Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread JDoc0512
you are comparing pyro achievment farming with cheats and exploits. are you 
just dumb or what...

--- On Thu, 6/19/08, Patrick Shelley [EMAIL PROTECTED] wrote:

From: Patrick Shelley [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, June 19, 2008, 8:41 PM

I'm not sure in understand your point clearly.

If i'm correct in thinking - you mean that we can basically do what we
want?  So if the player playing as a class - say, the demoman - wants to use
wall hacks (a cheat/exploit), then anything to restrict him from doing so
breaks their mechanic (game model)?

I havent just exploited the game by doing what i did - then i'm a
monkey's
uncle.

Look at the effort some of these lads here on the list put in to preventing
cheaters/exploiters gaining from un-fair practises. In life, when i achieve
something, its because i put in some damn hard work - not by taking shorts
cuts just becuase circunstances or bad planning allow me to.

A regularon my server turned me onto using the bots and today i went and
took the easy way out, becasue it was there. I wanted to see if the exploit
('cos thats what it is - no doubt in my mind what-so-ever) stil worked.

If i was some nipper with no spine or maturity, i wouldnt have brought it
up.

I really, honestly believe that if they want these achievements to be a
challenge, they should plug the hole up - like these lads do on here when
they bring their plugins out for various exploits (sometimes within hours)


On 6/20/08, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

This is a company that created its flagship game with a silent
protagonist.  Why?  How the player thinks is how the character
thinks.  Doing something that restricts the achievements would break that
entire mechanic and I don't see that happening.

-- Jason
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Eric van Beesten
Agree with you here... half hour after the update half our server was
already having all 3 guns.. I seriues don't think this was the intention of
valve... Beside that.. I say yesterday somebody posting a archievementsmap
here on valve's mailingslist..

I'm not saying its valve fault (because it isn't) but those archievementsbox
are spoiling the whole meaning of the archievents/new guns.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: vrijdag 20 juni 2008 4:25
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

The key part is quoted here:
Why would valve go to all this trouble - creating new models, new code, new

this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

This is a company that created its flagship game with a silent protagonist.
Why?  How the player thinks is how the character thinks.  Doing something
that restricts the achievements would break that entire mechanic and I don't
see that happening.

-- Jason

-- Forwarded Message: -- 
From: Patrick Shelley [EMAIL PROTECTED] 
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
Subject: Re: [hlds] Team Fortress 2 Update Released 
Date: Fri, 20 Jun 2008 02:12:49 + 

Dan - hilarious! No, really, I mean that.yawn ;) 

hwkiller - Are you taking the p**s !! 

I'm pretty good with the english language - and as far as i can gather from 
my own post i'm not laying blame at anyone's door. I think my post makes 
that pretty clear. 

As per the purpose of this list - amongst other purposes - i'm simply 
passing on vulnerabilities that occur. Please dont insult me by trying to 
think for me. 

Why would valve go to all this trouble - creating new models, new code, new 
this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

Sure you can lock your server down, grab a few mates and stat pad it out - i

dont think you could stop that. But really and truly, these updates takes a 
lot of thought, work and testing before we get it. Why would they allow it 
to be so easy? I say its an oversight. Blame is too strong a word in this 
scenario. 

WTF do u mean it not like its a challenge? Of course it is supposed to be a 
challenge!!! I cant believe you said that. But u did - and its there for 
the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
machine - then its a waste of the programmers time and skill. 


On 6/20/08, [EMAIL PROTECTED] wrote: 
 
 Are you blaming valve for your using bots to gain achievements? Seriously?

 That makes no sense. Someone in the forum said that as well... they said 
 valve made it too easy to gain achievements using bots which is just 
 ridiculous. It's not like it's a challenge, it's just not getting it in
the 
 way that is intended. Not valve's fault I'd say. Most of these you can get

 in normal play, so I see no reason to farm them out. 
 
 Alt-fire means alternative firing mode... which is rightclick by default I

 believe. 
 
 
 
  Date: Fri, 20 Jun 2008 01:58:36 +0100 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Update 
 Released  OK - yes, great update. Good work Valve!  But, I've managed
to 
 get 20 out of the 38 achievemnts on my local machine using bots of 
 different classes, using mimic aswell. I have written about this before.
 
 I would have another 5 if i knew what alt-fire is!  What is alt-fire? 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread doggunn
No offense to VALVe, but the way the TF2 Dev team has unlocks obviously doesn't 
work.
In TF2 there are just too many useless stats lieing around, which means jack 
blah... and not one general stat to compare yourself to any other player.
The reason why sooo many people found BF2 addicting was due to the ranking  /  
unlock system, and it actually worked. XP gets you rank, and rank gets you 
unlock.

If VALVe wants to have unlocks, it really needs to be based on something else 
other than achievements... as achievements obviously don't work, and won't 
work. However, they are nice to have... just not to unlock your unlocks. 

Eric van Beesten wrote:
 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the intention of
 valve... Beside that.. I say yesterday somebody posting a archievementsmap
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new code, new

 this, new that - only to allow someone playing on their local machine within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
 with a real player in the real world? 

 In effect - it just puts their hard work to waste imho. 

 All they have to do is write some code that stops achievements being 
 recognised on bots and/or on a local machine. Then it FORCES 
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent protagonist.
 Why?  How the player thinks is how the character thinks.  Doing something
 that restricts the achievements would break that entire mechanic and I don't
 see that happening.

 -- Jason

 -- Forwarded Message: -- 
 From: Patrick Shelley [EMAIL PROTECTED] 
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com 
 Subject: Re: [hlds] Team Fortress 2 Update Released 
 Date: Fri, 20 Jun 2008 02:12:49 + 

 Dan - hilarious! No, really, I mean that.yawn ;) 

 hwkiller - Are you taking the p**s !! 

 I'm pretty good with the english language - and as far as i can gather from 
 my own post i'm not laying blame at anyone's door. I think my post makes 
 that pretty clear. 

 As per the purpose of this list - amongst other purposes - i'm simply 
 passing on vulnerabilities that occur. Please dont insult me by trying to 
 think for me. 

 Why would valve go to all this trouble - creating new models, new code, new 
 this, new that - only to allow someone playing on their local machine within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
 with a real player in the real world? 

 In effect - it just puts their hard work to waste imho. 

 All they have to do is write some code that stops achievements being 
 recognised on bots and/or on a local machine. Then it FORCES 
 cheaters/exploiters to achieve them in the way they were meant. 

 Sure you can lock your server down, grab a few mates and stat pad it out - i

 dont think you could stop that. But really and truly, these updates takes a 
 lot of thought, work and testing before we get it. Why would they allow it 
 to be so easy? I say its an oversight. Blame is too strong a word in this 
 scenario. 

 WTF do u mean it not like its a challenge? Of course it is supposed to be a 
 challenge!!! I cant believe you said that. But u did - and its there for 
 the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
 machine - then its a waste of the programmers time and skill. 


 On 6/20/08, [EMAIL PROTECTED] wrote: 
 Are you blaming valve for your using bots to gain achievements? Seriously?

 That makes no sense. Someone in the forum said that as well... they said 
 valve made it too easy to gain achievements using bots which is just 
 ridiculous. It's not like it's a challenge, it's just not getting it in
 the 
 way that is intended. Not valve's fault I'd say. Most of these you can get

 in normal play, so I see no reason to farm them out. 

 Alt-fire means alternative firing mode... which is rightclick by default I

 believe. 



 Date: Fri, 20 Jun 2008 01:58:36 +0100 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Update 
 Released  OK - yes, great update. Good work Valve!  But, I've managed
 to 
 get 20 out of the 38 achievemnts on my local machine using bots of 
 different classes, using mimic aswell. I have written about this before.

 I would have another 5 if i knew what alt-fire is!  What is alt-fire? 
 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Cc2iscooL
This is awesome.

Now pyros can kill sentry guns solo from around a corner, because the 
engineer can't repair the gun fast enough.

Good job on taking out the falloff, Valve. Ubers are useless due to the 
silly air-blast, sentries are useless, and god forbid that a class 
that's not explosive can now juggle people in the air (and quite easily 
I might add) and keep them from doing anything.

The medic update wasn't gamebreaking because it didn't change any 
extended elements of the game. This is just stupidity.

JDoc0512 wrote:
 some people just want to try the new weapons without having to spend a lot of 
 time into doing all of the acheivments in public servers. just because you 
 want everyone to do achievements the way valve envisioned people to do, it 
 doesn't mean that everyone who paid for the game wants to spend hours and 
 days and weeks doing achievements in public servers to try the new weapons. I 
 personally prefer to do all of the acheivements asap, try new weapons, and 
 play my main class instead of playing pyro all month.

 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the intention of
 valve... Beside that.. I say yesterday somebody posting a archievementsmap
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new code,
 new

 this, new that - only to allow someone playing on their local machine within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact 
 with a real player in the real world? 

 In effect - it just puts their hard work to waste imho. 

 All they have to do is write some code that stops achievements being 
 recognised on bots and/or on a local machine. Then it FORCES 
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent protagonist.
 Why?  How the player thinks is how the character thinks.  Doing something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: -- 
 From: Patrick Shelley [EMAIL PROTECTED] 
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com 
 Subject: Re: [hlds] Team Fortress 2 Update Released 
 Date: Fri, 20 Jun 2008 02:12:49 + 

 Dan - hilarious! No, really, I mean that.yawn ;) 

 hwkiller - Are you taking the p**s !! 

 I'm pretty good with the english language - and as far as i can gather from

 my own post i'm not laying blame at anyone's door. I think my post
 makes 
 that pretty clear. 

 As per the purpose of this list - amongst other purposes - i'm simply 
 passing on vulnerabilities that occur. Please dont insult me by trying to 
 think for me. 

 Why would valve go to all this trouble - creating new models, new code, new 
 this, new that - only to allow someone playing on their local machine within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact 
 with a real player in the real world? 

 In effect - it just puts their hard work to waste imho. 

 All they have to do is write some code that stops achievements being 
 recognised on bots and/or on a local machine. Then it FORCES 
 cheaters/exploiters to achieve them in the way they were meant. 

 Sure you can lock your server down, grab a few mates and stat pad it out - i

 dont think you could stop that. But really and truly, these updates takes a 
 lot of thought, work and testing before we get it. Why would they allow it 
 to be so easy? I say its an oversight. Blame is too strong a word in this 
 scenario. 

 WTF do u mean it not like its a challenge? Of course it is supposed to be a 
 challenge!!! I cant believe you said that. But u did - and its there for 
 the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
 machine - then its a waste of the programmers time and skill. 


 On 6/20/08, [EMAIL PROTECTED] wrote: 
   
 Are you blaming valve for your using bots to gain achievements? Seriously?
 

   
 That makes no sense. Someone in the forum said that as well... they said 
 valve made it too easy to gain achievements using bots which
 
 is just 
   
 ridiculous. It's not like it's a challenge, 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Ronny Schedel
There was a command with the medic update to get all achievments asap. This 
command was removed, because Valve don't want the fast way. They also fixed 
the sv_cheats behaviour, and they also will fix this problem. Achievments 
are made for long time motivation. If you do the fast way, you can expect a 
reset of your achievments.

- Original Message - 
From: JDoc0512 [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, June 20, 2008 9:55 AM
Subject: Re: [hlds] Team Fortress 2 Update Released


 some people just want to try the new weapons without having to spend a lot 
 of time into doing all of the acheivments in public servers. just because 
 you want everyone to do achievements the way valve envisioned people to 
 do, it doesn't mean that everyone who paid for the game wants to spend 
 hours and days and weeks doing achievements in public servers to try the 
 new weapons. I personally prefer to do all of the acheivements asap, try 
 new weapons, and play my main class instead of playing pyro all month.

 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the intention 
 of
 valve... Beside that.. I say yesterday somebody posting a archievementsmap
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new code,
 new

 this, new that - only to allow someone playing on their local machine 
 within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent 
 protagonist.
 Why?  How the player thinks is how the character thinks.  Doing something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: -- 
 From: Patrick Shelley [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released
 Date: Fri, 20 Jun 2008 02:12:49 +

 Dan - hilarious! No, really, I mean that.yawn ;)

 hwkiller - Are you taking the p**s !!

 I'm pretty good with the english language - and as far as i can gather 
 from

 my own post i'm not laying blame at anyone's door. I think my post
 makes
 that pretty clear.

 As per the purpose of this list - amongst other purposes - i'm simply
 passing on vulnerabilities that occur. Please dont insult me by trying to
 think for me.

 Why would valve go to all this trouble - creating new models, new code, 
 new
 this, new that - only to allow someone playing on their local machine 
 within

 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant.

 Sure you can lock your server down, grab a few mates and stat pad it out - 
 i

 dont think you could stop that. But really and truly, these updates takes 
 a
 lot of thought, work and testing before we get it. Why would they allow it
 to be so easy? I say its an oversight. Blame is too strong a word in this
 scenario.

 WTF do u mean it not like its a challenge? Of course it is supposed to be 
 a
 challenge!!! I cant believe you said that. But u did - and its there for
 the world to see. If i can get 22 out of 38 in 2 hours using bots and my
 machine - then its a waste of the programmers time and skill.


 On 6/20/08, [EMAIL PROTECTED] wrote:

 Are you blaming valve for your using bots to gain achievements? 
 Seriously?

 That makes no sense. Someone in the forum said that as well... they said
 valve made it too easy to gain achievements using bots which
 is just
 ridiculous. It's not like it's a challenge, it's 

Re: [hlds] the up coming patch

2008-06-20 Thread Serge Baranov
Hello Dan,

Friday, June 20, 2008, 2:26:22 AM, you wrote:

D the spray tag tracker is about the only thing that breaks on a 
D consistent basis, it was the same way when I had mani installed.

I have spray tracker disabled in Mani, but got already 6 crashes on my
3 servers, all because of the Mani plug-in since the Pyro update. I've
posted it on the Mani forums but got no reply so far:

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=13260.0

-- 
Best regards,
 Serge


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Re: [hlds] the up coming patch

2008-06-20 Thread [EMAIL PROTECTED]
I left mani after the goldrush update, he is no longer around and I 
couldn't even boot my server with it installed.

Serge Baranov wrote:
 Hello Dan,

 Friday, June 20, 2008, 2:26:22 AM, you wrote:

 D the spray tag tracker is about the only thing that breaks on a 
 D consistent basis, it was the same way when I had mani installed.

 I have spray tracker disabled in Mani, but got already 6 crashes on my
 3 servers, all because of the Mani plug-in since the Pyro update. I've
 posted it on the Mani forums but got no reply so far:

 http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=13260.0

   

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Re: [hlds] the up coming patch

2008-06-20 Thread Eric van Beesten
[really really realy offtopic]

At my point mani is dead. The last thing they did was porting it to tf2, but
personal I think that was a bad plan. Mani was great in the old sourceengine
days, but with sourcemod I really can advise you to upgrade to sourcemod

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Serge Baranov
Verzonden: vrijdag 20 juni 2008 12:02
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] the up coming patch

Hello Dan,

Friday, June 20, 2008, 2:26:22 AM, you wrote:

D the spray tag tracker is about the only thing that breaks on a 
D consistent basis, it was the same way when I had mani installed.

I have spray tracker disabled in Mani, but got already 6 crashes on my
3 servers, all because of the Mani plug-in since the Pyro update. I've
posted it on the Mani forums but got no reply so far:

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=13
260.0

-- 
Best regards,
 Serge


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__ NOD32 3201 (20080619) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com



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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Patrick Shelley
No - Just in case your question wasn't rhetorical...

On 6/20/08, JDoc0512 [EMAIL PROTECTED] wrote:

 you are comparing pyro achievment farming with cheats and exploits. are you
 just dumb or what...

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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Andrew A
Any one else see this in your console ?


Attempting to create unknown particle system 'pyro_blast'
Attempting to create unknown particle system 'flaregun_trail_red'
Attempted to create unknown particle system type flaregun_destroyed!

i'm getting that spammed constantly
On Fri, Jun 20, 2008 at 9:28 PM, Patrick Shelley [EMAIL PROTECTED]
wrote:

 No - Just in case your question wasn't rhetorical...

 On 6/20/08, JDoc0512 [EMAIL PROTECTED] wrote:
 
  you are comparing pyro achievment farming with cheats and exploits. are
 you
  just dumb or what...
 
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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Patrick Shelley
yes - i see all them too.

On 6/20/08, Andrew A [EMAIL PROTECTED] wrote:

 Any one else see this in your console ?


 Attempting to create unknown particle system 'pyro_blast'
 Attempting to create unknown particle system 'flaregun_trail_red'
 Attempted to create unknown particle system type flaregun_destroyed!

 i'm getting that spammed constantly
 On Fri, Jun 20, 2008 at 9:28 PM, Patrick Shelley [EMAIL PROTECTED]
 wrote:

  No - Just in case your question wasn't rhetorical...
 
  On 6/20/08, JDoc0512 [EMAIL PROTECTED] wrote:
  
   you are comparing pyro achievment farming with cheats and exploits. are
  you
   just dumb or what...
  
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread LDuke
I'ved always killed sentry guns solo from around a corner when they were
built within 15 ft or so of the corner. That's not new. Unless you're
talking about something with the flare gun or something like that?


On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:
  some people just want to try the new weapons without having to spend a
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned people
 to do, it doesn't mean that everyone who paid for the game wants to spend
 hours and days and weeks doing achievements in public servers to try the new
 weapons. I personally prefer to do all of the acheivements asap, try new
 weapons, and play my main class instead of playing pyro all month.
 
  --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:
 
  From: Eric van Beesten [EMAIL PROTECTED]
  Subject: Re: [hlds] Team Fortress 2 Update Released
  To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
  Date: Friday, June 20, 2008, 1:46 AM
 
  Agree with you here... half hour after the update half our server was
  already having all 3 guns.. I seriues don't think this was the intention
 of
  valve... Beside that.. I say yesterday somebody posting a
 archievementsmap
  here on valve's mailingslist..
 
  I'm not saying its valve fault (because it isn't) but those
  archievementsbox
  are spoiling the whole meaning of the archievents/new guns.
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens
 [EMAIL PROTECTED]
  Verzonden: vrijdag 20 juni 2008 4:25
  Aan: hlds@list.valvesoftware.com
  Onderwerp: Re: [hlds] Team Fortress 2 Update Released
 
  The key part is quoted here:
  Why would valve go to all this trouble - creating new models, new code,
  new
 
  this, new that - only to allow someone playing on their local machine
 within
 
  2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
  contact
  with a real player in the real world?
 
  In effect - it just puts their hard work to waste imho.
 
  All they have to do is write some code that stops achievements being
  recognised on bots and/or on a local machine. Then it FORCES
  cheaters/exploiters to achieve them in the way they were meant. 
 
  This is a company that created its flagship game with a silent
 protagonist.
  Why?  How the player thinks is how the character thinks.  Doing something
  that restricts the achievements would break that entire mechanic and I
  don't
  see that happening.
 
  -- Jason
 
  -- Forwarded Message: --
  From: Patrick Shelley [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Update Released
  Date: Fri, 20 Jun 2008 02:12:49 +
 
  Dan - hilarious! No, really, I mean that.yawn ;)
 
  hwkiller - Are you taking the p**s !!
 
  I'm pretty good with the english language - and as far as i can gather
 from
 
  my own post i'm not laying blame at anyone's door. I think my post
  makes
  that pretty clear.
 
  As per the purpose of this list - amongst other purposes - i'm simply
  passing on vulnerabilities that occur. Please dont insult me by trying to
  think for me.
 
  Why would valve go to all this trouble - creating new models, new code,
 new
  this, new that - only to allow someone playing on their local machine
 within
 
  2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
  contact
  with a real player in the real world?
 
  In effect - it just puts their hard work to waste imho.
 
  All they have to do is write some code that stops achievements being
  recognised on bots and/or on a local machine. Then it FORCES
  cheaters/exploiters to achieve them in the way they were meant.
 
  Sure you can lock your server down, grab a few mates and stat pad it out
 - i
 
  dont think you could stop that. But really and truly, these updates takes
 a
  lot of thought, work and testing before we get it. Why would they allow
 it
  to be so easy? I say its an oversight. Blame is too strong a word in this
  scenario.
 
  WTF do u mean it not like its a challenge? Of course it is supposed to be
 a
  challenge!!! I cant believe you said that. But u did - and its there for
  the world to see. If i can get 22 out of 38 in 2 hours using bots and my
  machine - then its a waste of the 

[hlds] Mani

2008-06-20 Thread John McCollor
 

How many are still using Mani? I trying to get it working with DODs Beta?

Thanks
  John


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Re: [hlds] Mani

2008-06-20 Thread Robert Whelan
why bother with mani... he gave up... so did I
better stuff out for tf2


- Original Message 
From: John McCollor [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Friday, June 20, 2008 10:20:46 AM
Subject: [hlds] Mani



How many are still using Mani? I trying to get it working with DODs Beta?

Thanks
  John


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Re: [hlds] Mani

2008-06-20 Thread Darren Gordon
He specifically said this was for DOD:S...

On Jun 20, 2008, at 8:38 AM, Robert Whelan wrote:

 why bother with mani... he gave up... so did I
 better stuff out for tf2


 - Original Message 
 From: John McCollor [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 
 Sent: Friday, June 20, 2008 10:20:46 AM
 Subject: [hlds] Mani



 How many are still using Mani? I trying to get it working with DODs  
 Beta?

 Thanks
   John


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Re: [hlds] Mani

2008-06-20 Thread Darren Gordon
Or I misread his email...one of the two. :D


On Jun 20, 2008, at 8:38 AM, Robert Whelan wrote:

 why bother with mani... he gave up... so did I
 better stuff out for tf2


 - Original Message 
 From: John McCollor [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 
 Sent: Friday, June 20, 2008 10:20:46 AM
 Subject: [hlds] Mani



 How many are still using Mani? I trying to get it working with DODs  
 Beta?

 Thanks
   John


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Re: [hlds] Mani

2008-06-20 Thread Ronny Schedel
DOD:S Beta is Orange Box Engine, so not working with Mani.

 He specifically said this was for DOD:S...

 On Jun 20, 2008, at 8:38 AM, Robert Whelan wrote:

 why bother with mani... he gave up... so did I
 better stuff out for tf2


 - Original Message 
 From: John McCollor [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 
 Sent: Friday, June 20, 2008 10:20:46 AM
 Subject: [hlds] Mani



 How many are still using Mani? I trying to get it working with DODs
 Beta?

 Thanks
   John


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Re: [hlds] Mani

2008-06-20 Thread Thomas Morton
with a bit of tweaking XA should (for the most part) work on DOD:S Beta. I 
have a couple of modules hacked up and working.. just gotta post some info 
abt it in the forums

Only for Windows boxes though obv. :(

--
From: Ronny Schedel [EMAIL PROTECTED]
Sent: Friday, June 20, 2008 4:48 PM
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] Mani

 DOD:S Beta is Orange Box Engine, so not working with Mani.

 He specifically said this was for DOD:S...

 On Jun 20, 2008, at 8:38 AM, Robert Whelan wrote:

 why bother with mani... he gave up... so did I
 better stuff out for tf2


 - Original Message 
 From: John McCollor [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 
 Sent: Friday, June 20, 2008 10:20:46 AM
 Subject: [hlds] Mani



 How many are still using Mani? I trying to get it working with DODs
 Beta?

 Thanks
   John


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Cc2iscooL
No, now they can kill them from their maximum range around a corner. 
Before it was just annoying, and you could just get someone to kill 
them, but now with the falloff removed, you might as well no longer 
build a sentry anywhere near a corner because a pyro will be able to 
kill it from his maximum range.

LDuke wrote:
 I'ved always killed sentry guns solo from around a corner when they were
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:
 
 some people just want to try the new weapons without having to spend a
   
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned people
 to do, it doesn't mean that everyone who paid for the game wants to spend
 hours and days and weeks doing achievements in public servers to try the new
 weapons. I personally prefer to do all of the acheivements asap, try new
 weapons, and play my main class instead of playing pyro all month.
 
 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
   
 hlds@list.valvesoftware.com
 
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the intention
   
 of
 
 valve... Beside that.. I say yesterday somebody posting a
   
 archievementsmap
 
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens
   
 [EMAIL PROTECTED]
 
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new code,
 new

 this, new that - only to allow someone playing on their local machine
   
 within
 
 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent
   
 protagonist.
 
 Why?  How the player thinks is how the character thinks.  Doing something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: --
 From: Patrick Shelley [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released
 Date: Fri, 20 Jun 2008 02:12:49 +

 Dan - hilarious! No, really, I mean that.yawn ;)

 hwkiller - Are you taking the p**s !!

 I'm pretty good with the english language - and as far as i can gather
   
 from
 
 my own post i'm not laying blame at anyone's door. I think my post
 makes
 that pretty clear.

 As per the purpose of this list - amongst other purposes - i'm simply
 passing on vulnerabilities that occur. Please dont insult me by trying to
 think for me.

 Why would valve go to all this trouble - creating new models, new code,
   
 new
 
 this, new that - only to allow someone playing on their local machine
   
 within
 
 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant.

 Sure you can lock your server down, grab a few mates and stat pad it out
   
 - i
 
 dont think you could stop that. But really and truly, these updates takes
   
 a
 
 lot of thought, work and 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Yatin Vadhia
Though you guys might want to see the effect the Pyro Update had on the
internet:

[image:
http://i182.photobucket.com/albums/x218/venemous-fatal1ty/PyroUPD8Stats.jpg]

2008/6/20 Robert Whelan [EMAIL PROTECTED]:

 I disagree...
 Its been doing it for a month now... any time of day and no matter when I
 try it. I could certainly understand it happening today, but not everyday
 for the last month and its alway right at the end on srcds.exe


 - Original Message 
 From: localhost [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Thursday, June 19, 2008 6:04:01 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Given that the winsock error essentially means some sort of communication
 error, it's unlikely to have only one cause and only one solution.  In
 this
 case I'd guess it's simply due to the servers being busy

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: 19 June 2008 23:27
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released

 I'm not going into detail again, seems we get ignored anyway. At the end of
 the update I'm still getting the winsock error, is this the norm now?



 - Original Message 
 From: Jason Ruymen [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com; [EMAIL PROTECTED];
 [EMAIL PROTECTED]
 Sent: Thursday, June 19, 2008 4:30:42 PM
 Subject: [hlds] Team Fortress 2 Update Released

 A new required Team Fortress 2 update has been released, now with pryo
 achievements.  Please run hldsupdatetool to receive it.  The specific
 changes include:

 - Added 2 community maps: cp_fastlane and ctf_turbine

 Pyro
 - Added alt-fire compression blast to the basic flamethrower
 - Added The Axtinguisher, The Backburner, and The Flare Gun
 - Hadouken taunt now kills people it hits
 - Tuned the flamethrower hit detection to improve detection versus
 retreating opponents
 - Removed Flamethrower's damage falloff (was falling off to 25% by the
 end)

 cp_well
 - Added a route from the forward central foyer up to the battlements
 - Redistributed health and ammunition throughout the bases

 ctf_well
 - Added a route from the forward central foyer up to the battlements
 - Removed central building, reduced overall map length
 - Redistributed health and ammunition throughout the bases

 Other Notes
 - Removed Soldier's 40% damage reduction from his own rockets. Does not
 affect rocket jumps
 - In-game avatar images will now have a badge around them if the player
 is your friend
 - Fixed bug that allowed players to move around in a reference pose
 - Added custom death icons for unlockable weapons
 - The player join team message now specifies whether the player used the
 auto team option
 - Payload maps now support four control points per stage
 - Achievement dialog will stay open when you're moving in  out of the
 game and the main menu
 - Added full Russian localization, with both fonts  speech
 - Returned the Report a Bug option to the main menu

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
next update the spy gets the portal gun to backstab people against the 
people with backs against the wall since they can't hit the 80% of the 
body that gives backstabs already.

yes this was a pointless mail on my side, but with the recent addition i 
know someone is already saying, thats a great idea and that makes me sad

Cc2iscooL wrote:
 No, now they can kill them from their maximum range around a corner. 
 Before it was just annoying, and you could just get someone to kill 
 them, but now with the falloff removed, you might as well no longer 
 build a sentry anywhere near a corner because a pyro will be able to 
 kill it from his maximum range.

 LDuke wrote:
   
 I'ved always killed sentry guns solo from around a corner when they were
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 
 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:
 
   
 some people just want to try the new weapons without having to spend a
   
 
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned people
 to do, it doesn't mean that everyone who paid for the game wants to spend
 hours and days and weeks doing achievements in public servers to try the new
 weapons. I personally prefer to do all of the acheivements asap, try new
 weapons, and play my main class instead of playing pyro all month.
 
   
 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
   
 
 hlds@list.valvesoftware.com
 
   
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the intention
   
 
 of
 
   
 valve... Beside that.. I say yesterday somebody posting a
   
 
 archievementsmap
 
   
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens
   
 
 [EMAIL PROTECTED]
 
   
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new code,
 new

 this, new that - only to allow someone playing on their local machine
   
 
 within
 
   
 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent
   
 
 protagonist.
 
   
 Why?  How the player thinks is how the character thinks.  Doing something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: --
 From: Patrick Shelley [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released
 Date: Fri, 20 Jun 2008 02:12:49 +

 Dan - hilarious! No, really, I mean that.yawn ;)

 hwkiller - Are you taking the p**s !!

 I'm pretty good with the english language - and as far as i can gather
   
 
 from
 
   
 my own post i'm not laying blame at anyone's door. I think my post
 makes
 that pretty clear.

 As per the purpose of this list - amongst other purposes - i'm simply
 passing on vulnerabilities that occur. Please dont insult me by trying to
 think for me.

 Why would valve go to all this trouble - creating new models, new code,
   
 
 new
 
   
 this, new that - only to allow someone playing on their local machine
   
 
 within
 
   
 2 hours to 'achieve' 22 our of 38 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Spencer 'voogru' MacDonald
I can't wait for the Spy update when everyone is a spy.

Should be lots of fun for pyros.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
Sent: Friday, June 20, 2008 12:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

next update the spy gets the portal gun to backstab people against the 
people with backs against the wall since they can't hit the 80% of the 
body that gives backstabs already.

yes this was a pointless mail on my side, but with the recent addition i 
know someone is already saying, thats a great idea and that makes me sad

Cc2iscooL wrote:
 No, now they can kill them from their maximum range around a corner. 
 Before it was just annoying, and you could just get someone to kill 
 them, but now with the falloff removed, you might as well no longer 
 build a sentry anywhere near a corner because a pyro will be able to 
 kill it from his maximum range.

 LDuke wrote:
   
 I'ved always killed sentry guns solo from around a corner when they were
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 
 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:
 
   
 some people just want to try the new weapons without having to spend a
   
 
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned
people
 to do, it doesn't mean that everyone who paid for the game wants to
spend
 hours and days and weeks doing achievements in public servers to try the
new
 weapons. I personally prefer to do all of the acheivements asap, try new
 weapons, and play my main class instead of playing pyro all month.
 
   
 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
   
 
 hlds@list.valvesoftware.com
 
   
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the
intention
   
 
 of
 
   
 valve... Beside that.. I say yesterday somebody posting a
   
 
 archievementsmap
 
   
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens
   
 
 [EMAIL PROTECTED]
 
   
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new
code,
 new

 this, new that - only to allow someone playing on their local machine
   
 
 within
 
   
 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent
   
 
 protagonist.
 
   
 Why?  How the player thinks is how the character thinks.  Doing
something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: --
 From: Patrick Shelley [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released
 Date: Fri, 20 Jun 2008 02:12:49 +

 Dan - hilarious! No, really, I mean that.yawn ;)

 hwkiller - Are you taking the p**s !!

 I'm pretty good with the english language - and as far as i can gather
   
 
 from
 
   
 my own post i'm not laying blame at anyone's door. I think my post
 makes
 that pretty clear.

 As per the purpose of this list - amongst other purposes - i'm simply
 passing on 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Don Williams
Wish they would do an update to a class I actually play, heavy or demo :D
- Original Message - 
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: 2008-06-20 01:07 PM
Subject: Re: [hlds] Team Fortress 2 Update Released


I can't wait for the Spy update when everyone is a spy.

 Should be lots of fun for pyros.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 12:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 next update the spy gets the portal gun to backstab people against the
 people with backs against the wall since they can't hit the 80% of the
 body that gives backstabs already.

 yes this was a pointless mail on my side, but with the recent addition i
 know someone is already saying, thats a great idea and that makes me sad

 Cc2iscooL wrote:
 No, now they can kill them from their maximum range around a corner.
 Before it was just annoying, and you could just get someone to kill
 them, but now with the falloff removed, you might as well no longer
 build a sentry anywhere near a corner because a pyro will be able to
 kill it from his maximum range.

 LDuke wrote:

 I'ved always killed sentry guns solo from around a corner when they were
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:



 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:


 some people just want to try the new weapons without having to spend a


 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned
 people
 to do, it doesn't mean that everyone who paid for the game wants to
 spend
 hours and days and weeks doing achievements in public servers to try 
 the
 new
 weapons. I personally prefer to do all of the acheivements asap, try 
 new
 weapons, and play my main class instead of playing pyro all month.


 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 


 hlds@list.valvesoftware.com


 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the
 intention


 of


 valve... Beside that.. I say yesterday somebody posting a


 archievementsmap


 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens


 [EMAIL PROTECTED]


 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new
 code,
 new

 this, new that - only to allow someone playing on their local machine


 within


 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts their hard work to waste imho.

 All they have to do is write some code that stops achievements being
 recognised on bots and/or on a local machine. Then it FORCES
 cheaters/exploiters to achieve them in the way they were meant. 

 This is a company that created its flagship game with a silent


 protagonist.


 Why?  How the player thinks is how the character thinks.  Doing
 something
 that restricts the achievements would break that entire mechanic and I
 don't
 see that happening.

 -- Jason

 -- Forwarded Message: --
 From: Patrick Shelley [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released
 Date: Fri, 20 Jun 2008 02:12:49 +

 Dan - hilarious! No, really, I mean that.yawn ;)

 hwkiller - Are you taking the p**s !!

 I'm pretty good with the english language - and as far as i can gather


 from


 my own post i'm not laying blame at anyone's door. I think my post
 makes
 that pretty clear.

 As 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
why wait, the pyro can kill almost anything in about second. I used to 
like the class, but now the class is retardedly easy to play its just 
not worth it anymore. Now i don't have a problem with the new weapons. 
granted the only one i use is the new ax only because its a weapon you 
really don't need anymore since if your close enough to kill them with a 
ax they would have been dead already with the flamethrower. flare gun is 
just fun and slightly useless. It does have it's perks but i like to 
have the ability to have a second weapon that is good for killing. the 
only thing i have a problem with is the air blast. now i like the idea 
of reflecting projectiles and it works actually well, just take a little 
to get used to aiming. air blasting player now that needs to be looked 
at. you can air blast people away that is equivalent to about 4-5 
stickies and launch people in the air about as far as a soldier can 
rocket jump and can keep the people juggled in the air for quite some 
time. use it on a medic thats ubering and you killed the uber, witch 
some may think thats great but now stalemates are going through the 
roof. Personally i think that is just a little to much.

Spencer 'voogru' MacDonald wrote:
 I can't wait for the Spy update when everyone is a spy.

 Should be lots of fun for pyros.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 12:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 next update the spy gets the portal gun to backstab people against the 
 people with backs against the wall since they can't hit the 80% of the 
 body that gives backstabs already.

 yes this was a pointless mail on my side, but with the recent addition i 
 know someone is already saying, thats a great idea and that makes me sad

 Cc2iscooL wrote:
   
 No, now they can kill them from their maximum range around a corner. 
 Before it was just annoying, and you could just get someone to kill 
 them, but now with the falloff removed, you might as well no longer 
 build a sentry anywhere near a corner because a pyro will be able to 
 kill it from his maximum range.

 LDuke wrote:
   
 
 I'ved always killed sentry guns solo from around a corner when they were
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 
   
 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to the
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite easily
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:
 
   
 
 some people just want to try the new weapons without having to spend a
   
 
   
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned
 
 people
   
 to do, it doesn't mean that everyone who paid for the game wants to
 
 spend
   
 hours and days and weeks doing achievements in public servers to try the
 
 new
   
 weapons. I personally prefer to do all of the acheivements asap, try new
 weapons, and play my main class instead of playing pyro all month.
 
   
 
 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED] wrote:

 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 
   
 
   
 hlds@list.valvesoftware.com
 
   
 
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server was
 already having all 3 guns.. I seriues don't think this was the
   
 intention
   
   
 
   
 of
 
   
 
 valve... Beside that.. I say yesterday somebody posting a
   
 
   
 archievementsmap
 
   
 
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens
   
 
   
 [EMAIL PROTECTED]
 
   
 
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new
  

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Yatin Vadhia
I'm Waiting for Sniper XD

2008/6/20 Don Williams [EMAIL PROTECTED]:

 Wish they would do an update to a class I actually play, heavy or demo :D
 - Original Message -
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: 2008-06-20 01:07 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released


 I can't wait for the Spy update when everyone is a spy.
 
  Should be lots of fun for pyros.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
  Sent: Friday, June 20, 2008 12:43 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
  next update the spy gets the portal gun to backstab people against the
  people with backs against the wall since they can't hit the 80% of the
  body that gives backstabs already.
 
  yes this was a pointless mail on my side, but with the recent addition i
  know someone is already saying, thats a great idea and that makes me
 sad
 
  Cc2iscooL wrote:
  No, now they can kill them from their maximum range around a corner.
  Before it was just annoying, and you could just get someone to kill
  them, but now with the falloff removed, you might as well no longer
  build a sentry anywhere near a corner because a pyro will be able to
  kill it from his maximum range.
 
  LDuke wrote:
 
  I'ved always killed sentry guns solo from around a corner when they
 were
  built within 15 ft or so of the corner. That's not new. Unless you're
  talking about something with the flare gun or something like that?
 
 
  On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED]
 wrote:
 
 
 
  This is awesome.
 
  Now pyros can kill sentry guns solo from around a corner, because the
  engineer can't repair the gun fast enough.
 
  Good job on taking out the falloff, Valve. Ubers are useless due to
 the
  silly air-blast, sentries are useless, and god forbid that a class
  that's not explosive can now juggle people in the air (and quite
 easily
  I might add) and keep them from doing anything.
 
  The medic update wasn't gamebreaking because it didn't change any
  extended elements of the game. This is just stupidity.
 
  JDoc0512 wrote:
 
 
  some people just want to try the new weapons without having to spend
 a
 
 
  lot of time into doing all of the acheivments in public servers. just
  because you want everyone to do achievements the way valve envisioned
  people
  to do, it doesn't mean that everyone who paid for the game wants to
  spend
  hours and days and weeks doing achievements in public servers to try
  the
  new
  weapons. I personally prefer to do all of the acheivements asap, try
  new
  weapons, and play my main class instead of playing pyro all month.
 
 
  --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED]
 wrote:
 
  From: Eric van Beesten [EMAIL PROTECTED]
  Subject: Re: [hlds] Team Fortress 2 Update Released
  To: 'Half-Life dedicated Win32 server mailing list' 
 
 
  hlds@list.valvesoftware.com
 
 
  Date: Friday, June 20, 2008, 1:46 AM
 
  Agree with you here... half hour after the update half our server was
  already having all 3 guns.. I seriues don't think this was the
  intention
 
 
  of
 
 
  valve... Beside that.. I say yesterday somebody posting a
 
 
  archievementsmap
 
 
  here on valve's mailingslist..
 
  I'm not saying its valve fault (because it isn't) but those
  archievementsbox
  are spoiling the whole meaning of the archievents/new guns.
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens
 
 
  [EMAIL PROTECTED]
 
 
  Verzonden: vrijdag 20 juni 2008 4:25
  Aan: hlds@list.valvesoftware.com
  Onderwerp: Re: [hlds] Team Fortress 2 Update Released
 
  The key part is quoted here:
  Why would valve go to all this trouble - creating new models, new
  code,
  new
 
  this, new that - only to allow someone playing on their local machine
 
 
  within
 
 
  2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
  contact
  with a real player in the real world?
 
  In effect - it just puts their hard work to waste imho.
 
  All they have to do is write some code that stops achievements being
  recognised on bots and/or on a local machine. Then it FORCES
  cheaters/exploiters to achieve them in the way they were meant. 
 
  This is a company that created its flagship game with a silent
 
 
  protagonist.
 
 
  Why?  How the player thinks is how the character thinks.  Doing
  something
  that restricts the achievements would break that entire mechanic and
 I
  don't
  see that happening.
 
  -- Jason
 
  -- Forwarded Message: --
  From: Patrick Shelley [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Update Released
  Date: Fri, 20 Jun 2008 02:12:49 +
 
  Dan - hilarious! No, really, I mean 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Spencer 'voogru' MacDonald
Snipers unlock will probably be an aimbot.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
Sent: Friday, June 20, 2008 1:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

I'm Waiting for Sniper XD

2008/6/20 Don Williams [EMAIL PROTECTED]:

 Wish they would do an update to a class I actually play, heavy or demo :D
 - Original Message -
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: 2008-06-20 01:07 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released


 I can't wait for the Spy update when everyone is a spy.
 
  Should be lots of fun for pyros.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
  Sent: Friday, June 20, 2008 12:43 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
  next update the spy gets the portal gun to backstab people against the
  people with backs against the wall since they can't hit the 80% of the
  body that gives backstabs already.
 
  yes this was a pointless mail on my side, but with the recent addition i
  know someone is already saying, thats a great idea and that makes me
 sad
 
  Cc2iscooL wrote:
  No, now they can kill them from their maximum range around a corner.
  Before it was just annoying, and you could just get someone to kill
  them, but now with the falloff removed, you might as well no longer
  build a sentry anywhere near a corner because a pyro will be able to
  kill it from his maximum range.
 
  LDuke wrote:
 
  I'ved always killed sentry guns solo from around a corner when they
 were
  built within 15 ft or so of the corner. That's not new. Unless you're
  talking about something with the flare gun or something like that?
 
 
  On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED]
 wrote:
 
 
 
  This is awesome.
 
  Now pyros can kill sentry guns solo from around a corner, because the
  engineer can't repair the gun fast enough.
 
  Good job on taking out the falloff, Valve. Ubers are useless due to
 the
  silly air-blast, sentries are useless, and god forbid that a class
  that's not explosive can now juggle people in the air (and quite
 easily
  I might add) and keep them from doing anything.
 
  The medic update wasn't gamebreaking because it didn't change any
  extended elements of the game. This is just stupidity.
 
  JDoc0512 wrote:
 
 
  some people just want to try the new weapons without having to spend
 a
 
 
  lot of time into doing all of the acheivments in public servers. just
  because you want everyone to do achievements the way valve envisioned
  people
  to do, it doesn't mean that everyone who paid for the game wants to
  spend
  hours and days and weeks doing achievements in public servers to try
  the
  new
  weapons. I personally prefer to do all of the acheivements asap, try
  new
  weapons, and play my main class instead of playing pyro all month.
 
 
  --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED]
 wrote:
 
  From: Eric van Beesten [EMAIL PROTECTED]
  Subject: Re: [hlds] Team Fortress 2 Update Released
  To: 'Half-Life dedicated Win32 server mailing list' 
 
 
  hlds@list.valvesoftware.com
 
 
  Date: Friday, June 20, 2008, 1:46 AM
 
  Agree with you here... half hour after the update half our server
was
  already having all 3 guns.. I seriues don't think this was the
  intention
 
 
  of
 
 
  valve... Beside that.. I say yesterday somebody posting a
 
 
  archievementsmap
 
 
  here on valve's mailingslist..
 
  I'm not saying its valve fault (because it isn't) but those
  archievementsbox
  are spoiling the whole meaning of the archievents/new guns.
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens
 
 
  [EMAIL PROTECTED]
 
 
  Verzonden: vrijdag 20 juni 2008 4:25
  Aan: hlds@list.valvesoftware.com
  Onderwerp: Re: [hlds] Team Fortress 2 Update Released
 
  The key part is quoted here:
  Why would valve go to all this trouble - creating new models, new
  code,
  new
 
  this, new that - only to allow someone playing on their local
machine
 
 
  within
 
 
  2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
  contact
  with a real player in the real world?
 
  In effect - it just puts their hard work to waste imho.
 
  All they have to do is write some code that stops achievements being
  recognised on bots and/or on a local machine. Then it FORCES
  cheaters/exploiters to achieve them in the way they were meant. 
 
  This is a company that created its flagship game with a silent
 
 
  protagonist.
 
 
  Why?  How the player thinks is how the character thinks.  Doing
  something
  that restricts the achievements would break that entire mechanic and
 I
  don't
  see that happening.
 
  -- Jason
 
  -- Forwarded 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Tom Leighton
Lets hope they fix the farming issue first otherwise we're gonna get a 
load more people yelling HAX before long...

Spencer 'voogru' MacDonald wrote:
 Snipers unlock will probably be an aimbot.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
 Sent: Friday, June 20, 2008 1:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 I'm Waiting for Sniper XD

 2008/6/20 Don Williams [EMAIL PROTECTED]:

   
 Wish they would do an update to a class I actually play, heavy or demo :D
 - Original Message -
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: 2008-06-20 01:07 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released


 
 I can't wait for the Spy update when everyone is a spy.

 Should be lots of fun for pyros.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 12:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 next update the spy gets the portal gun to backstab people against the
 people with backs against the wall since they can't hit the 80% of the
 body that gives backstabs already.

 yes this was a pointless mail on my side, but with the recent addition i
 know someone is already saying, thats a great idea and that makes me
   
 sad
 
 Cc2iscooL wrote:
   
 No, now they can kill them from their maximum range around a corner.
 Before it was just annoying, and you could just get someone to kill
 them, but now with the falloff removed, you might as well no longer
 build a sentry anywhere near a corner because a pyro will be able to
 kill it from his maximum range.

 LDuke wrote:

 
 I'ved always killed sentry guns solo from around a corner when they
   
 were
 
 built within 15 ft or so of the corner. That's not new. Unless you're
 talking about something with the flare gun or something like that?


 On Fri, Jun 20, 2008 at 2:28 AM, Cc2iscooL [EMAIL PROTECTED]
   
 wrote:
 

   
 This is awesome.

 Now pyros can kill sentry guns solo from around a corner, because the
 engineer can't repair the gun fast enough.

 Good job on taking out the falloff, Valve. Ubers are useless due to
 
 the
 
 silly air-blast, sentries are useless, and god forbid that a class
 that's not explosive can now juggle people in the air (and quite
 
 easily
 
 I might add) and keep them from doing anything.

 The medic update wasn't gamebreaking because it didn't change any
 extended elements of the game. This is just stupidity.

 JDoc0512 wrote:


 
 some people just want to try the new weapons without having to spend
   
 a
 
   
 lot of time into doing all of the acheivments in public servers. just
 because you want everyone to do achievements the way valve envisioned
 
 people
   
 to do, it doesn't mean that everyone who paid for the game wants to
 
 spend
   
 hours and days and weeks doing achievements in public servers to try
 the
 
 new
   
 weapons. I personally prefer to do all of the acheivements asap, try
 new
 weapons, and play my main class instead of playing pyro all month.


 
 --- On Fri, 6/20/08, Eric van Beesten [EMAIL PROTECTED]
   
 wrote:
 
 From: Eric van Beesten [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released
 To: 'Half-Life dedicated Win32 server mailing list' 


   
 hlds@list.valvesoftware.com


 
 Date: Friday, June 20, 2008, 1:46 AM

 Agree with you here... half hour after the update half our server
   
 was
   
 already having all 3 guns.. I seriues don't think this was the
   
 intention
   
   
 of


 
 valve... Beside that.. I say yesterday somebody posting a


   
 archievementsmap


 
 here on valve's mailingslist..

 I'm not saying its valve fault (because it isn't) but those
 archievementsbox
 are spoiling the whole meaning of the archievents/new guns.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens


   
 [EMAIL PROTECTED]


 
 Verzonden: vrijdag 20 juni 2008 4:25
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 The key part is quoted here:
 Why would valve go to all this trouble - creating new models, new
   
 code,
   
 new

 this, new that - only to allow someone playing on their local
   
 machine
   
   
 within


 
 2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into
 contact
 with a real player in the real world?

 In effect - it just puts 

Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Keeper
The sniper is a professional!  He would never stoop that low :P

I think the #1 easiest fix would be to test -IsBot() for every
kill/ignite/heal ...

Also, there is no way a person would get 500 kills in one round.  They need
to put some logic into the time it takes to get these awards. Some are
easily done in a single round.  Some would take several days to get.  Even
weeks.

It could be tweaked.


-Original Message-
From: Tom Leighton [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 20, 2008 2:21 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Lets hope they fix the farming issue first otherwise we're gonna get a 
load more people yelling HAX before long...

Spencer 'voogru' MacDonald wrote:
 Snipers unlock will probably be an aimbot.


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
the way i look at it, if they want to farm them let them. better that 
they go where ever and get it done, then sitting in the servers and just 
running around like idiots doing the hadouken to kill everything to get 
them.

Keeper wrote:
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They need
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 Snipers unlock will probably be an aimbot.
 


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 visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Spencer 'voogru' MacDonald
Hadouken is easy, just look for snipers.

Before: http://www.voogru.com/images/ctf_well0028.jpg
After: http://www.voogru.com/images/ctf_well0029.jpg



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
Sent: Friday, June 20, 2008 2:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

the way i look at it, if they want to farm them let them. better that 
they go where ever and get it done, then sitting in the servers and just 
running around like idiots doing the hadouken to kill everything to get 
them.

Keeper wrote:
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
need
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 Snipers unlock will probably be an aimbot.
 


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[hlds] Client Overflowed Reliable Channel

2008-06-20 Thread P. Bhandal
I've been experiencing some problems recently with everyone on my server
being booted off, and the following error being logged:

Client ## overflowed reliable channel (where # is replaced with the client's
number).

Here's an example:

L 06/20/2008 - 10:25:47: »Quink :)3495STEAM_0:1:12208508CT
disconnected (reason Client 0 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Crestor3474STEAM_0:0:7632179TERRORIST
disconnected (reason Client 1 overflowed reliable channel.)
L 06/20/2008 - 10:25:47:
-FµßдЯ-FunnyMan-[BAMF]3475STEAM_0:0:8914313TERRORIST
disconnected (reason Client 2 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: nug3476STEAM_0:1:10967474TERRORIST
disconnected (reason Client 3 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Rage .evO3490STEAM_0:1:4453987CT
disconnected (reason Client 4 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: QWERTY3478STEAM_0:0:12142191CT disconnected
(reason Client 5 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Norse3479STEAM_0:0:5390425TERRORIST
disconnected (reason Client 6 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: ?**WhyDee**?3480STEAM_0:1:8758798CT
disconnected (reason Client 7 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: altarcard3481STEAM_0:1:10457296TERRORIST
disconnected (reason Client 8 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Î…Æ'ўс΅
Apocalypse3482STEAM_0:1:16070208CT disconnected (reason Client 9
overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Rumplestilkin's
Bebe3483STEAM_0:1:10272692TERRORIST disconnected (reason Client 10
overflowed reliable channel.)
L 06/20/2008 - 10:25:47: screw3484STEAM_0:1:445473CT disconnected
(reason Client 11 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Purple3485STEAM_0:1:18675992CT disconnected
(reason Client 12 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Bryce.3472STEAM_0:1:9193634TERRORIST
disconnected (reason Client 13 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Gonnabe3486STEAM_0:1:16406095CT
disconnected (reason Client 14 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: Colide TWM3487STEAM_0:0:8457854TERRORIST
disconnected (reason Client 15 overflowed reliable channel.)
L 06/20/2008 - 10:25:47: $RaMpAgE$3488STEAM_0:1:10041440TERRORIST
disconnected (reason Client 16 overflowed reliable channel.)

One time a user came on and said they were going to crash the server, and a
few minutes later the error happened. The way it's manifesting is consistent
with that.  I'll go for weeks without the problem, and then I can have the
same issue 10 times in a row over a 30 minute period.

Anyone have any feedback on what the issue may be? Or how to counter it?

Thanks!
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Keeper
lol, I just stood outside a door in well and tried it several times.  Took
out 3 :D

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 20, 2008 3:05 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

Hadouken is easy, just look for snipers.

Before: http://www.voogru.com/images/ctf_well0028.jpg
After: http://www.voogru.com/images/ctf_well0029.jpg



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
Sent: Friday, June 20, 2008 2:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

the way i look at it, if they want to farm them let them. better that 
they go where ever and get it done, then sitting in the servers and just 
running around like idiots doing the hadouken to kill everything to get 
them.

Keeper wrote:
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
need
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 Snipers unlock will probably be an aimbot.
 


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
well never said it was hard...it even takes out multiple players at 
once. playing around we killed 5 people with one taunt.

Keeper wrote:
 lol, I just stood outside a door in well and tried it several times.  Took
 out 3 :D

 -Original Message-
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 3:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Hadouken is easy, just look for snipers.

 Before: http://www.voogru.com/images/ctf_well0028.jpg
 After: http://www.voogru.com/images/ctf_well0029.jpg



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 2:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 the way i look at it, if they want to farm them let them. better that 
 they go where ever and get it done, then sitting in the servers and just 
 running around like idiots doing the hadouken to kill everything to get 
 them.

 Keeper wrote:
   
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
 
 need
   
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 
 Snipers unlock will probably be an aimbot.
 
   
 ___
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 please visit:
   
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
also what weapon is deflect_promode?

SakeFox wrote:
 well never said it was hard...it even takes out multiple players at 
 once. playing around we killed 5 people with one taunt.

 Keeper wrote:
   
 lol, I just stood outside a door in well and tried it several times.  Took
 out 3 :D

 -Original Message-
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 3:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Hadouken is easy, just look for snipers.

 Before: http://www.voogru.com/images/ctf_well0028.jpg
 After: http://www.voogru.com/images/ctf_well0029.jpg



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 2:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 the way i look at it, if they want to farm them let them. better that 
 they go where ever and get it done, then sitting in the servers and just 
 running around like idiots doing the hadouken to kill everything to get 
 them.

 Keeper wrote:
   
 
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
 
   
 need
   
 
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 
   
 Snipers unlock will probably be an aimbot.
 
   
 
 ___
 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 Fortress 2 Update Released

2008-06-20 Thread Nicholas Hastings
I believe that is demo grenades

SakeFox wrote:
 also what weapon is deflect_promode?

 SakeFox wrote:
   
 well never said it was hard...it even takes out multiple players at 
 once. playing around we killed 5 people with one taunt.

 Keeper wrote:
   
 
 lol, I just stood outside a door in well and tried it several times.  Took
 out 3 :D

 -Original Message-
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 3:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Hadouken is easy, just look for snipers.

 Before: http://www.voogru.com/images/ctf_well0028.jpg
 After: http://www.voogru.com/images/ctf_well0029.jpg



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 2:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 the way i look at it, if they want to farm them let them. better that 
 they go where ever and get it done, then sitting in the servers and just 
 running around like idiots doing the hadouken to kill everything to get 
 them.

 Keeper wrote:
   
 
   
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
 
   
 
 need
   
 
   
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 
   
 
 Snipers unlock will probably be an aimbot.
 
   
 
   
 ___
 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 Fortress 2 Update Released

2008-06-20 Thread Keeper
Methinks it's the reflected grenades?  Sticky, rocket, and ...

Just a guess.

-Original Message-
From: SakeFox [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 20, 2008 3:14 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

also what weapon is deflect_promode?

SakeFox wrote:
 well never said it was hard...it even takes out multiple players at 
 once. playing around we killed 5 people with one taunt.

 Keeper wrote:
   
 lol, I just stood outside a door in well and tried it several times.
Took
 out 3 :D

 -Original Message-
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 3:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Hadouken is easy, just look for snipers.

 Before: http://www.voogru.com/images/ctf_well0028.jpg
 After: http://www.voogru.com/images/ctf_well0029.jpg



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 2:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 the way i look at it, if they want to farm them let them. better that 
 they go where ever and get it done, then sitting in the servers and just 
 running around like idiots doing the hadouken to kill everything to get 
 them.

 Keeper wrote:
   
 
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
 
   
 need
   
 
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.
Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 
   
 Snipers unlock will probably be an aimbot.
 
   
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 
   
 please visit:
   
 
 http://list.valvesoftware.com/mailman/listinfo/hlds


   
 
   
 ___
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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Tom Leighton
I waited until the end of the round, backed an enemy into a corner, and 
roasted him with it :P

Keeper wrote:
 lol, I just stood outside a door in well and tried it several times.  Took
 out 3 :D

 -Original Message-
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 3:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Hadouken is easy, just look for snipers.

 Before: http://www.voogru.com/images/ctf_well0028.jpg
 After: http://www.voogru.com/images/ctf_well0029.jpg



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, June 20, 2008 2:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 the way i look at it, if they want to farm them let them. better that 
 they go where ever and get it done, then sitting in the servers and just 
 running around like idiots doing the hadouken to kill everything to get 
 them.

 Keeper wrote:
   
 The sniper is a professional!  He would never stoop that low :P

 I think the #1 easiest fix would be to test -IsBot() for every
 kill/ignite/heal ...

 Also, there is no way a person would get 500 kills in one round.  They
 
 need
   
 to put some logic into the time it takes to get these awards. Some are
 easily done in a single round.  Some would take several days to get.  Even
 weeks.

 It could be tweaked.


 -Original Message-
 From: Tom Leighton [mailto:[EMAIL PROTECTED] 
 Sent: Friday, June 20, 2008 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Lets hope they fix the farming issue first otherwise we're gonna get a 
 load more people yelling HAX before long...

 Spencer 'voogru' MacDonald wrote:
   
 
 Snipers unlock will probably be an aimbot.
 
   
 ___
 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 Fortress 2 Update Released

2008-06-20 Thread Wagner Michi+Tim

FUCK YOU! From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Fri, 
20 Jun 2008 15:28:06 -0400 Subject: Re: [hlds] Team Fortress 2 Update 
Released  Methinks it's the reflected grenades? Sticky, rocket, and ...  
Just a guess.  -Original Message- From: SakeFox [mailto:[EMAIL 
PROTECTED]  Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32 
server mailing list Subject: Re: [hlds] Team Fortress 2 Update Released  
also what weapon is deflect_promode?  SakeFox wrote:  well never said it 
was hard...it even takes out multiple players at   once. playing around we 
killed 5 people with one taunt.   Keeper wrote:lol, I just stood 
outside a door in well and tried it several times. Took  out 3 :D   
-Original Message-  From: Spencer 'voogru' MacDonald [mailto:[EMAIL 
PROTECTED]   Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life 
dedicated Win32 server mailing list'  Subject: Re: [hlds] Team Fortress 2 
Update Released   Hadouken is easy, just look for snipers.   
Before: http://www.voogru.com/images/ctf_well0028.jpg  After: 
http://www.voogru.com/images/ctf_well0029.jpg -Original 
Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On 
Behalf Of SakeFox  Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life 
dedicated Win32 server mailing list  Subject: Re: [hlds] Team Fortress 2 
Update Released   the way i look at it, if they want to farm them let 
them. better that   they go where ever and get it done, then sitting in the 
servers and just   running around like idiots doing the hadouken to kill 
everything to get   them.   Keeper wrote:  The sniper is 
a professional! He would never stoop that low :P   I think the #1 
easiest fix would be to test -IsBot() for every  kill/ignite/heal ... 
  Also, there is no way a person would get 500 kills in one round. They 
 need  to put some logic into the time it takes to 
get these awards. Some are  easily done in a single round. Some would take 
several days to get. Even  weeks.   It could be tweaked.  
  -Original Message-  From: Tom Leighton [mailto:[EMAIL 
PROTECTED]   Sent: Friday, June 20, 2008 2:21 PM  To: Half-Life 
dedicated Win32 server mailing list  Subject: Re: [hlds] Team Fortress 2 
Update Released   Lets hope they fix the farming issue first otherwise 
we're gonna get a   load more people yelling HAX before long...   
Spencer 'voogru' MacDonald wrote:Snipers unlock will 
probably be an aimbot.
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Wagner Michi+Tim

FUCK YOU! From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Fri, 
20 Jun 2008 15:28:06 -0400 Subject: Re: [hlds] Team Fortress 2 Update 
Released  Methinks it's the reflected grenades? Sticky, rocket, and ...  
Just a guess.  -Original Message- From: SakeFox [mailto:[EMAIL 
PROTECTED]  Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32 
server mailing list Subject: Re: [hlds] Team Fortress 2 Update Released  
also what weapon is deflect_promode?  SakeFox wrote:  well never said it 
was hard...it even takes out multiple players at   once. playing around we 
killed 5 people with one taunt.   Keeper wrote:lol, I just stood 
outside a door in well and tried it several times. Took  out 3 :D   
-Original Message-  From: Spencer 'voogru' MacDonald [mailto:[EMAIL 
PROTECTED]   Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life 
dedicated Win32 server mailing list'  Subject: Re: [hlds] Team Fortress 2 
Update Released   Hadouken is easy, just look for snipers.   
Before: http://www.voogru.com/images/ctf_well0028.jpg  After: 
http://www.voogru.com/images/ctf_well0029.jpg -Original 
Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On 
Behalf Of SakeFox  Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life 
dedicated Win32 server mailing list  Subject: Re: [hlds] Team Fortress 2 
Update Released   the way i look at it, if they want to farm them let 
them. better that   they go where ever and get it done, then sitting in the 
servers and just   running around like idiots doing the hadouken to kill 
everything to get   them.   Keeper wrote:  The sniper is 
a professional! He would never stoop that low :P   I think the #1 
easiest fix would be to test -IsBot() for every  kill/ignite/heal ... 
  Also, there is no way a person would get 500 kills in one round. They 
 need  to put some logic into the time it takes to 
get these awards. Some are  easily done in a single round. Some would take 
several days to get. Even  weeks.   It could be tweaked.  
  -Original Message-  From: Tom Leighton [mailto:[EMAIL 
PROTECTED]   Sent: Friday, June 20, 2008 2:21 PM  To: Half-Life 
dedicated Win32 server mailing list  Subject: Re: [hlds] Team Fortress 2 
Update Released   Lets hope they fix the farming issue first otherwise 
we're gonna get a   load more people yelling HAX before long...   
Spencer 'voogru' MacDonald wrote:Snipers unlock will 
probably be an aimbot.
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Re: [hlds] Client Overflowed Reliable Channel

2008-06-20 Thread Burton Johnsey
Does it happen after any specific events (map change? switching teams? New
round?) ?

Does it happen on vanilla servers or servers with plugins installed?

On Fri, Jun 20, 2008 at 12:05 PM, P. Bhandal [EMAIL PROTECTED] wrote:

 I've been experiencing some problems recently with everyone on my server
 being booted off, and the following error being logged:

 Client ## overflowed reliable channel (where # is replaced with the
 client's
 number).

 Here's an example:

 L 06/20/2008 - 10:25:47: »Quink :)3495STEAM_0:1:12208508CT
 disconnected (reason Client 0 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Crestor3474STEAM_0:0:7632179TERRORIST
 disconnected (reason Client 1 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47:
 -FµßдЯ-FunnyMan-[BAMF]3475STEAM_0:0:8914313TERRORIST
 disconnected (reason Client 2 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: nug3476STEAM_0:1:10967474TERRORIST
 disconnected (reason Client 3 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Rage .evO3490STEAM_0:1:4453987CT
 disconnected (reason Client 4 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: QWERTY3478STEAM_0:0:12142191CT
 disconnected
 (reason Client 5 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Norse3479STEAM_0:0:5390425TERRORIST
 disconnected (reason Client 6 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: ?**WhyDee**?3480STEAM_0:1:8758798CT
 disconnected (reason Client 7 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: altarcard3481STEAM_0:1:10457296TERRORIST
 disconnected (reason Client 8 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Î…Æ'ÑžÑ Î…
 Apocalypse3482STEAM_0:1:16070208CT disconnected (reason Client 9
 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Rumplestilkin's
 Bebe3483STEAM_0:1:10272692TERRORIST disconnected (reason Client 10
 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: screw3484STEAM_0:1:445473CT disconnected
 (reason Client 11 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Purple3485STEAM_0:1:18675992CT
 disconnected
 (reason Client 12 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Bryce.3472STEAM_0:1:9193634TERRORIST
 disconnected (reason Client 13 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Gonnabe3486STEAM_0:1:16406095CT
 disconnected (reason Client 14 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: Colide TWM3487STEAM_0:0:8457854TERRORIST
 disconnected (reason Client 15 overflowed reliable channel.)
 L 06/20/2008 - 10:25:47: $RaMpAgE$3488STEAM_0:1:10041440TERRORIST
 disconnected (reason Client 16 overflowed reliable channel.)

 One time a user came on and said they were going to crash the server, and a
 few minutes later the error happened. The way it's manifesting is
 consistent
 with that.  I'll go for weeks without the problem, and then I can have the
 same issue 10 times in a row over a 30 minute period.

 Anyone have any feedback on what the issue may be? Or how to counter it?

 Thanks!
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Tom Leighton
Apart from raping the message, what on earth caused you to say that?

Wagner Michi+Tim wrote:
 FUCK YOU! From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: 
 Fri, 20 Jun 2008 15:28:06 -0400 Subject: Re: [hlds] Team Fortress 2 Update 
 Released  Methinks it's the reflected grenades? Sticky, rocket, and ...  
 Just a guess.  -Original Message- From: SakeFox [mailto:[EMAIL 
 PROTECTED]  Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated 
 Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update 
 Released  also what weapon is deflect_promode?  SakeFox wrote:  well 
 never said it was hard...it even takes out multiple players at   once. 
 playing around we killed 5 people with one taunt.   Keeper wrote:
 lol, I just stood outside a door in well and tried it several times. Took 
  out 3 :D   -Original Message-  From: Spencer 'voogru' 
 MacDonald [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 2008 3:05 PM 
  To: 'Half-Life dedicated Win32 server mailing list'  Subject: Re: 
 [hlds] Team Fortress 2 Update Released   Hadouken is easy, just look 
 for snipers.   Before: http://www.voogru.com/images/ctf_well0028.jpg 
  After: http://www.voogru.com/images/ctf_well0029.jpg 
 -Original Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL 
 PROTECTED] On Behalf Of SakeFox  Sent: Friday, June 20, 2008 2:46 PM  
 To: Half-Life dedicated Win32 server mailing list  Subject: Re: [hlds] 
 Team Fortress 2 Update Released   the way i look at it, if they want to 
 farm them let them. better that   they go where ever and get it done, then 
 sitting in the servers and just   running around like idiots doing the 
 hadouken to kill everything to get   them.   Keeper wrote:
   The sniper is a professional! He would never stoop that low :P  
  I think the #1 easiest fix would be to test -IsBot() for every  
 kill/ignite/heal ...   Also, there is no way a person would get 500 
 kills in one round. They  need  to put some 
 logic into the time it takes to get these awards. Some are  easily done 
 in a single round. Some would take several days to get. Even  weeks. 
   It could be tweaked.-Original Message-  
 From: Tom Leighton [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 
 2008 2:21 PM  To: Half-Life dedicated Win32 server mailing list  
 Subject: Re: [hlds] Team Fortress 2 Update Released   Lets hope they 
 fix the farming issue first otherwise we're gonna get a   load more 
 people yelling HAX before long...   Spencer 'voogru' MacDonald 
 wrote:Snipers unlock will probably be an aimbot. 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Eric van Beesten
OMG, they are uploading lots of porn at that moment!

anyway.. just ontopic..

There is a small bug i didnt see mentioned in here. After a roundswitch
every players got slayed when they spawn. I dont know if sourcemod is the
problem or tf2 is causing this..

for example: if you capture the last CP and the round is staring. Before
you could move everybody gots slayed (with message that player dead
because of the world in top right screen). 1 sec later everybody is
getting respawned.. It doesnt effect the gameplay, but it is looking
strange.. because if the team got 12 players.. then there are 12 body's on
the floor on spawn!

 Though you guys might want to see the effect the Pyro Update had on the
 internet:

 [image:
 http://i182.photobucket.com/albums/x218/venemous-fatal1ty/PyroUPD8Stats.jpg]

 2008/6/20 Robert Whelan [EMAIL PROTECTED]:

 I disagree...
 Its been doing it for a month now... any time of day and no matter when
 I
 try it. I could certainly understand it happening today, but not
 everyday
 for the last month and its alway right at the end on srcds.exe


 - Original Message 
 From: localhost [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Thursday, June 19, 2008 6:04:01 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Given that the winsock error essentially means some sort of
 communication
 error, it's unlikely to have only one cause and only one solution.  In
 this
 case I'd guess it's simply due to the servers being busy

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: 19 June 2008 23:27
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released

 I'm not going into detail again, seems we get ignored anyway. At the end
 of
 the update I'm still getting the winsock error, is this the norm now?



 - Original Message 
 From: Jason Ruymen [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com; [EMAIL PROTECTED];
 [EMAIL PROTECTED]
 Sent: Thursday, June 19, 2008 4:30:42 PM
 Subject: [hlds] Team Fortress 2 Update Released

 A new required Team Fortress 2 update has been released, now with pryo
 achievements.  Please run hldsupdatetool to receive it.  The specific
 changes include:

 - Added 2 community maps: cp_fastlane and ctf_turbine

 Pyro
 - Added alt-fire compression blast to the basic flamethrower
 - Added The Axtinguisher, The Backburner, and The Flare Gun
 - Hadouken taunt now kills people it hits
 - Tuned the flamethrower hit detection to improve detection versus
 retreating opponents
 - Removed Flamethrower's damage falloff (was falling off to 25% by the
 end)

 cp_well
 - Added a route from the forward central foyer up to the battlements
 - Redistributed health and ammunition throughout the bases

 ctf_well
 - Added a route from the forward central foyer up to the battlements
 - Removed central building, reduced overall map length
 - Redistributed health and ammunition throughout the bases

 Other Notes
 - Removed Soldier's 40% damage reduction from his own rockets. Does not
 affect rocket jumps
 - In-game avatar images will now have a badge around them if the player
 is your friend
 - Fixed bug that allowed players to move around in a reference pose
 - Added custom death icons for unlockable weapons
 - The player join team message now specifies whether the player used the
 auto team option
 - Payload maps now support four control points per stage
 - Achievement dialog will stay open when you're moving in  out of the
 game and the main menu
 - Added full Russian localization, with both fonts  speech
 - Returned the Report a Bug option to the main menu

 Jason

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Re: [hlds] Client Overflowed Reliable Channel

2008-06-20 Thread P. Bhandal
Round_end always follows it, but I believe that's because everyone gets
booted from the server so round_end is automatically triggered.

I have four servers with an identical config excluding their map cycle, and
it only happens on the one server, which is my most popular server. All of
the servers have the following addons:

Eventscripts
SourceMod
Mani Admin

The server being affected is a CS: Source server.

On Fri, Jun 20, 2008 at 12:36 PM, Burton Johnsey [EMAIL PROTECTED]
wrote:

 Does it happen after any specific events (map change? switching teams? New
 round?) ?

 Does it happen on vanilla servers or servers with plugins installed?

 On Fri, Jun 20, 2008 at 12:05 PM, P. Bhandal [EMAIL PROTECTED] wrote:

  I've been experiencing some problems recently with everyone on my server
  being booted off, and the following error being logged:
 
  Client ## overflowed reliable channel (where # is replaced with the
  client's
  number).
 
  Here's an example:
 
  L 06/20/2008 - 10:25:47: »Quink :)3495STEAM_0:1:12208508CT
  disconnected (reason Client 0 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Crestor3474STEAM_0:0:7632179TERRORIST
  disconnected (reason Client 1 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47:
  -FµßдЯ-FunnyMan-[BAMF]3475STEAM_0:0:8914313TERRORIST
  disconnected (reason Client 2 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: nug3476STEAM_0:1:10967474TERRORIST
  disconnected (reason Client 3 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Rage .evO3490STEAM_0:1:4453987CT
  disconnected (reason Client 4 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: QWERTY3478STEAM_0:0:12142191CT
  disconnected
  (reason Client 5 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Norse3479STEAM_0:0:5390425TERRORIST
  disconnected (reason Client 6 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: ?**WhyDee**?3480STEAM_0:1:8758798CT
  disconnected (reason Client 7 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: altarcard3481STEAM_0:1:10457296TERRORIST
  disconnected (reason Client 8 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Î…Æ'ÑžÑ Î…
  Apocalypse3482STEAM_0:1:16070208CT disconnected (reason Client 9
  overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Rumplestilkin's
  Bebe3483STEAM_0:1:10272692TERRORIST disconnected (reason Client
 10
  overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: screw3484STEAM_0:1:445473CT disconnected
  (reason Client 11 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Purple3485STEAM_0:1:18675992CT
  disconnected
  (reason Client 12 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Bryce.3472STEAM_0:1:9193634TERRORIST
  disconnected (reason Client 13 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Gonnabe3486STEAM_0:1:16406095CT
  disconnected (reason Client 14 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: Colide
 TWM3487STEAM_0:0:8457854TERRORIST
  disconnected (reason Client 15 overflowed reliable channel.)
  L 06/20/2008 - 10:25:47: $RaMpAgE$3488STEAM_0:1:10041440TERRORIST
  disconnected (reason Client 16 overflowed reliable channel.)
 
  One time a user came on and said they were going to crash the server, and
 a
  few minutes later the error happened. The way it's manifesting is
  consistent
  with that.  I'll go for weeks without the problem, and then I can have
 the
  same issue 10 times in a row over a 30 minute period.
 
  Anyone have any feedback on what the issue may be? Or how to counter it?
 
  Thanks!
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Alfred Reynolds
And like that, he was gone.

- Alfred

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
 Sent: Friday, June 20, 2008 12:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released
 
 
 FUCK YOU! From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Date: Fri, 20 Jun 2008 15:28:06 -0400
 Subject: Re: [hlds] Team Fortress 2 Update Released  Methinks it's
 the reflected grenades? Sticky, rocket, and ...  Just a guess.  ---
 --Original Message- From: SakeFox [mailto:[EMAIL PROTECTED]
  Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32
 server mailing list Subject: Re: [hlds] Team Fortress 2 Update
 Released  also what weapon is deflect_promode?  SakeFox wrote: 
 well never said it was hard...it even takes out multiple players at  
 once. playing around we killed 5 people with one taunt.   Keeper
 wrote:lol, I just stood outside a door in well and tried it
 several times. Took  out 3 :D   -Original Message-
  From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]  
 Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life dedicated Win32
 server mailing list'  Subject: Re: [hlds] Team Fortress 2 Update
 Released   Hadouken is easy, just look for snipers.  
 Before: http://www.voogru.com/images/ctf_well0028.jpg  After:
 http://www.voogru.com/images/ctf_well0029.jpg -
 Original Message-  From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox 
 Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life dedicated Win32
 server mailing list  Subject: Re: [hlds] Team Fortress 2 Update
 Released   the way i look at it, if they want to farm them let
 them. better that   they go where ever and get it done, then sitting
 in the servers and just   running around like idiots doing the
 hadouken to kill everything to get   them.   Keeper wrote: 
 The sniper is a professional! He would never stoop that low
 :P   I think the #1 easiest fix would be to test -IsBot() for
 every  kill/ignite/heal ...   Also, there is no way a
 person would get 500 kills in one round. They  need 
 to put some logic into the time it takes to get these
 awards. Some are  easily done in a single round. Some would take
 several days to get. Even  weeks.   It could be tweaked.
-Original Message-  From: Tom Leighton
 [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 2008
 2:21 PM  To: Half-Life dedicated Win32 server mailing list 
 Subject: Re: [hlds] Team Fortress 2 Update Released   Lets hope
 they fix the farming issue first otherwise we're gonna get a   load
 more people yelling HAX before long...   Spencer 'voogru'
 MacDonald wrote:Snipers unlock will probably
 be an aimbot.   
 ___  To unsubscribe,
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread SakeFox
And there was much rejoicing. Yay!


Alfred Reynolds wrote:
 And like that, he was gone.

 - Alfred

   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
 Sent: Friday, June 20, 2008 12:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released


 FUCK YOU! From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Date: Fri, 20 Jun 2008 15:28:06 -0400
 Subject: Re: [hlds] Team Fortress 2 Update Released  Methinks it's
 the reflected grenades? Sticky, rocket, and ...  Just a guess.  ---
 --Original Message- From: SakeFox [mailto:[EMAIL PROTECTED]
 
 Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32
   
 server mailing list Subject: Re: [hlds] Team Fortress 2 Update
 Released  also what weapon is deflect_promode?  SakeFox wrote: 
 well never said it was hard...it even takes out multiple players at  
 once. playing around we killed 5 people with one taunt.   Keeper
 wrote:lol, I just stood outside a door in well and tried it
 several times. Took  out 3 :D   -Original Message-
 
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]  
 
 Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life dedicated Win32
 server mailing list'  Subject: Re: [hlds] Team Fortress 2 Update
 Released   Hadouken is easy, just look for snipers.  
 Before: http://www.voogru.com/images/ctf_well0028.jpg  After:
 http://www.voogru.com/images/ctf_well0029.jpg -
 Original Message-  From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox 
 Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life dedicated Win32
 server mailing list  Subject: Re: [hlds] Team Fortress 2 Update
 Released   the way i look at it, if they want to farm them let
 them. better that   they go where ever and get it done, then sitting
 in the servers and just   running around like idiots doing the
 hadouken to kill everything to get   them.   Keeper wrote: 
 
 The sniper is a professional! He would never stoop that low
   
 :P   I think the #1 easiest fix would be to test -IsBot() for
 every  kill/ignite/heal ...   Also, there is no way a
 person would get 500 kills in one round. They  need 
 
 to put some logic into the time it takes to get these
   
 awards. Some are  easily done in a single round. Some would take
 several days to get. Even  weeks.   It could be tweaked.
 
 -Original Message-  From: Tom Leighton
   
 [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 2008
 2:21 PM  To: Half-Life dedicated Win32 server mailing list 
 Subject: Re: [hlds] Team Fortress 2 Update Released   Lets hope
 they fix the farming issue first otherwise we're gonna get a   load
 more people yelling HAX before long...   Spencer 'voogru'
 MacDonald wrote:Snipers unlock will probably
 be an aimbot.   
 ___  To unsubscribe,
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 please visit: 
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Matthew Cheale
And they say Valve don't listen ;p

Alfred Reynolds wrote:
 And like that, he was gone.
 
 - Alfred
 

-- 
With regards,

Matthew Cheale


+44 (0)56 000 36985
[EMAIL PROTECTED]


This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Chris Staley
rofl.. guess thats one way to unsubscribe?

Alfred Reynolds wrote:
 And like that, he was gone.

 - Alfred

   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
 Sent: Friday, June 20, 2008 12:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released


 FUCK YOU! From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Date: Fri, 20 Jun 2008 15:28:06 -0400
 Subject: Re: [hlds] Team Fortress 2 Update Released  Methinks it's
 the reflected grenades? Sticky, rocket, and ...  Just a guess.  ---
 --Original Message- From: SakeFox [mailto:[EMAIL PROTECTED]
 
 Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32
   
 server mailing list Subject: Re: [hlds] Team Fortress 2 Update
 Released  also what weapon is deflect_promode?  SakeFox wrote: 
 well never said it was hard...it even takes out multiple players at  
 once. playing around we killed 5 people with one taunt.   Keeper
 wrote:lol, I just stood outside a door in well and tried it
 several times. Took  out 3 :D   -Original Message-
 
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]  
 
 Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life dedicated Win32
 server mailing list'  Subject: Re: [hlds] Team Fortress 2 Update
 Released   Hadouken is easy, just look for snipers.  
 Before: http://www.voogru.com/images/ctf_well0028.jpg  After:
 http://www.voogru.com/images/ctf_well0029.jpg -
 Original Message-  From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox 
 Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life dedicated Win32
 server mailing list  Subject: Re: [hlds] Team Fortress 2 Update
 Released   the way i look at it, if they want to farm them let
 them. better that   they go where ever and get it done, then sitting
 in the servers and just   running around like idiots doing the
 hadouken to kill everything to get   them.   Keeper wrote: 
 
 The sniper is a professional! He would never stoop that low
   
 :P   I think the #1 easiest fix would be to test -IsBot() for
 every  kill/ignite/heal ...   Also, there is no way a
 person would get 500 kills in one round. They  need 
 
 to put some logic into the time it takes to get these
   
 awards. Some are  easily done in a single round. Some would take
 several days to get. Even  weeks.   It could be tweaked.
 
 -Original Message-  From: Tom Leighton
   
 [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 2008
 2:21 PM  To: Half-Life dedicated Win32 server mailing list 
 Subject: Re: [hlds] Team Fortress 2 Update Released   Lets hope
 they fix the farming issue first otherwise we're gonna get a   load
 more people yelling HAX before long...   Spencer 'voogru'
 MacDonald wrote:Snipers unlock will probably
 be an aimbot.   
 ___  To unsubscribe,
 edit your list preferences, or view the list archives, 
 please visit: 
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
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[hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread 1nsane
Hi Guys,

I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
somehow magically going into 100% CPU usage and lagging down all the other
servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

Here is a screenshot to illustrate the problem.
http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

At first I thought it might be a plugin... but now that the free weekend has
hit I restarted the servers whit out any plugins and I am still getting
them. I have watched every single SRCDS process and I do know that SRCDS is
causing this... not some other process. So far this seems to happen on
Goldrush (atleast that's what I have noticed).

Any one has any ideas? Thanks!
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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Midnight
This sounds just like what is happening on my servers.  I haven't caught 
it in the act yet.  But players are complaining about exactly this. 3-6 
second drop outs happening 3-5 times a night.  Now I know who to blame.

1nsane wrote:
 Hi Guys,

 I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
 somehow magically going into 100% CPU usage and lagging down all the other
 servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

 Here is a screenshot to illustrate the problem.
 http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

 At first I thought it might be a plugin... but now that the free weekend has
 hit I restarted the servers whit out any plugins and I am still getting
 them. I have watched every single SRCDS process and I do know that SRCDS is
 causing this... not some other process. So far this seems to happen on
 Goldrush (atleast that's what I have noticed).

 Any one has any ideas? Thanks!
 ___
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 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   

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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Timothy L Havener
try running srcdsfpsboost.exe.

Midnight wrote:
 This sounds just like what is happening on my servers.  I haven't caught 
 it in the act yet.  But players are complaining about exactly this. 3-6 
 second drop outs happening 3-5 times a night.  Now I know who to blame.

 1nsane wrote:
   
 Hi Guys,

 I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
 somehow magically going into 100% CPU usage and lagging down all the other
 servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

 Here is a screenshot to illustrate the problem.
 http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

 At first I thought it might be a plugin... but now that the free weekend has
 hit I restarted the servers whit out any plugins and I am still getting
 them. I have watched every single SRCDS process and I do know that SRCDS is
 causing this... not some other process. So far this seems to happen on
 Goldrush (atleast that's what I have noticed).

 Any one has any ideas? Thanks!
 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 

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 No virus found in this incoming message.
 Checked by AVG. 
 Version: 8.0.100 / Virus Database: 270.4.1/1510 - Release Date: 6/19/2008 
 3:21 PM
   


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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Midnight
Ya that's on there already.

Timothy L Havener wrote:
 try running srcdsfpsboost.exe.

 Midnight wrote:
   
 This sounds just like what is happening on my servers.  I haven't caught 
 it in the act yet.  But players are complaining about exactly this. 3-6 
 second drop outs happening 3-5 times a night.  Now I know who to blame.

 1nsane wrote:
   
 
 Hi Guys,

 I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
 somehow magically going into 100% CPU usage and lagging down all the other
 servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

 Here is a screenshot to illustrate the problem.
 http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

 At first I thought it might be a plugin... but now that the free weekend has
 hit I restarted the servers whit out any plugins and I am still getting
 them. I have watched every single SRCDS process and I do know that SRCDS is
 causing this... not some other process. So far this seems to happen on
 Goldrush (atleast that's what I have noticed).

 Any one has any ideas? Thanks!
 ___
 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:
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 No virus found in this incoming message.
 Checked by AVG. 
 Version: 8.0.100 / Virus Database: 270.4.1/1510 - Release Date: 6/19/2008 
 3:21 PM
   
 


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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread 1nsane
I was running the boost before that (for the last 6+ months), when the
lagspikes started happening  I had to remove. It was either that or much
longer spikes happening much more often.

On Fri, Jun 20, 2008 at 5:47 PM, Timothy L Havener 
[EMAIL PROTECTED] wrote:

 try running srcdsfpsboost.exe.

 Midnight wrote:
  This sounds just like what is happening on my servers.  I haven't caught
  it in the act yet.  But players are complaining about exactly this. 3-6
  second drop outs happening 3-5 times a night.  Now I know who to blame.
 
  1nsane wrote:
 
  Hi Guys,
 
  I'm getting these random lag spikes on one of my boxes. It's caused by
 SRCDS
  somehow magically going into 100% CPU usage and lagging down all the
 other
  servers on the box. (Ussualy lats 1-4 seconds, rather annoying)
 
  Here is a screenshot to illustrate the problem.
  http://img168.imageshack.us/img168/3594/srcdsspikekz1.png
 
  At first I thought it might be a plugin... but now that the free weekend
 has
  hit I restarted the servers whit out any plugins and I am still getting
  them. I have watched every single SRCDS process and I do know that SRCDS
 is
  causing this... not some other process. So far this seems to happen on
  Goldrush (atleast that's what I have noticed).
 
  Any one has any ideas? Thanks!
  ___
  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:
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  No virus found in this incoming message.
  Checked by AVG.
  Version: 8.0.100 / Virus Database: 270.4.1/1510 - Release Date: 6/19/2008
 3:21 PM
 


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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Saint K.
Hi,

You exactly have the same issue as we on our Linux machines.

I thought it was either the network or the kernel, as all machines share the
same issue, and I couldn't trace anything down.

I've verified the network is good by using Smokeping monitoring, and I've
tested several completely different kernels, but still encounter the same
issue.

I haven't really seen the servers go to 100% CPU load, as there is no real
pattern in the spikes... Sometimes it happens, sometimes it doesn't. It
doesn't really matter what map is playing in our case.

I am 100% sure that one of the servers has ran without this issue on the
exact same config. That machine hasn't had any hardware or software changes,
accept of TF2 updates. I believe we're having this issue for over 2 months
now.

Cheers,

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
Sent: Friday, June 20, 2008 11:21 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

Hi Guys,

I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
somehow magically going into 100% CPU usage and lagging down all the other
servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

Here is a screenshot to illustrate the problem.
http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

At first I thought it might be a plugin... but now that the free weekend has
hit I restarted the servers whit out any plugins and I am still getting
them. I have watched every single SRCDS process and I do know that SRCDS is
causing this... not some other process. So far this seems to happen on
Goldrush (atleast that's what I have noticed).

Any one has any ideas? Thanks!
___
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please visit:
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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Timothy L Havener
have you tried assigning affinity?

Saint K. wrote:
 Hi,

 You exactly have the same issue as we on our Linux machines.

 I thought it was either the network or the kernel, as all machines share the
 same issue, and I couldn't trace anything down.

 I've verified the network is good by using Smokeping monitoring, and I've
 tested several completely different kernels, but still encounter the same
 issue.

 I haven't really seen the servers go to 100% CPU load, as there is no real
 pattern in the spikes... Sometimes it happens, sometimes it doesn't. It
 doesn't really matter what map is playing in our case.

 I am 100% sure that one of the servers has ran without this issue on the
 exact same config. That machine hasn't had any hardware or software changes,
 accept of TF2 updates. I believe we're having this issue for over 2 months
 now.

 Cheers,

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
 Sent: Friday, June 20, 2008 11:21 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

 Hi Guys,

 I'm getting these random lag spikes on one of my boxes. It's caused by SRCDS
 somehow magically going into 100% CPU usage and lagging down all the other
 servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

 Here is a screenshot to illustrate the problem.
 http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

 At first I thought it might be a plugin... but now that the free weekend has
 hit I restarted the servers whit out any plugins and I am still getting
 them. I have watched every single SRCDS process and I do know that SRCDS is
 causing this... not some other process. So far this seems to happen on
 Goldrush (atleast that's what I have noticed).

 Any one has any ideas? Thanks!
 ___
 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
 


 No virus found in this incoming message.
 Checked by AVG. 
 Version: 8.0.100 / Virus Database: 270.4.1/1510 - Release Date: 6/19/2008 
 3:21 PM
   


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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread Saint K.
Hi,

Yes, I set the priority to -20 (best possible) and assigned 1 server per
core, but this doesn't change anything on the situation.

Saint K.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
Sent: Saturday, June 21, 2008 1:06 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

have you tried assigning affinity?

Saint K. wrote:
 Hi,

 You exactly have the same issue as we on our Linux machines.

 I thought it was either the network or the kernel, as all machines share
the
 same issue, and I couldn't trace anything down.

 I've verified the network is good by using Smokeping monitoring, and I've
 tested several completely different kernels, but still encounter the same
 issue.

 I haven't really seen the servers go to 100% CPU load, as there is no real
 pattern in the spikes... Sometimes it happens, sometimes it doesn't. It
 doesn't really matter what map is playing in our case.

 I am 100% sure that one of the servers has ran without this issue on the
 exact same config. That machine hasn't had any hardware or software
changes,
 accept of TF2 updates. I believe we're having this issue for over 2 months
 now.

 Cheers,

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
 Sent: Friday, June 20, 2008 11:21 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

 Hi Guys,

 I'm getting these random lag spikes on one of my boxes. It's caused by
SRCDS
 somehow magically going into 100% CPU usage and lagging down all the other
 servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

 Here is a screenshot to illustrate the problem.
 http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

 At first I thought it might be a plugin... but now that the free weekend
has
 hit I restarted the servers whit out any plugins and I am still getting
 them. I have watched every single SRCDS process and I do know that SRCDS
is
 causing this... not some other process. So far this seems to happen on
 Goldrush (atleast that's what I have noticed).

 Any one has any ideas? Thanks!
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 No virus found in this incoming message.
 Checked by AVG. 
 Version: 8.0.100 / Virus Database: 270.4.1/1510 - Release Date: 6/19/2008
3:21 PM
   


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Re: [hlds] Mani

2008-06-20 Thread Dog
TF2 version of BeetlesMod works well, as does SourceMod (although a little
research is needed for SM, not difficult though)

-Dog

2008/6/20 Thomas Morton [EMAIL PROTECTED]:

 with a bit of tweaking XA should (for the most part) work on DOD:S Beta. I
 have a couple of modules hacked up and working.. just gotta post some info
 abt it in the forums

 Only for Windows boxes though obv. :(

 --
 From: Ronny Schedel [EMAIL PROTECTED]
 Sent: Friday, June 20, 2008 4:48 PM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mani

  DOD:S Beta is Orange Box Engine, so not working with Mani.
 
  He specifically said this was for DOD:S...
 
  On Jun 20, 2008, at 8:38 AM, Robert Whelan wrote:
 
  why bother with mani... he gave up... so did I
  better stuff out for tf2
 
 
  - Original Message 
  From: John McCollor [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  
  Sent: Friday, June 20, 2008 10:20:46 AM
  Subject: [hlds] Mani
 
 
 
  How many are still using Mani? I trying to get it working with DODs
  Beta?
 
  Thanks
John
 
 
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[hlds] Team Fortress 2 Update Released

2008-06-20 Thread Jason Ruymen
A new required update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Fixed Hot on your Heels counting non-flamethrower based kills
- Fixed some Pyro achievements not working on some servers
- Fixed Compression Blast and Flare Gun trail particles on DX8
- Fixed Spy cloaked as Scout in response rules for all classes

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Dog
Yeah...we noticed the dying in spawn.
Everyone spawns and a few are randomly selected to be sacrificed before the
TF2 altar and die...

:)

I've heard ones accusing the admins of slaying them.*sigh*

-Dog

2008/6/20 Chris Staley [EMAIL PROTECTED]:

 rofl.. guess thats one way to unsubscribe?

 Alfred Reynolds wrote:
  And like that, he was gone.
 
  - Alfred
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
  Sent: Friday, June 20, 2008 12:30 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
 
  FUCK YOU! From: [EMAIL PROTECTED] To:
  hlds@list.valvesoftware.com Date: Fri, 20 Jun 2008 15:28:06 -0400
  Subject: Re: [hlds] Team Fortress 2 Update Released  Methinks it's
  the reflected grenades? Sticky, rocket, and ...  Just a guess.  ---
  --Original Message- From: SakeFox [mailto:[EMAIL PROTECTED]
 
  Sent: Friday, June 20, 2008 3:14 PM To: Half-Life dedicated Win32
 
  server mailing list Subject: Re: [hlds] Team Fortress 2 Update
  Released  also what weapon is deflect_promode?  SakeFox wrote: 
  well never said it was hard...it even takes out multiple players at  
  once. playing around we killed 5 people with one taunt.   Keeper
  wrote:lol, I just stood outside a door in well and tried it
  several times. Took  out 3 :D   -Original Message-
 
  From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]  
 
  Sent: Friday, June 20, 2008 3:05 PM  To: 'Half-Life dedicated Win32
  server mailing list'  Subject: Re: [hlds] Team Fortress 2 Update
  Released   Hadouken is easy, just look for snipers.  
  Before: http://www.voogru.com/images/ctf_well0028.jpg  After:
  http://www.voogru.com/images/ctf_well0029.jpg -
  Original Message-  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox 
  Sent: Friday, June 20, 2008 2:46 PM  To: Half-Life dedicated Win32
  server mailing list  Subject: Re: [hlds] Team Fortress 2 Update
  Released   the way i look at it, if they want to farm them let
  them. better that   they go where ever and get it done, then sitting
  in the servers and just   running around like idiots doing the
  hadouken to kill everything to get   them.   Keeper wrote: 
 
  The sniper is a professional! He would never stoop that low
 
  :P   I think the #1 easiest fix would be to test -IsBot() for
  every  kill/ignite/heal ...   Also, there is no way a
  person would get 500 kills in one round. They  need 
 
  to put some logic into the time it takes to get these
 
  awards. Some are  easily done in a single round. Some would take
  several days to get. Even  weeks.   It could be tweaked.
 
  -Original Message-  From: Tom Leighton
 
  [mailto:[EMAIL PROTECTED]   Sent: Friday, June 20, 2008
  2:21 PM  To: Half-Life dedicated Win32 server mailing list 
  Subject: Re: [hlds] Team Fortress 2 Update Released   Lets hope
  they fix the farming issue first otherwise we're gonna get a   load
  more people yelling HAX before long...   Spencer 'voogru'
  MacDonald wrote:Snipers unlock will probably
  be an aimbot.   
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Dog
Did cp_well and ctf_well get updated, again?
They re-updated

-Dog

2008/6/20 Jason Ruymen [EMAIL PROTECTED]:

 A new required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Fixed Hot on your Heels counting non-flamethrower based kills
 - Fixed some Pyro achievements not working on some servers
 - Fixed Compression Blast and Flare Gun trail particles on DX8
 - Fixed Spy cloaked as Scout in response rules for all classes

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Robert Whelan
same ol' same ol'
blablabla
14747328400.00% c:\srcds4/orangebox\tf\whitelist.cfg
Checking/Installing 'Team Fortress 2 Materials' version 17

Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Team Fortress 2 Dedicated Server' version 42

Connection Reset, WinSock Error 10054 Connection reset by peer
C:\SRCDS4time/t
07:14 PM
Press any key to continue . . .
as far as I can tell I'm up to date yet always get this error on all servers 
24/7
19:21:50 Protocol version 14
 Exe version 1.0.3.3 (tf)
 Exe build: 16:34:34 Jun 12 2008 (3505) (440)




- Original Message 
From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; [EMAIL PROTECTED]; [EMAIL PROTECTED]
Sent: Friday, June 20, 2008 6:41:50 PM
Subject: [hlds] Team Fortress 2 Update Released

A new required update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

- Fixed Hot on your Heels counting non-flamethrower based kills
- Fixed some Pyro achievements not working on some servers
- Fixed Compression Blast and Flare Gun trail particles on DX8
- Fixed Spy cloaked as Scout in response rules for all classes

Jason


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[hlds] timeleft/nextmap spam

2008-06-20 Thread Chris Brunelle
Folks, what are you using to stop the spamming of these commands in console?

 

 

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Re: [hlds] timeleft/nextmap spam

2008-06-20 Thread Joshua Handelsman-Woolf (DogGunn)
Make them a cheat command

Chris Brunelle wrote:
 Folks, what are you using to stop the spamming of these commands in console?

  

  

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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread JDoc0512
I have this problem too but it doesn't cause any lag
here's a screenshot
 
http://www.exunited.com/temp/trash/hugespike.jpg

--- On Fri, 6/20/08, 1nsane [EMAIL PROTECTED] wrote:

From: 1nsane [EMAIL PROTECTED]
Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]
To: hlds@list.valvesoftware.com
Date: Friday, June 20, 2008, 3:21 PM

Hi Guys,

I'm getting these random lag spikes on one of my boxes. It's caused by
SRCDS
somehow magically going into 100% CPU usage and lagging down all the other
servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

Here is a screenshot to illustrate the problem.
http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

At first I thought it might be a plugin... but now that the free weekend has
hit I restarted the servers whit out any plugins and I am still getting
them. I have watched every single SRCDS process and I do know that SRCDS is
causing this... not some other process. So far this seems to happen on
Goldrush (atleast that's what I have noticed).

Any one has any ideas? Thanks!
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Re: [hlds] timeleft/nextmap spam

2008-06-20 Thread 1nsane
Neph made a plugin just for that:
http://www.nephyrin.net/NephCVUH_1.0.zip

On Fri, Jun 20, 2008 at 10:47 PM, Joshua Handelsman-Woolf (DogGunn) 
[EMAIL PROTECTED] wrote:

 Make them a cheat command

 Chris Brunelle wrote:
  Folks, what are you using to stop the spamming of these commands in
 console?
 
 
 
 
 
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[hlds] off topic - steam community

2008-06-20 Thread SakeFox
I know this is really off topic from the HLDS list, but thought it would 
be better then the answers that seem to come from the forums.

is there better way to ban then right click on there name and ban?

have banned the same guy 30times now and just keeps recreating accounts

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Re: [hlds] off topic - steam community

2008-06-20 Thread JDoc0512
you can do a few things here
add his ip address to the ban list or add his name to bad name list (using 
sourcemod plugin) or you can use beetlesmod to ban people with certain words in 
their names
 
I had to do this to because some kid kept coming back with different steam 
accounts
I banned him 12 times

--- On Fri, 6/20/08, SakeFox [EMAIL PROTECTED] wrote:

From: SakeFox [EMAIL PROTECTED]
Subject: [hlds] off topic - steam community
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Friday, June 20, 2008, 11:27 PM

I know this is really off topic from the HLDS list, but thought it would 
be better then the answers that seem to come from the forums.

is there better way to ban then right click on there name and ban?

have banned the same guy 30times now and just keeps recreating accounts

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