Re: [hlds] Left 4 Dead 2 / Left 4 Dead updates released

2010-10-05 Thread Andrew Armstrong
Glad to know we're not the only ones; its 3 hours since the release and
unfortunately updating via hlds tool still takes a long time (at least 30
minutes now and still not finished) downloading updates.

Not sure if that's because I am in Australia and we're having to download
from overseas for this update but it would be nice to have server updates
get downloaded fast too :)

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Wednesday, 6 October 2010 4:55 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Left 4 Dead 2 / Left 4 Dead updates released

FYI, The Sacrifice updates have been released for both L4D and L4D2. Content
servers are grinding to a halt, so good luck getting your servers updated
right now. :P
---
Jonah Hirsch
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Re: [hlds] HL2 Masters Have Moved

2010-04-14 Thread Andrew Armstrong
Nice work; just queried qstat myself and immediately saw local Australian
servers instead of the American one's I usually start to see :) 

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch
Sent: Thursday, 15 April 2010 6:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Masters Have Moved

Regions are still supported and work exactly like before.  In general they
aren't widely used and now that we do IP geographical ordering they are less
useful since you will get sent servers near you first.

There are two current IPs for the masters.  One of the major changes was
rewriting them to be multithreaded so now a single multicore machine can
handle many more players requesting server lists.  We have two masters for
redundancy and they replicate all server data to each other.

--
/// Zoid.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, April 14, 2010 1:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HL2 Masters Have Moved

I'd say those are the only servers you get assigned to. Atleast everyone 
i've talked about have only those including all our servers. Must be 
somekind of front end machines for the rest of the masters.

-ics

14.4.2010 23:34, Kyle Sanderson kirjoitti:
 Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does anyone
have
 the complete updated list?
 Kyle.


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Re: [hlds] Windows Control Panel

2010-04-07 Thread Andrew Armstrong
If you're not after a game control panel (why not out of interest?), you may
want to check out GameMon - http://mammoth.com.au/resources/ which may be
what you're after.

It's a watchdog program that simply monitors servers and gives you some nice
options.

'GameMon is a simple application for Windows and Linux that allows
monitoring of any game server that can be queried with QStat. GameMon
supports a variety of operations, such as the restarting of a failed game
server and the scheduled restarting of game servers.
GameMon can detect failed servers by a number of methods - checking to see
if the server is no longer queryable via QStat or checking to see if the
process has failed. It is an effective solution to aid increased uptime on
game services.
GameMon is free, open source software.'

Disclaimer: I work for Mammoth Media, the developers of the software.

Regards,
Andrew 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Thursday, 8 April 2010 12:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Windows Control Panel

I have been using Server Checker for a while now but its becoming very dated
since its no longer being developed. It has been randomly turning my servers
off at random times. Once off they dont come back up. Does anyone know of a
replacement for Server Checker? Something software based that will restart
the servers automatically and is similar to server checker. I know of
firedaemon but its not made specifically for game servers. I am trying to
stay away from TCadmin and online control panels in general.
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Re: [hlds] MDMPs

2010-03-14 Thread Andrew Armstrong
You will need to use VS, but the dumps most likely won't help without
symbols.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Monday, 15 March 2010 10:36 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MDMPs

Pretty sure you need Windows debugging Tools or Visual Studio. Load the dump
with the program and debug.

On Sun, Mar 14, 2010 at 4:26 PM, Radu Suciu radusu...@gmail.com wrote:

 Hi, can anyone clue me in on opening and reading MDMPs? I checked out the
 page on the valve wiki but I didn't quite follow it - I'm not building a
 mod
 and I have no .pdb files. I'm just getting server crashes and I want to
 find
 out why. I've also uploaded the .mdmp's I'm interested in over here:
 www.fragfestservers.com/misc

 Thanks in advance.
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Re: [hlds] Eventscripts - Creating Windows Account

2010-03-02 Thread Andrew Armstrong
Is there a setting that enables server admins/GSPs to disable the ability to
remotely upload eventscripts (without FTP even being on), or prevent their
execution?

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
Sent: Wednesday, 3 March 2010 9:28 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Eventscripts - Creating Windows Account

This is true for the default setting. However TCAdmin can be set to use a
specific user for all game servers created from that point on and you can go
back in the windows services control panel and change the user that the
service executes under. It's really easy and didn't take me much more than
20 min for 20 servers and I have no issues (well over a year running like
this)

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
Sent: Tuesday, March 02, 2010 4:11 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Eventscripts - Creating Windows Account

That is a simple solution to the problem.

However if you are a GSP or otherwise using TCAdmin like many do, there are
some side issues that go along with setting a game server to use a limited
access. (Important note on TCAdmin: TCAdmin runs as system and so do all the
services it powers - FYI in case you are unaware.)

This was mainly a warning going out before anyone got completely hacked and
lost access to their machines.

-Lane

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Tuesday, March 02, 2010 5:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Eventscripts - Creating Windows Account

If you run the server as a limited user, then it can't touch the registry or
create other users... simple :/

Thanks,
- Saul.


On 2 March 2010 20:51, ics i...@ics-base.net wrote:

 What do you mean by upload mods? If _anyone_ can upload files to the
 server without having access to the machine itself, then there is
 nothing mod makers can do if someone can overwrite the files that their
 mods have.

 -ics

 2.3.2010 22:44, Steven Crothers kirjoitti:
  The answer isn't to stop people from being able to upload mods... the
 answer
  is for mod makers to make their mods secure.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of w4rezz
  Sent: Tuesday, March 02, 2010 3:14 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Eventscripts - Creating Windows Account
 
  Nothing new, Everybody can upload files to your server, becouse Valve
  dont wanna to use whitelist system, to allow only specific file
  extensions to be downloaded to only specific game directories.
 
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__ Information from ESET Smart Security, version of virus signature
database 4910 (20100302) __

The message was checked by ESET Smart Security.

http://www.eset.com


 

__ Information from ESET Smart Security, version of virus signature
database 4910 (20100302) __

The message was checked by ESET Smart Security.

http://www.eset.com
 


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Re: [hlds] Map name not showing up in browser?

2010-03-02 Thread Andrew Armstrong
Is it even running a map?

Type 'status' in the console and double check its supposedly online etc.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Wednesday, 3 March 2010 1:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Map name not showing up in browser?

My server isn't being delisted. The map just does not show up in the
browser, or anything else that queries the server.
Jonah Hirsch
---


On Tue, Mar 2, 2010 at 6:30 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 Im not able to see my servers in the server browser because they are being
 delisted.

 On Tue, Mar 2, 2010 at 5:23 PM, Jonah Hirsch crazydog...@gmail.com
 wrote:

  I'm not able to see the map name for my server via the server browser,
  HLSW,
  or anything. I've seen a few servers in the browser that show this too.
  Anyone know what causes that?
 
  Jonah Hirsch
  ---
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Re: [hlds] TF2 Long Map Change

2010-02-14 Thread Andrew Armstrong
We've experienced this with other source based games when we listed 'exec
banned.cfg' in our server config file, when the banned.cfg contained
hundreds of ban entries.

Remove this command from your server.cfg if its present, just execute it
once on the command line.

Regards,
Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Monday, 15 February 2010 8:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] TF2 Long Map Change

Anyone ever have problems with their TF2 server + on map change it takes
a long time.
I'm running the server off a rented box so my access is limited but when
I look at the server logs here is what I find:



L 02/14/2010 - 13:24:05: tv_relaypassword = 
L 02/14/2010 - 13:24:05: tv_password = 
L 02/14/2010 - 13:24:05: deathmatch = 1
L 02/14/2010 - 13:24:05: coop = 0
L 02/14/2010 - 13:24:05: sv_cheats = 0
L 02/14/2010 - 13:24:05: sv_pausable = 0
L 02/14/2010 - 13:24:05: sv_contact = 
L 02/14/2010 - 13:24:05: sv_voiceenable = 1
L 02/14/2010 - 13:24:05: tv_enable = 0
L 02/14/2010 - 13:24:05: server cvars end

L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615)
L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0
L 02/14/2010 - 13:25:45: server_cvar: sv_tags
Vanilla,hlstatsx,increased_maxplayers
L 02/14/2010 - 13:25:45: server_cvar: sv_tags
Vanilla,hlstatsx,increased_maxplayers
L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1


Note the times from when server cvars end and started map begins.
It was almost 1:33 delay for this map change.  Anyone have any ideas on
what could be causing this?

Thanks,
Chris

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Re: [hlds] TF2 Long Map Change

2010-02-14 Thread Andrew Armstrong
If you can, disable all plugins etc and see if anything speeds up.

Try a vanilla config file too.

Servers changing maps may be slow because its stuck reading from disk; but a
few minutes sounds excessive.

When we had 1000 entries in our banlists it only took an extra 30 seconds or
so to load the map.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Monday, 15 February 2010 12:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Long Map Change

Yeah I google searched and came across that what you describe.  
I don't load any banned ip's from a cfg so this won't be the issue, I
use sourcemod to manage my bans which, at the moment is empty.

I put a support call in and got a response back saying that it's a bug
on the server unfortunately huff.


-Python

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armstrong
Sent: Sunday, February 14, 2010 4:59 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Long Map Change

We've experienced this with other source based games when we listed
'exec
banned.cfg' in our server config file, when the banned.cfg contained
hundreds of ban entries.

Remove this command from your server.cfg if its present, just execute it
once on the command line.

Regards,
Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Monday, 15 February 2010 8:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] TF2 Long Map Change

Anyone ever have problems with their TF2 server + on map change it takes
a long time.
I'm running the server off a rented box so my access is limited but when
I look at the server logs here is what I find:



L 02/14/2010 - 13:24:05: tv_relaypassword = 
L 02/14/2010 - 13:24:05: tv_password = 
L 02/14/2010 - 13:24:05: deathmatch = 1
L 02/14/2010 - 13:24:05: coop = 0
L 02/14/2010 - 13:24:05: sv_cheats = 0
L 02/14/2010 - 13:24:05: sv_pausable = 0
L 02/14/2010 - 13:24:05: sv_contact = 
L 02/14/2010 - 13:24:05: sv_voiceenable = 1
L 02/14/2010 - 13:24:05: tv_enable = 0
L 02/14/2010 - 13:24:05: server cvars end

L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615)
L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0
L 02/14/2010 - 13:25:45: server_cvar: sv_tags
Vanilla,hlstatsx,increased_maxplayers
L 02/14/2010 - 13:25:45: server_cvar: sv_tags
Vanilla,hlstatsx,increased_maxplayers
L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1


Note the times from when server cvars end and started map begins.
It was almost 1:33 delay for this map change.  Anyone have any ideas on
what could be causing this?

Thanks,
Chris

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Re: [hlds] TF2 Long Map Change

2010-02-14 Thread Andrew Armstrong
Perhaps the server's disk is stuffed / too slow / overloaded (reading the
map from hard disk etc).

Maybe try somewhere else, I wouldn't accept its a bug in the server as a
reason (because it isnt).

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Monday, 15 February 2010 3:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Long Map Change

It varies, I'm running stock configs, with no sourcemod installed
(renamed addons dir) and fastest I've gotten was 13seconds and longest
is about 2mins.  It's extremely noticeable when going from a good
working server to mine.  Even the 13seconds until you start to see the
map loading on the client seems forever.

The guy said he is going to do a defrag on the hard drive... highly
doubt that will do anything but I'll wait and see.. and then probably
price out a server somewhere else I'm thinking now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Sunday, February 14, 2010 9:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Long Map Change

That's kind of an unacceptable response with how much you pay for AoW
servers.

How long are the mapchanges?

On Sun, Feb 14, 2010 at 6:59 PM, Chris Oryschak ch...@oryschak.com
wrote:

 Yeah I google searched and came across that what you describe.
 I don't load any banned ip's from a cfg so this won't be the issue, I
 use sourcemod to manage my bans which, at the moment is empty.

 I put a support call in and got a response back saying that it's a
bug
 on the server unfortunately huff.


 -Python

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Armstrong
 Sent: Sunday, February 14, 2010 4:59 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2 Long Map Change

 We've experienced this with other source based games when we listed
 'exec
 banned.cfg' in our server config file, when the banned.cfg contained
 hundreds of ban entries.

 Remove this command from your server.cfg if its present, just execute
it
 once on the command line.

 Regards,
 Andrew

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Oryschak
 Sent: Monday, 15 February 2010 8:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] TF2 Long Map Change

 Anyone ever have problems with their TF2 server + on map change it
takes
 a long time.
 I'm running the server off a rented box so my access is limited but
when
 I look at the server logs here is what I find:



 L 02/14/2010 - 13:24:05: tv_relaypassword = 
 L 02/14/2010 - 13:24:05: tv_password = 
 L 02/14/2010 - 13:24:05: deathmatch = 1
 L 02/14/2010 - 13:24:05: coop = 0
 L 02/14/2010 - 13:24:05: sv_cheats = 0
 L 02/14/2010 - 13:24:05: sv_pausable = 0
 L 02/14/2010 - 13:24:05: sv_contact = 
 L 02/14/2010 - 13:24:05: sv_voiceenable = 1
 L 02/14/2010 - 13:24:05: tv_enable = 0
 L 02/14/2010 - 13:24:05: server cvars end

 L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615)
 L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0
 L 02/14/2010 - 13:25:45: server_cvar: sv_tags
 Vanilla,hlstatsx,increased_maxplayers
 L 02/14/2010 - 13:25:45: server_cvar: sv_tags
 Vanilla,hlstatsx,increased_maxplayers
 L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1


 Note the times from when server cvars end and started map begins.
 It was almost 1:33 delay for this map change.  Anyone have any ideas
on
 what could be causing this?

 Thanks,
 Chris

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[hlds] Left 4 Dead 2 Update Released

2009-12-09 Thread Andrew Armstrong
Hey all,

 

Just an FYI there was a L4D2 update released a short while ago which appears
to have a server update too, I didn't see it announced:

 

http://store.steampowered.com/news/3217/

 

Left 4 Dead 2

* Changed rules for ghost placement in Scavenge Mode

* Player controlled Special Infected are no longer forced to un-crouch
and lock strafe when they crouch attack

* Spitter spit that damages players on a moving elevator will now fizzle
quickly

* Allow the survivor and infected to rotate the camera yaw while being
attacked by a Charger or Smoker

* Smoker that has dragged a survivor to the end now gets the same
cinematic flashlight as the Hunter and Charger

* Fixed a crash in physics

* Updated the Charger's hit boxes

* Updated the Jockey's hit boxes

* Updated the Spitter's hit boxes

* Fixed player health on being revived after a Charger slam over a high
ledge

* Fixed versus scores not resetting after a vote to change campaigns

* Fixed being able to use defibrillator on dead players who were far
above or below you

* Fixed pink glow on dead survivors

* Fixed being able to hold crouch while incapped to get better weapon
accuracy

* Fixed players pushing against some props causing them to accumulate
downward velocity and then take falling damage when they let go of the
forward key

* Fixed a case where an incapped survivor inside a rescue vehicle would
trigger both the escape sequence and a round restart

* Fixed the helping hand from getting stuck when extended

 

- Andrew

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Re: [hlds] Left 4 Dead Update Available

2009-11-09 Thread Andrew Armstrong
Awesome work L4D team, thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gulfy32
Sent: Tuesday, 10 November 2009 12:30 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

Awesome! 4v4 matchmaking!

On Mon, Nov 9, 2009 at 7:16 PM, Jason Ruymen
jas...@valvesoftware.comwrote:

 A required update for Left 4 Dead is now available.  Please run
 hldsupdatetool to receive.  The specific changes include:

 - Fixed a crash related to a Crash Course achievement
 - Fixed an issue were bots and computer controlled special infected were
 being reported via View Game Info
 - Added Team Versus 4 on 4 competitive matchmaking

 Linux:
 - Add warning if +map is not specified on the command line
 - Steam is located by searching .., . and $PATH
 - Added -steambin option to specify location steam, overrides search
 - Added -steamverify option to add -verify_all when updating with steam

 Jason


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Re: [hlds] Question about L4D2 Demo Slots

2009-10-28 Thread Andrew Armstrong
Are you sure it's not the bot players showing up ('Smoker', etc)? That
happens on L4D #1 too.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
syate...@cfl.rr.com
Sent: Thursday, 29 October 2009 2:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Question about L4D2 Demo Slots

I'm seeing the same thing. 
Sent via BlackBerry from T-Mobile

-Original Message-
From: Mike Vail mike_v...@boomgaming.net
Date: Wed, 28 Oct 2009 19:54:04 
To: 'Half-Life dedicated Win32 server mailing
list'hlds@list.valvesoftware.com
Subject: [hlds] Question about L4D2 Demo Slots

I have a working vanilla L4D2 demo server up and running on a Windows 2008
box. HLSW only sees it as a 4-slot server but as many as 6 can join and
play. When 7 or 8 try, the last 2 people appear to join for just a moment
then are immediately kicked off and it goes back to 6 players and then
eventually 4. Is this normal? Do bots show up in HLSW? Any ideas what, if
anything I need to do to make it fill all 8 slots correctly or are they only
suppose to be 4 slots?

Sorry guys, this is my first attempt at running L4D servers, I'm a CSS guy.
If this is too lame of a question, just delete this message.

Thanks for any help,
Mike Vail


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Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-27 Thread Andrew Armstrong
Anyone else not able to query a L4D2 demo server using the L4D1/TF2 query
protocols? Just an observation.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nathan Wong
Sent: Wednesday, 28 October 2009 2:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

Yes, you should create the server.cfg with a basic config.

Nathan

2009/10/28 Stephen Yates syate...@cfl.rr.com

  Mine seems to be running... although I cant see it in hlsw... but I cant
 find the server.cfg.  Do I have to create this?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of JäKë T
 Sent: Tuesday, October 27, 2009 10:48 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available


 Must be, seems everyone has this issue.
 I was wondering myself.



  From: drunkenf...@hotmail.com
  To: hlds@list.valvesoftware.com
  Date: Tue, 27 Oct 2009 19:41:18 -0700
  Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
  My servers are up, but not responding to A2S_INFO queries. Expected?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
  Sent: Tuesday, October 27, 2009 5:42 PM
  To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
  list'; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
  As you've already seen, the dedicated server files for the Left 4 Dead 2
  Demo are now available.  The game name is left4dead2_demo.  We're still
  doing some final checks for the client, but that should be going live
 soon.
 
  Jason
 
 
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 _
 Save up to 84% on Windows 7 until Jan 3—eligible CDN College  University
 students only. Hurry—buy it now for $39.99!
 http://go.microsoft.com/?linkid=9691635
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-- 
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Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-27 Thread Andrew Armstrong
Okay I just got it working for me; make sure you're not setting a 'password'
(oops) and also make sure 'status' says your running a map (+map on the
command line).

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings
Sent: Wednesday, 28 October 2009 2:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

Does not show in HLSW here, running on Windows.

Whatever server.cfg comes with it (haven't looked) and all manually set 
is rcon_password, log on, sv_logflush 1, and logaddress_add

Brian Farrell wrote:
 HLSW working just fine over here as well

 --
 Brian Farrell
 Velocity Servers Inc.
 Office: +1 (800) 518-9716 ext 102
 Mobile: +1 (716) 861-2235
 Fax: +1 (716) 335-9628
 - Original Message - 
 From: jimbomcb jimbo...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Tuesday, October 27, 2009 10:24 PM
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available


 It's all showing up fine for me in HLSW

 2009/10/28 Stephen Yates syate...@cfl.rr.com:
   
 Should I be able to see it at this point in HLSW? Added new server.cfg
and
 from TCADMIN it looks fine in Server Status and Information but it is not
 showing up in HLSW. Normal?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Tuesday, October 27, 2009 11:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

 My (Windows) servers seem to be responding normally to A2S_INFO, using
 server.cfg files copied straight over from L4D.

 However, I see a separate bug -- rcon commands (including stats, 
 status,

 and cvars) are accepted and can change the state of the server, but they
 only return the log line as a response, and not the appropriate 
 information.

 e.g, if I send rcon status, it responds only with something like:

 L 10/27/2009 - 23:07:38: rcon from xxx.xxx.xxx.xxx:x: command 
 status

 -John

 - Original Message -
 From: Tony Paloma drunkenf...@hotmail.com
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, October 27, 2009 7:41 PM
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available


 
 My servers are up, but not responding to A2S_INFO queries. Expected?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, October 27, 2009 5:42 PM
 To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
 list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

 As you've already seen, the dedicated server files for the Left 4 Dead 2
 Demo are now available. The game name is left4dead2_demo. We're still
 doing some final checks for the client, but that should be going live
 soon.

 Jason


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Re: [hlds] DoD:S issue

2009-09-15 Thread Andrew Armstrong
Are you able to view the console output of the server? That should help.

Perhaps your trying to load a map that does not exist, or you are missing a
necessary +ip argument to bind to a specific IP.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drew LaPour
Sent: Wednesday, 16 September 2009 7:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] DoD:S issue

Thats odd, you can always create a shortcut to the games exe with the
startup line that tcadmin shows to get further information. Kind of sounds
like the server isn't able to bind the ip address/port.

On Tue, Sep 15, 2009 at 3:50 PM, k e mfnt...@gmail.com wrote:

 Ok, I have a dedicated box and run several TF2 servers w/ no problem. I
 decided to install a DoD:s server because several of our community play
it.
 The provider I rent the box from has many games pre-loaded, so I just have
 to install it via TCAdmin.

 Anyway, I installed the DoD:S server and ran the steam update. Everything
 appears to be operational and updated, but... the server doesn't show up
 when you add the IP to favorites and trying to connect via console doesn't
 work. It just says it failed after 4 attempts.

 I asked my provider about this and I may have well asked my 7 year old.
 Anyone have any idea why no one can connect to it?

 The box is a Windows 2003 server. Not sure if more info about the box is
 needed

 Tuck
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Re: [hlds] Team Fortress 2 Update Coming

2009-09-15 Thread Andrew Armstrong
Nor would I. There is no interface setup to do the hooks SourceMod wants, so
they do it by hooking directly in to code (which changes when an update is
released).

Either live with it (and learn to wait for SM updates) or ditch SourceMod.

- Andrew 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Wednesday, 16 September 2009 8:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

To be honest VALVe don't give a shit if they modify a structure then  
don't tell people, they aren't obliged to do so. Frankly if I were  
VALVe I probably couldn't be bothered. The SM team figured it out in a  
matter of hours anyway, you just weren't using the SVN release.

Thanks,
- Saul.

On 15 Sep 2009, at 23:24, Michael Krasnow mnk...@mnkras.com wrote:

 uh ohh

 if you break Sourcemod again im goin to kill someone

 On Tue, Sep 15, 2009 at 6:17 PM, Saul Rennison saul.renni...@gmail.com 
 wrote:

 YIPPEE

 Thanks,
 - Saul.

 On 15 Sep 2009, at 23:13, Jason Ruymen jas...@valvesoftware.com  
 wrote:

 A required update for TF 2 is on the way.  It should be live within
 the hour.

 Jason

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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Relesed

2009-08-17 Thread Andrew Armstrong
Try updating again, we received the file after updating a while later.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Tuesday, 18 August 2009 1:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Relesed

I can't join any servers (as mentioned) because of particles\water_dx80.pcf

On Mon, Aug 17, 2009 at 9:55 PM, Violent
Crimesviolentcri...@convictgaming.com wrote:
 I updated my server works fine now for me.

 Anthal wrote:
 Clients got particles/water_dx80.pcf
 Servers did not.

 Anyone running sv_consistency 1 will need to turn it off, for now.

 Violent Crimes wrote:

 Steam did another update for TF2.

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Re: [hlds] Left 4 Dead Update Released

2009-07-16 Thread Andrew Armstrong
Nice changes, thanks l4d team!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, 17 July 2009 10:20 AM
To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Left 4 Dead Update Released

Left 4 Dead has been updated to include a lobby browser.  This is an
optional update.  The lobby browser (under Play Online) will show you a list
of optimal games available for you to join.  The browser pares down the
thousands of lobbies and games currently being played to show you the
best list of  games available to you.  This list includes official and
add-on campaigns, including add-on campaigns you have not yet installed,
making it a great way to discover them.   You can filter by difficulty,
official and/or add-on campaigns and by lobbies and/or games in progress.

The Play on Steam Group Server screen now displays which Steam group it's
searching while updating the list.

After calling a vote to change difficulty in game it is now correctly
updated in matchmaking. 
 
Add-on Campaigns:
- When downloading a new version of an add-on and installing it (by double
clicking the .VPK file), it will now correctly overwrite the pervious
version, even while Left 4 Dead is currently running.
- Addressed a crash when two mission files with the same name are installed.
- Steam Group Servers now will now correctly offer download links when
running add-on campaigns.  
 
Server:
- The server will now warn if the public or private tags exceed their
limits.  Public tags are limited to 63 characters.  Private tags used for
matchmaking are now limited to 1024 characters.  

SDK:
- The VPK tool can now handle campaigns larger than 500MB.
- You can now drop an add-on a VPK file onto the VPK tool to have it extract
it for you.
- Detail.vbsp and lights.rad have been added to the distribution.

Note that the Linux Steam objects have been renamed.  This shouldn't cause
any issues.

Jason


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Re: [hlds] Valve's secret update

2009-07-14 Thread Andrew Armstrong
You can just try updating your servers again; if they are already up to date
it won't do anything.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeremy Palmer
Sent: Wednesday, 15 July 2009 2:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Valve's secret update

so when did they do this, after what time? Do we need to re-update the
servers then?

On Tue, Jul 14, 2009 at 11:05 PM, k e mfnt...@gmail.com wrote:

 had to do 7 servers again...great

 On Tue, Jul 14, 2009 at 11:00 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  I wouldn't worry about the server rank. It's not like your servers were
 the
  only ones.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
  Sent: Tuesday, July 14, 2009 7:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Valve's secret update
 
  Must be great for the server rank.
 
  I just simply disabled consistency until the map changes... Hopefully it
  will see that the particle has been updated when it does change.
 
  On Tue, Jul 14, 2009 at 10:31 PM, Tony Paloma
  drunkenf...@hotmail.comwrote:
 
   They updated one of the particle files a short while ago after today's
   announced update and forgot to tell us server operators. Players were
   unable
   to enter my servers.
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Re: [hlds] L4D Custom Campaigns + Versioning Issue

2009-07-12 Thread Andrew Armstrong
I tried to play this map last night, initially I was kicked from the game
(while trying to join the server directly) with a 'String table differs'
error.

I deleted the copy of the map I had (from a short while ago - it was in vpk
format) and then installed the one the server suggested, and I got in fine -
I suspect the map author did not change the version number in the vpk file.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Monday, 13 July 2009 6:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Custom Campaigns + Versioning Issue

I've seen people who don't have the VPK, but have the maps get in the lobby.
I've seen people who don't have the VPK at all get in.
I've seen people who have an older version of the VPK get in.

On Sun, Jul 12, 2009 at 8:45 AM, Mike O'Laughlen
molaugh...@gmail.comwrote:

 I've finally had a chance to play the Death Aboard custom campaign. It's
an
 excellent offering, but ran into a few issues regarding the 6.0 and the
6.1
 releases (possibly other versions may have had the same issue described
 below).


http://www.l4dmods.com/index.php?option=com_joomloadsview=packageItemid=2;
packageId=156

 In Death Aboard, the author of a campaign (Diputs) has released a few
 different versions of the campaign with different names for the VPK
 (e.g.dthbrd61.vpk vs dthbrd6.vpk). Each VPK includes an updated campaign
 name which includes the version number (Death Aboard 6.1).

 Just from observing my friends, users with both versions installed are
able
 to click the Join button to enter the lobby, but the lobby system somehow
 gets confused and boots them.  Once my friends removed the old version of
 the campaign then everything worked as expected.

 Anyone else encounter this issue?
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-- 
Jonah Hirsch
---
Sent from my BlackBerry
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Re: [hlds] Timeout On Mapchange

2009-07-12 Thread Andrew Armstrong
The plugin requires sourcemod, which seems to really stuff up the servers
(weird SI spawn locations that are out of bounds, multiple AI hunters
running around, etc - just stupid problems that make the game unplayable).

Could Valve *please* look at and acknowledge this problem in a reply to this
email thread? TF2 already corrected this issue, it was due to the gameplay
stats being synchronously uploaded during map change to Valve HQ (which may
sometimes take too long).

The problem has been raised numerous times (months ago) and now it's being
raised again, but nothing ever happens, which is out of the ordinary.

Thanks,
- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
shorec...@comcast.net
Sent: Tuesday, 7 July 2009 9:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Timeout On Mapchange

His plugin comes with a version for L4D. I haven't had the timeout issue in
quite a while but I still installed it just in case. 

- Original Message - 
From: Alec Sanger eclyp...@hotmail.com 
To: hlds@list.valvesoftware.com 
Sent: Tuesday, July 7, 2009 6:36:04 AM GMT -05:00 US/Canada Eastern 
Subject: Re: [hlds] Timeout On Mapchange 


I'm almost positive that he said it *SHOULD* work for L4D. I was having
timeout issues until I installed it on my servers. Seems to be working for
me. 
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Re: [hlds] Timeout On Mapchange

2009-07-07 Thread Andrew Armstrong
Yeah its frustrating.

This is the thread I was referring to earlier,
https://forums.alliedmods.net/showthread.php?t=85395page=4

Neph posted towards the end of that thread saying the bug was fixed, perhaps
it was only for TF2.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
Sent: Tuesday, 7 July 2009 6:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Timeout On Mapchange

Can anyone else confirm that Neph said his plugin does *not* work for 
L4D?  I think there is no solution for this issue.

Not sure why we can't get an ETA from valve on this, it is a critical 
issue based on how many people complain.


Tony Paloma wrote:
 He posted that it was fixed for TF2, which it is. Probably still necessary
for L4D.

 
   
 From: and...@mammoth.com.au
 To: hlds@list.valvesoftware.com
 Date: Mon, 6 Jul 2009 09:01:26 +1000
 Subject: Re: [hlds] Timeout On Mapchange

 Agreed.

 Neph had a plugin to skip the stats upload during map change (the
supposed
 cause to the timeout problem), but he posted on his forum that it was no
 longer necessary a while ago because Valve had fixed the problem, however
I
 don't believe that to be the case.

 I was playing in the last few days and I experienced a 'reconnecting to
 server...' message during map change - thankfully it reconnected in time
 however before the reconnect counter hit zero.

 This problem is *definitely NOT fixed*. Zoid (or anyone from the Valve
 team?) are you able to double check this problem is actually fixed, as
 myself and others do not believe it is at all.

 Thanks

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C
 Sent: Monday, 6 July 2009 8:30 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Timeout On Mapchange

 We've also been seeing this issue for months. We run over 100 servers,
 all stock standard. They run on a cross section of win2k3 and win2k8
 servers.

 Rob C.

 Midnight wrote:
 
 Can someone from Valve respond to this? Has been a problem for months
 on end.



 Chris Brunelle wrote:
   
 I've been having timeout issues as well. I've also used Neph's plugin
 
 but
 
 that hasn't stopped them for me. Windows server.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
 Sent: Sunday, July 05, 2009 12:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Timeout On Mapchange

 A lot of our players are still complaining of timeouts when changing
 maps on L4D. Anyone else seeing this? We run about 30 servers, so this
 is rather annoying to say the least.

 Some have a stock game, others have SourceMod + Cevo ReadyUp mod
 installed. The bugfix included in SourceMod a while back didn't seem to
 do anything.

 We also tried Neph's plugin, which doesn't seem to work for L4D. (Never
 got a conclusive answer on if it should or shouldn't work so we gave it
 a shot).

 Servers are running Windows.

 Thanks,

 Noel

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Re: [hlds] Darkest Hour Server Update Released

2009-06-19 Thread Andrew Armstrong
Even when running normal RO servers? There's only
\redorchestra\System\steam_appid.txt, not
\redorchestra\DarkestHour\System\steam_appid.txt

Thanks,
Andrew

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

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

Regards,

John Gibson
President
Tripwire Interactive LLC

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

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

2009-05-04 Thread Andrew Armstrong
Possibly a bad RAM stick in your server, you should run a memory test.

Memory leaks don't cause these errors, they would just end up consuming 100%
of your RAM and end up throwing an 'out of memory' error.

If it was an invalid pointer being accessed it would be an access violation
error instead.

- Andrew 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Surplus Power
Admin
Sent: Tuesday, 5 May 2009 2:23 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Referenced Memory

Lately, like in the past two days, it seems my 4 person (close friends 
only) arena server can't go for a half hour without getting some error 
message of this nature:


The instruction at 0x01091328 referenced memory at 0x0c1701b8. The 
memory could not be read. Click on OK to terminate the program

Anyone know what that means, or what I can do to fix it? Best I can 
figure is that its a leak... but w/ the engine or a plugin or what?

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Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-24 Thread Andrew Armstrong
Does anyone know whether this issue was resolved in the DLC release?

Thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong
Sent: Sunday, 19 April 2009 4:52 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead: Map timeout issue?

Ah great, thanks for that - so it's a known issue.

I may just wait and see if the 21st update happens to fix the problem :) 

Cheers

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Sunday, 19 April 2009 4:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead: Map timeout issue?

It's a similar issue to the TF2 problem. Install this plugin and it should
fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

I've had 0 timeouts on my L4D servers since having this installed for the
past couple months.



On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong
and...@mammoth.com.auwrote:

 Hi everyone,



 I read a while back that TF2 had a timeout on map change bug, where
players
 would be dropped from the server with a 'Timeout' message, which was later
 fixed (According to the Steam website, early March 09).



 We've noticed several times some of our Left 4 Dead servers will drop all
 players due to a 'Timeout' (after reading the server console) during the
 map
 change. Players get the 'Lost connection to server, reconnecting.' message
 with a countdown timer of 30 seconds.



 Most of the time the servers are fine and have no issues.



 The actual server does not crash, and you can reconnect to it later, which
 reminded me of the problem experienced by TF2 servers where it uploaded
 game
 stats during map change.



 Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
 know anything about this problem?



 Cheers,

 Andrew



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Re: [hlds] Team Fortress 2 Update Coming

2009-04-20 Thread Andrew Armstrong
Some of these replies come off as a bit rude.

Thanks for the heads up as always Jason.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Tuesday, 21 April 2009 10:12 AM
To: 'Half-Life dedicated Win32 server mailing list'
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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[hlds] Left 4 Dead: Map timeout issue?

2009-04-19 Thread Andrew Armstrong
Hi everyone,

 

I read a while back that TF2 had a timeout on map change bug, where players
would be dropped from the server with a 'Timeout' message, which was later
fixed (According to the Steam website, early March 09).

 

We've noticed several times some of our Left 4 Dead servers will drop all
players due to a 'Timeout' (after reading the server console) during the map
change. Players get the 'Lost connection to server, reconnecting.' message
with a countdown timer of 30 seconds.

 

Most of the time the servers are fine and have no issues.

 

The actual server does not crash, and you can reconnect to it later, which
reminded me of the problem experienced by TF2 servers where it uploaded game
stats during map change.

 

Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
know anything about this problem?

 

Cheers,

Andrew

 

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Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-19 Thread Andrew Armstrong
Ah great, thanks for that - so it's a known issue.

I may just wait and see if the 21st update happens to fix the problem :) 

Cheers

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Sunday, 19 April 2009 4:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead: Map timeout issue?

It's a similar issue to the TF2 problem. Install this plugin and it should
fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

I've had 0 timeouts on my L4D servers since having this installed for the
past couple months.



On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong
and...@mammoth.com.auwrote:

 Hi everyone,



 I read a while back that TF2 had a timeout on map change bug, where
players
 would be dropped from the server with a 'Timeout' message, which was later
 fixed (According to the Steam website, early March 09).



 We've noticed several times some of our Left 4 Dead servers will drop all
 players due to a 'Timeout' (after reading the server console) during the
 map
 change. Players get the 'Lost connection to server, reconnecting.' message
 with a countdown timer of 30 seconds.



 Most of the time the servers are fine and have no issues.



 The actual server does not crash, and you can reconnect to it later, which
 reminded me of the problem experienced by TF2 servers where it uploaded
 game
 stats during map change.



 Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
 know anything about this problem?



 Cheers,

 Andrew



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Re: [hlds] Best/Worst of running game servers

2009-04-16 Thread Andrew Armstrong
You will find that many providers that run hundreds of game servers (for
free) often have a 'code of conduct' that is written out and enforced by
teams of game admins (just regular players, but have formally been recruited
and joined the admin team).

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Friday, 17 April 2009 12:30 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Best/Worst of running game servers

Those who agree with your ideals are not always proper for administrative
positions, and those who are proper for administrative positions don't
always agree with your ideals. Unfortunately, it's quite difficult to get a
balance of someone who shares a similar vision as to how things should be
done and also knows how to properly deal with hard calls.

-Jeff


On Thu, Apr 16, 2009 at 7:11 PM, Alex chewy_s...@hotmail.com wrote:

 That about sums up how i feel about the clan im in. I want to try and
 keep it professional yet i get these people who do everything in a
 joking manner.

 Arg! wrote:
  Its hard to find good people to moderate game servers. Especially ones
 who
  agree with your 'vision', for want of a better word, of what you want to
  achieve from a community.
 
  On Fri, Apr 17, 2009 at 1:11 AM, Nightbox alexandrualexa...@gmail.com
 wrote:
 
 
  There are 80% noobs in public servers.
 
  2009/4/16 Bruce Potter gd...@shmoo.com
 
 
  [posted this to the linux list a few days ago.  figured I'd post it
  here too.  Apologize for the x-post]
 
  Howdy all,
  I'm giving a talk at a conference this weekend on game servers.
  Basically focusing on the technology behind them, how to secure them
  (both from cheaters/griefers and from actual dedicated attackers),
  the  culture around running servers, and whatever else I have time to
  cover.
 
  http://www.notacon.org/speakers.html#Potter
 
  has more info on it.
 
  Anyhoo, I was wondering if any of the folks on this list had any best
  of/worst of stories, quotes, or feelings they'd like to share. If so,
  feel free to send me details off list... cuz I'd hate to negatively
  impact the signal to noise ratio on this list ;)
 
  I also hope to be doing a deeper dive into the security aspect of
  game  servers at the Blackhat conference in Vegas later this year,
  FYI, in  case folks are interested.
 
  thanks
 
  bruce
 
 
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 signature database 4014 (20090416) __
 
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Re: [hlds] net_splitpacket_maxrate

2009-04-03 Thread Andrew Armstrong
If you have a quad core machine, and hlds/srcds is single threaded (which I
believe it is), then you're just about reaching your 25% maximum CPU usage
(100% of one core) for that server.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Danny Heinrichs
Sent: Friday, 3 April 2009 1:55 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] net_splitpacket_maxrate

We, too, have tried this on our 32 but are still experiencing choke around
the 50's, sometimes more. We have tweaked all the settings we can think of,
including raising net_splitpacket_maxrate but still the problem prevails.
The cpu usage is normal around 20%.

Help?

On Thu, Apr 2, 2009 at 6:05 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 I'm resurrecting this email in the case that folks are still experiencing
 lag/choke on servers (like me).  I'm hoping that Valve will continue
 improving the player experience regarding (what I assume to be
 mis-configured) servers due to the semi-recent update at the end of
 January.

 I've tried the various settings if/when I have control over them from the
 following article, but they have no affect:

 http://developer.valvesoftware.com/wiki/TF2_Network_Graph

 Since the patch I've avoided sniping for the most part, but now that I
know
 the next class update involves the sniper...

 Here's Tony's post regarding choke/net_splitpacket_maxrate:

 I was experimenting with net_splitpacket_maxrate and it seems it has a
 definite
  noticeable effect. Assuming your server's CPU can handle the extra load
  required by splitting an extra amount of large packets and compressing
 this,
  I would recommend setting this to the same as your sv_maxrate (unless
 your
  maxrate is zero, in which case you should set it to a real high value).



 Look at these pictures:

 http://www.sourceop.com/
 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
  randomimages/net_splitpacket_
 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/
  maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/

 http://www.sourceop.com/randomimages/net_splitpacket_maxrate/Because of
  the constant stream of large amounts of incoming data, every packet in
 the
  screenshots is part of a fragmented set. The CVar limits the rate of
 these
  packets specifically and defaults to only 15000. This is a problem
 because
  when there is large amounts of action, it is common for update packets
to
 be
  split because of their large size. If most of the update packets need to
 be
  split, your rate will suddenly be dropped to around 15,000.



 I see no drawback to increasing the value of this CVar other than
  the increased CPU load your server might get since it will be splitting
  and compressing more outgoing packets.



 Hope this helps,



 Tony
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Re: [hlds] l4d sv_alltalk convar

2009-03-24 Thread Andrew Armstrong
I havent been following this convo, but I noticed that when you are dead as
a survivor, you can see infected team chat.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast
Sent: Wednesday, 25 March 2009 3:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] l4d sv_alltalk convar

Here's what I've noticed on mine:

If I don't specify sv_alltalk in the startup config, it's already set
to 1.  In VS mode, survivors cannot hear infected, and vice versa.  If
I issue a 0, nothing changes.  If I send sv_alltalk 1 (while it's
already reporting as 1), then it works as you expect, all survivors
can talk to all infected, all the time...

I don't know why this is how, how it works like that, whatver... but
we run alltalk on our l4d servers, so I just run sv_alltalk 1 in a
startup config now, players can then disable using !votealltalk

On Sun, Mar 22, 2009 at 6:43 PM, gulfy32 gulf...@gmail.com wrote:
 I've noticed as well if you set sv_alltalk 0 then it changes the tags to
 alltalk.

 On Sun, Mar 22, 2009 at 3:44 PM, Robert Whelan mrrjwhe...@yahoo.com
wrote:

 After chatting with a few people I think there maybe a bug with
sv_alltalk.
 I run several l4d servers and a few had asked me if I could turn off
alltalk
 as it makes versus harder as everyone can obviously hear each other. The
 problem is I didn't enable alltalk, it appears to defalt to sv_alltalk
=
 1 on Win2k3.

 This is what the console echos without calling sv_alltalk in any cfg:-

 15:42:46 sv_alltalk = 1
           game notify
           - Players can hear all other players' voice communication, no
 team restrictions

 Now if I set sv_alltalk 0 in the server.cfg the console echos:-

 15:19:20 sv_alltalk = 0 ( def. 1 )
           game notify
           - Players can hear all other players' voice communication, no
 team restrictions


 Also, when I set sv_alltalk 0 sv_tags populates with alltalk which to
 me would state alltalk is enabled? Isn't that ass backwards?

 example: sv_alltalk 0 -

 15:19:33 sv_tags
 15:19:33 sv_tags = alltalk,*grp:x, ( def.  )

 Thx for listening... :p



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[hlds] TF2 Blog Post: Server Scoring

2009-03-12 Thread Andrew Armstrong
Check out http://teamfortress.com/

 

One of the things we've been thinking about for a while now is how to
improve the player experience around finding a server to play on

 

.

 

After kicking around some proposals, we came up with a simple system built
around the theory that player time on a server is a useful metric for how
happy the player is with that server.

 

The very worst servers attract a large number of connections, mostly
because they're lying in ways that make them look like a very attractive
server at all times.

 

Our first step in improving this part of the player experience has been to
delist all the really bad servers. The master server will simply stop giving
these to you when you fire up the serverbrowser. After that, we're going to
keep improving our ability to measure this kind of problem.

 

This sounds very cool, and I look forward to see what Valve can come up with
in using these stats.

 

-  Andrew

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Re: [hlds] symlink multiple servers

2009-03-09 Thread Andrew Armstrong
You don't actually need to use any of this - You can run multiple servers
out of the same install already.

The only real gotcha is that addons are auto-loaded when each server starts,
so you need to explicitly unload them if you want them disabled, which
doesn't always work.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
Sent: Monday, 9 March 2009 4:51 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] symlink multiple servers

Yes but they are more limited.  I think it doesn't support it on folders 
the way you might expect, ie. it is more like an alias and not a symlink 
like you might think about it in linux.

Ook wrote:
 Does XP/2003/2000 have symlink equivalents? Never actually tried it under 
 Winbloze.

 - Original Message - 
 From: Midnight mido...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Sunday, March 08, 2009 9:23 PM
 Subject: Re: [hlds] symlink multiple servers


   
 Vista has much better symlink support.  I haven't tried it for game
 servers myself.  Would be nice if TCAdmin will support this in version 
 2.0.

 Ook wrote:
 
 Good point. I once ran an OP4 server from a network share. The server
was 
 an
 old PIII/800 box with an old 5400rpm 20GB Maxtor. It ran fine. At least
 there was no noticable lag due to file i/o. I assumed that file i/o
would
 not be steller running it across the network like that. I watched 
 bandwidth,
 and it never really used that much.

 A better reason to symlink some of your directories might to be if you 
 have
 multiple servers using same map set and you don't want multiple copies
of
 your maps and resources. It would be nice if we could do this with 
 Windows.
 Hmm...anyone old enough to remember the old DOS append command? And all 
 the
 trouble it caused? Yeah,yeah - not quite the same as using a symbolic 
 link.

 - Original Message - 
 From: Ian Watts iwatt...@hotmail.com
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Sunday, March 08, 2009 8:55 PM
 Subject: Re: [hlds] symlink multiple servers



   
 I won't point out the finer detail of this being a Win32 server mailing
 list... oops.. :P  Google windows junctions to get info on how to use
 junction points.

 You have found where you would need to link the shared content.
Because
 you
 would want cfg and addons separated (yes, I suppose you could pass an 
 exec
 for custom autoexec.. but come on..), it means you would want, then, to
 link
 the other folders at that level (materials, models, maps.. etc).

 However, compared to many other things to look at, I don't believe you
 would
 gain all too much.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Thursday, March 05, 2009 2:55 PM

 Having multiple servers accessing the same files would actually be 
 faster.
 The files will be in the cache, reducing reads to the hard drive. The 
 disk
 i/o block scheduler may or may not be faster depending on what else is
 being

 read. If more then one process tries to read the same sector such that
 both
 requests go into the same head scan, then it will come out faster, but
 that
 probably isn't too likely. I would count on the cache to increase
 performance, but not the i/o scheduler.


 - Original Message - 
 From: Arg! chillic...@gmail.com
 Sent: Thursday, March 05, 2009 2:29 PM


 
 im a bit of a linux noob, but wouldnt there be some potential latency
 involved with multiple server accessing the same files?

 i wonder if this would work with windows junction points as well :P

 On Fri, Mar 6, 2009 at 5:09 AM, f0rkz h...@f0rkznet.net wrote:


   
 You could share the source shared content as a single symlink point.
 Getting any deeper into sharing content may get tricky, but its
 possible.

 For instance, you set up something like /home/serverfiles/hl2
 You could then symlink that in your server's directory..
 /home/myuser/mygameserver/
 ln -s /home/serverfiles/hl2 /home/myuser/mygameserver/hl2

 Further than that may get messy...

 On Mar 5, 2009, at 1:04 PM, Chris Oryschak wrote:


 
 Currently i'm running multiple TF2 servers each from their own
 installation directory and have heard of people symlink'ing all the
 additional servers to one installation folder.  This would probably
 clean up data along with making server updates much easier across
 all servers in one shot.

 Anyone here setup the additional servers via symlink?

 If so how did you go about doing it so that /addons and /cfg folders
 arn't shared?

 I'm curious to hear everyones opinion on this.

   
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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Is your server VAC secured though Matt? Type 'status' and see if it says its
secure/insecure.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
Sent: Thursday, 5 March 2009 9:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP
port / bind errors

Everytime I start our server it always says:

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
Service

It never seems to affect anything, and numerous research attempts on google
have left me with nothing to try. I can say though, that the server will run
despite that error. :-)

-Matt

On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote:

 As far as I remember you should be using '-ip' rather than '+ip'
 Also, did you try -ip 0.0.0.0 ?

 2009/3/5 Andrew Armstrong and...@mammoth.com.au

  The server only has one IP, and that's the public one. I tried starting
 it
  without +ip as well, but the same error occurred.
 
  - Andrew
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
  Sent: Thursday, 5 March 2009 11:46 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any
hltv
  IP
  port / bind errors
 
  Are you using any sort of NAT? Make sure you're bindg to the local IP
  and not the external IP.
 
  Any sort of improper -ip setting will cause all sorts of everything to
  fail to bind to ports.
 
  - Neph
 
  On 03/04/2009 04:23 PM, Robert C wrote:
   We've continued having this problem even when running only a single
   instance on a host.
  
   Another strange observation is that L4D servers run fine on the same
   hosts, but have a similar error displayed in the console:
  
   cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection
  
   Chad Austin wrote:
  
   I think I had the same issue, and it went away after I left more room
   inbetween the ports for each gameserver, an I did not use anything in
   the 2702x range.
  
   I know its not a good solution, but its worth a try.
  
   Andrew Armstrong wrote:
  
  
   Hi,
  
  
  
   We are experiencing some problems trying to run a few Team Fortress
2
   servers on a new Windows Server 2008 64bit machine.
  
  
  
   While the server attempts to start, the following error messages
 appear
  in
   the server console:
  
  
  
   --
  
   WARNING: NNET_OpenSocket: bind: WSAEINVAL
  
   other log lines
  
   steamservice.cpp (275) : Assertion Failed: Failed to start
in-process
  Steam
   Service
  
   CreateBoundSocket: ::bind returned Win32 error 10022
  
   cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection
  
   --
  
  
  
   We also receive the following error at times:
  
  
  
   --
  
   A dialog box appears with an OK button saying: Couldn't allocate
any
  hltv
   IP port
  
   --
  
  
  
   I know someone is going to suggest the tv_port variable, and so we
  tried
   setting that to a unique, free port. This removes the Couldn't
  allocate
  any
   hltv IP port error. We have had hltv support disabled though the
  entire
   time.
  
  
  
   However, the server still boots up with the WARNING: NN_NET.. Log
  lines as
   above, and the server remains insecure:  1.0.4.9/14 3755 insecure
  (secure
   mode enabled, disconnected from Steam 3)
  
  
  
   Please note we run the exact same server configuration on Windows
 2003
  32bit
   without any problems.
  
  
  
   Is this a known issue at Valve (a quick google indicates a few other
  people
   have the same problem), or is there a fix available?
  
  
  
   Thanks,
  
   Andrew
  
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 archives,
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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Hi Matt, Olly,

I tried both +ip (address) and -ip (address), they both had the same result.

I tried +ip 0.0.0.0 and had the same result.

Interestingly this morning the server boots up, and I see the Failed to
start in-process Steam service message still, but a status report says:

version : 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from
Steam 3)

So supposedly the server is secure - but its not, because I checked via the
Steam server list (Also note the 'disconnected from Steam 3' bit).

Compare that to another 32bit server that just says: version : 1.0.4.9/14
3755 secure (and is working fine).

Does anyone else have any ideas?

Cheers,
Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
Sent: Friday, 6 March 2009 5:48 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP
port / bind errors

Yep, it shows it as being secure.

-Matt

On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong
and...@mammoth.com.auwrote:

 Is your server VAC secured though Matt? Type 'status' and see if it says
 its
 secure/insecure.

 - Andrew

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
 Sent: Thursday, 5 March 2009 9:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv
 IP
 port / bind errors

 Everytime I start our server it always says:

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process
Steam
 Service

 It never seems to affect anything, and numerous research attempts on
google
 have left me with nothing to try. I can say though, that the server will
 run
 despite that error. :-)

 -Matt

 On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote:

  As far as I remember you should be using '-ip' rather than '+ip'
  Also, did you try -ip 0.0.0.0 ?
 
  2009/3/5 Andrew Armstrong and...@mammoth.com.au
 
   The server only has one IP, and that's the public one. I tried
starting
  it
   without +ip as well, but the same error occurred.
  
   - Andrew
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
   Sent: Thursday, 5 March 2009 11:46 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any
 hltv
   IP
   port / bind errors
  
   Are you using any sort of NAT? Make sure you're bindg to the local IP
   and not the external IP.
  
   Any sort of improper -ip setting will cause all sorts of everything to
   fail to bind to ports.
  
   - Neph
  
   On 03/04/2009 04:23 PM, Robert C wrote:
We've continued having this problem even when running only a single
instance on a host.
   
Another strange observation is that L4D servers run fine on the same
hosts, but have a similar error displayed in the console:
   
cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection
   
Chad Austin wrote:
   
I think I had the same issue, and it went away after I left more
 room
inbetween the ports for each gameserver, an I did not use anything
 in
the 2702x range.
   
I know its not a good solution, but its worth a try.
   
Andrew Armstrong wrote:
   
   
Hi,
   
   
   
We are experiencing some problems trying to run a few Team
Fortress
 2
servers on a new Windows Server 2008 64bit machine.
   
   
   
While the server attempts to start, the following error messages
  appear
   in
the server console:
   
   
   
--
   
WARNING: NNET_OpenSocket: bind: WSAEINVAL
   
other log lines
   
steamservice.cpp (275) : Assertion Failed: Failed to start
 in-process
   Steam
Service
   
CreateBoundSocket: ::bind returned Win32 error 10022
   
cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection
   
--
   
   
   
We also receive the following error at times:
   
   
   
--
   
A dialog box appears with an OK button saying: Couldn't allocate
 any
   hltv
IP port
   
--
   
   
   
I know someone is going to suggest the tv_port variable, and so we
   tried
setting that to a unique, free port. This removes the Couldn't
   allocate
   any
hltv IP port error. We have had hltv support disabled though the
   entire
time.
   
   
   
However, the server still boots up with the WARNING: NN_NET..
Log
   lines as
above, and the server remains insecure:  1.0.4.9/14 3755
 insecure
   (secure
mode enabled, disconnected from Steam 3)
   
   
   
Please note we run the exact same server configuration on Windows
  2003
   32bit
without any problems.
   
   
   
Is this a known issue at Valve (a quick google indicates a few
 other
   people
have the same problem

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Andrew Armstrong
Thanks for the heads up Jason

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, 6 March 2009 9:34 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Coming

A required update for Team Fortress 2 will be released later today,
hopefully within the next hour or two.

Jason

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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Okay, so ive been looking in to this issue further.

Here are some thoughts:

According to http://msdn.microsoft.com/en-us/library/ms740532(VS.85).aspx
under Windows Vista/Win2K8, setsockopt() will fail with WSAEINVAL (instead
of WSAENOPROTOOPT) when the option is not supported - which is the case with
every version of Windows.

1) Valve (if you're reading this) is it possible that you gracefully ignore
the WSAENOPROTOOPT for Windows, but don't do the same for WSAEINVAL when
calling this function with unsupported flags?

2) KB article http://support.microsoft.com/kb/946886 suggests a similar
error can occur when When there is a third-party legacy TDI filter driver
installed on a computer that is running Windows Server 2008 or Windows
Vista, the system receives error code WSAEADDRINUSE (10048) when the system
tries to bind the socket for the first time. When the system tries to bind
the socket for the second time, it receives error code WSAEINVAL (10022)..

This does not appear to be the case with us (we do not have a third-party
legacy TDI driver). So we can rule this out I think.

3) The KB article at http://support.microsoft.com/kb/819124 suggests the
error code can be raised when:
* An invalid argument (for example, an argument that specified an invalid
level) was supplied to the setsockopt (Wsapiref_94aa.asp) function.
- Which is possibly what is happening as per Point #1

* Sometimes, it also refers to the current state of the sockets, for
example, calling accept (Wsapiref_13aq.asp) on a socket that is not
listening.
- If this was a problem, surely this would be occurring on Windows Server
2003 (and XP, etc) as well, but its not - so I think I can rule this out.

This leads me to believe that the problem described in Point #1 is the most
likely cause, otherwise I have no idea.

Cheers,
Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
Sent: Friday, 6 March 2009 9:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP
port / bind errors


h what could it be!?

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



 From: and...@mammoth.com.au
 To: hlds@list.valvesoftware.com
 Date: Fri, 6 Mar 2009 09:35:45 +1100
 Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv
IP  port / bind errors
 
 Hi Matt, Olly,
 
 I tried both +ip (address) and -ip (address), they both had the same
result.
 
 I tried +ip 0.0.0.0 and had the same result.
 
 Interestingly this morning the server boots up, and I see the Failed to
 start in-process Steam service message still, but a status report says:
 
 version : 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from
 Steam 3)
 
 So supposedly the server is secure - but its not, because I checked via
the
 Steam server list (Also note the 'disconnected from Steam 3' bit).
 
 Compare that to another 32bit server that just says: version : 1.0.4.9/14
 3755 secure (and is working fine).
 
 Does anyone else have any ideas?
 
 Cheers,
 Andrew
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
 Sent: Friday, 6 March 2009 5:48 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv
IP
 port / bind errors
 
 Yep, it shows it as being secure.
 
 -Matt
 
 On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong
 and...@mammoth.com.auwrote:
 
  Is your server VAC secured though Matt? Type 'status' and see if it says
  its
  secure/insecure.
 
  - Andrew
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
  Sent: Thursday, 5 March 2009 9:19 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any
hltv
  IP
  port / bind errors
 
  Everytime I start our server it always says:
 
  steamservice.cpp (275) : Assertion Failed: Failed to start in-process
 Steam
  Service
 
  It never seems to affect anything, and numerous research attempts on
 google
  have left me with nothing to try. I can say though, that the server will
  run
  despite that error. :-)
 
  -Matt
 
  On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote:
 
   As far as I remember you should be using '-ip' rather than '+ip'
   Also, did you try -ip 0.0.0.0 ?
  
   2009/3/5 Andrew Armstrong and...@mammoth.com.au
  
The server only has one IP, and that's the public one. I tried
 starting
   it
without +ip as well, but the same error occurred.
   
- Andrew
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin
Zey
Sent: Thursday, 5 March 2009 11:46 AM
To: Half-Life dedicated Win32 server mailing list

[hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Andrew Armstrong
Hi,

 

We are experiencing some problems trying to run a few Team Fortress 2
servers on a new Windows Server 2008 64bit machine.

 

While the server attempts to start, the following error messages appear in
the server console:

 

--

WARNING: NNET_OpenSocket: bind: WSAEINVAL

other log lines

steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
Service

CreateBoundSocket: ::bind returned Win32 error 10022

cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

--

 

We also receive the following error at times:

 

--

A dialog box appears with an OK button saying: Couldn't allocate any hltv
IP port

--

 

I know someone is going to suggest the tv_port variable, and so we tried
setting that to a unique, free port. This removes the Couldn't allocate any
hltv IP port error. We have had hltv support disabled though the entire
time.

 

However, the server still boots up with the WARNING: NN_NET.. Log lines as
above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
mode enabled, disconnected from Steam 3)

 

Please note we run the exact same server configuration on Windows 2003 32bit
without any problems.

 

Is this a known issue at Valve (a quick google indicates a few other people
have the same problem), or is there a fix available?

 

Thanks,

Andrew

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Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-04 Thread Andrew Armstrong
The server only has one IP, and that's the public one. I tried starting it
without +ip as well, but the same error occurred.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Thursday, 5 March 2009 11:46 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP
port / bind errors

Are you using any sort of NAT? Make sure you're bindg to the local IP 
and not the external IP.

Any sort of improper -ip setting will cause all sorts of everything to 
fail to bind to ports.

- Neph

On 03/04/2009 04:23 PM, Robert C wrote:
 We've continued having this problem even when running only a single
 instance on a host.

 Another strange observation is that L4D servers run fine on the same
 hosts, but have a similar error displayed in the console:

 cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection

 Chad Austin wrote:

 I think I had the same issue, and it went away after I left more room
 inbetween the ports for each gameserver, an I did not use anything in
 the 2702x range.

 I know its not a good solution, but its worth a try.

 Andrew Armstrong wrote:

  
 Hi,



 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.



 While the server attempts to start, the following error messages appear
in
 the server console:



 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process
Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --



 We also receive the following error at times:



 --

 A dialog box appears with an OK button saying: Couldn't allocate any
hltv
 IP port

 --



 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate
any
 hltv IP port error. We have had hltv support disabled though the entire
 time.



 However, the server still boots up with the WARNING: NN_NET.. Log
lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure
(secure
 mode enabled, disconnected from Steam 3)



 Please note we run the exact same server configuration on Windows 2003
32bit
 without any problems.



 Is this a known issue at Valve (a quick google indicates a few other
people
 have the same problem), or is there a fix available?



 Thanks,

 Andrew

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Re: [hlds] [OT] TF2 Announcer Blog Post

2009-02-18 Thread Andrew Armstrong
No scout update for a few :) 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
Sent: Thursday, 19 February 2009 1:06 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] [OT] TF2 Announcer Blog Post

Wow, that is priceless. It seems valve gets a little headroom and they
flaunt it. I wonder if they will post stats of how many people actually lost
their unlocks for a month. As I'm typing this I'm wondering how valve knew
if someone performed the exploit or not, given it was performed on private
servers.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, February 18, 2009 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [OT] TF2 Announcer Blog Post

Seconding this.


On Wed, 2009-02-18 at 17:38 -0800, Nephyrin Zey wrote:
 http://teamfortress.com/post.php?id=2262
 
 I *require* a recording of the actual announcer reading that post out
loud.
 
 - Neph
 
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Re: [hlds] Update coming for SteamID change

2009-02-17 Thread Andrew Armstrong
This update was just released.

Updates to the Orange Box Engine have been released. The updates will be
applied automatically when your Steam client is restarted. The specific
changes include:

Orange Box Engine

* Updated the engine to report SteamIDs using the Steam_0 format instead
of Steam_1
* Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods
running the current Orange Box engine
* Reverted the change that capped rate at 3

http://store.steampowered.com/news/

Thanks Valve!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Major NuT
Sent: Wednesday, 18 February 2009 6:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Update coming for SteamID change

It's not April 1st is it?  O_o

(no, I still haven't done my taxes)

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com





   We're hoping to have a fix for the SteamID change live within about an
   hour.  This will be an optional update.

   Jason

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Could someone please clarify what exactly has changed in the STEAM ID
format, and whether this affects existing banned.cfg entries for STEAM IDs?

Thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
Sent: Tuesday, 17 February 2009 1:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

  This is from the Steam Update Page.
 
  /Sticky bombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
  Ultimately reduces damage done by sticky bombs to enemies 512 units
  from the Demoman/
 
  So, which is it. Pipes or stickies? o_O
 
  Jason Ruymen wrote:
   A required update for Team Fortress 2, along with an optional update
 for
  Day of Defeat: Source has been released.  Please run hldsupdatetool to
  receive the update.  The specific changes include:
  
   - Pipebombs now get a reduced close range damage ramp up (like Rocket
  Launcher  Syringe Gun)
   - Ultimately reduces damage done by pipebombs to enemies 512
  units from the Demoman
   - Moved the unlockable system over to the new item backend:
   - Added a warning dialog to the loadout screen telling clients
  when the server they're on could not get their loadout
   - Made tf_damage_disablespread a replicated convar, so clients can
 see
  the value of it on the server they're connected to
   - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 to
  better explain its function now that stalemate is optional
   - Protected several more commands from client exploitation
   - Fixed muzzle flashes  shell ejections still playing when viewmodels
  are hidden
   - Server tags can now be used to include or exclude servers from the
 list
  
   Jason
  
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Thanks, I just did a comparison between my Id in Left 4 Dead and a Half-Life
1 game.

It went from STEAM_0 to STEAM_1 as well.

1) Does this mean we should treat these two Ids as the same (what is the 0/1
for?)
2) Why would the prefix be different?

The Source SDK says that value is either the Univerise or Account type; not
sure why it would change.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
Sent: Tuesday, 17 February 2009 1:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I will demonstrate with my own ultra 1337 steamid:
STEAM_0:1:1133750 -- STEAM_1:1:1133750

Andrew Armstrong wrote:
 Could someone please clarify what exactly has changed in the STEAM ID
 format, and whether this affects existing banned.cfg entries for STEAM
IDs?

 Thanks!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
 Sent: Tuesday, 17 February 2009 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 Probably to make the L4D IDs match with TF2?

 On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

   
 You have to change all of the STEAM_0's to STEAM_1's.

 That's all.

 But still, what's the purpose of the change in the first place.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
 Sent: Monday, February 16, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

  Does this mean our ban lists are all completely useless because the
steam
 id
 format has changed?


 On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com
 wrote:

 
 This is from the Steam Update Page.

 /Sticky bombs now get a reduced close range damage ramp up (like Rocket
 Launcher  Syringe Gun)
 Ultimately reduces damage done by sticky bombs to enemies 512 units
 from the Demoman/

 So, which is it. Pipes or stickies? o_O

 Jason Ruymen wrote:
   
 A required update for Team Fortress 2, along with an optional update
 
 for
 
 Day of Defeat: Source has been released.  Please run hldsupdatetool to
 receive the update.  The specific changes include:
   
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
 
 Launcher  Syringe Gun)
   
 - Ultimately reduces damage done by pipebombs to enemies 512
 
 units from the Demoman
   
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients
 
 when the server they're on could not get their loadout
   
 - Made tf_damage_disablespread a replicated convar, so clients can
 
 see
 
 the value of it on the server they're connected to
   
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
 
 to
 
 better explain its function now that stalemate is optional
   
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels
 
 are hidden
   
 - Server tags can now be used to include or exclude servers from the
 
 list
 
 Jason

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[hlds] Valve: Plans to migrate all Steam IDs to the new format?

2009-02-16 Thread Andrew Armstrong
Hi,

 

I just wanted to ask whether there were plans to migrate the IDs to the new
format for all existing games (such as CS/Hl1 based games and their mods)?

 

Any info would be appreciated; myself and others no doubt store these IDs
for some reason or another and it would be good to know whether we will need
to make changes to such systems to view IDs with STEAM_0 and STEAM_1 as the
same or not.

 

If you are planning/close to migrating your older games to the new format as
well, it would be good to know so we can just wait for the update instead.

 

Cheers,

Andrew

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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Andrew Armstrong
It was definitely there before, strange.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: Tuesday, 10 February 2009 11:56 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

That quote doesn't appear anywhere on that webpage.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
 Sent: 09 February 2009 21:35
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists
 
 
 https://support.steampowered.com/kb_article.php?ref=9427-OPFH-2819
 
 Please note the following (located at the bottom of the page)
 
 The following lists have been discontinued as of February 20th, 2009:
 Click here for the archives of the Windows Dedicated Server Mailing
 List.Click here for the archives of the Linux Dedicated Server Mailing
 List.
  For active discussion regarding Dedicated Servers, please visit the
 forums.
 
 
 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945
 
 
 
  From: mr.neosty...@gmail.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 9 Feb 2009 16:32:09 -0500
  Subject: Re: [hlds] Important notice regarding the HLDS mailing lists
 
  I call shenanians
 
 
  Neil Voutt
  http://www.neilvoutt.com
  Sent from my iPhone
 
  On 9-Feb-09, at 4:24 PM, Evan Kaufman evan.kauf...@gmail.com wrote:
 
   Ditto, since that's really THE most useful thing about this list.
  
   On Mon, Feb 9, 2009 at 3:19 PM, Mike Stiehm mikesti...@gmail.com
   wrote:
  
   I would also like to know this
  
  
   On Feb 9, 2009, at 3:02 PM, Alec Sanger eclyp...@hotmail.com
 wrote:
  
  
   Well, Burton. What about receiving notification of updates?
 Please
   tell me we will still be able to receive these via email.
  
   Thank you,
   Alec Sanger
   P: 248.941.3813
   F: 313.286.8945
  
  
  
  
  
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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Andrew Armstrong
I think forums have an advantage over a mailing list (having been on this
list for many years) in that newcomers can find answers to questions already
answered, and other handy reference material can be kept around for others
to read.

One of the main benefits I found from being on this list however that was it
is easy to interact with, given that I'm on email every day, I can quickly
chime in to a conversation if I have something useful to offer.

I already post on the Steam forums, find them easy and quick to use and load
relatively quickly in my experience, and that's from Australia.

Another benefit of the mailing list was the dedicated server update
notifications which are always very handy (the time between an update being
posted and our servers then being updated is usually only ten minutes) -
from what I read though the hlds_announce@ list (which just contained server
announcements) would have been kept around, which is great.

I have also noticed Valve team members slowly drift away from this list, but
that may be because there is a bit more noise (in the good sense) and the
attention previously needed is no longer that necessary, as there are many
people here who already reply with helpful answers.

One thought I had regarding the forums was their separation; currently there
are four forums (Windows/Linux srcds/hlds), when we currently have two
mailing lists (hlds, hlds_linux).

I'm not sure what would be best, but perhaps two forums may help consolidate
the knowledge (the hlds/srcds forum would handle 90% of the support
problems), with the linux forum handling linux-specific issues?

Cheers,
Andrew
- Plasma

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
Sent: Tuesday, 10 February 2009 12:42 PM
To: 'hlds@list.valvesoftware.com'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

Given the feedback received from the list, we are holding off migrating the
mailing lists to the forums.

The intent of migrating to the forums was to leverage the benefits and
features of the forums to further strengthen the community, giving us a
central spot to gather feedback. The forum software is continually being
updated by vBulletin and is flexible enough to also allow us to add our own
features.

To address a couple of specific concerns about the forums:

- Membership - We can keep the membership in the DS forums private so that
random forum users cannot post.
- Moderation - We can assign moderators for specific forums. Moderators
would be volunteers from the current mailing list participants.
- Forum server performance - We have upgraded the system that runs the
forums and we do not experience the lag we were experiencing in the past
- The forums are accessible to more people than the mailing list.

 We want to make things better, not worse.  We appreciate any further
feedback you have to offer.


-Original Message-
From: Burton Johnsey
Date: Mon, Feb 9, 2009 at 12:38 PM
Subject: Important notice regarding the HLDS mailing lists
To:
hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com,
Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com,
hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com


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] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Andrew Armstrong
Unlessthere was a usergroup on the forums devoted to Server Admins...in
which, a Valve employee could send an email to that usergroup so that
everyone gets a no-reply email informing us of the update. I just thought
of that. Might be a good idea.

This already exists, its hlds_announce@ - See
http://list.valvesoftware.com/mailman/listinfo/hlds_announce

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aaron Rapp
Sent: Tuesday, 10 February 2009 12:56 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

Thanks for the reply Burton. This is good news to hear. These are my
thoughts:

- Membership--yes...I do like the membership idea. I think it's most of our
fears that this list gets thrown in with all of the forum trollers that are
out there. 
- Moderation--Also yesIf we keep this list, I would like to see more
moderation, if possible. But...if the move to forums must be made, the
proper moderation will keep things on point and helpful to all of us. 
- Forum Server Performance--I have seen an improvement to the forums and can
understand why you would want to take advantage of that. 
- I think the main idea behind the mailing list (at least for me) was the
ability to get an email when Valve posted on it. We used to get heads up's
when a update was incoming. To be able to get this on my blackberry and
inform my staff to get readywell, that was very very useful in keeping a
busy set of servers. Having forumsit will be more difficult.

Unlessthere was a usergroup on the forums devoted to Server Admins...in
which, a Valve employee could send an email to that usergroup so that
everyone gets a no-reply email informing us of the update. I just thought
of that. Might be a good idea. 

Either wayI love Valve games and love running servers, so I'll go where
you guys go. 

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
Sent: Monday, February 09, 2009 5:42 PM
To: 'hlds@list.valvesoftware.com'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

Given the feedback received from the list, we are holding off migrating the
mailing lists to the forums.

The intent of migrating to the forums was to leverage the benefits and
features of the forums to further strengthen the community, giving us a
central spot to gather feedback. The forum software is continually being
updated by vBulletin and is flexible enough to also allow us to add our own
features.

To address a couple of specific concerns about the forums:

- Membership - We can keep the membership in the DS forums private so that
random forum users cannot post.
- Moderation - We can assign moderators for specific forums. Moderators
would be volunteers from the current mailing list participants.
- Forum server performance - We have upgraded the system that runs the
forums and we do not experience the lag we were experiencing in the past
- The forums are accessible to more people than the mailing list.

 We want to make things better, not worse.  We appreciate any further
feedback you have to offer.


-Original Message-
From: Burton Johnsey
Date: Mon, Feb 9, 2009 at 12:38 PM
Subject: Important notice regarding the HLDS mailing lists
To:
hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com,
Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com,
hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com


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] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Andrew Armstrong
I think the forum system could work well if it is moderated appropriately.

The main concern with this discussion seems to be that a lot of noise will
be generated from letting 'everyone' in to the forum.

If someone wants to know how to setup a server; why not let them in and find
out how to do so?

The concern about it becoming too noisy or having the forum filled with
simple questions that could have been answered had the person read a
stickied FAQ could be avoided/reduced through good moderation and helpful
posters I think.

- Plasma

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, 10 February 2009 5:05 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

This is the biggest problem I have with the forums. Too many people on the
forums are trying to find out how to get srcds working or why
hldsupdatetool.exe doesn't work in Linux or how to get mani mod working.
This list is way beyond that and you hardly ever see that sort of thing
here. Finding the valuable information on this list would be difficult in
the forums because of all the sifting that would need to be done.

Also, I like this list because everyone at Valve subscribed to it has to do
something with the emails (delete/read/set up rules to filter out bad
threads) whereas in the forums there is no guarantee someone at Valve even
saw my OMG VALVE READ NOW: TIMEOUTS ON MAP CHANGE thread.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
Sent: Monday, February 09, 2009 8:08 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

This list is one of the few resources admins have to combat the problems and
exploits srcds servers attract. If you take this away then  we are reduced
to 50 clicks of navigation around countless webpages filled with How do I
install a dedicated server. Here there is no logins, no issues of mods
deleting our posts and everyone gets a fair word. Please valve, don't take
away our mailing list. I strongly dislike forums, logging in just for a
quick reply gets very old, opening my inbox to find what I need is just what
we all need, hence our reason for being here.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
Sent: Monday, February 09, 2009 7:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

I love the fact that I can get updates from the list via email. It  
looks like a lot of admins use blackbarrys or iPhones and the ability  
to use that to interact with the list is crucial.

Another nice thing about this list is that it's made up of mostly  
mature server admins and not a lot of the general public so as bad as  
it gets we don't have to deal with to many non-stop B.S. sessions.

A section where you have to be a member would be a great idea. Now we  
would just need some way to qualify someone that wants to join



On Feb 9, 2009, at 7:41 PM, Burton Johnsey bur...@valvesoftware.com  
wrote:

 Given the feedback received from the list, we are holding off  
 migrating the mailing lists to the forums.

 The intent of migrating to the forums was to leverage the benefits  
 and features of the forums to further strengthen the community,  
 giving us a central spot to gather feedback. The forum software is  
 continually being updated by vBulletin and is flexible enough to  
 also allow us to add our own features.

 To address a couple of specific concerns about the forums:

 - Membership - We can keep the membership in the DS forums private  
 so that random forum users cannot post.
 - Moderation - We can assign moderators for specific forums.  
 Moderators would be volunteers from the current mailing list  
 participants.
 - Forum server performance - We have upgraded the system that runs  
 the forums and we do not experience the lag we were experiencing in  
 the past
 - The forums are accessible to more people than the mailing list.

 We want to make things better, not worse.  We appreciate any further  
 feedback you have to offer.


 -Original Message-
 From: Burton Johnsey
 Date: Mon, Feb 9, 2009 at 12:38 PM
 Subject: Important notice regarding the HLDS mailing lists
 To:
hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com 
 , Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
 mailto:hlds@list.valvesoftware.com,
hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com 
 


 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 

Re: [hlds] SourceBans typo will ban nearly every Valve employee :(

2009-02-02 Thread Andrew Armstrong
One option is to normalize the data before you add it to the database in a
format that's easier to work with.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, 3 February 2009 2:50 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] SourceBans typo will ban nearly every Valve employee :(

Oh, right, I see what you mean. You need REGEXP for the [0-9].

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 02, 2009 7:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SourceBans typo will ban nearly every Valve employee :(

Yes, thank Left 4 Dead for changing the way auth/SteamIDs work.

On Mon, 2009-02-02 at 19:43 -0800, Tony Paloma wrote:
 Hah. That's awesome. This is one of the reasons I only use my own plugins.
 
 Is the REGEXP really necessary? Can't you just change it to = ?
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
 Sent: Monday, February 02, 2009 7:39 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] SourceBans typo will ban nearly every Valve employee :(
 
 So here i am perusing my logs when i see
 
 L 02/02/2009 - 20:25:28: EricS114STEAM_0:1:10 disconnected
 (reason You have been banned by this server, check
 http://www.doublezen.net/ for more info)
 
 wait, what?
 
 No ban matches that steamID. So i dig into the SourceBans module, and find
 this:
 
 SELECT bid FROM %s_bans WHERE ((type = 0 AND authid REGEXP
 'STEAM_[0-9]:%s') OR (type = 1 AND ip = '%s')) AND (length = '0' OR
 ends  UNIX_TIMESTAMP()) AND RemoveType IS NULL
 
 What that means, is if 1234 is banned, so is 123, 12, and 1. Since
 Valve has a lot of really short steam IDs, this means that any sizable
 database will return matches against them.
 
 To fix this, if you run SourceBans, change line 774 to:
 
 SELECT bid FROM %s_bans WHERE ((type = 0 AND authid REGEXP
 '^STEAM_[0-9]:%s$') OR (type = 1 AND ip = '%s')) AND (length = '0' OR
 ends  UNIX_TIMESTAMP()) AND RemoveType IS NULL
 
 IE add that nice ^ and $ there, so it only matches complete IDs.
 Recompile sourcebans.sp and install.
 
 I would like to apologize to EricS and invite him to play on the Nemu
 servers whenever he damn well pleases!
 
 - Neph
 
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Re: [hlds] Left 4 Dead Server Quality Control

2009-01-19 Thread Andrew Armstrong
I thought the CPU Load (%) icon (like ping) in some games was always pretty
neat.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Tuesday, 20 January 2009 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Server Quality Control

CONOSLE: Warning: You are playing on a Single-Core server. Expect Lag

Lollz

A rating system or something for servers maybe, but your whole
idealized no-single-core (srcds is largely single threaded...) 2gig
ram having thing sounds pretty snobby and ineffective at the same
time.

I run three lag free 32x TF2 servers on a 2.4GHz quad core with 4gigs
of ram, and some old pentium 4 could run a single lag free L4D server
pretty well. Network and configuration are usually vastly more
important.

I agree that on games with a server browser you can find and return to
fun lag free servers, while outside of steam group servers l4d just
throws you in there.

One idea would be pushing steam group servers a lot more, IE have a
'hosted by' drop down that lets you pick steam groups, including ones
you're not in but have played on before (assuming theirs arn't
exclusive) or some such.

On Mon, Jan 19, 2009 at 3:17 PM, Jake E jackac...@gmail.com wrote:
 HI,

 My Friends and I usually team up on campaign servers, and usually it takes
 10-15 minutes to find a good dedicated server. The first one may lag, the
 second one may shut down, and the third one may lag also. I was just
 wondering if we could have a form of server selecting or warning- i.e.,
 Valve adds something that says CONOSLE: Warning: You are playing on a
 Single-Core server. Expect Lag when you join or maybe you could see the
 specs of the dedicated server you are about to join. Like the lobby leader
 sees 2.4 GHz Quad, 4000MB Ram. Accept? [YES] [NO] Alternatively, there
 could be something like HLDSupdatetool checks your specs and says Please
 upgrade your system to have at least a __._GHz Dual Core Processor before
 running left4dead. I know it's a long shot, but I think the Left 4 Dead
 community deserves to play on lag-free servers.

 Well also if you guys could do me a favor, we are putting up a CS:Source
 server and are thinking of just buying a dedicated server for our
CS:Source.
 GMOD, and L4D, I know that the CPU usage of L4D is comparable to a 26 slot
 TF2 server, how good a box do you think we would need for all three
servers?

 Thanks,
 Jake
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[hlds] Left 4 Dead Update Possibly This Week

2009-01-12 Thread Andrew Armstrong
Hi,

 

Just passing on something I noticed on the Steam forums, apparently there
should be an updated patch for L4D this week.

 

.the patch should be out this week.

 

Source: http://forums.steampowered.com/forums/showthread.php?t=784064

 

Cheers,

Andrew

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Re: [hlds] Steam browser protocol

2009-01-05 Thread Andrew Armstrong
I think the only way you can join a Steam group is via the web interface at
steamcommunity.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
mu...@anbservers.net
Sent: Tuesday, 6 January 2009 9:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Steam browser protocol

http://developer.valvesoftware.com/wiki/Steam_browser_protocol#Connect_proto
col

I was looking for a steam://command  that would allow me to have a link to

join a steam community group.  However I can not seem to find one and there 
is not one listed in the SDK.

Is there one?

Thank you 


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Re: [hlds] L4D feature request / tweak

2009-01-03 Thread Andrew Armstrong
That's one of many problems with the lobby setup at the moment (steam group
servers don't show up at all or only a handful do, dedicated servers aren't
found even though there are many free, etc) - lots of things need work :( 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dan Maksim
Sent: Saturday, 3 January 2009 4:58 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] L4D feature request / tweak


When using the Join game in progress menu option is selected, I frequently
find that I get dropped back to the main menu with a Server is Full error.
I frequently find myself having to re-click Join game in progress 2 or 3
times before successfully joining a game.
 
Can this option be tweaked such that it automatically re-tries if it fails?
_
Send e-mail faster without improving your typing skills.
http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_12
2008
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[hlds] Left4Dead: Noticable Lobby Issues

2008-12-14 Thread Andrew Armstrong
Hi,

 

I just wanted to re-enforce a few outstanding issues that myself and a few
others have experienced with regards to trying to play a game of Left4Dead.

 

I want to keep this short and sweet. These problems are experienced in-game,
and are caused by backend/server issues I assume.

 

1)   I am apart of a Steam group that has 50+ servers. I only see around
12-40 of those servers listed in 'Steam group servers' view, it varies from
time to time. The choice of servers shown appears arbitrary.

2)   When I do see a server I like (game mode, player count), I attempt
to connect to it but just get 'Connection to server lost'. This appears to
happen very frequently. Trying to join the server again from the menu does
not matter, it still fails.

3)   It would be fantastic to be able to choose a preference for a
'Steam group server' that a game starts on from within the lobby creation
screen.

 

Cheers,

Andrew

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Re: [hlds] Steam Community URLs and XML

2008-11-24 Thread Andrew Armstrong
You may want to post this on the Steam Community Discussion forum - a few of
the steam community web devs read that site, you're probably more likely to
get a bit of help from there instead of this (server oriented) list.

Cheers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton
Sent: Monday, 24 November 2008 11:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam Community URLs and XML

Ah right ok :) I see - so your handling the headers  data directly.

So long as Valve stick to the standard protocol you should be able to
recognise the 302 response and do the second GET - but tweak it to make sure
that the xml-1 parameter makes it back to9o.

i'd highly advise using a pre-built library that handles all the response
codes - so nothing can break in future :)

Thomas Morton

++ No problem should ever have to be solved twice ++


2008/11/24 David Kellaway [EMAIL PROTECTED]

 Regarding these points:

 Ronny Schedel wrote:

 It's not working like you may think. If you access the page with 64bit
 userid and a user friendly name is set, the webserver respond only a code
 different from 202 with the new location (don't remember the code, it's
301
 or something). You don't receive any content. Your Internet browser just
 handle this redirected page and display it. Even if Valve would pass all
GET
 parameters to the redirected page, the webserver would still respond with
 the redirected page without content in the first step.


 I'm aware that this is how it works (and I already do it this way as a
 workaround), but the behaviour on Valve's end should be consistent. If I
 request a profile's XML feed based on their 64-bit ID, I should get that
 profile's XML feed, not *either* what I requested *or* a redirect to the
 wrong place.

 An example (might have some typos):

 1. You: GET /profiles/123456789/?xml=1
 2. Webserver: 301 Location: http://steamcommunity.com/id/nicename
 3. You: GET /id/nicename?xml=1
 4. Webserver: 202 Content-Length: .

 This is a rough overview what happens, experienced web programmers should
 understand what happens.

 You suggest Valve should add the xml-parameter in step 2, but this does
 not change the behaviour. You don't get any content in step 2, you have
to
 handle it by yourself.


 While you're right there's no actual data coming back in step 2, the URL
 sent back in its place is still wrong, and if they ever change how this
 redirect works and I'm manipulating that URL based on assumptions about
the
 current system, my program could break. This is more of a problem with how
I
 set up my application (in C#.NET), because if it was just serving the
 profile's XML feed without any redirecting, I could just have an
XmlDocument
 load up the feed (the .NET XmlDocument object supports loading a document
 from a URI) and immediately start using the data - instead I'm left to do
a
 lot of unnecessary network coding just to make sure I'm getting the right
 document.

 -Dave

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Re: [hlds] Steam Community URLs and XML

2008-11-24 Thread Andrew Armstrong
6 or 7 times more code to handle a redirect? I think you're doing something
wrong.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton
Sent: Monday, 24 November 2008 11:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam Community URLs and XML

2. They can install new servers to handle the higher load. Some load
 balancing strategies depend on different server names, so you have to take
 care again of 300 reponse codes.



I'm pretty sure Valve already have more than one server, considering their
user base is in the millions. Besides, a HTTP redirect *should point to the
right place*. That's my whole point here. Dropping the ?xml=1 from the URL
as it does now is bad practice because it makes data requested from the
community website wildly inconsistent - the same URL could change from
serving an XML feed to a HTML page containing different data, with no
warning, if a user changes one preference within Steam.

I've worked with Valve products long enough to know that I should expect to
deal with this kind of stuff, but it's a particularly bad example because it
requires that I have six or seven times the amount of code just to retrieve
a profile page.

You shouldnt have to worry about 300 codes. Firstly they should work in the
same way (so long as valve get the response header right) as 302's (even if
the behaviour is theoretically wrong) and also having multiple servers wont
result in a 300 code (as you say they already will have these - but behind
the scenes in a cloud form [I imagine]) because that isn't what it is for ;)

Tom
++ No problem should ever have to be solved twice ++


2008/11/24 David Kellaway [EMAIL PROTECTED]

 Ronny Schedel wrote:

 This is what you would like to get, but this is not how the Internet
works
 and can work. You should be aware of how the Internet works. Imagine your
 application gets very popular and the webserver requests increases very
 high, Valve have two options which can hurt your application:

 1. They can block or limit the access, so you have to take care if they
 send you 400's or 500's if the server is overloaded.


 My application already handles this by showing an error message saying the
 community is unavailable. 4**/5** errors are something I *should* have to
 deal with.

  2. They can install new servers to handle the higher load. Some load
 balancing strategies depend on different server names, so you have to
take
 care again of 300 reponse codes.



 I'm pretty sure Valve already have more than one server, considering their
 user base is in the millions. Besides, a HTTP redirect *should point to
the
 right place*. That's my whole point here. Dropping the ?xml=1 from the URL
 as it does now is bad practice because it makes data requested from the
 community website wildly inconsistent - the same URL could change from
 serving an XML feed to a HTML page containing different data, with no
 warning, if a user changes one preference within Steam.

 I've worked with Valve products long enough to know that I should expect
to
 deal with this kind of stuff, but it's a particularly bad example because
it
 requires that I have six or seven times the amount of code just to
retrieve
 a profile page.

 -Dave

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[hlds] Bug Report: Matchmaking Lobby is not finding servers, even when servers are available

2008-11-18 Thread Andrew Armstrong
Hi,

 

I'm sure this is problem has probably been identified, but if not, here's a
quick recap.

 

Last night I went and 'Played with friends on Steam Group server' and hosted
a lobby.

 

When the lobby was full, I went to launch the game. The 'searching for
dedicated server' screen appeared numerous times after I clicked 'start
game' and 'Cancel' to a listen server prompt.

 

So after searching for at least 10x, no server was found. Sv_search_key was
blank.

 

There were definitely empty servers; because I was looking at 3+ server
consoles that were 'hibernating' and had no players on them. These three
servers were configured exactly the same as 40+ other servers that did have
players on them.

 

So there is definitely some sort of problem with locating a server to play
on.

 

One other issue, is that it is really hard for some reason to 'create a
lobby', that option is hidden inside a few menus instead of being next to
'search for a lobby'.

 

- Andrew

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Re: [hlds] Steam community group features

2008-11-14 Thread Andrew Armstrong
Sv_steamgroup is found in the server, not the client.

Visit your Steam Group admin page (the Settings tab) on steam community, and
you will see an 'ID' field. This is what you set for sv_steamgroup on your
server/s.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fabian Baur
Sent: Saturday, 15 November 2008 2:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam community group features

Hello!

Where can i find the sv_steamgroup please?
I cant see any change to our group and i cant see the sv_steamgroup value
anywhere?
(updated the steamclient and looked at the online version)

Thanks in advance!
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Re: [hlds] Steam community group features

2008-11-14 Thread Andrew Armstrong
I think I'm seeing this too.

I'm a member of a steam group, and it has 28 servers associated with it.

Most servers are either full, or have 3/4 players on them.

Yet I do not see any servers/games listed when I go 'play on a steam group
server'.

I double checked via the server console that sv_steamgroup was set for
servers, and it was.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fyren
Sent: Saturday, 15 November 2008 2:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam community group features

On Fri, Nov 14, 2008 at 21:55, DontWannaName!
[EMAIL PROTECTED] wrote:
 Mine isnt working either. It found the Eventscripts one only for a second
but not on the list, it showed on the bottom near the friends info of the
main menu before disappearing.

Same for me.  I set sv_steamgroup and sv_steamgroup_exclusive 1.  If I
let it sit at the main menu, eventually it pops up saying there's one
group server and shows the group name/icon, but clicking on that does
the same thing as clicking play campaign - play on a Steam group
server.  The list shown there is always empty; it periodically says
searching and then no games found.  If I click create lobby while
there, it gives me the same menu that you get if you do play campaign
- play online.  I tried clicking find a lobby there anyway, but it
plopped me into someone else's lobby as expected.  So I don't see any
way to start a game on the server I tied to the group.  If I start a
lobby through play with friends and start a game, it doesn't give me
my server.

-Fyren

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Re: [hlds] Steam community group features

2008-11-14 Thread Andrew Armstrong
Just another quick (bug?) report, if you click 'Create Lobby' from the 'Play
on Steam Group Server' screen, it goes to a find lobby screen instead of one
with the 'create lobby' button.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Saturday, 15 November 2008 12:54 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] Steam community group features

Ok, we're getting ready to ship the first round of the group features we've
been working on this week.

There is a new cvar called sv_steamgroup, which takes the Steam group number
(which is now visible on the group's administrative page). The server will
still be part of matchmaking, but users that are in that group will be able
to browse directly to it from the main menu. Also, if this value is set,
there will be a button near the message of the day that allows users to go
directly to that group's page. This allows them to join that group if they
like, and then be able to browse back to it in the future.

There is another convar in there called sv_steamgroup_exclusive, which isn't
completely implemented yet. The goal if it will be to make a server only
joinable by users within that group, but there are some edge cases where
matchmaking could still potentially put users on there.  People are welcome
to play around with it for now, and we should have it fully implemented in
the next few days or so.

Hopefully this addresses some of the concerns server admins have brought up.

Erik
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Re: [hlds] Steam community group features

2008-11-14 Thread Andrew Armstrong
Are you aware of any problems with this group feature not working right?

I just tried to look again for servers in a group I am in.

Someone else reported the same problem: If I waited 30 seconds or so at the
main menu, I eventually see servers scrolling by for 'Steam group servers',
but this takes a while, as they do not appear immediately like friends
playing on servers does.

However when I click on them to go to the 'find games' screen, there are
never any results for games to join, Ive tried waiting at this screen for
several minutes too.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Saturday, 15 November 2008 3:33 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam community group features

It will work in most cases, just not all yet. We'd like people to test
it though.




On Nov 14, 2008, at 7:51 PM, Kitteny Berk [EMAIL PROTECTED] wrote:

 They said it's not completely implemented, which to me reads like test
 it, it might explode something amusingly.

 Was mostly just mentioning it doesn't work, and given the password
 doesn't appear to work quite right, We could be stuck without private
 servers, which is A Bad ThingT

 msleeper wrote:
 They said that the sv_steamgroup_exclusive is not functioning yet.

 On Sat, 2008-11-15 at 03:41 +, Kitteny Berk wrote:

 Also seems that sv_steamgroup_exclusive 1 doesn't work at all, the 2
 servers I tried removing the password on filled immediately.

 sv_password  seems to be buggered too (though it could be
 openserverbrowser related),  my remaining passworded server will
 let me
 connect from the server browser, puts me into a lobby that lasts
 about 3
 seconds,  loads a map and crashes my client.

 Andrew Armstrong wrote:

 Just another quick (bug?) report, if you click 'Create Lobby'
 from the 'Play
 on Steam Group Server' screen, it goes to a find lobby screen
 instead of one
 with the 'create lobby' button.

 - Andrew

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik
 Johnson
 Sent: Saturday, 15 November 2008 12:54 PM
 To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
 Subject: [hlds] Steam community group features

 Ok, we're getting ready to ship the first round of the group
 features we've
 been working on this week.

 There is a new cvar called sv_steamgroup, which takes the Steam
 group number
 (which is now visible on the group's administrative page). The
 server will
 still be part of matchmaking, but users that are in that group
 will be able
 to browse directly to it from the main menu. Also, if this value
 is set,
 there will be a button near the message of the day that allows
 users to go
 directly to that group's page. This allows them to join that
 group if they
 like, and then be able to browse back to it in the future.

 There is another convar in there called sv_steamgroup_exclusive,
 which isn't
 completely implemented yet. The goal if it will be to make a
 server only
 joinable by users within that group, but there are some edge
 cases where
 matchmaking could still potentially put users on there.  People
 are welcome
 to play around with it for now, and we should have it fully
 implemented in
 the next few days or so.

 Hopefully this addresses some of the concerns server admins have
 brought up.

 Erik
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Re: [hlds] Status

2008-11-10 Thread Andrew Armstrong
That sounds great.

A feature I think that would be neat would be to have two other options on
the GUI where appropriate:
* Join Group Chat Room
* View Group Profile

This may help bring group members a bit closer together by allowing them to
quickly chat with one another and then join a game together.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Tuesday, 11 November 2008 6:09 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Status

First off, thanks to everyone for running servers for the demo. We knew
going into the release that we were going to need to figure out some ways to
make it worth it for server administrators, and now we have a ton of
feedback to work with.

Right now we're looking at ways that server administrators can both build a
community around their game server (by subscribing to matchmaking) as well
as service their group of regulars that play on their server. Hooking game
servers into Steam Community is going to be our first step, and we're
working on that now.

There is a key difference between Left 4 Dead and games like Counter-Strike
and Team Fortress in terms of matchmaking that we wanted to solve, and
didn't think the server browser could accomplish. In CS and TF2, you can
have 2 or 3 players leave in the middle of a game, have their slots filled
by new people, and everyone else's experience doesn't completely suffer.
When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
were worried that the server browser model wasn't the right one for this
game. In hindsight, there are a number of cases where the server browser
does a better job than the new matchmaking system does, so it is highly
likely that we'll be adding it back in soon. It isn't trivially easy to turn
back on, but there is overlap between it and the Steam Community work we'd
like to do.

Right now we're working toward getting that release out within a week or so.

There are a number of Valve employees reading all of the posts on this list,
and while we can't reply to every question that comes across, the
discussions here are ones we reference commonly when talking about what to
do next internally.

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[hlds] Browser issues and sv_search_key

2008-11-08 Thread Andrew Armstrong
Hi,

 

Just thought I would point out after figuring this out myself a while later,
if you set sv_search_key to a non-blank value for your server, then that
server is HIDDEN from all players unless they have the same search key set
on their client.

 

So regular players who do not set a search key (ie, leave it blank) will
never be able to find your server for hosting a game.

 

This is a bit awkward as is, because it means your servers are only
available to those who have the same search key, when you more than likely
really want to be able to just mark your servers with a tag so that players
who want to be sure they play on your servers can, while still allowing the
regular gaming public who do not know about the sv_search_key feature to
still be allocated to your servers if they are free.

 

- Andrew

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Re: [hlds] Good idea? {L4D}

2008-11-07 Thread Andrew Armstrong
Yeah, being able to associate servers with a Steam Community Group some how
would be neat. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Saturday, 8 November 2008 12:23 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Good idea? {L4D}


The group lobbies already exist, we have the Steam Groups on 
steamcommunity.com

These groups needs to be linked to the match making system. The owner of the

group should be able to add server IPs to his group and voila, we are done.


 Does anyone else think that having a Group lobby for L4D would be a good
 idea:

 A Lobby for clans/GSPs/groups of friends to link together servers which 
 they
 like playing on?

 Then when one of them becomes free the first 4/8 people in the Group Lobby
 join?

 This would then make finding servers easier, Instead of finding individual
 servers you can search for Lobbys OR servers in the serverbrowser
 {i.e on different tabs?}


 Feedback and opinions! Thanks Philip Bembridge

 {Feel free to flame, but please offer suggestions if you do ^^}
 {btw is it lobbys or lobbies?}
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Andrew Armstrong
In all seriousness it sounds like that's there by accident

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, 6 November 2008 8:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead -Matchmaking

If you load up Steam and bring up the server list, you'll find Left 4 Dead
as one of the filters, so apparently there WILL be a server browser just
like previous titles.

-- Original message -- 
From: Case Boyle [EMAIL PROTECTED] 

 Hmm. I just caught this link on the forums, take a look at the 
 matchmaking. This might be what it looks like. I dunno if it's going to 
 confirm or deny any negatives about what we've heard so far, but maybe 
 someone can analyze it a bit better than I can. 
 
 http://www.steampowered.com/steamworks/gameservices.php 
 
 Just a thought. 
 
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Re: [hlds] L4D No Server Browser = No Server Support

2008-11-06 Thread Andrew Armstrong
While I agree that these concerns are valid and of importance (to GSPs,
rental customers and players alike); I think it it's also important we see
how the entire system plays out in the context of the game before condemning
it too quickly.

As a player, I would prefer to be able to indicate a preference for a server
to play on (such as one ran by my ISP) as opposed to being placed on someone
else's server.

As I know the servers provided by my ISP are of high quality and that they
allow me to play on them without incurring bandwidth charges (if I were to
exceed my internet usage quota), I would prefer to be using their servers as
opposed to anyone else's. This also allows me to control my gaming
experience by knowing that I won't be suffering any lag, or if there are
problems, I can get them fixed.

I totally agree with your points about communities being formed around
servers (I only ever have the desire to play on game servers provided by my
ISP, regardless of game), I look for people I know there, and know that when
a new game comes out, my ISP can have a few servers up and I know my gaming
experience will be lag and issue free (assuming the players are good, of
course :)). 

Hopefully though as Eric pointed out in his initial e-mail, Valve will be
taking feedback on board from the server community as this is a new avenue
for them (and everyone else?) in how multiplayer games will be formed, and
these sorts of issues should definitely be addressed in a reasonable manner.

I think it is important to consider for a moment that Valve won't have done
anything with the intention of destroying server rentals or gaming
communities (GSPs included), but rather decided this may a better way to get
a game going and a faster way to play with friends.

Recalling for a moment the Custom server tab drama, I think that could have
been handled a bit better by both parties. Valve went pretty quiet about the
issue after it was introduced, but that probably wasn't helped by the
drilling they immediately took from quite a lot of people - communication
should have been a bit more constructive and open in this regard.

Hopefully both parties can work through any big issues regarding the new
Left 4 Dead matchmaking system to both keep any new cool features the Valve
team have in place for Left 4 Dead, but also respond to important issues
concerning GSPs, the communities that surround them, and the fact a lot of
gamers like to buy/rent servers in order to call a place as home (for clan
matches, practice play, etc).

I personally think Valve is one of only a few game companies that interact
with their customers and do listen to their feedback, while still taking
initiative in trying new things such as the new matchmaking system - a
constructive discussion about any issues that arise from this system I think
would be beneficial for both sides.

Cheers,
Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Thursday, 6 November 2008 10:40 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] L4D No Server Browser = No Server Support

Following the announcement last night that there will be no
server browser for the highly anticipated Left 4 Dead, we
have been thinking long and hard about the impact this has
on the hosting of the game.

With no server browser how are people supposed to join a
server they have rented?  Will there at least be a direct
to join IP feature? 

Without these there is no incentive for either the purchase
of servers by customers or the provision of free-to-play
publics by gaming communities, as people have no choice over
what server they join. 

This kills the rental, hosting and community market for the
game outright. Do Valve really intend to host all the servers
themselves for the game or has the importance of these features
and their impact been overlooked?

As it stands right now we (Multiplay) see no benefit in
supporting this game at all and unless this situation changes
we do not intend to host any servers for it.

We hope other GSP's will support us in this action. The MOTD
ad block is of minor significance in comparison to the building
a community around servers. This is the start of a slippery
slope which once started down it will be hard to turn back.
The community goodwill and hard work must not be taken for
granted and pushed too far.

Valve's success is in no small part due to the widespread
availability of servers for it's games, the majority of which
are funded and run by the community at large. To take away the
community's ability to continue to run servers that they can
build solid regular player bases around, will simply destroy
the communities around the game and also significantly dent
faith and goodwill in Valve as a company.

While we wish Valve success with this game; their decision
leaves us with no choice but to take this action in the hope
that it will highlight how strongly we feel about the removal
of direct join 

Re: [hlds] l4d banner size

2008-11-06 Thread Andrew Armstrong
Pretty sure you just provide a direct url like http:///banner.png - FTP
probably isn't supported.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Barker
Sent: Friday, 7 November 2008 1:25 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] l4d banner size


Ahh can't get the host.txt to recognise my banner image, does anyone know if
the file has to be on the servers ftp or can i host it on my webspace
apache?

Thanks

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Re: [hlds] Left 4 Dead Demo Updated Released

2008-11-06 Thread Andrew Armstrong
That fixed our problem, thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of raydan
Sent: Friday, 7 November 2008 6:28 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Demo Updated Released

let me try

2008/11/7 bl4nk [EMAIL PROTECTED]

 I'm not sure if all Windows servers are having the same problem that
 mine were, but they're not adding the master servers to their list. I
 remedied it by adding the following lines to my server.cfg:

 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011

 Once I put those two lines in there and executed the server.cfg, they
 showed right back up on the server list again.

 Cc2iscooL wrote:
  -Facepalms-
 
  Windows servers drop to 10FPS when they're in hibernation AKA no
 players.
  I watched my servers this morning, and as they jumped out of hibernation
 FPS
  went to 29.xx. Once back in hibernation they go down to 10FPS. This is
  normal.
 
  On Fri, Nov 7, 2008 at 1:07 AM, Saint K. [EMAIL PROTECTED]
 wrote:
 
 
  I applied this update on both windows and Linux.
 
  Linux servers get populated, windows servers are in a 10FPS deadlock
 again.
 
  Saint K.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Friday, November 07, 2008 5:09 AM
  To: Half-Life dedicated Win32 server mailing list;
  [EMAIL PROTECTED]; [EMAIL PROTECTED]
  Subject: [hlds] Left 4 Dead Demo Updated Released
 
  The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
  receive
  it.  The specific changes include:
 
  - Fixed several issues with matchmaking and password protected servers
  - Tuned matchmaking to provide better search results
  - Fixed bug where servers could stay reserved by matchmaking forever
  - Performance optimizations and fixes to networking layer
  - Fixed issue where game could cause Steam executable to use too much
 CPU
  - Fixed music resetting when changing video settings
  - Fixed some issues with not being able to chat and/or connect to other
  users
 
  In addition to those, we've also added some early features to help
 enable
  private servers.  There are two ways to enable this:
 
  Set a sv_search_key to a unique string on the server
  Do the same on each client that will want to connect
  Start a map on the server
  Searches for games should be restricted to only finding servers with
 that
  search key
 
  Or
 
  Set sv_allow_lobby_connect_only 0
  Set sv_password to a non-empty string
  Start a map on the server
  Tell the client the IP address of the server
  Client uses console to connect ip just like the good old days
  Should result in password prompt during connect to server
 
  These features are still a work in progress.
 
  Jason
 
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread Andrew Armstrong
My understanding is that the dedicated servers are transparent, you don't
know about them as players.

Players join a lobby system, create a room/play with friends, and then when
the game starts, are sent to a dedicated server within a pool - that server
is removed from the pool while a game is in progress.

There is no way to join a server directly (as I doubt you are able to join a
game in progress), rather you create a room in a server lobby and click
'Play' and you are then allocated a server to play on. Therefore, your
server has no real configuration settings - those are decided by the players
in the lobby system.

You don't know which server you have been allocated until you are in game
and see the MOTD.

While this does deviate quite a lot from the usual server browser model;
let's wait and give it a run through and then draw out some conclusions and
provide feedback.

I personally would find it handy to indicate a preference for a server group
to play on (as the 'lobby room host') to be one of my ISP's game servers for
both latency reasons and cost reasons (Free bandwidth to play on local
servers), and I am guaranteed to be playing on a server that I will have a
good time on rather than a possibly overloaded server I never want to play
on.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
Sent: Thursday, 6 November 2008 3:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead -Matchmaking

Quoting the OP for this thread:
 Clients will be able to Quick Match, Play Online, and Play With
Friends when they want to play a game.
It sounds like Quick Match will put you directly into a random game 
(hopefully the best possible for you at the time), Play Online will be 
a sort of server browser like we have now, and Play With Friends will 
most likely be a list of servers that your friends are playing on.

That's just my views on how I think it will be. Whether or not it's like 
that is still in the air it seems.


[EMAIL PROTECTED] wrote:
 I bet valve are looking at the drawing board as we speak,



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Brian M. Frain
 Sent: Thursday, 6 November 2008 2:48 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking


 What if you have already pre-ordered it? This is like one of those EA
 surprises when they say oh, you can only install three times.
 On the other hand we shouldn't guess and get riled until we hear something
 from someone in the know.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
 Sent: Wednesday, November 05, 2008 9:40 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Hope we are able to 'pick' which servers we can play on, otherwise I'm not
 gonna bother hosting or playing this game. 

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
 Sent: Thursday, 6 November 2008 1:02 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead -Matchmaking



 Well I appreciate you taking the time to listen.

 To reiterate what others are saying, us every day average joes who spend
the
 money to run our own servers do it not only to give random people a place
to
 play, but to form a community. This really isn't possible if players are
 randomly thrown in a server, as you get no chance to build/get to know
 regulars. If we can't use L4D to help build our own communities, then
there
 isn't really a point in us paying for the hosting.

 Hopefully we are still able to join a game by IP or from a browser list,
and
 if not at first, I hope this feature is implemented by the time the final
 game is released.

   
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Wed, 5 Nov 2008 17:53:24 -0800
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 I don't have an answer for this yet, but your feedback is noted.

 -Eric


 -Original Message-
 From: [EMAIL PROTECTED]
 
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
   
 Sent: Wednesday, November 05, 2008 5:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Agreed. This system sounds like a cool thing to have along with the
 regular server browser, but not as the only option. Taking away the
 choice of which server to play on regularly takes away a major incentive
 for people to host servers...

 Cc2iscooL wrote:
 
 I certainly hope they can be manually selected. I'm not paying for
 server space to play on someone else's server.

 Matthew Gottlieb wrote:

   
 I don't understand why server popularity would matter if servers are
 
 chosen
   
 at random?
 Can servers still be private or manually selected?

 Also, thanks all the info :)

 ~ Matt

 On Wed, Nov 5, 2008 at 7:34 PM, 

Re: [hlds] @Valve, protocol 48 issues

2008-11-03 Thread Andrew Armstrong
Yeah, the query used for CS 1.6 now is definitely NOT the same as CS: Source
(and TF2, etc) and so a few tools have stopped working.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thorsten Huber
Sent: Tuesday, 4 November 2008 6:44 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] @Valve, protocol 48 issues

Good day,

are you aware of the remaining issues regarding server queries, and will 
they be fixed? I guess it's crunch time atm with the L4D release, but 
I'm hoping that these quirks will be ironed out eventually.

- A2S_SERVERQUERY_GETCHALLENGE is not working
   (no big deal since A2S_PLAYER or A2S_PLAYER can be used instead)

- Bot count is now only 0 or 1
   0 meaning there were human players present last map change,
   1 meaning there were no human players present at that time.
   Can this be changed to a real counter again, instead of a flag?

- A lot of info is only updated during map change and/or if players are 
present. From A2S_INFO server name, map name and number of bots are 
affected. From A2S_RULES mp_timeleft, mp_timelimit and amx_nextmap are 
affected. All of these are fine if rcon is used instead.

- mp_timelimit is off by a few minutes (but not in rcon). Possibly this 
gets temporarily shortened during map change, but since rules are only 
updated once per map, the false value is returned all time.

Looking forward to a fix.

Kind regards


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Re: [hlds] L4D Beta Servers?

2008-10-29 Thread Andrew Armstrong
I'm sure there's a bazillion things going on at Valve HQ about this game, so
I think they are busy :]

Putting servers online before the game's released though would certainly be
handy to get most of that stuff out of the way so we can play it too! :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Wednesday, 29 October 2008 4:14 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Beta Servers?

But only if you want to go from polished drivers, to lumps of crap 
released monthly.

Jake Skenna wrote:
 get a 4850 instead of the 9 series

 On Tue, Oct 28, 2008 at 11:52 PM, [EMAIL PROTECTED] wrote:

   
 SM runs on everything





 Or atleast it better :D




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Wednesday, 29 October 2008 2:41 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Beta Servers?


 I have a 9600GT, handles source games fine, the 9000 series is dirt cheap
 right now, sell ya mine... All im looking for is estimated resources per
 server and if they will release it before or at the time of the release.
I
 wonder if SM will run on it :D




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Re: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released

2008-10-11 Thread Andrew Armstrong
You can always run hldsupdatetool without parameters to see a list of game
names to install

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dallas Behling
Sent: Saturday, 11 October 2008 5:55 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released

Sorry im new to this mod, what is the HLDSUPDATE game name for this game?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pawel Lekki
Sent: Thursday, October 09, 2008 4:09 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released

A required update for D.I.P.R.I.P. Warm Up has been released.
Please run hldsupdatetool to receive it. The specific changes include:

Version 1.0.0.3
FIXED
- frequent server crash caused by a bug in the missile targeting system
- server crash caused by users trying to spawn a non existing vehicle type
- client crash caused by a bug in debris fade calculations
- nuke exploding in its spawn point after delivering the bomb
- announcer voice playing too loud when dropping or saving the uranium
barrel

ADDED
- latency keeper as a server side option (enabled by default)
* diprip_latency_keeper 1 (enable/disable the latency keeper)
* diprip_latency_keeper_safe_time 30 (how much time a player has to
be exceeding the diprip_max_ping value to be kicked from the server)
* diprip_max_ping 200 (maximum client allowed ping value)


Pawel Lekki
Exor Studios


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Re: [hlds] srcds CPU usage, again.

2008-08-28 Thread Andrew Armstrong
What about the map you are running? Perhaps try installing the server to a
new directory entirely and starting a server up (no mods, no config changes,
etc) of say TF2 on one of the stock maps. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
Sent: Thursday, 28 August 2008 6:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] srcds CPU usage, again.

Note sure why you get so much CPU usage.

Linux srcds, TF2, SourceTV enabled, no player connected
Server running Debian 4.0 64bit, with CPU Core2Duo @2.33GHz and 4GB Ram

stats
CPU   InOut   Uptime  Users   FPSPlayers
 4.00  0.00  0.00   0 1  243.37   0
stats
CPU   InOut   Uptime  Users   FPSPlayers
 4.75  0.00  0.00   0 1  237.36   0
stats
CPU   InOut   Uptime  Users   FPSPlayers
 3.80  0.00  0.00   1 1  242.78   0

The strange thing is: why this difference in FPS?

Cold


On Thu, Aug 28, 2008 at 9:36 AM, Nephyrin Zey [EMAIL PROTECTED]wrote:

 I've complained before about how srcds chugs massive amounts of CPU, but
 now that I've enabled SourceTV it's gotten absolutely absurd. Here is my
 server idling, while my monitoring system polls it once a minute for CPU
 usage. The server is *empty*, with no bots, with just SourceTV on.
 SourceTV is autorecording, but turning this off has a small effect.

 CPU   InOut   Uptime  Users   FPSPlayers
 99.90  0.00  0.00155614 3831.42   0
 rcon from 75.125.209.6:38438: command stats
 CPU   InOut   Uptime  Users   FPSPlayers
 11.00  0.00  0.00155714 3378.38   0
 rcon from 75.125.209.6:38442: command stats
 CPU   InOut   Uptime  Users   FPSPlayers
 23.80  0.00  0.00155814 3802.28   0
 rcon from 75.125.209.6:54402: command stats
 CPU   InOut   Uptime  Users   FPSPlayers
 99.90  0.00  0.00155914 1782.53   0
 rcon from 75.125.209.6:54406: command stats
 CPU   InOut   Uptime  Users   FPSPlayers
  9.00  0.00  0.00156014  673.40   0
 rcon from 75.125.209.6:54410: command stats

 A process monitor shows this server idling at 25-28% of the core it's
 assigned to.

 I'm not doing any special boosting, but i am using a 2.6.26 kernel
 (which has the new cpu sched, and such). I've tried 300hz and 1000hz,
 tickless, preempt on off, and realtime kernels, and found that they all
 have relatively minor effects on CPU usage. Turning off high precision
 timers + turning kernel hz to 100, so the system cannot achieve higher
 than 100fps, results in moderately less CPU usage, and a performance hit.

 So what am I going to do? The windows srcds has moderately better CPU
 usage, but I run a quadcore linux system that also provides other
 services, and can't easily switch.

 More worrying: the windows srcds 'unboosted' uses TINY (like 20% of a
 core FULL) amounts of CPU. It gets 66fps, sure, but my servers dip as
 low as 66fps when they're at 100% bloody CPU usage!

 Is this ever going to be looked at? Am I doing it wrong?

 - Neph

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Re: [hlds] Multiple servers, same configs

2008-08-22 Thread Andrew Armstrong
Besides moving to some form of game server management system, an easier less
technical way may be to simply make an 'update configs' batch file that
allows you to copy a single config file to all servers at once.

Eg, create an 'update.bat' file and type the appropriate copy commands:
copy default.cfg ..\server1\tf2\server.cfg

.. etc

So then you just need to click that file after editing your config template.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Friday, 22 August 2008 3:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Multiple servers, same configs

A hard link to a file is indistinguishable from the original directory
entry;
any changes to a file are effectively independent of the name used to
reference
the file.  Hard links may not normally refer to directories and may not span
file systems.

A symbolic link contains the name of the file to which it is linked.  The
referenced file is used when an open(2) operation is performed on the
link.  A stat(2) on a symbolic link will return the linked-to file; an
lstat(2) must be done to obtain information about the link.  The
readlink(2) call may be used to read the contents of a symbolic link.
Symbolic links may span file systems and may refer to directories.

Junctions, the closest thing windows prior to 2008 has to links, is more
like a hardlink than a soft link but is only valid for directories.

Regards
Steve

- Original Message - 
From: James McKenna [EMAIL PROTECTED]


What's a hardlink?

I'm using Windows.


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disseminating it or any information contained in it. 

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Re: [hlds] Force a -nomaster to be listed

2008-07-15 Thread Andrew Armstrong
I think if you're that worried about player server queries sucking up your
bandwidth, you shouldn't be running bandwidth intensive game servers to
begin with.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
Sent: Wednesday, 16 July 2008 1:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Force a -nomaster to be listed


I bet the host is watching this list and taking your suggestions lol.


- Original Message 
From: Kevin Ottalini [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, July 15, 2008 5:00:11 PM
Subject: Re: [hlds] Force a -nomaster to be listed

IMHO, selling servers but then preventing any players from seeing your 
server doesn't make sense and nobody in their right mind should waste their 
money on such a silly thing but indeed never should read his contract and 
see if there is a potential problem there.

On the other hand, if they were really serious about this the host would 
also have IP blocked the master server IPs and ports.



  
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Re: [hlds] TF2/OB memory leak

2008-06-28 Thread Andrew Armstrong
We definitely see TF2 servers leaking memory.

Our server graphs show that when the server first starts (around 6am) memory
usage remains constant.

As soon as players join the server, memory begins to rise as they remain on
the server.

When the server becomes empty, memory remains constant at where it left off
and does not continue to rise.

So within 24 hours memory increases by ~250MB.

This appears to happen on any server type.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Saturday, 28 June 2008 5:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2/OB memory leak


I know I also have slight memory leak problem now. But not as dramatic as to
going over 750MB

--- On Fri, 6/27/08, Tony Paloma [EMAIL PROTECTED] wrote:

From: Tony Paloma [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: 'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com
Date: Friday, June 27, 2008, 9:49 AM

Maybe your servers don't get much traffic or switch maps often? There does
seem to be some leak there but not as dramatic as some other people are
seeing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Friday, June 27, 2008 8:39 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2/OB memory leak

Ok, on my server that's been running 48 hours I get the following:

Private Bytes: 273,336K
Virtual Size: 737,668K
Working Set: 22,068K

After a fresh restart I have this:

Private Bytes: 209,708K
Virtual Size: 667,084K
Working Set: 3,722K

-Original Message-
From: Steven Hartland [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 27, 2008 11:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2/OB memory leak

A base line TF2 server starts here at 64MB after full
startup. Grab yourself a copy of Process Explorer from
MS's site and enable Private Bytes, Virtual Size and
Working Set.

Private Bytes is the generally the key figure but
Working Set and Virtual Size can also come into play
depending on the situation.

Regards
Steve


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Re: [hlds] DoD: S Beta Released?

2008-05-22 Thread Andrew Armstrong
Also noticed 'Counter-Strike: Source Beta' listed in the browser.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joshua
Handelsman-Woolf (DogGunn)
Sent: Friday, 23 May 2008 3:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] DoD: S Beta Released?


My server appears to be up: 208.43.143.57:27015

Interestingly enough, I'm getting the server is out of date errors:
MasterRequestRestart Your server will be restarted on map change. Your
server will be restarted on map change.

I guess that is VALVe's way of making sure no server makes it onto the 
Steam server browser yet. If you updated to the Steam Client Candidate 
verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server 
Browser.

Files for CS: S 07 Beta anyone?

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Re: [hlds] srcds memory leak.

2008-05-20 Thread Andrew Armstrong
Our performance graphs for TF2 servers show a slow increase in memory usage
over time from the moment the server contains players.

Before players enter the server the memory usage remains constant.

When players leave the server (and it becomes empty) it appears the memory
usage remains the same at the time just before everyone left.

I'm seeing this on both Goldrush, CTF and CP servers.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Wednesday, 21 May 2008 1:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] srcds memory leak.


I never see any of my servers use more than 400MB but after running full for
many hours, usually a few days, they just crash randomly on mapchange
   
  I don't know if this has to do with any of the mods and plugins I'm
running but it's very frustrating...

1nsane . [EMAIL PROTECTED] wrote:
  Yes I have noticed this as well, Pagefile has been steadily increasing.
Guess i'll have to nuke them at night more often.

On Tue, May 20, 2008 at 6:35 PM, Mike Stiehm wrote:

 I have a few servers that never change maps just runs the same map 
 till i need to restart does not even cycle the same map. I still see 
 memory leaks. For me as the user id's go up so does the memory usage.

  From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com 
  Date:
 Tue, 20 May 2008 14:48:34 -0700 Subject: Re: [hlds] srcds memory 
 leak.  Yes, I'm seeing this on my TF2 servers as well. It seems that 
 the leak may occur on map changes. I say this because I have three 
 servers, and the one that rotates maps more frequently always has a 
 higher memory usage over time. 
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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread Andrew Armstrong
I hate posts getting side tracked on this list :|

It's a very nice feature request.

If a 'config directory' was specified, eg:

Srcds.exe -console -game cstrike -configdir server2/

Then instead of srcds accessing /cstrike/addons/load plugins it could
check /cstrike/server2/addons/load plugins as well as
/cstrike/server2/cfg/server.cfg etc.

I think such an option would be really helpful to allow different plugins to
be loaded from the same game installed per server.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra
Sent: Saturday, 17 May 2008 11:07 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Please add the option customize bans file save location


I think it you should be worried more about the 100 other bugs instead of 
your ban.cfg Use amx bans or source bans or some other sql base system.
- Original Message - 
From: Steven Hartland [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, May 16, 2008 8:22 PM
Subject: Re: [hlds] Please add the option customize bans file save location


 No of course not the 1500 servers on the machines here are just a 
 figment of my imagination :P

 Making a batch file is stupid as it cant solve the problem
 if you think it can please go right ahead and try to create it but I 
 warn you now you will be wasting your time.


 - Original Message -
 From: JDoc0512 [EMAIL PROTECTED]


 hey Steve
  you don't even run multiplay game servers :)

  and making a batch file is not stupid :)


 
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 and
 the person or entity to whom it is addressed. In the event of 
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 otherwise disseminating it or any information contained in it.

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Re: [hlds] Blacklist

2008-03-14 Thread Andrew Armstrong
I repeatedly get different server counts each time I refresh the server
list.

Without fail.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [??R]
The-/iller
Sent: Saturday, 15 March 2008 11:33 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Blacklist

I was getting drastically different numbers everytime i refreshed the 
serverlist for about 2 hours seems to be fine now.

Cc2iscooL wrote:
 I'm pretty sure Valve haven't delisted anyone yet, as the server count on
 the internet tab from yesterday is about the same as today.

 On Fri, Mar 14, 2008 at 3:27 PM, [??R] The-/iller
[EMAIL PROTECTED]
 wrote:

   
 Now one shows up sometimes on the custom tab, other times when i refresh
 the custom tab im only getting like 10 servers. They are on consecutive
 ips.

 Steve wrote:
 
 Were all your servers using the same public IP?



   
 All my servers have been delisted, i was complying with the custom list
 and even had a 24 slot server to still have a presence in the internet
 list. I could see maybe my 32s getting delisted but no reason for my 24
 slot some information please.
 wtf valve?

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RE: [hlds] TF2 update coming later today

2008-03-06 Thread Andrew Armstrong
Hi Eric,

Has it been considered that the Custom tab simply filters the Internet tab?
And let the Internet tab keep all servers (ie, servers always appear in the
Internet tab).

Otherwise now people need to look in two places to find a group of servers
they may play on.

Regards,
Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, 7 March 2008 8:58 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] TF2 update coming later today

We're planning to ship a mandatory TF2 server/client update later today.
We'll have the list of changes for you when the update is ready.

There are a few items (below) we're working on that won't be ready for
the release today. We're aware of these issues and are working to have
them fixed for the next update.

- SourceTV issues (port/connection problems, and servers with
maxplayers 32)
- mp_timelimit not functioning correctly on custom maps
- FCVAR_NOTIFY broken on Linux servers

We'll be doing some work to educate players on the new Custom servers
tab, using both PR and user interface changes. Now that the
Internet/Custom servers system is in place, we'd like server admin to
work within it. We'll be delisting servers with custom rule sets that
deliberately work around the system.

Eric Smith
Valve


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RE: [hlds] TF2 update coming later today

2008-03-06 Thread Andrew Armstrong
Yeah.

I think the server tags thing can be made much nicer if the 'server tags'
box was simply moved to the Internet tab, just allowing it as an extra
filter.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Friday, 7 March 2008 9:55 AM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: Re: [hlds] TF2 update coming later today

- Original Message -
From: Eric Smith [EMAIL PROTECTED]

 We'll be doing some work to educate players on the new Custom servers
 tab, using both PR and user interface changes. Now that the
 Internet/Custom servers system is in place, we'd like server admin to
 work within it. We'll be delisting servers with custom rule sets that
 deliberately work around the system.

Unfortunately we can tell you from many years of experience it doesn't
matter how much PR or education you put behind something like this,
it simply wont work as gamers are:-
1. Lazy
2. Creatures of habit
3. Quite stupid

As I previously mentioned this is from bitter experience with Epic's
failed attempt at a similar feature which was very much simpler, a
tick box for Standard servers only that was selected by default.

We look forward to the changes you propose to the UI and hope this
takes into account the information we have all provided since its
release.

In short creating a single search interface which allows users to
quickly and easily filter servers from a default show all list is
the only option. Splitting XYZ servers over here and the rest over
there is simply too confusing / complicated for your average joe.

As an annalogy, you dont see Google only listing XHTML compliant web
pages in their main search and forcing users to go another page to
search all none conforming sites. Yes XHTML compliant sites will
likely provide a better more consitent user experience, but when it
all comes down to it 99% of users simply dont care. They want to
sample whats out there, if they try something and it doesnt work
for them they will go somewhere else.

Regards
Steve



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[hlds] Server Tags Feedback

2008-02-29 Thread Andrew Armstrong
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



Just a few things I've noticed with the server tags system:



1)   Clicking 'Refresh all' while I am filtering by: Team Fortress 2;
Australia - and have no text in the 'Tags' box, seems to yield different
amounts of servers for every click.



For example, the last few clicks have caused me to see 7, 2, 3, 7, 5, and 7
servers after clicking 'refresh all' on the custom tab within seconds of
each other (I waited until the 'Refresh all' button became enabled again).



2)   I did not expect having server tags to remove the server from the
Internet tab. I would have thought the custom tab was just a facility to
better filter the Internet list. For example, I would like to just type
'gamearena,internode' as a custom tag and only ever see servers run by those
which interest me without receiving a full list, or having to mass-add
servers to favourites.



Cheers,

Andrew

--


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RE: [hlds] Upcoming Team Fortress 2/Dedicated Server Update

2008-02-28 Thread Andrew Armstrong
Sounds good Jason!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, 29 February 2008 8:35 AM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] Upcoming Team Fortress 2/Dedicated Server Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If all goes well, we'll be releasing a required Team Fortress 2 later
today.  I don't have the exact changlist yet, but one of the things
going live for clients will be the new Server Tags interface.  I know we
announced to you that we'd release this as a Beta, but we've been
testing it here with the tags you're already using and think it's ready
for the Public.

Jason

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RE: [hlds] A quick fix to make Source infinitely more GSP friendly

2008-02-27 Thread Andrew Armstrong
This would be fantastic to fix not being able to have multiple servers, some
loading plugins and some not.

This may no longer be an issue, but I remember mani-admin related plugins
always loading themselves at startup and then being disabled via a config
file option for servers that shouldn't run them, but some mani related
commands were still visible to the server (as if the plugin was not really
unloaded).

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Thursday, 28 February 2008 7:42 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] A quick fix to make Source infinitely more GSP friendly

The biggest issue with the Source is the way it deals with
config and output files. Basically you can configure various
options to load specific maplist, server.cfg etc but there
are many options for which there is no configuration option.

A good example of this is the per map.cfg files. Nice idea
but from what we can tell, without a totally separate install
of the server, its simply unusable as serverX would be forced
to use serverY's per map.cfg files.

The quick and simple solution to this issue is to add a
command line option to specify the base config directory.

Many games are already providing this simple feature, and it
removes all the pain that we all suffer when trying to run
multiple servers from a single install.

Before someone pipes up and says why not just have multi
installs there are many reasons why this is simply not
practical e.g.
1. Space, our hl2ds server image is now 24GB and growing
2. Performance, using multiple images destroys any advantage
you get from the OS filesystem cache, as all servers are
running from different files.
3. Time, installing such a large server multiple times takes
a large amount of time no matter what hardware you have.
Especially with the absolutely massive number of files Source
has now.

Another example of this is the bans file, yes you can load
any ban file you like but the server always outputs to the
same place overwriting any loosing any other servers bans.

Adding an option to configure the default input / output folder
would solve all this. e.g.

-configdir server1 would store configs under:-
cfg/server1/
-configdir server2:-
cfg/server2/
etc.

Any questions, we'd be happy to answer but please please add
this feature so we can all better support you fantastic games!


Regards
Steve


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RE: [hlds] Valve testing servers

2008-02-26 Thread Andrew Armstrong
Our servers reboot daily automatically and I don't think we've observed
these symptoms if that helps.

Our graphs of the server usage (players vs memory vs cpu) show a slight rise
in memory over time but not much at all.

May be more obvious if we left a server online without rebooting it for a
few days as you describe.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
Sent: Wednesday, 27 February 2008 6:19 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Valve testing servers

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
We're running a bunch of games servers right now to get some performance
data, but we need to get a bunch more clients to connected to make it
worthwhile. Our goal is to make the servers pretty much fall over from
the load, or crash from lack of memory.

If people have any spare cycles, connect to one of the 16 servers
running at:

207.173.176.220:27045 through 207.173.176.220:27060

They will be running all the time, so getting a good sample of data
would be really useful.

Thanks

Erik
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[hlds] Poor TF2 performance with recent update?

2008-02-15 Thread Andrew Armstrong
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



Is anyone else experiencing poor performance related to the latest TF2
update?



I don't believe it's the servers themselves (at least, according to our
usage statistics, CPU and memory use is the same as the last update) but
there is a definite lag/jerky feeling for players, myself included, after
this update.



A few threads on this issue:



http://forums.steampowered.com/forums/showthread.php?t=653534

http://forums.steampowered.com/forums/showthread.php?t=653958



So I am not alone - Wonder if this is a known issue?



Regards,

Andrew

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RE: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Andrew Armstrong
Will that be out later today/tomorrow? :)

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, 15 February 2008 10:51 AM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated

We fixed the problem with SourceTV taking up a real slot on the server,
but there is a bug with this if you set tv_enable from a .cfg or script
file. To be able to run with SourceTV and have it not take up a player
slot, you need to have  +tv_enable 1 on your command line rather than
setting it with a .cfg after the server has started.

This will be fixed with the Server tag beta.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, February 14, 2008 2:24 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2/Dedicated Server Updated

Required updates for Team Fortress 2 and it's dedicated servers have
finally been released.  Please run hldsupdatetool to receive these
updates.  The specific changes include:

Source Engine:
- Refactored how lightmaps are downloaded to the graphics card at level
load. On some hardware configurations this can lower level load times
significantly
- Optimized some particle systems to improve performance on some
hardware configurations
- Player stats are now sent up as they change, rather than when the
player dies
- Improved playback of sub-frame sounds
- Fixed a crash caused by alt-tabs during map load
- Eliminated unnecessary temporary memory allocation in scenefilecache

Team Fortress 2:
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage2 attacker gates
(drop-down left from spawn), allowing attackers a way to reach the left
route without being subjected to the spam and sentry gun fire
- Fixed a gap in stage 3, cap 1 that allowed a player with to
wiggle above the ceiling clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage1 cap1 house roof
- Fixed a perch offering view of nodraw textures and the skybox
(stage1 cap2 rock barrier)
- Fixed a few places where rockets/demoman pipes could pass
through non-solid models
- Sealed up a gap over stage1 lower startgate
- Clipped off tall windows in stage 3 to prevent sentry guns
from behind built behind them
- Changes to Capture the Flag Well
- Fixed trains not starting on map spawn
- Removed cap association from red spawns that were
spamming console
- Changes to Granary
- Removed spawn timing advantage from the middle (from
-3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate
and blue cp2 gate pipe)
- Fixed a few places where players could get stuck
between containers and silos
- Adjusted playerclips on red container that made it
appear like players were floating
- Added a small delay (200 ms) before a zoomed sniper shot can
get a critical hit
- Added server side convar mp_fadetoblack. Same functionality as
Counter-Strike, used mainly during in-person tournaments and LAN events
- Added flamethrower sizzle sound when the Pyro is hitting a
target
- Updated explosion debris to be a bit darker
- Fixed idle players not being kicked from the server if
mp_allowspectators was set to 0
- Added ctf_well to the default mapcycle.txt file
- Added ctf_well to the default motd.txt file
- Fixed floor tile material type
- Fixed some weapon damage info missing from TF2 game stats
- Made some small changes to the Demoman viewmodel that were
causing performance problems
- Added a new timer to the HUD to show the value of
mp_timelimit. This is useful if you're playing a timed match on 2Fort,
where you only set a timelimit on the server and no other win
conditions.
- Added server log entry for buildings destroyed by their owner
- Fixed sentry gun shadows being clipped
- Updated glass material

SourceTV:
- SourceTV now uses a hidden slot on the game server. This allows for 24
player servers to also have a SourceTV proxy connected to it
- Fixed Pyro's flamethrower flames not showing up in SourceTV

Jason



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RE: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Andrew Armstrong
No crashes on our 24/7 badlands servers.

We have two dedicated to that map at the moment, both full since update
release and have had no crashes.

Both running on Windows.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Friday, 15 February 2008 2:39 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated

--
[ Picked text/plain from multipart/alternative ]
badlands was just fine then slowly started going to hell
Now every 15 min it's crashing was going for hours just fine.



 From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
Re: [hlds] Team Fortress 2/Dedicated Server Updated Date: Thu, 14 Feb 2008
22:30:33 -0500  -- [ Picked text/plain from multipart/alternative ] SAme
here.. All my regular map servers are fine. But Custom maps all crash the
server. Including our most popular cp_warpath.  On Thu, Feb 14, 2008 at
10:15 PM, DontWannaName! [EMAIL PROTECTED] wrote:   --  [
Picked text/plain from multipart/alternative ]  Mine was really lagy and
crashed until I changed the rates on the server  lower for 66 tick.  
- Original Message   From: Steve S. [EMAIL PROTECTED]  To:
hlds@list.valvesoftware.com  Cc: [EMAIL PROTECTED] 
Sent: Thursday, February 14, 2008 5:00:56 PM  Subject: RE: [hlds] Team
Fortress 2/Dedicated Server UpdatedI  have  a  linux 
dedicated  server,  it's  crashing  every  10  or  15  mins
 with  or  without  plugins.  on  reg  and  custom  maps.
  My  server  runs  fine  ...  win2003,  mani, 
sourcemod,  plr,  stripper...  but  i  see  messages
 like  this:Player  Lbs  left  the  game  (ERROR! 
Reliable  snaphsot  overflow.)  -Original 
Message-From:  [EMAIL PROTECTED]   
[mailto:[EMAIL PROTECTED]  On  Behalf  Of  1nsane
 .Sent:  Friday,  February  15,  2008  1:44  AM 
  To:  hlds@list.valvesoftware.comSubject:  Re:  [hlds]
 Team  Fortress  2/Dedicated  Server  Updated  -- 
  [  Picked  text/plain  from  multipart/alternative  ] 
Beetlesmod(Newest  Beta)  plr  +  another  plugin 
running  and  no  crashes  here.  You  guys  are
 running  Windows  or  Linux  here?  I'm  on  Windows  by
 the  way.  On  Thu,  Feb  14,  2008  at  7:21
 PM,  [DumB]TeXas[EMAIL PROTECTED]  wrote:
   We  seem  to  be  getting  it  regardless  of  what
 we  run.  I've  removed  absolutely  everything 
of  plugins,  no  mmsource,  no  nothing  -  and  the  
   server  is  still  crashing  after  a  while  once 
we  populate  it.  We  must  have  had  half  a
 dozen  crashes  at  least  before  I  gave  up   
trying  to  fill  it  back  up  again.  This  is
 incredibly  frustrating.  =/  Steve  S. 
wrote:Same  here,  just  crashed  again.  The
 first  crash  was  onbadlands  and   
this  one  was  on  a  custom  map.  Nothing  in  the 
log  files.   
Constant  crashes  here.  Only  on  my 
custom  map  server.  My  24/7dustbowl 
server  is  just  fine.
 -Original  Message-   
From:  [EMAIL PROTECTED]   
[mailto:[EMAIL PROTECTED]  On  Behalf  Of  Steve 
S.Sent:  Thursday,  February  14,  2008 
2:57  PMTo:  hlds@list.valvesoftware.com   
Subject:  Re:  [hlds]  Team  Fortress  2/Dedicated 
Server  Updated  don't  know  why
 but  metamod  decided  to  load  all  thesudden.. 
after  a  crashwith  no  plugins 
on  badlands 
   
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RE: [hlds] RE: [hlds_linux] Team Fortress 2 Server Tags Coming Soon

2008-02-13 Thread Andrew Armstrong
Another thought, is there a limit on the amount of tags you can have?

Or possibly better, a way to reserve a tag for use (eg, a game provider's
name).

In Battlefield 2 for example, it has a server browser that allows you to
type in some text to filter by server name.

Traditionally you have public servers like:
GameArena BF2 #1
Internode BF2 #1
... etc

Some players will make/rent servers with a name like:
My Clan (not Gamearena, not internode)

Which means when a casual player searches for 'gamearena' or 'internode' it
picks up the providers servers, but also this other players server - just so
they get to appear in the search results when casual players are looking for
a server. This could pollute the results of searching on tags with bogus
entries.

I suppose though that sort of thing can just be forgotten about until the
tag system is released and its had a chance to be used.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, 14 February 2008 11:16 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Team Fortress 2 Server Tags Coming Soon

I should also point out that we're planning on releasing this to you
guys first, with clients having to opt-in to a beta to see the custom
UI.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Ruymen
Sent: Wednesday, February 13, 2008 3:51 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds_linux] Team Fortress 2 Server Tags Coming Soon

One of the things that customers have been consistently requesting from
us a better method of finding game servers with the specific settings
that they like. Some players want servers with friendly-fire on, or TF2
birthday mode, or 24/7 Dustbowl, and so on. Other players specifically
want none of these, asking us how they can find servers with no changes.
At the same time, we've watched as server operators have increasingly
filled out their server names with descriptions of their custom
settings.

We've been working on a solution to these problems that we hope will
make sense, solving the player's desire to search for specific settings,
and the server operator's desire to have better descriptive tools for
their server. The concept is similar to web page metatags, where server
operators can specify descriptive tags in any manner, and clients can
search for servers by specifying the tags they're interested in. Some
tags are automatically filled in, based on server convars. For example,
in TF2 we've removed the restrictions on a variety of server options
(like friendly fire  respawn wave times), and now the tag system will
automatically add a tag when they're changed, so that customers who want
to play on these servers can easily find them.

Click here: http://www.steamgames.com/v/img/whatsnew/serverTags.jpg for
a screenshot of the new server browser interface that players will have.
As you can see, we've put a new tab onto it called Custom. Servers
with tags will appear in this list, where the player can specify a list
of tags they're interested in. The Add Common Tags button will give
them a list of the top 20 tags in use across all the servers, so they're
able to easily choose the popular tags. Untagged servers will show up in
the old Internet games list.

Jason

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RE: [hlds] HLDS not switching maps?

2007-11-12 Thread Andrew Armstrong
The server may not rotate when its empty; I cant recall the exact behaviour.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joseph H Harrison
Sent: Tuesday, 13 November 2007 3:05 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] HLDS not switching maps?

Yeah.  I have that in the server.cfg and when I type that command into the
console with no value it returns that its set to 30.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of P. Bhandal
Sent: Monday, November 12, 2007 7:21 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] HLDS not switching maps?


mp_timelimit 30

On Nov 12, 2007 7:10 PM, Joseph H Harrison [EMAIL PROTECTED]
wrote:
 This is a multi-part message in MIME format.
 --
 I just started up with hosting a server again after years of nothing.  I
 used to do TFC servers years ago.

 I can seem to get my server to switch maps after 30 minutes.  I'm new to
 this version of the dedicated server so I am hitting you guys up for
advice.

 -Joe
 --
 [ winmail.dat of type application/ms-tnef deleted ]
 --



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RE: [hlds] Team Fortress 2 Content Available

2007-09-16 Thread Andrew Armstrong
Mike, could you please elaborate on how a TF2 server will be started?

Is it the same process of: srcds.exe -game tf

Or is there a new command line style? Which executable do we run, and where
will it be located?

Thanks,
Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Monday, 17 September 2007 9:47 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available

--
[ Picked text/plain from multipart/alternative ]
So if I get this right the srcds.exe and all the other bin files for TF2
will be located in the orangebox folder? And that the games in the orangebox
folder will also be using the materials and models of the other games
outside the orangebox folder located in the root of the server instalation?

My current TF2 instalation is like this:

root
-hl2
-orangebox
--tf

From my understanding we are able to run a HL2DM/CSS/DODS server from the
root/srcds.exe
and the TF2 server from the
root/orangebox/srcds.exe
--

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RE: [hlds] Winsock error - Connection reset - TF2 Stuck @ 67.5 %

2007-09-16 Thread Andrew Armstrong
Try blocking whatever connection the tool is making? Perhaps the content
server its trying to download from is too overloaded.

You can also run with the -retry flag (I think it is) to let the update
process keep trying when it hits that error.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of The Warden
Sent: Monday, 17 September 2007 3:06 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Winsock error - Connection reset - TF2 Stuck @ 67.5 %

Been trying to download the files for the server all day long.  I get stuck
at 67.5 % every time and I get the Winsock error - connection reset.
I've tried new folders, redownloading hldsupdatetool, deleting existing
files and starting over, running update over top of existing download, etc.

Help!

TW


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RE: [hlds] Some Servers not showing up on the Steam Master Server List - Redux

2007-08-28 Thread Andrew Armstrong
Not too sure if it's the same thing, but sometimes I'll need to hit 'Refresh
All' a few times to get the entire Steam list - it sometimes misses bunches
of servers.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Munoz
Sent: Tuesday, 28 August 2007 6:12 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Some Servers not showing up on the Steam Master Server
List - Redux

Dan, Here is one of the startup command lines. They are all similar except
the port, map and # of players.

-game cstrike +port 27015 -console +maxplayers 20 +map starwars_trench2 +log
on

The server only has one IP so binding should not be necessary. I did try
binding to the local ip, it made no difference. From what I understand the
SMSL shows the public IP of the server that is connecting to it regardless
of the actual IP the localhost uses.

I might also add that the console shows it connecting to Steam servers
successfully. It then adds two Master servers. You can also connect and play
on all of the servers, so the addresses are valid and routable. These used
to work fine before changing the firewall. Nothing else has changed. It's
the same server config I have been using for years..

Mike ParaDOX

www.paradisesgarage.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Monday, August 27, 2007 3:13 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Some Servers not showing up on the Steam Master Server
List - Redux

--
[ Picked text/plain from multipart/alternative ] What address are you
telling the servers to bind to?  Perhaps if they are trying to bind to an
un-routable address, the SMSL is throwing out their entry. (Some startup
line info may be of assistance)

Mike Munoz [EMAIL PROTECTED] wrote: Yeah I know this subject has been done
to death! I am also familiar with all the common problems.

I have tried all the tried and true techniques for resolving this. It is
most likely caused by the new firewall I just implemented. But I want to
know why!

Servers:
 3 HP Proliant DL 380 G3 (full specs available if required)

 1. HLDS x 4 - 67.93.155.120:27015 -- Connected to the DMZ, This one shows
up on the SMSL  2. HLDS x 5 - 67.93.155.126:27015 -- LAN NAT to WAN does
not show up on SMSL  3. HLDSS x 4 - 67.93.155.119:27015 -- LAN NAT to WAN
does not show up on SMSL

Never mind the performance and bandwidth, it all works great.. Or used to,
read on...
Oh yeah, please don't state the obvious solution, put them all on the DMZ! I
want them all on the LAN, They should and did work on the LAN before the
firewall was changed. The DMZ is being used as a test case.

All servers are playable if you connect manually or have them on your
Favorites list.

Firewall:
 Sonicwall Pro 3060 with Enhanced OS -
http://www.sonicwall.com/us/PRO_3060.html
 3 Security Zones
  LAN -  all outbound traffic allowed
  WAN  - All inbound blocked except for UDP and TCP ports 27000 - 27050
  DMZ  - All inbound blocked except for UDP and TCP ports 27000 - 27050

The NAT is configured to allow all traffic transparently to the specified
host on the LAN. The same firewall rules are used on the DMZ and LAN to
control what ports are open to the WAN.

For a full list of the other ports and servers use Game Monitor:
http://www.game-monitor.com/search.php?search={MC}type=server

They don't all show up using Game tiger however:
http://www.gametiger.net/search?server=%7BMC%7Dgame=all

Notice only the one IP shows up. All the servers are configured similarly
and some have been up for years without issues.
It seems like Game Monitor caches the server list and will continue to ping
and report a server as being up as long as it still replies regardless of
the SMSL (Steam Master Server List) It looks at the SMSL for new servers and
will only show a server if it is first on the SMSL.
Game Tiger will only show servers that show up on the SMSL.

The server on the DMZ shows up fine and has a steady population. The servers
on the LAN do not.

Using the built in connection monitor I see all the servers connecting the
SMSL servers and they pass the same amount of data back and forth. I would
need to use a packet sniffer to get more precise.

The purpose of this post is to better understand the way the HLDS servers
communicate with the Steam master servers. If it is the firewall causing the
problem I need to be able to explain exactly what the problem is to the
firewall manufacturer so they can fix it. I have read (several times) The
Master Server Protocol located here:
http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol and
numerous other documents. I understand what should be happening, just not
sure why it isn't.

Previously, I had a Sonicwall Pro 230 and all the servers showed up fine
from the LAN using NAT and similar rules. I upgraded for better performance
and more features, plus regular updates. They stopped supporting the older
one.

I hope this is 

RE: [hlds] rcon disconnect because of long banlist?

2007-07-26 Thread Andrew Armstrong
I'd be careful issuing that server when players are there :)

In our experience running servers with large ban lists is that the operation
to 'listid'(or even lots of 'addid' commands, eg from doing: exex bans.cfg)
will block the server for several seconds as the command is processed.

Users will see this as lag.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Einar S. Idsø
Sent: Friday, 27 July 2007 7:15 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] rcon disconnect because of long banlist?

Hi,

We recently increased the number of bans on our CSS-servers from around
3 000 to around 14 000. We use a script that via rcon-listid fetches
all bans from all servers, synchronizes with a master database, and
distributes new bans to all servers. However after increasing the number
of bans, listid doesn't work anymore when issued via rcon. I ran listid
in HLSW and simply got the following (other commands verified to work):

22:31:54 listid
22:31:54 HLSW NOTE: Disconnected

The server console verifies that it has received the command with 'rcon
from 80.202.19.13:63412: command listid'.

When running listid from the server console, all 14 000 bans are listed
correctly.

Is this expected behaviour of rcon when transferring huge amounts of
data? If so, can rcon be instructed to allow larger amounts of data?

Cheers,
Einar
Hellfragger.no

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RE: [hlds] unwanted rcon from unknown

2007-05-20 Thread Andrew Armstrong
The 'Test' would be from HLSW connecting - it's an application to control a
server with a valid RCON Password.

Someone knows your password.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hackmett
Sent: Sunday, 20 May 2007 11:46 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] unwanted rcon from unknown

Hi,

I just saw somebody ran rcon commands on my servers:

His script says Test, kicks some palyers and renames the server:
L 05/20/2007 - 15:12:56: rcon from 84.240.52.71:4470: command hostname
#eGames-Css Public Arena [STEAM]
I do not use rcon in any way, so im wondering a bit. Is there some kind of
security issue in Source server or did he just have luck with the rcon
password (9 characters including numer, already replaced with
random-strings) ?
btw, is there a way to disable rcon or limit to certain IPs without
firewalling ?

Regards
Rolf


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RE: [hlds] Valve Hacking coverup?

2007-04-18 Thread Andrew Armstrong
The number on the back can never be stored.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Thursday, 19 April 2007 2:45 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Valve Hacking coverup?

--
[ Picked text/plain from multipart/alternative ]
You have records of the number, but the security code on the back cannot be
stored except with encryption of the highest available standards...that's
the thing that makes it work, and it's not like you can bruteforce a
security key, because if you fail too many times the red flag at the card
provider goes up and the card becomes useless anyway.

On 4/18/07, Ryan Brady [EMAIL PROTECTED] wrote:

 How then do they give steam accounts back if you can provide the credit
 card# used when purchasing?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
 Sent: Wednesday, April 18, 2007 10:16 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Valve Hacking coverup?

 --
 [ Picked text/plain from multipart/alternative ]
 Haha, yeah. They don't store any CC data I'm sure, if you haven't noted
 yet
 they ask you for ALL of your information EVERY time you buy a new game.
 They
 might keep records of purchases (duh?) but they don't store CC #'s and
 definitely not the security codes.

 Good luck hacking something that doesn't exist ;)

 On 4/18/07, Whisper [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  1. Californian State Laws don't apply to Washington State companies
 
  2. Vendors are required NOT to keep credit card numbers for 1 off
  transactions. Only vendors who have scheduled payments from a customer
 can
  do this, and even those details are supposed to be heavily encrypted. I
  guess if there is a special STEAM system for cheaters that automatically
  debits a persons credit card everytime they get VAC banned and issued
 with
  a
  new STEAM Account, then maybe Valve do have customers credit card
 numbers,
  but then again, if those are the credit card numbers Valve have stored,
 do
  we care? :)
  --
 
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RE: [hlds] Source Engine Dedicated server beta

2007-04-02 Thread Andrew Armstrong
Tried blasting some poker chips through the pipes? :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, 3 April 2007 11:51 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine Dedicated server beta

We are working on the problem, the internet pipes are being grumpy (yes,
that is the technical term). Should be happy again real soon.

- Alfred

Affordablegameservers.com wrote:
 ive been getting reports from other gsps as well that now all of the
 sudden
 have this issue.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of
 [EMAIL PROTECTED]
 Sent: Monday, April 02, 2007 9:28 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Source Engine Dedicated server beta


 I believe this is more than just a Source issue.  Our HL1 game servers
 that are restarted in the past few hours do not seem to be able to
 find
 Steam (yes, running 32bit not 64bit).  Some other GSPs I've been in
 contact with in the past 30 minutes are noticing the 10fps issues as
  well. I have to imagine this is linked in some fashion but I doubt
 it has
 anything at all to do with the betas (I'm not running the beta on any
 of
 our machines).


 I didnt update to the beta but some updated from ds 74 to 75 thats
 when it all messed up for me. I have tested it with another fresh
 install and its doing the same thing. If it has something to do with
 net_queuesplits needing to be set, id gladly do it. Im reading
 through a huge post now in teh steampowered.com forums looking where
 i should put it and how


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Alfred
 Reynolds Sent: Monday, April 02, 2007 9:02 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Source Engine Dedicated server beta


 You will not get this update unless you add that special command
 line.

 - Alfred

 Affordablegameservers.com wrote:
 Alfred, im wondering does this have any affect on other servers
 running on the box. All of the sudden, about 2 hours ago or so, my
 css servers started running at 10fps. I installed a hl1 game on the
 box and its fine tops out at about 330 or so and acts normal.

 centos no real changes to anything it just all of the sudden
 started happening. restarts dont help.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Alfred
 Reynolds Sent: Monday, April 02, 2007 8:34 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Source Engine Dedicated server beta


 04 = April, 07 = 2007 :)

 - Alfred

 RMaioroff wrote:
 Thanks for offering this to us. I am going to update it right now
 on one of our busy Garry's Mod 10 pubs.

 Is 0407 the internal build number or perhaps the target date for
 the release version to push? That is, if you're at liberty to say.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
 Reynolds Sent: Monday, April 02, 2007 5:17 PM
 To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
 Subject: [hlds] Source Engine Dedicated server beta

 We have a beta update for the Source Engine available for Dedicated
 servers. To get the update run the hldsupdatetool with -beta
 srcds0407 on the command line.

 This update addresses some lag issues that have been seen when
 running the Source Engine (in particular, it programmatically does
 something similar to using the net_queuesplits cvar).

 - Alfred

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[hlds] Race: No usable dedicated server

2007-01-18 Thread Andrew Armstrong
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



We just tried to setup a few Race dedicated servers for the weekend, but
there is no dedicated server that can be run without steam.



Don't developers think?



Dedicated servers should be free to run and not require a purchased copy of
the game (if at all possible) to get a server up and running, like
Counter-Strike and other games out there.



Valve, could I suggest making it known to multi-player enabled games off
Steam that a dedicated server that's freely downloaded and run via
hldsupdatetool would allow their game to actually have more places available
for play for their customers.



Almost as bad as games that have a 'dedicated server' which need a graphics
card and CD in the drive in order to run, I'm looking at you, Ubisoft.



- Andrew

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RE: [hlds] Race: No usable dedicated server

2007-01-18 Thread Andrew Armstrong
This probably came out too harsh :)

I'm just rambling about how we were going to setup some servers for the free
weekend, but we need to actually have steam open and running on servers in
order to put them up etc etc.

I would think only a few people would use the in-built dedicated server,
those with access to the large hosting infrastructure would prefer to just
be able to run them like other servers such as Counter-Strike via
hldsupdatetool, which is painless to use.

Anyone else have thoughts on this sort of stuff?

Some developers don't even get it (I name Ubisoft again) because even after
being asked by even their own community to get dedicated servers properly
done, they continue to release games without them.

- Andrew

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: Friday, 19 January 2007 2:13 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Race: No usable dedicated server

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



We just tried to setup a few Race dedicated servers for the weekend, but
there is no dedicated server that can be run without steam.



Don't developers think?



Dedicated servers should be free to run and not require a purchased copy of
the game (if at all possible) to get a server up and running, like
Counter-Strike and other games out there.



Valve, could I suggest making it known to multi-player enabled games off
Steam that a dedicated server that's freely downloaded and run via
hldsupdatetool would allow their game to actually have more places available
for play for their customers.



Almost as bad as games that have a 'dedicated server' which need a graphics
card and CD in the drive in order to run, I'm looking at you, Ubisoft.



- Andrew

--


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