Re: [hlds] Valve L4D Group ID

2008-12-09 Thread [EMAIL PROTECTED]
do you have a link to the official group?

DontWannaName! wrote:
 Is it just me or does anyone else see about 20 servers that say their steam 
 group is the L4D official group in the group servers list? Because I am 
 pretty sure they are far from official. Somehow they got the official groups 
 ID and are abusing it.



   
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Re: [hlds] Windows 2008

2008-11-24 Thread [EMAIL PROTECTED]
This is why I use serverdoc

It will close a crash dialog box in 2008.  I don't know much about this 
stuff and I trying not to ask stupid questions.

As I said before 4 servers idle at ~64%(2 Gig total memory) memory usage.  I 
am an Mech. Engineer so I work with the same principles.  You always make 
sure you design everything to 150% of what you need.  Now I always 
understood if the server has players memory usage increases.  So to me I 
don't have enough memory for a 5th server. but these ideas I am assuming 
don't work in this application.

I apologize for any future stupid questions.  At least I am not asking how 
to get 2 FPS and 10 tick for a CSS server cause that would be 
super cool.


BTW Valve if you read this Bring back the Server browser for L4D

- Original Message - 
From: Dustin Wyatt [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, November 24, 2008 2:39 PM
Subject: Re: [hlds] Windows 2008


 Hmm, we may be talking about different dialogs, but I often get a
 crash dialog even with -nocrashdiag on my servers running Win2k3.
 Irritating, but I haven't yet found a way to keep them from appearing.



 On Mon, Nov 24, 2008 at 4:08 AM, Olly [EMAIL PROTECTED] wrote:
 There is a big problem with server2008, if the server (srcds) crashes any
 script you have to restart it on crash will fail to work, because of the
 'This program has ended unexpectedly' (or something like that).
 There is a way to turn this off in the settings, but this just shows a
 different error message. So to allow a server to finish crashing, you 
 will
 need to remote in, and click the close button on the popup. This was 
 getting
 to be such a problem, we went back to 2003

 2008/11/24 Brad [EMAIL PROTECTED]

 What I meant was that they are already trimmed down.  From my 
 experience,
 it
 is more likely that you have too little on a server OS initially than 
 too
 much.  Also, like I said, I find it highly unlikely that Server 08 has a
 higher footprint than Server 03.

 On Sun, Nov 23, 2008 at 9:32 PM, J T [EMAIL PROTECTED] wrote:

  Server OSes are really not designed to be trimmed down?
 
  You would expect a server OS to have a light memory and cpu footprint,
  giving more resources to the applications it will be running.
 
  On Sun, Nov 23, 2008 at 5:50 PM, Brad [EMAIL PROTECTED] 
  wrote:
 
   You are misinformed.  Windows 2008 offers no drawbacks compared to
 2003.
   Microsoft did not give server 2008 the Vista treatment in terms of
  resource
   usage.  Server OSes are really not designed to be trimmed down, 
   unless
  you
   are interested in running Server 2008 Core, which might be a good
 option
  as
   well.
  
   On Fri, Nov 21, 2008 at 6:20 PM, Midnight [EMAIL PROTECTED] wrote:
  
I fail to see the problem.
   
   
[EMAIL PROTECTED] wrote:
  With these 4 servers running total Ram usage is at %64.
   
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[hlds] Windows 2008

2008-11-21 Thread [EMAIL PROTECTED]


Hey Guys I am renting a Ded box and choose to have 2008 installed instead of 
2003
I have noticed that the games run great however the OS seems to be very 
resource hungry.  Does any one have any good infomation or resources about 
how to trim down 2008.

Core2Duo E6600 (2 x 2.4Ghz)
2048MB DDR2 RAM -- Needs ram I know but I still need to trim 2008 I if can
100Mbit Uplink






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Re: [hlds] Windows 2008

2008-11-21 Thread [EMAIL PROTECTED]
No more then 4 Servers

2 L2D 1 ZPS(16 slots) and 1 server running a source mod (20slots)

I would like to run 5 but I don't think it would be a real good idea right 
now.  With these 4 servers running total Ram usage is at
%64.  I am not running these servers as services which sounds like a great 
idea for me to start out with. And switching back to tcadmin instead of 
serverdoc.

- Original Message - 
From: Rick Payton [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, November 21, 2008 5:31 PM
Subject: Re: [hlds] Windows 2008


A base 2008 install with no graphics options eats about 4-500 megabytes
 of ram just sitting there, logged in.

 If you're used to command line access, try getting the server installed
 in core mode. If I'm not mistaken, that should free up some more
 resources as well. Just make sure you're comfortable dealing with a
 primarily CLI interface 

 How many servers do you plan on hosting with this box?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Friday, November 21, 2008 12:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Windows 2008



 Hey Guys I am renting a Ded box and choose to have 2008 installed
 instead of
 2003
 I have noticed that the games run great however the OS seems to be very
 resource hungry.  Does any one have any good infomation or resources
 about
 how to trim down 2008.

 Core2Duo E6600 (2 x 2.4Ghz)
 2048MB DDR2 RAM -- Needs ram I know but I still need to trim 2008 I if
 can
 100Mbit Uplink






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Re: [hlds] Left4Dead Client CPU Usage

2008-11-20 Thread [EMAIL PROTECTED]
i installed the 180.48 drivers yesterday, they were terrible for l4d.  
Every time i looked at a new area i would freeze for a few seconds.  I 
ended up re-installing the 18.24 and haven't had any problems.

AnAkIn . wrote:
 If you get stuttering, then it should be your video drivers or an program
 conflicting with the game. On nvidia cards, only the 180.XX drivers are
 doing that, so maybe you could try changing your drivers (even if it's ATI).

 2008/11/20 Jarno Veuger [EMAIL PROTECTED]

   
 When I got multicore rendering on, my CPU (both cores) is around the
 100% (sometimes for a few seconds 95%). When I disable that multicore
 rendering option it runs around 60% CPU usage and without stuttering and
 such.

 The other options have been maxed and I normally play on 1680x1050.
 Changing the resolution and other video settings didn't help.

 But I'm happy the multicore rendering thing fixed my problem :) .

 AnAkIn . wrote:
 
 Or maybe you just mean disabling multicore rendering make the game not
 using both cores 100% ?


 2008/11/20 AnAkIn . [EMAIL PROTECTED]


   
 Oh, I didn't read, you are both not talking about the same issue.

 Yes I also get 100% usage on both cores and there's no problem with
 
 that.
 
 Jarno Veuger, I guess you are talking about the stuttering problem, and
 when you disable the multicore rendering, it fixes it?
 Strange it happens with your ATI card, most people who have that problem
 have nvidia cards and it's only some drivers. Maybe you could also try
 changing drivers, and also disable all programs running in background,
 
 and
 
 see if it changes something.

 2008/11/20 Jarno Veuger [EMAIL PROTECTED]


 
 Latest Catalyst drivers (I got an AMD Athlon64 X2 6400+ with an ATi

 HD4870 graphicscard).

 AnAkIn . wrote:

   
 Which driver are you using?



 
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 __ Information from ESET NOD32 Antivirus, version of virus
   
 signature database 3626 (20081119) __
 
 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com




   
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Re: [hlds] L4D Dedicated Server Files

2008-11-17 Thread [EMAIL PROTECTED]
tf2 was released at midnight pst.

Formologic23 wrote:
 Has any game by Valve been released at Midnight? I can't recall any. TF2 was
 released about 1pm PST, DoD:S was released about 4pm PST. Don't stay up
 waiting for it. I know I'm not.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of gulfy
 Sent: Monday, November 17, 2008 11:10 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] L4D Dedicated Server Files

 Any ETA when the rest of the files will be ready to download?  Only 10 hours
 before the game releases.
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-15 Thread [EMAIL PROTECTED]
great since this isn't a required update, NFO wont update the servers 
until tomorrow morning.  great service.

Jason Ruymen wrote:
 The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to receive 
 this update.  The specific changes include:

 - Fixed problem with users not being able to connect to dedicated servers
 - Fix a bug with the group browser not always showing the list of group 
 servers
 - Fixed a bug with the rcon command

 This is not a required update, but it is recommended that you update as soon 
 as possible.

 Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-15 Thread [EMAIL PROTECTED]
if you change your rate to 2 on your client it fixes the retrying 
connectiong problem.  for some reason you have to set it each time you 
play theough.

Formologic23 wrote:
 Not that I have experienced. I am still having my community members only see
 one of the servers, but I have 2 up right now. They still like to disappear
 off of the list too.

 I also am still getting the 5 second connection message.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Saturday, November 15, 2008 4:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: Re: [hlds] Left 4 Dead Demo Update Available

 Hello Jason,(Or anyone else)
 Does this also fix the issue of getting a Lost connection to server error
 every 5 seconds when the user is playing on the Subway map?

 --Welder

   
 The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
 receive this update.  The specific changes include:

 - Fixed problem with users not being able to connect to dedicated servers
 - Fix a bug with the group browser not always showing the list of group
 servers
 - Fixed a bug with the rcon command

 This is not a required update, but it is recommended that you update as
 soon as possible.

 Jason

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[hlds] remove me from your list please

2008-11-15 Thread [EMAIL PROTECTED]
remove me from your list please

[EMAIL PROTECTED]

thanks


Career Problems? Get a Fashion Design Education. Click Now.
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-15 Thread [EMAIL PROTECTED]
I have one complaint about this system.  People are listing there servers 
under my steam community.  I think it would be nice if I could set a 
password or key on my steam group admin page and change the cvar 
sv_steamgroup

Maybe sv_steamgroup groupid key


- Original Message - 
From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; [EMAIL PROTECTED]; 
[EMAIL PROTECTED]
Sent: Saturday, November 15, 2008 6:39 PM
Subject: [hlds] Left 4 Dead Demo Update Available


 The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to 
 receive this update.  The specific changes include:

 - Fixed problem with users not being able to connect to dedicated servers
 - Fix a bug with the group browser not always showing the list of group 
 servers
 - Fixed a bug with the rcon command

 This is not a required update, but it is recommended that you update as 
 soon as possible.

 Jason

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[hlds] Group invites not working?

2008-10-12 Thread [EMAIL PROTECTED]
I've been trying to send certain some of my clan members group invites since
last night, and every time I ask them to accept they say they never got one.
So, it seems invites are not working :(
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Re: [hlds] The new tagging system

2008-09-07 Thread [EMAIL PROTECTED]
I run an alltalk server and It looks as though the tagging system doesn't
automatically add alltalk to the tags. How would I add alltalk to the server
tags?
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Re: [hlds] Arena 24 man 12 v 12 config

2008-08-20 Thread [EMAIL PROTECTED]
server providers are going to love that.

chillicane wrote:
 i tried setting maxplayers to 36 (26/3 = 2 teams 12) and as stated here
 previously, it forced maxplayers to 32

 But even then it only allowed for 8v8 match, so i dont know whats going on
 here. Really need to get this sorted as i could include arena maps in the
 normal rotation but of couse no-one wants to wait to play. 12v12 should mean
 everyone plays, all the time!



 On Thu, Aug 21, 2008 at 3:32 AM, DontWannaName!
 [EMAIL PROTECTED]wrote:

   
 I wish, it divides maxplayers by 3 cause there are 3 teams.



 - Original Message 
 From: Clyde cide [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, August 20, 2008 10:01:30 AM
 Subject: [hlds] Arena 24 man 12 v 12 config

 Hello,

 I have most of the config_arena.cfg file fixed up and done right. However
 when max players is set to 24 it will not allow 12v12 action as advertised
 Arena mode is great for smaller matches of three vs. three players, while
 still comfortably supporting huge knockdown twelve-on-twelve brawls. taken
 froom the update site located here
 http://steamgames.com/tf2/heavy/arena.htm
 Is there a special line I need in the config file to make the 12 v 12
 action
 work?
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Re: [hlds] The new tagging system

2008-08-20 Thread [EMAIL PROTECTED]
and why isnt it vanilla?  because it goes to 25/24 when someone with a 
reserved slot joins? or that it has hlstatsx?  vanilla to me means that 
the gameplay is the same as valve intended with respawn times, team size 
etc.  so why are you calling me an ass?

Leonard L. Church wrote:
 I just got off a server (CircleX-Gaming #2 - 209.160.43.166:27015) and 
 they are listing all the tags including vanilla, but it truly is not.

 Gheez... What asses.

 Arg! wrote:
   
 but this is going to be the same problem we have before, if the telcos dont
 put the vanilla tags in for their servers, then the list will be corrupted
 and useless for searching.

 On Thu, Aug 21, 2008 at 9:49 AM, Leonard L. Church
 [EMAIL PROTECTED]wrote:

 
 Really? Are the custom server admins going to argue this point?? Seriously?

 Put the Vanilla tag on please. Thank you.

 Arg! wrote:
   
 you can have no filters and sort by tags!

 On Thu, Aug 21, 2008 at 9:34 AM, Richard Eid [EMAIL PROTECTED]
 
 wrote:
   
 The problem with using no tags is there isn't a way (that I've found so
 far)
 to have it only display servers with no tags.  You either get all the
 servers listed or servers with tags you've added to your filter.

 -Richard Eid


 On Wed, Aug 20, 2008 at 7:26 PM, Arg! [EMAIL PROTECTED] wrote:

   
 vanilla == no tags, surely.

 or only the gamemode tags.

 Now, what we need next is to get this in the Steam server browser, not
 
 just
   
 the in game one.

 On Thu, Aug 21, 2008 at 7:55 AM, Richard Eid [EMAIL PROTECTED]
 wrote:

 
 I wouldn't be against the idea of servers coming pre-set with a
   
 'Vanilla'
   
 tag by default, but only if there aren't any more shenanigans with
 falsifying the tag info.  For example, John Doe decides to get a
   
 server
   
 going, so he downloads it, adds some custom gameplay elements, then
   
 uses
   
 a
 
 plug-in to keep the server with the only tag of 'Vanilla', while
 short/insta-spawn and low gravity, among other things, remain in play
   
 on
   
 his
 server.

 For everyone who is going to play by the rules, what do you feel
   
 should
   
 become of those that skirt the system now?  Would delisting be a fair
 solution?

 For those that will NOT be properly using tags as intended, why not?
   
  In
   
 my
 
 first e-mail in this thread, I posted a link to a thread in the Steam
 forums
 in which a server op said that he's not going to use tags purely to
   
 bring
   
 more traffic to his server.  How do you all feel about this now?  As a
 player, it's frustrating because it's basically a glimpse into the
 near-future and that glimpse tells me it's not going to get any better
   
 as
   
 I'm sure he won't be the only one who will do it.

 I guess there's going to be some falsifying of the tag info no matter
   
 what
 
 happens, but it'd be nice to keep it to a minimum.

 Also, for everyone that's responded here, thanks for making me feel
   
 better
 
 about going into the server browser now.  It looks like it's not going
   
 to
   
 be
 that difficult to find the games I am looking for, save for the few
 holdouts
 who don't care about tricking people into connecting to their servers.
 Thank you all again for your time.

 -Richard Eid


 On Wed, Aug 20, 2008 at 3:48 PM, SakeFox [EMAIL PROTECTED]
   
 wrote:
 
 i was kinda surprised that when you turn cheats on it doesn't auto
 
 tag
   
 Ronny Schedel wrote:
 
 IMO Valve should quickly add a auto-tagging feature like that.

 
 There is already an auto tagging system. It's working like before.
   
 If
   
 you
   
 change some parameters, like maxplayers, crits, respawn times, it
   
 will
 
 autmatically added to sv_tags.


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 --
 
 Chillidog Systems - Re-inventing the wheel for the sake of all
 
 humanity

Re: [hlds] The new tagging system

2008-08-20 Thread [EMAIL PROTECTED]
we've never had instant respawn or no-crits enabled, we've run default 
servers since the beginning.  you can check hlsw and see what plugins we 
are running and what respawn and crit settings we have.  you just choose 
to make up a story about my server and didn't realize I belonged to this 
list.  we also don't play custom maps either which I would take as being 
vanilla.  so stop making crap up so you have something to cry about and 
protest. 

Leonard L. Church wrote:
 Vanilla to me is standard rules of play. Maps don't matter IMHO.

 Instant respawn is NOT part of the rules of play IMHO as well.

 That's the issue. Perhaps I'm coming down to hard on a server owner who 
 advertises Vanilla with Instant Respawn on by calling him an ass, but I 
 can also see several owners complaining about traffic and doing the 
 exact same thing screaming about how those servers without vanilla tags 
 are Doomed to fail.

 *sighs* I am sorry I called Dan an ass. Perhaps though you can remove 
 the tags you don't actually use from the server?

 Dustin Wyatt wrote:
   
 That's the problem with vanilla.  I'd call my server vanilla, but we
 do run custom maps, so others wouldn't.

 On Wed, Aug 20, 2008 at 8:28 PM, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
 
 and why isnt it vanilla?  because it goes to 25/24 when someone with a
 reserved slot joins? or that it has hlstatsx?  vanilla to me means that
 the gameplay is the same as valve intended with respawn times, team size
 etc.  so why are you calling me an ass?

 Leonard L. Church wrote:
   
 I just got off a server (CircleX-Gaming #2 - 209.160.43.166:27015) and
 they are listing all the tags including vanilla, but it truly is not.

 Gheez... What asses.

 Arg! wrote:

 
 but this is going to be the same problem we have before, if the telcos 
 dont
 put the vanilla tags in for their servers, then the list will be corrupted
 and useless for searching.

 On Thu, Aug 21, 2008 at 9:49 AM, Leonard L. Church
 [EMAIL PROTECTED]wrote:


   
 Really? Are the custom server admins going to argue this point?? 
 Seriously?

 Put the Vanilla tag on please. Thank you.

 Arg! wrote:

 
 you can have no filters and sort by tags!

 On Thu, Aug 21, 2008 at 9:34 AM, Richard Eid [EMAIL PROTECTED]

   
 wrote:

 
 The problem with using no tags is there isn't a way (that I've found so
 far)
 to have it only display servers with no tags.  You either get all the
 servers listed or servers with tags you've added to your filter.

 -Richard Eid


 On Wed, Aug 20, 2008 at 7:26 PM, Arg! [EMAIL PROTECTED] wrote:


 
 vanilla == no tags, surely.

 or only the gamemode tags.

 Now, what we need next is to get this in the Steam server browser, not

   
 just

 
 the in game one.

 On Thu, Aug 21, 2008 at 7:55 AM, Richard Eid [EMAIL PROTECTED]
 wrote:


   
 I wouldn't be against the idea of servers coming pre-set with a

 
 'Vanilla'

 
 tag by default, but only if there aren't any more shenanigans with
 falsifying the tag info.  For example, John Doe decides to get a

 
 server

 
 going, so he downloads it, adds some custom gameplay elements, then

 
 uses

 
 a

   
 plug-in to keep the server with the only tag of 'Vanilla', while
 short/insta-spawn and low gravity, among other things, remain in play

 
 on

 
 his
 server.

 For everyone who is going to play by the rules, what do you feel

 
 should

 
 become of those that skirt the system now?  Would delisting be a fair
 solution?

 For those that will NOT be properly using tags as intended, why not?

 
  In

 
 my

   
 first e-mail in this thread, I posted a link to a thread in the Steam
 forums
 in which a server op said that he's not going to use tags purely to

 
 bring

 
 more traffic to his server.  How do you all feel about this now?  As 
 a
 player, it's frustrating because it's basically a glimpse into the
 near-future and that glimpse tells me it's not going to get any 
 better

 
 as

 
 I'm sure he won't be the only one who will do it.

 I guess there's going to be some falsifying of the tag info no matter

 
 what

   
 happens, but it'd be nice to keep it to a minimum.

 Also, for everyone that's responded here, thanks for making me feel

 
 better

   
 about going into the server browser now.  It looks like it's not 
 going

 
 to

 
 be
 that difficult to find the games I am looking for, save for the few
 holdouts
 who don't care about tricking people into connecting to their 
 servers.
 Thank

Re: [hlds] Team Fortress 2 Update Released

2008-08-19 Thread [EMAIL PROTECTED]
how do you change it back manually?

Anthal wrote:
 Just load one of the maps. Unfortunately, it automatically changes the 
 maxplayers to 16, and doesn't change back after you switch away from the 
 map.

 Craig Collinson wrote:
   
 is there a cvar to start areana mode or do you just simply load one of the
 maps for it to start ?
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Re: [hlds] Team Fortress 2 Update Released

2008-08-19 Thread [EMAIL PROTECTED]
just load the map.

im having a problem after playing an arena map and not being able to 
change the server back to a 24 player server its stuck at 18.

Craig Collinson wrote:
 is there a cvar to start areana mode or do you just simply load one of the
 maps for it to start ?
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Re: [hlds] Team Fortress 2 Update Released

2008-08-19 Thread [EMAIL PROTECTED]
config_arena.cfg doesn't execute on map change, does the server have to 
be set up to just run arena mode?

this is the error I get when I manually try to execute config_arena.cfg

15:54:21 exec config_arena.cfg
15:54:21 Cannot change maxplayers while the server is running


Craig Collinson wrote:
 change maxplayers in config_arena.cfg changed mine to 19 (wanted 1 as
 reserved slot) and its started and shows as 19

 2008/8/19 Chris [EMAIL PROTECTED]

   
 So arena has a 16 or an 18 player limit ?

 On Tue, Aug 19, 2008 at 11:23 PM, [EMAIL PROTECTED] 
 [EMAIL PROTECTED] wrote:

 
 just load the map.

 im having a problem after playing an arena map and not being able to
 change the server back to a 24 player server its stuck at 18.

 Craig Collinson wrote:
   
 is there a cvar to start areana mode or do you just simply load one of
 
 the
   
 maps for it to start ?
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[hlds] taunts not working

2008-07-09 Thread [EMAIL PROTECTED]
for the last few days I haven't been able to get taunts working on my 
servers.  I disabled sourcemod and the problem is still there and people 
continue to complain.  is there some cvar that I need to set to get 
these working again.

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Re: [hlds] taunts not working

2008-07-09 Thread [EMAIL PROTECTED]
it wasn't working even before the updates, i figured it was a plugin, 
but once i removed sourcemod i still had the problem.

Robert Whelan wrote:
 Could this loosely be associated with last nights troubles with the error in 
 tf\scripts\talker\tf.txt?
 open tag at the end of the file...


 - Original Message 
 From: Dustin Wyatt [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, July 9, 2008 8:39:39 AM
 Subject: Re: [hlds] taunts not working

 I just noticed the disguised spy taunt issue just last night.




 On Wed, Jul 9, 2008 at 6:32 AM, Saint K. [EMAIL PROTECTED] wrote:
   
 Maybe this is related to what we see at Linux;

 A disguised spy can now taunt, but doesn't move.
 Medic only does one scream while taunting.

 Taunts seem to be a bit off atm.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, July 09, 2008 1:25 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] taunts not working

 for the last few days I haven't been able to get taunts working on my
 servers.  I disabled sourcemod and the problem is still there and people
 continue to complain.  is there some cvar that I need to set to get
 these working again.

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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.138 / Virus Database: 270.4.7/1541 - Release Date: 7/8/2008
 7:50 PM




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Re: [hlds] Team Fortress 2 Update Released

2008-07-08 Thread [EMAIL PROTECTED]
having the same problem.

Don Williams wrote:
 Nice update... It won't even start now.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, July 08, 2008 6:40 PM
 To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
 mailing list; [EMAIL PROTECTED]
 Subject: [hlds] Team Fortress 2 Update Released

 The required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:
  
 - Fixed rcon crash caused by too many incorrect password attempts
 - Fixed clients experiencing connection problems during round restarts
 - Fixed flares not always being removed on impact
 - Fixed 32 player servers not working correctly with SourceTV enabled
 - Fixed dropped flags sometimes falling through the world
 - Fixed number key menu input sending 2 key events
 - Fixed PING field being clipped in the scoreboard at 800x600 resolution
 - Fixed broken Medigun taunt
 - Changed mat_showmiplevels to only be allowed when cheats are on
  
 Jason

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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-06 Thread [EMAIL PROTECTED]
yeah i have this issue only when it swaps the players to the opposite 
team after a complete round has been played.

Timothy Sadleir wrote:
 Exactly!  That's what I've found.  It's whenever a round is complete and
 once everyone respawns it does it immediately then all of a sudden after a
 few seconds the red timeout message goes away and people can move.  It's
 just dreadful when it doesn't go away and I have to log into the server box
 to see the game server just sitting there frozen.  :(

 On Sun, Jul 6, 2008 at 12:09 AM, Ben B [EMAIL PROTECTED] wrote:

   
 It happens both on TF2 and DODS.

 On tf2, it just seems to be when it's waiting for players, on DODS, it's at
 the end of every round when everyone gets respawned.

 On Sun, Jul 6, 2008 at 12:42 AM, Don Williams [EMAIL PROTECTED] wrote:

 
 I get the timeout thing as well..

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Craig
   
 Collinson
 
 Sent: Sunday, July 06, 2008 2:27 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Timeout issues since 07/04/08 patch.

 TF2 one server is running a map rotation goldrush and dustbowl the other
 server runs all maps aswell as a few custom ones and same thing happens
 there alltho i havent checked all maps

 2008/7/6 Timothy Sadleir [EMAIL PROTECTED]:

   
 Are you talking about a TF2 server or DoD:S server?  Let's specify what
 game
 cause I mentioned getting this with DoD:S on my server and it's getting
 irritating.

 On Sat, Jul 5, 2008 at 10:57 PM, Craig Collinson 
 [EMAIL PROTECTED] wrote:

 
 getting exactly the same problem with and without mods installed on
   
 win2k3
 
 2008/7/5 Ben B [EMAIL PROTECTED]:

   
 Bleh, forgot to mention I am on Linux too.

 On Sat, Jul 5, 2008 at 2:22 AM, Ben B [EMAIL PROTECTED]
 
 wrote:
 
 I notice it too during the WAITING FOR PLAYERS round, it usually
   
 lasts
 
 a
   
 few seconds, then goes away, then it's just fine for the rest of
   
 the
   
 map.
   


 On Sat, Jul 5, 2008 at 1:23 AM, Timothy Sadleir 
   
 [EMAIL PROTECTED]
   
 wrote:

   
 So weird and irritating.  This happens on DoD:S TOO!  It JUST
 
 happened
 
 to
 
 my
 server!  I had 32 players in and every time the darned wehrmacht
 
 kept
 
 getting the last flag, once the new round was supposed to begin,
 
 it
   
 wouldn't
 for a while showing that time out in the upper right had corner.
 
  The
 
 last
 
 time they took all the flags and the next round was supposed to
 
 start
 
 the
 
 timeout never went away.  The server was frozen after that.  :(

 On Fri, Jul 4, 2008 at 9:46 PM, JDoc0512 [EMAIL PROTECTED]
 
 wrote:
   
 now my server randomly times out on mapchange
 I had to get rid of timelimit on my servers to prevent this

 when I change map manually, server doesn't time out

 --- On Fri, 7/4/08, P. Bhandal [EMAIL PROTECTED] wrote:

 From: P. Bhandal [EMAIL PROTECTED]
 Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: Friday, July 4, 2008, 9:20 PM

 Very interesting Ryan, I had the exact same experience with
   
 Mach4.
   
 I
 
 have a
 
 24/7 Mach4 server that had to be temporarily shut down it got
   
 so
 
 bad,
   
 there
 
 just wasn't any point in playing with lag spikes every 10
   
 seconds
   
 or
 
 so.
 
 Really looking forward to a resolution to the problem.

 On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion 
   
 [EMAIL PROTECTED]
 
 wrote:

   
 I'm running Linux TF2 servers and can confirm this behavior,
 
 both
 
 with
 
 and without mods (namely MM:S and SM).

 Certain maps are completely unplayable. Try ctf_mach4.

 Ryan

 On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal 
 
 [EMAIL PROTECTED]
   
 wrote:
   
 Has anyone been experiencing odd lag issues/time out
   
 countdown
   
 problems
   
 since the last patch?

 On some maps when players join a server (that time between
   
 joining
   
 a
 
 team
   
 and spawning) they get a timeout countdown for a few
   
 seconds,
   
 then
   
 it
 
 goes
 
 away. It does this randomly throughout the game for
   
 people,
 
 which
   
 manifests
 
 as lag spikes. It's definitely not a load issue

Re: [hlds] Flare exploit on 2Fort

2008-07-06 Thread [EMAIL PROTECTED]
how does this new one work compared to the old one

Daron Dodd wrote:
 I love how that code does a ban saying its a exploit flare when there
 are users that accidently do it...

 On Sun, Jul 6, 2008 at 12:19 PM, Tony Paloma [EMAIL PROTECTED] wrote:
   
 The flares get deleted when the player disconnects.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: Sunday, July 06, 2008 12:12 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Flare exploit on 2Fort

 But you're not deleting the flares.

 I updated my code before I even put it on the server.

 class CProjectileFlare : public CEntity
 {
 public:
//Declare our class.
DECLARE_CLASS(CProjectileFlare, CEntity);

virtual voidSpawn
 ( void );
virtual voidFlareThink
 ( void );
 };

 HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare);

 void CProjectileFlare :: Spawn ( void )
 {
SetThink( CProjectileFlare::FlareThink );
SetNextThink( gpGlobals-curtime + 10.0f );
 }

 void CProjectileFlare :: FlareThink ( void )
 {
CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() );

if(pPlayer)
{
pPlayer-m_iFlareCount++;

if(pPlayer-m_iFlareCount = 5) {
g_Util.BanPlayer(pPlayer, NULL, Exploit: Flare
 Exploit, -1);
}
}

SetThink( CProjectileFlare::Remove );
SetNextThink( gpGlobals-curtime + 0.1f );
 }

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
 Sent: Sunday, July 06, 2008 1:55 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Flare exploit on 2Fort

 Well as long as we're posting source code nobody can use...

 function fixflares()
  local flarecount = {}
  for _,e in pairs(ents.FindByClass(tf_projectile_flare)) do
local flareowner = e:GetOwner()
if(flareowner != nil) then
  local playerindex = flareowner:EntIndex()
  if(flarecount[playerindex] == nil) then
flarecount[playerindex] = 1
  else
flarecount[playerindex] = flarecount[playerindex] + 1
  end
end
  end

  for k,v in pairs(flarecount) do
if(v  6) then
  local banplayer = player.GetByID(k)
  banplayer:BanByID(0, Automatic ban for flare exploit)
end
  end
 end

 timer.Create(flarefix, 10, 0, fixflares)


 Fixed via SourceOP Lua script ftw.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: Sunday, July 06, 2008 1:36 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Flare exploit on 2Fort

 class CProjectileFlare : public CEntity
 {
 public:
DECLARE_CLASS(CProjectileFlare, CEntity);

virtual void Spawn ( void );
 };

 HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare);

 void CProjectileFlare :: Spawn ( void )
 {
SetThink( CProjectileFlare::Remove );
SetNextThink( gpGlobals-curtime + 1.5f );
 }

 Fixed via plug-in ftw.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
 Sent: Sunday, July 06, 2008 4:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Flare exploit on 2Fort

 I got that with soldiers's rocket playing with around 20 bots on a local
 server

 On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge [EMAIL PROTECTED]
 wrote:

 
 I hvave got the flare thing to happen to me when I add too many bots {read
 too much memory} if I create a server on my computer (in game) it also
 happens with rockets

 2008/7/5 P. Bhandal [EMAIL PROTECTED]:

   
 Here's a fix:

 http://forums.alliedmods.net/showthread.php?p=647995

 On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 [EMAIL PROTECTED] wrote:

 
 man that's c00L

 --- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:

 From: P. Bhandal [EMAIL PROTECTED]
 Subject: [hlds] Flare exploit on 2Fort
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: Saturday, July 5, 2008, 12:35 AM

 I'm not sure whether this issue is limited to 2fort, but I've been
 having
 some problems with people coming onto my server and getting a ton of
   
 flares
 
 stuck which ends up lagging the server out. Here's an example:

 http://upload.theqclan.com/2474995ctf_2fort0003.jpg

 Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-04 Thread [EMAIL PROTECTED]
I get this on one of my servers, at round start dead bodies fall out of 
the sky and you spawn next to a dead model of yourself.  only happens on 
the server that I don't have set to a single core though, the other 
server which is set to a single core is fine.  i thought it was just me 
that saw the bodies to begin with, but everyone can.

http://img387.imageshack.us/my.php?image=plgoldrush0802si8.jpg


Robert Whelan wrote:
 Yes, you beat me to the post. We all see it on 24/7 goldrush mainly at round 
 start usually right after 'waiting for players' ends. Everyone see's red 
 connection lost message and seems to last a few seconds before things get 
 underway again.
  Original Message 
 From: P. Bhandal [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, July 4, 2008 7:41:31 PM
 Subject: [hlds] Timeout issues since 07/04/08 patch.

 Has anyone been experiencing odd lag issues/time out countdown problems
 since the last patch?

 On some maps when players join a server (that time between joining a team
 and spawning) they get a timeout countdown for a few seconds, then it goes
 away. It does this randomly throughout the game for people, which manifests
 as lag spikes. It's definitely not a load issue, and it only started since
 the most recent patch. There have been some users attributing it to
 SourceMod on the AlliedModders forums, but I ran a vanilla server and it was
 affected by it as well.

 The issue is roughly outlined this thread:

 http://forums.alliedmods.net/showthread.php?t=73679page=2
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Re: [hlds] dod:s server crash exploit

2008-07-02 Thread [EMAIL PROTECTED]
I caught these two in the process of trying to crash the server, it 
looks like they spam the ammo boxes until the server crashes.

07/02/2008 - 02:31:15: AMMO BOX238STEAM_0:0:16164104Axis changed 
role to #class_axis_kar98

07/02/2008 - 02:31:25: AMMO BOX'S 
SISTER239STEAM_0:1:19597054Axis changed role to #class_axis_kar98

[EMAIL PROTECTED] wrote:
 I would imagine the difference is that in odd:s beta they are tossing 
 their spare ammo and eventually killing the server.

 [EMAIL PROTECTED] wrote:
   
 It would have to beta... as there was no instant respawn in the non-beta.

 Also, this is possible in TF2, but does not crash the servers.

  Kevin Ottalini [EMAIL PROTECTED] wrote: 
   
 
 Dan is this for the DODS:BETA server or the regular one?


 - Original Message - 
 From: dan
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, July 01, 2008 5:11 PM
 Subject: [hlds] dod:s server crash exploit


 
   
 Im getting players coming in and changing classes until the server
 crashes.  Heres two of them in action, this is just a highlight of the
 full log files.

 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40


 L 07/01/2008 - 17:28:37: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
   
 
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Re: [hlds] dod:s server crash exploit

2008-07-02 Thread [EMAIL PROTECTED]
what are they spamming in tf:2?  the guys in dod:s beta are spamming 
ammo cans until the server crashes.

SakeFox wrote:
 This is not just to dod:s beta, it also happens with TF2, just got hit 
 by some tools

 [-=NRG=-]Yuyukais STEAM_0:1:16484115
 King Longshanks STEAM_0:1:9891209
 suomalainen STEAM:0:0:973129

 [EMAIL PROTECTED] wrote:
   
 I caught these two in the process of trying to crash the server, it 
 looks like they spam the ammo boxes until the server crashes.

 07/02/2008 - 02:31:15: AMMO BOX238STEAM_0:0:16164104Axis changed 
 role to #class_axis_kar98

 07/02/2008 - 02:31:25: AMMO BOX'S 
 SISTER239STEAM_0:1:19597054Axis changed role to #class_axis_kar98

 [EMAIL PROTECTED] wrote:
   
 
 I would imagine the difference is that in odd:s beta they are tossing 
 their spare ammo and eventually killing the server.

 [EMAIL PROTECTED] wrote:
   
 
   
 It would have to beta... as there was no instant respawn in the non-beta.

 Also, this is possible in TF2, but does not crash the servers.

  Kevin Ottalini [EMAIL PROTECTED] wrote: 
   
 
   
 
 Dan is this for the DODS:BETA server or the regular one?


 - Original Message - 
 From: dan
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, July 01, 2008 5:11 PM
 Subject: [hlds] dod:s server crash exploit


 
   
 
   
 Im getting players coming in and changing classes until the server
 crashes.  Heres two of them in action, this is just a highlight of the
 full log files.

 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40


 L 07/01/2008 - 17:28:37: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
   
 
   
 
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Re: [hlds] dod:s server crash exploit

2008-07-02 Thread [EMAIL PROTECTED]
works great.

thanks

Dog wrote:
 Doh

 http://www.theville.org/files/sm_class_spam.sp
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[hlds] dod:s server crash exploit

2008-07-01 Thread [EMAIL PROTECTED]
Im getting players coming in and changing classes until the server 
crashes.  Heres two of them in action, this is just a highlight of the 
full log files.

L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_mp44
L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_mp44
L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis 
changed role to #class_axis_mp40


L 07/01/2008 - 17:28:37: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp44
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp44
L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_kar98
L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp40
L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis 
changed role to #class_axis_mp44

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Re: [hlds] dod:s server crash exploit

2008-07-01 Thread [EMAIL PROTECTED]
I would imagine the difference is that in odd:s beta they are tossing 
their spare ammo and eventually killing the server.

[EMAIL PROTECTED] wrote:
 It would have to beta... as there was no instant respawn in the non-beta.

 Also, this is possible in TF2, but does not crash the servers.

  Kevin Ottalini [EMAIL PROTECTED] wrote: 
   
 Dan is this for the DODS:BETA server or the regular one?


 - Original Message - 
 From: dan
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, July 01, 2008 5:11 PM
 Subject: [hlds] dod:s server crash exploit


 
 Im getting players coming in and changing classes until the server
 crashes.  Heres two of them in action, this is just a highlight of the
 full log files.

 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 05:23:11: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 05:23:14: EVEN MORE AMMO!4STEAM_0:1:9154305Axis
 changed role to #class_axis_mp40


 L 07/01/2008 - 17:28:37: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:38: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_kar98
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp40
 L 07/01/2008 - 17:28:39: {SoM}Tube|Sock55STEAM_0:1:10977514Axis
 changed role to #class_axis_mp44
   
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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

2008-06-19 Thread [EMAIL PROTECTED]
sourcemod is working fine for me, I just had to disable the spray tag 
tracker.

Dog wrote:
 Update is out and SourceMod is not working.
 BeetlesMod is fine

 ...so far.


 -Dog

 2008/6/19 Andrew DeMerse [EMAIL PROTECTED]:

   
 The update is out, if you guys didn't know. Date: Thu, 19 Jun 2008
 15:36:51 -0400 From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Subject: Re: [hlds] the up coming patch 
 Well i am at work in a stupid uniform on my break wishing i was at home
 waiting instead of here... It is a nice day out..  On 6/19/08, Ryan 
 [EMAIL PROTECTED] wrote:  I hope they send out a 1 hour until update
 email, that way we have a  little warning. The last big update took me
 hours to get my servers  updated because all the content servers were
 flooded.   On Thu, Jun 19, 2008 at 1:52 PM, SakeFox 
 [EMAIL PROTECTED] wrote:  yeah, but something was like, were
 shooting for 5pm. that would be good  enough for me. if its late its
 late, then then i know i would have 5  more hrs before i needed to worry
 about it   1nsane wrote:  Valve doesn't like timeframes :/. 
 
 On Thu, Jun 19, 2008 at 2:20 PM, Tony Paloma [EMAIL PROTECTED]
 wrote:SPOILERSee Valve Time 
   
 I knew it had to have Valve in it. Also, I'm with SakeFox on this one.
 It's  a nice day, and I also have stuff to do so it would help to
 
 have a  timeframe.   -Original Message-  From:
 [EMAIL PROTECTED]  [mailto:
 [EMAIL PROTECTED] On Behalf Of Patrick  Shelley
 
 Sent: Thursday, June 19, 2008 11:05 AM  To: Half-Life dedicated
 
 Win32 server mailing list  Subject: Re: [hlds] the up coming patch
 
 Not sure - but here's something you can do to pass the time.
 Evasive Let Me   (it's an anagram)   On
   
 6/19/08, SakeFox [EMAIL PROTECTED] wrote:   was there
 ever a eta set for the patch?  Just wondering since its a nice day out
 and don't want to sit next to  the computer all day waiting hehe
 
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Re: [hlds] the up coming patch

2008-06-19 Thread [EMAIL PROTECTED]
the spray tag tracker is about the only thing that breaks on a 
consistent basis, it was the same way when I had mani installed.

Thomas Morton wrote:
 ah that worked.

 Annoying because that's a useful tool :(

 Tom

 --
 From: [EMAIL PROTECTED]
 Sent: Thursday, June 19, 2008 11:17 PM
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] the up coming patch

   
 sourcemod is working fine for me, I just had to disable the spray tag
 tracker.

 Dog wrote:
 
 Update is out and SourceMod is not working.
 BeetlesMod is fine

 ...so far.


 -Dog

 2008/6/19 Andrew DeMerse [EMAIL PROTECTED]:


   
 The update is out, if you guys didn't know. Date: Thu, 19 Jun 2008
 15:36:51 -0400 From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Subject: Re: [hlds] the up coming patch 
 Well i am at work in a stupid uniform on my break wishing i was at home
 waiting instead of here... It is a nice day out..  On 6/19/08, Ryan 
 [EMAIL PROTECTED] wrote:  I hope they send out a 1 hour until 
 update
 email, that way we have a  little warning. The last big update took me
 hours to get my servers  updated because all the content servers were
 flooded.   On Thu, Jun 19, 2008 at 1:52 PM, SakeFox 
 [EMAIL PROTECTED] wrote:  yeah, but something was like, were
 shooting for 5pm. that would be good  enough for me. if its late its
 late, then then i know i would have 5  more hrs before i needed to 
 worry
 about it   1nsane wrote:  Valve doesn't like timeframes :/. 
  

 
 On Thu, Jun 19, 2008 at 2:20 PM, Tony Paloma 
 [EMAIL PROTECTED]
 wrote:SPOILERSee Valve Time 
  

   
 I knew it had to have Valve in it. Also, I'm with SakeFox on this 
 one.
 It's  a nice day, and I also have stuff to do so it would help 
 to

 
 have a  timeframe.   -Original Message-  
 From:
 [EMAIL PROTECTED]  [mailto:
 [EMAIL PROTECTED] On Behalf Of Patrick  Shelley

 
 Sent: Thursday, June 19, 2008 11:05 AM  To: Half-Life dedicated

 
 Win32 server mailing list  Subject: Re: [hlds] the up coming patch

 
 Not sure - but here's something you can do to pass the 
 time.
 Evasive Let Me   (it's an anagram)   On

   
 6/19/08, SakeFox [EMAIL PROTECTED] wrote:   was there
 ever a eta set for the patch?  Just wondering since its a nice day 
 out
 and don't want to sit next to  the computer all day waiting hehe

 
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Re: [hlds] SourceMod patches for the Pyro update.

2008-06-19 Thread [EMAIL PROTECTED]
was sourcemod updated for the dods beta update yesterday?

Matt Woodrow wrote:
 Hi All.

 I have fixed all the known problems with SourceMod and the new pyro update.

 Available here: http://forums.alliedmods.net/showthread.php?p=641071

 Please post a bug report, reply in the post, or contact me on IRC 
 (#sourcemod on gamesurge) if you still experience problems.
 Note, your server requires a restart for the changes to take affect.

 Cheers

 pRED*

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Re: [hlds] Team Fortress 2 Update Released

2008-06-19 Thread [EMAIL PROTECTED]
its probably all the servers running respawn time modifier plugins, i 
have three windows servers running sourcemod with no problems at all. 

Burton Johnsey wrote:
 Is this what is preventing people from respawning?

 On Thu, Jun 19, 2008 at 3:33 PM, Mike Stiehm [EMAIL PROTECTED] wrote:

   
 Beetle respawn system is broken
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Re: [hlds] Team Fortress 2 Update Released

2008-06-19 Thread [EMAIL PROTECTED]
alt-fire is a code word, once you get 25 achievements the definition 
will pop up on-screen. you're almost there.

Patrick Shelley wrote:
 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] affinity issue

2008-06-17 Thread [EMAIL PROTECTED]
  I've been having an issue with my servers since the beta was 
released.  I have to set them to a single core otherwise I get tons of 
time-outs, round-restart lag/crashes, map change crashes etc.  I have 
uninstalled all mods, tried different providers and still experience the 
same issues until I can get them to set the server to a single core.  
Does anyone else running window servers experience this?

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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread [EMAIL PROTECTED]
cant you use one of the cvar exploit blockers?

Rian Brooks-Kane wrote:
 wasn't this fixed AGES ago?

 Rian

 On Tue, Jun 17, 2008 at 2:31 PM, JDoc0512 [EMAIL PROTECTED] wrote:

   
 you can use beetlesmod to block civilian class

 --- On Mon, 6/16/08, Aaron Rapp [EMAIL PROTECTED] wrote:

 From: Aaron Rapp [EMAIL PROTECTED]
 Subject: [hlds] Civilian Class Killing Servers
 To: hlds@list.valvesoftware.com
 Date: Monday, June 16, 2008, 10:25 PM

 Yea...so the title says it all. Ever since the guys on our servers found
 out
 how to do the civilian class, it seems that it's all they want to do. Run
 around like idiots not being able to shoot.

 So..I understand that it would not be in their best interest to play
 civilian class...but why is this even in the game? What exactly is the
 point
 of this particular class anyway?

 Does anyone else have this problem? Or..does someone else agree/disagree
 with this? Is there a way to force stop this maybe?

 Aaron Rapp


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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-08 Thread [EMAIL PROTECTED]
very nice, it will work great with my 32 man dods beta server.

maybe if you have time you could get this afk manager working it seems 
dubbeh took off. it doesnt work with the dod:s beta and 
afkm_min_players_kick_spec isnt working with tf2 and probably other mods.

http://forums.alliedmods.net/showthread.php?t=59539

Nephyrin Zey wrote:
 And he's now turned his profile private...
 
 Probably for the best.

 Coldorak: I don't quite have my community site jigger (doublezen.net)
 setup. But most of what i've posted have been exploit fixes that have
 long since been patched, and a few *cough* antidelist things. If
 you're looking for something interesting, check out:
 http://forums.alliedmods.net/showthread.php?t=72322

 I actually have tomorrow slated as 'do a bunch of doublezen work' day.
 You're all invited =D

   
 He's done *something* to his profile (since the last id is based on steamid 
 and therefore unique to him)
 

 He removed his shortid (hence, cannot be found) and made his profile
 private (hence, the second message). If there's no 'make private'
 button it's possible that valve did it for him. At this point though,
 honestly, leave him be. I didn't expect you guys to all be as nutty as
 me to this extent :-P

 - Neph

 On Sun, Jun 8, 2008 at 1:03 AM, Tom Leighton
 [EMAIL PROTECTED] wrote:
   
 And he's now turned his profile private...

 Spencer 'voogru' MacDonald wrote:
 
 Quit beating around the bush and use his steam id.

 http://steamcommunity.com/profiles/76561197992698358



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Philip Bembridge
 Sent: Sunday, June 08, 2008 3:17 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Another command to crash servers. Fuckyay.

 lmao his new id is: http://steamcommunity.com/id/YOUSTOPEMAILING

 2008/6/8 Nephyrin Zey [EMAIL PROTECTED]:


   
 The command ai_test_los
 crashes a server when used in console. Block this command. If you
 don't have a way of blocking install my cvar protect plugin:

 http://nephyrin.net/NephCVUH_1.0.zip
 (instructions in zip)

 and add ncp ai_test_los to your server.cfg, and exec it in your
 console to block the command immediately. You can plugin_load this
 plugin, so you have no reason not to block this command now.

 Here's the asshole that just did it to my server:
 http://steamcommunity.com/id/Mysteryplaya


 
 STEAM_0:0:16216315http://steamcommunity.com/id/MysteryplayaSTEAM_0:0:162163
 15

   
 Yay.

 - Neph

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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread [EMAIL PROTECTED]
im running sourcemod and haven't had any issues.

Timothy Sadleir wrote:
 Is this just happening to me?  I've got a pretty good rotation going on my
 server but... Sometimes it skips some of the maps that are set to be next.
 I've noticed this to to be more of a problem when it's supposed to go to
 dod_argentan next, it just skips right over it to dod_colmar.  :(  And it
 actually just did it *right* now to avalanche.  It usually goes from
 dod_palermo to dod_avalanche but it skipped over avalanche and went straight
 to jagd (the one I have set after avalanche).

 Would this maybe be a problem with the BeetlesMod installed or a standard
 server issue? If it's a standard server issue can we please get this fixed?
 :)  Thanks!
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Re: [hlds] tf2 exploits/hacks

2008-05-31 Thread [EMAIL PROTECTED]
even better, a certified vac technician in every home that runs steam.

Ronny Schedel wrote:
 The best solution would be a client screenshot functionality built in VAC 
 like in Punkbuster

   
 Materials cheats exist since the Source engine was released (2004 ?). The
 only way to block them is sv_pure...I'm surprised nobody talked about this
 yet.

 The problem is that the default whitelist.txt (with sv_pure 1) still 
 allows
 player models (so you can still use materials cheats to see them through
 walls), and most servers admins don't know about that.

 I think that sv_pure should default to 1 (with a whitelist.txt which makes
 everything default when player connects) or to 2. Yes a lot of people 
 would
 be complaining because their legit skins wouldn't work. But then you have 
 to
 choose between allowing skins or blocking cheaters.

 2008/5/31 Neil Voutt [EMAIL PROTECTED]:

 
 DUN DUN DUUUNNN

 On Sat, May 31, 2008 at 12:59 AM, Kitteny Berk [EMAIL PROTECTED]
 wrote:

   
 The other thing worth remembering with VAC is that it doesn't ban
 immediately (I assume to prevent retaliation from angry kids)

 It could well be that the people using these purchased hacks use them
 for a while, then get banned, and (mostly, at least) aren't dumb enough
 to go whining on most forums.

 Still, at least it's not PB, which is somewhere between EA and Pol Pot
 on the evil scale ;)

 DontWannaName! wrote:
 
 Valve used Punkbuster when they didnt have the resources and time to
   
 make
   
 VAC which was a long time ago and probably wont go back. They want VAC
 because it is their own product and can be used on every mod, game, etc
 
 that
   
 is supported by Valve and to be used as an authentication system. There
 
 are
   
 unnoticeable updates to it on occasion that they dont tell use about 
 but
 they arent fixing the hacks people are selling, they are taking care of
 pirated games and other stuff.
 


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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread [EMAIL PROTECTED]
if you already have your server up, is sourcemod working with this beta?

Lee Gardiner / RTL-Servers wrote:
 I'm really just hoping they don't manage to screw up srcds_l / CSS again...

 ... any betting people out there ?

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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread [EMAIL PROTECTED]
how?

Mike Stiehm wrote:
 Also if you run hlstats you can have it unify bans in real time
  
  



   
 Date: Fri, 16 May 2008 17:30:42 -0700 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Please add the option 
 customize bans file save location  Parva doesn't run 1500 servers  I run 
 15 tf2 servers and I already have my own batch file which unifies all 
 banned_user.cfg All I have to do is ban someone from one server and he's 
 automatically banned from the rest of my servers  Steven Hartland [EMAIL 
 PROTECTED] wrote: No of course not the 1500 servers on the machines here 
 are just a figment of my imagination :P  Making a batch file is stupid as 
 it cant solve the problem if you think it can please go right ahead and try 
 to create it but I warn you now you will be wasting your time.
 
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Re: [hlds] Team Fortress 2 Update Released

2008-05-10 Thread [EMAIL PROTECTED]
is that the little progress bar at the bottom indicating how far along 
the track the cart has moved?

Ronny Schedel wrote:
 This must be a Windows only problem, Linux servers are running fine with car 
 indicator.


 - Original Message - 
 From: Dustin Wyatt [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Saturday, May 10, 2008 3:21 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released


 I experience this sometimes as well.


 -Dustin

 On Sat, May 10, 2008 at 12:51 AM, George Devgru Seal
 [EMAIL PROTECTED] wrote:
   
 I haven't played Goldrush enough to tell if I experience this, but I do
 experience something similar with the radar for the flag in 2fort being
 broken (flag is on bridge but arrow points to the base, saying it is
 'home'). Not sure if its a server-side plugin bug, or just a server-side
 bug.

 On Fri, May 9, 2008 at 10:09 PM, Joseph Sullivan [EMAIL PROTECTED]
 wrote:

 
 I get this a lot, I have no idea what causes it, though. Just randomly 
 I'll
 have no cart indicator.

 On Fri, May 9, 2008 at 9:03 PM, Barry Au [EMAIL PROTECTED] wrote:

   
 Hmmm, goldrush still has no cart indicator ?

 Is there a workaround that?

 Thanks.


 On 5/9/08, George Devgru Seal [EMAIL PROTECTED] wrote:
 
 I'm still noticing on a couple of servers I cannot use new medic 
 items.
   
 I
   
 never experienced the problem before, however.

 On Fri, May 9, 2008 at 4:56 PM, Jason Ruymen 
 [EMAIL PROTECTED]
   
 wrote:

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

 - Fixed several issues with the Family Practice achievement. 
 Players
 with 10/10 progress that have not been awarded the achievement will
 
 get
   
 the achievement the next time they UberCharge any Steam friend
 - Fixed toggle-fire option for the Medigun preventing players from
 earning the Second Opinion achievement
 - Fixed The Kritzkrieg not charging faster than the Medigun
 - Fixed issue that was preventing players from using their new 
 Medic
 items on some servers
 - Fixed melee weapons not being affected by The Kritzkrieg's
 
 critboost
   
 - Fixed Server Browser sometimes refreshing in the background on
 
 startup
 
 when it wasn't visible

 Jason


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 --
 Devgru Seal
 - IT/Tech  PC Geek -
 » June 1st: HL2:Episode 1 Release! «
 » October 9th, 2007: The Orange Box Release! «
 http://ecsa-clan.com - Team #ECSA
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 --
 Devgru Seal
 - IT/Tech  PC Geek -
 » June 1st: HL2:Episode 1 Release! «
 » October 9th, 2007: The Orange Box Release! «
 http://ecsa-clan.com - Team #ECSA
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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread [EMAIL PROTECTED]
or you can just create a vdf if you have the latest mm  
http://www.sourcemm.net/?go=vdf

JDoc0512 wrote:
 xcopy works much better

 Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:  Thanks, I thought of 
 making a batch file but never got around to it.

 @ Robert

 why... that was phased out with newer versions of mms

 I've had problems with that version of MMS.

 - voogru.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Friday, May 09, 2008 3:01 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Handy...
 1. make a copy of your gameinfo.txt and call it gameinfo.bak.txt
 2. make a batch file called gameinfo.fix add:
 date/t
 time/t
 cd C:\srcds\orangebox\tf
 copy gameinfo.bak.txt gameinfo.txt
 cd ..
 time/t
 @pause
 Run batch file when an update screws with your gameinfo.txt  


 - Original Message 
 From: Spencer 'voogru' MacDonald 
 To: Half-Life dedicated Win32 server mailing list

 Sent: Friday, May 9, 2008 1:20:36 PM
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Oh goodie.

 *Backs up gameinfo.txt*

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Friday, May 09, 2008 1:44 PM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Team Fortress 2 Update Coming

 Sometime later today we'll have a required Team Fortress 2 update.

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-05-08 Thread [EMAIL PROTECTED]
are you guys grasping for something to complain about, old demos never 
work after an update.

JDoc0512 wrote:
 so do we need another update to fix demos not working? 

 Dog [EMAIL PROTECTED] wrote:  Ryan is correct.
 Demos don't appear to work...
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Re: [hlds] Team Fortress 2 Update Available

2008-05-03 Thread [EMAIL PROTECTED]
Ive had a few crashes since this latest update while running goldrush, 
where do I send my dump files?

Steve wrote:
 The update doesn't appear to be required, my server is full and everyone
 says they already updated their clients. I am gunna hold off.. I got
 neph's workaround loaded this morning so I am not worried.

 BTW thanks for the quick fix on this valve.. but neph beat you to it :)


   
 Thx
 loaded and pimped the free weekend.. running full at 24/24 goldrush or
 vote!


 - Original Message 
 From: Jason Ruymen [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
 [EMAIL PROTECTED]
 Sent: Friday, May 2, 2008 6:24:44 PM
 Subject: [hlds] Team Fortress 2 Update Available

 The required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Fixed Kritzkrieg client crash in particle system
 - Fixed Milestone 2 and Milestone 3 achievements being given at the
 incorrect times
 - Fixed exploit where players could drop weapons onto the ground for
 other players to pickup

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2008-05-03 Thread [EMAIL PROTECTED]
just had another one, the server restarts almost immediately and half 
the people reconnect, so its not a huge problem during the daytime.

Mike Stiehm wrote:
 I 3rd that

   
 Date: Sat, 3 May 2008 13:28:20 -0500 From: [EMAIL PROTECTED] To: [EMAIL 
 PROTECTED]; hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 
 Update Available  I've had several as wel...  -Dustin  On Sat, May 3, 
 2008 at 12:09 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:  Ive had a 
 few crashes since this latest update while running goldrush,  where do I 
 send my dump files?
 
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [EMAIL PROTECTED]
windows and no plugins seems to crash as soon as someone begins to join.

Tony Paloma wrote:
 I'm getting this as well. Same OS here. Works on my WinXP machine though.
 Hmm

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
 Sent: Tuesday, April 29, 2008 6:26 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Crashes on Windows Server 2003. Multiple servers no plugins at all...

 On Tue, Apr 29, 2008 at 9:20 PM, James McKenna [EMAIL PROTECTED] wrote:

   
 That's two reports so far...

 sv_fear 1

 On Tue, Apr 29, 2008 at 6:19 PM, Ben B [EMAIL PROTECTED] wrote:

 
 I am on Linux CentOS.

 2 of my servers are updated, and I changed to goldrush, and both crashed
 when people started joining!!!

 --
 From Ben. B (Goerge)
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [EMAIL PROTECTED]
same here, i thought this may fix it, but still crashing.

YankeeDeuce wrote:
 Got the new update and it's still crashing.

 On Tue, Apr 29, 2008 at 8:49 PM, [EMAIL PROTECTED] wrote:

   
 New update , if you updated do it again


 
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [EMAIL PROTECTED]
this is what im getting.

Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Team Fortress 2 Content' version 41


Checking/Installing 'Team Fortress 2 Materials' version 16


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 34


HLDS installation up to date
The Steam update has completed. You may close this window.


Tony Paloma wrote:
 Bootstrapper version: 25
 Versions installed in 'C:\HL2Server_Test':
 Base Source Shared Materials: 8
 Base Source Shared Models: 4
 Base Source Shared Sounds: 4
 Team Fortress 2 Dedicated Server: 34
 Team Fortress 2 Content: 41
 Team Fortress 2 Materials: 16
 Press any key to continue . . .

 What versions are you seeing?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
 Sent: Tuesday, April 29, 2008 7:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Tony Paloma wrote:
   
 Am I the only one not seeing any new new updates? Is the content server I
 happen to be choosing just slow to refresh or something? Also, the list
 
 has
   
 died down a bit. Anybody have success?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
 Sent: Tuesday, April 29, 2008 7:18 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 I only see 2?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of scummy
 Sent: Tuesday, April 29, 2008 10:15 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Installed the 3rd update.

 Will advise what happens in a few!


 - Original Message - 
 From: 1nsane . [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:08 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
 It's not crashing on my home Vista Server but it's crashing on my 
 Dedicated
 Server 2003 server. I alos uploaded the all the libraries from home over 
 to
 it and it still crashes... OS specific maybe?

 On Tue, Apr 29, 2008 at 10:03 PM, scummy [EMAIL PROTECTED] wrote:

 
   
 Installed the 2nd update made in a vanilla server and as soon as the 2nd
 player connects it crashes.

 W2K Server


 - Original Message -
 From: [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:00 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
 same here, i thought this may fix it, but still crashing.

 YankeeDeuce wrote:
 
   
 Got the new update and it's still crashing.

 On Tue, Apr 29, 2008 at 8:49 PM, [EMAIL PROTECTED] wrote:


   
 
 New update , if you updated do it again



 
   
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 i've done 3 updates and none of them work.

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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [EMAIL PROTECTED]
just updated, so far so good.  I have 7 players in so far.

Don Williams wrote:
 New version out TF 35

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Tuesday, April 29, 2008 10:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 21:45:44 Protocol version 14
  Exe version 1.0.2.4 (tf)
  Exe build: 14:26:58 Apr 29 2008 (3461) (440)
 Versions installed in 'c:\srcds':
 Source Dedicated Server: 93
 Base Source Shared Materials: 8
 Base Source Shared Models: 4
 Base Source Shared Sounds: 4
 Counter-Strike Source Shared Content: 68
 Day of Defeat Source Base Content: 24
 Team Fortress 2 Dedicated Server: 34
 Half-Life 2 Deathmatch: 35
 Team Fortress 2 Content: 41
 Team Fortress 2 Materials: 16

 - Original Message 
 From: Don Williams [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 9:36:52 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 What version did you update to?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
 Sent: Tuesday, April 29, 2008 10:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Tony Paloma wrote:
   
 Am I the only one not seeing any new new updates? Is the content server I
 happen to be choosing just slow to refresh or something? Also, the list
 
 has
   
 died down a bit. Anybody have success?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
 Sent: Tuesday, April 29, 2008 7:18 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 I only see 2?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of scummy
 Sent: Tuesday, April 29, 2008 10:15 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Installed the 3rd update.

 Will advise what happens in a few!


 - Original Message - 
 From: 1nsane . [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:08 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
 It's not crashing on my home Vista Server but it's crashing on my 
 Dedicated
 Server 2003 server. I alos uploaded the all the libraries from home over 
 to
 it and it still crashes... OS specific maybe?

 On Tue, Apr 29, 2008 at 10:03 PM, scummy [EMAIL PROTECTED] wrote:

 
   
 Installed the 2nd update made in a vanilla server and as soon as the 2nd
 player connects it crashes.

 W2K Server


 - Original Message -
 From: [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:00 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
 same here, i thought this may fix it, but still crashing.

 YankeeDeuce wrote:
 
   
 Got the new update and it's still crashing.

 On Tue, Apr 29, 2008 at 8:49 PM, [EMAIL PROTECTED] wrote:


   
 
 New update , if you updated do it again



 
   
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 i've done 3 updates and none of them work

Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [EMAIL PROTECTED]
both are full and there are no problems yet.


[EMAIL PROTECTED] wrote:
 just updated, so far so good.  I have 7 players in so far.

 Don Williams wrote:
   
 New version out TF 35

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Tuesday, April 29, 2008 10:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 21:45:44 Protocol version 14
  Exe version 1.0.2.4 (tf)
  Exe build: 14:26:58 Apr 29 2008 (3461) (440)
 Versions installed in 'c:\srcds':
 Source Dedicated Server: 93
 Base Source Shared Materials: 8
 Base Source Shared Models: 4
 Base Source Shared Sounds: 4
 Counter-Strike Source Shared Content: 68
 Day of Defeat Source Base Content: 24
 Team Fortress 2 Dedicated Server: 34
 Half-Life 2 Deathmatch: 35
 Team Fortress 2 Content: 41
 Team Fortress 2 Materials: 16

 - Original Message 
 From: Don Williams [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 9:36:52 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 What version did you update to?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
 Sent: Tuesday, April 29, 2008 10:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Tony Paloma wrote:
   
 
 Am I the only one not seeing any new new updates? Is the content server I
 happen to be choosing just slow to refresh or something? Also, the list
 
   
 has
   
 
 died down a bit. Anybody have success?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
 Sent: Tuesday, April 29, 2008 7:18 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 I only see 2?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of scummy
 Sent: Tuesday, April 29, 2008 10:15 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Installed the 3rd update.

 Will advise what happens in a few!


 - Original Message - 
 From: 1nsane . [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:08 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
   
 It's not crashing on my home Vista Server but it's crashing on my 
 Dedicated
 Server 2003 server. I alos uploaded the all the libraries from home over 
 to
 it and it still crashes... OS specific maybe?

 On Tue, Apr 29, 2008 at 10:03 PM, scummy [EMAIL PROTECTED] wrote:

 
   
 
 Installed the 2nd update made in a vanilla server and as soon as the 2nd
 player connects it crashes.

 W2K Server


 - Original Message -
 From: [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, April 29, 2008 7:00 PM
 Subject: Re: [hlds] Goldrush makes Server Crash!!!


   
 
   
 same here, i thought this may fix it, but still crashing.

 YankeeDeuce wrote:
 
   
 
 Got the new update and it's still crashing.

 On Tue, Apr 29, 2008 at 8:49 PM, [EMAIL PROTECTED] wrote:


   
 
   
 New update , if you updated do it again



 
   
 
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Re: [hlds] Re: Scum-sucking Bottom Feeders

2006-09-10 Thread \[MG\]|GEN|[EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
One of our members found that hack site over a two months ago and I sent it to 
valve via the report a bug link in game .

   So they have known about it and no fix or update yet ? VERY DEPRESSING !!!

Roman Hatsiev [EMAIL PROTECTED] wrote:
  It's like Microsoft deliberately shipping buggy versions of Windows to
encourage users to upgrade to next version. Yes, we've heard that kind
of story before :-)

On 10/09/06, Megatron wrote:
 These cheat groups are probably in the back offices at Valve!
 We know that the punks that cheat lose interest if they can't win.
 Punks that lose interest move on to the next easy game to cheat and win.
 That means less players for Valve=less $s for Valve.

 C'mon, before we have post ignition, you know the concept...Like,
 antivirus companies developing viruses.

 Back on the bad guy list for me.

 Megatron

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Doug Crabtree
 Sent: Sunday, September 10, 2006 7:56 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Scum-sucking Bottom Feeders

 I agree with Jason. But I'm sure Valve already knows about this group/hack.

 Doug Crabtree

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason O. Washburn
 Sent: Sunday, September 10, 2006 10:48 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Scum-sucking Bottom Feeders

 Because this is a server admin list and everyone needs to know what's out
 there so they can watch for it. Personally I find it very helpful. This
 list is also connected to valve so they can see it too.

 Jason

 -Original Message-
 From: Edward Luna
 Sent: 9/10/06 5:42:59 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Scum-sucking Bottom Feeders

 Why are we posting links to hacks on this list?

 -Original Message-
 From: Paladin82 [mailto:[EMAIL PROTECTED]
 Sent: Sunday, September 10, 2006 3:31 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Scum-sucking Bottom Feeders


 Have a look at this crap...

 http://www.youtube.com/watch?v=3n78HKQqH-c

 http://www.youtube.com/watch?v=7ugOQEDmEvM

 Valve please come up with a fix and ban everyone using these hacks.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On
 Behalf Of {MDA} Spotta
 Sent: Friday, September 08, 2006 8:56 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Scum-sucking Bottom Feeders

 As a player it made me want to cry!

 Surely now this has been mentioned here, someone at valve will shell out
 for
 it, find out how it works, and stop it..

 Chris


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 Get on board. You're invited to try the new Yahoo! Mail.
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[hlds] [hlds}Dedicated Server Issues

2006-02-18 Thread [EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
Not sure if this is where I should go with this, but I recently decided to host 
my own dedicated server for Counter-Stirke: CZ. I was going to make my own clan 
because me and a couple friends wanted to be in it. My problem is, when I go to 
run the dedicated server through Steam, the server can never connect to the 
Steam servers. I've tried turning off my firewall and opening ports in my 
router, but the information that it gives to open a port on my linksys router 
says that i should make the name of the opening certain name and the name 
they give is one character longer than the max my router allows. I don't know 
if this is the problem but something is wrong and I can't figure it out...


-

 What are the most popular cars? Find out at Yahoo! Autos
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Re: [hlds] [HLDS-OT]Server firewall recomendations?

2006-02-16 Thread [EMAIL PROTECTED]

Dan Sorenson wrote:


So, first draw out your topology.  That's going to
determine exactly what piece of kit will be necessary.
Next, forwarding a range of udp ports for HL is not much of
a security risk, and any of the above can handle it.  If you
need to open ports at random, you're looking at higher-end units.

- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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Wow, that is a ton of information in one message and very insightful.
Unfortunately I feel I should have been a little more specific in my
request or at least clearer regarding my current situation. My current
box is a Leased dedicated server in a data center in Texas.  It does
have a hardware firewall attached that is a NAT device that I can access
via a web interface through my hosts web control panel. The only problem
is that it is somewhat restrictive regarding the rules that can be set
up. It uses rule sets similar to ipSec but is limited in how many can be
set up and as with ipSec only one port at a time. Very time consuming.
If it was just a matter of opening a range of ports it wouldn't be a
problem. It does work though. If I turn on one of the pre-written rules
sets it locks things up tight as a drum.

My capacity to set up another Hardware firewall being somewhat limited
by my situation I was hoping for another option. I really do not like
the idea of a software firewall but if it could do the job I could live
with it. Frankly I am very seriously looking into the possibility of
moving all of the web sites currently on this particular box to a Linux
box (I am growing ever less fond of web hosting on Winders) and leasing
another box with a host that encourages Gaming which would possible
improve my situation. I do appreciate the info though. Always nice to
learn something.

Rob...

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[hlds] [HLDS-OT]Server firewall recomendations?

2006-02-15 Thread [EMAIL PROTECTED]

This may be a bit off topic here but I was wondering if you guys would
make some recommendations regarding firewalls for Windows based servers.
I have a dedicated box running windows 2003 that we use for web hosting.
My partner would like to run a CZ server and possibly a DOD:S servers as
well and I was thinking of a small BF2 server (I know, very off-topic).
My current security configuration is ipSec and while I don't need to get
into the merits or lack of them for that particular scheme I am having
some trouble using it to allow what I need and still keep the box
secure. One of the biggest issues is opening :Port Ranges. Opening one
at a time is a bit of a pain and while HLDS isn't to bad BF2 is (again
very off topic). There are allot of ports needed to be open there. The
box came with a hardware firewall located in the data center but it uses
the same IP Rules scheme but is even more restrictive. I have no
intention of running a box full of servers, those days are far behind
me. Having a couple of games to call home sounds OK though. :-p

Any help would be appreciated. I ask here because I respect many of you
and have little patience for most Forums out there that give more
mis-information then help. At least here I know if I get an answer it
comes from known operators in the field.

Thanks guys,
Rob...


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Re: [hlds] two questions...

2006-01-13 Thread [EMAIL PROTECTED]

Visitor Rodgers wrote:


Rob, this worked fantastic.  Thanks for the syntax.



I am assuming a couple of things here since I did not check the digest
but if this is a HL1 server add  mapchangecfgfile server.cfg (without
the quotes of coarse) to the end of your server.cfg. This will assure
that the server.cfg is read on each map change and your settings are
read properly. You can then as mentioned by others create map specific
config files to adjust settings for that map alone. Not really sure why
it would return to the default with out reading the file though. Strange
one.

Rob...

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;-)No problem. Nice to help every once in a while. Still not
sure why it would return to the standard setting. The server.cfg is only
read once usually when the server is started but the setting should
remain untill it is changed via rcon/console command or another cvar in
a config some where. Oh well, as long as it works right.

Rob...

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Re: [hlds] two questions...

2006-01-11 Thread [EMAIL PROTECTED]

Scott Tuttle wrote:


If he places the command into the amxx.cfg file then he only has to do it
once... Just like if he places it into another file and execs it in the
server.cfg file.

But in my case your using a file that already exists.  But mine depends upon
amxmodx whereas yours does not :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian M Frain
(eternal)
Sent: Tuesday, January 10, 2006 10:32 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] two questions...

:snip:

Maybe someone else can verify, elaborate on this as I am not exactly
positive.
For the gravity, couldn't he make a gravity.cfg file with just the
sv_gravity 600 in it and call it from the server.cfg/command line, or maybe
put it in the autoexec.cfg rather than enter it in a cfg for every map?


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I am assuming a couple of things here since I did not check the digest
but if this is a HL1 server add  mapchangecfgfile server.cfg (without
the quotes of coarse) to the end of your server.cfg. This will assure
that the server.cfg is read on each map change and your settings are
read properly. You can then as mentioned by others create map specific
config files to adjust settings for that map alone. Not really sure why
it would return to the default with out reading the file though. Strange
one.

Rob...

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Re: [hlds] status bar at top not updating.

2005-11-27 Thread [EMAIL PROTECTED]

Ook wrote:






I have noticed it but honestly payed it no mind. I did notice that it
seemed to occur when a player left after sitting in spectate for an
extended time. I have no idea why. I always assumed that it was just a
status bug and ignored it. By the way I had seen this occur on all of my
servers, CS, DOD, NS and OP4. Can't remember if it ever happened on the
CZ server.

Rob...



How interesting - I've never seen it before. I finally restarted the
server,
and it's not occurred since.


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Actually now that I think of it your issue is actually different from
what I had seen in the past. I would be logged into my box working on
something and notice player on one of my servers so I would log out and
try to jump on the server only to find that the player was listed on one
team or the other or in spectate but not actually there. I would leave
the server and get back on the box and they would still be listed there.
Like I said I never gave it much thought. I just thought it was curious
and likely a small bug in the server status and ignored it.

I would look for what you were seeing but I have no servers up right
now. Maybe next month when I get another box running. That is kind of
odd isn't it.

Rob...

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Re: [hlds] status bar at top not updating.

2005-11-26 Thread [EMAIL PROTECTED]

Ook wrote:


Check out this screen shot:

http://ooksserver.no-ip.info/stuff/badhldsstatus.jpg

Notice the current map is ook_hoover, with one player. Notice that the
status bar shows op4_meanie and no players. After watching this for a
while,
I realized that the status bar has frozen and no longer updates. Not a
show
stopper, more of a curiosity. Anyone else ever see this? I'm sure that
rebooting the server fixes it, will do that when I get around to it.


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I have noticed it but honestly payed it no mind. I did notice that it
seemed to occur when a player left after sitting in spectate for an
extended time. I have no idea why. I always assumed that it was just a
status bug and ignored it. By the way I had seen this occur on all of my
servers, CS, DOD, NS and OP4. Can't remember if it ever happened on the
CZ server.

Rob...

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Re: [hlds] Custom Content not working right. [OT]

2005-11-14 Thread [EMAIL PROTECTED]

James McKenna wrote:


Lot's of assumptions made here. You guys are truly the elite. I'm 21
years
old, so kid probably isn't the best term for me. Furthermore, until I
changed the ports of my whutdufuk.com server, I was ranked #1 for hldm
servers by game-monitor.com. Regardless of the domain name, we still
managed
to pull the most popular dm server. Thanks for the kind words, Whisper.

I have followed the downloadurl guides. Probably why all my other custom
content off of my download url works perfectly. Egads! I missed a hlds
mailing list thread?! Probably because I try and skip over the idiot
comments posted by users like you, Whisper. I set these two sounds up
exactly the same as my other custom content, and yet they aren't working,
whereas the other content is. Perhaps I was looking for a refresher.
Something to point me in the right direction because I may have missed a
minor detail. Instead I was met with hostility. Great job.

I've been here for months now, Ray.

Normally I wouldn't come to this list for this kind of help, mainly
because
of the response one can already anticipate from you prodigy's.

I'll keep messing with it, and I'll refer back to prior posts and the
wiki. It'll probably assist me more than the arrogant server guru's who
increase the size of their e-penis by putting those with actual questions
down.

Cheers.
--
Sincerely,

James McKenna

Proud owner of WhutDuFuK.com!


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This may be to obvious but it totally kicked my butt when I first
started using the sv_downloadurl. Verify the files in your .res files
are in the proper case as in Dumb_map_noise.wav instead of
dumb_map_noise.wav. I found that allot of maps come with .res files that
have the files listed wrong and it will not download them from the
mirror if they are. I always make my own .res files now. Just a thought,
drove me nuts I tell ya.

Rob...

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Re: [hlds] 100 mb port

2005-11-03 Thread [xXx] [EMAIL PROTECTED]
Ook , thank you for your response. im running only cs source servers and i
see cpu spiking as high as 54%
- Original Message -
From: Ook [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, November 02, 2005 7:52 PM
Subject: Re: [hlds] 100 mb port


 100 players might use as much as 5Mb or so. Your observation of 6-10% is
 very reasonable. A 100Mb connection doesn't even break into a sweat with
 this kind of traffic. This is not the source of your lag. How much
bandwidth
 do you have? Real bandwidth determined by conducting bandwidth tests, not
 some theoretical maximum? What is your cpu spikes?


 - Original Message -
 From: [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Cc: hlds@list.valvesoftware.com
 Sent: Wednesday, November 02, 2005 4:33 PM
 Subject: [hlds] 100 mb port


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  can someone plz help me with this issue
  i have a dual xeon 3 gig processor with a 100mb port upgrade.
 
  when i have all servers full i have about 100 internet players connected
  to a 100mb port, but when i view networking in task manager i see it is
  only utilizing about 6-10 % of its capabilities. i have tried
  unrestricting bandwidth with no results.
  i feel this may be why the game servers seem to be lagging even though
  server cpu is at 37%
  any suggestions?
  --
 
 
 
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[hlds] dedicated server optimization

2005-11-02 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
dear valve,

  is there any way we could get your attention pointed to the errors in console 
that say free sound list is full
i know the message may be harmless, but i see it like 100 times a minute in the 
console of the dedicated server. It seems that without this error that would be 
a little more cpu freed up for the game.
  this error has been going on for some time and has gotten totally annoying.
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[hlds] 100 mb port

2005-11-02 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
can someone plz help me with this issue
i have a dual xeon 3 gig processor with a 100mb port upgrade.

when i have all servers full i have about 100 internet players connected to a 
100mb port, but when i view networking in task manager i see it is only 
utilizing about 6-10 % of its capabilities. i have tried unrestricting 
bandwidth with no results.
i feel this may be why the game servers seem to be lagging even though server 
cpu is at 37%
any suggestions?
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Re: [hlds] players/cpu us

2005-10-26 Thread [xXx] [EMAIL PROTECTED]
lol whisper your quite the analyzer.
i agree i left a very broad question on the table, but i was just trying to
open a new topic that might actually have some use for us noobie providors
lol
- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, October 25, 2005 9:46 PM
Subject: Re: [hlds] players/cpu us


 --
 [ Picked text/plain from multipart/alternative ]
 Its not as simple as that
  A higher tickrate uses more cpu
 ping boosting uses more cpu
 A higher fps_max uses more cpu
 A higher sv_maxrate uses more cpu (Although the default is 0 thus should
in
 theory be using the maximum which is 3)
 A higher sv_maxupdaterate uses more cpu
  You can, I think in theory, work out memory per player, but CPU per
player
 is a different question altogether and has many variables and also depends
 upon the game, whether it would be DoD, CS or HL.
  On 10/26/05, [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
 wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  anyone have a standard rule of thumb for player slots/ and or cpu usage
 
  currently i have a dual xeon 3 gig with 100 mb port and 1.5 gig ram. I
am
  to comfortably run 100+ slots.
  my cpu usually stays round 35%
  --
 
 
 
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[hlds] port answer from servre providors.

2005-10-21 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
i got this answer from the ppl i buy my dual xeon servers from.


Updated by: Harpreet Singh at Oct 21 01:49
Hello Joe,

2 IPs do not have 2 ports. There is only one port. If you have one port sending 
traffic to two separate IP's to two separate applications then you  might run 
into lag issues. Lag issues might be because of Network Latency at times.

so i am saturating a port trunk by having to large servers running on different 
ip's but sharing the same port

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Re: [hlds] port answer from servre providors.

2005-10-21 Thread [xXx] [EMAIL PROTECTED]
ya , ive already moved my 60 man source off of the 27015 port. we will
suffer from lack of players for a while, but better than lagging customers
lol
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, October 21, 2005 11:30 AM
Subject: Re: [hlds] port answer from servre providors.


--
[ Picked text/plain from multipart/alternative ]
Yes, this is what I assumed in my reply previously.  It is only logical that
1 device or network feed would have to work a little harder to maintain the
constant feeds, and a side effect is always latency.  Nanoseconds do add up,
just like pennies!!!

I assume you are going to use seperate ports for all your servers from now
on, yes??

--Ozz

-- Original message --

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 i got this answer from the ppl i buy my dual xeon servers from.


 Updated by: Harpreet Singh at Oct 21 01:49
 Hello Joe,

 2 IPs do not have 2 ports. There is only one port. If you have one port
sending
 traffic to two separate IP's to two separate applications then you might
run
 into lag issues. Lag issues might be because of Network Latency at times.

 so i am saturating a port trunk by having to large servers running on
different
 ip's but sharing the same port

 --



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Re: [hlds] (no subject)

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
remade maps with more spawn points are sooo lagggy from editing them
- Original Message -
From: Brian M Frain (eternal) [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 2:34 AM
Subject: Re: [hlds] (no subject)


 --
 [ Picked text/plain from multipart/alternative ]
 I do not want to re-download all the maps so you can have more spawn
points.
 It would seem more feasible to get a mapper to remake them for you.


  On 10/19/05, [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED]
 wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  a nice up date from valve would be to insert some spawn points into all
of
  the traditional maps so we can play more than 40 on traditional maps
  --
 
 
 
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
thank you, i used abovenormal priority , but managed to stay off of high
- Original Message -
From: dasjoe [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 4:43 AM
Subject: Re: [hlds] port question


 --
 [ Picked text/plain from multipart/alternative ]
 95 players at 33 ticks and 32 at 66 on a 3 ghz xeon? and no lag?
impressive
 ;)
 --

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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]
your right there too oz, i would like to see if i get even better latency
with diff ports
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 11:43 AM
Subject: Re: [hlds] port question


 --
 [ Picked text/plain from multipart/alternative ]
 Yes I instantly emailed after that response to say I hadn't caught the '3
ip addresses' part of his original post.

 My response to that was 'If they are all sharing the same trunk he might
want to try different ports for the heck of it to see if the servers
actually play better'.

 --Ozz

 -- Original message --

  I believe he's saying he does:
  ip1:27015 (game 1)
  ip2:27015 (game 2)
  ip3:27015 (game 3)
 
  in which case, that is perfect acceptable. as long as you don't have 2
games
  sharing the same port on the same ip, you shouldn't have any problems
  (provided
  your machine isn't overloaded, heh).
 
  /p
 
  Quoting [EMAIL PROTECTED]:
 
   --
   [ Picked text/plain from multipart/alternative ]
   When you try to start the second server you will get a 'Failure to
   allocate UDP port 27015' error.
  
   So, no, you can't.
  
   --Ozz
  
   -- Original message --
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   ok question
  
   can i have 3 different ip addresses and 3 different games running on
   them and
   all are running on port 27015 ?
   or would this cause lag?
   i have a dual xeon 3 gig and all servers run just fine, im just
   worried that i
   may be screwing up selling 27015 port all the time.
   --
  
  
  
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  This message was sent using IMP, the Internet Messaging Program.
 
 
 
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Re: [hlds] port question

2005-10-20 Thread [xXx] [EMAIL PROTECTED]

the servers with same ports seemed to lag and one 66 tic without didnt
- Original Message -
From: Gary [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com; hlds@list.valvesoftware.com
Sent: Thursday, October 20, 2005 5:51 PM
Subject: Re: [hlds] port question


 You won't.

 At 02:01 PM 10/20/2005, [xXx] [EMAIL PROTECTED] wrote:
 your right there too oz, i would like to see if i get even better latency
 with diff ports




 G. Stanley
 Engineering
 Velocity Servers, DBA
 [EMAIL PROTECTED]



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[hlds] (no subject)

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
a nice up date from valve would be to insert some spawn points into all of the 
traditional maps so we can play more than 40 on traditional maps
--



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Re: [hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
wait ozz i have the servers all running on different ip addresses right now
- Original Message -
From: [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, October 19, 2005 8:24 PM
Subject: Re: [hlds] port question


 --
 [ Picked text/plain from multipart/alternative ]
 When you try to start the second server you will get a 'Failure to
allocate UDP port 27015' error.

 So, no, you can't.

 --Ozz

 -- Original message --

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  ok question
 
  can i have 3 different ip addresses and 3 different games running on
them and
  all are running on port 27015 ?
  or would this cause lag?
  i have a dual xeon 3 gig and all servers run just fine, im just worried
that i
  may be screwing up selling 27015 port all the time.
  --
 
 
 
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Re: [hlds] Day of Defeat: Source and Source Engine update released

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
in high priority i play infexXxiously with 60 players
- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, October 19, 2005 8:29 PM
Subject: Re: [hlds] Day of Defeat: Source and Source Engine update released


 Copy over from the Linux email list:

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Wednesday, October 19, 2005 6:03 PM
 Subject: RE: [hlds_linux] Day of Defeat: Source and Source Engine update
 released

  The game and maps are designed for 32 players at most.
 
  - Alfred
 

 - Original Message -
 From: Brandon [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, October 19, 2005 6:21 PM
 Subject: Re: [hlds] Day of Defeat: Source and Source Engine update
released


  --
  alfred can you please give an official response about why the limit is
now
  32 players so i can keep quoting it over and over to the people who
  complain
 
  On 10/19/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
 
  I explain it at the bottom of this post:
 
  http://www.landofozz.net/forums/viewtopic.php?t=224
 
  --Ozz
  -- Original message --
 
   --
   [ Picked text/plain from multipart/alternative ]
   can anyone explain what cl_predict was please
  
   On 10/19/05, Alfred Reynolds wrote:
   
We have released an update to Day of Defeat: Source and the Source
Engine. If you run ANY Source game then run the hldsupdatetool to
get
this update. This update is required for Day of Defeat: Source
  servers.
   
The update includes numerous enhancements and fixes for Day of
Defeat:
Source and also makes cl_predict a cheat cvar (so clients will be
  forced
to use the same setting as the server). More details can be read
here:
http://www.steampowered.com/index.php?area=newsid=466
   
   
- Alfred
   


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Re: [hlds] port question

2005-10-19 Thread [xXx] [EMAIL PROTECTED]
thanks you for the answer, yes i currently have a 50 man css, a 45 man css ,
and a 32 man 66 tic all running on port 27015, full and not lagging, but i
was worried when i saw an earlier topic lol.
- Original Message -
From: Ook [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, October 19, 2005 9:48 PM
Subject: Re: [hlds] port question


 I'm assuming you have 3 nics? Each ip address, or I believe more
 specifically, each network interface,  has it's own set of ports. So, yes,
 you can run on 3 different ip addresses, each on the same port.

  ok question
 
  can i have 3 different ip addresses and 3 different games running on
them
  and all are running on port 27015 ?
  or would this cause lag?
  i have a dual xeon 3 gig and all servers run just fine, im just worried
  that i may be screwing up selling 27015 port all the time.
  --



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Re: [hlds] SV_DownloadURL

2005-09-22 Thread [EMAIL PROTECTED]

Dustin Tuft wrote:


It's not that big of an issue, it's only being called for durning a map
change, so allowing the downlaod to happen keeps the game running much
faster. Less drops and yes there is a bit of a lag for the first min of
play. I agree if your running your server over a low speed connection,
then
running the web service on the same connection is a bad idea and will not
realy give you any gain in gamers experince. So in that case having a Web
server somewhere on the internet would be a far better advantage. But
come
on, if your running a good game server one of the things you should be
running on is a high speed connection. As for cost, if you all ready
running
on a high speed connection, your probly all ready paying at least 50
to 100
buck a month for the server all ready.

Dustin Tuft


From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] SV_DownloadURL
Date: Wed, 21 Sep 2005 22:54:13 -0600

Dustin wrote:


My understanding was, that it allows for a faster download to the
client.
The HLDS does trickel download, so in most cases the player gets
everything
just in time for the 30 min map timer to run out :).


- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 21, 2005 1:39 PM
Subject: Re: [hlds] SV_DownloadURL

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You shouldn't run your sv_downloadurl mirror on the same physical
location as your Game servers. Think about it. Do you really want your
Game Servers precious resources being squandered on downloading map
files to 18 players on a full 24 slot server? The other six players are
going to experience some erratic play while your server pushes out files
to 18  people at the same time and tries to run your game servers. Not
to mention anyone playing on any other game servers you happen to be
running at the same time will suffer as well. If you do not have
separate web space there are places to get sv_downloadurl resources for
a very reasonable price.I use URLDownload.com and I have been very happy
with them. If you are going to offer High Speed Downloads to your
players the cost is not that hard to deal with.

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Ok, after reading my post I feel that I should re-phrase slightly.

It was* recommended* to me (and I agree) that you shouldn't run them
both on the same box. The numbers I gave were similar to an example
given to me to explain why and I have certainly seen that situation come
up. I was having a serious problem with momentary lag on map changes
when a large group of players had to download the maps. File transfer
uses considerable resources. If enough players are downloading a large
map at the same time it will slow things down. I had a CS server that
was almost entirely Custom maps with a couple of new ones added every
week or so. I also had a CZ server with many Custom maps. We had a
devoted following of players that played there, one because of the maps
and two because of the High Speed Downloads that kept them from having
to go get them. Having sv_downloadurl services on the same box shortened
the time that the server was effected but it was still there. Moving the
files off site to another location solved the problem entirely.

My account at urldownload.com cost around $12.95 a month I believe and
can host maps for all of my servers. I also have a friends development
site hosted there with plenty of room to spare. I feel that it is well
worth the money. Just my 2-cents guys. Sorry if it came across wrong. If
you feel that you can run it on the same box then go for it. I found
that with my configuration I could not. Yours may be different.

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Re: [hlds] SV_DownloadURL

2005-09-21 Thread [EMAIL PROTECTED]

Dustin wrote:


My understanding was, that it allows for a faster download to the client.
The HLDS does trickel download, so in most cases the player gets
everything
just in time for the 30 min map timer to run out :).


- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, September 21, 2005 1:39 PM
Subject: Re: [hlds] SV_DownloadURL

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You shouldn't run your sv_downloadurl mirror on the same physical
location as your Game servers. Think about it. Do you really want your
Game Servers precious resources being squandered on downloading map
files to 18 players on a full 24 slot server? The other six players are
going to experience some erratic play while your server pushes out files
to 18  people at the same time and tries to run your game servers. Not
to mention anyone playing on any other game servers you happen to be
running at the same time will suffer as well. If you do not have
separate web space there are places to get sv_downloadurl resources for
a very reasonable price.I use URLDownload.com and I have been very happy
with them. If you are going to offer High Speed Downloads to your
players the cost is not that hard to deal with.

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Re: [hlds] stop nav creation in srcds

2005-09-07 Thread [EMAIL PROTECTED]

SKELETOR wrote:


yea. thnx a lot i was just asking if there was a cvar to disable the
auto-creation of a nav file! i have on problem going through and
making the
nav files, i just wanted to know if there was a way to make it not do
that!

i know everything else i can do, like makin the config file for each map
telling it to add the bots per map.. and blah blah blah, but that
would take
a very long time regardless of how its done. i would rather just
create nav
files.

so unless anyone has USEFULL input.. this topic is dead
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, September 05, 2005 10:21 AM
Subject: Re: [hlds] stop nav creation in srcds


Well isn't that pleasant.

To all of those who responded to this guys request please remember that
he is the exception and not the rule. I do not post here much but I read
everything that is posted and I find most of the information that you
guys dole out to be very useful including the info on this topic. I
suppose since the answer to his question was fairly obvious it was of
coarse the wrong one and his response to all of your efforts only
indicates his status here and certainly not yours.

Keep up the good work guys.

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RE: [hlds] server crashes w/ new update

2005-05-23 Thread [EMAIL PROTECTED]
3 servers up since Friday, Office is played regularly, no
crashes, everything runs fine.

Cheers,
Newbie

- Original Message Follows -
From: Agent 001Fox [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] server crashes w/ new update
Date: Mon, 23 May 2005 10:28:50 +0200

 My serveradmin for Source claims that office crashes the
 server as well. Anyone else has that experience?

 //DiS|Fox
 Homepage:
 http://www.sweDiS.se/
 Server:
 http://dis1.hopto.org:27015




 From: Alfred Reynolds [EMAIL PROTECTED]
 Reply-To: hlds@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] server crashes w/ new update
 Date: Thu, 19 May 2005 20:47:40 -0700
 MIME-Version: 1.0
 Received: from list.valvesoftware.com ([207.173.176.202])
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 FILETIME=[34C3BF30:01C55CEF] 
 I have had a couple reports of this happening on de_port.
 Does anyone get it on any other Valve maps? (not third
 party ones). 
 - Alfred
 
 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Ruiner Sent: Thursday, May 19, 2005 8:41 PM To:
 hlds@list.valvesoftware.com Subject: Re: [hlds] server
 crashes w/ new update 
   148 minutes uptime, 24 players server.. no crash yet.
   Does it crash on a particular map for you? Any 3rd
  party mods? 
   - Original Message -
   From: K2 [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Thursday, May 19, 2005 11:32 PM
   Subject: [hlds] server crashes w/ new update
  
  
I think we might have a serious problem with the
newest update. I run three 22 player public cs:
source servers... all three have crashed now when
they get to capacity. The monitor/startup script I
 use (serverdoc) cant even restart them when they crash,
even tho it supports the new challenge/query
   protocol. 
Is anybody else experiencing frequent crashes since
the today's update?
   
- K2
http://www.hardfought.org
   
   
   
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RE: [hlds] server crashes w/ new update

2005-05-20 Thread [EMAIL PROTECTED]
Alfred,

Just wondering - what was so bad about this hack? I
understand that it's not used anymore by Valve but you
surely know that virtually any plugin was using these menus,
so it is so necessary to remove them?
I guess you won't argue that Esc-type menus are ugly to say
at least. They might be great from API poing of view but
they are not comfortable to use... Is there a chance that
Valve leaves us with old style menus?

Thanks and regards,
Newbie

- Original Message Follows -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] server crashes w/ new update
Date: Fri, 20 May 2005 00:49:04 -0700

 They are using an undocumented hack to display those menus
 , this update removes the hack and so they can no longer
 use it (because the last subsystem that was using it,
 radio menus, has finally been fixed to be client side).
 They have a plugin API to display messages to users and
 get feedback, they should use that.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of K2
 Sent: Friday, May 20, 2005 12:43 AM To:
 hlds@list.valvesoftware.com Subject: RE: [hlds] server
 crashes w/ new update

  Thx Alfred for staying on top of this and offering a
  roll-back. Looking forward to the fix.
 
  Something else tho that I believe needs to be addressed.
  The Mani plugin as well as Beetles plugin no longer work
  as intended - the AMX-style menus no longer function. A
  quote from Beetle: 'valve stopped any commands from the
  menus being sent to the server... I have no idea of any
 way to do it now..' 
  Was this intentional or part of the problem with the new
 binary? 
  - K2
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Alfred Reynolds
  Sent: Thursday, May 19, 2005 7:35 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] server crashes w/ new update
 
  I am going to do an update soon that will roll the
  binary back (but keep the new de_inferno, it had a
  couple valuable fixes perf wise). The de_inferno update
 made the whole update mandatory. 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Simon Garner Sent: Thursday, May 19, 2005 10:26 PM To:
  hlds@list.valvesoftware.com Subject: Re: [hlds] server
 crashes w/ new update 
   On 20/05/2005 3:47 p.m., Alfred Reynolds wrote:
I have had a couple reports of this happening on
de_port. Does anyone get it on any other Valve maps?
   (not third party ones). 
- Alfred
   
  
   Seems to be happening on all maps.
  
   Save us Alfred, teh servers are dyiinng!
  
   On a related note, why was this a required update
   anyway? I wasn't even going to bother updating as I
   hadn't had any trouble with the two issues it was
  fixing, but unfortunately I was forced to. :( 
   -Simon
  
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[hlds] Help me

2005-05-16 Thread [EMAIL PROTECTED] Aceptame!
[ Converted text/html to text/plain ]
I Have the hlds 4111 but i can't connect to my server the problem is
Coul not connect to %myservername% and the console send drop %playername%
and this not work!
Please Help me
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 3dflagsdotcom_argen_2fawm.gif (23803 bytes)
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RE: [hlds] When will the nosteam hacks be fixed?

2004-12-13 Thread [EMAIL PROTECTED]
It really is out of hand.

Valve, please, make this a top priority to be fixed.

Not only are you losing customers from the sales possibly lost due to
people just stealing a copy of steam, but you are rendering your steam id
system useless as persistant cheaters and abusers simply generate a new
steam id and walk back in.

I know your aware of it, but we have seen nothing nor heard of any progress
on this issue since it was found months and months ago.

Can we have some info on whats happening please.

Thanks,,
Plasma

Original Message:
-
From: J Marcus [EMAIL PROTECTED]
Date: Mon, 13 Dec 2004 22:56:05 -0500
To: [EMAIL PROTECTED]
Subject: RE: [hlds] When will the nosteam hacks be fixed?




y go thru all that?? You are not going to stop the haxors. I hate to keep
going back to it but Cheating Death worked! Sure the losers worked around it
but all he did was update CD client and they had to start over. The losers
spent more time trying to bypass it then he did updating CD. I know someone
could figure out a way to get CD or something similar and effective going
with steam.

my 2 cents...

jefe

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Monday, December 13, 2004 5:09 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] When will the nosteam hacks be fixed?

STEAM is broken

VAC is Broken

Because STEAM is Broken even if VAC worked, it would be a waste of time

And in any case, Valves stupid detect now and ban later has no effect
whilst the STEAM_ID system is broken, since most hackers will have
changed STEAM_ID's well before VAC bans come into force under the
current system.

Why in gods name its difficult to set things up so peoples STEAM_ID's
that are used in servers can only be autheticated against a database
that Valve has access to AND have the database set to only allow
people on to servers who have legitamately set up STEAM Accounts is
beyond me???

code
Was this STEAM_ID issued by Valve?
Does the STEAM_ID match the details of the account in our database?
Y let player onto server
N kick player off server
/code

It is such a stupidly simple process, and would allow VAC to at least
have a chance at keeping hackers off servers.

Hell, if they are really hacking into the system, you could do all
checking via Server/Valve communications only.

Have the HLDS send the STEAM_ID, if its valid, player stays, if it is
not, server is informed and player kicked.

The Server (so far) always knows what the STEAM_ID is, even if Valve
does not, at least within a few minutes of dickhead player joining the
server.

If you need more verification and security you can do this:

Create a hash from the username, password, STEAM_ID  a Valve supplied
alogorithm which can change at any time with any STEAM Update.

When a player joins a server, the player sends the server their hash,
then the server requests the hash for that STEAM_ID from Valve and if
they don't match then the server rejects the players connection.

Moreover, when the system gets hacked, do an algorithm change and use
the wonderful STEAM system to push the change out.

Valve have the great update system, why the hell won't you use it??

Do Daily updates, that will fuck people up well and truly who try to
fuck with your system.

You can further harden this system if you wish, google public key
encryptions schemes and find out how everybody else who likes to be
secure does it from crying out loud!

On Mon, 13 Dec 2004 17:42:21 -0300, Marcelo de Paula Bezerra
[EMAIL PROTECTED] wrote:
 Cheating and abuse in general are rampant, and no matter how much I try,
 they always come back with new steamids.

 Looking at one specific fool who's now banned by ip address and has been
 banned multiple times for multiple offenses (including wallhacking,
 speedhacking and impersonating other players).

 STEAM_0:0:4918135
 STEAM_0:0:4978634
 STEAM_0:0:5002506
 STEAM_0:0:5011120
 STEAM_0:0:5172294
 STEAM_0:0:5421319
 STEAM_0:0:748493
 STEAM_0:1:4989069
  his isp changed backbone provider here, and he got a new ip.
 STEAM_0:0:5421319
 STEAM_0:0:5546028
 STEAM_0:0:5662333
 STEAM_0:0:5727892
 STEAM_0:0:5750589
 STEAM_0:0:5755806
 STEAM_0:1:5544009
 STEAM_0:1:5764391
 STEAM_0:1:5769801

 --
 Marcelo de Paula Bezerra [EMAIL PROTECTED]

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Re: [hlds] Ending ????

2004-11-20 Thread [EMAIL PROTECTED]
I dont think there is any confirmation that Alyx dies in any
explosion.  In fact, she doesn't die at the end of the game, time is
stopped when the game ends. An assumption that she dies pretty much
goes against basic premise of the arc from HL to HL2... think about
the fact that Gordon doesn't age, yet it is 10 yrs later... when
gordon and alyx teleport, a week has gone by People are traveling
through trans-dimensional portals And the G-man can stop time.

I think its a safe assumption that a character as well liked and
pivotal as Alyx is kept alive.

other than that, yeah you could say it is a bit of a cliffhanger.
Tie up the story, and who's gonna buy HL3?

On Sat, 20 Nov 2004 21:36:36 -0500, K. Mike Bradley [EMAIL PROTECTED] wrote:
 Well,

 I just finished HL2 and it is awesome both in story and art side of things.
 The outside maps are gorgeous.
 The engine is pretty impressive too.

 But ..

 =

 Warning ... Do not read further if you haven't played all the way thru 

 =

 The ending left a lot to be desired.

 I mean!

 Alex dies in an explosion and the G-man freezes you again???

 I needed closure people!

 I waited 5 years to find out who the G-man was.

 And Alex and the earth is destroyed in the explosion??

 What's up with that

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Re: [hlds] Ending ????

2004-11-20 Thread [EMAIL PROTECTED]
I think that is what made HL and Hl2 such special games though... they
managed to integrate enough story into a mindless exercise... When HL
came out, we did not need another quake or quake2.

 I think the continuance of the story from HL to HL2 is giving a lot
of people the feeling of a movie trilogy... Kind of a novel crossover
of mediums. We had the introduction in HL, an advancement of the story
line (and even a love interest) in the sequel. I think people will
expect HL3 to tie everything up, and leave it at that.

As for wating for 5 years for HL3, I dont think so. Most of that time
was spent devving a new engine. If they just use Source (which I hear
is the plan), all they need is new content. I would hope to see HL3 no
later than xmas 2006. Depending upon how mods and expansions do
though, they might fare better to extend the life (same as they did
with HL).


On Sat, 20 Nov 2004 20:53:31 -0800, spartibus [EMAIL PROTECTED] wrote:
 You fail to realise that above all, it's a First Person Shooter. It's not a
 RPG, where one of the main elements is story. Too much storry and not enough
 shooting stuff with guns = bad. HL2 is the perfect balance, in my opinion.

 I'd wait 10 more years for a HL3. Valve has proven that these things can't
 be rushed, and by taking their time they have made (in my eyes) the best
 game.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
 Sent: Saturday, November 20, 2004 8:25 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] Ending 

 I hope they plan to release sequels in the next year or so.
 I wont wait 5 more years for HL3 to get some idea of what's really going on
 here.

 And if the cliffhanger holds out too long w/o giving any more story behind
 the story it will be lame and no one will waist any more time with it.

 British television does that sort of thing best.

 Unlike American TV they write out an entire outline of all episodes and when
 it's done ... It's done.
 Tell the story and move on to another one.

 HL2 was a great adventure but I don't really know anything more of the G-man
 or benefactors or any damn thing.

 Valve has to give more in each episode if they want to do a multi part
 story.
 Lets flesh out the characters a lil more and open up the story.
 Each episode needs to give more out on each character and develop the story.

 Video games these days are really interactive movies. Valve needs more plot,
 dialog, motivation etc ... Like a real film.

 Game Companies that realize this and get a good director and good actors and
 good script will win.
 This cliff hanger is just like the last one. We end up with the G-man
 muttering a few hard to understand phrases and we get frozen again.

 Quite honestly I would recommend Valve re-write the ending and update it
 with Steam.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Saturday, November 20, 2004 10:11 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Ending 

 I dont think there is any confirmation that Alyx dies in any explosion.  In
 fact, she doesn't die at the end of the game, time is stopped when the game
 ends. An assumption that she dies pretty much goes against basic premise of
 the arc from HL to HL2... think about the fact that Gordon doesn't age, yet
 it is 10 yrs later... when gordon and alyx teleport, a week has gone by
 People are traveling through trans-dimensional portals And the G-man can
 stop time.

 I think its a safe assumption that a character as well liked and pivotal as
 Alyx is kept alive.

 other than that, yeah you could say it is a bit of a cliffhanger.
 Tie up the story, and who's gonna buy HL3?

 On Sat, 20 Nov 2004 21:36:36 -0500, K. Mike Bradley [EMAIL PROTECTED]
 wrote:
  Well,
 
  I just finished HL2 and it is awesome both in story and art side of
 things.
  The outside maps are gorgeous.
  The engine is pretty impressive too.
 
  But ..
 
  =
 
  Warning ... Do not read further if you haven't played all the way thru
 
 
  =
 
  The ending left a lot to be desired.
 
  I mean!
 
  Alex dies in an explosion and the G-man freezes you again???
 
  I needed closure people!
 
  I waited 5 years to find out who the G-man was.
 
  And Alex and the earth is destroyed in the explosion??
 
  What's up with that
 
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Re: [hlds] is anyone else annoyed?

2004-11-18 Thread [EMAIL PROTECTED]
In case you are completely oblivous to the obvious, CS played a major
part in keeping Half-Life a live for 6-7 years. This was sound
judgement on Valve's part. And it is sound judgement on their part to
promote CSS as the multiplayer aspect of HL2. Yeah, an HL2DM would be
fun. But look at all of the HL Mods... several of them are pretty much
just DM in new maps with new models.  Well, instead of letting some
modders reinvent CS, why not get it out there done right, and let the
modders concentrate on the DMs? makes a ton of sense to me...


-Sure the single player is fun for however long it takes you to
-finish it, but its the multiplayer that makes a game survive for 6 or 7
-years like the original halflife.

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Re: [hlds] OT: Upgrade from Bronze HL2 package...

2004-11-18 Thread [EMAIL PROTECTED]
Wow. For coupon holders, the upgrade option is already implemented. I
got Bronze by default with my ATI coupon. While logged into Steam, I
went to Browse Games, it told me I already owned Bronze, and then
under Silver it actually listed the math out:

Silver: $59.99
- Bronze (-$49.99)
= $10.00 upgrade price

I did this about 3 weeks ago.

On Wed, 17 Nov 2004 17:16:22 +, Ian mu [EMAIL PROTECTED] wrote:
 join the club :)

 On Wed, 17 Nov 2004 12:50:56 +, Stephen Moretti (blueyonder)


 [EMAIL PROTECTED] wrote:
  Marcelo de Paula Bezerra wrote:
 
 
 
  I second that.
  I received a retail half-life 2 as a gift and would be more than happy
  to upgrade it to silver.
  
  On Tue, 2004-11-16 at 23:56 -0600, List Keeper wrote:
  
  
  Valve,
  
  Please incluce a method to upgrade from the Bronze HL2 package to the 
  Silver or Gold in Steam where we can just pay the difference.  I 
  accidently bought Bronze for one of my accounts, and now I cannot play 
  HL1:Source.
  
  Instead of being able to upgrade I am shown this message:
  
  Thank you!
  You have already purchased Half-Life 2 on Steam. At present, only one HL2 
  offer may be purchased per Steam account.
  
 
  Its a guaranteed revenue stream - especially after Xmas (or even on
  Christmas day)  Lots of people will be getting retail boxes as gifts and
  will be wanting to upgrade to at least silver.
 
  I'll probably be one of the people wanting to upgrade too. :o)
 
  *pokes Value in the ribs and tells them to get on with it* ;oD
 
 
 
 
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Re: [hlds] Release date and time for HL2

2004-11-15 Thread [EMAIL PROTECTED]
No bets about it, 12:01 am PDT. They have released this information on
steampowered.com (no need to clog the list peeps).


On Mon, 15 Nov 2004 09:49:44 -0800, OoksServer [EMAIL PROTECTED] wrote:
  --
  K. Mike Bradley wrote:
 
  So what time will the HL2 be unlocked?
  
  Is it Midnight tonight so that it will play on the 16th?
  
  Or Midnight Tuesday night?
  
  
  
  Keeping with past history, 12:00AM PST will probably be the projected
  time, 12:00-3:00PM PST will probably be the actual time :)
 
  --

 I'm betting 12:00AM PST - or, the stroke of midnight tonight. Assuming they
 don't delay it for a week. In either case, when I get home from work
 tomorrow, it better be working :)




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Re: [hlds] HDL2

2004-11-15 Thread [EMAIL PROTECTED]
You probably ought to leave it in your junk folder because you just
missed the whole thread, which is talking about HL2 not HL.

see steampowered.com for instructions on how to play a 3rd party mod
on steam (hint: use the Search function).


On Mon, 15 Nov 2004 02:19:10 -0500, Pit Gee [EMAIL PROTECTED] wrote:
 lol,  I have about a bizillion of these threads spamming up my junk mail
 inbox I just realized.  The hl multiplayer game is called sven coop.  It is
 a mod though.  I believe it was independently designed but was suposedly
 co-opted by steam.  However, I haven't figured out yet how to make it work
 on steam.  Does anyone know how to get sven coop to work?  It is really fun
 to group with a bunch of people and go fight the hl monsters in custom
 maps.

 http://www.svencoop.com/

 From: K. Mike Bradley [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] HDL2
 Date: Thu, 11 Nov 2004 14:33:35 -0500
 
 There aint no Multi Player HL2 yet.
 HL2 will be a single player game on the 16th.
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Thursday, November 11, 2004 12:31 PM
 To: [EMAIL PROTECTED]
 Subject: [hlds] HDL2
 
 November 16 is approaching!  Pardon my stupidity but I do not see the HDL2
 server yet.  When will it be available!  the gang wants to make sure I will
 have the server up the minute their HDL2 is activated.
 
 thanks!
 
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Re: [hlds] Release date and time for HL2

2004-11-15 Thread [EMAIL PROTECTED]
The date has been confirmed for over a month. Release time schedules
is not on the Steam news page, however, this is secondary information
to the actual date. Release/activation date is Midnight, 11/16 PDT.
Just as any other release is effective at 12:01 local time of the
release date. The time tables were put up after Valve confirmed that
Midnight, RMT (Redmond Mean Time :)) would be the basis for release
and activation.

As for the enormity of the news, this has been posted on csnation,
Steampowered, hlfallout.net, hlaflife2.net I think the importance
of the timetable has been done justice, perhaps you just weren't
paying attention.


On Mon, 15 Nov 2004 14:07:56 -0800, OoksServer [EMAIL PROTECTED] wrote:
 I read it - posted by moderator. While it's probably credible, I'm rather
 surprised it's not splattered over the main page, and the news page. I mean,
 we are talking about the release of what may be the the most anticipated
 game ever. The relase date is BIG NEWS. The release second is BIG NEWS.



 - Original Message -
 From: spartibus [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, November 15, 2004 12:19 PM
 Subject: RE: [hlds] Release date and time for HL2

  Here's the forum post:
 
 
 http://www.steampowered.com/forums/showthread.php?s=postid=950994#post95099
  4
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of OoksServer
  Sent: Monday, November 15, 2004 11:18 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] Release date and time for HL2
 
  Clog the list? This list? Us? Never happens, nothing but pertinent
  information related to hlds goes through this list lol.
 
  If there was a date/time confirmation on SteamPowered, this would be BIG
  NEWS, and would be plastered all over the site. This is the most current
  news they have posted. If there is more, I've not seen it but then I
 didn't
  really have time to search the forums.
  -
  Half-Life 2 For Sale?
  November 13, 2004, 4:57 pm . valve
 
  If you have purchased a copy of Half-Life 2, we are sorry you are still
  waiting to play. This is not Valve's choice. Vivendi is insisting that the
  game has not yet been released, and has threatened that Valve would be in
  violation of its contract if we activate the Half-Life 2 Steam
  authentication servers at this time.
 
  Thanks for your patience and we will update you when we have more news to
  share.
 
 
 
  
   Come on... Look around, he clearly does not have time for people that
 clog
   the list.
  
   /sarcasm
  
   There has been no official word from Steam as to what time it would be
   released. You can visit the forums to confirm this.
  
   Sirius
  
   -Original Message-
   From: OoksServer [mailto:[EMAIL PROTECTED]
   Sent: Monday, November 15, 2004 1:43 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlds] Release date and time for HL2
  
   Where on SteamPowered.com? I looked a while ago, did not find it. Do you
   have a link?
  
  
No bets about it, 12:01 am PDT. They have released this information on
steampowered.com (no need to clog the list peeps).
   
   
  
  
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[hlds] HLTV commands

2004-10-29 Thread [EMAIL PROTECTED]
Is there a list of client console commands for HLTV?  I have tried to
use commands like clients from the client console but it doesn't do
anything.

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Re: [hlds] Chat

2004-10-13 Thread [EMAIL PROTECTED]
sounds like you deleted titles.txt?


On Wed, 13 Oct 2004 00:48:49 -0400, Edson Sossai [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I have changed something on my server that causes the chat not to work. Now eveytime 
 someone write something it shows a message more or less lie CT_Chat_All and other 
 times CT_Chat_Dead something like that.

 I don;t remember what i did and I can find out what needs to be changed?
 --

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Re: [hlds] ALT+FKey Exploit?

2004-10-12 Thread matthew [EMAIL PROTECTED] ac uk
i guess its just a coincidence then!
Cool Hand wrote:
At 10/11/2004 - 11:27 PM, Whisper wrote:
lol
Is it April the 1st already?/

Me no get.  The suggestion seemed to be that I was the one who pressed
ALT+F4, which was not the case.  It (the ALT+F1-F12 thing) was the chatter
in the server I was playing on right before I got kicked out  the server
tanked.  I didn't type anything.  I checked on my own server  I can't
reproduce it.
And for what it's worth, when inside CS: Source ALT+F4 brings up the bug
reporting tool.  Not the same as CTRL+ALT+DEL, but thanks anyway.  I know I
don't post here often, but I'm not a complete noob.
Regards,
Cool Hand

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Re: [hlds] Server limiting plugin

2004-10-11 Thread matthew [EMAIL PROTECTED] ac uk
cool - thanks for the help - the uni have 129.234.*.* and i need to
limit so f'wall could be the best option and just block out unwanted IP's.
Bruce Bahamut Andrews wrote:
Easy way?  Use a firewall and block everyone except the select range of
IP's you wish you let access your server.
- Bruce Bahamut Andrews

Matthew White wrote:
Hi I am running a dedicated HL server for a LAN at University and we
need to
restrict access to the server via MAC address preferably or just limit
it to
a set number of IP's. Is there a plugin for adminmod/amx that will
allow me
to do this? Ideally something that can be set on one server and then
mirrored out to others as needs be.
Regards,
Matt White
[ [EMAIL PROTECTED] ]
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Re: [hlds] VAC... and Steam keygens

2004-09-30 Thread [EMAIL PROTECTED]
The conspiracy theorist in me wonders if VUG is backing the effort to
compromise steam...

/me ponders some more.


On Fri, 1 Oct 2004 00:37:55 +1000, Bruce Bahamut Andrews
[EMAIL PROTECTED] wrote:
 Nah that's a stupid name.

 On the bright side of steam, instead of hackers stealing id's they're
 creating their own, so it doesn't affect the buyers as-much - though I
 suppose that means less copies of half-life bought =)

  -  Bruce Bahamut Andrews




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
 Sent: Friday, 1 October 2004 12:19 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] VAC... and Steam keygens

 Hey! That's a good Idea!!!

 And perhaps we could call it  Hmm ... WON!
 Yeah that's it!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce Bahamut
 Andrews
 Sent: Wednesday, September 29, 2004 11:47 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] VAC... and Steam keygens

 They obviously hadn't thought it would come to this - and I don't blame
 them.

 They should probably go back to the old auth style, which (from what I
 understand) was something to do with sending an encrypted copy of your
 key
 to the server then it forwarded it on to the valve master server which
 in
 turn returned a wonid if it was valid?  I dunno, something weird, but it
 sort-of worked.

 Meh, I'd have to sit down and think about a really good solution, but
 there
 wouldn't be much point as chances are, someone over at VALVe is trying
 to
 figure one out right now :/

  -  Bruce Bahamut Andrews

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of NeoMatrix99
 Sent: Thursday, 30 September 2004 1:06 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] VAC... and Steam keygens

 Upon creation of a steam account your given a steamid, it has nothing to
 do
 with a cd key. I found this out back when steam first launched outside
 of
 beta when I made an account for a server. In the steam log file I found
 a
 steamid which had been given to me without me having to input any cd
 key. So
 basically with each valid email they get a new account or it used to be
 valid anyway. Do they still require authentication? And then using the
 blob
 file from their valid account they login and play games with any id for
 free. Now to fix this I would think valve should require a cdkey check
 on
 launch of the game to ensure that the account that is starting the game
 has
 previously inputed a valid cd key for that game or the original game aka
 Half-Life. Because obviously some form of cd key check is either not in
 place or not working.

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Re: [hlds] Where has all the traffic gone?

2004-09-10 Thread [EMAIL PROTECTED]
because new servers come online everyday If you havent found yet
(or are trying to find) just the right server that suits your social
and gaming needs, you might want to hop around... not to mention that
if all of your favorites are full, where do you go then (the most
common reason I use the MSL)...

Think about what you are doing... a workaround, because the MSL is a
pain in the ass to use. Why not fix it instead of working aorund it's
limitations/annoyances?


On Fri, 10 Sep 2004 12:56:55 -0700, spartibus [EMAIL PROTECTED] wrote:
 The point is that with the old method, the servers wich are good for me
 might be listed only after a few thousand 300+ ping servers, and people
 will bail out listing before the whole list loads.

 I don't understand why nobody seems to use the favorites list? I've
 always downloaded the entire list, added all the ones I pinged under 60
 to my favorites, and just used my favorites as a list to play off of.

 After the initial adding of servers to the favorites list, it generally
 takes about 2 seconds to refresh and 3 seconds after that to find a
 server to play on, instead of going to the MSL and redownloading tones
 of irrelevant servers just to find 1 to play on.




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Re: [hlds] [OT]HLDS_Proc

2004-09-06 Thread [EMAIL PROTECTED]
I never had any problems like this. Were you running the newest
version?  If it was a problem with this program, wouldn't everyone get
this problem?

Worked great for me, wish Rob would raise his hand and let us know what is up.


On Sun, 5 Sep 2004 15:33:36 -0500, List Keeper [EMAIL PROTECTED] wrote:
 I tried it for a month. It's a waste of time. It has serious bugs that need fixing. 
 The author ceased to release any new updates.

 After it would be running for well, can't remember how long now, but it'd run for 
 several hours or a day or something, it would use 100% CPU and stop restarting HLDS 
 and I'd have to kill it off.

 I've since switched to FireDaemon, and it's proven to be a good investment so far, 
 only exception is I wish it handled/closed error message windows that some mods 
 cause when HLDS crashes.

 If you want a really nice control panel that integrates with FireDaemon try out 
 www.gamehostcp.com I have no affiliation with them. I'm just a satisfied customer of 
 FD.



 - Original Message -
 From: Bruce Haas [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, September 05, 2004 01:24 AM
 Subject: [hlds] [OT]HLDS_Proc

  What has happened with this handy little tool? I haven't seen anything
  new for quite some time and the homepage is no longer functioning - or
  has been moved...
 
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Re: [hlds] Re: [hlds_linux] ServerBrowser Update

2004-09-03 Thread [EMAIL PROTECTED]
How does having a low fourth octet number indicate anything?  Why is
it trouble to get an IP with a low 4th octet number?  This makes no
sense... please enlighten...


On Fri, 3 Sep 2004 15:04:24 +0100, -GB-Carpy [EMAIL PROTECTED] wrote:
 The whole point is, the new way is not random at all. It is based on
 whatever the clients IP is. If your IP is 82.xx.xx.xx then the servers will
 listed as 81.xx.xx.xx then 83.xx.xx.xx then 80.xx.xx.xx then 84.xx.xx.xx.

 Seeings as Steam loves to give up the ghost after only downloading about 300
 servers sometimes, it means most people only see servers which have an IP
 practically the same as their own IP. Not very helpful if you are using a
 NAT router with a WAN address...

 I have had people ask me for some IPs of decent servers because they can't
 get any good ones in their list. Strangely enough, I can't give them any
 because all I see is crappy servers hosted on domestic bandwidth
 connections.

 What have we done to solve this...well we have started playing
 Americas Army instead.

 I agree that a professional server isn't anymore important than a
 amateur one run from home, but from a player experience point of view you
 just don't get the same ping / commection / quality of game as you do when
 you connect to a pro server.

 Bring back the old IP fourth octet system. The servers which will actually
 have gone to the trouble of obtaining a low fourth octet IP will be good
 quality, low ping, and well run and thus will give the player a good
 experience.




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Shane Robinett
 Sent: 03 September 2004 14:43
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Re: [hlds_linux] ServerBrowser Update

 Please look through the recent archives.  They changed it up now to some
 arguably worse way.

 - Original Message -
 From: Toker [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Friday, September 03, 2004 8:46 AM
 Subject: Re: [hlds_linux] ServerBrowser Update

  How will this affect the way servers are populated in the clients list?  I
  know before it was based on the 4th octet of the IP address being low.
 Will
  this change?
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
  Sent: Friday, September 03, 2004 3:47 AM
  Subject: [hlds_linux] ServerBrowser Update
 
 
   We will be releasing an update to the ServerBrowser in the next couple
   of weeks. This update will add the ability to view both Source and HL1
   games in the same server list.
  
   We released an update for HL1 game servers on August 11th to support
   this new serverbrowser (in particular we added a new query to the
   out-of-band protocol). If you have not updated your server with this
   engine update then your server will not show up in clients
   serverbrowsers once we release the new serverbrowser. To ensure you have
   this new engine run the hldsupdatetool with the update command.
  
   - Alfred
  
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Re: [hlds] [OT] gmail invites/accounts

2004-09-01 Thread [EMAIL PROTECTED]
my apologies, though I did mark it OT, so feel free to skip it, no one
is forcing you to read an OT thread.  I am out of invites at this
point. enjoy.

On Wed, 1 Sep 2004 22:27:55 +0200, Fredrik Johnsson [EMAIL PROTECTED] wrote:
 yes please. :)


 - Original Message -
 From: y
 To: hlds list [EMAIL PROTECTED]
 Sent: Tuesday, August 31, 2004 10:22 PM
 Subject: [hlds] [OT] gmail invites/accounts

  I think the beta is nearing its close, because I can't seem to send
  invites fast enough before google gives me more. I have run out of
  people to send to. Anyone who can't wait, fire me an email.
 
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[hlds] [OT] gmail invites/accounts

2004-08-31 Thread [EMAIL PROTECTED]
I think the beta is nearing its close, because I can't seem to send
invites fast enough before google gives me more. I have run out of
people to send to. Anyone who can't wait, fire me an email.

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Re: [hlds] Hack-ridden servers abound

2004-08-26 Thread [EMAIL PROTECTED]
On my drive through Nothern California this past week, off the side of
the 5 freeway was a short (25 feet or so) steel span that had been
removed from it's working capacity (as a bridge) with a For Sale sign
on it. :) Wish I had my camera ready.

On Wed, 25 Aug 2004 18:27:18 -0400, Napier, Kevin
[EMAIL PROTECTED] wrote:
 exactly... it's all a big right-wing-conspiracy.
 btw, I have a bridge for sale if anyones interested.




 -Original Message-
 From: Shane Robinett [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, August 25, 2004 6:21 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Hack-ridden servers abound

 Yes, and the jews caused the airplanes to crash into the towers...

 moving on...

 - Original Message -
 From: Megatron [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, August 25, 2004 6:02 PM
 Subject: RE: [hlds] Hack-ridden servers abound

  I wouldn't be surprised if we found out that Valve developed and released
  cheats to their own games. I bet most of the punks out there that cheat
  wouldn't be interested in playing the games if cheats and hacks were not
 so
  easily available. Isn't it funny how there are new cheats available only
  hours after a Valve anti-cheat update? They would lose a large percent of
  their market if players couldn't cheat. It's all about the money!
  (I'm sure I'm on Valve's bad guy list now.)
 
  Megatron
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
  Sent: Wednesday, August 25, 2004 11:47 AM
  To: [EMAIL PROTECTED]
  Subject: [hlds] Hack-ridden servers abound
 
 
  Don't get me wrong here, I appreciate the development of new games and
 all.
  But is anything going to be done about the amount of cheating in the Valve
  games. It's getting REAL old cycling through servers trying to find a
 place
  that DON'T have speedhackers, aimbots, etc. Out of all the money STEAM is
  generating it seems plenty to devote a small portion of it to make your
  games FUN and not just full of shootable cans.
  [EMAIL PROTECTED]
 
 
 
 
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