.05 regularly right now, but I am a
broadband user.

cl_smooth surely should default to 0, or in the very least not be FORCED to 1.

I'd like to know:

cl_lagcomp_errorcheck, does it work? it feels good, but that may just
be a placebo. can't see anything on showhitboxes or showimpacts.

On 6/28/05, Ben [EMAIL PROTECTED] wrote:
 I agree completely, cl_interp and cl_interpolate should be locked or at
 least a cheat cvar.


 I can see no reason why you should be able to change them apart from for
 debugging purposes perhaps.

 Alfred can you shed any light on this?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker
 Sent: 28 June 2005 12:23
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Re: sv_unlag and Ping

 I thought as clayton did for quite some time, and the reason is simply
 due to the use of the word interpolation and the fact that some
 documentation (alhtough I cant find it) suggested cl_interp was a
 'maximum' value.

 The documentation at the link posted explains that the value of
 cl_interp is a delay value, by which all game world representation is
 re-wound prior to rendering. Unfortuantely, this means that the fight
 is for lower values of cl_interp (you will see your enemies before
 they see you). I don't know many other peoples direct opinions but I
 know that it's possible to die in less than 50ms. It does beg the
 question though, why cl_interp is not locked for internet gaming. I
 would imagine it is similar however to the state of cl_smooth and the
 choices of default updaterate and cmdrate values.

 So much for cheats really, when you can clearly gain advantage by
 optimising your cvars.

 On 6/28/05, Ben [EMAIL PROTECTED] wrote:
  That's not how it works I'm afraid ;)  It's all explained in this guide:
  http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
 
  It explains the interpolation, prediction, and lag compensation.
  Regards,
  Ben
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
  Sent: 27 June 2005 17:59
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Re: sv_unlag and Ping
 
  I'm not totally sure about this, so anyone can feel free to correct me.  I
  think if you turn cl_interpolate of, but set cl_interp 0.5, then the
  hitbox lags .5 seconds behinds the player.  Some players might use this to
  hit players that appear to have already hidden behind a wall, or run
  through a crack in the doors...  I've never tried it, as I try to get my
  models and hitboxes in the same place, but thats what I've kind of
  gathered.
 
  Again, not totally sure on this...
 
  Thanks for input though
  On Monday, June 27, 2005 2:01 am, Ben said:
   What are you worried about exactly? People using high interp values to
   cause
   annoyance to other players?  Seems like a strange thing to worry about.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
   Sent: 26 June 2005 23:24
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Re: sv_unlag and Ping
  
   Would turning sv_unlag down to the highest acceptable limit on our
   server keep people from using interpolate to have hitboxes lag behind
   models?  We usually accept a 125ms-140ms ping, and start kicking at
   higher than that... (mainly as a way for the regs to get in).  So should
   we set sv_unlag to 0.140?
  
   Thanks,
   Steve
  
  
   iceflatline wrote:
  
well, obviously...
   
Clayton Macleod wrote:
   
well, obviously, sv_unlag is what turns on the compensation for
clients' latency. It's what makes it so you don't have to lead your
shots in front of the model you see, so you can actually aim at the
model as if you had no latency at all. Turning it off just brings you
back to the quake 1 days when there was nothing done to compensate
 for
latency at all. The only situation where you might consider turning
this off is on a LAN, but even then it makes no sense to turn it off,
really.
   
On 6/25/05, iceflatline [EMAIL PROTECTED] wrote:
   
   
i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
cvar enabled and it does seem to help clients with latency issues.
   
   
   
   
--
Clayton Macleod
   
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[hlds] UOL AntiSPAM

2005-06-28 Thread James Tucker
Hi, I decided to verify one of those UOL Anti-Spam messages, got this
auto reply...

I am not sure there is even a human at the end of this e-mail address.

-- Forwarded message --
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Date: Jun 28, 2005 12:42 PM
Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping
To: [EMAIL PROTECTED]


-  The following is an automated response to your message

-  generated on behalf of [EMAIL PROTECTED]



obrigado por entrar em contato, responderei assim que poder

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Re: [hlds] Team Attack Console Messages not logged

2005-06-28 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Sorry my mistake
 TeamAttacks just show up as
 *player name Team Attacked *and the message shows up on screen and in
players console but not in server logs
 TeamKills show up as
 *Console: player name Team Killed*
 But also do not appear to show up in server logs either as far as I can
see, but I might be doing something silly.
 In any case, it is the Team Attacks I'd like to see show up in the server
logs and the Team Kills as well if they do not already
 Thanks
 On 6/28/05, Whisper [EMAIL PROTECTED] wrote:

 It only comes up as a normal attack
  If you are on th server though you will see a message
  *Console: player name Team Attacked*
 or
 *Console: player name Team Killed*

 These messages show up on players screens and in players console, but they
 do not show up in the actual server logs even with mp_logdetail set to 3
  Cheers
  On 6/28/05, Alexander Kobbevik [EMAIL PROTECTED] wrote:
 
  logdetail 3 should show both I think.
  But I cant find teamattack damage (I'm not 100% sure.. didn't look too
  good).
 
  My stats show friendly-fire kills by it self.. so that must be in the
  logs
  though.
 
  -Alex
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: 28. juni 2005 10:46
  To: HLDS
  Subject: [hlds] Team Attack Console Messages not logged
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Is it possible for the console team attack and team kill messages to
  show up
  in the server logs?
  I thought that it was the case, until I checked the logs and played on
  the
  server and noticed that the console messages for team attacks and team
  kills
  are not coming up in the logs.
  Thanks
  --
 
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  please visit:
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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread OoksServer

It's Portuguese (isn't that the language in Brazil?). Bable fish renders
this very crude translation:

debtor for entering in contact, I will answer thus that to be able

What it means is something like this:

Thanks for entering your contact information, I will now be able to receive
your email.

It's an automated message. I still vote for kicking him off of the list.

- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 4:58 AM
Subject: [hlds] UOL AntiSPAM



Hi, I decided to verify one of those UOL Anti-Spam messages, got this
auto reply...

I am not sure there is even a human at the end of this e-mail address.

-- Forwarded message --
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Date: Jun 28, 2005 12:42 PM
Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping
To: [EMAIL PROTECTED]


-  The following is an automated response to your message

-  generated on behalf of [EMAIL PROTECTED]



obrigado por entrar em contato, responderei assim que poder

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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Me too!

On 6/29/05, OoksServer [EMAIL PROTECTED] wrote:

 It's Portuguese (isn't that the language in Brazil?). Bable fish renders
 this very crude translation:

 debtor for entering in contact, I will answer thus that to be able

 What it means is something like this:

 Thanks for entering your contact information, I will now be able to
 receive
 your email.

 It's an automated message. I still vote for kicking him off of the list.

 - Original Message -
 From: James Tucker [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, June 28, 2005 4:58 AM
 Subject: [hlds] UOL AntiSPAM


  Hi, I decided to verify one of those UOL Anti-Spam messages, got this
  auto reply...
 
  I am not sure there is even a human at the end of this e-mail address.
 
  -- Forwarded message --
  From: [EMAIL PROTECTED] [EMAIL PROTECTED]
  Date: Jun 28, 2005 12:42 PM
  Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping
  To: [EMAIL PROTECTED]
 
 
  - The following is an automated response to your message
 
  - generated on behalf of [EMAIL PROTECTED]
 
 
 
  obrigado por entrar em contato, responderei assim que poder
 
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  please visit:
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[hlds] Release: Server checker V1

2005-06-28 Thread Saint K.

We have released the first version of our server checker for hl1 and hl2
based servers.

This program is created to keep your server online at all times.

Now you think, we already have firedeamon and such, why get another tool?
Our tool is differant. Instead of just checking if the procces is still
alive, like all programs do, ours actually pings your server in order to
check if its still online.

The program sends out a ping request every 3 seconds with a timeout of 1
second. If it fails pinging 10 times (30 seconds) it will kill the procces
and restart it.

This tool was origionally build for our wc3 servers, as they often just
stall instead of crash (so it never actually shuts down the proccess).

On the download page you can also download the source and edit it to your
own needs if you like.

Link:
http://www.dumbclan.co.uk/productions.php

Enjoy,

Saint K.


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RE: [hlds] UOL AntiSPAM

2005-06-28 Thread Napier, Kevin
This is a multi-part message in MIME format.
--
me 3.


--
[ winmail.dat of type application/ms-tnef deleted ]
--

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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread Matthew White
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
me three

---

Matt White
[ [EMAIL PROTECTED] ]



Whisper wrote:

--
[ Picked text/plain from multipart/alternative ]
Me too!

On 6/29/05, OoksServer [EMAIL PROTECTED] wrote:


It's Portuguese (isn't that the language in Brazil?). Bable fish renders
this very crude translation:

debtor for entering in contact, I will answer thus that to be able

What it means is something like this:

Thanks for entering your contact information, I will now be able to
receive
your email.

It's an automated message. I still vote for kicking him off of the list.

- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 4:58 AM
Subject: [hlds] UOL AntiSPAM




Hi, I decided to verify one of those UOL Anti-Spam messages, got this
auto reply...

I am not sure there is even a human at the end of this e-mail address.

-- Forwarded message --
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Date: Jun 28, 2005 12:42 PM
Subject: RE:RE: Re: [hlds] Re: sv_unlag and Ping
To: [EMAIL PROTECTED]


- The following is an automated response to your message

- generated on behalf of [EMAIL PROTECTED]



obrigado por entrar em contato, responderei assim que poder

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--

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RE: [hlds] Authenication Error Server Number 35

2005-06-28 Thread Alfred Reynolds
Error number 35 during authentication means your server timed out its
TCP/IP connection while talking to our servers. This can be because of a
firewall at your end (preventing TCP/IP traffic to our servers). If this
is a new problem on a server that used to work then send a couple of the
users with that problem to me to help debug it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim Sent:
Tuesday, June 28, 2005 12:26 AM To: hlds@list.valvesoftware.com
Subject: [hlds] Authenication Error Server Number 35

 Alfred,

 I think Valve Server number 35  needs a Bigger attitude adjustment
 made...
 with a Hammer... due to fail of authenication on Server number 35.

 I was talking to a few other regulars across the country who visit my
 server and everyone was having the same issue trying to connect
 either here at my server or various other servers we frequent.

 Thanks

 Jim @ CT Dummies


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[hlds] client crashing

2005-06-28 Thread sprout
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I would imagin this has been confronted already but I have had MANY more client 
crashes since last update.  Probably had my client crash 4-5 times this last 
week.  If it hasn't been brought up to you then eh here you go lol I don't have 
a error for you its a memory error I will get a screenshot next time
--


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Re: [hlds] Release: Server checker V1

2005-06-28 Thread OoksServer

Does it/can it verify that the process has been killed before restarting it?
What I see happen from time to time is that the process hangs, Serverdoc
thinks it is dead and tries to restart it without first terminating the
existing process, and it errors out because it can't get the port. After a
couple of hundred aborted restarts, I finally get home so I can fix it.

Your description indicates that it will kill the process if it pings out,
I'm just wondering if it does any additional checking to make sure the
process really is dead.

- Original Message -
From: Saint K. [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 9:46 AM
Subject: [hlds] Release: Server checker V1



We have released the first version of our server checker for hl1 and hl2
based servers.

This program is created to keep your server online at all times.

Now you think, we already have firedeamon and such, why get another tool?
Our tool is differant. Instead of just checking if the procces is still
alive, like all programs do, ours actually pings your server in order to
check if its still online.

The program sends out a ping request every 3 seconds with a timeout of 1
second. If it fails pinging 10 times (30 seconds) it will kill the procces
and restart it.

This tool was origionally build for our wc3 servers, as they often just
stall instead of crash (so it never actually shuts down the proccess).

On the download page you can also download the source and edit it to your
own needs if you like.

Link:
http://www.dumbclan.co.uk/productions.php

Enjoy,

Saint K.


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Re: [hlds] Authenication Error Server Number 35

2005-06-28 Thread OoksServer

Alfred, I have seen this many times on an existing server that used to work.
Without changing anything on my end this starts to happen, and usually a few
hours later, sometimes a day or two, it mysteriously goes away. I've never
been sure if it's a problem with my ISP,  bad weather on the Internet, or
overloaded auth servers or what. It's not consistent, it never lasts long,
and it always goes away without my having to do anything. Since it doesn't
happen consistently, it's very difficult to troubleshoot.


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 10:10 AM
Subject: RE: [hlds] Authenication Error Server Number 35



Error number 35 during authentication means your server timed out its
TCP/IP connection while talking to our servers. This can be because of a
firewall at your end (preventing TCP/IP traffic to our servers). If this
is a new problem on a server that used to work then send a couple of the
users with that problem to me to help debug it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jim Sent:
Tuesday, June 28, 2005 12:26 AM To: hlds@list.valvesoftware.com
Subject: [hlds] Authenication Error Server Number 35


Alfred,

I think Valve Server number 35  needs a Bigger attitude adjustment
made...
with a Hammer... due to fail of authenication on Server number 35.

I was talking to a few other regulars across the country who visit my
server and everyone was having the same issue trying to connect
either here at my server or various other servers we frequent.

Thanks

Jim @ CT Dummies


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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread Stephen Micheals
me Fourth? O.o

it would be nice if these moronic anti spam systems could detect
mailing lists like this better.

On 6/28/05, Matthew White [EMAIL PROTECTED] wrote:
 me three

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Re: [hlds] Release: Server checker V1

2005-06-28 Thread Saint K.

Yes, it makes absolutely sure the procces is completely terminated before
starting the new proccess

Saint K.
- Original Message -
From: OoksServer [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 7:38 PM
Subject: Re: [hlds] Release: Server checker V1



Does it/can it verify that the process has been killed before restarting
it?
What I see happen from time to time is that the process hangs, Serverdoc
thinks it is dead and tries to restart it without first terminating the
existing process, and it errors out because it can't get the port. After a
couple of hundred aborted restarts, I finally get home so I can fix it.

Your description indicates that it will kill the process if it pings out,
I'm just wondering if it does any additional checking to make sure the
process really is dead.

- Original Message -
From: Saint K. [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 28, 2005 9:46 AM
Subject: [hlds] Release: Server checker V1



We have released the first version of our server checker for hl1 and hl2
based servers.

This program is created to keep your server online at all times.

Now you think, we already have firedeamon and such, why get another tool?
Our tool is differant. Instead of just checking if the procces is still
alive, like all programs do, ours actually pings your server in order to
check if its still online.

The program sends out a ping request every 3 seconds with a timeout of 1
second. If it fails pinging 10 times (30 seconds) it will kill the
procces
and restart it.

This tool was origionally build for our wc3 servers, as they often just
stall instead of crash (so it never actually shuts down the proccess).

On the download page you can also download the source and edit it to your
own needs if you like.

Link:
http://www.dumbclan.co.uk/productions.php

Enjoy,

Saint K.


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RE: [hlds] UOL AntiSPAM

2005-06-28 Thread Spencer 'voogru' MacDonald
ME FIVE

-Original Message-
From: Stephen Micheals [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 28, 2005 3:47 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] UOL AntiSPAM

me Fourth? O.o

it would be nice if these moronic anti spam systems could detect
mailing lists like this better.

On 6/28/05, Matthew White [EMAIL PROTECTED] wrote:
 me three

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RE: [hlds] UOL AntiSPAM

2005-06-28 Thread sebastian nielsen

I think AOL removed list detection because spammers can add list headers to
abuse the list detection system. (bypass antispam system)

_
Lättare att hitta drömresan med MSN Resor http://www.msn.se/resor/


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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread Clayton Macleod
good for *A*OL...

On 6/28/05, sebastian nielsen [EMAIL PROTECTED] wrote:
 I think AOL removed list detection because spammers can add list headers to
 abuse the list detection system. (bypass antispam system)


--
Clayton Macleod

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[hlds] getting into a router.

2005-06-28 Thread Jack Wyatt
Okay, my computer goes through router-hub-router-modem. Is it still
possible for me to make a server if i open up teh ports?

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Re: [hlds] getting into a router.

2005-06-28 Thread Ned Haskin

Do you mean the -- modem has an internal router + there is another
router + a hub -- if so
connect the server directly to modem's router and all client computers
that plan on connecting
to the server must be also connected directly to modem's router, or an
invalid steam ticket error occurs

you will have to setup the router for the server, this will help
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=204

Ned

Jack Wyatt wrote:


Okay, my computer goes through router-hub-router-modem. Is it still
possible for me to make a server if i open up teh ports?

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RE: [hlds] client crashing

2005-06-28 Thread steve


Since this is a server list, probably not the best place to ask, but I've
also been getting more crashes.  I'm pretty sure this is due to the new
nVidia driver...  Did you bychance install BF2 (demo or retail)?  I'm
looking for my old driver tonight to check...

Friend of mine has an X850, and also claims the newest driver hosed up his
system as well...  Also loaded as part of the BF2 install...
On Tuesday, June 28, 2005 10:58 am, sprout said:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I would imagin this has been confronted already but I have had MANY more
 client crashes since last update.  Probably had my client crash 4-5 times
 this last week.  If it hasn't been brought up to you then eh here you go
 lol I don't have a error for you its a memory error I will get a
 screenshot next time
 --


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RE: [hlds] client crashing

2005-06-28 Thread WayneH
Yes, preferably server related issues please, otherwise it's just a spam fest 
like the Steam Forums.
Steam Forums would be the better place to ask client side issue type questions.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, 29 June 2005 10:31 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] client crashing



Since this is a server list, probably not the best place to ask, but I've
also been getting more crashes.  I'm pretty sure this is due to the new
nVidia driver...  Did you bychance install BF2 (demo or retail)?  I'm
looking for my old driver tonight to check...

Friend of mine has an X850, and also claims the newest driver hosed up his
system as well...  Also loaded as part of the BF2 install...
On Tuesday, June 28, 2005 10:58 am, sprout said:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I would imagin this has been confronted already but I have had MANY more
 client crashes since last update.  Probably had my client crash 4-5 times
 this last week.  If it hasn't been brought up to you then eh here you go
 lol I don't have a error for you its a memory error I will get a
 screenshot next time
 --


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Re: [hlds] UOL AntiSPAM

2005-06-28 Thread T3XAN

Why should I have to block him?  I know I can set my filters but why
should we have to go through the trouble?

WayneH wrote:


Just block him, use your preference/rules to autoblock/delete.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of T3XAN
Sent: Wednesday, 29 June 2005 10:42 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] UOL AntiSPAM

I among others have been complaining about this guys for months. Its
getting really annoying. Alfred is there not anything you can do to get
this guy out of here?

Tex

Ned Haskin wrote:




The problem is that this guy hasn't clue, about spam filters, this list,
any of it.
Valve took him off the list once, he signed up again because he wasn't
getting the list email
and never had, just use your email filters.
IMO
Ned

Clayton Macleod wrote:




good for *A*OL...

On 6/28/05, sebastian nielsen [EMAIL PROTECTED] wrote:





I think AOL removed list detection because spammers can add list
headers to
abuse the list detection system. (bypass antispam system)





--
Clayton Macleod

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Re: [hlds] Authenication Error Server Number 35

2005-06-28 Thread Jim

Alfred,

I could send you some to you... as for the Server connection in this case I
was West DCoast California.. the Second was coming in from West Virginia
another out of Philidelphia... We all were in the process within a 5 minute
window of attempting to connect.

We are all up and running today... figured I would point it out.. and we all
seemed to have the same issue with Server 35. We did after numerous attempts
able to log in to another server...

Thanks,


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