[hlds] Client and server vphysics crashes

2012-01-04 Thread Ryan Kistner
I'm seeing crashes in both GMod (server) and TF2 (server  client)
that point to vphysics. I don't know if anything has changed recently,
but I know that these crashes are happening extremely frequently. I'm
hoping someone has some insight or Valve is looking into what might be
causing these issues.

The first crash I have is one I've been helping a user diagnose. His
server consistently crashes with the same stack trace on constraint
activation:
http://dl.dropbox.com/u/759758/crash_srcds.exe_20111231043430_1.dmp
http://dl.dropbox.com/u/759758/crash_srcds.exe_20111219090657_1.dmp

The value on top of the stack is -1, which is the counter register
from the previous call. It seems to have iterated an array and rather
than exit it called the function that's sitting on top. I can't figure
out where exactly this is, but I know it's always as a constraint is
activated.


The second crash is from when all the Windows users on our TF2 server crash.
http://dl.dropbox.com/u/759758/crash_hl2.exe_20111231221200_1.mdmp

I'm not as certain about this crash as it seems that memalloc returned
an invalid pointer. This crash probably takes place in
CreatePhysicsObject. The one interesting trait is that the pointer is
sold perhaps a string could have overwritten the pointer?


This third crash happens on our TF2 server, which also consistently
gets the same stack trace.
http://dl.dropbox.com/u/759758/crash_srcds.exe_20111231174805_1.dmp
http://dl.dropbox.com/u/759758/crash_srcds.exe_20111228021207_1.dmp

This one appears to be some IVP_Mindist_Solver. I'm not sure why this
one is happening. It is however the same function on the stack every
time.


The crashes don't seem to be the same between servers, but they are
happening consistently in the same function. It also happens to be
that it's during the initialization of an object.

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[hlds] Policy of truth

2012-01-04 Thread Fletcher Dunn
Today the Team Fortress team took action to bring certain server operators into 
compliance with our previously announced honest server policy.  Examples of 
server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
* Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is 
clear.  We took two different actions, depending on the severity of 
modification we found:
* Preventing IP addresses from logging a TF gameserver account, which excludes 
them from quickplay.
* Delisting IP addresses from the master server (server browser and Quick Match 
system) for one month.

Finally, we would like to say thanks to the server operators who have continued 
to run honest servers, and to those who heeded our earlier warning and 
subsequently changed their practices.  We thank you for that.  We hope that our 
actions today show that we want to help you compete for player traffic on the 
basis of providing a good environment for players.

Thank you,
The Team Fortress Team


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Re: [hlds] Policy of truth

2012-01-04 Thread Ant
Thats not how I would interpret it but I am sure theres enough negative
political banter going on in today's society without adding to it. Although
I would say it's a good thing the powers that be are restricted to Game
Servers.

-Original Message-

We hope that our actions today show that we want to help you compete for
player traffic on the basis of providing a good environment for players.






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Re: [hlds] Policy of truth

2012-01-04 Thread Jethro Seabridge
Gentlemen, this is the War on Saigns.de.

*And we are winning!*

On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Today the Team Fortress team took action to bring certain server operators
 into compliance with our previously announced honest server policy.
 Examples of server modifications that resulted in this policy include:
 * Running bots and trying to make them appear that they were human players
 * Running bots and circumventing or modifying the usual mechanisms that
 the bots are advertised to the server browser
 * Running with significant gameplay modifications, such as respawn times,
 without having the proper tags on their server designed to alert quickplay
 and automated searches about those modifications.

 We have not taken action against individual servers, but rather against an
 entire related server group.  Hopefully the necessity for this policy is
 clear.  We took two different actions, depending on the severity of
 modification we found:
 * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and Quick
 Match system) for one month.

 Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and subsequently changed their practices.  We thank you for that.
 We hope that our actions today show that we want to help you compete for
 player traffic on the basis of providing a good environment for players.

 Thank you,
 The Team Fortress Team


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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread DontWannaName!
Well that is good news, however a month is a very liberal punishment for groups 
that have been doing this for 3 years. 

Sent from my iPhone 4

On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Today the Team Fortress team took action to bring certain server operators 
 into compliance with our previously announced honest server policy.  
 Examples of server modifications that resulted in this policy include:
 * Running bots and trying to make them appear that they were human players
 * Running bots and circumventing or modifying the usual mechanisms that the 
 bots are advertised to the server browser
 * Running with significant gameplay modifications, such as respawn times, 
 without having the proper tags on their server designed to alert quickplay 
 and automated searches about those modifications.
 
 We have not taken action against individual servers, but rather against an 
 entire related server group.  Hopefully the necessity for this policy is 
 clear.  We took two different actions, depending on the severity of 
 modification we found:
 * Preventing IP addresses from logging a TF gameserver account, which 
 excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and Quick 
 Match system) for one month.
 
 Finally, we would like to say thanks to the server operators who have 
 continued to run honest servers, and to those who heeded our earlier warning 
 and subsequently changed their practices.  We thank you for that.  We hope 
 that our actions today show that we want to help you compete for player 
 traffic on the basis of providing a good environment for players.
 
 Thank you,
 The Team Fortress Team
 
 
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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Cc2iscooL
A month is more than long enough to completely kill a server. I'm sure
repeat offenses will be more severe.

On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment for
 groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms that
 the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather against
 an entire related server group.  Hopefully the necessity for this policy is
 clear.  We took two different actions, depending on the severity of
 modification we found:
  * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and
 Quick Match system) for one month.
 
  Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and subsequently changed their practices.  We thank you for that.
  We hope that our actions today show that we want to help you compete for
 player traffic on the basis of providing a good environment for players.
 
  Thank you,
  The Team Fortress Team
 
 
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[hlds] TF2 Server

2012-01-04 Thread Administrator

Hi,

I have created a new tf2 server for one of my client.I have never 
created any tf2 server earlier.
Can someone please share basic server.cfg along with the names of few 
basic plugins.

And apart from this any other thing i have to take care of.

Thanks in advance,
Sachin Sud

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Re: [hlds] TF2 Server

2012-01-04 Thread Bajdechi Nightbox Alexandru
Hello,

server.cfg is not really required since the default values are the best, if
you want to change something you can do in server.cfg then.

Try installing metamod:source and then sourcemod, basic sourcemod
configuration should do the work.

2012/1/4 Administrator ad...@crazyfreakgamers.com

 Hi,

 I have created a new tf2 server for one of my client.I have never created
 any tf2 server earlier.
 Can someone please share basic server.cfg along with the names of few
 basic plugins.
 And apart from this any other thing i have to take care of.

 Thanks in advance,
 Sachin Sud

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Re: [hlds] TF2 Server

2012-01-04 Thread Administrator

I have installed metamod and sourcemod .
But apart from this any other thing required?

On 1/5/2012 3:10 AM, Bajdechi Nightbox Alexandru wrote:

Hello,

server.cfg is not really required since the default values are the 
best, if you want to change something you can do in server.cfg then.


Try installing metamod:source and then sourcemod, basic sourcemod 
configuration should do the work.


2012/1/4 Administrator ad...@crazyfreakgamers.com 
mailto:ad...@crazyfreakgamers.com


Hi,

I have created a new tf2 server for one of my client.I have never
created any tf2 server earlier.
Can someone please share basic server.cfg along with the names of
few basic plugins.
And apart from this any other thing i have to take care of.

Thanks in advance,
Sachin Sud

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Re: [hlds] Policy of truth

2012-01-04 Thread Ronny Schedel
I don’t think saigns is delisted. They have changed their bots according to the 
rules (read news of 10th December)

Some other servers with high gametracker scores got delisted:

http://www.gametracker.com/search/tf2/DE/?query=New+IP=GO

They have changed their IP. If I remember well, their name was something with 
Nightteam or similar.



From: Jethro Seabridge 
Sent: Wednesday, January 04, 2012 10:21 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

Gentlemen, this is the War on Saigns.de. 

And we are winning!


On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

  Today the Team Fortress team took action to bring certain server operators 
into compliance with our previously announced honest server policy.  Examples 
of server modifications that resulted in this policy include:
  * Running bots and trying to make them appear that they were human players
  * Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

  We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is clear. 
 We took two different actions, depending on the severity of modification we 
found:
  * Preventing IP addresses from logging a TF gameserver account, which 
excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and Quick 
Match system) for one month.

  Finally, we would like to say thanks to the server operators who have 
continued to run honest servers, and to those who heeded our earlier warning 
and subsequently changed their practices.  We thank you for that.  We hope that 
our actions today show that we want to help you compete for player traffic on 
the basis of providing a good environment for players.

  Thank you,
  The Team Fortress Team


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Re: [hlds] TF2 Server

2012-01-04 Thread Jesse Porter
Required? No -- metamod and sourcemod are pretty robust. Sourcemod has good
default addons that provide a lot of usability. I'd suggest staying there
for a while and then evaluate your client's needs after some time.

On Wed, Jan 4, 2012 at 2:43 PM, Administrator ad...@crazyfreakgamers.comwrote:

  I have installed metamod and sourcemod .
 But apart from this any other thing required?


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Re: [hlds] TF2 Server

2012-01-04 Thread Bajdechi Nightbox Alexandru
You can enable sourcemod mapchooser. Move from (addons/sourcemod/plugins/)
disabled folder to plugins.

2012/1/4 Administrator ad...@crazyfreakgamers.com

  I have installed metamod and sourcemod .
 But apart from this any other thing required?


 On 1/5/2012 3:10 AM, Bajdechi Nightbox Alexandru wrote:

 Hello,

  server.cfg is not really required since the default values are the best,
 if you want to change something you can do in server.cfg then.

  Try installing metamod:source and then sourcemod, basic sourcemod
 configuration should do the work.

 2012/1/4 Administrator ad...@crazyfreakgamers.com

 Hi,

 I have created a new tf2 server for one of my client.I have never created
 any tf2 server earlier.
 Can someone please share basic server.cfg along with the names of few
 basic plugins.
 And apart from this any other thing i have to take care of.

 Thanks in advance,
 Sachin Sud

 ___
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 please visit:
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Re: [hlds] Policy of truth

2012-01-04 Thread Ronny Schedel
I have to correct myself, these servers are old saigns servers.


From: Ronny Schedel 
Sent: Wednesday, January 04, 2012 10:47 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

I don’t think saigns is delisted. They have changed their bots according to the 
rules (read news of 10th December)

Some other servers with high gametracker scores got delisted:

http://www.gametracker.com/search/tf2/DE/?query=New+IP=GO

They have changed their IP. If I remember well, their name was something with 
Nightteam or similar.



From: Jethro Seabridge 
Sent: Wednesday, January 04, 2012 10:21 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Policy of truth

Gentlemen, this is the War on Saigns.de. 

And we are winning!


On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

  Today the Team Fortress team took action to bring certain server operators 
into compliance with our previously announced honest server policy.  Examples 
of server modifications that resulted in this policy include:
  * Running bots and trying to make them appear that they were human players
  * Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

  We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is clear. 
 We took two different actions, depending on the severity of modification we 
found:
  * Preventing IP addresses from logging a TF gameserver account, which 
excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and Quick 
Match system) for one month.

  Finally, we would like to say thanks to the server operators who have 
continued to run honest servers, and to those who heeded our earlier warning 
and subsequently changed their practices.  We thank you for that.  We hope that 
our actions today show that we want to help you compete for player traffic on 
the basis of providing a good environment for players.

  Thank you,
  The Team Fortress Team


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Re: [hlds] Policy of truth

2012-01-04 Thread Andreas Grimm
i moved some gameservers to other root servers - that causes the ip changes.

i already removed all fake plugins on all saigns servers a few weeks ago

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Wednesday, January 04, 2012 10:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Policy of truth

 

I have to correct myself, these servers are old saigns servers.

 

 

From: Ronny Schedel mailto:i...@ronny-schedel.de  

Sent: Wednesday, January 04, 2012 10:47 PM

To: Half-Life dedicated Win32 server mailing list 
mailto:hlds@list.valvesoftware.com  

Subject: Re: [hlds] Policy of truth

 

I don’t think saigns is delisted. They have changed their bots according to the 
rules (read news of 10th December)

 

Some other servers with high gametracker scores got delisted:

 

http://www.gametracker.com/search/tf2/DE/?query=New+IP 
http://www.gametracker.com/search/tf2/DE/?query=New+IP=GO =GO

 

They have changed their IP. If I remember well, their name was something with 
Nightteam or similar.

 

 

 

From: Jethro Seabridge mailto:jet2the...@gmail.com  

Sent: Wednesday, January 04, 2012 10:21 PM

To: Half-Life dedicated Win32 server mailing list 
mailto:hlds@list.valvesoftware.com  

Subject: Re: [hlds] Policy of truth

 

Gentlemen, this is the War on Saigns.de. 

 

And we are winning!

 

On Wed, Jan 4, 2012 at 9:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

Today the Team Fortress team took action to bring certain server operators into 
compliance with our previously announced honest server policy.  Examples of 
server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Running bots and circumventing or modifying the usual mechanisms that the 
bots are advertised to the server browser
* Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications.

We have not taken action against individual servers, but rather against an 
entire related server group.  Hopefully the necessity for this policy is clear. 
 We took two different actions, depending on the severity of modification we 
found:
* Preventing IP addresses from logging a TF gameserver account, which excludes 
them from quickplay.
* Delisting IP addresses from the master server (server browser and Quick Match 
system) for one month.

Finally, we would like to say thanks to the server operators who have continued 
to run honest servers, and to those who heeded our earlier warning and 
subsequently changed their practices.  We thank you for that.  We hope that our 
actions today show that we want to help you compete for player traffic on the 
basis of providing a good environment for players.

Thank you,
The Team Fortress Team


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[hlds] Steam auth timeouts

2012-01-04 Thread Fletcher Dunn
I wanted to pass on the news that we believe we have identified the cause of 
the steam auth timeouts that cause groups of players to all get disconnected 
drop at once.  (No, we had not forgotten about it!)

The details of the bug are pretty complicated, but essentially if a client 
dropped from Steam under the right circumstances, and then later reconnected 
and presented a previously claimed ticket to the authentication system, the 
authentication would not properly receive the ticket, and it would keep waiting 
for a claimed ticket to be presented.  No such ticket would appear, since the 
client properly assumed that he had already sent it.  Eventually the auth 
system gives up, and sends a timeout.  While the problem essentially happens on 
an individual player basis, it can happen in batches because multiple clients 
are often connected to the same front-facing server (the CM), and those servers 
(by design) are in the most hostile environment and are the most subject to 
bouncing.  If one of those servers goes down, then from Steam's perspective, 
all of those players will get disconnected simultaneously.

The fix should make its way to public within the next week or two.

Thanks for everybody's patience in enduring this really irritating bug.  And 
especially to those who submitted the bug reports that enabled us to track this 
down.

Your humble servant,
Fletch
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[hlds] Losing connection to load-outs increasing

2012-01-04 Thread Jason
I was curious if this is happening for other server operators or not,
whereby 1/3rd to a half of the server seems to experience loss of
connectivity to their steam loadout -- which also affects trading.
Rebooting the server doesn't seem to fix it, and it seems to go in cycles
and we have to 'wait it out' -- often I've been told this happens when
Valve is doing something on the backend or preparing for an upcoming update
(not sure how true that is), but the perception is since the Christmas
update, my servers seem affected more and more frequently.

Is there ANYTHING I can do (server commands, adding master server list IP
to server.cfg, or whatever) to keep this to a minimum or not happening at
all?

Thank you in advance for any suggestions or helpful comments.
Regards,
Jason
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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Fletcher Dunn
* Preventing IP addresses from logging a TF gameserver
account,  which excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and 
 Quick Match system) for one month.

Just to clarify: the time for both bans is one month.

Unless we see additional irregularities or new IP addresses.  Then we will 
update our ban tables with any new IP's and reset the timer.

Your humble servant,
Fletch

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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Emil Larsson
And one month without income for servers who depend on it hurts a lot too.

Out of curiosity, how does the status command query look like for a blocked
server?

On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment for
 groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms that
 the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather against
 an entire related server group.  Hopefully the necessity for this policy is
 clear.  We took two different actions, depending on the severity of
 modification we found:
  * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and
 Quick Match system) for one month.
 
  Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and subsequently changed their practices.  We thank you for that.
  We hope that our actions today show that we want to help you compete for
 player traffic on the basis of providing a good environment for players.
 
  Thank you,
  The Team Fortress Team
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
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Re: [hlds] TF2 Server

2012-01-04 Thread m33crob
At the very least, I would suggest using a server.cfg file with the
following line:

hostname whatever you want your host name to be

Keep in mind that you only have to put cvars that you have specifically
changed from their default value in your server.cfg file. I feel that the
best way to create a server.cfg file would be to examine that current list
of variables and decide how you would like to configure your server.

To get a list of current cvars and their default value, type the following
into the console:

cvarlist log cvarlist.txt

This will create a file named cvarlist.txt in your server directory
containing all available options.

On Wed, Jan 4, 2012 at 2:48 PM, Jesse Porter reacherg...@gmail.com wrote:

 Required? No -- metamod and sourcemod are pretty robust. Sourcemod has
 good default addons that provide a lot of usability. I'd suggest staying
 there for a while and then evaluate your client's needs after some time.


 On Wed, Jan 4, 2012 at 2:43 PM, Administrator 
 ad...@crazyfreakgamers.comwrote:

  I have installed metamod and sourcemod .
 But apart from this any other thing required?


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[hlds] hldsupdatetool problem

2012-01-04 Thread jarett ambrosat
I'm trying to set up a CS:S server and i'm having trouble with the update tool. 
I enter in the cmd hldsupdatetool -command update -game Counter-Strike Source 
-dir C:\CSSServer. Yes, i'm in the directory that my update tool is in. Anyway, 
another window pops up, text appears, but before I can read it the window 
disappears and it doesn't update. I've tried multiple times and it does the 
same thing every time.___
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Re: [hlds] hldsupdatetool problem

2012-01-04 Thread RSS List User

Try using this.

hldsupdatetool -command update -game Counter-Strike Source -dir 
C:\CSSServer


I believe Counter-Strike Source must be in quotes.

On 1/4/2012 9:36 PM, jarett ambrosat wrote:
I'm trying to set up a CS:S server and i'm having trouble with the 
update tool. I enter in the cmd hldsupdatetool -command update -game 
Counter-Strike Source -dir C:\CSSServer. Yes, i'm in the directory 
that my update tool is in. Anyway, another window pops up, text 
appears, but before I can read it the window disappears and it doesn't 
update. I've tried multiple times and it does the same thing every time.



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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread E. Olsen
Hello,

I certainly understand the reason for the penalties, and running fake
clients/bots as humans is certainly under-handed, but I think the root of
the problem (i.e. server operators wanting some of the quickplay traffic)
can certainly be fixed very easily simply by giving players more CHOICE in
the quickplay system. Instead of the strict Vanilla setting only to
benefit from any quickplay traffic, why not give the players the option of
what kinds of servers they are willing to accept?

On the quickplay interface, you could have a few checkboxes that players
can check/uncheck.

Examples:

[] All Servers (stock and custom)
[] Custom Servers only
[] Stock Servers only

More choice is always better than less. This would also give server
operators who have added certain mods at the request of their communities
(i.e. faster respawn times, etc.) the opportunity to get some new blood on
their servers.

In addition, there are dozens upon dozens of custom maps that might never
get discovered by players if their only choice are stock maps. We have over
70 custom maps that many new players will never get to see, simply because
they're now being conditioned to hit that little button, as opposed to
finding a server they like through the browser.

Hell...Valve could even make it an achievement for new players. Have
everything but the Stock servers only checkbox greyed out until new
players reach X amount of hours with each class. Make them learn the game
on stock settings, and then ALLOW them to experience all the TF2 world has
to offer (maybe you could even incentivise it so that they would need to
spend a few bucks on a TF2 item?)

Plain vanilla is not the ONLY way. There's nothing wrong with it, but Valve
made the game moddable for a reason, and fencing new players off from it by
only allowing stock is (IMHO) shooting themselves in the foot (not to
mention there are those of us who have been running/supporting TF2 servers
for 4 years now who feel left out in the cold while you channel traffic to
new servers/communities who simply throw up vanilla servers and hope for
the best.)

Give the players some choice, guys, and I think both they and the server
operators will be happier as a result. After all, if you implemented the
above, you'd be giving them both what they want - players who are looking
for their type of server. ;-)

On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson ail...@gmail.com wrote:

 And one month without income for servers who depend on it hurts a lot too.

 Out of curiosity, how does the status command query look like for a
 blocked server?


 On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment for
 groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms
 that the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather
 against an entire related server group.  Hopefully the necessity for this
 policy is clear.  We took two different actions, depending on the severity
 of modification we found:
  * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and
 Quick Match system) for one month.
 
  Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and subsequently changed their practices.  We thank you for that.
  We hope that our actions today show that we want to help you compete for
 player traffic on the basis of providing a good environment for players.
 
  Thank you,
  The Team Fortress Team
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 

Re: [hlds] hldsupdatetool problem

2012-01-04 Thread Team BOOM!
Here's mine and it works fine. 
 
C:\GameInstalls\HldsUpdateTool.exe -command update -game Counter-Strike
Source -dir  C:\gameinstalls\CSS -verify_all
 
Good Luck
Mike

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of jarett ambrosat
Sent: Wednesday, January 04, 2012 6:36 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] hldsupdatetool problem


I'm trying to set up a CS:S server and i'm having trouble with the update
tool. I enter in the cmd  
 
hldsupdatetool -command update -game Counter-Strike Source -dir
C:\CSSServer.  
 
 Yes, i'm in the directory that my update tool is in. Anyway, another window
pops up, text appears, but before I can read it the window disappears and it
doesn't update. I've tried multiple times and it does the same thing every
time.
___
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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Jason
 Running with significant gameplay modifications, such as respawn times,
without having the proper tags on their server designed to alert quickplay
and automated searches about those modifications. 

I thought Valve places these tags on a server when modifications are in
place (or at least show them if searched for)?  At least these
modifications seem to be reporting to HLSW properly..or so I thought.

So what extra do server owners have to do to their servers so that we are
not discriminated against by your anti-modding stance Valve?

Thank you.

On Wed, Jan 4, 2012 at 10:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,

 I certainly understand the reason for the penalties, and running fake
 clients/bots as humans is certainly under-handed, but I think the root of
 the problem (i.e. server operators wanting some of the quickplay traffic)
 can certainly be fixed very easily simply by giving players more CHOICE in
 the quickplay system. Instead of the strict Vanilla setting only to
 benefit from any quickplay traffic, why not give the players the option of
 what kinds of servers they are willing to accept?

 On the quickplay interface, you could have a few checkboxes that players
 can check/uncheck.

 Examples:

 [] All Servers (stock and custom)
 [] Custom Servers only
 [] Stock Servers only

 More choice is always better than less. This would also give server
 operators who have added certain mods at the request of their communities
 (i.e. faster respawn times, etc.) the opportunity to get some new blood on
 their servers.

 In addition, there are dozens upon dozens of custom maps that might never
 get discovered by players if their only choice are stock maps. We have over
 70 custom maps that many new players will never get to see, simply because
 they're now being conditioned to hit that little button, as opposed to
 finding a server they like through the browser.

 Hell...Valve could even make it an achievement for new players. Have
 everything but the Stock servers only checkbox greyed out until new
 players reach X amount of hours with each class. Make them learn the game
 on stock settings, and then ALLOW them to experience all the TF2 world has
 to offer (maybe you could even incentivise it so that they would need to
 spend a few bucks on a TF2 item?)

 Plain vanilla is not the ONLY way. There's nothing wrong with it, but
 Valve made the game moddable for a reason, and fencing new players off from
 it by only allowing stock is (IMHO) shooting themselves in the foot (not to
 mention there are those of us who have been running/supporting TF2 servers
 for 4 years now who feel left out in the cold while you channel traffic to
 new servers/communities who simply throw up vanilla servers and hope for
 the best.)

 Give the players some choice, guys, and I think both they and the server
 operators will be happier as a result. After all, if you implemented the
 above, you'd be giving them both what they want - players who are looking
 for their type of server. ;-)


 On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson ail...@gmail.com wrote:

 And one month without income for servers who depend on it hurts a lot too.

 Out of curiosity, how does the status command query look like for a
 blocked server?


 On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment
 for groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms
 that the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather
 against an entire related server group.  Hopefully the necessity for this
 policy is clear.  We took two different actions, depending on the severity
 of modification we found:
  * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
  * Delisting IP addresses from the master server (server browser and
 Quick Match system) for one month.
 
  Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning and 

Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Mart-Jan Reeuwijk
The servers talked about, REMOVE those tags via plugins or otherwise, and run 
bots that cant be discerned from human players, by giving fake steam ID's, 
pings, etc. 

You dont have to do anything, just run your server, and if you enable bots or 
other stuff, the flag goes up automatically, and thats no problem either, cos 
Valve's master server sees that and stops giving quickplay. Till you remove it 
again ofcourse, and the flag is automatically removed. 

If you dont know bout this, I'm pretty sure you're nowhere in the danger 
zone. 




 From: Jason pctool...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Thursday, 5 January 2012, 4:47
Subject: Re: [hlds] [hlds_linux] Policy of truth
 

 Running with significant gameplay modifications, such as respawn times, 
without having the proper tags on their server designed to alert quickplay and 
automated searches about those modifications. 


I thought Valve places these tags on a server when modifications are in place 
(or at least show them if searched for)?  At least these modifications seem to 
be reporting to HLSW properly..or so I thought.  


So what extra do server owners have to do to their servers so that we are not 
discriminated against by your anti-modding stance Valve?


Thank you.


On Wed, Jan 4, 2012 at 10:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

Hello,

I certainly understand the reason for the penalties, and running fake 
clients/bots as humans is certainly under-handed, but I think the root of the 
problem (i.e. server operators wanting some of the quickplay traffic) can 
certainly be fixed very easily simply by giving players more CHOICE in the 
quickplay system. Instead of the strict Vanilla setting only to benefit 
from any quickplay traffic, why not give the players the option of what kinds 
of servers they are willing to accept?

On the quickplay interface, you could have a few checkboxes that players can 
check/uncheck.

Examples:

[] All Servers (stock and custom)
[] Custom Servers only
[] Stock Servers only

More choice is always better than less. This would also give server 
operators who have added certain mods at the request of their 
communities (i.e. faster respawn times, etc.) the opportunity to get 
some new blood on their servers.

In addition, there are dozens upon dozens of custom maps that might 
never get discovered by players if their only choice are stock maps. We have 
over 70 custom maps that many new players will never get to see, simply because 
they're now being conditioned to hit that little button, as opposed to 
finding a server they like through the browser.

Hell...Valve could even make it an achievement for new players. Have 
everything but the Stock servers only checkbox greyed out until new 
players reach X amount of hours with each class. Make them learn the 
game on stock settings, and then ALLOW them to experience all the TF2 
world has to offer (maybe you could even incentivise it so that they would need 
to spend a few bucks on a TF2 item?)

Plain vanilla is not the ONLY way. There's nothing wrong with it, but Valve 
made the game moddable for a reason, and fencing new players off 
from it by only allowing stock is (IMHO) shooting themselves in the 
foot (not to mention there are those of us who have been running/supporting TF2 
servers for 4 years now who feel left out in the cold
while you channel traffic to new servers/communities who simply 
throw up vanilla servers and hope for the best.)

Give the players some choice, guys, and I think both they and the server 
operators will be happier as a result. After all, if you implemented the 
above, you'd be giving them both what they want - players who are looking for 
their type of server. ;-)



On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson ail...@gmail.com wrote:

And one month without income for servers who depend on it hurts a lot too.

Out of curiosity, how does the status command query look like for a blocked 
server?



On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

A month is more than long enough to completely kill a server. I'm sure 
repeat offenses will be more severe.



On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! ad...@topnotchclan.com 
wrote:

Well that is good news, however a month is a very liberal punishment for 
groups that have been doing this for 3 years.

Sent from my iPhone 4


On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

 Today the Team Fortress team took action to bring certain server 
 operators into compliance with our previously announced honest server 
 policy.  Examples of server modifications that resulted in this policy 
 include:
 * Running bots and trying to make them appear that they were human 
 players
 * Running bots and circumventing or modifying the usual mechanisms that 
 the bots are advertised to the server browser
 * Running with significant 

Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Mark Steele
Valve does indeed add these tags, but it is all on the server side. Similar
mods to those that mask bots as real players, and misrepresent player
counts can also change the tags reported to the master servers.

This is the main issue at hand. A lot of servers have made a habit of
misrepresentation and lying to the master servers, and by extention, the
players. Most mods will likely continue to be unaffected.
On Jan 5, 2012 3:47 AM, Jason pctool...@gmail.com wrote:

  Running with significant gameplay modifications, such as respawn times,
 without having the proper tags on their server designed to alert quickplay
 and automated searches about those modifications. 

 I thought Valve places these tags on a server when modifications are in
 place (or at least show them if searched for)?  At least these
 modifications seem to be reporting to HLSW properly..or so I thought.

 So what extra do server owners have to do to their servers so that we are
 not discriminated against by your anti-modding stance Valve?

 Thank you.

 On Wed, Jan 4, 2012 at 10:11 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Hello,

 I certainly understand the reason for the penalties, and running fake
 clients/bots as humans is certainly under-handed, but I think the root of
 the problem (i.e. server operators wanting some of the quickplay traffic)
 can certainly be fixed very easily simply by giving players more CHOICE in
 the quickplay system. Instead of the strict Vanilla setting only to
 benefit from any quickplay traffic, why not give the players the option of
 what kinds of servers they are willing to accept?

 On the quickplay interface, you could have a few checkboxes that players
 can check/uncheck.

 Examples:

 [] All Servers (stock and custom)
 [] Custom Servers only
 [] Stock Servers only

 More choice is always better than less. This would also give server
 operators who have added certain mods at the request of their communities
 (i.e. faster respawn times, etc.) the opportunity to get some new blood on
 their servers.

 In addition, there are dozens upon dozens of custom maps that might never
 get discovered by players if their only choice are stock maps. We have over
 70 custom maps that many new players will never get to see, simply because
 they're now being conditioned to hit that little button, as opposed to
 finding a server they like through the browser.

 Hell...Valve could even make it an achievement for new players. Have
 everything but the Stock servers only checkbox greyed out until new
 players reach X amount of hours with each class. Make them learn the game
 on stock settings, and then ALLOW them to experience all the TF2 world has
 to offer (maybe you could even incentivise it so that they would need to
 spend a few bucks on a TF2 item?)

 Plain vanilla is not the ONLY way. There's nothing wrong with it, but
 Valve made the game moddable for a reason, and fencing new players off from
 it by only allowing stock is (IMHO) shooting themselves in the foot (not to
 mention there are those of us who have been running/supporting TF2 servers
 for 4 years now who feel left out in the cold while you channel traffic to
 new servers/communities who simply throw up vanilla servers and hope for
 the best.)

 Give the players some choice, guys, and I think both they and the server
 operators will be happier as a result. After all, if you implemented the
 above, you'd be giving them both what they want - players who are looking
 for their type of server. ;-)


 On Wed, Jan 4, 2012 at 7:32 PM, Emil Larsson ail...@gmail.com wrote:

 And one month without income for servers who depend on it hurts a lot
 too.

 Out of curiosity, how does the status command query look like for a
 blocked server?


 On Wed, Jan 4, 2012 at 10:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 A month is more than long enough to completely kill a server. I'm sure
 repeat offenses will be more severe.


 On Wed, Jan 4, 2012 at 4:20 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 Well that is good news, however a month is a very liberal punishment
 for groups that have been doing this for 3 years.

 Sent from my iPhone 4

 On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  Today the Team Fortress team took action to bring certain server
 operators into compliance with our previously announced honest server
 policy.  Examples of server modifications that resulted in this policy
 include:
  * Running bots and trying to make them appear that they were human
 players
  * Running bots and circumventing or modifying the usual mechanisms
 that the bots are advertised to the server browser
  * Running with significant gameplay modifications, such as respawn
 times, without having the proper tags on their server designed to alert
 quickplay and automated searches about those modifications.
 
  We have not taken action against individual servers, but rather
 against an entire related server group.  Hopefully the necessity for 

Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread Phillip Vector
and fencing new players off from it by only allowing stock is (IMHO) shooting 
themselves in the foot

If that fence was 1 foot high and easily walked around. They are free
to use the server browser and if they know the game well enough, they
know how to use the game browser to find what they want.

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Re: [hlds] hldsupdatetool problem

2012-01-04 Thread Eduard Osman
I believe you need admin rights to write to the root of C:\.
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