Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread AJ Collins
I'm going to say yes. I don't think it would be possible to get that amount
of concurrent players unless there was a price drop or a free weekend.

On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes 
violentsmob...@convictgaming.com wrote:

 Are you going to drop the price of killing floor for the event

 -Original Message-
 From: John Gibson j...@tripwireinteractive.com
 Sent: Monday, December 13, 2010 8:01 PM
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

 To all server admins,



 For those of you that don't know Tripwire Interactive are running a special
 event starting tomorrow (December 14th) called the Killing Floor Twisted
 Christmas - http://www.killingfloorthegame.com/xmas/. This event replaces
 all of the monsters in game with Christmas themed monsters, adds an all new
 level - Santa's Evil Lair, has a bunch of new achievements including some
 specifically for the Twisted Christmas event, and features a tie-in with
 TF2
 where TF2/KF owners/purchases get the Pyro as a playable character in KF
 and
 a special KF themed item in TF2.



 With all of the buzz and interest surrounding this time limited event (
 December 14th - January 4th )  we expect a massive influx of both returning
 Killing Floor players that wish to experience the special event, as well as
 new players wishing to experience the game for the first time. As such I
 have a couple of requests for the server admin community:



 1)   If anyone is willing to put up some extra servers for the duration
 of this event that would be extremely helpful. There are currently about
 1100 Killing Floor servers, which will support about 6600 concurrent
 players
 ( 6 players is the max on standard KF servers). We expect the peak
 concurrent players to be in the 10,000-20,000 range, which means it will
 take another 1000-2000 servers to handle this demand. On the bright side,
 we
 expect a lot of these players will stick around after the event, which is
 potential customers for you GSP's :-)

 2)   With the massive influx of new players, I would request that
 anyone
 adminning a group of KF servers to please set 35-50% of them to the Normal
 difficulty. This will help ensure that the new players will have a place to
 try the game where they won't get their face eaten off.

 3)   Please make sure the new Santa's Evil Lair map is in your map
 rotation, as this is the map EVERYONE will be dieing to try.



 Additionally, we will be trying to make the server files available through
 HLDS a couple of hours prior to the start of the event (both Windows and
 Linux). Thanks to everyone in advance for their help and cooperation. I
 always say, you admins are the cornerstone that any multiplayer game
 community is built on!



 Thanks,



 John Gibson

 President

 Tripwire Interactive LLC



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Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread AJ Collins
I guess it wasn't clear that it was just speculation.

On Mon, Dec 13, 2010 at 9:18 PM, Shane Arnold clontar...@iinet.net.auwrote:

 Hey, your email address doesn't say tripwire, you sneaky tripwire
 representatives...


 On 14/12/2010 10:14 AM, AJ Collins wrote:

 I'm going to say yes. I don't think it would be possible to get that
 amount
 of concurrent players unless there was a price drop or a free weekend.

 On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes
 violentsmob...@convictgaming.com  wrote:

  Are you going to drop the price of killing floor for the event

 -Original Message-
 From: John Gibsonj...@tripwireinteractive.com
 Sent: Monday, December 13, 2010 8:01 PM
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

 To all server admins,



 For those of you that don't know Tripwire Interactive are running a
 special
 event starting tomorrow (December 14th) called the Killing Floor Twisted
 Christmas - http://www.killingfloorthegame.com/xmas/. This event
 replaces
 all of the monsters in game with Christmas themed monsters, adds an all
 new
 level - Santa's Evil Lair, has a bunch of new achievements including some
 specifically for the Twisted Christmas event, and features a tie-in with
 TF2
 where TF2/KF owners/purchases get the Pyro as a playable character in KF
 and
 a special KF themed item in TF2.



 With all of the buzz and interest surrounding this time limited event (
 December 14th - January 4th )  we expect a massive influx of both
 returning
 Killing Floor players that wish to experience the special event, as well
 as
 new players wishing to experience the game for the first time. As such I
 have a couple of requests for the server admin community:



 1)   If anyone is willing to put up some extra servers for the
 duration
 of this event that would be extremely helpful. There are currently about
 1100 Killing Floor servers, which will support about 6600 concurrent
 players
 ( 6 players is the max on standard KF servers). We expect the peak
 concurrent players to be in the 10,000-20,000 range, which means it will
 take another 1000-2000 servers to handle this demand. On the bright side,
 we
 expect a lot of these players will stick around after the event, which is
 potential customers for you GSP's :-)

 2)   With the massive influx of new players, I would request that
 anyone
 adminning a group of KF servers to please set 35-50% of them to the
 Normal
 difficulty. This will help ensure that the new players will have a place
 to
 try the game where they won't get their face eaten off.

 3)   Please make sure the new Santa's Evil Lair map is in your map
 rotation, as this is the map EVERYONE will be dieing to try.



 Additionally, we will be trying to make the server files available
 through
 HLDS a couple of hours prior to the start of the event (both Windows and
 Linux). Thanks to everyone in advance for their help and cooperation. I
 always say, you admins are the cornerstone that any multiplayer game
 community is built on!



 Thanks,



 John Gibson

 President

 Tripwire Interactive LLC



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Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread AJ Collins
I think he was talking about my email where I said I think that there would
have to be a price drop or a free weekend to get the number of players
Tripwire is predicting.

On Mon, Dec 13, 2010 at 9:24 PM, Alinay Gomez alin...@gmail.com wrote:

 j...@tripwireinteractive.com What?

 On Mon, Dec 13, 2010 at 9:18 PM, Shane Arnold clontar...@iinet.net.au
 wrote:

  Hey, your email address doesn't say tripwire, you sneaky tripwire
  representatives...
 
 
  On 14/12/2010 10:14 AM, AJ Collins wrote:
 
  I'm going to say yes. I don't think it would be possible to get that
  amount
  of concurrent players unless there was a price drop or a free weekend.
 
  On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes
  violentsmob...@convictgaming.com  wrote:
 
   Are you going to drop the price of killing floor for the event
 
  -Original Message-
  From: John Gibsonj...@tripwireinteractive.com
  Sent: Monday, December 13, 2010 8:01 PM
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up
 
  To all server admins,
 
 
 
  For those of you that don't know Tripwire Interactive are running a
  special
  event starting tomorrow (December 14th) called the Killing Floor
 Twisted
  Christmas - http://www.killingfloorthegame.com/xmas/. This event
  replaces
  all of the monsters in game with Christmas themed monsters, adds an all
  new
  level - Santa's Evil Lair, has a bunch of new achievements including
 some
  specifically for the Twisted Christmas event, and features a tie-in
 with
  TF2
  where TF2/KF owners/purchases get the Pyro as a playable character in
 KF
  and
  a special KF themed item in TF2.
 
 
 
  With all of the buzz and interest surrounding this time limited event (
  December 14th - January 4th )  we expect a massive influx of both
  returning
  Killing Floor players that wish to experience the special event, as
 well
  as
  new players wishing to experience the game for the first time. As such
 I
  have a couple of requests for the server admin community:
 
 
 
  1)   If anyone is willing to put up some extra servers for the
  duration
  of this event that would be extremely helpful. There are currently
 about
  1100 Killing Floor servers, which will support about 6600 concurrent
  players
  ( 6 players is the max on standard KF servers). We expect the peak
  concurrent players to be in the 10,000-20,000 range, which means it
 will
  take another 1000-2000 servers to handle this demand. On the bright
 side,
  we
  expect a lot of these players will stick around after the event, which
 is
  potential customers for you GSP's :-)
 
  2)   With the massive influx of new players, I would request that
  anyone
  adminning a group of KF servers to please set 35-50% of them to the
  Normal
  difficulty. This will help ensure that the new players will have a
 place
  to
  try the game where they won't get their face eaten off.
 
  3)   Please make sure the new Santa's Evil Lair map is in your map
  rotation, as this is the map EVERYONE will be dieing to try.
 
 
 
  Additionally, we will be trying to make the server files available
  through
  HLDS a couple of hours prior to the start of the event (both Windows
 and
  Linux). Thanks to everyone in advance for their help and cooperation. I
  always say, you admins are the cornerstone that any multiplayer game
  community is built on!
 
 
 
  Thanks,
 
 
 
  John Gibson
 
  President
 
  Tripwire Interactive LLC
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
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  please visit:
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Re: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up

2010-12-13 Thread AJ Collins
My apologies, I re-read the email. It's been a long day and for some reason
I was applying an additional zero to the numbers. :P

On Mon, Dec 13, 2010 at 9:59 PM, John Gibson
j...@tripwireinteractive.comwrote:

 FYI it won't take even 5% of the people that own KF hopping online to try
 out the Twisted Christmas event to hit the high end of those estimates. We
  also figure more than a couple of the TF2 fans might be picking up the game
 due to the free KF items they'll get in TF2. So even without a sale I think
 we'll see a very large amount of players.

 John

 Sent from my iPhone

 On Dec 13, 2010, at 9:14 PM, AJ Collins gamerzwo...@gmail.com wrote:

  I'm going to say yes. I don't think it would be possible to get that
 amount
  of concurrent players unless there was a price drop or a free weekend.
 
  On Mon, Dec 13, 2010 at 9:04 PM, Violent Crimes 
  violentsmob...@convictgaming.com wrote:
 
  Are you going to drop the price of killing floor for the event
 
  -Original Message-
  From: John Gibson j...@tripwireinteractive.com
  Sent: Monday, December 13, 2010 8:01 PM
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Subject: [hlds] Killing Floor Twisted Christmas and TF2 Tie-In Heads Up
 
  To all server admins,
 
 
 
  For those of you that don't know Tripwire Interactive are running a
 special
  event starting tomorrow (December 14th) called the Killing Floor Twisted
  Christmas - http://www.killingfloorthegame.com/xmas/. This event
 replaces
  all of the monsters in game with Christmas themed monsters, adds an all
 new
  level - Santa's Evil Lair, has a bunch of new achievements including
 some
  specifically for the Twisted Christmas event, and features a tie-in with
  TF2
  where TF2/KF owners/purchases get the Pyro as a playable character in KF
  and
  a special KF themed item in TF2.
 
 
 
  With all of the buzz and interest surrounding this time limited event (
  December 14th - January 4th )  we expect a massive influx of both
 returning
  Killing Floor players that wish to experience the special event, as well
 as
  new players wishing to experience the game for the first time. As such I
  have a couple of requests for the server admin community:
 
 
 
  1)   If anyone is willing to put up some extra servers for the
 duration
  of this event that would be extremely helpful. There are currently about
  1100 Killing Floor servers, which will support about 6600 concurrent
  players
  ( 6 players is the max on standard KF servers). We expect the peak
  concurrent players to be in the 10,000-20,000 range, which means it will
  take another 1000-2000 servers to handle this demand. On the bright
 side,
  we
  expect a lot of these players will stick around after the event, which
 is
  potential customers for you GSP's :-)
 
  2)   With the massive influx of new players, I would request that
  anyone
  adminning a group of KF servers to please set 35-50% of them to the
 Normal
  difficulty. This will help ensure that the new players will have a place
 to
  try the game where they won't get their face eaten off.
 
  3)   Please make sure the new Santa's Evil Lair map is in your map
  rotation, as this is the map EVERYONE will be dieing to try.
 
 
 
  Additionally, we will be trying to make the server files available
 through
  HLDS a couple of hours prior to the start of the event (both Windows and
  Linux). Thanks to everyone in advance for their help and cooperation. I
  always say, you admins are the cornerstone that any multiplayer game
  community is built on!
 
 
 
  Thanks,
 
 
 
  John Gibson
 
  President
 
  Tripwire Interactive LLC
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2010-12-07 Thread AJ Collins
At the right hand side on the treasure hunt page.

On Tue, Dec 7, 2010 at 9:02 PM, Josh Bost dislexs...@dislexsick.com wrote:

 I'm not seeing any info about TF2 hats on the Steam Store's Great Steam
 Treasure Hunt page... care to elaborate?

 -Dislexsick :)

 On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  The specific
  changes include:
 
  - Added the hats for The Great Steam Treasure Hunt.
  - Fixed a bug that enabled players to weapon switch away from the Iron
  Curtain during spin down.
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-10-12 Thread AJ Collins
I hope the fix isn't a stupid fix where you can't have both Bonk and the
fish at the same time. Last time with the level-3 mini-sentries, Valve went
the cheap route and made the game destroy any buildings if an engineer
changes his load-out -- even if it was just a hat.

On Tue, Oct 12, 2010 at 8:42 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Optional? :(

 On Tue, Oct 12, 2010 at 5:37 PM, DarthNinja darthni...@darthninja.com
 wrote:

  *Added Automatically respawn after loadout changes in respawn zones
  option
  to the Options-Multiplayer-Advanced dialog*
 
  I am very happy for this addition.  Not to mention the sandman fix.
 
 
 
  On Tue, Oct 12, 2010 at 8:33 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   An optional update for Team Fortress 2 is now available.  The specific
   changes include:
  
   - Fixed server crash caused by a Scout using the Sandman on an enemy
  Scout
   who has used Bonk!
   - Made Ellis' Cap and the Frying Pan tradable
   - Added Automatically respawn after loadout changes in respawn zones
   option to the Options-Multiplayer-Advanced dialog
   - Fixed a problem with the Lugermorph model
  
   Jason
  
  
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[hlds] Alien Swarm Update Released

2010-10-11 Thread AJ Collins
Updates to Alien Swarm have been released. The major changes include:

*Alien Swarm*

   - Added TTF font support
   - Fixed an engine exploit
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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread AJ Collins
Either you're getting servers that have their time set into the future like
DarthNinja suggested or you've gotten a censored client version from Steam.
What country do you live in?

On Fri, Aug 20, 2010 at 1:23 AM, DarthNinja darthni...@darthninja.comwrote:

 http://tf2wiki.net/wiki/Party_Mode

 *Like in TFC, **TF2 automatically turns birthday mode on when a server's
 clock hits August 24th, the release date of the original **Team
 Fortresshttp://tf2wiki.net/wiki/Team_Fortress(1996).
 *

 On Fri, Aug 20, 2010 at 1:17 AM, Harry Strongburg harry.h...@harry.lu
 wrote:

  ] rcon tf_birthday
   tf_birthday = 0
   game notify replicated
 
  Ok, it's set at 0, the default. I have no party-mode plugins installed.
  So why are all the gibs on my server being turned into balloons and
  unicycles?! No one is wearing a birthday-hat like the wiki page says
  they should be.
 
  Client-side, I have:
  ] tf_birthday
  tf_birthday = 0
   game notify replicated
 
  So why is everyone turning into balloons and it's playing stupid party
  noises? It's happening to me on every server, even servers without any
  mods installed.
 
  I am cross-posting this to both hlds and hlds_linux lists (even though I
  know you dislike this), as it happens on both Linux and Windows servers.
 
  If anyone else has this problem or knows a fix, please reply. Thanks.
 
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[hlds] Left 4 Dead 2 Update Released

2010-08-13 Thread AJ Collins
Updates to Left 4 Dead 2 have been released. The major changes include:

*Left 4 Dead 2*

   - New Mutation: Iron Man
   - Fixed Russian localization strings
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[hlds] Left 4 Dead 2 Update Released

2010-08-06 Thread AJ Collins
Updates to Left 4 Dead 2 have been released. The major changes include:

*Left 4 Dead 2*

   - New Mutation: Gib Fest!
   - Localization updates and fixes
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[hlds] Alien Swarm Update Released

2010-08-05 Thread AJ Collins
Updates to Alien Swarm have been released. The major changes include:

*Alien Swarm*

   - Fixed Assault Jets using up more than one charge when you have high
   ping
   - Fixed HLMV material loading when running a mod
   - Fixed a Steam cloud bug in the SDK source code
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[hlds] Left 4 Dead 2 Update Released

2010-07-30 Thread AJ Collins
Updates to Left 4 Dead 2 have been released. The major changes include:

*Left 4 Dead 2*

   - Encore mutation: Versus Survival (PC), Four Swordsmen of the Apocalypse
   (Xbox 360)
   - Added a setup timer to Versus Survival
   - Fixed an exploit that dropped players from dedicated servers


http://store.steampowered.com/news/4142/
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[hlds] Alien Swarm Update Released

2010-07-30 Thread AJ Collins
Updates to Alien Swarm have been released. The major changes include:

*Alien Swarm*

   - Fixed XP/Level transferring to a new player using an old player’s PC
   - Addon VPKs get priority over base VPKs
   - Added -override_vpk command line option to make loose files have
   priority over VPKs
   - Stopped spawners shutting down completely when an alien is blocking the
   location for more than 5 ticks in a row.


http://store.steampowered.com/news/4144/
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[hlds] Another Left 4 Dead 2 Update Released

2010-07-30 Thread AJ Collins
Another update to Left 4 Dead 2 has been released. The major changes
include:

*Left 4 Dead 2*

   - Fixed bug in Versus-Survival where a team could get 5 survivors
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Re: [hlds] Another Left 4 Dead 2 Update Released

2010-07-30 Thread AJ Collins
Minor Changes

   - Broke some things


On Fri, Jul 30, 2010 at 9:50 PM, DontWannaName! ad...@topnotchclan.comwrote:

 What were the minor changes :D :D :D

 On Fri, Jul 30, 2010 at 6:45 PM, AJ Collins gamerzwo...@gmail.com wrote:

  Another update to Left 4 Dead 2 has been released. The major changes
  include:
 
  *Left 4 Dead 2*
 
- Fixed bug in Versus-Survival where a team could get 5 survivors
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Re: [hlds] Left 4 Dead 2 Update Released

2010-07-29 Thread Aj Collins

He said This is a test.

Sent from my prototype iPhone 4GS while at a bar.

On Jul 29, 2010, at 4:06 AM, Shane Arnold clontar...@iinet.net.au  
wrote:



Ja, or something like that.

Although I promise we'll get very annoyed if you don't send english  
as well.


On 29/07/2010 3:32 PM, T. Koehler wrote:

Hallo

Das ist ein test...

Mit freundlichen Grüßen
Thomas Köhler

UNITED COLO GmbH
Sonntagsanger 1
96450 Coburg
Germany

Tel : ++49 9561 871145
Fax : ++49 9561 871146
Mail: t.koeh...@unitedcolo.de
URL: http://www.unitedcolo.de

Geschäftsführer: Harald Ettel, Timo Rolle, Registergericht: Amtsge 
richt Coburg HR 3928, Steuernummer: DE240512157


-Ursprüngliche Nachricht-
Von: hlds-boun...@list.valvesoftware.com [mailto:hlds- 
boun...@list.valvesoftware.com] Im Auftrag von AJ Collins

Gesendet: Donnerstag, 29. Juli 2010 00:32
An: Half-Life dedicated Win32 server mailing list
Betreff: [hlds] Left 4 Dead 2 Update Released

Updates to Left 4 Dead 2 have been released. The major changes  
include:


*Addons*

   - Client's custom HUDs will be reloaded when changing between  
Official

   and Non-official servers.


*GamePlay*

   - Bullets that first pass through an infected character before  
striking a

   Survivor are now ignored as friendly fire.
   - Fix for survivors speaking The Passing Finale lines in other  
campaigns.



*Versus*

   - Charger now receives 300 points for any Survivor that is insta- 
killed.
   - Charger now receives 100 points for any Survivor that is insta- 
incapped

   by a charge.
   - Any infected that causes a Survivor to stumble into a ledge  
hang

   situation will receive 50 points.


*Tank*

   - Tanks go into a stasis when they spawn and leave stasis when  
the human

   player takes over.
   - Tanks in stasis are invisible but still show a glow to the  
infected

   team.
   - Tanks do not attack when they are in stasis.
   - Tanks in stasis cannot be set on fire or damaged.


*SDK Tools*

   - Fixed crash whenever a VMT was loaded in L4D2 tools mode.


http://store.steampowered.com/news/4128/
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[hlds] Left 4 Dead 2 Update Released

2010-07-28 Thread AJ Collins
Updates to Left 4 Dead 2 have been released. The major changes include:

*Addons*

   - Client's custom HUDs will be reloaded when changing between Official
   and Non-official servers.


*GamePlay*

   - Bullets that first pass through an infected character before striking a
   Survivor are now ignored as friendly fire.
   - Fix for survivors speaking The Passing Finale lines in other campaigns.


*Versus*

   - Charger now receives 300 points for any Survivor that is insta-killed.
   - Charger now receives 100 points for any Survivor that is insta-incapped
   by a charge.
   - Any infected that causes a Survivor to stumble into a ledge hang
   situation will receive 50 points.


*Tank*

   - Tanks go into a stasis when they spawn and leave stasis when the human
   player takes over.
   - Tanks in stasis are invisible but still show a glow to the infected
   team.
   - Tanks do not attack when they are in stasis.
   - Tanks in stasis cannot be set on fire or damaged.


*SDK Tools*

   - Fixed crash whenever a VMT was loaded in L4D2 tools mode.


http://store.steampowered.com/news/4128/
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[hlds] Alien Swarm Update Released

2010-07-26 Thread AJ Collins
Updates to Alien Swarm have been released. The major changes include:

*Alien Swarm*

   - Fixed performance issues on SynTek Residential
   - Added Dedicated Server Browser to the main menu
   - Cheat protected marine skill values.


http://store.steampowered.com/news/4123/
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Re: [hlds] Please

2010-05-03 Thread Aj Collins
Brian, it takes a lot of testers to test L4D3.

On Mon, May 3, 2010 at 10:24 PM, Saber 0sab...@gmail.com wrote:

 Nope.avi

 2010/5/3 Radu Suciu radusu...@gmail.com

  Anyone see Iron Man 2 yet?
 
  On Mon, May 3, 2010 at 10:00 PM, Olly oli...@gmail.com wrote:
 
   Must be the new moderator valve brought in.
  
   On 4 May 2010 02:23, Matthew Gottlieb matthew.j.gottl...@gmail.com
   wrote:
  
And you are?
   
On Mon, May 3, 2010 at 7:51 PM, Msilbys12 msilby...@righttorule.com
 
wrote:
 Please keep the email to problems or bugs found.

 Thx

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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Aj Collins
A server update on a Friday night? Uh oh, I don't think some people are
going to like this.

On Fri, Apr 30, 2010 at 8:54 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 - Added further PropHunt mode support:
- Added a SetCustomModelRotates input, which will enable/disable
 whether the custom model should rotate yaw (enabled by default)
- Added a SetCustomModelVisibletoSelf input, which will set
 whether or not the local player should see his own custom model
 - Fixed the Engineer being able to build more than 1 of each type of
 building
 - Fixed old Engineer build keybinds not working with the new system
 - Fixed a client crash on shutdown
 - Fixed the Gunboats not properly applying the damage reduction when
 Spectators are nearby
 - Fixed post-processing bug which could cause tone mapping to become stuck
 at highest setting

 Jason


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Re: [hlds] (no subject)

2010-03-14 Thread Aj Collins
Interesting but I don't think it's possible in Source yet. Sorry.

On Sun, Mar 14, 2010 at 4:05 PM, buggs nolimit buggslimi...@gmail.comwrote:


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Re: [hlds] Clients timing out

2010-02-17 Thread Aj Collins
I keep timing out after about 20-30 minutes of gameplay. Only started
happening tonight.

On Wed, Feb 17, 2010 at 9:22 PM, Tom Grant aksu...@gmail.com wrote:

 Well this would explain why my shitty idle server is empty for the first
 time in a while...

 On Wed, Feb 17, 2010 at 9:16 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Its 6pm, perhaps an update tomorrow but usually its just valve messing
 with
  the steam back end.
 
  On Wed, Feb 17, 2010 at 6:12 PM, Alexander Baade alx.ba...@gmail.com
  wrote:
 
   I wonder if an update is coming? This has started happening to me
  yesterday
   as well. At first I thought it might be my internet connection.
  
   On Wed, Feb 17, 2010 at 5:47 PM, Tony Paloma drunkenf...@hotmail.com
   wrote:
  
Noticing lots of players getting disconnected with Client timed
 out.
Doesn't seem to affect all players, but is affecting a large set of
  them.
Also found this thread on SPUF:
   
http://forums.steampowered.com/forums/showthread.php?t=1150385
   
   
   
Known issue? Workaround?
   
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Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming

2009-12-18 Thread Aj Collins
Update is out now.

On Fri, Dec 18, 2009 at 8:20 PM, Josh Bost dislexs...@dislexsick.comwrote:

 Any hints on content?  I will assume bugfixes for TF2s latest major update
 (Personally, spy dispenser is win, it could be balanced by perma-removing
 sapper :P).

 I also noticed L4D auth. tools updated just before, L4D2 update has
 something to do with the SDK??!? (Please let it be the SDK!)


 Cheers,

 Joshua Bost

 On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required update for Team Fortress 2 and Left 4 Dead 2 are on the way.
  They
  should be available in less than an hour.
 
  Jason
 
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Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming

2009-12-18 Thread Aj Collins
...or not. Both L4D2 and TF2 updated just now yet I can still join every
server. :S

On Fri, Dec 18, 2009 at 8:36 PM, Aj Collins gamerzwo...@gmail.com wrote:

 Update is out now.


 On Fri, Dec 18, 2009 at 8:20 PM, Josh Bost dislexs...@dislexsick.comwrote:

 Any hints on content?  I will assume bugfixes for TF2s latest major update
 (Personally, spy dispenser is win, it could be balanced by perma-removing
 sapper :P).

 I also noticed L4D auth. tools updated just before, L4D2 update has
 something to do with the SDK??!? (Please let it be the SDK!)


 Cheers,

 Joshua Bost

 On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required update for Team Fortress 2 and Left 4 Dead 2 are on the way.
  They
  should be available in less than an hour.
 
  Jason
 
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Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming

2009-12-18 Thread Aj Collins
msleeper, you do realize that Jason has been beaten to the punch before,
right?

On Fri, Dec 18, 2009 at 8:46 PM, MONDO mondo...@gmail.com wrote:

 Please be patient guys... every time they give s the heads up folks ask
 whats changing and they never get an answer.  This was just to let us know
 the prepare our communities and get our folks lined up.  Full details will
 come with the update, and its only an hour ( or so )  :P

 On Fri, Dec 18, 2009 at 8:42 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Ya same here.
 
  On Fri, Dec 18, 2009 at 5:37 PM, Aj Collins gamerzwo...@gmail.com
 wrote:
 
   ...or not. Both L4D2 and TF2 updated just now yet I can still join
 every
   server. :S
  
   On Fri, Dec 18, 2009 at 8:36 PM, Aj Collins gamerzwo...@gmail.com
  wrote:
  
Update is out now.
   
   
On Fri, Dec 18, 2009 at 8:20 PM, Josh Bost 
 dislexs...@dislexsick.com
   wrote:
   
Any hints on content?  I will assume bugfixes for TF2s latest major
   update
(Personally, spy dispenser is win, it could be balanced by
   perma-removing
sapper :P).
   
I also noticed L4D auth. tools updated just before, L4D2 update has
something to do with the SDK??!? (Please let it be the SDK!)
   
   
Cheers,
   
Joshua Bost
   
On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen 
   jas...@valvesoftware.com
wrote:
   
 Required update for Team Fortress 2 and Left 4 Dead 2 are on the
  way.
 They
 should be available in less than an hour.

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Aj Collins
Jiggle bones!

On Thu, Dec 17, 2009 at 8:46 PM, Michael Krasnow mnk...@gmail.com wrote:

 The steam servers are always busy -.- i live in NYC and i had to set my
 download location to china for it to  start downloading -.-

 On Thu, Dec 17, 2009 at 8:35 PM, Scott scottish2c...@gmail.com wrote:

  yay i can now go to bed!
 
  On Thu, Dec 17, 2009 at 5:32 PM, KrAzYeTy krazy...@gmail.com wrote:
 
   OMG YES!
  
   Thanks for making my day Valve!
  
   3
  
   On Thu, Dec 17, 2009 at 5:28 PM, Jason Ruymen 
 jas...@valvesoftware.com
   wrote:
  
A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:
   
New Content
 - Added new control point map Gorge
 - Added new capture the flag map Double Cross
 - Added item crafting
 - Added work-in-progress TF Bots for beta testing in KOTH maps (blog
   post
coming with more info)
 - Added headshot death animations
 - Added more backstab animations
   
Soldier
 - Added 35 new Soldier achievements
 - Added 4 new Soldier items
 - Added new Soldier Domination lines
   
Demoman
 - Added 35 new Demoman achievements
 - Added 3 new Demoman items
 - Added new Demoman Domination lines
   
Spy
 - Now pretends to be carrying the weapons  wearables of the target
  he's
disguised as
 - Moved the Spy's camera-beard to the Misc loadout slot so he can
  equip
   it
with a hat
   
Scout
 - The Sandman now only stuns on a max range hit (when you hear the
cheering)
 - All shorter hits now force the enemy into the thirdperson fleeing
   state
(also removed the damage reduction on them)
   
Minor changes
- Added new options to the Multiplayer-Advanced dialog:
   - Combat text, which displays damage amounts you do to
 enemies.
   - Medic auto caller, which automatically shows you nearby
  friends
   at
low health.
   - Heal target marker, which better highlights the target your
medigun is locked onto.
   - Alternative Spy disguise menu, which lets you choose
 disguises
using just the 1-3 keys.
 - Fixed being able to affect friendly pipes with airblast (they
 would
unstick)
 - Added recharge sound to abilities with a recharge bar
 - Fixed attachable wearables not staying on ragdolls
 - Players no longer see the wearables that are a part of a friendly
   spy's
disguise, fixing various graphical glitches
 - Added jiggle bones for Pyro's chicken hat
 - Added 2 new game startup songs
   
Community Mapmaker requests:
 - Implemented InputSetSetupTime() for team_round_timer (was in the
  .fgd
but never implemented)
 - Added SetDispenserLevel input to cart dispenser (1, 2, or 3)
   
Jason
   
   
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Re: [hlds] Team Fortress 2 Update Coming Today

2009-12-10 Thread Aj Collins
what day?

On Thu, Dec 10, 2009 at 6:33 PM, Arg! chillic...@gmail.com wrote:

 i dont even.

 On Fri, Dec 11, 2009 at 8:51 AM, dreamer2512...@aol.com wrote:

 
   Oh no, someone set us up the bomb.
 
 
 
 
 
  -Original Message-
  From: gamead...@127001.org
  To: 'Half-Life dedicated Win32 server mailing list' 
  hlds@list.valvesoftware.com
  Sent: Thu, Dec 10, 2009 4:47 pm
  Subject: Re: [hlds] Team Fortress 2 Update Coming Today
 
 
  Unless they accidentally it.
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of msleeper
   Sent: 10 December 2009 21:45
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Coming Today
  
   Yes, a whole TF2 will be release.
  
  
   On Thu, 2009-12-10 at 21:43 +, Ben Williams wrote:
   
A required Team Fortress 2?
   
So Team Fortress 2 will be manatory? Excellent...
   
:P
   
   
   
   
   
 From: jas...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Date: Thu, 10 Dec 2009 11:18:54 -0800
 Subject: [hlds] Team Fortress 2 Update Coming Today

 A required Team Fortress 2 will be arriving later today.

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-12-10 Thread Aj Collins
A required Team Fortress 2 is out!

On Thu, Dec 10, 2009 at 9:27 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive update.  The WAR is on!

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-10-14 Thread Aj Collins
ÃœberCharge?!

(Before you guys yell at me, I know it's just a case where the characters
are screwed up.)

On Wed, Oct 14, 2009 at 5:12 PM, turb0z tur...@undergamer.com wrote:

 Working good so far... nothing crazy going on.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Wednesday, October 14, 2009 3:58 PM
 To: 'Half-Life dedicated Linux server mailing list'; '
 hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Available

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

 Team Fortress 2:
 - Added +quickswitch command, which brings up a small panel allowing you
 to rapidly change the loadout of your current class  active weapon slot
 - Added server ConVar tf_teamtalk to allow alive/dead teammates to talk
 with each other during a match (default is 0)
 - Added 1/2 Bonus Point for healing a teammate with a dropped sandvich
 - Updated the class menu to show the local player's current class
 - Updated server ConVar tf_playergib to have 3 settings for player gibs:
 0: never, 1: normal, 2: always (default is 1)
 - Updated player_hurt game event to include damageamount and crit
 values
 - Fixed a rare crash in particle system
 - Fixed being able to eat your sandvich (via taunt) and drop it in the same
 frame
 - Fixed not correctly remembering the last weapon if you're using remember
 active weapon and the last weapon was the weapon in slot 0
 - Fixed Medic not being able to release his ÃœberCharge if his team won the
 previous round and the Medigun was his last active weapon (while using
 remember last active weapon)
 - Fixed not remembering the last active weapon correctly if the player
 didn't die before the next round restart
 - Prevented servers from using steam:// commands in their MOTD text
 - Fixed using the regen cabinets to get more health than you should when
 you switch between weapons with/without max health reduction attributes
 - Fixed friendly-fire/spectator exploit using projectiles
 - Fixed disguised spies not getting ammo from enemy dispensers
 - Fixed thrown sandvich traveling through players before being activated
 - Fixed sandviches sometimes spawning inside walls, or being thrown through
 thin walls
 - Fixed fire overlay drawing on hats in DX80
 - Fixed an exploit that allowed servers to corrupt client's item database
 - Fixed full packet updates showing cloaked Spies for an instant
 - Fixed a prediction error resulting in mis-predictions of crits

 Community requests:
 - Added new func_flag_alert entity that fires an alert when a player
 carrying a flag starts touching the entity
 - Added server ConVar bot_crouch to make bots crouch
 - Added model override for item_teamflag entity
 - Added ability to turn off particle trail for players carrying the
 item_teamflag entity
 - Updated team_train_watcher to support 8 cp/track links (was previously 4)

 Jason

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Re: [hlds] Counter-Strike: Source Update Available

2009-08-25 Thread Aj Collins
Saul,
Something like this?
Bomb planted. Bomb planted. Bomb planted. Bomb planted. Terrorists win.

On Tue, Aug 25, 2009 at 8:57 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 About time... Now to make sure that these updates don't cause your server
 to
 segfault like the rest of the optional updates .
 House of Fail does your server start? or did it just segfault randomly when
 you were updating?

 Kyle.

 On Tue, Aug 25, 2009 at 5:51 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  I shat myself. VALVe... I'm absolutely speechless :O
 
  I was originally expecting a content update but i'm happy either way!
 
  Thanks,
  - Saul.
 
  On 26 Aug 2009, at 01:31, Jason Ruymen jas...@valvesoftware.com wrote:
 
   An optional update for Counter-Strike: Source is now available.
   Please run hldsupdatetool to receive it.  The specific changes
   include:
  
   Engine:
   - Fixed an exploit that allowed files to be uploaded to the server
   at arbitrary locations in the file system
   - Fixed a server crash caused by a client packet claiming to be an
   HLTV client when HLTV is disabled on the server
   - Fixed a server crash caused by spoofing a client disconnect message
   - Fixed a server crash caused by sending malformed reliable
   subchannel data
  
   Counter-Strike: Source:
   - Novint Falcon support is now enabled by default
  
   Jason
  
  
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Aj Collins
It sounds like Valve changed engine headers without a public beta, without
describing the changes, and without an SDK change.

We're working on a fix. In the meantime, you will have to disable SourceMod.
Metamod will work fine. 
http://forums.alliedmods.net/showpost.php?p=899001postcount=8

*sigh*

On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.auwrote:

 What he said. The SM team develops for TF2, not the other way around.

 ___

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

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



 Matt Stanton wrote:
  Still the significance of the 'Friday Update' is misplaced, here, as for
  the part of the world that has advanced into Friday before the United
  States, Valve works and releases updates on Saturdays.
 
  If they release a broken update on Friday in the United States, then we
  are broken all weekend.  If they release a broken update on Friday
  slightly west of the international date line, then you can hope for an
  early Saturday update fix.
 
  Regardless, the update isn't really broken, they just released it
  without warning anyone that it was going to break SourceMod.  While it
  would likely be in their best interests to allow the SM dev team to know
  about what is going to be changed, it is not an obligation, and there is
  no reason for Valve to have to keep up with what may or may not break
  SourceMod in one of the updates.
 
  So, when SM is working again, I think this update will be fantastic, and
  props to the SM team for getting rolling on this so quickly.  I look
  forward to biting the bullet and and finally updating SM on our servers
  to the 1.3-dev branch.
 
 
  Clyde cide wrote:
 
  oh gawd Ive got to do this.. Msleeper is only aware of people caught
 in
  his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :|
 :D
 
  On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
 
 
  Msleeper didn't realize that there people outside of the United States
 such
  as... Britain, Romania, Canada, etc that are subscribed to this list.
 
  I'm just happy they've gotten the bandwidth requirements down,
  Kyle
 
  On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove 
 donnie.newl...@gmail.com
 
 
  wrote:
 
  Wait a minute, it is Friday here after all. In your face msleeper!
 
  On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 
 
  It's Friday 2h51.
 
  2009/8/14 Midnight mido...@gmail.com
 
 
 
  Seems someone doesn't have a job and doesn't know what day it is.
 
 
   Join
 
 
  the crowd.
 
 
  msleeper wrote:
 
 
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
 
 
  They probably just entered their test server all wearing the
 viking
  helmet and thus quickly decided that testing is for the weak and
  releasing a major update on a Friday is not only a good idea, it's
 
 
  the
 
 
  most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:
 
 
 
  Just one tiny question, are you really testing the maps? Because
 i
 
 
  just
 
 
  want
 
 
  to say overtime overtime overtime overtime overtime overtime
 
 
  overtime
 
 
  overtime overtime overtime overtime overtime overtime overtime
 
 
  overtime
 
 
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
 
 
  hey thanks valve for letting the sourcemod/addons communities
 
 
  know
 
 
  about
 
 
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 
 
  wrote:
 
 
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core
 
 
  dumped)
 
 
  $HL_CMD
 
 
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 
 
  format:
 
 
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols:
 
 
  File
 
 
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols:
 
 
  File
 
 
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 

Re: [hlds] [hlds_announce] Team Fortress 2/Dedicated Server Update

2009-07-15 Thread Aj Collins
Sam,
The intertubes have been clogged. Ted tried to warn us! :P

On Wed, Jul 15, 2009 at 10:39 AM, Olly oli...@gmail.com wrote:

 Michiel, you seem to have a bug with your mail client. You seem to only be
 recieving the first message of each thread.
 If you recieved (read) any other emails, you wouldn't have shown yourself
 up
 by sending that email ;)

 2009/7/15 Michael Krasnow mnk...@mnkras.com

  I just want to say HOLY CRAP! release 1 update not 10! oh and please
 change
  your clock 0.o seriously 07
 
  On Wed, Jul 15, 2009 at 9:14 AM, CLAN RCR clan...@gmail.com wrote:
 
   Poor Jason, he was probably tired.
  
   -Matt
  
   On Wed, Jul 15, 2009 at 7:56 AM, Donnie Newlove 
  donnie.newl...@gmail.com
   wrote:
  
Glad to see I'm not the only one getting mail from 2007. I was
thinking maybe I was going crazy.
   
On Wed, Jul 15, 2009 at 1:59 PM, AJ Kingpcmaster...@hotmail.com
  wrote:

 Hahaha  I Agree :D

 Thanks,

 Alex King





 From: supersammyfl...@gmail.com
 Date: Wed, 15 Jul 2009 21:47:24 +1000
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_announce] Team Fortress 2/Dedicated
 Server
Update

 I like how the original send dates remain the same (2007-10-26,
   received
50
 minutes ago)

 - Sam

 2009/7/15 Alec Sanger eclyp...@hotmail.com

 
  accidentally spooling out every update ever released to tf2?
 
  Thank you,
  Alec Sanger
  P: 248.941.3813
  F: 313.286.8945
 
 
 
   From: jas...@valvesoftware.com
   To: hlds@list.valvesoftware.com;
   hlds_li...@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
   Date: Thu, 25 Oct 2007 18:34:18 -0700
   Subject: [hlds] [hlds_announce] Team Fortress 2/Dedicated
 Server
Update
  
   Required updates for Team Fortress 2 and it's dedicated
 servers
   are
now
   available.  Please run hldsupdatetool to update.  The specific
changes
   include:
  
   - Improved compatibility for direct sound
   - Deathcam screenshots now move the player id panel to the
 lower
right,
   and hide other hud elements until the freezecam fades
   - Improved autobalance calculation code when determining who
 to
switch
   - Improved networking compatibility for some routers
   - Fixed a crash during level init related to model loading
   - Fixed issues on Dustbowl and Hydro that could occur when a
   server
   emptied in the middle of a round
   - Fixed a bug in the clientside player avoidance code, and
   smoothed
it a
   little more
   - Further crash fixes related to paged pool memory usage
   - Fixed scoreboard team scores label getting cut off
   - Engineer buildings now explode when the Engineer dies during
sudden
   death
   - Fixed a spy backstab exploit where you could stab a player
 who
   was
not
   facing away from you
   - Fixed flailing at the low end of the cloak meter when the
  player
gets
   uncloaked automatically
   - Fixed texture detail level setting Very high not being
   preserved
   - Improved various error messages, and added links to
  steampowered
   support pages
   - Fixed scoring problem where destroying a buildable added a
   phantom
   point, not attributed to any scoring bucket but still included
  in
total
   score
   - Fixed honeypot server problems
   - Fixed a rare crash caused by a medigun losing its owner
   - Fixed an exploit that allowed disconnected medics to
 continue
   ubercharging their target until they timed out
   - TeamMenu now disables the spectate button if
  mp_allowspectators
   is
   zero
   - Added a missing cannot_be_spectator localization string
   - Re-added class count numbers above class buttons for
 non-zero
classes,
   in addition to the class images
   - Removed prefixes (tc_, ctf_, etc.) from map names in various
places
   where they're printed
   - Fixed some edge cases where grenades could go through player
  or
   buildings
   - Fixed rocket/grenade explosions being able to impart damage
through
   thin ceilings
   - The Engineer's build X commands will now behave properly
  when
bound
   directly to keys
  
   Jason
  
  
   ___
   hlds_announce mailing list
   hlds_annou...@list.valvesoftware.com
   http://list.valvesoftware.com/mailman/listinfo/hlds_announce
  
  
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   To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 _
  Hotmail® has ever-growing storage! 

Re: [hlds] Hello,friend,

2009-06-06 Thread Aj Collins
It is possible that you need our information
My server likes to be nude so it doesn't need clothes.

Thank you for your concern
What concern?

On Sat, Jun 6, 2009 at 6:59 PM, Michael Krasnow mnk...@gmail.com wrote:

 ha!!!

 On Sat, Jun 6, 2009 at 9:44 AM, Justin mysteriousjus...@gmail.com wrote:

  Thats what she said..
 
  On Sat, Jun 6, 2009 at 6:56 AM, Yatin Vadhia ya...@yatin.co.uk wrote:
 
   We will try our best to make you satisfied
   Oh really?
  
   Will Rogers 
  http://www.brainyquote.com/quotes/authors/w/will_rogers.html
   - I never expected to see the day when girls would get sunburned in
   the
   places they now do.
  
   2009/6/6 Yaakov Smith m4ngr...@gmail.com
  
Lolspam.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nightbox
Sent: Saturday, 6 June 2009 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hello,friend,
   
wtf
   
2009/6/6 chris bernard cyborg11...@hotmail.com
   

 Hello,friend,
Sorry to disturb you. Just need you few minutes to pay
 attention.
  It
is
 possible that you need our information. As

 everybody knows, most of us need to find a shop who offer routine
products
  of  high quality and reasonable price. That is

 why we send this email. We deal in clothes,shoes,glasses... All of
  them
are
 famous brand such as GUCCI,CHANEL,

 LV,DG,AF,LACOSTE,POLO,NIKE,FENDI... 100% authentic and brand new
  with
 tags . All the goods are send with

 certifications. We only accept paypal and give fast shipment. We
 will
   try
 our best to make you satisfied. I believe there will

 be more and more cooperations later. Thank you for your concern..
 Welcome you: www.msnbest.com
 E-mail: rob...@188.com
 Address: Peking city xiushuijie 126H.
 Thank you!
 RobBuy INC

 _
 Lauren found her dream laptop. Find the PC that's right for you.
 http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290
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Re: [hlds] Team Fortress 2 Update Available

2009-05-29 Thread Aj Collins
One problem, you don't get the milestones automatically if you already have
the required number of achievements unlocked.

On Fri, May 29, 2009 at 7:35 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 - Added Sniper/Spy milestone achievements as an additional way players can
 get the new unlockables
 Arena Mode:
- Added tf_arena_use_queue server convar. Turn this on to get
 the old queue behavior. Default is off
- Added tf_arena_round_time to set a timelimit on the round
 - Added the userid of the player who built the teleporter to the
 player_teleported event
 - Fixed player killed event causing server crash
 - Fixed Spies not being telefragged when standing on an enemy teleporter
 exit with the Dead Ringer enabled
 - Fixed attackers seeing the mini-crit particle effect for full crits if
 the victim has the Jarate effect enabled
 - Fixed the Ambassador not doing damage to buildings
 - Fixed Spies disguised as their own team not drawing blood effects
 - Fixed players killed by flaming arrows not showing the appropriate death
 icon

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-05-29 Thread Aj Collins
Yatin, you don't even have to grind for these achievements they are so easy.
:S

On Fri, May 29, 2009 at 7:46 PM, Yatin Vadhia yatinvad...@gmail.com wrote:

 Is what Aj said true?

 If so, me and many other people who have been grinding to get the
 achievements are not going to be happy.

 On 30 May 2009, at 00:39, Aj Collins gamerzwo...@gmail.com wrote:

  One problem, you don't get the milestones automatically if you
  already have
  the required number of achievements unlocked.
 
  On Fri, May 29, 2009 at 7:35 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  - Added Sniper/Spy milestone achievements as an additional way
  players can
  get the new unlockables
  Arena Mode:
- Added tf_arena_use_queue server convar. Turn this on to
  get
  the old queue behavior. Default is off
- Added tf_arena_round_time to set a timelimit on the round
  - Added the userid of the player who built the teleporter to the
  player_teleported event
  - Fixed player killed event causing server crash
  - Fixed Spies not being telefragged when standing on an enemy
  teleporter
  exit with the Dead Ringer enabled
  - Fixed attackers seeing the mini-crit particle effect for full
  crits if
  the victim has the Jarate effect enabled
  - Fixed the Ambassador not doing damage to buildings
  - Fixed Spies disguised as their own team not drawing blood effects
  - Fixed players killed by flaming arrows not showing the
  appropriate death
  icon
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-29 Thread Aj Collins
Alright. Seems you have to join a couple of servers to get them to unlock.

On Fri, May 29, 2009 at 8:40 PM, Mike Stiehm mikesti...@gmail.com wrote:

 19:40:31 CPU   InOut   Uptime  Users   FPSPlayers
 13.28 125525.39 581391.50  54 1   47.60  33

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, May 29, 2009 7:12 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Works fine here:
 20:11:22 HLSW NOTE: Connecting to 66.172.37.19:27015 ...
 20:11:22 stats
 20:11:23 CPU   InOut   Uptime  Users   FPSPlayers
 53.00 68946.38 187396.78   7 0 4761.90  33

 On Fri, May 29, 2009 at 8:08 PM, Craig Collinson 
 craig.collinso...@googlemail.com wrote:

  can some one confirm this. trying to connect to server via rcon on
  hlsw and it fails every time. worked fine befor the update ?
 
  2009/5/30 Donnie Newlove donnie.newl...@gmail.com:
   I don't see how that is related to my question but alright, enjoy your
  unlocks.
  
   On 5/30/09, Joel R. joelru...@gmail.com wrote:
   Yay, it's been a week and all I have is the crappiest unlockable, the
   Ambastard.
  
   On Fri, May 29, 2009 at 6:47 PM, Donnie Newlove
   donnie.newl...@gmail.comwrote:
  
   Sorry, what old queue behavior? I had no idea there was even a new
   queue behavior.
  
   On 5/30/09, Nightbox alexandrualexa...@gmail.com wrote:
good job valve :D
   
2009/5/30 Jason Ruymen jas...@valvesoftware.com
   
A required update to Team Fortress 2 is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
   
- Added Sniper/Spy milestone achievements as an additional way
  players
   can
get the new unlockables
Arena Mode:
   - Added tf_arena_use_queue server convar. Turn this on
 to
get
the old queue behavior. Default is off
   - Added tf_arena_round_time to set a timelimit on the
  round
- Added the userid of the player who built the teleporter to the
player_teleported event
- Fixed player killed event causing server crash
- Fixed Spies not being telefragged when standing on an enemy
teleporter
exit with the Dead Ringer enabled
- Fixed attackers seeing the mini-crit particle effect for full
  crits
if
the victim has the Jarate effect enabled
- Fixed the Ambassador not doing damage to buildings
- Fixed Spies disguised as their own team not drawing blood
 effects
- Fixed players killed by flaming arrows not showing the
 appropriate
   death
icon
   
Jason
   
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Re: [hlds] Team Fortress 2 Update Coming

2009-05-21 Thread Aj Collins
hmmm..Valve time doesn't have within the next few hours but it does have
within the hour which is really 5 hours. So about 10 hours? I kid, I kid.
Thanks Jason for the time frame!

On Thu, May 21, 2009 at 6:16 PM, FPSB | Goerge brutalgoerge...@gmail.comwrote:

 next few hours?

 so 11:59:59pm CentralTime? :p

 On Thu, May 21, 2009 at 4:08 PM, Redh3ad li...@crithead.de wrote:

  Does that mean I can go to bed now because you still need 6 or 7 hours
 till
  the update is ready or do I have to stay awake because the update is
 coming
  in about 30 minutes and 150 people will complain in my forums until the
  servers are updated?
 
  The same procedure as every update... :D
 
  On Thu, 21 May 2009 17:57:48 -0400, 1nsane 1nsane...@gmail.com wrote:
   Back to cleaning the pool it is for me then. Green water that smells
 like
   puke... mhh
  
   On Thu, May 21, 2009 at 5:51 PM, Jason Ruymen
   jas...@valvesoftware.comwrote:
  
   A required update for Team Fortress 2 is coming later today.  No
  specific
   ETA yet, but it should be out in the next few hours.
  
   Jason
  
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Aj Collins
- Spies can now use enemy teleporters
Do not want.

On Thu, May 21, 2009 at 8:41 PM, David J. Ulbrich david_ulbr...@hotmail.com
 wrote:

 Yay for having the update downloaded , but it is not connecting to steam so
 no achievements or loadouts.  Come on Jason, get this stuff fixed.

 -VM

 --
 From: Jason Ruymen jas...@valvesoftware.com
 Sent: Thursday, May 21, 2009 7:36 PM
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Available

  The required update to Team Fortress 2 is now released.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Maps
  - Added new map, Pipeline. Pipeline is the first map in a new game mode
  named payload race, which uses two carts in each map instead of only one
  like traditional payload maps
  - Added new arena map Sawmill
  - Added new arena map Nucleus
  - Added new community payload map Hoodoo
 
  Sniper Changes
  - Added new sniper rifle replacement, The Huntsman. Instead of a sniper
  rifle, you have a bow that allows you to move around faster while firing,
  and fire more quickly than the sniper rifle. Works better at medium range
  than the standard rifle
  - Added new SMG replacement, Jarate. If thrown on an enemy they will take
  more damage for short period of time. Also extinguishes flames on
 yourself
  or allies
  - Added new SMG replacement, The Razorback. Will protect you against a
  single spy backstab, and stun the spy for a short period of time. Comes
  with a 15% move speed penalty for the wearer
  - Standard sniper rifle now shoots through friendly players
  - Added 54 new Sniper voice lines
  - Added 35 new Sniper achievements
 
  Spy
  - Added new revolver replacement, The Ambassador. First shot is very
  accurate and will cause a critical hit if it hits an enemy's head.
  Accuracy is poor for a period after that
  - Added new watch replacement, the Dead Ringer. When armed, you will
  appear in all ways to die to the first damage you take from an enemy.
  You'll be cloaked for 8 second after taking this damage. Upon de-cloaking
  you'll make a loud, distinct sound
  - Added new watch replacement, the Cloak and Dagger. Your cloak meter is
  only depleted when you move, so you can stay invisible indefinitely if
  you're standing still
  - Spy name tags now show up properly when disguised as their own team
  - Fixed a bug that would cause spectators to see disguise weapons
  incorrectly
  - Fixed a bug where enemy spies disguised as friendly spies would have
  cigarettes that didn't burn
  - Fixed a bug where overhealing disguised spies would show the wrong
  overhealing amount to the medic
  - Made it more obvious on first person view model when your motion cloak
  is out of juice and you are partially visible
  - Also made it more obvious on first person view model when you're bumped
  while cloaked
  - Improved the way your disguise weapon is determined to make it clearer
  and fix a couple of rare issues
  - Spies disguised as enemy spies now get a random mask to help complete
  the disguise, and their target id will be set appropriately
  - Spies disguised as medics now have an Ubercharge: line in their
 disguise
  target info
  - Spies outward facing disguise health now matches their disguise
 target
  when they first apply the disguise
  - Spies can now pick up health kits for their disguise health, even
 when
  uninjured
  - Disguise UI doesn't show up in minimum UI mode (hud_minmode)
  - Spies that disguise as a player using an unlockable now show that
  unlockable in hand
  - Spies can now use enemy teleporters
  - Added 70 new Spy voice lines
  - Added 34 new Spy achievements
 
  Scoreboard changes
  - Dominations no longer get wiped when teams switch sides
  - Dead players draw slightly darker in scoreboard
  - Converted class labels to class icons
  - All players now display the total number of people they are dominating
 
  General
  - Fixed a bug that would cause the scout's ball to regenerate at
  inappropriate times
  - Demomen can now detonate their stickies while taunting
  - Flamethrower's air burst now extinguishes fire on friendly targets
  - Grenades and rockets deflected by a pyro under the effects of
 Kritzkrieg
  will now be criticals
  - The Heavy and Sniper now have new custom death animations
  - Fixed payload HUD not updating properly if you join in the middle of a
  match and the cart isn't moving
  - Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo
  (for each ammo type) on each use, based on the level of the dispenser
  - Added -sillygibs commandline parameter which will allow the non-violent
  gibs to be enabled
  - Added a new taunt for the Kritzkrieg, which also heals for 10 points
  - Improved the deathcam camera handling used when a player plays a custom
  death animation
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Aj Collins
err. Is it just me or are there no milestone achievements? :S

On Thu, May 21, 2009 at 9:26 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 Yah, know, I just realized what you were saying.  Hrm, still the demoman
 would have to make it to the spawn and place all those stickies... then
 move
 to the 1st floor Yeah it would not be as bad as you think even with the
 bad camera clipping code.

 On Thu, May 21, 2009 at 9:24 PM, Mike O'Laughlen molaugh...@gmail.com
 wrote:

  I've misunderstood something.
 
 
  That.
 
  Let's wait and see what the update has in store for us.
 
  On Thu, May 21, 2009 at 9:19 PM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:
 
  Sorry, I don't think I'm sure what you mean.
 
  Well, imagine this scenario. A demoman is camping the main entrance to
  2fort with stickies all over the place and standing on the second
  floor with his back against the wall (and against the entrance). Now
  he can taunt with close to no risk of an enemy getting to him while he
  can see anyone trying to get in the main entrance and detonating while
  still taunting. The demoman will not even be in the victims sight.
  They might as well have unlocked r_drawothermodels for the demoman, or
  hopefully I've misunderstood something.
 
  On Fri, May 22, 2009 at 3:09 AM, Mike O'Laughlen molaugh...@gmail.com
  wrote:
   I believe the functionality is that you can start a taunt then right
  click
   to detonate.  Plus taunts take 5 seconds to complete, so even if it
 were
  the
   other way around it wouldn't be as effective as not taunting and just
   right-clicking.
  
   On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove 
  donnie.newl...@gmail.comwrote:
  
   Awesome, only one thing...
  
   * Demomen can now detonate their stickies while taunting
  
   That seems like a very, very, very bad thing to do. A demoman could
   place stickies around a corner and run the sticky taunt over and over
   again which is also very quiet while looking around the corner,
   basically giving him a wallhack. Or is that the idea?
  
  
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Re: [hlds] Deleted the L4D Survival Pack cvar email

2009-04-21 Thread Aj Collins
I'm a developer at Valve who is working on the Left 4 Dead Survival pack
update.  We've made several changes to server operation that we'd like to
give our server operators a heads up on.

Since Left 4 Dead will now support three different game modes, we removed
the console variable director_no_human_zombies and added a new variable
called mp_gamemode which can be set to coop, versus and survival.
 This variable is set by lobby reservation, so a normal server running in
lobby mode will require no changes by the server operator.  If you are
running in LAN mode without lobbies, you will need to set mp_gamemode before
you load a map.  For example, use mp_gamemode survival; map
l4d_sv_lighthouse to load the new Lighthouse map in Survival mode.

We have extended sv_gamestypes to also include survival.  The default
value is now coop,versus,survival.  This may cause issues for some servers
that have a lot of tags in addition to the defaults.  We realize this is
problem and adjusted sv_showtags to show the truncated tags to help server
operators see if they have reached the 63 character limit.

The tags issue will be fixed in the forthcoming third party campaign
matchmaking update.   We have extended the master servers so heartbeats will
be sent as two distinct packets, one containing the existing server
heartbeat, and another containing additional game data.  This game data
will contain all the matchmaking server tags such as sv_gametypes, and the
list of third party campaign missions installed.  This third party campaign
list will be used by people searching for servers with third party campaigns
installed.  Server operators will install the VPK file of the campaign that
includes the maps (and associated models, etc) as well as a mission
description file that describes the campaign and its name used for
matchmaking.  We hope that as various third party campaigns become popular,
more server operators will install them giving a larger base for players to
find servers for those campaigns.

On Tue, Apr 21, 2009 at 7:16 AM, ro...@sunlitgames.net wrote:

 I'm a dolt
 I deleted the email that announced/discussed the  L4D Survival Pack server
 cvars
 regarding game types.
 Would someone cut and paste it here in a reply please
 Many thanks
 Rosie the Riveter
 SunLit Games


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Re: [hlds] Team Fortress 2 Update Coming

2009-04-20 Thread Aj Collins
...And the updates doeswhite space?

On Mon, Apr 20, 2009 at 7:50 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 will be released later today.
  Probably in the next 30 minutes or so.

 Jason

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Re: [hlds] Team Fortress 2 Update Coming

2009-04-20 Thread Aj Collins
Andrew,
Valve still knows we love em'. Just having a bit of fun. :)

On Mon, Apr 20, 2009 at 8:28 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 I've actually gotten used to it, and I like that it lets me know if I've
 had
 a crash (since some crashes dont produce minidumps). There's a new mdump if
 it crashed and restarted :vcry:



 On Mon, Apr 20, 2009 at 5:24 PM, 1nsane 1nsane...@gmail.com wrote:

  Perhaps TF2 will stop taking a dump on start? I have piles of minidumps
 in
  my folders :(.
 
  On Mon, Apr 20, 2009 at 8:17 PM, Alec Sanger eclyp...@hotmail.com
 wrote:
 
  
   i lolled... but hey - i enjoy new content, even if it does create a few
   extra bugs
  
   Thank you,
   Alec Sanger
   P: 248.941.3813
   F: 313.286.8945
  
  
  
From: voo...@voogru.com
To: hlds@list.valvesoftware.com
Date: Mon, 20 Apr 2009 20:12:29 -0400
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
The update does what every update does.
   
Valve leaked the patch notes to me.
   
Team Fortress 2 Update:
   
- Fixed old bugs.
- Introduced new bugs.
   
- voogru.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov
 Smith
Sent: Monday, April 20, 2009 8:09 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
I guess we'll find out soon enough
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aj Collins
Sent: Tuesday, 21 April 2009 10:04 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
...And the updates doeswhite space?
   
On Mon, Apr 20, 2009 at 7:50 PM, Jason Ruymen
jas...@valvesoftware.comwrote:
   
 A required update for Team Fortress 2 will be released later today.
  Probably in the next 30 minutes or so.

 Jason

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database 4021 (20090420) __
   
The message was checked by ESET Smart Security.
   
http://www.eset.com
   
   
   
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Re: [hlds] Unlockables breaking on TF2 server?

2009-03-18 Thread Aj Collins
It was like this for me when the Scout update was released. For the first
few days I could only get like one of the three unlocks to actually be in my
weapons in one server. Going to a different server seemed to allow for all
the other weapons but the one I could use in the previous server. The bug
went away about a week after the update and haven't had it happen since.

On Wed, Mar 18, 2009 at 4:56 PM, Emil Larsson ail...@gmail.com wrote:

 Lately I had problems with people not being able to use unlockables on the
 servers I control. VAC works fine, and TF2 strangely doesn't tell the
 player
 about the server not being connected to Steam (like what usually happens
 during Steam downtimes) in the unlockables screen, so it looks like it's
 working for players in the loadout screen... until they actually try to
 switch to their unlockables.

 There's no steam ticket problems which usually otherwise happens when the
 servers are unable to talk with Steam. Restarting fixes the problem
 temporarily, but it crops up 12-24 hours later again. Any ideas?
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Re: [hlds] Team Fortress 2 Update Available

2009-03-18 Thread Aj Collins
Multicore Rendering?! Fixed crash upon exit?! Thank you Vavle!

On Wed, Mar 18, 2009 at 8:57 PM, Karl Weckstrom k...@weckstrom.com wrote:

 This do anything on the server side or is srcds still single threaded?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Wednesday, March 18, 2009 8:52 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Available

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

 Added Multicore Rendering:
 - This initial release is aimed at testing compatibility, so the option is
 OFF by default
 - To turn it on, go to the Options-Video-Advanced dialog, and check the
 Multicore Rendering option

 Other changes:
 - Several performance improvements to decals and client bone/flex setup
 - A variety of alt-tab and mode switch fixes
 - Improvements to the way the engine initializes surround sound, fixing
 some specific hardware cases
 - Fixed a crash on exit in Vista 64

 Jason

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Re: [hlds] L4D SDK Beta?

2009-03-16 Thread Aj Collins
Nope, I see nothing pertaining to L4D after opting in.

On Mon, Mar 16, 2009 at 4:55 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 Has anyone noticed the new Steam Beta is for a Source SDK Beta?
 Is this for L4D?  Can anyone confirm?

 ~ Mooga
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Re: [hlds] L4D SDK Beta?

2009-03-16 Thread Aj Collins
As I said, there is nothing pertaining to L4D in the SDK after opting in.

On Mon, Mar 16, 2009 at 5:55 PM, Patrick Shelley sidest...@gmail.comwrote:

 how about after opting in, starting the SDK and choosing the left 4
 dead engine in the drop down? is that there?

 if it is, i'm gonna skive work and go home!

 On 16/03/2009, Aj Collins gamerzwo...@gmail.com wrote:
  Nope, I see nothing pertaining to L4D after opting in.
 
  On Mon, Mar 16, 2009 at 4:55 PM, Matthew Gottlieb 
  matthew.j.gottl...@gmail.com wrote:
 
  Has anyone noticed the new Steam Beta is for a Source SDK Beta?
  Is this for L4D?  Can anyone confirm?
 
  ~ Mooga
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-13 Thread Aj Collins
msleeper, I don't believe anyone on here cares.

On Fri, Mar 13, 2009 at 6:04 PM, msleeper mslee...@cyberwurx.com wrote:

 Threat level increased to D: or Severe Patch Threat.

 http://www.myphpsig.com/hldsthreat.jpg

 Thanks Jason!


 On Fri, 2009-03-13 at 14:55 -0700, Jason Ruymen wrote:
  A required update for Team Fortress 2 is coming.  It will probably be
 available in about 30 minutes.  The specific include:
 
  - Players who are stunned by a Scout now take 50% less damage
  - Increased the minimum distance to stun a player with the Sandman
  - Fixed problem where clients were unable to join a team or maintain a
 connection to the server
  - Fixed Scout taunt kill achievement firing for people who didn't
 actually qualify
  - Fixed client crash in when creating muzzle flash effects
  - Fixed client crash when determining which disguise weapon to use for a
 spy
  - Fixed Natascha's chain not being drawn on the view model
  - Fixed stun code regression that resulted in a subtle reduction of
 Natascha's slowdown effect
  - Fixed rocket  grenade jumps not propelling players as far as they're
 supposed to
 
  And with this update, you will no longer need to run with
 -NoQueuedPacketThread.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Released

2009-03-13 Thread Aj Collins
I seem to be crashing when I change classes during a match. I'm changing at
the spawn point.

On Fri, Mar 13, 2009 at 6:57 PM, msleeper mslee...@cyberwurx.com wrote:

 I got this error too, even after restarting the server. It corrected
 itself I assume because the 2 people who had the problem no longer do,
 even when I got the error after they first connected.

 Also, I am getting the random lagspikes even more often now it seems.


 On Fri, 2009-03-13 at 15:49 -0700, Nephyrin Zey wrote:
  These are occuring very rarely on my servers, i think the steam
  servers are just timing out (as the message indicates). Also,
  restarting servers reinitializes your steam connection, so i wouldn't
  jump to the conclusion that SM is somehow interfering with it. (not
  that it's not, but it seems unlikely given how cloud works)
 
  - Neph
 
  On Fri, Mar 13, 2009 at 3:45 PM, Aaron Rapp r...@iz3d.com wrote:
   Unfortunately, I think it broke MA/SM. Not sure which one. With those
   enabled, I'm getting the following error.
  
   (SERVER) LoadItems on Account 25424108 returned FAILCODE of 3
   (k_EItemRequestRes
   ultTimeout).
  
   Otherwise, without the mods enabled, vanilla server, is running fine.
  
   Regards,
  
   Aaron Rapp
  
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
   Sent: Friday, March 13, 2009 3:30 PM
   To: 'Half-Life dedicated Win32 server mailing list'
   Subject: Re: [hlds] Team Fortress 2 Update Released
  
   It doesn't seem like this fixed the need for -NoQueuedPacketThread.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
   Sent: Friday, March 13, 2009 3:26 PM
   To: Half-Life dedicated Win32 server mailing list;
   hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
   Subject: [hlds] Team Fortress 2 Update Released
  
   The required update to Team Fortress 2 has been released.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Players who are stunned by a Scout now take 50% less damage
   - Increased the minimum distance to stun a player with the Sandman
   - Fixed problem where clients were unable to join a team or maintain a
   connection to the server
   - Fixed Scout taunt kill achievement firing for people who didn't
 actually
   qualify
   - Fixed client crash in when creating muzzle flash effects
   - Fixed client crash when determining which disguise weapon to use for
 a spy
   - Fixed Natascha's chain not being drawn on the view model
   - Fixed stun code regression that resulted in a subtle reduction of
   Natascha's slowdown effect
   - Fixed rocket  grenade jumps not propelling players as far as they're
   supposed to
  
   And again, you no longer and should not be running your server with
   -NoQueuedPacketThread.
  
   Jason
  
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Re: [hlds] HLDS Patch Threat Level

2009-03-12 Thread Aj Collins
Ahem. What? Who's we?

On Thu, Mar 12, 2009 at 7:26 PM, msleeper mslee...@cyberwurx.com wrote:

 We are issuing a HLDS Patch Threat Level update according to the
 color-coded patch threat advisory. The current Patch Threat Level is set
 to :( or High Patch Threat.

 http://www.msleeper.com/files/homeland.jpg (Reference)
 http://www.myphpsig.com/hldsthreat.jpg (Forum Signature Size!)

 Check IRC for the latest updates in the Patch Threat Level.

 irc.gamesurge.net
 #hlserveradmins


 Sent from my secure bunker


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Re: [hlds] Left 4 Dead Update Available

2009-03-12 Thread Aj Collins
Petri de Wet, make another email topic.

On Thu, Mar 12, 2009 at 8:05 PM, Admin Bob admin_...@cox.net wrote:

 Even after the update we had last night, I was getting traffic on my
 server.
 After the update we had today, I haven't had any traffic since.  I don't
 even have sv_search_key set.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Thursday, March 12, 2009 3:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 Looks like this works for me, my servers are slowly getting traffic. It
 also looks like you guys fixed the AI Bots showing up and possibly
 keeping real players from joining. Great work!


 On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote:
  Left 4 Dead has been updated.  This is not required, but certainly
 recommended.  Please run hldsupdatetool to receive it.  The specific
 changes
 include:
 
  - Fixed sv_search_key appearing in server browser
  - Fixed issue where changing the sv_search_key did not update the master
 correctly
  - Fixed master server issue with Linux fork mode that affected
 availability of Valve dedicated servers
  - Tank melee attack can now hit multiple Survivors in one swing
 
 
  Jason
 
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Re: [hlds] New? Hunter Exploit

2009-03-10 Thread Aj Collins
Maybe even make a honeypot server than bans anyone that crouches?
Oh HLDS Mailing List, how I love you. Delivering epic wins right to my
inbox. 3

On Tue, Mar 10, 2009 at 8:41 PM, Rick Payton r...@mai-hawaii.com wrote:

 That would be quite funny.

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of matan nov
 Sent: Tuesday, March 10, 2009 2:26 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] New? Hunter Exploit

 Maybe even make a honeypot server than bans anyone that crouches?

 On Wed, Mar 11, 2009 at 12:28 AM, msleeper mslee...@cyberwurx.com
 wrote:

  Sounds like fun, I'll have to give it a try.
 
 
  On Tue, 2009-03-10 at 22:02 +, Patrick Shelley wrote:
   Im posting it here, as it happened on my server (just so knob head
   doesnt chime in with the usual 'Relevant to server administation'
   bollox)
  
   A guy tonight (on my server) explained how to get the hunter to
   crouch
  with
   no sound whilst being able to move around at very fast speeds.
  
   To do it, while in spawn mode, stand in the middle of an object, in
   this case he showed me using a wooden crate. Crouch, then spawn.
  
   You are then permanently crouching with no sound made by the hunter
   and
  you
   are able to move etremely fast. This glitch goes after your first
 pounce.
  
   BTW - the hunter safe room door glitch is still very much alive. i
   got f***ed by it tonight.
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Re: [hlds] New? Hunter Exploit

2009-03-10 Thread Aj Collins
I could make a webpage for it with a Chris Hanson picture trying to make it
seem as if people who crouch are child predators and warn them that every
server admin is looking and banning crouchers, ultimately trying to make the
community look bad.
On Tue, Mar 10, 2009 at 9:07 PM, 1nsane 1nsane...@gmail.com wrote:

 Amazing idea. Perhaps add a synchronization database so other people could
 run it too?

 Our goal could be to break the lobby system?  Who wants to join us? We'd
 require a lot of people if this is to work out.

 On Tue, Mar 10, 2009 at 8:51 PM, msleeper mslee...@cyberwurx.com wrote:

  Good idea, I'll whip something up right away.
 
 
  On Wed, 2009-03-11 at 02:26 +0200, matan nov wrote:
   Maybe even make a honeypot server than bans anyone that crouches?
  
   On Wed, Mar 11, 2009 at 12:28 AM, msleeper mslee...@cyberwurx.com
  wrote:
  
Sounds like fun, I'll have to give it a try.
   
   
On Tue, 2009-03-10 at 22:02 +, Patrick Shelley wrote:
 Im posting it here, as it happened on my server (just so knob head
  doesnt
 chime in with the usual 'Relevant to server administation' bollox)

 A guy tonight (on my server) explained how to get the hunter to
  crouch
with
 no sound whilst being able to move around at very fast speeds.

 To do it, while in spawn mode, stand in the middle of an object, in
  this
 case he showed me using a wooden crate. Crouch, then spawn.

 You are then permanently crouching with no sound made by the hunter
  and
you
 are able to move etremely fast. This glitch goes after your first
  pounce.

 BTW - the hunter safe room door glitch is still very much alive. i
  got
 f***ed by it tonight.
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Re: [hlds] New? Hunter Exploit

2009-03-10 Thread Aj Collins
How about I just rewrite this (http://gzwn.net/TF2Autoban/) for L4D and be
done with it?

On Tue, Mar 10, 2009 at 9:40 PM, Patrick Shelley sidest...@gmail.comwrote:

 Wrong list Rick, this is HLDS for windows.

 You need HLDS for toilet cleaners 3

 On Wed, Mar 11, 2009 at 1:36 AM, Rick Payton r...@mai-hawaii.com wrote:

  What can I say? I countered a lame jab by taking it a huge step further.
  Msleeper even took it a step further. Ok I may be the only one that
  get's a chuckle out of it, due to the absurdity of it all.
 
  But fuck Patrick ... Try harder dude?
 
 
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Re: [hlds] New? Hunter Exploit

2009-03-10 Thread Aj Collins
SakeFox, need moar people.

On Tue, Mar 10, 2009 at 9:48 PM, SakeFox sake...@kingdomsend.com wrote:

 lets just make it more fun, just randomly ban cretin people everyday.
 http://www.kingdomsend.com/steamban.php

 msleeper wrote:
  It is absurd that people are still going on and on about it.
 
  I thought about making a quick plugin that would probably cockblock this
  problem, but fuck it, we'll do it live. Patrick can write it now if he
  wants to stop it so badly.
 
 
  On Tue, 2009-03-10 at 15:36 -1000, Rick Payton wrote:
 
  What can I say? I countered a lame jab by taking it a huge step further.
  Msleeper even took it a step further. Ok I may be the only one that
  get's a chuckle out of it, due to the absurdity of it all.
 
  But fuck Patrick ... Try harder dude?
 
  -mauirixx
  -Sent from #tryharder
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick
  Shelley
  Sent: Tuesday, March 10, 2009 3:30 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] New? Hunter Exploit
 
  I'm sorry Rick, please accept my sincere apologies - i forgot you were
  the only paid up member of msleepers fan club.
 
  Now get back in your box with sleeper, we'll tape the lid down and mail
  you both off to Valve HQ - im sure they could do with beating the crap
  out of another pinata.
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-06 Thread Aj Collins
DogGunn, Ditto.

I love the change log as well. Very detailed.

On Fri, Mar 6, 2009 at 8:33 PM, DogGunn dogg...@bigpond.com wrote:

 Let's hope this update was of the same quality as last.

 On Sat, Mar 7, 2009 at 12:14 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is coming.  It should be live
 within
  the hour.
 
  We're still investigating the problem where clients are unable to join a
  team or maintain a connection to the server. If your server is
 experiencing
  this, can you try running your server with -NoQueuedPacketThread in the
  command line as a temporary work-around.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Aj Collins
The update updates some files to newer versions.

On Thu, Mar 5, 2009 at 6:00 PM, Arg! chillic...@gmail.com wrote:

 thanks for the advance heads up, now, wheres my debugging stick.

 On Fri, Mar 6, 2009 at 9:55 AM, voo...@voogru.com wrote:

  Fixing problems, then introducing new problems.
 
  --Original Message--
  From: Saul Rennison
  Sender: hlds-boun...@list.valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  ReplyTo: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
  Sent: Mar 5, 2009 5:43 PM
 
  Which will bring...?
 
  2009/3/5 Jason Ruymen jas...@valvesoftware.com
 
   A required update for Team Fortress 2 will be released later today,
   hopefully within the next hour or two.
  
   Jason
  
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  --
  Thanks,
  - Saul.
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Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Aj Collins
1. You don't need an NDA to do a beta, especially if you have nothing not
known by the public.
2. They have done beta updates to clients in the past and there is a beta
option in the settings of Steam.

On Thu, Mar 5, 2009 at 6:26 PM, Arg! chillic...@gmail.com wrote:

 since the dedicated server is free and theres no NDA or similar licensing
 arrangement, and in the case of most updates the client has to be updated
 as
 well, this would never work.

 On Fri, Mar 6, 2009 at 10:17 AM, SmOoThEm ad...@righttorule.com wrote:

  That's awesome, I didn't have anything else to do today besides try to
 fix
  mystery updates and problems being reintroduced into my servers.
 
  WE NEED A BETA PERIOD, MAKING PATCHES FINAL WITHOUT TESTING FORCES
 EVERYONE
  TO SCRAMBLE TO FIND SOLUTIONS NORMALLY ENDING IN HORRIBLE OUTCOMES!
  Im sure everyone on this list would love to have a beta testing period
 for
  patches given we have a large community invested in the quality of our
  servers with a minimal downtime requirement. Valve, at least give us one
  day
  to test and patch our server plug-in's before final release?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
  Sent: Thursday, March 05, 2009 3:01 PM
  To: voo...@voogru.com; Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
 
  thanks for the advance heads up, now, wheres my debugging stick.
 
  On Fri, Mar 6, 2009 at 9:55 AM, voo...@voogru.com wrote:
 
   Fixing problems, then introducing new problems.
  
   --Original Message--
   From: Saul Rennison
   Sender: hlds-boun...@list.valvesoftware.com
   To: Half-Life dedicated Win32 server mailing list
   ReplyTo: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Coming
   Sent: Mar 5, 2009 5:43 PM
  
   Which will bring...?
  
   2009/3/5 Jason Ruymen jas...@valvesoftware.com
  
A required update for Team Fortress 2 will be released later today,
hopefully within the next hour or two.
   
Jason
   
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   - Saul.
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Re: [hlds] What's the word on people being unable to use some unlocks?

2009-02-27 Thread Aj Collins
It seems Valve increased the milestones by two achievements. :S

On Fri, Feb 27, 2009 at 8:05 PM, Nephyrin Zey nephy...@doublezen.netwrote:

 I had this issue with my unlocks, but restarting steam/TF2 fixed it. I
 haven't noticed a server-wide issue, though i do know if the server
 loses its steam connection it sometimes needs a full reboot to reclaim it

 - Neph

 On 02/27/2009 05:01 PM, Dustin Wyatt wrote:
  We've got some players who are unable to use unlocks on our server but
 have
  no problems on others.
 
  I swear I saw this talked about in the last couple days, but with all the
  noise about achievements I can't find it.
 
 
  Dustin
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[hlds] Player Honeypot

2009-02-26 Thread Aj Collins
 I have written a honeypot plugin for SourceMod that will autoban anyone
who plays in a the server. If there is any other admins out
there who think that complacency towards playing needs to end, this is
step one.

I have been running this since the moment the Scout update came out last
night and, at time of writing this, *69,**6*90 players have been caught and
stopped.

The plugin and a publicly available list of players is here:
http://gzwn.net/TF2Autoban/

I'm really not interested in mucking up the list with personal opinions
about whether or not playing is right, or honeypotting players is wrong,
but if you want to discuss you can always join an unknown IRC server and
talk to me about it.


Sent from my Commodore64
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Re: [hlds] Player Honeypot

2009-02-26 Thread Aj Collins
msleeper, I was considering asking you for your PHP script, but I don't
wanna get banned from my FTP.

On Thu, Feb 26, 2009 at 5:22 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 Sigh just do addip 0.0 0.0.0.0 and be done with it.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Thursday, February 26, 2009 5:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Player Honeypot

 that was epic, well done.

 On Fri, Feb 27, 2009 at 9:13 AM, Clyde cide
 thedrunkenbraw...@gmail.comwrote:

  This is a joke right?
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Re: [hlds] Achievement Farmer Honeypot

2009-02-25 Thread Aj Collins
If Valve wanted to stop achievement farming servers, they would have set up
a server blacklist a long, long time ago. Besides, there are people who just
don't have the time (some people actually have a life and work!) to spend
killing millions of people to unlock an achievement. By the time that they
do, the game will most likely be replaced with the next installment. Also,
unlocks are a crock of crap to new players as they will get pissed off and
leave by older, younger players having more powerful guns while they have
shit guns. If achievement farming on farming servers keeps them playing back
in my or someone else's server, I'm all for it.

On Wed, Feb 25, 2009 at 4:11 PM, msleeper mslee...@cyberwurx.com wrote:

 I have a really strong feeling that Valve has found a way to catch
 people who use that too, now that everything is using the Steam Cloud.
 The fact that they caught people who used the weapon glitch, and that
 they are awaiting the ways we will disappoint them give me hope that
 they finally have.

 http://teamfortress.com/post.php?id=2262

 Maybe honest players will finally prevail.



 On Wed, 2009-02-25 at 13:04 -0800, Blood Letter wrote:
  Why farm when you can just use the unlocker?
 
   Date: Wed, 25 Feb 2009 22:01:52 +0100
   From: bengt.rosenber...@gmx.de
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Achievement Farmer Honeypot
  
   Great, I gonna install that on my 24/7 achievement farming server... Or
   wait... No, I won't.
   Have fun with an empty server.
  
   Stuff like this encourages me to open up another farming server...
  
   msleeper schrieb:
I have written a honeypot plugin for SourceMod that will autoban
 anyone
who earns an achievement in the server. If there is any other admins
 out
there who think that complacency towards farming needs to end, this
 is
step one.
   
I have been running this since the moment the Scout update came out
 last
night and, at time of writing this, 1890 farmers have been caught and
stopped.
   
The plugin is here:
 http://forums.alliedmods.net/showthread.php?t=86402
My publicly available list of farmers is here:
http://www.msleeper.com/tf2-achievement-farmers.html
   
I'm really not interested in mucking up the list with personal
 opinions
about whether or not farming is right, or honeypotting farmers is
 wrong,
but if you want to discuss you can always join IRC.
   
   
Sent from my honeypot
   
   
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Re: [hlds] Team Fortress 2 Update Coming

2009-02-25 Thread Aj Collins
What does this update do exactly?

On Wed, Feb 25, 2009 at 6:59 PM, 1nsane 1nsane...@gmail.com wrote:

 Yay, I love you.

 On Wed, Feb 25, 2009 at 6:53 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is on the way.  It should be live
 in
  about 30 minutes.
 
  Jason
 
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Re: [hlds] ey

2009-02-20 Thread Aj Collins
Ahem.
01001001 0010 01110010 01100101 01100111 01110010 01100101 01110100
0010 01110100 0110 0010 01101001 01101110 01100110 0110
01110010 01101101 0010 0001 0110 01110101 0010 01110100
01101000 0111 01110100 0010 01110100 01101000 01100101 01110010
01100101 0010 01101001 01110011 0010 0111 0010 00100010
01010100 0110 0010 01110101 01101110 01110011 01110101 01100010
01110011 01100011 01110010 01101001 01100010 01100101 00101100 0010
01100101 01100100 01101001 01110100 0010 0001 0110 01110101
01110010 0010 01101100 01101001 01110011 01110100 0010 0111
01110010 01100101 01100110 01100101 01110010 01100101 01101110 01100011
01100101 01110011 00101100 0010 0110 01110010 0010 01110110
01101001 01100101 01110111 0010 01110100 01101000 01100101 0010
01101100 01101001 01110011 01110100 0010 0111 01110010 01100011
01101000 01101001 01110110 01100101 01110011 00101100 0010 0111
01101100 01100101 0111 01110011 01100101 0010 01110110 01101001
01110011 01101001 01110100 00111010 00100010 0010 0111 01110100
0010 01110100 01101000 01100101 0010 01100010 0110 01110100
01110100 0110 01101101 0010 0110 01100110 0010 01100101
0111 01100011 01101000 0010 01100101 01101101 0111 01101001
01101100 00101110

On Fri, Feb 20, 2009 at 6:05 AM, Jake E jackac...@gmail.com wrote:

 But we love you...

 On Fri, Feb 20, 2009 at 6:00 AM, Justin mysteriousjus...@gmail.com
 wrote:

  Lawl  3B
 
  On Fri, Feb 20, 2009 at 5:35 AM, Maxi Hark maxih...@web.de wrote:
 
   Have a  *)|
 dont send me e_mails
_
Download de nye kærligheds-emoticons her.
http://www2.messengerplayground.dk/love
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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Aj Collins
Can we at least get an RSS feed of the forum then? I liked the mailing lists
because we got instant updates on the latest news.

On Mon, Feb 9, 2009 at 3:38 PM, Burton Johnsey sp.tonj...@gmail.com wrote:

 We will be shutting down the HLDS mailing lists on Friday, February 20th.

 After February 20th, all server discussions should take place in one of the
 forums listed below.

 Windows server discussion should be conducted here:
 http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source)
 http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc)

 Linux server discussion should be conducted here:
 http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source)
 http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc)

 If you have not already done so, please register a forum
 accounthttp://forums.steampowered.com/forums/register.php
 .

 NOTE: The mailing list archives will still be available for viewing.

 -BurtonJ
 Valve Software
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Re: [hlds] Team Fortress 2 Update Coming Next Week

2009-01-22 Thread Aj Collins
Next week? Ok, I'll check back in March! :P

On Thu, Jan 22, 2009 at 6:44 PM, Chris Walker ch...@chriswalkr.com wrote:

 Will this also include an update for DOD Source?
 My server has the exact same issues.

 Chris.

 On Thu, Jan 22, 2009 at 11:23 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  There is still some work going into the next update for Team Fortress 2.
   We were hoping to have this out this week, but with the extra testing we
  need to do, the update has been pushed back to early next week.  This
 update
  will include the timeout fix during map change.
 
  Jason
 
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Re: [hlds] L4D: Cross-Platform Multiplayer

2008-11-23 Thread Aj Collins
No. Left 4 Dead would have to use Games 4 Windows to be cross platform.

On Sun, Nov 23, 2008 at 5:49 PM, Jake E [EMAIL PROTECTED] wrote:

 Is the Left4Dead multiplayer cross-platform so that a PC player can play
 with an XBOX 360 player?
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Re: [hlds] L4D: Cross-Platform Multiplayer

2008-11-23 Thread Aj Collins
Halo 2 and Gears does not have cross platform support and you don't have to
have gold to play on Games for Windows Live.

but PC players always get kicked from servers for
hacking
Really now. Where did you hear that?

On Sun, Nov 23, 2008 at 7:16 PM, [ЯтR] The-/iller [EMAIL PROTECTED]
 wrote:

 Halo 2 for PC is also, possibly gears but I don't think so. but you have
 to have an xbox live silver account or something just to play multi for
 pc, kinda stupid but PC players always get kicked from servers for
 hacking aka just using a mouse and keybo i say suck it console
 players

 Burton Johnsey wrote:
  I think Shadowrun might be the only game that is...
 
  On Sun, Nov 23, 2008 at 3:21 PM, Jake E [EMAIL PROTECTED] wrote:
 
 
  Is COD4/5? or anytihng? lol
 
  On Sun, Nov 23, 2008 at 5:53 PM, Yatin Vadhia [EMAIL PROTECTED]
  wrote:
 
 
  I wish
 
  Regards
 
  Yatin
 
  On 23 Nov 2008, at 22:49, Jake E [EMAIL PROTECTED] wrote:
 
 
  Is the Left4Dead multiplayer cross-platform so that a PC player can
  play
  with an XBOX 360 player?
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Re: [hlds] Server Banner in other games?

2008-11-12 Thread Aj Collins
Speaking of server banner, where do I change it for my sever? I can't seem
to find the image in my files. Thanks in advance.

On Wed, Nov 12, 2008 at 6:54 PM, msleeper [EMAIL PROTECTED] wrote:

 I am really loving the addition of an additional Banner for server
 promotion as the MOTDs are often overlooked by players. I am actually
 using a rotation image to try and get even more views which people seem
 to think is cool.

 I am curious if Valve is planning on adding the server banner, in some
 form or another, to other titles? I know that I would love to have it
 added to the scoreboard for my TF2 servers and I am sure I am not alone.

 Thanks!

 --
 msleeper
 http://www.F7Lans.com/
 * Not Your Mom's Marble Madness! *


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Re: [hlds] Server Banner in other games?

2008-11-12 Thread Aj Collins
Thanks guys. I was thinking that it was just an image. Seems kinda strange
to load it as html when your basically only going to load an image though it
could be used to do random images so that's a plus.

On Wed, Nov 12, 2008 at 7:15 PM, Cam [EMAIL PROTECTED] wrote:

 It's in the same location as your motd.txt

 \l4d_demo\left4dead\host.txt


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Aj Collins
 Sent: Thursday, 13 November 2008 9:08 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server Banner in other games?

 Speaking of server banner, where do I change it for my sever? I can't seem
 to find the image in my files. Thanks in advance.

 On Wed, Nov 12, 2008 at 6:54 PM, msleeper [EMAIL PROTECTED] wrote:

  I am really loving the addition of an additional Banner for server
  promotion as the MOTDs are often overlooked by players. I am actually
  using a rotation image to try and get even more views which people seem
  to think is cool.
 
  I am curious if Valve is planning on adding the server banner, in some
  form or another, to other titles? I know that I would love to have it
  added to the scoreboard for my TF2 servers and I am sure I am not alone.
 
  Thanks!
 
  --
  msleeper
  http://www.F7Lans.com/
  * Not Your Mom's Marble Madness! *
 
 
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  please visit:
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