Re: [hlds] Wallhack or legitimate glitch?

2009-06-22 Thread Eirik Nilssen

This is a known Glitch in Counter-Strike:Source, where certain condisions may 
lead to transperant textures.

I have only experienced this on de_dust2, where the floors in tunnel has 
become transperant after I have Alt+tab'ed to windows a few times of various 
reasons.

 

This is the only place I have seen this, but one of our admin once had an 
experience where some of the walls in cs_office behaved the same way.

 

This bug occurs very rarely, and should disappear after restarting CS:S.

If he's not using WH, and his explenation is correct, he should know this is a 
serious bug ( = bugabuse) and restart the game instead of taking advantage of 
it.
 

Entreri

Hellfragger.no

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Re: [hlds] Wallhack or legitimate glitch?

2009-06-22 Thread AnAkIn .
:/

We are talking about Goldsource here, not Source.

2009/6/22 Eirik Nilssen eirik_nils...@hotmail.com


 This is a known Glitch in Counter-Strike:Source, where certain condisions
 may lead to transperant textures.

 I have only experienced this on de_dust2, where the floors in tunnel has
 become transperant after I have Alt+tab'ed to windows a few times of various
 reasons.



 This is the only place I have seen this, but one of our admin once had an
 experience where some of the walls in cs_office behaved the same way.



 This bug occurs very rarely, and should disappear after restarting CS:S.

 If he's not using WH, and his explenation is correct, he should know this
 is a serious bug ( = bugabuse) and restart the game instead of taking
 advantage of it.


 Entreri

 Hellfragger.no

 _
 Få nye Windows Live™ Messenger.
 http://download.live.com/messenger
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Re: [hlds] Wallhack or legitimate glitch?

2009-06-22 Thread Michael Krasnow
Seriously how many times do i have to say i used tf2 as an EXAMPLE we are
talking about GOLDSOURCE not normal source

On Mon, Jun 22, 2009 at 5:48 AM, AnAkIn . anakin...@gmail.com wrote:

 :/

 We are talking about Goldsource here, not Source.

 2009/6/22 Eirik Nilssen eirik_nils...@hotmail.com

 
  This is a known Glitch in Counter-Strike:Source, where certain condisions
  may lead to transperant textures.
 
  I have only experienced this on de_dust2, where the floors in tunnel
 has
  become transperant after I have Alt+tab'ed to windows a few times of
 various
  reasons.
 
 
 
  This is the only place I have seen this, but one of our admin once had an
  experience where some of the walls in cs_office behaved the same way.
 
 
 
  This bug occurs very rarely, and should disappear after restarting CS:S.
 
  If he's not using WH, and his explenation is correct, he should know this
  is a serious bug ( = bugabuse) and restart the game instead of taking
  advantage of it.
 
 
  Entreri
 
  Hellfragger.no
 
  _
  Få nye Windows Live™ Messenger.
  http://download.live.com/messenger
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread Dayle Flowers
We're working on a better solution for this, but we are not sure that 
it's something that we will be able to update, as this is a Steam 
requirement.  Sorry that it's a pain in the mean time, but do know that 
we're going to do everything we can to alleviate this situation for 
servers running RO Mods.

Thanks,
Dayle Flowers
Senior Programmer
Tripwire Interactive, LLC.

Office: 770-993-5155 x226
Fax: 770-993-5137
Cell: 770-377-1248



Robert C wrote:
 Just so you're aware, requiring this means that its impossible to run an 
 RO server and a DH server out of the same dir on the same host. That is 
 quite a pain in the butt in our environment.

 Rob C.

 John Gibson wrote:
   
 A small addition to my previous e-mail. After updating a Darkest Hour
 dedicated server through HLDS you must set the number in the
 steam_appid.txt in the base \System folder to 1280.

 Regards,

 John Gibson
 President
 Tripwire Interactive LLC

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, June 19, 2009 7:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Darkest Hour Server Update Released

 A required update for Darkest Hour has been released. All dedicated
 servers must be updated to be compatible with the client version now on
 Steam (and to show in the server browser). This update fixes many issues
 with bugs and balance in the game's levels.  
  
 Regards,
  
 John Gibson
 President
 Tripwire Interactive LLC
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread Dayle Flowers
Unfortunately, Steam requires the steam_appid.txt to be in the same 
directory as the executable.  We're hoping to come up with a system that 
automatically updates the steam_appid.txt based on the Mod a server is 
running, but this may be something that takes longer to get running, 
because we may have to work with Valve on implementing a better solution 
into Steam.

Thanks,
Dayle Flowers
Senior Programmer
Tripwire Interactive, LLC.

Office: 770-993-5155 x226
Fax: 770-993-5137
Cell: 770-377-1248



Andrew Armstrong wrote:
 Even when running normal RO servers? There's only
 \redorchestra\System\steam_appid.txt, not
 \redorchestra\DarkestHour\System\steam_appid.txt

 Thanks,
 Andrew

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Saturday, 20 June 2009 9:36 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Darkest Hour Server Update Released

 A small addition to my previous e-mail. After updating a Darkest Hour
 dedicated server through HLDS you must set the number in the
 steam_appid.txt in the base \System folder to 1280.

 Regards,

 John Gibson
 President
 Tripwire Interactive LLC

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, June 19, 2009 7:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Darkest Hour Server Update Released

 A required update for Darkest Hour has been released. All dedicated
 servers must be updated to be compatible with the client version now on
 Steam (and to show in the server browser). This update fixes many issues
 with bugs and balance in the game's levels.  
  
 Regards,
  
 John Gibson
 President
 Tripwire Interactive LLC
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread John Gibson
You should never run two servers out of the same dir on the same host
anyway. It is like that in RO or any of its mods. Every server instance
of RO should be it's own install. Additionally having the
steam_appid.txt is not our requirement, but rather a Steamworks
requirement. We hope to work with Valve to come up with an alternate
solution for this as the RO install is conflicting with the DH install
of this file.  

John Gibson
President
Tripwire Interactive LLC

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C
Sent: Friday, June 19, 2009 9:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Darkest Hour Server Update Released

Just so you're aware, requiring this means that its impossible to run an

RO server and a DH server out of the same dir on the same host. That is 
quite a pain in the butt in our environment.

Rob C.

John Gibson wrote:
 A small addition to my previous e-mail. After updating a Darkest Hour
 dedicated server through HLDS you must set the number in the
 steam_appid.txt in the base \System folder to 1280.
 
 Regards,
 
 John Gibson
 President
 Tripwire Interactive LLC
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, June 19, 2009 7:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Darkest Hour Server Update Released
 
 A required update for Darkest Hour has been released. All dedicated
 servers must be updated to be compatible with the client version now
on
 Steam (and to show in the server browser). This update fixes many
issues
 with bugs and balance in the game's levels.  
  
 Regards,
  
 John Gibson
 President
 Tripwire Interactive LLC
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread John Gibson
When running a normal RO server you don't need to change anything. The
problem is when you run a DH server, since DH is a mod of RO it installs
all the RO server files including the RO steam_appid.txt (overwriting
the DH steam_appid.txt). 

John Gibson
President
Tripwire Interactive LLC

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armstrong
Sent: Friday, June 19, 2009 8:03 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Darkest Hour Server Update Released

Even when running normal RO servers? There's only
\redorchestra\System\steam_appid.txt, not
\redorchestra\DarkestHour\System\steam_appid.txt

Thanks,
Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
Sent: Saturday, 20 June 2009 9:36 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Darkest Hour Server Update Released

A small addition to my previous e-mail. After updating a Darkest Hour
dedicated server through HLDS you must set the number in the
steam_appid.txt in the base \System folder to 1280.

Regards,

John Gibson
President
Tripwire Interactive LLC

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
Sent: Friday, June 19, 2009 7:17 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Darkest Hour Server Update Released

A required update for Darkest Hour has been released. All dedicated
servers must be updated to be compatible with the client version now on
Steam (and to show in the server browser). This update fixes many issues
with bugs and balance in the game's levels.  
 
Regards,
 
John Gibson
President
Tripwire Interactive LLC
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread Steven Hartland
There must be an easy solution to this otherwise valves own games which
are mods using the same exe wouldn't work.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com


 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH install
 of this file.  



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 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
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Re: [hlds] Darkest Hour Server Update Released

2009-06-22 Thread John Gibson
Which problem are you referring to, the steam_appid.txt problem or
running two instances of a server off the same install? For running two
instances of a server off of the same install, that is standard Unreal
functionality and doesn't have anything to do with Steam, Source, (or
its mods). If you are talking about the steam_appid.txt problem I'm not
sure how Valve handle's that for their games. 

John Gibson
President
Tripwire Interactive LLC

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Monday, June 22, 2009 1:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Darkest Hour Server Update Released

There must be an easy solution to this otherwise valves own games which
are mods using the same exe wouldn't work.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com


 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server
instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH install
 of this file.  



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 recipient is prohibited from using, copying, printing
or otherwise disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission
please telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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[hlds] sudden death mod

2009-06-22 Thread gonen matias
is the sudden death mod a valve one or i need to download it, and can you
give me the whole CVR list of TF2?thanks..
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Re: [hlds] sudden death mod

2009-06-22 Thread Shane Arnold
http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
http://www.google.com.au/search?q=SUdDen+DeAth+MOD

You can thank me later ;)

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



gonen matias wrote:
 is the sudden death mod a valve one or i need to download it, and can you
 give me the whole CVR list of TF2?thanks..
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Re: [hlds] sudden death mod

2009-06-22 Thread Yaakov Smith
why the radom caps?

On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.auwrote:

 http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
 http://www.google.com.au/search?q=SUdDen+DeAth+MOD

 You can thank me later ;)

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe, the
 horse was lost. For want of a horse, the messenger was lost. For want of a
 messenger, the message was not delivered. For want of an undelivered message
 the war was lost.



 gonen matias wrote:
  is the sudden death mod a valve one or i need to download it, and can you
  give me the whole CVR list of TF2?thanks..
  ___
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 please visit:
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Re: [hlds] sudden death mod

2009-06-22 Thread Michael Krasnow
in console to get the cvar list for your server you can put in cvar_list i
think it was or cvarlist or cvar list

On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 why the radom caps?

 On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
 wrote:

  http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
  http://www.google.com.au/search?q=SUdDen+DeAth+MOD
 
  You can thank me later ;)
 
  ___
 
  Shane Arnold-   clontar...@iinet.net.au
 
  For want of a nail, the horseshoe was lost. For want of a horseshoe, the
  horse was lost. For want of a horse, the messenger was lost. For want of
 a
  messenger, the message was not delivered. For want of an undelivered
 message
  the war was lost.
 
 
 
  gonen matias wrote:
   is the sudden death mod a valve one or i need to download it, and can
 you
   give me the whole CVR list of TF2?thanks..
   ___
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  please visit:
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Re: [hlds] sudden death mod

2009-06-22 Thread Yaakov Smith
cvarlist.

And if you're talking TF2, sudden death is not a mod. it happens by default
on maps where teams are tied, such as  no-one capping a stage on tc_hydro.

On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com wrote:

 in console to get the cvar list for your server you can put in cvar_list i
 think it was or cvarlist or cvar list

 On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

  why the radom caps?
 
  On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
  wrote:
 
   http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
   http://www.google.com.au/search?q=SUdDen+DeAth+MOD
  
   You can thank me later ;)
  
   ___
  
   Shane Arnold-   clontar...@iinet.net.au
  
   For want of a nail, the horseshoe was lost. For want of a horseshoe,
 the
   horse was lost. For want of a horse, the messenger was lost. For want
 of
  a
   messenger, the message was not delivered. For want of an undelivered
  message
   the war was lost.
  
  
  
   gonen matias wrote:
is the sudden death mod a valve one or i need to download it, and can
  you
give me the whole CVR list of TF2?thanks..
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 archives,
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Re: [hlds] sudden death mod

2009-06-22 Thread bl4nk
Not by default, by setting mp_stalemate_enable to 1.

Yaakov Smith wrote:
 cvarlist.

 And if you're talking TF2, sudden death is not a mod. it happens by default
 on maps where teams are tied, such as  no-one capping a stage on tc_hydro.

 On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com wrote:

   
 in console to get the cvar list for your server you can put in cvar_list i
 think it was or cvarlist or cvar list

 On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 
 why the radom caps?

 On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
   
 wrote:
 
 http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
 http://www.google.com.au/search?q=SUdDen+DeAth+MOD

 You can thank me later ;)

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
 the
 
 horse was lost. For want of a horse, the messenger was lost. For want
 
 of
 
 a
   
 messenger, the message was not delivered. For want of an undelivered
 
 message
   
 the war was lost.



 gonen matias wrote:
 
 is the sudden death mod a valve one or i need to download it, and can
   
 you
   
 give me the whole CVR list of TF2?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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