Re: [hlds] Proposal

2017-11-09 Thread Chris Dunphy
I agree that contract farmers and friendlies create problems on Casual servers. 
I’ve joined games where it seems like only 5 other people on my team are 
actually playing the game, while the rest are off in some corner doing nothing 
but being Heavy with the Holiday Punch out. They’re not even playing the game, 
they’re off in another world doing nothing but taking up a player slot. I wish 
there was a way to prevent this from happening, but there isn’t. I’m not sure 
if there will ever be. Until then, playing on Casual will be a subpar 
experience.



From: Josh Russell
Sent: Thursday, November 9, 2017 4:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Proposal

I'm not actually really sure why "easy contract farming" is such a big deal for 
this community server population issue.  I don't do it, but contract farmers 
(and friendlies) not paying attention to the objective is a major problem on 
casual servers, as long as they don't have/refuse to go to a social space, or a 
TDM mode, which they seem to want (because, of course they do), they will 
sit on Casual because they can, and it's easy for them to do.  It's not often 
enough that they will have a votekick be successful against them.  It is also 
not all that much harder (currently) to farm the contracts on Casual servers, 
without paying attention to the objective, anyways, than it would be on a 
contract farming server.

As I said in the beginning, Casual (and probably contracts) should have been 
given 100% to community servers, while having a 12v12 Comp with stricter 
restrictions and punishments.  Some people want a competitive atmosphere and 
balanced matches, but not 6s.  Casual is too much of not that.  While Community 
servers needed a shot in the arm and they didn't get that.  It's just all been 
very mishandled imo.

On Thu, Nov 9, 2017 at 4:29 PM, William Bevans <degg...@gmail.com> wrote:
Back to the topic and not the petty drama, I could see Vavle not wanting to do 
this due to the fact that we all know that some community's will find ways to 
abuse it to get easy contract points. Maybe having Community Server only 
contracts will work but even that could be abused.

On Nov 9, 2017 3:26 PM, "James Haikin" <jfrra...@gmail.com> wrote:
Dude

No one caares

Go away


-James

On Thu, Nov 9, 2017 at 1:20 PM, bottige...@gmail.com <bottige...@gmail.com> 
wrote:
You could have ignored it. You could have just said "Not true, but it's not the 
time and place to discuss it here."

I already stated our reasons for ignoring things like this which we have done 
for many years, and just doesn't work. A weak response like "Not true" and not 
offering any sort of substantial response is not going to convince anyone 
either.

This is exactly the time and the place to discuss it. What exactly do you 
accomplish if you let other people slander you in public and you only respond 
in private??? If you don't refute them in public, then people will just assume 
they are telling the truth.

It is sad that you are all so invested in this idea and terrified that Valve 
will ignore it that you cannot even tolerate 3 replies that weren't really 
off-topic.

On Thu, Nov 9, 2017 at 1:03 PM, Chris Dunphy <cdunph...@gmail.com> wrote:
Did I say you don’t have the right to respond? You certainly do. Respond if you 
want, but do it literally anywhere else but here. Do not clog up the mailing 
list with this nonsense. This list is not for airing your dirty laundry, which 
I can assure you absolutely nobody on this list cares about.
 
Take it elsewhere.
 
 
From: bottige...@gmail.com
Sent: Thursday, November 9, 2017 3:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Proposal
 
I think that was the most embarrassing little "fight" I've ever seen on a 
mailing list. No serious server owner should be this petty and willing to fight 
on a public mailing list for Team Fortress 2 updates. At least have the decency 
to be childish in private.
 
I don't think we are being childish for defending ourselves. We ignored things 
like this before and it has led to many lies being spread about us that have 
perpetuated even now like having pay2win or being confused with saigns. If 
someone is going to call us out in public, especially someone that has been 
slandering us for 7 years, we have a right to respond.
 
I am confused why you are expressing anger towards us when 404 was the one that 
derailed this thread in the first place and blames us for being the reason why 
Valve can't do this proposal when he is guilty of the thing he accuses us of.
 
This was a choice between defending ourselves, or slightly cluttering up a 
suggestion that probably has 0 chance of being done since it was already 
suggested to Valve many years ago... It was an easy choice to make, and I would 
make the same choice again.
 
On Thu, Nov 9, 2017 at 8:22 AM, Chris 

Re: [hlds] Proposal

2017-11-09 Thread Chris Dunphy
Did I say you don’t have the right to respond? You certainly do. Respond if you 
want, but do it literally anywhere else but here. Do not clog up the mailing 
list with this nonsense. This list is not for airing your dirty laundry, which 
I can assure you absolutely nobody on this list cares about.

Take it elsewhere.


From: bottige...@gmail.com
Sent: Thursday, November 9, 2017 3:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Proposal

I think that was the most embarrassing little "fight" I've ever seen on a 
mailing list. No serious server owner should be this petty and willing to fight 
on a public mailing list for Team Fortress 2 updates. At least have the decency 
to be childish in private.

I don't think we are being childish for defending ourselves. We ignored things 
like this before and it has led to many lies being spread about us that have 
perpetuated even now like having pay2win or being confused with saigns. If 
someone is going to call us out in public, especially someone that has been 
slandering us for 7 years, we have a right to respond.

I am confused why you are expressing anger towards us when 404 was the one that 
derailed this thread in the first place and blames us for being the reason why 
Valve can't do this proposal when he is guilty of the thing he accuses us of.

This was a choice between defending ourselves, or slightly cluttering up a 
suggestion that probably has 0 chance of being done since it was already 
suggested to Valve many years ago... It was an easy choice to make, and I would 
make the same choice again.

On Thu, Nov 9, 2017 at 8:22 AM, Chris Dunphy <cdunph...@gmail.com> wrote:
I think that was the most embarrassing little "fight" I've ever seen on a 
mailing list. No serious server owner should be this petty and willing to fight 
on a public mailing list for Team Fortress 2 updates. At least have the decency 
to be childish in private.

On Thu, Nov 9, 2017 at 11:12 AM, James Haikin <jfrra...@gmail.com> wrote:
Hey bottiger?

No

One

Cares


-James

On Wed, Nov 8, 2017 at 7:10 PM, bottige...@gmail.com <bottige...@gmail.com> 
wrote:
This complaint about economics is a red herring that "404 user not found" was 
just using to slander us. Valve had no problems enforcing the economic rules 
before by making plugin given hats and weapons invisible in the game. If 
particles were really such a big deal, they would've made them invisible 
already. They already actively enforce economic rules in CS:GO, a game where 
community servers are also forced to be inferior to official ones. If throwing 
community servers into the browser solved the econ problem, then why didn't 
they remove invisible hats and weapons? So the reality is that Valve still 
polices the economy regardless of community servers being ghettoized or not. 

Also, back when plugin hats were still possible and rampant, we never used it. 
So to paint us as some kind of serial anti-valve rule breaker is simply wrong.

I think at this point there is no real solution that Valve is interested in 
doing, otherwise they would have done so a lot sooner now that it has been 
what, about 3 years since community servers were removed from quickplay? The 
idea to have white-listing cost money has been suggested many times before and 
while it is a real solution, Valve does not seem to be interested in this given 
the inaction.

As I mentioned earlier, the most we could hope for is to have them throw in a 
few community-server only contracts. But even if Valve somehow agreed with the 
idea, I don't think it would be enough to stop the massive decline that's going 
on right now.

On Wed, Nov 8, 2017 at 5:55 PM, Rowedahelicon <theoneando...@rowedahelicon.com> 
wrote:
I think at least to stay on topic, there is a matter of the economy rules Valve 
set in place, which I've always felt have been very vague when it comes into 
really specific cases like this. Ideally speaking, I feel like if what 
constitutes as a "valve approved" server would be very bare bones, but if you 
want to run setups that one would find questionable is why you'd have separate 
servers for that reason

On Wed, Nov 8, 2017 at 8:12 PM, bottige...@gmail.com <bottige...@gmail.com> 
wrote:
You are upset that this thread is going a little off topic but I am simply 
defending my community and at the same time refuting his silly argument that 
pro-community actions are useless because we abuse Valve's rules.

We used to let accusations like this go uncontested and it resulted in having 
our community being wrongfully mixed up with saigns and other falsehoods. So we 
now aggressively fight them before they can spread.

If he wants to stop his 7 year old grudge for being banned for racism for 1 day 
and getting mad that we charge people for server benefits instead of running 
servers with welfare money like he did, then there wouldn't be any reason to 
respond. 

Re: [hlds] Proposal

2017-11-09 Thread Chris Dunphy
I think that was the most embarrassing little "fight" I've ever seen on a
mailing list. No serious server owner should be this petty and willing to
fight on a *public mailing list for Team Fortress 2 updates*. At least have
the decency to be childish in private.

On Thu, Nov 9, 2017 at 11:12 AM, James Haikin  wrote:

> Hey bottiger?
>
> No
>
> One
>
> Cares
>
> -James
>
> On Wed, Nov 8, 2017 at 7:10 PM, bottige...@gmail.com  > wrote:
>
>> This complaint about economics is a red herring that "404 user not found"
>> was just using to slander us. Valve had no problems enforcing the economic
>> rules before by making plugin given hats and weapons invisible in the game.
>> If particles were really such a big deal, they would've made them invisible
>> already. They already actively enforce economic rules in CS:GO, a game
>> where community servers are also forced to be inferior to official ones. If
>> throwing community servers into the browser solved the econ problem, then
>> why didn't they remove invisible hats and weapons? So the reality is that
>> Valve still polices the economy regardless of community servers being
>> ghettoized or not.
>>
>> Also, back when plugin hats were still possible and rampant, we never
>> used it. So to paint us as some kind of serial anti-valve rule breaker is
>> simply wrong.
>>
>> I think at this point there is no real solution that Valve is interested
>> in doing, otherwise they would have done so a lot sooner now that it has
>> been what, about 3 years since community servers were removed from
>> quickplay? The idea to have white-listing cost money has been suggested
>> many times before and while it is a real solution, Valve does not seem to
>> be interested in this given the inaction.
>>
>> As I mentioned earlier, the most we could hope for is to have them throw
>> in a few community-server only contracts. But even if Valve somehow agreed
>> with the idea, I don't think it would be enough to stop the massive decline
>> that's going on right now.
>>
>> On Wed, Nov 8, 2017 at 5:55 PM, Rowedahelicon <
>> theoneando...@rowedahelicon.com> wrote:
>>
>>> I think at least to stay on topic, there is a matter of the economy
>>> rules Valve set in place, which I've always felt have been very vague when
>>> it comes into really specific cases like this. Ideally speaking, I feel
>>> like if what constitutes as a "valve approved" server would be very bare
>>> bones, but if you want to run setups that one would find questionable is
>>> why you'd have separate servers for that reason
>>>
>>> On Wed, Nov 8, 2017 at 8:12 PM, bottige...@gmail.com <
>>> bottige...@gmail.com> wrote:
>>>
 You are upset that this thread is going a little off topic but I am
 simply defending my community and at the same time refuting his silly
 argument that pro-community actions are useless because we abuse Valve's
 rules.

 We used to let accusations like this go uncontested and it resulted in
 having our community being wrongfully mixed up with saigns and other
 falsehoods. So we now aggressively fight them before they can spread.

 If he wants to stop his 7 year old grudge for being banned for racism
 for 1 day and getting mad that we charge people for server benefits instead
 of running servers with welfare money like he did, then there wouldn't be
 any reason to respond.

 I am sure that most people here would do the same instead of keeping
 quiet.


 On Wed, Nov 8, 2017 at 4:58 PM, Tohru Adachi 
 wrote:

> ...Can we please stop with the drama, both of you? This isn't the
> place for it.
>
> On 09/11/2017 00:53, bottige...@gmail.com wrote:
>
> Where exactly do you see that I'm selling unusuals? Because I'm not. I
>> don't sell anything.
>>
>
> Hmm really, you want to prove you are blatantly lying again like you
> did on alliedmods with your alt account abrandnewday.
>
> https://i.imgur.com/nyuMwV0.png
>
> https://forums.alliedmods.net/showthread.php?t=243705
>
> https://i.imgur.com/wLOj1oS.png
>
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>>>
>>>
>>> --
>>> *Matthew (Rowedahelicon) Robinson*
>>> Web Designer / Artist / Writer
>>> Website - 

Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-21 Thread Chris Koiš
When are they even going to fix the tf2 server gui?
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-23 Thread Chris Oryschak
Perfect. Thank you for the url and clarification.

Chris

On Thu, Jun 23, 2016, 11:53 PM Peter Jerde <peter-h...@jerde.net> wrote:

>
> > On Jun 23, 2016, at 22:43 PM, Chris Oryschak <ch...@oryschak.com> wrote:
> >
> > Is there a way to put the server in quickplay but NOT the mvm pool ? I
> dont want my server changing to mvm
>
> Read the official guide at
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for
> all the details of what successfully gets your server to participate in
> quickplay.
>
> As long as tf_mm_servermode is set to 0 your server will not change to mvm.
>
>  - Peter
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-06-23 Thread Chris Oryschak
Is there a way to put the server in quickplay but NOT the mvm pool ? I dont
want my server changing to mvm

On Thu, Jun 23, 2016 at 11:32 AM ED-E  wrote:

> I hope Valve is fixing this constant "World triggered "Round_Start" spam
> on servers with people connecting/-replay servers quick. This is very
> annoying, due a plugin of mine makes sql query on roundstart which kinda
> buttfucked my MariaDB database, cause I had –replay on (and the record bot
> counts a player joining).
>
>
>
> *Von:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *Im Auftrag von *A Fearts
> *Gesendet:* Donnerstag, 23. Juni 2016 03:41
> *An:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Betreff:* Re: [hlds] Mandatory Team Fortress 2 update released
>
>
>
> Also during my testing tf_mm_strict and tf_mm_servermode were both set to
> their default values of 0.
>
>
>
> On Wed, Jun 22, 2016 at 9:16 PM, A Fearts  wrote:
>
> This issue also only seems to happen on arena_ maps. Tested on koth, pl,
> ctf, cp maps.
>
>
>
> On Wed, Jun 22, 2016 at 9:05 PM, A Fearts  wrote:
>
> @John Schoenick
>
> On a completely Vanilla server if you only have:
>
> autoexec.cfg with sv_setsteamaccount #
>
> And
>
> server.cfg with only the entry: log 1
>
> And you go to a vanilla map like: arena_sawmill
>
> In console you will get spammed with: "L 06/22/2016 - 21:04:33: World
> triggered "Round_Start"" until there is a player on both teams.
>
>
>
> On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick 
> wrote:
>
> Do you have tf_mm_strict set?
>
>
>
> On 06/22/2016 05:11 PM, A Fearts wrote:
>
> I'm getting a lot of issues. My server keeps spamming with:
>
> "No match, but configured for MM, enrolling in matchmaking"
>
> Also
>
> "World triggered "Round_Start""
>
>
>
> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose  wrote:
>
> So... did something replace it as mode 1 or did all the existing values
> shift down one?
>
> I ask because MvM is mode 2 on that same cvar.
>
>
>
> On 6/22/2016 8:04 PM, John Schoenick wrote:
>
> One of the internal changes in this patch removed the old quickplay
> value from tf_mm_servermode (which was no longer used) -- if you still
> have it set, you're likely enrolling in the bootcamp pool when empty.
> Setting this back to 0 should fix you. Apologies!
>
>
> On 06/22/2016 04:56 PM, Peter Jerde wrote:
>
> - Internal system changes in preparation for a future update
>
> So I know I’m running an outdated version of SourceMod (1.7 branch), but I
> thought I’d just throw this out and see if anyone else is seeing it. Out of
> the blue, some of my servers are switching to MvM mode:
>
> L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced on this server
> in state SERVERSETUP
>
> That was on a 24/7 2fort server.
>
> Why would that suddenly start happening!?
>
>   - Peter
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Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread Chris Oryschak
I'm crashing.. anyone else? Linux here.

On Thu, Oct 30, 2014 at 9:37 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2470138.

 -Eric

 -

 - Fixed a dedicated server crash related to the new map sd_doomsday_event
 and server-wide curses
 - Fixed Blue team hearing the win audio instead of the lose audio when Red
 gets the tickets to the Strongmann machine
 - Fixed grenade projectiles doing more damage than expected
 - Fixed players changing team to respawn outside of their cart while
 playing a minigame
 - Fixed players being able to use the Eureka effect while in their bumper
 car
 - Fixed a bug that let Engineers move faster while carrying a building
 - Fixed the Spycicle not giving the Spy fire resistance
 - Fixed The Manngaroo itemset including the wrong item
 - Updated the equip_region for the Vaccinator and Quick-Fix
 - Fixed a bug where players would not get a kill credit for turning
 another player in to a ghost
 - Updated player ghosts to always use team color
 - Updated the new TargetID system
 - Added Advance Option and ConVar to disable floating health icon
 (tf_hud_target_id_disable_floating_health)
 - Added Advance Option to control the alpha of TargetID nameplate
 - Fixed not showing for disguised enemy Spies
 - Fixed showing the health of cloaked Spies
 - Fixed not hiding the panel when players are no longer visible
 - Added ConVar tf_weapon_criticals_melee to control whether melee weapons
 have random crits. Works separately from tf_weapon_criticals.
 - Fixed the knife not playing its backstab animation when crits are
 disabled
 - Fixed round-end crits not working when tf_weapon_criticals is set to zero
 - Updated sd_doomsday_event
 - Added spell pickups near the ticket case spawn
 - Reduced mega spell respawn time from 90 seconds to 45 seconds
 - Fixed curses occurring in bumper car minigames
 - Fixed players being able to boost their bumper cars early
 - Increased the damage that bumper cars receive from collisions
 - Players can no longer suicide when in a Bumper Car
 - Replaced large ammo kits near the Strongmann machine with spells
 - Reduced ammo kit size on the bridge from full to medium
 - Updated HHH to use a giant Necro Smasher when attacking players
 - Platform game:
 - Fixed Merasmus giving instructions in the platform game
 when it gets to the final platform
 - Center tent pole now vanishes when the final platform is
 reached
 - Soccer game:
 - Added HHH, spawns 45 seconds into the match
 - Duck game:
 - Increased max score to 200

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Re: [hlds] Mandatory TF2 update released

2014-10-22 Thread Chris Oryschak
It looks like only plr_hightower_event is in the quickplay pool? Whenever i
try to find a server with quickplay that is the ONLY map i see...

Also - In quickplay it says Halloween 2013; I'm pretty sure that should
be 2014?

On Wed, Oct 22, 2014 at 8:32 PM, Ross Bemrose rbemr...@gmail.com wrote:

  My eventmix server has been full for several hours, so some people are
 finding it.


 On 10/22/2014 8:26 PM, Robert Russell wrote:

 Anyone word on this?

 Sent from my iPhone

 On Oct 22, 2014, at 2:23 PM, pilger pilger...@gmail.com wrote:

   Isn't quickplay restricted to Valve servers now? What does the tag
 matter?

  I do NOT intent to bring the discussion back. Just asking about whether
 Halloween event and quickplay relation.


 _pilger

 On 22 October 2014 16:14, Andreas Grimm h...@saigns.de wrote:

  Usually it’s the tag „eventmix“ for past events and the tag „event247“
 for the current event



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
 *Sent:* Wednesday, October 22, 2014 8:06 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 Question:



 Wasn't there a special server cvar last year we needed to use to
 designate a server as a Halloween Event server for quickplay? If so, what
 is it, and do we need to set that this year?



 On Wed, Oct 22, 2014 at 1:57 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2455651.

 -Eric

 -

 - Scream Fortress Classic begins!
 - In preparation for Scream Fortress 2014 we've enabled all
 previous Halloween events
 - Fixed The Larval Lid not using the correct Blue team material

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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread Chris Oryschak
yay. the scraps/overflow for us :D

On Wed, Sep 17, 2014 at 9:14 PM, 1nsane 1nsane...@gmail.com wrote:

 They won't have enough servers. Well get to participate.
 On Sep 17, 2014 9:13 PM, Robert Paulson thepauls...@gmail.com wrote:

 Why do people think community servers will even get to participate in the
 Halloween update?

 I bet you it will turn out just like the new beta maps and the q word
 (lol filter)? If not this year then the next.

 On Wed, Sep 17, 2014 at 6:00 PM, big john brewskii...@gmail.com wrote:

 Why do people keep saying that like the Halloween update isnt going to
 totally break everything.
 On Sep 17, 2014 8:58 PM, Weasels Lair wea...@weaselslair.com wrote:

 Better now, than like the day before Halloween.

 On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 Seriously? 3 days in a row now?

 On Wed, Sep 17, 2014 at 8:15 PM, 1nsane 1nsane...@gmail.com wrote:

 An update a day keeps the bugs away (hopefully).

 Thanks for the heads up.

 On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update released

2014-09-10 Thread Chris Oryschak
Linux here. Removing addons dir and it booted up right away.  Will have to
wait for a SM release...

On Wed, Sep 10, 2014 at 5:16 PM, Peter Jerde peter-h...@jerde.net wrote:

 Let's keep the tone helpful rather than childish, shall we?

 Windows servers here -- same thing. Removing our addons folder fixes it,
 so it's got to be a metamod/sourcemod issue.

  - Peter

 On Sep 10, 2014, at 16:12, Dill Bates dillbat...@gmail.com wrote:

  Cool! Both of my servers are now stuck in a boot loop after the update.
 Thanks guys!!
 
 
  Sent from my iPhone
 
  On Sep 10, 2014, at 2:09 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
  We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2395700.
 
  -Eric
 
  -
 
  - Added taunts to the items that can be uploaded to the Steam Workshop
  - Added new Taunt and Halloween tags to the Steam Workshop
- Previous entries marked with the Halloween 2013 tag will
 automatically be updated to use the new tag in the coming days
  - Added tournament medals for the ETF2L and RETF2 EE22
  - Client/server performance improvements
  - Improved client memory usage by updating weapons to only be loaded on
 demand
  - Improved edict usage on servers to help eliminate out of edicts
 errors during round restarts
  - Fixed a server crash caused by using the map command in the console
 while the server is running
  - Fixed a client crash when switching between windowed-mode and
 fullscreen for Mac OS X and Linux clients
  - Re-enabled HTML MOTD support for Mac OS X and Linux clients
  - Extended the server's status command to display edict usage and
 player/bot counts
- status output also includes basic class stats...not fully
 implemented yet
  - Fixed custom content not being shown while watching .dem files that
 were recorded on servers running with sv_pure
  - Fixed a teleporter exploit that involved players killing teammates
 via telefrag by switching to Spectator
  - Fixed bad LODs for The Angel of Death coat for the Medic
  - Fixed push triggers applying push values twice when lag compensation
 is being done
  - Fixed a Hammer crash related to changing entity types for an existing
 entity
  - Fixed Strange flamethrowers not getting kill credit for deflected
 projectiles
  - Fixed mini-crit and taunt-invite icons being orphaned in the world
  - Fixed the Festive Force-a-Nature using the wrong taunt animation
  - Fixed the difficulty value not displaying correctly in the Mann vs.
 Machine scoreboard
  - Fixed Mann vs. Machine bots floating in the air when they die from an
 explosion
  - Fixed the Pyro's clap sounds clipping the voice lines during the
 Party Trick taunt
  - Fixed the Short Circuit creating its firing effects when being
 deployed
  - Fixed Mini-Sentry collision hull being scaled smaller than it should
 be
  - The Frying Pan can now accept Kills While Explosive Jumping strange
 parts
  - Updated the equip_region for the Mining Light and Lord Cockswain's
 Novelty Mutton Chops and Pipe
  - Updated the materials for the Apparition's Aspect and made it
 paintable
  - Updated the Eternaween vote so it cannot be initiated by clients
 without using the Eternaween
  - Updated the localization files
  - Updated pl_cactuscanyon
- Completed permanent removal of previous stage 2 from the map
- Removed the rollback hill in stage 2, and adjusted neighboring
 u-turn
- Adjusted the right-hand spawn exit for Blu in stage 2
- Reworked Sniper window above underpass in stage 2
- Adjusted spawn times in stage 2
- Added flatcars to the train in stage 2
- Blu side path from cart spawn to underpass is now a drop-down in
 stage 2
- Widened a doorway along the cart-path in stage 2
  - Updated rd_asteroid
- Removed spawn advantage for attackers that die in the enemy base
- Moved health and ammo above the front door stairs further into the
 base
- Increased bot count. Summed total health and points in each section
 remains the same.
- Power core pickups now give health and ammo to the collector
- Removed small health kit above cave exit
- Added medium ammo kit in the caves near the medium health kit
 
 
 
 
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Re: [hlds] Mandatory TF2 update coming

2014-08-27 Thread Chris Oryschak
Soon is now.


On Wed, Aug 27, 2014 at 6:34 PM, David H davidaap1...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Valve_Time
 On Aug 28, 2014 12:31 AM, Alexander Corn mc...@doctormckay.com wrote:

 So, how soon is soon?


 Dr. McKay
 www.doctormckay.com


 On Wed, Aug 27, 2014 at 5:20 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread Chris Oryschak
Thanks Anakin.

Is it the same for STEAM_0:0: ... will their steam3 id be:[U:1: or [U:0:

Does the 0 transfer over for the X value ?




On Thu, Aug 21, 2014 at 6:45 PM, AnAkIn anakin...@gmail.com wrote:

 It's simple. The old SteamID was STEAM_0:X:Y. Just do Y*2+X and you have
 the new one.
 e.g. STEAM_0:1:1337 = 1337*2+1= 2675 = [U:1:2675]



 2014-08-22 0:42 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 And is there a way to convert old steamid to new steamid?  If not that
 means every ban every placed on a player is useless..


 On Thu, Aug 21, 2014 at 6:40 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yeah - this borks everything from admin tools to Ban databases. Please
 revert this back, guys!


 On Thu, Aug 21, 2014 at 6:39 PM, Chris Oryschak ch...@oryschak.com
 wrote:

 wow !
 and the new format doesn't even match up with the previous steamID.
  Everyone now has a new id#

 Thanks for the heads up !


 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com
 wrote:

 Wait what they changed the steam id format
 On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote:

 Why after all these years would you change the SteamID format? Why
 wouldn't you at least give people a warning before you made such a 
 drastic
 change?


 On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
 mloveless1...@gmail.com wrote:

 All 3 of my accounts/computers are all now launching in insecure
 mode after update. This has happened at least once a month for the past 
 3
 or 4 months. It requires me to reinstall Steam in every instance to fix 
 it.
 Why does this happen?


 On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith er...@valvesoftware.com
  wrote:

 We've released a mandatory update for TF2. The notes for the update
 are below. The new version number is 2369699.

 -Eric

 -

 - Fixed rockets colliding with other projectiles and getting stuck
 in the world
 - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
 Power Up Canteen
 - Fixed the Demoman not being able to equip The Grandmaster
 - Fixed a bug where Professional Killstreak items were being
 displayed as Specialized
 - Market Listings for Specialized Killstreak kits for the following
 items have been removed and will need to be relisted
 - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
 Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
 - Fixed character audio being cut short when characters clap during
 the Conga taunt
 - Unusual taunts that are tradable can now be listed on the Steam
 Community Market
 - The Classic can now accept Enemies Gibbed strange parts
 - The Manmelter can now accept Allies Extinguished strange parts
 - Added mp_spectators_restricted server convar
 - Prevents players on Red/Blue from joining team
 Spectator if it would exceed mp_teams_unbalance_limit
 - Updated the HTML display in the MOTD to use shared Steam browser
 control
 - Updated the materials for The Dalokohs Bar
 - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
 The Pencil Pusher, and Antlers
 - Updated the localization files
 - Updated pl_cactuscanyon
 -Stage 1
 - Reworked the geometry of the back
 stairwell route leading to the final cap
 -Stage 3
 - New design of back yard underpass
 area
 - Added new building and route near
 the underpass
 - New geometry for Red battlements
 and spawn exit by the first cap
 - Added new exit from Red spawn
 leading to the raised middle rock outcrop by the barn
 - Reworked Red spawn exit by
 capture point 2
 - Removed rocks and added a new
 structure by the final cart push
 - Cart now takes longer to pass
 through the building at the end of
 - Adjusted spawn times
 - Adjusted Health and ammo packs

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Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread Chris Oryschak
Perfect. Thank you very much.



On Thu, Aug 21, 2014 at 7:40 PM, AnAkIn anakin...@gmail.com wrote:

 No, U:1 pretty means much what STEAM_0 was, it's Public universe AFAIK.
 It'll always be U:1. The X and Y values are only part of the latest number.


 2014-08-22 1:38 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 Thanks Anakin.

 Is it the same for STEAM_0:0: ... will their steam3 id be:[U:1: or [U:0:

 Does the 0 transfer over for the X value ?




 On Thu, Aug 21, 2014 at 6:45 PM, AnAkIn anakin...@gmail.com wrote:

 It's simple. The old SteamID was STEAM_0:X:Y. Just do Y*2+X and you have
 the new one.
 e.g. STEAM_0:1:1337 = 1337*2+1= 2675 = [U:1:2675]



 2014-08-22 0:42 GMT+02:00 Chris Oryschak ch...@oryschak.com:

 And is there a way to convert old steamid to new steamid?  If not that
 means every ban every placed on a player is useless..


 On Thu, Aug 21, 2014 at 6:40 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yeah - this borks everything from admin tools to Ban databases. Please
 revert this back, guys!


 On Thu, Aug 21, 2014 at 6:39 PM, Chris Oryschak ch...@oryschak.com
 wrote:

 wow !
 and the new format doesn't even match up with the previous steamID.
  Everyone now has a new id#

 Thanks for the heads up !


 On Thu, Aug 21, 2014 at 6:35 PM, big john brewskii...@gmail.com
 wrote:

 Wait what they changed the steam id format
 On Aug 21, 2014 6:31 PM, A Fearts joewatshis...@gmail.com wrote:

 Why after all these years would you change the SteamID format? Why
 wouldn't you at least give people a warning before you made such a 
 drastic
 change?


 On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless 
 mloveless1...@gmail.com wrote:

 All 3 of my accounts/computers are all now launching in insecure
 mode after update. This has happened at least once a month for the 
 past 3
 or 4 months. It requires me to reinstall Steam in every instance to 
 fix it.
 Why does this happen?


 On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
 er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the
 update are below. The new version number is 2369699.

 -Eric

 -

 - Fixed rockets colliding with other projectiles and getting
 stuck in the world
 - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and
 the Power Up Canteen
 - Fixed the Demoman not being able to equip The Grandmaster
 - Fixed a bug where Professional Killstreak items were being
 displayed as Specialized
 - Market Listings for Specialized Killstreak kits for the
 following items have been removed and will need to be relisted
 - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
 Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
 - Fixed character audio being cut short when characters clap
 during the Conga taunt
 - Unusual taunts that are tradable can now be listed on the Steam
 Community Market
 - The Classic can now accept Enemies Gibbed strange parts
 - The Manmelter can now accept Allies Extinguished strange parts
 - Added mp_spectators_restricted server convar
 - Prevents players on Red/Blue from joining team
 Spectator if it would exceed mp_teams_unbalance_limit
 - Updated the HTML display in the MOTD to use shared Steam
 browser control
 - Updated the materials for The Dalokohs Bar
 - Updated the equip_region for the Soldier's Stash, Exquisite
 Rack, The Pencil Pusher, and Antlers
 - Updated the localization files
 - Updated pl_cactuscanyon
 -Stage 1
 - Reworked the geometry of the
 back stairwell route leading to the final cap
 -Stage 3
 - New design of back yard
 underpass area
 - Added new building and route
 near the underpass
 - New geometry for Red
 battlements and spawn exit by the first cap
 - Added new exit from Red spawn
 leading to the raised middle rock outcrop by the barn
 - Reworked Red spawn exit by
 capture point 2
 - Removed rocks and added a new
 structure by the final cart push
 - Cart now takes longer to pass
 through the building at the end of
 - Adjusted spawn times
 - Adjusted Health and ammo packs

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Re: [hlds] Mandatory TF2 update released

2014-08-07 Thread Chris Oryschak
Linux is working fine for me.


On Thu, Aug 7, 2014 at 5:06 PM, Silencio Delgato silenciodelg...@gmail.com
wrote:

 Same here, my windows server will not start up either. I am also running
 Windows Server 2008 R2.


 On Thu, Aug 7, 2014 at 2:04 PM, Gamers Exile gamersex...@shaw.ca wrote:

 Yes, instantaneous crash loading server on win2008r2.

  Sent Via Pigeon
   *From: *big john
 *Sent: *Thursday, August 7, 2014 3:04 PM
 *To: *Half-Life dedicated Win32 server mailing list
 *Reply To: *Half-Life dedicated Win32 server mailing list
 *Subject: *Re: [hlds] Mandatory TF2 update released

 Anyone else crashing after update?
 On Aug 7, 2014 4:54 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2351233.

 -Eric

 -

 - Dedicated server performance/stability improvements
 - Added a new startup music track from Expiration Date
 - Added missing photos/thumb images for koth_badlands
 - Fixed a client crash related to the snd_restart command for Linux
 clients
 - Fixed a dedicated server crash related to arrows
 - Fixed the Bolt Boy using the wrong material for the Blu team
 - Improved memory usage for Linux clients
 - Updated the Restart Game and Scramble Teams votes to always have a
 mandatory cool-down period
 - Updated sv_memlimit to not be marked as a cheat convar
 - Added sv_minuptimelimit and sv_maxuptimelimit to manage the
 server restart window
 - Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and
 Vive La France
 - Updated the localization files
 - Updated pl_cactuscanyon
 - Removed rollback leading to the final capture point in stage 2
 - Reworked fence position on forward spawn building in stage 2
 - Expanded back alley near the final capture point in stage 2
 - Expanded back pathway near the final capture point in stage 1
 - Added small room inside building half way up the zig-zag in
 stage 1
 - Adjusted health kits and ammo packs
 - Adjusted spawn times in stage 1 and 2
 - Updated rd_asteroid
 - Widened left side spawn exit
 - Players can no longer build inside the staircase near A robots
 - Fixed sticky stair collision when coming out of the water near
 B robots
 - Changed medium health kit near the C robots to a small health
 kit
 - Removed alert from voice over lines that announce your team
 has dropped the reactor core
 - Fixed missing patch overlay under small health near center
 bridge

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Re: [hlds] Mandatory TF2 update released

2014-06-18 Thread Chris Oryschak
Anyone else having crashing problems with sourcemod enabled?


On Wed, Jun 18, 2014 at 9:22 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2288628.

 -Eric

 -

 - Love  War Update
 - Added 5 new weapons, 15 new taunts, and 43 cosmetic
 items for the Love  War update
 - Partner Taunts can now be performed with the opposing
 team
 - Added a new Taunt Loadout with 8 slots so multiple
 taunts can be equipped at the same time
 - Taunts are no longer equipped in the
 Action Slot
 - Pressing the Taunt key in game now
 brings up the new Taunt Selection menu
 - Pressing the taunt key while the Taunt
 Selection menu is open performs a weapon taunt, or joins a partner taunt

 - Mann Co. Store
 - Added 15 new taunts and a taunt bundle
 - Added 5 new weapons and a weapon bundle
 - Added 44 new cosmetics and a cosmetic bundle
 - Added Taunt category into the store
 - Added Mann Co. Stockpile Crate Key
 - The Hats and Misc categories have been merged into
 Cosmetics

 - Items
 - Added the Mann Co. Stockpile Crate to the droplist
 - Each Mann Co. Stockpile Crate can be
 repeatedly shuffled to contain a set of 4 possible items
 - Added the Mann Co. Audition Reel.  Contains taunts and a
 rare chance at an unusual taunt
 - Updated Mann Co. Crates to display which Unusual Series
 they can potentially output
 - Added Bread Box Special Crafting Recipe.  This recipe
 will no longer be available after July 9th, 2014.  Items from the Bread box
 have a chance to be strange.
 - Added crafting recipes for newly added weapons
 - Added Killstreak Kits to MvM for newly added weapons
 - Added Oz Fortress season 11 tournament medals

 - Weapon changes and updates
 - With The Hitman's Heatmaker, pressing 'reload' now
 activates focus when it is full
 - The Axtinguisher now does mini-crit damage from the
 front and full crit damage from behind to burning targets
 - The Bushwacka can no longer randomly crit
 - All mini-guns now have damage and accuracy ramp up after
 they start firing.  Full accuracy and damage is reached 1 second after
 firing.
 - All Demoman stickybombs now have damage ramp up. Full
 damage is reached 2 seconds after firing.
 - Updated Loch-n-Load reload animation
 - Sentry bullets are now affected by damage falloff
 outside of sentry scan range
 - Sentry bullet damage has been changed so it calculates
 damage based on the sentry's position, not the Engineer's

 - Misc Changes
 - Updated the Halloween holiday to automatically be
 enabled when the server runs an _event map
 - Added a check to prevent achievement announcement spam
 - Converted several weapon models to use the c_models
 system
 - Updated the localization files

 - Bug Fixes
 - Fixed an exploit where charging Demoman could turn more
 than allowed
 - Fixed a bug where Halloween spellbooks were overriding
 PDAs and Disguise Kits
 - Fixed The Director's Vision taunt not playing both
 variations for the Pyro
 - Fixed the Pyro's spell audio not sounding like the rest
 of the Pyro's audio
 - Fixed a bug that would sometimes cause items to unequip
 themselves
 - Fixed a dedicated server crash related to using
 'mp_forcecamera 0' with one player on the server
 - Fixed a regression with the trigger_gravity entity not
 correctly applying its settings
 - Fixed another exploit where Engineer buildings could
 build up a large amount of health
 - Fixed a server performance issue related to the
 item_teamflag entity
 - Fixed the itemtest command
 - Fixed cosmetics shared between multiple
 classes not rendering correctly
 - Updated the cosmetic item list to sort
 by name

 - Map Fixes
 - Updated cp_granary
 - Removed collision from lights and small
 props protruding from walls
 - Fixed collision on fences
 - Fixed the tire props near Blu's forward
 spawn so players may no longer jump up to the spawn door platform
 - Fixed players shooting through gaps
 around forward spawn doors
  

Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-03 Thread Chris Oryschak
I haven't notice an increase in traffic yet, can anyone else confirm this?


On Tue, Jun 3, 2014 at 1:05 PM, Lambda lambdace...@gmail.com wrote:

 Mine shows community servers as default but honestly i can't remember if i
 switched it in the past.


 2014-06-03 19:01 GMT+02:00 Daniel Barreiro smelly.feet.you.h...@gmail.com
 :

 Are you saying they fixed it?


 On Tue, Jun 3, 2014 at 12:59 PM, ics i...@ics-base.net wrote:

 Did someone at Valve did something other than changing the setting from
 official to community, after reading our messages because vs the past 3
 months, i have now 300% increase on players and if this keeps up, things go
 back to normal as they were before the change was made.

 -ics

 Robert Paulson kirjoitti:

 No we don't have access to binaries on both ends.We cannot get players
 to use client modifications because even if they were willing to download
 it, they would get vacced.

 The ad exploit from what I heard was a one time client bug where the
 big motd did not check the motd cvar. Removing community servers from
 quickplay was laziness and not due to any technical impossibility.

 If Valve wants a game free of community servers then they should do
 that in their newer games. Can you imagine the outrage that would happen if
 EA pulled the same stunt on Battlefield by throwing all community servers
 off the main list?


 On Mon, Jun 2, 2014 at 2:14 PM, Eli Witt eliw...@gmail.com mailto:
 eliw...@gmail.com wrote:

 Replied to the last message, I'll post this here too.

 Well, we know from experience just how good Valve is at keeping a
 lid on things (case in point HL3) so I doubt they're going to
 acknowledge this in any way unless they see fit to, not because
 we're disgruntled and asking for information.

 And for what it's worth, everyone (who's opinion on this list is
 worth a damn) has thrown out the point that we're the ones
 providing the servers for Valve, we're the ones who give their
 players a place to play etc etc - but what I think is going
 unnoticed here is the fact that Valve is obviously taking steps
 (and increasingly larger ones) to nullify that argument in it's
 entirety.

 Perhaps it's time to examine the possibility that Valve is very
 purposefully forcing community run servers into the minority
 because they're straight tired of having to play code-counter-code
 withe people like the fuckjobs who programmed plugins to force ads
 down players throats and other like-minded stains.

 We've got the binaries on both ends, and Valve knows this. It's
 virtually impossible to stop people from being fuckjobs with
 access to both binaries, so let [Valve] just diminish the
 footprint the fuckjobs get access by about 90% by forcing people
 into the servers we can afford to run now that we've monetized TF2.

 If I was Valve and I made this decision, I wouldn't give a piss
 whether people who run servers are upset by this or threaten to
 pull their servers offline because of this decision, because
 that's the direction I wanted to force you in anyway.

 Just a thought.


 On Mon, Jun 2, 2014 at 4:47 PM, Robert Paulson
 thepauls...@gmail.com mailto:thepauls...@gmail.com wrote:

 Making a new thread because replies are being blocked with
 Message body is too big: 41090 bytes with a limit of 40 KB.

 Complaints here have historically gone ignored but it doesn't
 mean it is a bad idea to keep the issue in the spotlight here
 as well.

 Just make sure you also contact Valve directly.
 http://valvesoftware.com/email.php
 Some people say Fletcher is in charge of TF2 now so email him
 too.

 We're really past the point in asking Valve for an answer.
 The answer is probably the same as before: a handful of
 servers ruined the experience for a few new players and some
 lazy players who couldn't be bothered to type valve in the tags.

 So they threw in some useless features like quickpick and
 released server migrations at the same time to shut you up
 before you realize your community was also going to get
 screwed so there would be no huge public outrage.

 What needs to be done now is to get someone at Valve to
 realize that this change did more harm than good and there is
 evidence to prove it.

 Any other argument we bring up they will consider it biased
 because we host servers and somehow that means we don't care
 about players.

 Ever since the change, global TF2 player counts have steadily
 been dropping. Peaks have dipped from 82k to 71k, a 15% loss.
 And summer vacation has already started as you can see from
 the weekday player counts.

 http://www.steamgraph.net/index.php?action=graphjstime=
 1appid=440from=138856320to=End+Time

 

Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-02 Thread Chris Oryschak
Its more the fact that 90% of the population out there never gets a chance
to find/try our servers out in the first place.


On Mon, Jun 2, 2014 at 8:32 AM, ced lo loranger...@hotmail.com wrote:

 Finally some common sense answer.

 I hear people here cry all the time about valve removing quickplay to
 community be default.

 You guys don't seem to realize that if player don't come back to your
 servers without QP, its because they don't give a F about your server.



 --
 Date: Mon, 2 Jun 2014 14:25:08 +0200
 From: spacebur...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Can we have a Quickplay Status report, please?


 Valve servers are the safest bet a player has for an normal TF2 experience
 with nothing getting in the way. I'm sure there are many community servers
 offering a similar experience, but there are just as many of those which
 don't.


 On 2 June 2014 13:35, Mehtahl MetalMetal metald...@gmail.com wrote:

 I'm quite sure that the experience on many more community servers has
 given poorer experience than the number of Valve servers for any given
 region. Take Nightteam for instance, let alone any other server with
 donation perks such as immunity to auto-balance. Not that Valve
 servers don't have their share of teamstacking. It's also important to
 remember that many servers run on a 24/7 same-map rotation designed
 for players to switch to another server when they grow tired from a
 map. That's really inefficient for those with many different servers
 managed that way, as you can see many of them being empty. In fact,
 hundreds of Community servers have been empty before this quickplay
 change, but Valve servers only had a few empty during high-time.

 We could always assume that Community servers are in the vast majority
 of servers, thus also have most of the, completely subjective concept
 of 'poor quality'. We could also assume that new players want the
 actual default experience of the game instead of a very specific
 method of play. When I first started playing I had no idea which
 server to join, with the massive list of servers with different maps
 and tags. I wasn't aware that when I decided to pick a Lotusclan, that
 I would be unaware that I couldn't 'really' pick my team when
 autobalance came around, because it most definitely autobalances more
 frequently than Valve servers' system. While I do understand that's it
 intention, to prevent stacking, this feature is definitely present in
 most Community servers with normal maps, greatly limiting any real
 variety. Community servers have only served the community with custom
 maps and gamemode that Valve doesn't host. People come or came to play
 the game, in general. I doubt that anyone new at all cares about any
 particular community or which server to play as long as they get to
 play it.

 AND those of us who didn't try to turn TF2 into a money machine
 A lot of people seem to think that somehow more hats means less fun,
 and no new weapons or maps in a year means the game is dead, but TF2
 is still one of the most played games on Steam.

 On 6/1/14, Alexander Corn mc...@doctormckay.com wrote:
  I agree entirely with everything that has been said.
 
  Simply put, the player experience on official servers is a joke. The
 term
  official server implies some standard of quality since after all, it's
 an
  *official* server.
 
  In reality, the experience is subpar, even borderline terrible. Valve
  hardware is overloaded to the point of hilarity. If I didn't get loot
 from
  Mann Up mode, I wouldn't dream of paying $1 per game for servers that
 can't
  keep up with the game. Valve PvP servers aren't much better.
 
  Lack of moderation makes the player experience dreadful in many cases.
  Cheaters have free reign on Valve servers since even when a votekick is
  started against them (note that many inexperienced players do not know
 how
  to start such votes), they can simply rejoin the server and continue
  cheating. Even when eventually kicked, they can simply join another
  official server and start over again. Lack of moderation is to blame.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Fri, May 30, 2014 at 5:31 PM, E. Olsen ceo.eol...@gmail.com wrote:
 
  Let's not go the way of throwing out insults towards the TF2 team.
  There's
  no doubt that - while certainly a mistake - they initially made the
  change
  to get rid of the nefarious server operators that were both screwing it
  up
  for the players AND those of us who didn't try to turn TF2 into a money
  machine. I think their hearts were in the right place, but they simply
  failed to think the change all the way through.
 
  Having said that, I DO hope they take into account that while a couple
  dozen people on their SPUF forums might be glad to play on Vavlve
 servers
  only, for every successful legit server operators that wants this change
  reversed, we are probably speaking for hundreds if not thousands of
  server

Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-02 Thread Chris Oryschak
If you're going to quote me you should copy  paste so you quote me
correct instead of misreading.


On Mon, Jun 2, 2014 at 2:27 PM, Phillip Vector t...@mostdeadlygame.com
wrote:

 LOL..

 Its more the fact

 How can something be More then a fact? Either it is or it isn't.


 that 90% of the population out there

 Do you work for Valve? Do you know exactly how many people fit into your
 more then fact?


  never gets a chance to find/try our servers out in the first place.

 They have the chance by using the server browser.

 I find it funny how the custom server operators say they want to build a
 community, then turn around and call said people too stupid to figure out
 how to work the server browser.

 If you lost people because you aren't getting people new to the game, then
 you never really had a community worth a damm.


 On Mon, Jun 2, 2014 at 11:21 AM, Chris Oryschak ch...@oryschak.com
 wrote:

 Its more the fact that 90% of the population out there never gets a
 chance to find/try our servers out in the first place.


 On Mon, Jun 2, 2014 at 8:32 AM, ced lo loranger...@hotmail.com wrote:

 Finally some common sense answer.

 I hear people here cry all the time about valve removing quickplay to
 community be default.

 You guys don't seem to realize that if player don't come back to your
 servers without QP, its because they don't give a F about your server.



 --
 Date: Mon, 2 Jun 2014 14:25:08 +0200
 From: spacebur...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Can we have a Quickplay Status report, please?


 Valve servers are the safest bet a player has for an normal TF2
 experience with nothing getting in the way. I'm sure there are many
 community servers offering a similar experience, but there are just as many
 of those which don't.


 On 2 June 2014 13:35, Mehtahl MetalMetal metald...@gmail.com wrote:

 I'm quite sure that the experience on many more community servers has
 given poorer experience than the number of Valve servers for any given
 region. Take Nightteam for instance, let alone any other server with
 donation perks such as immunity to auto-balance. Not that Valve
 servers don't have their share of teamstacking. It's also important to
 remember that many servers run on a 24/7 same-map rotation designed
 for players to switch to another server when they grow tired from a
 map. That's really inefficient for those with many different servers
 managed that way, as you can see many of them being empty. In fact,
 hundreds of Community servers have been empty before this quickplay
 change, but Valve servers only had a few empty during high-time.

 We could always assume that Community servers are in the vast majority
 of servers, thus also have most of the, completely subjective concept
 of 'poor quality'. We could also assume that new players want the
 actual default experience of the game instead of a very specific
 method of play. When I first started playing I had no idea which
 server to join, with the massive list of servers with different maps
 and tags. I wasn't aware that when I decided to pick a Lotusclan, that
 I would be unaware that I couldn't 'really' pick my team when
 autobalance came around, because it most definitely autobalances more
 frequently than Valve servers' system. While I do understand that's it
 intention, to prevent stacking, this feature is definitely present in
 most Community servers with normal maps, greatly limiting any real
 variety. Community servers have only served the community with custom
 maps and gamemode that Valve doesn't host. People come or came to play
 the game, in general. I doubt that anyone new at all cares about any
 particular community or which server to play as long as they get to
 play it.

 AND those of us who didn't try to turn TF2 into a money machine
 A lot of people seem to think that somehow more hats means less fun,
 and no new weapons or maps in a year means the game is dead, but TF2
 is still one of the most played games on Steam.

 On 6/1/14, Alexander Corn mc...@doctormckay.com wrote:
  I agree entirely with everything that has been said.
 
  Simply put, the player experience on official servers is a joke. The
 term
  official server implies some standard of quality since after all,
 it's an
  *official* server.
 
  In reality, the experience is subpar, even borderline terrible. Valve
  hardware is overloaded to the point of hilarity. If I didn't get loot
 from
  Mann Up mode, I wouldn't dream of paying $1 per game for servers that
 can't
  keep up with the game. Valve PvP servers aren't much better.
 
  Lack of moderation makes the player experience dreadful in many cases.
  Cheaters have free reign on Valve servers since even when a votekick is
  started against them (note that many inexperienced players do not know
 how
  to start such votes), they can simply rejoin the server and continue
  cheating. Even when eventually kicked, they can simply join another

Re: [hlds] When will quickplay return to a level playing field?

2014-03-24 Thread Chris Oryschak
It would be really nice to get some input on this from Valve.  Since the
change every day gets worse and worse for player activity on my servers
thanks to the QP changes and lack of new players having the ability to find
my servers.
You can view the beautiful downward trend caused by these changes:

http://i.imgur.com/uvlq056.png

If anyone else is running the Player Analytics plugin just edit
data/sessions.php and change 30 DAY to 90 DAY.
I'd love to see the same trends from other communities to help reinforce
this bad change for all server ops.





On Mon, Mar 24, 2014 at 9:09 PM, Robert Paulson thepauls...@gmail.comwrote:

 As I said before, the problem is not that the official servers only option
 exists, the problem is that it is on by default. People too lazy to use the
 browser are too lazy to use options.

 Again I would like to suggest automatically un-checking the official
 servers only after 4-5 hours of play. Anything that requires manual
 intervention will not solve the problem.

 For anyone arguing community servers are inferior again, I refer you to
 this post.


 https://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg74795.html


 On Mon, Mar 24, 2014 at 5:03 PM, 1nsane 1nsane...@gmail.com wrote:

 What about something similar like before where valve servers had an
 advantage over community servers with new players being sent to them (due
 to the valve server score boost)?

 Except this time just make it so all new players get sent to valve
 servers by default. And then after a certain amount of hours played it
 either defaults to all servers or pops up a message asking if community
 servers should be included and explaining a little bit about the other
 quickplay options and how to access them.

 I talked to plenty of players who weren't aware that quickplay search can
 be customized or that you need to click on the gear icon to bring up
 advanced search options. There's plenty of people who hate crits or default
 respawn times and yet they're not even aware of this functionality being
 part of quickplay. Or perhaps that's on purpose and maybe that's the reason
 why the icon is so tiny...


 On Thu, Mar 20, 2014 at 7:31 PM, Jason Tango jtrun...@outlook.comwrote:

 As we approach the 2-month mark since Valve's servers were made the
 default servers for all quickplay players, can the TF2 team give us a
 time frame when they will return the system to a level playing field for
 all servers?

 As it stands, the players who want to avoid all community servers now
 have the ability to do so simply by clicking the Official Server Only
 button, so is it really necessary to keep driving nearly all quickplay
 traffic away from community servers?

 In fact, a better question would probably be - is it in TF2's best
 (long-term) interest to do so? Helping players find a home server where
 they become a regular creates long-term players, and since so much
 emphasis (in the design of the UI) has been placed on guiding players to
 use quickplay, the longer that community servers are effectively excluded
 from that traffic, the more long-term players the game will likely lose.

 The players that only want random games with random people on Valve
 servers now have the option to make sure that's all they get, but
 preventing the rest of the player base from experiencing all the diversity
 that the TF2 community can provide is both unnecessary and unfair to those
 of us who have never broken any rules, or violated any policies.

 With that in mind, please consider leveling the playing field again asap
 by including all community servers by default, and let the players decide
 for themselves if they don't want to be a part of that community.

 Thanks, guys.




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Re: [hlds] Mandatory TF2 update released

2014-02-11 Thread Chris Oryschak
My client wont update, even after 4 restarts of steam.. i just gave up now
lol


On Tue, Feb 11, 2014 at 7:40 PM, A Fearts joewatshis...@gmail.com wrote:

 The servers are updating however I'm getting a few reports from people
 (including myself) who aren't getting the client side update. Anyone else
 having this issue?


 On Tue, Feb 11, 2014 at 7:24 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 2112877.

 -Eric

 --

 - Fixed an infinite ÜberCharge exploit related to loadout presets
 - Fixed a case where players that are the target of a vote kick would not
 be banned from the server
 - Fixed a Quickplay crash for Linux clients
 - Fixed Linux servers getting disconnected from Steam when multiple
 servers are run from the same IP
 - Fixed taunts not previewing in the character loadout screen after being
 equipped
 - Fixed the High-Five! taunt not hiding the Engineer's weapon
 - Fixed some missing knobs on the level 2 dispenser
 - Fixed being able to jarate invulnerable targets with the Sydney Sleeper
 - Lugermorph Killstreakifier can now be applied to all Lugermorph guns
 - Updated several cosmetic items that were missing an item_type
 description
 - Updated several cosmetic items to count as assisters in Pyrovision
 - Updated the Medi-Mask to use equip_region beard instead of face
 - Quickplay: Added option to search for nodmgspread servers
 - Quickplay: Removed disabling of non-vanilla option radio buttons when
 official servers are selected

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Chris Oryschak
account : not logged in  (In order to log into your gameserver account, you
need to confirm that you have ready the latest policy.
See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for
more information.)

How do i confirm?  The new method isn't being pushed out till the next
update?  Also there is a typo ready.




On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. nextra...@gmail.com wrote:

 That's how we have always done it, and Fletcher said this is pretty
 much how it should be done. Players don't get matched to a 24/24
 server even if there are hidden slots.

 On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.net wrote:
  Quickplay will still respect sv_visiblemaxplayers, right? So if we run a
 32-slot server with visiblemaxplayers at 24, quickplay would never give us
 a 25th player?
 
  Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via
 console -- that would meet the new criteria? Quickplay would never try to
 stuff a player into a reserved slot, and Sourcemod would never kick a
 player who's already playing, only those trying to join via console.
 
  As it has been mentioned by others, it sounds like this would be very
 hard to enforce, as someone from Valve would have to manually investigate
 reports of violators. We still want to play by the rules, though, and the
 more I think about it I agree with the rationale -- if you've been matched
 to a server which then seemingly at random kicks you for Slot Reservation
 that is indeed a bad player experience. (Though one which has certainly
 encouraged some of our players to donate to us).
 
   - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Chris Oryschak
Thanks - It's fixed.


On Thu, Feb 6, 2014 at 2:05 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Oops, sorry.  That's a work in progress and shouldn't have blocked
 anybody.  I'll fix that now.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Chris Oryschak
 *Sent:* Thursday, February 06, 2014 10:50 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 account : not logged in  (In order to log into your gameserver account,
 you need to confirm that you have ready the latest policy.

 See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513for 
 more information.)



 How do i confirm?  The new method isn't being pushed out till the next
 update?  Also there is a typo ready.







 On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. nextra...@gmail.com wrote:

 That's how we have always done it, and Fletcher said this is pretty
 much how it should be done. Players don't get matched to a 24/24
 server even if there are hidden slots.


 On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde peter-h...@jerde.net wrote:
  Quickplay will still respect sv_visiblemaxplayers, right? So if we run a
 32-slot server with visiblemaxplayers at 24, quickplay would never give us
 a 25th player?
 
  Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via
 console -- that would meet the new criteria? Quickplay would never try to
 stuff a player into a reserved slot, and Sourcemod would never kick a
 player who's already playing, only those trying to join via console.
 
  As it has been mentioned by others, it sounds like this would be very
 hard to enforce, as someone from Valve would have to manually investigate
 reports of violators. We still want to play by the rules, though, and the
 more I think about it I agree with the rationale -- if you've been matched
 to a server which then seemingly at random kicks you for Slot Reservation
 that is indeed a bad player experience. (Though one which has certainly
 encouraged some of our players to donate to us).
 
   - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Chris Oryschak
Fletcher since you're active i hope i can get your attention regarding the
steam favorites.

Are favorites stored on steam and then pushed down the clients?  How long
does it take for clients to update?
The reason i'm asking is because i just changed server hosts/ip's and lost
a good chunk of my favorite traffic.

Would it be feasible to register the old server with the new steam account
method, wait a few days so the favorites on everyone's client update and
then switch that account over to the new server?  This way everyone with
the old favorite gets updated with the new ip address?




On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  The two accounts (Steam vs TF) currently serve different purposes.  So
 for now you can just your Steam account for favorites migration, but not
 your TF account, which is currently only needed for quickplay.  Eventually
 that won't work when we delete the TF accounts, so if you want to run with
 options not allowed in quickplay, you'll just need to opt out of
 quickplay.  The FAQ article explains how.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Silencio Delgato
 *Sent:* Thursday, February 06, 2014 11:44 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will I be able to link non-quickplay servers to my account without
 disqualifying or nuking my account/my other servers? I like the idea of
 linking my non-QP server to my account to take advantage of the favorites
 functionality, but this server is not (and most likely never will be)
 eligible for QP as it runs a custom map and a few other things like res
 slots. If I link this server, will this or my other QP eligible servers be
 banned from TF2?



 On Thu, Feb 6, 2014 at 11:27 AM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Resetting token is planned if not already implemented.



 We don't have anything planned to transfer server ownership at the moment.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Denis Eliseev
 *Sent:* Thursday, February 06, 2014 11:25 AM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Important changes to TF2 coming soon



 Will here be a way to transfer servers between accounts? Also, will here
 be a way to re-generate access token for existing server?



 06.02.2014, 23:16, Fletcher Dunn fletch...@valvesoftware.com:

  Max 50 steam gameserver accounts per user account.

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Chris Oryschak
Thank you very much for the heads up Fletcher.

One question (as this was super bad timining on my part) because i moved
one of my most popular servers to a different host/ip.  Is there any method
of migrating peoples favorites over with the new sync feature?

I still have the original IP and the server is running, just with the
hostname advertising the new address.  Would it be possible to register
that server... wait a few days for everyone's favorites to update, then
move the registration over to the new server's address?


On Wed, Feb 5, 2014 at 8:14 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 One of my admins brought this up, and I never thought to bring it up: is
 there a particular reason for including nocrits but still completely
 excluding nodmgspread? It seems odd to allow players to select one but not
 the other through QuickPlay.


 On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.comwrote:

 golf clap



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose
 *Sent:* Wednesday, February 5, 2014 7:29 PM
 *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list (hlds@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 Actually, I'll just post the entire list of things not allowed in
 QuickPlay according to the new FAQ:

 · Opening a MOTD window (hidden or visible) that is not requested

 · Forcing clients to view the MOTD until a timer has expired

 · Giving or selling gameplay advantage to players

 · Kicking players to make room for reserved slots

 · Modifying stock maps, models, or materials

 · Running non-default game modes: prop hunt, dodgeball, etc

 · Enforcing class limits

 · Browser popups

 · Granting or modifying economy items, or taking actions that
 devalue players' items, or interfering with the TF2 economy




 On 2/5/2014 6:52 PM, Fletcher Dunn wrote:

 There are some changes coming that TF2 server operators should know about.



 CHANGES TO QUICKPLAY

 ---



 The next TF2 update will make two changes to quickplay:



 * Show servers button.  This runs the ordinary quickplay search, but 
 instead of joining the server with the highest score, it presents the user 
 with an ordered list of about 20 servers and lets them pick.  This gives 
 players much of the convenience of quickplay by finding servers with a good 
 ping and players on them, but also an easy way to express a preference over 
 the map, server community, etc.

 * We've added an advanced options page that allows players to opt into the 
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and 
 instant respawn.



 There are no more scoring penalties for maxplayers or rule changes; your 
 server either matches their search criteria or it doesn't.



 At this time, we are keeping the default quickplay option to Valve servers.  
 However, note that if a player wants to find a server with any of the 
 supported modifications, then they must land on a community server, since 
 Valve servers do not run with these settings.



 We've updated the quickplay policy to more clearly specify what sorts of 
 server modifications are allowed in quickplay:

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513



 STEAM GAMESERVER ACCOUNTS

 -



 Gameserver accounts are now a Steam feature.  The feature is currently in 
 beta.



 Using a steam gameserver account provides one important advantage right now: 
 client favorite lists are keyed by the Steam account if present.  This means 
 that you can move your server to another IP address, and clients who have 
 your server in their favorites or history will follow you to your new 
 location.



 CREATING AN ACCOUNT:



 Creating an account is currently only possible via WebAPI.  (Remember, this 
 feature is currently in beta.  We'll add a nicer interface for this soon.)  
 Make a HTTPS POST request to the following URL:

 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/



 The POST arguments should be:

   appid=440 (for Team Fortress)

   key=your WebAPIKey



 your WebAPIKey is the WebAPI key associated with the user account that 
 will own the server accounts. See http://steamcommunity.com/dev for how to 
 get one of these.  (WARNING: Make sure and keep this key secret.  This key 
 is an authentication token in some respects and makes it possible to do 
 certain actions on your behalf.  Don't feed the key into anybody's nice 
 convenient web page that automates this.  With your WebAPI key they could 
 impersonate you for some actions.  If you don't want to go through the pain 
 of making a WebAPI call, just wait until we have a nicer interface 
 implemented.)


[hlds] Server Replay Cleanup

2013-03-21 Thread Chris M.
Does any replay cleanup related command works? I tried to use
replay_docleanup and it crashed the server.

Does anyone has settings than cleanup replays on gameserver and ftp and it
works?

I dont think most of the server commands here work:
http://wiki.teamfortress.com/wiki/Replay
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[hlds] Monitoring server stats

2012-09-05 Thread Chris Cable
I apologize if this has been asked before. But, i was wondering if there is
a common tool that people use to monitor their srcds boxes? I'd like to see
historical data for the server fps, network traffic, client connects, etc.


-Chris
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Re: [hlds] srcds.exe Application Errors

2012-09-02 Thread Chris Cable
Ram is all the same model. This is a VMware esxi 5 server. I also tried it
on another machine running windows xp and the same errors happened randomly.

I built a centos vm and am now running the servers on it.


On Sunday, September 2, 2012, Martin Weltchek wrote:

 Bad or mixed ram strips... Make sure all ram is the same frequency... Also
 to run a ram diagnostic tool might take some time. Check for updates for
 your motherboard as there might have been an update released to fix errors
 like that but make sure you read the update fix info prior to updating. I
 am still betting it's bad or worn out ram or mixed ram. Some might argue
 using mixed ram causes no issues but in some instances it does make a
 difference.

 Sent from my iPad

 On Sep 1, 2012, at 9:03 AM, Chris Cable 
 chrisca...@gmail.comjavascript:_e({}, 'cvml', 'chrisca...@gmail.com');
 wrote:

 Does anyone know how to fix this issue? I have been running a TF2 MvM
 server for about a week. It will randomly crash with this error. I've tried
 running srcds on a Server 2003 R2 and a Windows XP machine, both test were
 on different hardware..
 There are no mods installed.


 image.png



 *Startup Command*
 C:\HLserver\orangebox\srcds.exe -console -game tf +hostport 27015
 +maxplayers 32 +map mvm_decoy



 *Server.cfg*
 // Rcon Cvars
 rcon_password  //Set's remote control password
 sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
 authentication
 sv_rcon_log 1 //Enable/disable rcon logging.
 sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
 authentication before being banned
 sv_rcon_minfailures 5 //Number of times a user can fail rcon
 authentication in sv_rcon_minfailuretime before being banned
 sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
 authentications

 // Server Password
 // sv_password  // Password protects server

 // Server Cvars
 mp_allowspectators 0 //Toggles whether the server allows spectator mode or
 not
 mp_autocrosshair 0
 // mp_autoteambalance 1 //Toggles server autoteambalance
 // mp_bonusroundtime 5 //Time in seconds after round win until round
 restarts
 mp_chattime 5 //amount of time in seconds players can chat after the game
 is over
 tf_mm_servermode 2
 tf_mm_strict 0
 mp_tournament 1
 mp_decals 1
 mp_defaultteam 1
 mp_disable_autokick 1 //Prevents a userid from being auto-kicked
 mp_enableroundwaittime 1 //Enable timers to wait between rounds.
 mp_fadetoblack 0 //fade a player's screen to black when he dies
 mp_falldamage 5 //Amount of damage players sustains from a fall
 mp_flashlight 0 //Toggles flashlight on or off
 mp_footsteps 1 //Toggles footsteps on or off
 mp_forcecamera 0 //Restricts spectator modes for dead players
 mp_forcerespawn 0
 // mp_forcerespawnplayers 1 //Force all players to respawn.
 // mp_forcewin 1 //Forces team to win
 // mp_fraglimit 0
 mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into
 Spectator mode then kicks them if they're still idle, 2 = Kicks them out of
 the game
 mp_idlemaxtime 2 //Maximum time a player is allowed to be idle (in minutes)
 // mp_maxrounds 10 //max number of rounds to play before server changes
 maps
 // mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has
 this many more players than the other team. (0 disables check)
 // mp_teststalemate 0 //Test the stalemate mode. Parameter: 0/1. If 1,
 the map will reset at the end.
 // mp_time_between_capscoring 5 //Delay between scoring of owned capture
 points.
 // mp_timelimit 20 //game time per map in minutes
 // mp_winlimit 10 //Max number of rounds one team can win before server
 changes maps
 sv_allow_color_correction 1 //Allow or disallow clients to use color
 correction on this server.
 sv_allow_wait_command 0 //Allow or disallow the wait command on clients
 connected to this server.
 sv_allowdownload 1 //Allow clients to download files
 sv_allowupload 0 //Allow clients to upload customizations files
 sv_alltalk 0 //Players can hear all other players, no team restrictions
 sv_alternateticks 0 //If set, server only simulates entities on even
 numbered ticks.
 sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
 affect autosave triggers.
 sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
 challenge type.
 sv_cacheencodedents 1 //If set to 1, does an optimization to prevent extra
 SendTable_Encode calls.
 sv_cheats 0 //Allow cheats on server
 sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
 player.
 sv_consistency 1 //Whether the server enforces file consistency for
 critical files
 sv_contact  //Contact email for server sysop
 // sv_downloadurl  //Location from which clients can download missing
 files
 sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
 sv_pausable 0 //Is the server pausable.
 sv_pure 1

 // Lan or internet play, Server region cvars
 sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
 non-class C

[hlds] srcds.exe Application Errors

2012-09-01 Thread Chris Cable
Does anyone know how to fix this issue? I have been running a TF2 MvM
server for about a week. It will randomly crash with this error. I've tried
running srcds on a Server 2003 R2 and a Windows XP machine, both test were
on different hardware..
There are no mods installed.


[image: Inline image 1]



*Startup Command*
C:\HLserver\orangebox\srcds.exe -console -game tf +hostport 27015
+maxplayers 32 +map mvm_decoy



*Server.cfg*
// Rcon Cvars
rcon_password  //Set's remote control password
sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
authentication
sv_rcon_log 1 //Enable/disable rcon logging.
sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
authentication before being banned
sv_rcon_minfailures 5 //Number of times a user can fail rcon authentication
in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
authentications

// Server Password
// sv_password  // Password protects server

// Server Cvars
mp_allowspectators 0 //Toggles whether the server allows spectator mode or
not
mp_autocrosshair 0
// mp_autoteambalance 1 //Toggles server autoteambalance
// mp_bonusroundtime 5 //Time in seconds after round win until round
restarts
mp_chattime 5 //amount of time in seconds players can chat after the game
is over
tf_mm_servermode 2
tf_mm_strict 0
mp_tournament 1
mp_decals 1
mp_defaultteam 1
mp_disable_autokick 1 //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_fadetoblack 0 //fade a player's screen to black when he dies
mp_falldamage 5 //Amount of damage players sustains from a fall
mp_flashlight 0 //Toggles flashlight on or off
mp_footsteps 1 //Toggles footsteps on or off
mp_forcecamera 0 //Restricts spectator modes for dead players
mp_forcerespawn 0
// mp_forcerespawnplayers 1 //Force all players to respawn.
// mp_forcewin 1 //Forces team to win
// mp_fraglimit 0
mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into
Spectator mode then kicks them if they're still idle, 2 = Kicks them out of
the game
mp_idlemaxtime 2 //Maximum time a player is allowed to be idle (in minutes)
// mp_maxrounds 10 //max number of rounds to play before server changes maps
// mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has this
many more players than the other team. (0 disables check)
// mp_teststalemate 0 //Test the stalemate mode. Parameter: 0/1. If 1,
the map will reset at the end.
// mp_time_between_capscoring 5 //Delay between scoring of owned capture
points.
// mp_timelimit 20 //game time per map in minutes
// mp_winlimit 10 //Max number of rounds one team can win before server
changes maps
sv_allow_color_correction 1 //Allow or disallow clients to use color
correction on this server.
sv_allow_wait_command 0 //Allow or disallow the wait command on clients
connected to this server.
sv_allowdownload 1 //Allow clients to download files
sv_allowupload 0 //Allow clients to upload customizations files
sv_alltalk 0 //Players can hear all other players, no team restrictions
sv_alternateticks 0 //If set, server only simulates entities on even
numbered ticks.
sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
affect autosave triggers.
sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
challenge type.
sv_cacheencodedents 1 //If set to 1, does an optimization to prevent extra
SendTable_Encode calls.
sv_cheats 0 //Allow cheats on server
sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
player.
sv_consistency 1 //Whether the server enforces file consistency for
critical files
sv_contact  //Contact email for server sysop
// sv_downloadurl  //Location from which clients can download missing
files
sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
sv_pausable 0 //Is the server pausable.
sv_pure 1

// Lan or internet play, Server region cvars
sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
non-class C addresses )
sv_region 0 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
South America, 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 -
Middle East, 7 - Africa, 255 - world

//server Logging
sv_log_onefile 0 //Log server information to only one file.
sv_logbans 1 //Log server bans in the server logs.
sv_logblocks 0 //If true when log when a query is blocked (can cause very
large log files)
sv_logecho 0 //Echo log information to the console.
sv_logfile 1 //Log server information in the log file.
sv_logflush 0 //Flush the log file to disk on each write (slow).
sv_logsdir logs //Folder in the game directory where server logs will be
stored.

//Server Rates
sv_maxcmdrate 0 //(If sv_mincmdrate is  0), this sets the maximum value
for cl_cmdrate.
sv_maxrate 2 //Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay 2 //Maximum replay time in seconds
sv_maxupdaterate 100 //Maximum updates per second that 

Re: [hlds] srcds.exe Application Errors

2012-09-01 Thread Chris Cable
Does the Linux srcds have the same issue?



On Sat, Sep 1, 2012 at 8:38 AM, Alexander Z spacebur...@gmail.com wrote:

 srcds has been broken for around a year now. It either randomly crashes or
 is unable to validate with Steam.

 On 1 September 2012 15:02, Chris Cable chrisca...@gmail.com wrote:

 Does anyone know how to fix this issue? I have been running a TF2 MvM
 server for about a week. It will randomly crash with this error. I've tried
 running srcds on a Server 2003 R2 and a Windows XP machine, both test were
 on different hardware..
 There are no mods installed.


 [image: Inline image 1]



 *Startup Command*
 C:\HLserver\orangebox\srcds.exe -console -game tf +hostport 27015
 +maxplayers 32 +map mvm_decoy



 *Server.cfg*
 // Rcon Cvars
 rcon_password  //Set's remote control password
 sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
 authentication
 sv_rcon_log 1 //Enable/disable rcon logging.
 sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
 authentication before being banned
 sv_rcon_minfailures 5 //Number of times a user can fail rcon
 authentication in sv_rcon_minfailuretime before being banned
 sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
 authentications

 // Server Password
 // sv_password  // Password protects server

 // Server Cvars
 mp_allowspectators 0 //Toggles whether the server allows spectator mode
 or not
 mp_autocrosshair 0
 // mp_autoteambalance 1 //Toggles server autoteambalance
 // mp_bonusroundtime 5 //Time in seconds after round win until round
 restarts
 mp_chattime 5 //amount of time in seconds players can chat after the game
 is over
 tf_mm_servermode 2
 tf_mm_strict 0
 mp_tournament 1
 mp_decals 1
 mp_defaultteam 1
 mp_disable_autokick 1 //Prevents a userid from being auto-kicked
 mp_enableroundwaittime 1 //Enable timers to wait between rounds.
 mp_fadetoblack 0 //fade a player's screen to black when he dies
 mp_falldamage 5 //Amount of damage players sustains from a fall
 mp_flashlight 0 //Toggles flashlight on or off
 mp_footsteps 1 //Toggles footsteps on or off
 mp_forcecamera 0 //Restricts spectator modes for dead players
 mp_forcerespawn 0
 // mp_forcerespawnplayers 1 //Force all players to respawn.
 // mp_forcewin 1 //Forces team to win
 // mp_fraglimit 0
 mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into
 Spectator mode then kicks them if they're still idle, 2 = Kicks them out of
 the game
 mp_idlemaxtime 2 //Maximum time a player is allowed to be idle (in
 minutes)
 // mp_maxrounds 10 //max number of rounds to play before server changes
 maps
 // mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has
 this many more players than the other team. (0 disables check)
 // mp_teststalemate 0 //Test the stalemate mode. Parameter: 0/1. If 1,
 the map will reset at the end.
 // mp_time_between_capscoring 5 //Delay between scoring of owned capture
 points.
 // mp_timelimit 20 //game time per map in minutes
 // mp_winlimit 10 //Max number of rounds one team can win before server
 changes maps
 sv_allow_color_correction 1 //Allow or disallow clients to use color
 correction on this server.
 sv_allow_wait_command 0 //Allow or disallow the wait command on clients
 connected to this server.
 sv_allowdownload 1 //Allow clients to download files
 sv_allowupload 0 //Allow clients to upload customizations files
 sv_alltalk 0 //Players can hear all other players, no team restrictions
 sv_alternateticks 0 //If set, server only simulates entities on even
 numbered ticks.
 sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
 affect autosave triggers.
 sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
 challenge type.
 sv_cacheencodedents 1 //If set to 1, does an optimization to prevent
 extra SendTable_Encode calls.
 sv_cheats 0 //Allow cheats on server
 sv_clearhinthistory 0 //Clear memory of server side hints displayed to
 the player.
 sv_consistency 1 //Whether the server enforces file consistency for
 critical files
 sv_contact  //Contact email for server sysop
 // sv_downloadurl  //Location from which clients can download missing
 files
 sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
 sv_pausable 0 //Is the server pausable.
 sv_pure 1

 // Lan or internet play, Server region cvars
 sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_region 0 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
 South America, 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 -
 Middle East, 7 - Africa, 255 - world

 //server Logging
 sv_log_onefile 0 //Log server information to only one file.
 sv_logbans 1 //Log server bans in the server logs.
 sv_logblocks 0 //If true when log when a query is blocked (can cause very
 large log files)
 sv_logecho 0 //Echo log information to the console.
 sv_logfile 1 //Log server information in the log file.
 sv_logflush 0 //Flush

Re: [hlds] srcds.exe Application Errors

2012-09-01 Thread Chris Cable
It's not bad memory, iv'e scanned it and tries running this on
two separate machines.
Thanks ICS, ill fire up a Linux VM and try srcds over there.

On Sat, Sep 1, 2012 at 8:44 AM, Alexander Z spacebur...@gmail.com wrote:

 Speaking of which, here's a question to Valve: Are there any plans on
 fixing srcds in the near future?


 On 1 September 2012 15:41, ics i...@ics-base.net wrote:

  Nope, linux is pretty much crash free except when some updates might
 cause temporarely crashings. It could be just a bad memory on your system
 but i doubt its just same thing as players get, even me. hl2.exe crashes
 for some reason or that same error pulls out.

 -ics

 1.9.2012 16:39, Chris Cable kirjoitti:

 Does the Linux srcds have the same issue?



 On Sat, Sep 1, 2012 at 8:38 AM, Alexander Z spacebur...@gmail.comwrote:

 srcds has been broken for around a year now. It either randomly crashes
 or is unable to validate with Steam.

  On 1 September 2012 15:02, Chris Cable chrisca...@gmail.com wrote:

  Does anyone know how to fix this issue? I have been running a TF2 MvM
 server for about a week. It will randomly crash with this error. I've tried
 running srcds on a Server 2003 R2 and a Windows XP machine, both test were
 on different hardware..
 There are no mods installed.


  [image: Inline image 1]



  *Startup Command*
 C:\HLserver\orangebox\srcds.exe -console -game tf +hostport 27015
 +maxplayers 32 +map mvm_decoy



  *Server.cfg*
  // Rcon Cvars
 rcon_password  //Set's remote control password
 sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
 authentication
 sv_rcon_log 1 //Enable/disable rcon logging.
 sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
 authentication before being banned
 sv_rcon_minfailures 5 //Number of times a user can fail rcon
 authentication in sv_rcon_minfailuretime before being banned
 sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
 authentications

  // Server Password
 // sv_password  // Password protects server

  // Server Cvars
 mp_allowspectators 0 //Toggles whether the server allows spectator mode
 or not
 mp_autocrosshair 0
 // mp_autoteambalance 1 //Toggles server autoteambalance
 // mp_bonusroundtime 5 //Time in seconds after round win until round
 restarts
 mp_chattime 5 //amount of time in seconds players can chat after the
 game is over
 tf_mm_servermode 2
 tf_mm_strict 0
 mp_tournament 1
 mp_decals 1
 mp_defaultteam 1
 mp_disable_autokick 1 //Prevents a userid from being auto-kicked
 mp_enableroundwaittime 1 //Enable timers to wait between rounds.
 mp_fadetoblack 0 //fade a player's screen to black when he dies
 mp_falldamage 5 //Amount of damage players sustains from a fall
 mp_flashlight 0 //Toggles flashlight on or off
 mp_footsteps 1 //Toggles footsteps on or off
 mp_forcecamera 0 //Restricts spectator modes for dead players
 mp_forcerespawn 0
 // mp_forcerespawnplayers 1 //Force all players to respawn.
 // mp_forcewin 1 //Forces team to win
 // mp_fraglimit 0
 mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into
 Spectator mode then kicks them if they're still idle, 2 = Kicks them out of
 the game
 mp_idlemaxtime 2 //Maximum time a player is allowed to be idle (in
 minutes)
 // mp_maxrounds 10 //max number of rounds to play before server changes
 maps
 // mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has
 this many more players than the other team. (0 disables check)
 // mp_teststalemate 0 //Test the stalemate mode. Parameter: 0/1. If
 1, the map will reset at the end.
 // mp_time_between_capscoring 5 //Delay between scoring of owned
 capture points.
 // mp_timelimit 20 //game time per map in minutes
 // mp_winlimit 10 //Max number of rounds one team can win before server
 changes maps
 sv_allow_color_correction 1 //Allow or disallow clients to use color
 correction on this server.
 sv_allow_wait_command 0 //Allow or disallow the wait command on clients
 connected to this server.
 sv_allowdownload 1 //Allow clients to download files
 sv_allowupload 0 //Allow clients to upload customizations files
 sv_alltalk 0 //Players can hear all other players, no team restrictions
  sv_alternateticks 0 //If set, server only simulates entities on even
 numbered ticks.
 sv_autosave 0 //Set to 1 to autosave game on level transition. Does not
 affect autosave triggers.
 sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map
 challenge type.
 sv_cacheencodedents 1 //If set to 1, does an optimization to prevent
 extra SendTable_Encode calls.
 sv_cheats 0 //Allow cheats on server
 sv_clearhinthistory 0 //Clear memory of server side hints displayed to
 the player.
 sv_consistency 1 //Whether the server enforces file consistency for
 critical files
 sv_contact  //Contact email for server sysop
 // sv_downloadurl  //Location from which clients can download missing
 files
 sv_enableoldqueries 1 //Enable support for old style (HL1) server
 queries
 sv_pausable 0

Re: [hlds] Digest format seems to be broken?

2012-09-01 Thread Chris Cable
Why is there a mailing list anyways? Wouldn't it be more efferent to use
the Forums? Then people could search easily for previous issues.

On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom chad.hedst...@gmail.comwrote:

 I'll admit, the MvM update is pushing a lot of traffic on this list
 right now, but a year ago digest format meant 4-10 emails in a single
 digest email, regardless of traffic.

 Two weeks ago I started getting 3 emails in a single digest email.

 Today I am getting a SINGLE (1) email in a digest email. I might as
 well just turn off digest mode entirely.

 Until the boys at Valve get this fixed, do you guys mind not including
 the last nine replies in the body of your email? Obviously we can go
 back and read the previous relevant responses if we need to.

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Re: [hlds] Connection to Steam servers lost. (Result = 3)

2012-08-31 Thread Chris Cable
I don't see any connection interrupted messages in my logs.

-Chris

On Fri, Aug 31, 2012 at 3:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Just got this on all 8 of our servers and every single player on every
 server got disconnected. Can anyone else confirm this as happening to them?
 Happened at about 3:30 PM EST.
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Re: [hlds] Steam support library

2012-08-15 Thread Chris | Immortal-Servers.com

i found a fix for this.

download this and extract to the where the .exe is in the root of the game

http://immortal-servers.com/downloads/steam.rar

it is steam files, i did this and works fine.

-Original Message- 
From: G. Hutchinson

Sent: Wednesday, August 15, 2012 3:01 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam support library

Ok this is getting annoying. Normally I am pretty good at figuring
issues out and this one has been a thorn in my side for a month now.
I had to break apart a RAID so as to swap out a drive going bad. Ever
since then, I encounter the following (not always, but often enough to 
suck):


L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
Internet server
L 08/15/2012 - 08:30:10:
*
L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11:
*

Aside from installing the steam client on the server, which it had
never been or had to be installed on prior to run the servers
publicly. For some reason installing  the client remedies the issue.
But I notice sometimes it still fails occasionally. Un-installing and
reinstalling and/or leaving installed the client seems to fix. ONLY
that seems to fix it so far. My suspicion is somewhere there is a
registry link bad in the OS (Windows server 08, R2) pertaining to
hlds or such.

- verify_all does nothing to help the situation, my cl startup is
fine and it annoys me to have the steam client on the server to begin
with. Again, from the initial setup I did not have to have it
installed and it ran for years just fine without ever installing the
client on the machine. Does anyone know a perm fix for this? Even
deleting all steam references in registry has been to no avail,
unless I missed some (searched Steam). Reinstalling hlds did not help
to fix any possible broken registry links or such. I am tired of
having to fire up and watch for this message I never had issue with
before, only to see it on occasion and have to un-install and
reinstall steam client... On a server... That should not have to have
the client installed... Searching mailing list archives, the only
remedy I have found is the installing of the client. This is not a
fix, rather something that is circumventing a broken link somewhere
in my opinion.

It is not a firewall issue since that has not changed in years.
it is not a command line issue, they have not changed in years.
It is not a convar issue in any config, has not changed in years.
is not a SM, MM issue, updated and runs fine.
Reinstalling hlds did not help.
Virgin instances of the servers does not help.
Sometimes it happen after game server updates, sometimes after a
machine reboot.

Thanks,
Hutch


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Re: [hlds] STEAM Validation Rejected on Source Multiplayer Dedicated Server tool

2011-10-30 Thread Chris Green

On 10/30/11 8:45 AM, Cc2iscooL wrote:
Have you guys tried running a -verify_all on your servers or 
validating your clients?
Verified local cache files, even scrubbed, downloaded once more again to 
repeat, and reconfigured: no joy. steam_appid.txt was in the same place 
it's always been and contained the same ID it's always contained. 
Client's a non-starter (although I verified local cache anyway) because 
client works just fine against (eg) Loki's servers, which presumably are 
running orangebox.


Thanks,
Chris.

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Re: [hlds] STEAM Validation Rejected on Source Multiplayer Dedicated Server tool

2011-10-29 Thread Chris Green
Hi,

I am think I can add something to this: there is quite the
threadhttp://forums.steampowered.com/forums/showthread.php?t=2173772on
the forum. Evidently source dedicated server (steam-delivered version
--
hldsupdatetool / orange-box is still fine) stopped working for multiple
people with the, Manniversary update on 10/13.  The comments are all the
same, working just fine before, can't connect to own server after. One
poster claims he got Tony Paloma interested and he said he'd look into it,
but Steam Support won't even acknowledge the problem. After two different
tickets beset by slow response and inapplicable FAQ references in what
responses did return, I finally got a, we don't support servers. My
experience is not unique.

The only silver lining to the cloud is that the orangebox server works just
fine -- this problem only affects the Steam server. Symptom is, Steam
validation rejected on the client side and, S3: Client connected with
ticket for the wrong game: UserID: 2 on the server console. I even went to
the trouble of copying steam_appid.txt everywhere I could think of, to no
avail.

Bottom line -- it's a real bug in the Steam-delivered version of srcds that
came down with the 10/13 update, is not being acknowledged by official
channels and is causing much frustration.

If anyone on this list has any insight or further information on this
problem, I think quite a few people would be interested.

Thanks,
Chris.

On Sat, Oct 29, 2011 at 7:15 PM, Alexander Z spacebur...@gmail.com wrote:

 I think I may have sent the message incorrectly before, so I'll send it
 again(I might as well end up creating another thread, sorry if I do, not
 entirely sure how this thing works).
 Yes, I made sure of that.

 2011/10/30 Noel phre...@gmail.com



 Don't worry about not being a professional server host when you make your
 inquiry -- a lot of folks on the list aren't.

 As for your question, before I do any serious digging can you confirm (I
 know this sounds silly but..) that you created steam_appid as a txt file,
 and not steam_appid.txt.txt?  Make sure you have 'hide extensions for known
 file types' disabled so that you can verify there is no extension
 duplication.

 On Sat, Oct 29, 2011 at 3:06 PM, Alexander Z spacebur...@gmail.comwrote:

 I know this is a list mostly for professional server hosters, but I hope
 you guys can help an amateur who hosts only occasionally as well.
 The problem is in the topic, except the traditional solution (adding
 steam_appid.txt with TF2's appid in the tool's folder) doesn't work, and I
 can't seem to find any other.
 Thanks in advance.

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Re: [hlds] Killing Floor Halloween Event Coming Soon

2011-10-27 Thread Chris Brunelle
+1.

If you can't figure out how to set up proper filtering using a modern mail
client, then quit using email period.

There's more people complaining about email on this list than actual emails
going out which aren't mailing list related.

On Thu, Oct 27, 2011 at 10:16 AM, Nicholas Hastings nshasti...@gmail.comwrote:

  Can we banish just some people to SPUF and keep the list for the rest of
 us?


 On 10/27/2011 12:12 PM, zach isaac wrote:

 Is it going out through the HLDS mailing list becuase it will incorperate
 TF2, or is there another reason for this?

 On Thu, Oct 27, 2011 at 10:51 AM, James Ives ja...@jimo.co.uk wrote:

 Exciting! When roughly will this roll out?

  On Thu, Oct 27, 2011 at 06:35, John Gibson j...@tripwireinteractive.com
  wrote:

  Everyone,

 I wanted to give you all a heads up that we've doing a special event for
 Killing Floor for Halloween. This will be a required server update. I can't
 give out any details just yet, but expect to see lots of people playing and
 full servers :)

 Cheers,

 John

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Re: [hlds] Max FPS

2011-10-17 Thread Chris Brunelle
This is incorrect.  Before this update, even if you were running Windows
2008 with HPET enabled, you still needed to run srcdsfpsbooster or an
equivalent in order to maintain 250fps/500fps/1000fps etc.

On Mon, Oct 17, 2011 at 1:47 PM, Brandon R. Miller b...@branzone.comwrote:

 Hmm, well that's no good. What about programs or bios settings that cause
 the high resolution timer to be lower than expected?

 Unreal 3 engine does this
 COD engine does this
 Multiple other engines do this as well

 Also I believe that even Windows 2008 with HPET enabled in the bios will
 have the same effect. Are srcds servers going to run badly if HPET is
 enabled or other softwares are installed that cause the high resolution
 timer to be 0.997ms?

 - Bran


 On 10/17/2011 1:44 PM, Henry Goffin wrote:

 Oh. I kind of assumed that people wouldn't still be running those FPS
 boost hacks now. I'm sure that they interact terribly with the new timing
 code. Please get rid of those. We probably should have called that out in
 the update notice.

 On Oct 17, 2011, at 11:21 AM, mu...@anbservers.netmunra@**
 anbservers.net mu...@anbservers.net  wrote:

  This maybe useful to some people.

 I was running higher FPS servers (500 fps) 0n my win 2008R2 server with
 sourcefpsbooster running.  After the update I noticed lots of lag but once I
 disabled the fps booster the lag went away.  As there is no need for it when
 the tick/fps is locked at 66.  So maybe that will help some of you.  I
 personally now can't tell a difference.


 -Original message-
 From: Dominik Friedrichs d...@forlix.org
 Date: Mon, 17 Oct 2011 11:22:06 -0400
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Max FPS

  I too couldn't care less about the raging nerds who try to squeeze the
 last bit of performance out of their game, even if it gives them an
 unfair advantage over the majority of other players. The game should be
 fun and fair for everyone. Believe it or not, I'm still playing with a
 PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
 highly doubt that anyone would notice any difference in server FPS
 playing from such a machine, and I'm quite happy that Valve levels the
 playing field in this regard. If - for some people - the in-game
 experience isn't smooth enough, I recommend getting a life.

 On 2011/10/17 16:54, Drogen Viech wrote:

 Just one thing - keep going valve, i really appreciate the changes you
 guys are doing regarding fps and tickrate! I might even start playing
 css again because of this :)
 (Please don't start flaming me for spamming your inboxes, i'm just
 trying to give valve a heads up instead of raging about locked server
 side fps sucks :(


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Re: [hlds] RO2 Customer Service Tactics

2011-10-13 Thread Chris Brunelle
He's stating the obvious.  Troll.  Now go away.

On Thu, Oct 13, 2011 at 1:40 PM, Bubka3 bub...@gmail.com wrote:

 Here's how John, CEO of Tripwire Interactive does customer service. One can
 only imagine what his employees are like.

 If you don't care good for you.

 PS. I'm not stupid enough to get help with the same name.

 Thanks,
 - Bubka3


 On 10/13/2011 10:10 AM, John Gibson wrote:

 I apologize, I mistook you for someone that actually needed support and
 politely tried to help you. As it turns out you were just trying to be a
 troll with an axe to grind. I'll know to ignore you in the future.

 Regards,

 John


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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Chris Brunelle
No kidding.  This is unreal.

On Thu, Oct 13, 2011 at 3:13 PM, Lambda lambdace...@gmail.com wrote:

 Its basically impossible to update a server


 2011/10/13 Dominik Friedrichs d...@forlix.org

 Checking bootstrapper version ...
 Updating Installation
 Command aborted

 Oh joy :D



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Re: [hlds] Required Update for RO2 pending

2011-10-12 Thread Chris Brunelle
Considering the game was only released a month ago (Sept 13th), I would say
your GSP is either lying to you, or doesn't have the correct information on
how to apply.

On Wed, Oct 12, 2011 at 3:53 PM, Bubka3 bub...@gmail.com wrote:

  My GSP applied months ago and have yet to hear from  you.

 Thanks,
 - Bubka3


 On 10/12/2011 5:52 PM, John Gibson wrote:

 We have two programs that we run. The first is our Recommended Server
 Hosting Providers. These hosts are people that we worked with during the
 development of the game and that we know should be quality hosts for RO2
 dedicated servers. We are full up on those.

 We do allow any GSP or legitimate gaming community host ranked servers for
 Red Orchestra 2. The application page is here:

 http://forums.tripwireinteractive.com/showthread.php?t=62720

 Regards,

 John

 On Wed, Oct 12, 2011 at 5:38 PM, Bubka3 bub...@gmail.com wrote:

  John,

 Is your company no longer caring to accept RSPs?

 Thanks,
 - Bubka3


 On 10/12/2011 5:12 PM, John Gibson wrote:

 A required update for Red Orchestra 2 will be released shortly. Changelist
 will be coming shortly.


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Re: [hlds] Required Update for RO2 pending

2011-10-12 Thread Chris Brunelle
You're doing it wrong then.

On Wed, Oct 12, 2011 at 3:56 PM, Bubka3 bub...@gmail.com wrote:

  I mean't to say month, and I don't know how I can lie to myself?

 Thanks,
 - Bubka3


 On 10/12/2011 5:55 PM, Chris Brunelle wrote:

 Considering the game was only released a month ago (Sept 13th), I would say
 your GSP is either lying to you, or doesn't have the correct information on
 how to apply.

 On Wed, Oct 12, 2011 at 3:53 PM, Bubka3 bub...@gmail.com wrote:

  My GSP applied months ago and have yet to hear from  you.

 Thanks,
 - Bubka3


 On 10/12/2011 5:52 PM, John Gibson wrote:

 We have two programs that we run. The first is our Recommended Server
 Hosting Providers. These hosts are people that we worked with during the
 development of the game and that we know should be quality hosts for RO2
 dedicated servers. We are full up on those.

 We do allow any GSP or legitimate gaming community host ranked servers for
 Red Orchestra 2. The application page is here:

 http://forums.tripwireinteractive.com/showthread.php?t=62720

 Regards,

 John

 On Wed, Oct 12, 2011 at 5:38 PM, Bubka3 bub...@gmail.com wrote:

  John,

 Is your company no longer caring to accept RSPs?

 Thanks,
 - Bubka3


 On 10/12/2011 5:12 PM, John Gibson wrote:

 A required update for Red Orchestra 2 will be released shortly.
 Changelist will be coming shortly.


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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Chris Brunelle
Why does updating servers take forever.  I've been sitting on Updating
installation... for ten minutes now.

On Thu, Sep 15, 2011 at 2:44 PM, E. Olsen ceo.eol...@gmail.com wrote:

 - Added a server command line option called -dumplongticks which will
 generate minidumps when there are long server frames

 Is that to assist in diagnosing the server hang issues?


 On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia garcia.bru...@gmail.comwrote:

  No longer causes the wielder to take increased damage from other sources


 I'm glad that got fixed, i actually reported it through the Bug Report on
 Team Fortress 2.
 Awesome work :)

 On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen 
 jas...@valvesoftware.comwrote:

 Required updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
 changes include: 

 ** **

 Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Added a server command line option called -dumplongticks which will
 generate minidumps when there are long server frames

 - Fixed startmovie failing for the raw, tga, jpg, and wav options

 - Fixed some HUD messages not displaying properly on widescreen
 resolutions

 - Updated the localization files for all games

 ** **

 Team Fortress 2

 - Fixed Demomen with the Persian Persuader equipped picking up ammo
 crates when they're already at full health

 - Fixed hatless headgear not removing the player's hat

 - Fixed Natascha's bullets preventing Scouts from using Bonk and
 Crit-a-Cola

 - Fixed teleporter progress being displayed incorrectly after upgrading a
 teleporter while it was recharging

 - Fixed a rare server crash related to assists

 - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the
 new value for the cvar

 - Purchased items are no longer announced in the chat text

 - Reduced the amount of server console output when client commands are
 out of sync

 - Added the following ConVars for proxy support for replay FTP
 offloading: replay_fileserver_offload_useproxy,
 replay_fileserver_offload_proxy_host, and
 replay_fileserver_offload_proxy_port

 - Removed replay_port ConVar (and the need for replay to open a port)***
 *

 - Updated the matchmaking filtering to speed up searches and reduce the
 number of pinged servers

 - Updated Pl_Upward

- Fixed ending the game mid-round when mp_timelimit has been reached*
 ***

- Fixed several exploit areas

 - Updated Pl_Goldrush

- Stage 1 : Fixed overlapping train track models

- Stage 1 : Fixed terrain seam by red spawn exit 

- Stage 1 : Fixed red spawn room door going through ceiling

- Stage 1 : Light fixture on roof structure of red's first spawn
 building switched to non-solid 

- Stage 2 : Added func_nobuild under bridge that would get teleported
 players stuck

- Stage 3 : Added invisible func_brushes above roofs to block blind
 demo grenade spam

- Stage 3 : Fixed wood structure by main gate entrance so it doesn't
 destroy teleport buildables

- Stage 3 : Added clip brush to top of main gate entrance

- Stage 3 : Extended red's respawn room brushes to enclose entire
 interior

- Stage 3 : Added respawn visualizer material to back face of blocker
 that prevents red from entering blue's respawn area from the top route**
 **

 - Updated Items

- Added the Killer Exclusive

- Added the Mask of the Shaman to the droplist and made it craftable*
 ***

- Added the El Jefe  to the droplist and made it craftable

- Added two new styles for the Large Luchadore

- Fixed the Industrial Festivizer sometimes turning white

- Updated the shading on the Crusader's Crossbow

- Updated the Magnificent Mongolian texture and made it paintable

- Updated the Carouser's Capotain with an improved appearance

- Updated the Whiskered Gentlemen with an improved appearance

- Updated the particle effects for the Cow Mangler 5000 and the
 Righteous Bison

- Updated the Stickybomb Jumper

   - Now uses a unique texture and projectile

   - No longer causes the wielder to take increased damage from other
 sources

 ** **

 Counter-Strike: Source

 Cumulative weapon updates

 - All weapons now have a new accuracy model which fixes many bugs and
 provides more intuitive weapon behavior

 - Weapons now have separate accuracy penalties for jumping, landing, and
 standing on ladders

 - All weapons are now more accurate while crouching

 - Accuracy penalties for movement no longer have a discrete threshold,
 but scale between crouch move and run speed

 - All rifles are less accurate while running

 - Fixed bug that caused the glock to fire burst rounds on three
 consecutive tick frames. It now fires burst rounds with a 0.05 cycle time
 

 - 

Re: [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Chris Brunelle
The internet is serious business... :P

On Thu, Aug 18, 2011 at 7:05 PM, João Gabriel ohyeahcr...@gmail.com wrote:

 It was just a minor misreading, no big deal :|


 2011/8/18 Robert Whelan mrrjwhe...@yahoo.com

 ...and to think these same people run servers, scary ;p

   *From:* 1nsane 1nsane...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Thursday, August 18, 2011 7:15 PM

 *Subject:* Re: [hlds] Mandatory TF2 update coming this afternoon

 What the... Reading comprehension is terrible on this list.

 He said it was required for TF2, optional for other orangebox games.

 Just to make it simple. This is a required TF2 update. And just so we are
 clear TF2 is not CSS, or DODS or HL2DM hence Mandatory TF2 update coming
 this afternoon

 See the TF2 part?

 Still confused?
  On Thu, Aug 18, 2011 at 8:11 PM, João Gabriel ohyeahcr...@gmail.comwrote:

 So, if this is optional, then why did you say it's mandatory in the first
 mail?


 2011/8/18 Fletcher Dunn fletch...@valvesoftware.com

  The update is only required for TF2.
 ** **
 The shared linux server depot will receive a very minor change, to fix the
 missing libgcc dependency that is affecting a few linux distributions.  That
 update is optional, and if your server is working (and you aren't running
 TF2) then it is not necessary to apply the update.
 ** **
 Your humble servant,
 Fletch
 ** **
  *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *IBIS Customer Service
 *Sent:* Thursday, August 18, 2011 3:09 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming this afternoon
  ** **
 Just wanted to confirm that this is tf2 only and not for cs:s or other
 mods as well. In that other servers do not REQUIER an update. Is the above
 correct?

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Re: [hlds] Server crashes (E. Olsen)

2011-08-15 Thread Chris Brunelle
I had the same issue but with a few CSS servers.  I fixed it by adding
-threads 1 to command line startup.

On Mon, Aug 15, 2011 at 12:25 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Yeah...this is going to be a tough one to track down. I've been on a server
 a couple of times that it's happened, and there was no discernible cause,
 other than it seemed to happen most often right after a map change while
 players were choosing their teams. But again, there was no crash dump, and
 no error messages in the logs, so it's all but impossible to put my finger
 on the cause. It's happened on both 24  32 player servers, stock and custom
 maps, with Sourcemod and without, etc. Server specs are:

 2 x e5620 (dual quad core)
 24 GB ram
 2 x 500GB drives (both defragged daily)
 5 TF2 instances per box (and nothing else at the moment - servers stay at
 35% CPU usage or less)

 It's more an annoyance than anything elsethe servers are all very
 stable (actually, they've been more stable in the last couple of months than
 ever before), and almost never crash, with exception of this hang once or
 twice per day. Some server will go for days without it occurring, then
 they'll have 1-2 hangs on the same day.

 Perhaps if there was some kind of verbose logging/debug file we could put
 on the server(s) for a couple of weeks that would detail exactly what was
 happening during each hang, we could be a bit more helpful to Valve in
 finding the problem?



 On Mon, Aug 15, 2011 at 1:54 PM, Hutch hu...@halsplayground.com wrote:

 **
 Breaking your mail to the list out Olsen because this in particular caught
 my interest.

 *E. Olsen ceo.eol...@gmail.com ceo.eol...@gmail.com Wrote:
 I'm seeing intermittent server hangs on our Windows Server 2008 R2
 servers.
 No crash, no crash dump, the server just hangs and needs a manual
 restart...
 *
 Ditto, same OS have been seeing this for about 2 months now. Server
 instance just freezes and required manual restart. I started eliminating
 plugins and double checking SM, using latest stable, about to try latest
 snapshot though I tend to prefer to not use snapshots. Did fresh server
 installs as well just to cut any junk files that may have been left behind
 that are no longer valid for the servers that could cause conflict. Nothing
 has been revealed. Most times, again the instance just freezes. Occasionally
 it will outright close and rarely do I get an error. Rarely I am blessed
 with a dump. Seems to happen every 6 to 12 hrs on servers that have decent
 traffic.
 Looking at the dumps doesn't speak to me much.  I have seen server.dll
 error if I am not mistaking. Hardware has been thoroughly tested and
 retested and all appears well on that end.

 Dunno, but then I am not proficient with the dump files. My wife gripes at
 me cause I can't find the mustard right there in the fridge. Apparently you
 have to move stuff out of the way when looking for it.
 Hutch


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Re: [hlds] TF2 replay system, a few issues

2011-06-27 Thread Chris
Can confirm memory leak - been around prior to the replay update, but that
seems to have made it worse.

On Sun, Jun 26, 2011 at 3:22 PM, Dominik Friedrichs d...@forlix.org wrote:

 About leaks, if there are any, they're probably related to replay, which
 I'm no longer using. Without it, I cant really say because my servers crash
 before they can accumulate any large amount of memory... They run for a day
 or two, and in that time they dont go above 450 MB. Maybe this also depends
 on the mapcycle.
 Yes, the replay cleanup is useless.


 On 2011/06/26 15:48, Joeri van der Velden wrote:

 Three of my TF2 servers are using the replay system, which is quite a
 wonderful tool for clients but not so much for servers right now.
 There's two issues, one quite clear, the other which I only suspect:

 * The file cleanup is horrible. If you don't clean up the old replay
 data yourself you could end up with millions of files totalling a
 terabyte of data after a month or so. I have a cronjob doing cleanup
 every morning around 3:00AM but before that it was a horror. This needs
 to be fixed. I suspect a server loses track of replay data when it
 crashes, so my guess is it needs to know what to clean up when the
 server is restarting.

 * Memory usage. For some reason, ever since the replay update, my 3
 (24-slot) TF2 servers seems to leak memory, claiming up to 800MB of RAM
 before I forcefully restart them because they affect server performance.
 I can't say for sure the replay system is the cause of this, so I'd like
 others to share their experiences to either confirm or challenge my claim.

 Hope I'll get some informative feedback.



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[hlds] [TF2] Server Populated During the Night? How?

2011-04-24 Thread Chris Oryschak
General question out to the community:

 

For those of you who have popular servers that populated 24/7, how did you
overcome keeping the server full all night?

 

I'm trying to come up with a way to keep people on the server populated
through the late hours of the night; during the day is no problem.

 

Here is my player graph/trend:

http://i.imgur.com/QN2dK.png

 

 

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[hlds] Server Specs for 32 Player Server

2011-03-28 Thread Chris
Question for you all, i'm currently renting a xen VPS and hosting a 32 man
server on it, it handles 28 players no problem but when we get 32/32 the FPS
drops below the tickrate and ingame lag becomes apparent.

I'm considering two options:

1. Build a box and host it.
2. Find another provider.

I don't mind switching providers assuming I get the control I want, I really
want the OS to be Linux with SSH access. Anyone have any suggestions?  I'm
currently paying $60/month.

If i were to build a server what processor spec's would you recommend to run
a 32 man server on?  The server is nearly 32/32 all day so i want something
powerful enough to handle that, plus be able to support any 'bad patches'
that can put a strain on the cpu in the future.

What CPU's is everyone running for their 32 man server(s)? Do you have any
historical data to show CPU usage so I can get a feel for the usage and how
much CPU is still left when full.  I'd really like to have the CPU sit at
75%CPU when full and playing a heavy map like hoodoo.
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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-09 Thread Chris
So i'm still under attack and got root access to one of my linux servers.
I thought doing the iptables fix here
http://www.vanillatf2.org/2011/01/fighting-dos-attacks/
would help but no luck.
Anyone know of a linux version of ququery cache like:
http://www.wantedgov.it/page/62-srcds-query-cache/


Thanks,
Chris

On Thu, Jan 6, 2011 at 2:21 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Just to keep this updated, he's being flooded with bad OOB packets
 (Which is what ServerSecure2 helps fix).

 QueryCache will not do anything in regards to this attack. To the best
 of my knowledge, only ServerSecure2 will help prevent this. However,
 it does have it's own downfalls such as preventing clients from
 querying the server using the Server Browser if enough traffic is
 going through (even legitimate traffic will cause this).

 As always, sorry for my idiocy,
 Kyle.

 On Wed, Jan 5, 2011 at 8:49 PM, Chris Oryschak ch...@oryschak.com wrote:
  Actually I was calling it a night and was going to leave the server
 offline, decided to bring it up just to fool around about 2hrs later and
 it's working flawless.
  I think it just had to drop all the stale/flooded packets it was
 receiving. If I disable the plugin for a few minutes and bring it back
 online the latency will be in the 1000ms range again and won't recover
  Just had to take the server down for 30mins-1hr again and it resumed
 itself with normal pings.
 
  I have it up now, going see how it goes tomorrow morning but it looks to
 be very good.
 
  Thank you very much DontWannaName and Kyle for your help!
  It's much appreciated!
 
  Chris
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
  Sent: Wednesday, January 05, 2011 11:22 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 Server being DDoS/Exploited
 
  ServerSecure2 is causing that, which is why I fixed QueryCache.
 
  Cheers,
  Kyle.
 
  On Wed, Jan 5, 2011 at 7:00 PM, Chris ch...@oryschak.com wrote:
  Thankyou for that Kyle,
  It helps a bit by making the server respond but with ~1300ms response
 time.
 
  You can see when i loaded the extension in my hlsw.
 
  http://img341.imageshack.us/img341/928/hlswm.jpg
 
  Anyone have any other ideas or am i dead in the water?
 
 
 
  On Wed, Jan 5, 2011 at 9:10 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
  Dr!fter has compiled the extension for you. Hopefully it works!
 
  Cheers,
  Kyle.
 
  On Wed, Jan 5, 2011 at 12:50 PM, Chris ch...@oryschak.com wrote:
   I grabbed the one from the root of that thread since that one you
   linked wasn't compiled for windows... i see that was recently
   updated opposed to the one on page 1.
  
   I requested to see if he can compile it for windows for me...
  
   Will wait and see...
  
   On Wed, Jan 5, 2011 at 3:41 PM, DontWannaName!
   ad...@topnotchclan.com
   wrote:
  
   Did you restart the server and use the version I linked to?
  
   Sent from my iPhone 4
   On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote:
  
   Ohh actually i'm getting this with the querycache extension.
  
   [03] FAILED file querycache.ext.dll: The specified module
   could not be found.
  
  
  
   On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:
  
   Just tried it, makes the server bounce online for 1-2seconds with
   a ping of 300 then goes to 1300 then goes down for about
   10seconds, does a loop.
  
   I tried DFENS which is a little more successful at bringing it
   up, but still goes down just as often.
  
  
   On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName!
   ad...@topnotchclan.com
   wrote:
  
   If that doesn't work you could try this one:
  
   https://forums.alliedmods.net/showpost.php?p=1384993postcount=4
   2
  
   On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com
 wrote:
  
   My server is under attack from a DDoS/Exploit.
  
   The server is still online and responds to simple pings no
   problem, but any traffic going to port 27015 is shut down.
  
   I’ve been doing research and came across a plugin called
   “ServerSecure2” (URL:
   https://forums.alliedmods.net/showthread.php?t=135679
   )
  
   Which has semi-fixed the exploit I’m being hit with.
  
  
  
   The server responds instantly for all rcon requests, no time
   outs in that department once I have that plugin running.
  
   But users can still not connect to the server, use HLSW to get
   it’s status (shows server is timing out)
  
  
  
  
  
   Anyone have any ideas/suggestions on resolving this?
  
   Note: It’s a windows rented server and I don’t have remote
   access to it, just FTP / Web Control Panel.
  
  
  
   Thanks,
  
   Chris
  
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[hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris
My server is under attack from a DDoS/Exploit.

The server is still online and responds to simple pings no problem, but any
traffic going to port 27015 is shut down.

I’ve been doing research and came across a plugin called “ServerSecure2”
(URL: https://forums.alliedmods.net/showthread.php?t=135679 )

Which has semi-fixed the exploit I’m being hit with.



The server responds instantly for all rcon requests, no time outs in that
department once I have that plugin running.

But users can still not connect to the server, use HLSW to get it’s status
(shows server is timing out)





Anyone have any ideas/suggestions on resolving this?

Note: It’s a windows rented server and I don’t have remote access to it,
just FTP / Web Control Panel.



Thanks,

Chris
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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris
Just tried it, makes the server bounce online for 1-2seconds with a ping of
300 then goes to 1300 then goes down for about 10seconds, does a loop.

I tried DFENS which is a little more successful at bringing it up, but still
goes down just as often.



On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName! ad...@topnotchclan.comwrote:

 If that doesn't work you could try this one:

 https://forums.alliedmods.net/showpost.php?p=1384993postcount=42

   On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:

   My server is under attack from a DDoS/Exploit.

 The server is still online and responds to simple pings no problem, but
 any traffic going to port 27015 is shut down.

 I’ve been doing research and came across a plugin called “ServerSecure2”
 (URL: https://forums.alliedmods.net/showthread.php?t=135679 )

 Which has semi-fixed the exploit I’m being hit with.



 The server responds instantly for all rcon requests, no time outs in that
 department once I have that plugin running.

 But users can still not connect to the server, use HLSW to get it’s status
 (shows server is timing out)





 Anyone have any ideas/suggestions on resolving this?

 Note: It’s a windows rented server and I don’t have remote access to it,
 just FTP / Web Control Panel.



 Thanks,

 Chris

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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris
Ohh actually i'm getting this with the querycache extension.

[03] FAILED file querycache.ext.dll: The specified module could not be
found.




On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:

 Just tried it, makes the server bounce online for 1-2seconds with a ping of
 300 then goes to 1300 then goes down for about 10seconds, does a loop.

 I tried DFENS which is a little more successful at bringing it up, but
 still goes down just as often.



 On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName! ad...@topnotchclan.comwrote:

 If that doesn't work you could try this one:

 https://forums.alliedmods.net/showpost.php?p=1384993postcount=42

   On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:

   My server is under attack from a DDoS/Exploit.

 The server is still online and responds to simple pings no problem, but
 any traffic going to port 27015 is shut down.

 I’ve been doing research and came across a plugin called “ServerSecure2”
 (URL: https://forums.alliedmods.net/showthread.php?t=135679 )

 Which has semi-fixed the exploit I’m being hit with.



 The server responds instantly for all rcon requests, no time outs in that
 department once I have that plugin running.

 But users can still not connect to the server, use HLSW to get it’s
 status (shows server is timing out)





 Anyone have any ideas/suggestions on resolving this?

 Note: It’s a windows rented server and I don’t have remote access to it,
 just FTP / Web Control Panel.



 Thanks,

 Chris

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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris
I grabbed the one from the root of that thread since that one you linked
wasn't compiled for windows... i see that was recently updated opposed to
the one on page 1.

I requested to see if he can compile it for windows for me...

Will wait and see...

On Wed, Jan 5, 2011 at 3:41 PM, DontWannaName! ad...@topnotchclan.comwrote:

  Did you restart the server and use the version I linked to?

 Sent from my iPhone 4

 On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote:

   Ohh actually i'm getting this with the querycache extension.

 [03] FAILED file querycache.ext.dll: The specified module could not be
 found.




 On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:

 Just tried it, makes the server bounce online for 1-2seconds with a ping
 of 300 then goes to 1300 then goes down for about 10seconds, does a loop.

 I tried DFENS which is a little more successful at bringing it up, but
 still goes down just as often.



 On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName! ad...@topnotchclan.comwrote:

 If that doesn't work you could try this one:

 https://forums.alliedmods.net/showpost.php?p=1384993postcount=42

   On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:

   My server is under attack from a DDoS/Exploit.

 The server is still online and responds to simple pings no problem, but
 any traffic going to port 27015 is shut down.

 I’ve been doing research and came across a plugin called “ServerSecure2”
 (URL: https://forums.alliedmods.net/showthread.php?t=135679 )

 Which has semi-fixed the exploit I’m being hit with.



 The server responds instantly for all rcon requests, no time outs in
 that department once I have that plugin running.

 But users can still not connect to the server, use HLSW to get it’s
 status (shows server is timing out)





 Anyone have any ideas/suggestions on resolving this?

 Note: It’s a windows rented server and I don’t have remote access to it,
 just FTP / Web Control Panel.



 Thanks,

 Chris

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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris
Thankyou for that Kyle,
It helps a bit by making the server respond but with ~1300ms response time.

You can see when i loaded the extension in my hlsw.

http://img341.imageshack.us/img341/928/hlswm.jpg

Anyone have any other ideas or am i dead in the water?




On Wed, Jan 5, 2011 at 9:10 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Dr!fter has compiled the extension for you. Hopefully it works!

 Cheers,
 Kyle.

 On Wed, Jan 5, 2011 at 12:50 PM, Chris ch...@oryschak.com wrote:
  I grabbed the one from the root of that thread since that one you linked
  wasn't compiled for windows... i see that was recently updated opposed to
  the one on page 1.
 
  I requested to see if he can compile it for windows for me...
 
  Will wait and see...
 
  On Wed, Jan 5, 2011 at 3:41 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
  Did you restart the server and use the version I linked to?
 
  Sent from my iPhone 4
  On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote:
 
  Ohh actually i'm getting this with the querycache extension.
 
  [03] FAILED file querycache.ext.dll: The specified module could not
 be
  found.
 
 
 
  On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:
 
  Just tried it, makes the server bounce online for 1-2seconds with a
 ping
  of 300 then goes to 1300 then goes down for about 10seconds, does a
 loop.
 
  I tried DFENS which is a little more successful at bringing it up, but
  still goes down just as often.
 
 
  On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName! ad...@topnotchclan.com
 
  wrote:
 
  If that doesn't work you could try this one:
 
  https://forums.alliedmods.net/showpost.php?p=1384993postcount=42
 
  On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:
 
  My server is under attack from a DDoS/Exploit.
 
  The server is still online and responds to simple pings no problem,
 but
  any traffic going to port 27015 is shut down.
 
  I’ve been doing research and came across a plugin called
  “ServerSecure2” (URL:
 https://forums.alliedmods.net/showthread.php?t=135679
  )
 
  Which has semi-fixed the exploit I’m being hit with.
 
 
 
  The server responds instantly for all rcon requests, no time outs in
  that department once I have that plugin running.
 
  But users can still not connect to the server, use HLSW to get it’s
  status (shows server is timing out)
 
 
 
 
 
  Anyone have any ideas/suggestions on resolving this?
 
  Note: It’s a windows rented server and I don’t have remote access to
  it, just FTP / Web Control Panel.
 
 
 
  Thanks,
 
  Chris
 
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 archives,
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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread Chris Oryschak
Actually I was calling it a night and was going to leave the server offline, 
decided to bring it up just to fool around about 2hrs later and it's working 
flawless.
I think it just had to drop all the stale/flooded packets it was receiving. If 
I disable the plugin for a few minutes and bring it back online the latency 
will be in the 1000ms range again and won't recover
Just had to take the server down for 30mins-1hr again and it resumed itself 
with normal pings.

I have it up now, going see how it goes tomorrow morning but it looks to be 
very good.

Thank you very much DontWannaName and Kyle for your help!
It's much appreciated!

Chris

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, January 05, 2011 11:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Server being DDoS/Exploited

ServerSecure2 is causing that, which is why I fixed QueryCache.

Cheers,
Kyle.

On Wed, Jan 5, 2011 at 7:00 PM, Chris ch...@oryschak.com wrote:
 Thankyou for that Kyle,
 It helps a bit by making the server respond but with ~1300ms response time.

 You can see when i loaded the extension in my hlsw.

 http://img341.imageshack.us/img341/928/hlswm.jpg

 Anyone have any other ideas or am i dead in the water?



 On Wed, Jan 5, 2011 at 9:10 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Dr!fter has compiled the extension for you. Hopefully it works!

 Cheers,
 Kyle.

 On Wed, Jan 5, 2011 at 12:50 PM, Chris ch...@oryschak.com wrote:
  I grabbed the one from the root of that thread since that one you 
  linked wasn't compiled for windows... i see that was recently 
  updated opposed to the one on page 1.
 
  I requested to see if he can compile it for windows for me...
 
  Will wait and see...
 
  On Wed, Jan 5, 2011 at 3:41 PM, DontWannaName! 
  ad...@topnotchclan.com
  wrote:
 
  Did you restart the server and use the version I linked to?
 
  Sent from my iPhone 4
  On Jan 5, 2011, at 12:07 PM, Chris ch...@oryschak.com wrote:
 
  Ohh actually i'm getting this with the querycache extension.
 
  [03] FAILED file querycache.ext.dll: The specified module 
  could not be found.
 
 
 
  On Wed, Jan 5, 2011 at 2:54 PM, Chris ch...@oryschak.com wrote:
 
  Just tried it, makes the server bounce online for 1-2seconds with 
  a ping of 300 then goes to 1300 then goes down for about 
  10seconds, does a loop.
 
  I tried DFENS which is a little more successful at bringing it 
  up, but still goes down just as often.
 
 
  On Wed, Jan 5, 2011 at 2:36 PM, DontWannaName!
  ad...@topnotchclan.com
  wrote:
 
  If that doesn't work you could try this one:
 
  https://forums.alliedmods.net/showpost.php?p=1384993postcount=4
  2
 
  On Wed, Jan 5, 2011 at 11:30 AM, Chris ch...@oryschak.com wrote:
 
  My server is under attack from a DDoS/Exploit.
 
  The server is still online and responds to simple pings no 
  problem, but any traffic going to port 27015 is shut down.
 
  I’ve been doing research and came across a plugin called 
  “ServerSecure2” (URL:
  https://forums.alliedmods.net/showthread.php?t=135679
  )
 
  Which has semi-fixed the exploit I’m being hit with.
 
 
 
  The server responds instantly for all rcon requests, no time 
  outs in that department once I have that plugin running.
 
  But users can still not connect to the server, use HLSW to get 
  it’s status (shows server is timing out)
 
 
 
 
 
  Anyone have any ideas/suggestions on resolving this?
 
  Note: It’s a windows rented server and I don’t have remote 
  access to it, just FTP / Web Control Panel.
 
 
 
  Thanks,
 
  Chris
 
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  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
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Re: [hlds] thread

2010-10-26 Thread Chris Beesley
Conversation automatically merged. Sorry fella, my client is smarter than
you.

On 26 October 2010 19:37, Allan Button abut...@netaccess.ca wrote:

 PIP PIP. Changed the subject to break threading.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of teenPSPjunkie
 Sent: October-26-10 2:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] (no subject)

 Coming from someone who has used GMail for almost 4 years now I was unaware
 people still used unthreaded email, even my freaken iphone threads emails
 now.


 Not set from my freaken iPhone 4

 On Tue, Oct 26, 2010 at 1:59 PM, DarthNinja darthni...@darthninja.com
 wrote:

  I pity people with shitty email clients that can't/don't thread email
  conversations.
 
  Use Gmail: *Like a Boss*
 
 
  On Tue, Oct 26, 2010 at 1:24 PM, Radical Subjectivist 
  lambda1_...@hotmail.com wrote:
 
  
   QFT.
  
From: teenpspjun...@gmail.com
Date: Tue, 26 Oct 2010 13:16:37 -0400
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] (no subject)
   
Its perfectly reasonable to ask just like its perfectly reasonable to
decline your request and not freak out about the extra 20 mildly
  amusing
emails in my inbox.
   
PS - PIP PIP I SURE AM DAPPER CHAPS
   
Sent from my freaken iPhone 4
   
On Mon, Oct 25, 2010 at 3:22 PM, A Lamer colonel_la...@hotmail.com
   wrote:
   

 As the other guy said, I won't receive non-valve update
  announcements.
   I
 don't think it's unreasonable to ask people to behave like adults
 and
   keep
 the chatter to what is relevant to the mailing list instead of
  spamming
   PIP
 PIP I SURE AM DAPPER CHAPS bullshit and then hand waving it away
 with
   lol
 internet like a troglodyte.

 That's the last I'll say about it, sorry for adding another
  unnecessary
 email to your inboxes everyone.

  Date: Sun, 24 Oct 2010 11:22:22 -0400
  From: m1010...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
  Then sign up for hlds_announce
 
  On Sun, Oct 24, 2010 at 03:54, A Lamer 
 colonel_la...@hotmail.com
 wrote:
 
  
   Here I was thinking signing up for this mailing list would mean
 receiving
   server update related news and not morons spamming stupid shit.
  
Date: Sun, 24 Oct 2010 03:10:32 -0400
From: darthni...@darthninja.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] (no subject)
   
I'm a bit peckish for a spot of tea and a scone, but I fear I
  may
 have
   left
my brolly on the lift!
   
On Sun, Oct 24, 2010 at 3:06 AM, Radical Subjectivist 
lambda1_...@hotmail.com wrote:
   

 spot of tea anyone?

  Date: Sun, 24 Oct 2010 02:49:15 -0400
  From: darthni...@darthninja.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
  Verily!
 
  On Sun, Oct 24, 2010 at 12:44 AM, Radical Subjectivist 
  lambda1_...@hotmail.com wrote:
 
  
   I concur
  
Date: Sat, 23 Oct 2010 19:08:13 -0400
From: d...@precdata.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] (no subject)
   
I agree totally!!
   
danto12 dant...@azet.sk wrote:
   


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Re: [hlds] TF2 Engineer building exploit

2010-10-17 Thread Chris Beesley
Quoted from Facepunch, if and when they snip the exploit in an attempt to
stop Valve noticing (ha).

1. Taunt and pickup an engineer building
2. Make sure to have Respawn after loadout changes enabled (multiplayer 
advanced)
3. Switch your loadout inside your respawn (you should respawn after doing
so)
4. Depending on what building you glitched, type:
Build 0 0  dispensers / Build 1 0  entrance / Build 1 1  exit / Build 2 0
 sentry
5. If done correctly you should be able to build endlessly

On 17 October 2010 19:25, Thomas m...@fearswe.net wrote:

  I can confirm too that it's working. I had everyone on my server try
 reproduce the exploit after the plugin was put on. No one was able to.


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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Chris
Same here, servers not starting on windows... (DODS/TF2)

On Thu, Sep 30, 2010 at 7:46 PM, steve grout steve.gr...@gmail.com wrote:

  hmm after the update im getting...

 Launcher Error.

 Failed to load the launcher DLL. The specified module could not be found



 will try and run the update again



 On 30/09/2010 19:27, Jason Ruymen wrote:

 Required updates for TF2, CSS, DODS and HL2:DM are now available.  The
 specific changes are:

 TF2
 ---
 Added the Mann-conomy.
  - Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
  - Added the Mann Co. Store  Catalog.
  - Added Trading.
  - Added Item customization.

 Additional TF2 features:
  - Added new auto-team-scramble system:
Set mp_scrambleteams_auto to 1 (default) to automatically scramble
 the teams if the criteria is met
Set mp_scrambleteams_auto_windifference to set the number of round
 wins a team must lead by in order to trigger an auto scramble (default is 2)
  - Updated how Spy disguise targets are selected to more randomly
 distribute the selections
  - Fixed the FreezePanel background not using the correct color if you
 were killed by a player or building on your own team
  - Server browser tweaks:
It will now encourage you to add servers to Favorites or Blacklists
 after you have a good/bad experience on them.
The Server Browser now automatically closes after successfully
 connecting to a server (opt-out via the Options-Multiplayer-Advanced
 dialog)

 Achievement tuning:
  - Demoman achievement The Stickening changed to 3 from 5.
  - Heavy achievement Krazy Ivan changed to 50 from 100.
  - Medic achievement Consultation changed to 3 from 5.
  - Medic achievement Peer Review changed to 10 from 50.
  - Medic achievement Placebo Effect changed to 2 from from 5.
  - Medic achievement FYI I am A Medic changed to 1 from 5.
  - Medic achievement Family Practice changed to 5 from 10.
  - Soldier achievement Geneva Contravention changed to 3 from 5.
  - Scout achievement Strike Zone now counts assists.
  - Scout achievements Fall Classic and Foul Territory are fixed.


 Engine changes (CS:S, DoD:S, HL2:DM, and TF2)
 ---
  - Added sv_alltalk to the list of convars that are checked for the
 sv_tags list.
  - Fixed a model instance crash.
  - Removed engine ConVar r_ForceRestore.


 Other Games
 ---
 Half-Life 2: Deathmatch
  - Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2.


 Jason


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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Chris Pollack
Would you like some water to wash it down?

On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton kilro...@gmail.com wrote:

 It's not trading, guys. I will eat my hats if it is.

 On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan mahzorim...@gmail.com wrote:

  GIEF TRADING
 
  On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   It must be trading this time :D
  
   Sent from my iPhone 4
  
   On Aug 26, 2010, at 2:42 PM, Jason Ruymen jas...@valvesoftware.com
   wrote:
  
Required update for Team Fortress 2 and Counter-Strike: Source are on
  the
   way.  Our plan is to have them live in about 45 minutes from now.
   
Jason
   
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Chris Pollack
The list will be spammed for an hour and then go back to normal.

Trolls have short attention spans.

On Thu, Aug 26, 2010 at 6:21 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 I'm assuming most of you are coming from SPUF and on behalf of the
 entire list: go back there please.


 On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
  Major Update day is usually Thursday, I think they're usually announced
 on
  Mondays, though.
 
  On Thu, Aug 26, 2010 at 6:14 PM, Fiskie . fis...@live.co.uk wrote:
 
  
   I'm believing it's just a patch since they're updating both games at
 once.
   Unless they're doing more than a bug fix to TF2 too. I dunno lol.
   Isn't Monday major update day anyway?
  
   //Fiskie
  
Date: Thu, 26 Aug 2010 18:09:28 -0400
From: aksu...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
 Updates
   Coming
   
Well this will be a lackluster update... I'm calling it.
   
*hopes he's wrong*
   
On Thu, Aug 26, 2010 at 6:02 PM, ics i...@ics-base.net wrote:
   
 Don't get your hopes up. It's just an engine fix for missing models
 on
   both
 games on certain occasions. Only reconnecting to server fixes that
 for
   now.

 -ics

 27.8.2010 0:58, Radical Subjectivist kirjoitti:

  Pics or its not true.



 Date: Thu, 26 Aug 2010 17:55:32 -0400
 From: cypher...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
   Updates
 Coming

 Would you like some water to wash it down?

 On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
 kilro...@gmail.com
  wrote:



 It's not trading, guys. I will eat my hats if it is.

 On Thu, Aug 26, 2010 at 5:50 PM, Eric Panmahzorim...@gmail.com
 
  wrote:



 GIEF TRADING

 On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName!
   ad...@topnotchclan.com


 wrote:




 It must be trading this time :D

 Sent from my iPhone 4

 On Aug 26, 2010, at 2:42 PM, Jason Ruymen
   jas...@valvesoftware.com
 wrote:



 Required update for Team Fortress 2 and Counter-Strike:
 Source
   are on


 the


 way.  Our plan is to have them live in about 45 minutes from
 now.


 Jason

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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Chris Pollack
Neither have I, but I haven't been following this closely.

On Thu, Aug 26, 2010 at 6:30 PM, Marcus Barton kilro...@gmail.com wrote:

 I've yet to see anything wrong. :u

 On Thu, Aug 26, 2010 at 6:27 PM, Chris Pollack cypher...@gmail.com
 wrote:

  The list will be spammed for an hour and then go back to normal.
 
  Trolls have short attention spans.
 
  On Thu, Aug 26, 2010 at 6:21 PM, msleeper mslee...@ismsleeperwrong.com
  wrote:
 
   I'm assuming most of you are coming from SPUF and on behalf of the
   entire list: go back there please.
  
  
   On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
Major Update day is usually Thursday, I think they're usually
 announced
   on
Mondays, though.
   
On Thu, Aug 26, 2010 at 6:14 PM, Fiskie . fis...@live.co.uk wrote:
   

 I'm believing it's just a patch since they're updating both games
 at
   once.
 Unless they're doing more than a bug fix to TF2 too. I dunno lol.
 Isn't Monday major update day anyway?

 //Fiskie

  Date: Thu, 26 Aug 2010 18:09:28 -0400
  From: aksu...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
   Updates
 Coming
 
  Well this will be a lackluster update... I'm calling it.
 
  *hopes he's wrong*
 
  On Thu, Aug 26, 2010 at 6:02 PM, ics i...@ics-base.net wrote:
 
   Don't get your hopes up. It's just an engine fix for missing
  models
   on
 both
   games on certain occasions. Only reconnecting to server fixes
  that
   for
 now.
  
   -ics
  
   27.8.2010 0:58, Radical Subjectivist kirjoitti:
  
Pics or its not true.
  
  
  
   Date: Thu, 26 Aug 2010 17:55:32 -0400
   From: cypher...@gmail.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2 and Counter-Strike:
 Source
 Updates
   Coming
  
   Would you like some water to wash it down?
  
   On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
   kilro...@gmail.com
wrote:
  
  
  
   It's not trading, guys. I will eat my hats if it is.
  
   On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan
  mahzorim...@gmail.com
   
wrote:
  
  
  
   GIEF TRADING
  
   On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName!
 ad...@topnotchclan.com
  
  
   wrote:
  
  
  
  
   It must be trading this time :D
  
   Sent from my iPhone 4
  
   On Aug 26, 2010, at 2:42 PM, Jason Ruymen
 jas...@valvesoftware.com
   wrote:
  
  
  
   Required update for Team Fortress 2 and Counter-Strike:
   Source
 are on
  
  
   the
  
  
   way.  Our plan is to have them live in about 45 minutes
 from
   now.
  
  
   Jason
  
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Chris Pollack
I'm sure someone would be willing to help them figure it out. :P

On Thu, Aug 26, 2010 at 6:35 PM, 1nsane 1nsane...@gmail.com wrote:

 Just wait till their emails are filled with thousands of server related
 issues and other unrelated discussions. They will start unsubscribing, if
 they can figure that out.

 On Thu, Aug 26, 2010 at 6:21 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:

  I'm assuming most of you are coming from SPUF and on behalf of the
  entire list: go back there please.
 
 
  On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
   Major Update day is usually Thursday, I think they're usually announced
  on
   Mondays, though.
  
   On Thu, Aug 26, 2010 at 6:14 PM, Fiskie . fis...@live.co.uk wrote:
  
   
I'm believing it's just a patch since they're updating both games at
  once.
Unless they're doing more than a bug fix to TF2 too. I dunno lol.
Isn't Monday major update day anyway?
   
//Fiskie
   
 Date: Thu, 26 Aug 2010 18:09:28 -0400
 From: aksu...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
  Updates
Coming

 Well this will be a lackluster update... I'm calling it.

 *hopes he's wrong*

 On Thu, Aug 26, 2010 at 6:02 PM, ics i...@ics-base.net wrote:

  Don't get your hopes up. It's just an engine fix for missing
 models
  on
both
  games on certain occasions. Only reconnecting to server fixes
 that
  for
now.
 
  -ics
 
  27.8.2010 0:58, Radical Subjectivist kirjoitti:
 
   Pics or its not true.
 
 
 
  Date: Thu, 26 Aug 2010 17:55:32 -0400
  From: cypher...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
Updates
  Coming
 
  Would you like some water to wash it down?
 
  On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
  kilro...@gmail.com
   wrote:
 
 
 
  It's not trading, guys. I will eat my hats if it is.
 
  On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan
 mahzorim...@gmail.com
  
   wrote:
 
 
 
  GIEF TRADING
 
  On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName!
ad...@topnotchclan.com
 
 
  wrote:
 
 
 
 
  It must be trading this time :D
 
  Sent from my iPhone 4
 
  On Aug 26, 2010, at 2:42 PM, Jason Ruymen
jas...@valvesoftware.com
  wrote:
 
 
 
  Required update for Team Fortress 2 and Counter-Strike:
  Source
are on
 
 
  the
 
 
  way.  Our plan is to have them live in about 45 minutes from
  now.
 
 
  Jason
 
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 list
 
 
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Chris Pollack
Get your axe.

On Thu, Aug 26, 2010 at 6:37 PM, Mark P tf2ma...@gmail.com wrote:

 if this isnt trading i will murder everyone

 2010/8/27 1nsane 1nsane...@gmail.com

  Just wait till their emails are filled with thousands of server related
  issues and other unrelated discussions. They will start unsubscribing, if
  they can figure that out.
 
  On Thu, Aug 26, 2010 at 6:21 PM, msleeper mslee...@ismsleeperwrong.com
  wrote:
 
   I'm assuming most of you are coming from SPUF and on behalf of the
   entire list: go back there please.
  
  
   On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
Major Update day is usually Thursday, I think they're usually
 announced
   on
Mondays, though.
   
On Thu, Aug 26, 2010 at 6:14 PM, Fiskie . fis...@live.co.uk wrote:
   

 I'm believing it's just a patch since they're updating both games
 at
   once.
 Unless they're doing more than a bug fix to TF2 too. I dunno lol.
 Isn't Monday major update day anyway?

 //Fiskie

  Date: Thu, 26 Aug 2010 18:09:28 -0400
  From: aksu...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
   Updates
 Coming
 
  Well this will be a lackluster update... I'm calling it.
 
  *hopes he's wrong*
 
  On Thu, Aug 26, 2010 at 6:02 PM, ics i...@ics-base.net wrote:
 
   Don't get your hopes up. It's just an engine fix for missing
  models
   on
 both
   games on certain occasions. Only reconnecting to server fixes
  that
   for
 now.
  
   -ics
  
   27.8.2010 0:58, Radical Subjectivist kirjoitti:
  
Pics or its not true.
  
  
  
   Date: Thu, 26 Aug 2010 17:55:32 -0400
   From: cypher...@gmail.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2 and Counter-Strike:
 Source
 Updates
   Coming
  
   Would you like some water to wash it down?
  
   On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
   kilro...@gmail.com
wrote:
  
  
  
   It's not trading, guys. I will eat my hats if it is.
  
   On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan
  mahzorim...@gmail.com
   
wrote:
  
  
  
   GIEF TRADING
  
   On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName!
 ad...@topnotchclan.com
  
  
   wrote:
  
  
  
  
   It must be trading this time :D
  
   Sent from my iPhone 4
  
   On Aug 26, 2010, at 2:42 PM, Jason Ruymen
 jas...@valvesoftware.com
   wrote:
  
  
  
   Required update for Team Fortress 2 and Counter-Strike:
   Source
 are on
  
  
   the
  
  
   way.  Our plan is to have them live in about 45 minutes
 from
   now.
  
  
   Jason
  
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Re: [hlds] Dumps of Crashes/Hangs on CS:S and TF2 servers, Windows 2003

2010-08-21 Thread Chris
Seeing exact same error messages and lockups on my win2k tf2 servers

On Sat, Aug 21, 2010 at 8:54 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 I saw this start back on the 8/17 CSS update and reported it though no
 comments
 were added.

 I mentioned:-

 CSS locked up after awhile, hadn't been watching it closely to see what
 happened
 or how long it was up.

  Win2k3 Server

 Console froze showing:

 workthreadpool.cpp (297) : Assertion Failed:
 CWorkThreadPool::StopWorkThreads:
 Some threads required forcible termination.

 Assert( Assertion Failed: CWorkThreadPool::StopWorkThreads: Some threads
 required forcible termination.

  ):.\workthreadpool.cpp:297

 Since then I've seen this happen probably a dozen times or so...




 
 From: Andreas Grimm l...@gmx.net
 To: Dominik Friedrichs d...@forlix.org; Half-Life dedicated Win32 server
 mailing
 list hlds@list.valvesoftware.com
 Sent: Sat, August 21, 2010 1:25:32 PM
 Subject: Re: [hlds] Dumps of Crashes/Hangs on CS:S and TF2 servers, Windows
 2003

 Hi,

 I have same issues on my Win2008 64bit system.
 Had two hangs in TF2 and two hangs in CSS today.

 Andreas

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
 Friedrichs
 Sent: Saturday, August 21, 2010 7:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Dumps of Crashes/Hangs on CS:S and TF2 servers, Windows
 2003

 Today I've gotten three crashes of my CS:S and TF2 servers already, both
 without quitting. The servers just hang, very annoying because they will
 not
 quit and restart automatically via batch file, they simply stay offline
 until I notice the issue...

 CS:S (non-beta):
 Found the console in a hung state, saying something about forcible thread
 termination/assertion failed, happened twice today without any apparent
 reason (no player disconnecting or anything)
 Dump: http://forlix.org/_res/host/css_hang.dmp

 TF2:
 Found the console simply in a hung state for no apparent reason - it just
 hung in the middle of normal gameplay.
 I attached a debugger and saw that it was running through a pretty small
 piece of code that probably had to do with waiting for another thread, over
 and over again. I did a manual crash dump using DrWatson, but its 64bit so
 I
 cant open it on my home PC.
 Dump: http://forlix.org/_res/host/tf2_deadlock.dmp



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Re: [hlds] Counter-Strike: Source Beta Dedicated Server Available

2010-08-09 Thread Chris

I love «downloading the bits» :]

On 06/08/2010 4:58 PM, Jason Ruymen wrote:

The beta for Counter-Strike: Source will be coming back online later today.  
Right now the dedicated  server files are available, so if you would like to 
run a dedicated server please start downloading the bits.  The hldsupdatetool 
game name is 'cssbeta'.  A more detailed announced, along with specific 
changes, will be set live once the client is up.

Jason


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Re: [hlds] TF2 Update Anytime?

2010-07-08 Thread Chris Oryschak
Anyone know the new map bsp names?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of PSI Defense Up
O
Sent: Thursday, July 08, 2010 8:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Update Anytime?

We just got the blog post. It's up today.

On Thu, Jul 8, 2010 at 7:07 PM, Martin Arcand
martinarca...@hotmail.comwrote:


 Might not be this thursday ;)  We weren't shown the moving sentry
stuff :D
 _

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Re: [hlds] Left 4 Dead 2 Update Released

2010-06-25 Thread Chris Brunelle
This is a server update as well.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, June 25, 2010 1:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Update Released

Client issues do not belong on the server administration mailing list.
Take it to the Steampowered forums.


On Fri, 2010-06-25 at 21:40 +0200, Mark P wrote:
 how do i turn of motion blur without setting shaders to medium
 
 2010/6/25 Jonah Hirsch crazydog...@gmail.com
 
  Weekly mutation update... go get 'em.
  Jonah Hirsch
  ---
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Re: [hlds] Counter-Strike: Source Update Coming

2010-06-23 Thread Chris
Yep, and its out

On Wed, Jun 23, 2010 at 7:08 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Beta goes live?


 A required update for Counter-Strike: Source is on the way.  We're hoping
 to have it live in about 30 minutes.
 
  Jason
 
 
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Re: [hlds] Counter-Strike: Source Update Coming

2010-06-23 Thread Chris
http://store.steampowered.com/news/3976/

...

On Wed, Jun 23, 2010 at 8:22 PM, Ronny Schedel i...@ronny-schedel.dewrote:

 No client update? So it's not OB engine.

  Yep, and its out
 
  On Wed, Jun 23, 2010 at 7:08 PM, Ronny Schedel
  i...@ronny-schedel.dewrote:
 
 
  Beta goes live?
 
 
  A required update for Counter-Strike: Source is on the way.  We're
  hoping
  to have it live in about 30 minutes.
  
   Jason
  
  
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-14 Thread Chris Brunelle
I think this has been proven by the steam weekend sales of various games in
the past. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Secord
Sent: Friday, May 14, 2010 1:09 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

Just to add my quick $0.02 since most people don't understand.

And if it does make a sale more likely, does giving the game out for 
less money help Valve?

ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS.

You're going to get more people to buy the game at $35 than you are at 
$50. You'll easily get enough extra sales to make more money selling 
more copies than you would by selling it to less people at $50/ea.

Simple economics, yet most people and business owners don't understand. 
It's not like Valve has to spend extra money for each extra copy of the 
game sold...they aren't selling physical copies, it's all digital, and 
they already have the infrastructure in place to handle the downloads.

-Michael

-- Original Message ---
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
From: Ed Kellett e...@estc.demon.co.uk
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: 5/14/2010 2:51 PM EST
 Piracy is not defined by your moral outlook on the situation, the CS:S
beta
 is copyright Valve and to download it (from their servers or otherwise)
 without their permission is illegal. Whether or not illegal downloading
 hardly hurts Valve is for Valve to decide, as is who they want to have
 access to it. The Subscriber Agreement gives them the right to ban anyone
 they like from Steam in any case.

 How can an increase in anticipation arise from more people already
having
 the game anyway? And if it does make a sale more likely, does giving the
 game out for less money help Valve?

 - Original Message -
 From: Max Ssi3ila...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, May 14, 2010 7:11 PM
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA



 If it were a paid DLC and none of the public had access, then yes, it
 would
 be piracy. You can only play on Beta servers if you've purchased a
license
 of CS:S, thousands have already downloaded the client and posted videos
 online, and legitimate copies of the game will be updated next week. No
 core
 gameplay elements have been changed/added, and an increase in
anticipation
 hardly hurts Valve (and increases the probability of a week(end) sale to
 celebrate the update).

 On Fri, May 14, 2010 at 4:06 AM, icsi...@ics-base.net  wrote:

  
 Well it's like a copy of a game you do not own. Technically piracy,
 since it's unreleased.

 -ics


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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-14 Thread Chris Brunelle
Analysts? Really?  You can' be serious.  Retail prices for new games whether
console or pc are the same no matter who the publisher/devloper is.   You
can almost go as far as saying it's price fixing at it's best.  




-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
Sent: Friday, May 14, 2010 1:18 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA


Since you've put no lower bounds on your theory, are you asserting that
valve would make more money by selling their games for $0.05 rather than
$30? You have to realize that there are analysts hired to determine the most
appropriate price point based on current and past trends. I would certainly
trust their judgment over yours. While I would love valve games for as
little money as possible, it's not always in their best interest to reduce
the price.

Why are we even talking about this on the HLDS mailing list?

Thank you,
Alec Sanger



 Date: Fri, 14 May 2010 15:09:09 -0400
 From: gizmokid2...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
 
 Just to add my quick $0.02 since most people don't understand.
 
 And if it does make a sale more likely, does giving the game out for 
 less money help Valve?
 
 ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS.
 
 You're going to get more people to buy the game at $35 than you are at 
 $50. You'll easily get enough extra sales to make more money selling 
 more copies than you would by selling it to less people at $50/ea.
 
 Simple economics, yet most people and business owners don't understand. 
 It's not like Valve has to spend extra money for each extra copy of the 
 game sold...they aren't selling physical copies, it's all digital, and 
 they already have the infrastructure in place to handle the downloads.
 
 -Michael
 
 -- Original Message ---
 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
 From: Ed Kellett e...@estc.demon.co.uk
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: 5/14/2010 2:51 PM EST
  Piracy is not defined by your moral outlook on the situation, the CS:S
beta
  is copyright Valve and to download it (from their servers or otherwise)
  without their permission is illegal. Whether or not illegal downloading
  hardly hurts Valve is for Valve to decide, as is who they want to have
  access to it. The Subscriber Agreement gives them the right to ban
anyone
  they like from Steam in any case.
 
  How can an increase in anticipation arise from more people already
having
  the game anyway? And if it does make a sale more likely, does giving the
  game out for less money help Valve?
 
  - Original Message -
  From: Max Ssi3ila...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, May 14, 2010 7:11 PM
  Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
 
 
 
  If it were a paid DLC and none of the public had access, then yes, it
  would
  be piracy. You can only play on Beta servers if you've purchased a
license
  of CS:S, thousands have already downloaded the client and posted videos
  online, and legitimate copies of the game will be updated next week. No
  core
  gameplay elements have been changed/added, and an increase in
anticipation
  hardly hurts Valve (and increases the probability of a week(end) sale
to
  celebrate the update).
 
  On Fri, May 14, 2010 at 4:06 AM, icsi...@ics-base.net  wrote:
 
   
  Well it's like a copy of a game you do not own. Technically piracy,
  since it's unreleased.
 
  -ics
 
 
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Hotmail has tools for the New Busy. Search, chat and e-mail from your inbox.
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Chris Brunelle
Anyone get a server to launch?  I'm on windows and when I try to launch one,
it does nothing.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, May 11, 2010 1:11 PM
To: 'hlds@list.valvesoftware.com'; 'hlds_li...@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] COUNTER-STRIKE: SOURCE BETA

COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

Available immediately, Valve has launched an extensive update to
Counter-Strike: Source, now in beta.

The update includes a host of new features and functionality developed in
collaboration with Hidden Path Studios. These include 144 new achievements,
a new domination and revenge system, player stats, and more.

This beta will run for a limited time, and once complete, the update will be
deployed to all Counter-Strike: Source owners for free via Steam.

The dedicated server files are available via the HLDSUpdateTool using -game
cssbeta in the command line.

For more information, please visit
www.steamgames.comhttp://www.steamgames.com.

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[hlds] How does one debug server crashes (mdmp files)

2010-04-04 Thread Chris Oryschak
I'm having problems where my server seems to want to crash at least once
a day and it's creating the mdmp files.  

So I'm wondering if/how I can go about analyzing these files to figure
out whats going wrong or is there a better way to get this done?

I have the .mdmp files zipped up here:
http://www.railbait.net/mdmp.zip

Thanks,
Chris



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Re: [hlds] Mani site down / DNS problem

2010-02-23 Thread Chris Brunelle
Stats would prove otherwise.  Doing a quick check on game-monitor.com shows
MAP being used on almost twice the amount of servers compared to SM.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 22, 2010 8:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mani site down / DNS problem

And SourceMod has been out for how long? And has done all of that and
more from the beginning, right?

2003 called and wants it's server administration software back. Stick
with SM, nobody worth their salt uses Mani.


On Mon, 2010-02-22 at 22:43 -0500, Keeper wrote:
 It's been for a while.  The next version ( 2.0 ) we are working on is
going
 to be more modular, and will be game based instead of one plugin fits all.
 It will work for L4D2 down to HL2MP.
 
 Keeper
 
 -Original Message-
 From: Matthew Gottlieb [mailto:matthew.j.gottl...@gmail.com] 
 Sent: Monday, February 22, 2010 7:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mani site down / DNS problem
 
 Since when is Mani Open Source?  My main issues with Mani has always
 been that it was closed source and was rarely updated.
 
 ~ Matt
 
 
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12:34:00


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Re: [hlds] Clients timing out

2010-02-17 Thread Chris Oryschak
It's happening to me right now while I idle on my server testing some
stuff. Sometimes it happens in less than a minute after I connect to the
server.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Lyons
Sent: Wednesday, February 17, 2010 8:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients timing out

I've seen this happen on some of our servers today to players though
have not experienced it 1st hand yet.

--
Matt Lyons
Content Administrator, games.on.net
Email: m...@games.on.net
Web: http://games.on.net
In theory, there is no difference between theory and practice; In
practice, there is.



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[hlds] TF2 Long Map Change

2010-02-14 Thread Chris Oryschak
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 Chris Oryschak
I'm with art of war central, I have tried disabling all plugins, doing a
fresh install and it still seems to arise.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Sunday, February 14, 2010 4:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Long Map Change

What provider? Likely they either are overselling or limiting disk i/o
or
ram usage per process which is causing maploads to take a while. I would
get
in touch with the provider. Also you could try disabling all plugins and
test clean but its more likely its a disk or ram issue.

On Feb 14, 2010 3:35 PM, Chris Oryschak ch...@oryschak.com wrote:

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 Chris Oryschak
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 Chris Oryschak
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] (no subject)

2010-02-06 Thread Chris Murphy


Sent from my iPhone

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Re: [hlds] Left 4 Dead 2 Update Available

2010-02-05 Thread Chris Brunelle
Is anyone else experiencing ridiculously slow speed trying to update their
servers?  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, February 05, 2010 2:06 PM
To: 'Half-Life dedicated Linux server mailing list';
'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Left 4 Dead 2 Update Available

Required updates for Left 4 Dead 2 are now available.  Please run
hldsupdatetool to receive them.  The specific changes include:

Gameplay:
- Now ghost PZ's can never be staggered
- Enabled PZ bots 
- PZ bots use their more aggressive survival mode behavior in versus and
scavenge
- Enabled finale manual spawn by default
- Fixed human PZ players not getting counted when they were dead, allowing
extra PZ bots to spawn
- Reduced effectiveness of melee weapons against the Tank ( 5% of max
health, from 10% )
- Fixed a case where a player who dies, then is rescued from a rescue
closet, and then is revived from a ledge hang receives the secondary weapon
that he lost when he was initially killed
- Improved SurvivorBot AI in cases where the bots refused to shoot through
their teammates and became non-responsive
- Fixed issue with witch sometimes taking on uncommon common properties
- Fix for cheaters quitting before the vote to kick them would succeed and
avoiding ban on server
- VAC banned users can now play L4D2 single-player, commentary mode and
credits

Map Fixes:
- Dark Carnival Fair Ground: added env_player_blocker to keep special
infected from getting stuck
- Dark Carnival Fair Ground: added navigation area that was missing
- Dark Carnival Fair Ground: Disconnected drops that were blocked by the top
of a fence
- Swamp Fever Plank Country: Deleted 2 nav areas that connected between tree
trunks you can't pass through
- Swamp Fever Shanty Town: Redrew ladder thinner so special infected could
climb up to the roof
- The Parish Waterfront: Fixed various navigation areas
- Mall: Tuned spawning for difficulty

SDK Content:
- Added missing nature/blend tooltextures added
- Added missing cs models/textures
- Added missing acunit01 model/texture
- Added missing ammo_can_02 model/texture
- Added missing patio_chair model/texture

Jason


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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.733 / Virus Database: 271.1.1/2668 - Release Date: 02/05/10
00:35:00


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Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Chris Holman
HLDSupdatetool.exe is still a command line thing and can be copied 
around as needed.

Just the package Valve distributes it in is an installer. Once installed 
it's the same as the linux version (essentially).

On 26/12/2009 12:56 AM, Shane Arnold wrote:
 Sorry I just realised it would be more difficult on Windows (being a GUI
 installer). My apologies.

 On 25/12/2009 9:48 PM, Shane Arnold wrote:

 Installation from hldsupdatetool/steam is usually just one command... so
 yes?

 Learning to create scripts in Linux and Windows is suprisingly easy.
 Google is your friend.

 On 25/12/2009 9:29 PM, Peter Powell wrote:

  
 Hi,

 Is there any way to run the server installer in unattended mode? I
 wish to create a script to automatically fetch the server installer from
 Valve's servers and automatically install it with the options (location,
 etc) preset.

 Thanks,

 -Peter Powell



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Re: [hlds] Unattended server installation - possible?

2009-12-25 Thread Chris Holman
Exactly.

That is the installer.

If you zip up the contents of what it installs and host the few MB 
somewhere, you can run free with your scripts, unhindered by the 
primitive GUI. I just zipped my copy of it up - 2.5MB. Easier done than 
said.

=)

On 26/12/2009 2:49 PM, Peter Powell wrote:
 Looks like a GUI tool to me -
 http://img686.imageshack.us/img686/2032/hldsupdatetoolinstaller.png

 -Peter Powell

 -xL-Trinidad wrote:

 no, the tool is a console tool. you just have to run it with some parameters 
 and thats it. never seen a gui installation tool on windows so far.
- Original Message -
From: Peter Powell
To: Half-Life dedicated Win32 server mailing list
Sent: Friday, December 25, 2009 7:19 PM
Subject: Re: [hlds] Unattended server installation - possible?


My issue is not that I can not run the tool - the problem is that the
tool which exists on Valve's server is a _GUI_ installer and I can't
seem to find a way to preconfigure it to run automatically without a
user running through the installation wizard.

I have tried using Google but I found nothing which would solve my 
 problem.

Thanks,

-Peter Powell

Chris Holman wrote:
  HLDSupdatetool.exe is still a command line thing and can be copied
  around as needed.

  Just the package Valve distributes it in is an installer. Once 
 installed
  it's the same as the linux version (essentially).

  On 26/12/2009 12:56 AM, Shane Arnold wrote:

  Sorry I just realised it would be more difficult on Windows (being a 
 GUI
  installer). My apologies.

  On 25/12/2009 9:48 PM, Shane Arnold wrote:


  Installation from hldsupdatetool/steam is usually just one 
 command... so
  yes?

  Learning to create scripts in Linux and Windows is suprisingly easy.
  Google is your friend.

  On 25/12/2009 9:29 PM, Peter Powell wrote:



  Hi,

  Is there any way to run the server installer in unattended mode? I
  wish to create a script to automatically fetch the server installer 
 from
  Valve's servers and automatically install it with the options 
 (location,
  etc) preset.

  Thanks,

  -Peter Powell



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Re: [hlds] Dear Saxton Hale

2009-12-18 Thread Chris Brooks
http://store.steampowered.com/stats/content/ 164572 Mbit/s is a bit faster
than a hub xD

2009/12/18 Hutch hu...@halsplayground.com

 Dear Valve and Saxton Hale,

 Where do I send money to donate to upgrade your DSL modem that I
 along with 50,000 other community owners are having to download your
 server updates from. It is slower than dialup... At least update your
 Linksys firmware on your 10/100 router ( that we know is a hub and
 not a switch). May be a QOS update that may speed things along a tad more.

 Also, please go ahead and send the patch for this update that we know
 will come out in a few hrs from now.

 Love
 Hutch


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Re: [hlds] Left 4 Dead 2 Update Available

2009-12-04 Thread Chris Holman
And that's not to mention file/folder permissions, shadow copies, (Both 
things are quite desirable, and quite lacking in FAT32. ) among other 
things.

On 5/12/2009 3:25 PM, Ook wrote:
 I might have to recant that last claim. I vaguely recall about 9 years or so
 ago when c# was real new that I tried to do something that wouldn't work
 because I was hosting some files on a fat32 partition. And then in 2000/2001
 When Win2000 was fairly new there was some weird disk caching bug that we
 suspected was only fat32, but Microsoft fixed it in a later service pack. So
 maybe there are a few reasons to be using ntfs after all. I'm sure that
 Microsoft wants you to, isn't that good enough of a reason? :)


 - Original Message -
 From: Ookooksser...@zootal.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, December 04, 2009 7:58 PM
 Subject: Re: [hlds] Left 4 Dead 2 Update Available



 I've used fat32 and ntfs for many many years, and I have never had
 anything
 happen to a fat32 partition that made me wish I was using ntfs. If I had
 my
 choice, I'd put everything on ext4 but hell will freeze over before
 windows
 will boot from an ext4 partition (AFAIK, anyhow...)

 - Original Message -
 From: msleepermslee...@ismsleeperwrong.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, December 04, 2009 6:54 PM
 Subject: Re: [hlds] Left 4 Dead 2 Update Available


  
 If you are using a computer that still has a FAT32 partition, you
 deserve to have your games crash.


 On Fri, 2009-12-04 at 18:50 -0800, Ook wrote:

 I'm guessing the crash on startup fix is for the client, not the server?
 My
 server has always run fine on fat32, but there is NTFS WTF VALVE? being
 screamed from one side of steam support to the other over what happened
 to
 the client a week or so ago :)

 - Original Message -
 From: Jason Ruymenjas...@valvesoftware.com
 To:hlds@list.valvesoftware.com; 'Half-Lifededicated Linux server
 mailing
 list'hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Sent: Friday, December 04, 2009 6:32 PM
 Subject: [hlds] Left 4 Dead 2 Update Available


  
 A required update for Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed crash on startup when using FAT32 file system
 - Fixed in-game chat input where the local encoding differs from the
 input
 language's
 - Fixed bug where Survivor Bots would sometimes become unresponsive in
 Scavenge games
 - Updated subtitle localization files for Hungarian, Portuguese,
 Romanian
 and Russian
 - Fixed exploit that allowed players on the Infected team to spawn
 directly next to the Survivors

 Jason


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Re: [hlds] L4D2 Update?

2009-11-27 Thread Chris Greening
There was an update about three hours ago now? Something like that - 
pretty small scale though. The primary fix was the survivors getting 
stuck when a charger pounded them.

- Chris


syate...@cfl.rr.com wrote:
 Our servers just needed to be updated.  But we never saw an email 
 announcing it.  Anyone else experiencing this?

 We just noticed our servers were empty and ran an update. 
 Sent via BlackBerry from T-Mobile

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[hlds] File download speeds

2009-11-20 Thread Chris Holman
Hey all,

As I'm sure we're all aware, by default SRCDS puts a speed limit on 
downloads when clients are downloading maps, mods, textures, whatever, 
from the server when they connect. I'm also sure we're all aware that we 
can use a HTTP/FTP redirect to allow fast downloads, but I'm curious if 
there is a way to get faster download speeds without having to set up a 
mirror - ie, can the artificial speed limit srcds imposes be bypassed 
by, say, a cvar or sourcemod plugin?

Thanks
-Chris


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Re: [hlds] Left4dead 2 Dedicated Servers?

2009-11-15 Thread Chris Greening
If the demo was any indication, you'll most likely have the server files 
around dinner time on Monday (relative to EST's release window).

- Chris


Sean R. wrote:
 When will see these available?

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Re: [hlds] A few suggestions for Valve

2009-10-28 Thread Chris
http://i37.tinypic.com/29blwgp.png

On Wed, Oct 28, 2009 at 10:58 PM, Ook ooksser...@zootal.com wrote:

 In the real world, code freeze does not mean no changes to the code. It
 means no more features get added, and the only code changes are for bug
 fixes (this really varies from organization to organization, but everywhere
 I've worked during the last 20 years did it that way). The iterative
 testing/fixing cycle continues until they get to the point where they are
 willing to release it with the known bugs. Code freeze never really happens
 because something always comes up that requires a code change. You grab a
 snapshot, you call it a code freeze to make management happy, you test
 the
 snot out of it, and if you are happy you release it. If not, you change the
 code and freeze it again.

 In the Valve world, demo = beta = code freeze so they can do bug fixes. The
 fact that they are making last minute changes doesn't mean they did or did
 not have a code freeze. It simply means there are still bugs that they are
 working on, and the arbitrary deadline of demo release date doesn't
 change
 the fact that, hello, we still have a buttload of bugs that we are
 fervently
 fixing. It sucks to be a programmer at Valve right now because you are
 probalby sleeping at your cube - if you are even allowed to sleep.

 - Original Message -
 From: admin bob admin...@cox.net
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Wednesday, October 28, 2009 3:31 PM
 Subject: Re: [hlds] A few suggestions for Valve


  Freezing code for a few weeks would probably result in the final game
  being
  postponed for a few weeks.  Is that really want you want?  For a demo?
  Didn't think so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt
  Sent: Wednesday, October 28, 2009 4:07 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] A few suggestions for Valve
 
  amen
 
  -Neil
 
 
  On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net
  wrote:
 
  Oh Valve, how you tease us with all these sneaky release time changes!
 
  Maybe learning about the concept of freezing your code a few weeks
  before you plan to release the demo content would be a good idea? Then
  we wouldn't need to sit through the pain of waiting and having to update
  for every single change (I believe the Left 4 Dead 2 demo server content
  is on revision 3 and it hasn't even been released yet)!
 
  I'm sure this would cause a lot less stress for server admins and for
  you.
 
  -TheGeekLord
 
 
 
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Re: [hlds] Any new CSS exploits?

2009-10-20 Thread chris schoenmann
Was there any way to get the steam ID ?



On Tue, Oct 20, 2009 at 11:48 AM, Mike Vail mike_v...@boomgaming.netwrote:

 I too would love to solve this. A community I play CSS with has been
 suffering from this same problem on 2 of its servers for over a week and
 they really need help. Their tech has some how limitied the affects of the
 attack, but it is still happening. The community is running a dedicated
 Windows Server box with an California ISP who is unwilling to track the
 offender because the community doesn't pay for Managed hosting with them.
 According to a Wireshark trap, the attacker is spoofing multiple IPs. Any
 help would be greatly appreciated.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Bobby35ny
 Sent: Tuesday, October 20, 2009 8:13 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Any new CSS exploits?

 Some spoofing is going on, I ran wireshark, looks like he is using A2S_INFO
 hack. I know they kind of fixed it with TF2, anyone know how to defeat this
 on CSS?

 -bobby

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Scott Marshall
 Sent: Tuesday, October 20, 2009 5:21 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Any new CSS exploits?

 You could use a proxy to forward your game data. This in turn would give
 you
 a different ip.

 I think this is where he is coming from =)

 On Tue, Oct 20, 2009 at 10:10 PM, w4rezz w4r...@gmail.com wrote:

  You cant use proxy ingame lol
 
  2009/10/20 Bobby35ny bobby3...@gmail.com
 
   Started last week. Person comes in the server and boom the server
  crashes.
   No warning no nothing. Guy with the same ip does it all the time.
   Prolly
  a
   proxy, changes ip once hes nailed.
  
   -bobby
  
  
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Re: [hlds] Team Fortress 2 Update Available

2009-10-14 Thread Chris
Just me, or is hldsupdatetool completely b0rked on windows?

On Wed, Oct 14, 2009 at 10:39 PM, Nightbox alexandrualexa...@gmail.comwrote:

 Übercharge

 2009/10/15 Aj Collins gamerzwo...@gmail.com

  ÃœberCharge?!
 
  (Before you guys yell at me, I know it's just a case where the characters
  are screwed up.)
 
  On Wed, Oct 14, 2009 at 5:12 PM, turb0z tur...@undergamer.com wrote:
 
   Working good so far... nothing crazy going on.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
   Sent: Wednesday, October 14, 2009 3:58 PM
   To: 'Half-Life dedicated Linux server mailing list'; '
   hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Team Fortress 2 Update Available
  
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   Team Fortress 2:
   - Added +quickswitch command, which brings up a small panel allowing
  you
   to rapidly change the loadout of your current class  active weapon
 slot
   - Added server ConVar tf_teamtalk to allow alive/dead teammates to
 talk
   with each other during a match (default is 0)
   - Added 1/2 Bonus Point for healing a teammate with a dropped sandvich
   - Updated the class menu to show the local player's current class
   - Updated server ConVar tf_playergib to have 3 settings for player
  gibs:
   0: never, 1: normal, 2: always (default is 1)
   - Updated player_hurt game event to include damageamount and crit
   values
   - Fixed a rare crash in particle system
   - Fixed being able to eat your sandvich (via taunt) and drop it in the
  same
   frame
   - Fixed not correctly remembering the last weapon if you're using
  remember
   active weapon and the last weapon was the weapon in slot 0
   - Fixed Medic not being able to release his ÃœberCharge if his team won
  the
   previous round and the Medigun was his last active weapon (while using
   remember last active weapon)
   - Fixed not remembering the last active weapon correctly if the player
   didn't die before the next round restart
   - Prevented servers from using steam:// commands in their MOTD text
   - Fixed using the regen cabinets to get more health than you should
 when
   you switch between weapons with/without max health reduction attributes
   - Fixed friendly-fire/spectator exploit using projectiles
   - Fixed disguised spies not getting ammo from enemy dispensers
   - Fixed thrown sandvich traveling through players before being
 activated
   - Fixed sandviches sometimes spawning inside walls, or being thrown
  through
   thin walls
   - Fixed fire overlay drawing on hats in DX80
   - Fixed an exploit that allowed servers to corrupt client's item
 database
   - Fixed full packet updates showing cloaked Spies for an instant
   - Fixed a prediction error resulting in mis-predictions of crits
  
   Community requests:
   - Added new func_flag_alert entity that fires an alert when a player
   carrying a flag starts touching the entity
   - Added server ConVar bot_crouch to make bots crouch
   - Added model override for item_teamflag entity
   - Added ability to turn off particle trail for players carrying the
   item_teamflag entity
   - Updated team_train_watcher to support 8 cp/track links (was
 previously
  4)
  
   Jason
  
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Re: [hlds] Team Fortress 2 Update Available

2009-10-14 Thread Chris
Thanks, I'm not alone then. I see this mentioned here recently:
http://forums.steampowered.com/forums/showthread.php?t=987808

On Wed, Oct 14, 2009 at 11:19 PM, John lists.va...@nuclearfallout.netwrote:

  Just me, or is hldsupdatetool completely b0rked on windows?

 If yours is crashing, it's not just you. Right now, if ClientRegistry.blob
 is missing, hldsupdatetool seems to be creating a new one that is
 corrupted,
 as further runs of hldsupdatetool either silently crash or say
 CMultiFieldBlob: Unable to grow blob. The problem is easily reproduced:

 C:\testmkdir hlds

 C:\testdir
  Volume in drive C has no label.
  Volume Serial Number is D086-4981

  Directory of C:\test

 10/14/2009  03:15 PMDIR  .
 10/14/2009  03:15 PMDIR  ..
 10/14/2009  03:15 PMDIR  hlds
 10/14/2009  03:15 PM 1,082,616 HldsUpdateTool.exe
   1 File(s)  1,082,616 bytes
   3 Dir(s)  791,420,563,456 bytes free

 C:\testHldsUpdateTool.exe -command update -game cstrike -dir hlds
 Checking bootstrapper version ...
 Getting version 35 of Steam HLDS Update Tool
 Downloading. . . . . . . . . .
 C:\testChecking bootstrapper version ...
 Updating Installation
 CMultiFieldBlob: Unable to grow blob
 HldsUpdateTool.exe -command update -game cstrike -dir hlds
 Checking bootstrapper version ...
 Updating Installation

 C:\test

 I didn't notice this before today.

 Existing installs continue to work, so the workaround for this is to
 replace
 its bad ClientRegistry.blob with a known-good version from another
 installation.

 -John


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Re: [hlds] [TF2] Valve using their special weapons

2009-09-09 Thread Chris Brunelle
++

People need to stop getting their panties in a knot.  It's been addressed.
It happened for at most a few hours during that ONE day.  Give it up
already. I'm sure there are more important things to bitch about...move
along.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark
Sent: Wednesday, September 09, 2009 9:21 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Valve using their special weapons

I agree - however, since this has since been addressed by Robin,
what's the problem now?

We should be productive and all I've seen so far are (some hostile)
rants - if someone still has a bone to pick with Valve, state what you
expect to be done about it instead of just complaining. What's done is
done. There is no reason to keep beating a dead horse (that I'm aware
of).

On Wed, Sep 9, 2009 at 11:11 AM, gulfy32 gulf...@gmail.com wrote:
 The reason people are angry over this is because valve employees are
joining
 servers not hosted by valve, but hosted by the community. These
communities
 pay for the servers and valve ruining the experience for everyone on the
 server by having uber weapons.  If valve was doing this on their own
 public/private server most people would not be very angry.

 On Wed, Sep 9, 2009 at 4:43 AM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

 I solved the hat problem too, I just coded my own entity that applies
hats
 to me.

 Sure, I can only use them on my own servers, but it's not like I play
 anywhere else anyway.

 - voogru.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of tgnwells
 Sent: Wednesday, September 09, 2009 12:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] Valve using their special weapons

 i just want a hat :(

 On 9/8/2009 8:13 PM, Matthew Gottlieb wrote:
  ople are so pissed off about this.
  It's their game, let them have th

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-- 
-Mark

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.5.409 / Virus Database: 270.13.86/2355 - Release Date: 09/09/09
06:53:00


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Re: [hlds] TF2 Holding Players

2009-08-27 Thread Chris
From 13/08/09 update:
 - Added response caching for some server queries to help reduce the CPU
load from DOS attacks.

On Thu, Aug 27, 2009 at 8:00 AM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 Anyone notice since the update that you will have random players in your
 server but there time never changes. Right now I have 5 players in my
 server even though the server shows 4/32 none of them are actually in
 the server.

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Re: [hlds] TF2/L4D Updates Available

2009-08-21 Thread Chris
I agree to an extent on it being your problem... But it would be nice if
Valve took a look at fixing/reimplementing -autoupdate
Not only for server admins but for players who can't get onto their
favourite servers due to someone repsonsible for udpating servers not being
available 24/7.

On Fri, Aug 21, 2009 at 11:52 PM, Nightbox alexandrualexa...@gmail.comwrote:

 If you care they are using TCAdmin for Window, and a self made for Linux.

 2009/8/22 shorec...@comcast.net

  Damn. Who are you using for your GSP? I've never heard of a GSP that
 didn't
  give some sort of control panel.
 
  - Original Message -
  From: Nightbox alexandrualexa...@gmail.com
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Friday, August 21, 2009 5:51:34 PM GMT -05:00 US/Canada Eastern
  Subject: Re: [hlds] TF2/L4D Updates Available
 
  Im not whining about update, im whining about update procedure.
 
  As player i like those updates as much as you. As Server administrator
 its
  making my life harder.
 
  I have to contact my host company and tell them that a new update hsa
 been
  released, and then wait for their answer, or even worse if their manager
 is
  in summer break.
 
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Re: [hlds] TF2/L4D Updates Available

2009-08-21 Thread Chris
DontWannaName! my point wasnt that it was a linux feature (which doesnt
work) or that it wasnt available in windows.
But thanks for your input.

On Sat, Aug 22, 2009 at 12:28 AM, msleeper mslee...@cyberwurx.com wrote:

 But it doesn't work.


 On Fri, 2009-08-21 at 16:06 -0700, DontWannaName! wrote:
  Autoupdate is a linux feature not windows. Never has been probably never
  will be.
 
  On Fri, Aug 21, 2009 at 3:59 PM, Chris headad...@gmail.com wrote:
 
   I agree to an extent on it being your problem... But it would be nice
 if
   Valve took a look at fixing/reimplementing -autoupdate
   Not only for server admins but for players who can't get onto their
   favourite servers due to someone repsonsible for udpating servers not
 being
   available 24/7.
  
   On Fri, Aug 21, 2009 at 11:52 PM, Nightbox 
 alexandrualexa...@gmail.com
   wrote:
  
If you care they are using TCAdmin for Window, and a self made for
 Linux.
   
2009/8/22 shorec...@comcast.net
   
 Damn. Who are you using for your GSP? I've never heard of a GSP
 that
didn't
 give some sort of control panel.

 - Original Message -
 From: Nightbox alexandrualexa...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 21, 2009 5:51:34 PM GMT -05:00 US/Canada
 Eastern
 Subject: Re: [hlds] TF2/L4D Updates Available

 Im not whining about update, im whining about update procedure.

 As player i like those updates as much as you. As Server
 administrator
its
 making my life harder.

 I have to contact my host company and tell them that a new update
 hsa
been
 released, and then wait for their answer, or even worse if their
   manager
is
 in summer break.

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

2009-08-15 Thread Chris
Same here, constant crashing. Most noticeable on colmar, and jagd...

On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

 my dods server is crashing again and again after these updates. no
 plugins running anymore, but still crashing randomly. os is linux.

 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 (gdb) bt
 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #3  0xf58d0888 in CBasePlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #4  0xf5b3ad8e in CDODPlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #5  0xf58e5252 in CPlayerMove::RunPostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #6  0xf58e6d9a in CPlayerMove::RunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #10 0xf586f9f9 in Physics_SimulateEntity () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #11 0xf586ff76 in Physics_RunThinkFunctions () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #13 0xf758a5f2 in CServerPlugin::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #14 0xf756e5dd in SV_Think () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #15 0xf7570360 in SV_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #16 0xf7636dc4 in _Host_RunFrame_Server () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #17 0xf7637e21 in _Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #18 0xf7638308 in Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #19 0xf7644290 in CHostState::State_Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #20 0xf7644b1a in CHostState::FrameUpdate () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #21 0xf7644bf5 in HostState_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #22 0xf76ca1db in CEngine::Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
 #25 0xf7847024 in CDedicatedExports::RunServer () from
 bin/dedicated_i486.so
 #26 0xf76c6f40 in CModAppSystemGroup::Main () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #27 0xf772e275 in CAppSystemGroup::Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
 bin/dedicated_i486.so
 #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
 #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #33 0xf7847c0b in main () from bin/dedicated_i486.so
 #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
 #35 0x0804949d in main ()

 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
  %ebx,0x4(%esp)
 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
  0x10(%esp),%eax
 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
 0xf54875c7 __i686.get_pc_thunk.bx
 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
 $0x2b6524,%ebx
 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
 %esi,0x8(%esp)
 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
 %eax,(%esp)
 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test
 %eax,%eax
 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov
  %eax,%esi
 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je
 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57
 0xf5b66028 

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

2009-08-14 Thread Chris
Latest SM snapshot on 1.2 branch is working for me on Windows.

Great work SM devs!

On Fri, Aug 14, 2009 at 10:09 AM, Charles Mabbott cmabb...@verizon.netwrote:

 https://bugs.alliedmods.net/show_bug.cgi?id=3948

 That's the as it happens gory details. Watch sourcemod.net for when they
 have something concrete to say.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber
 Sent: Friday, August 14, 2009 4:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Any news, for the new old seg fault bug?
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Chris
DODS servers not starting up either... win2k3

On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote:

 I am seg faulting as well.. stock config





  That's ok, it looks like the patch is corrupt, anyways...
 
  --
  CRASH: Thu Jun 25 17:32:40 EDT 2009
  Start Line: ./srcds_i486 -command update -console -game tf +map
  cp_dustbowl -debug
  #0  0xb805ab9f in ?? ()
  No symbol table info available.
  End of Source crash report
  --
  --
  CRASH: Thu Aug 13 18:48:18 EDT 2009
  Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
  End of Source crash report
  --
 
 
  Flubber wrote:
  Got an :
  Checking bootstrapper version ...
  Segmentation fault
 
  when trying to update Oo
 
  2009/8/14 Jason Ruymen jas...@valvesoftware.com
 
 
  Required updates for Team Fortress 2 and Day of Defeat: Source* have
  been
  released.  Please use hldsupdatetool to receive them.  The specific
  changes
  include:
 
  New Content
   - Added King Of The Hill game mode.
   - Added custom animations played by the losing team during the
  post-win
  state. They are moved into third person camera to enjoy them.
   - Added lots of new hats.
 
  Additions / Changes:
   - Added Auto Reload option to the multiplayer advanced options.
   - Clip-based weapons that reload a full clip at a time can now
  have
  their reloads aborted by firing.
   - Pistol now fires at a fixed rate, not based on the speed at which
  you
  press the firing button.
   - Added a color blind option to add a Jarate icon above enemies who
  are
  busy accepting a terrifying existence where they have no dignity.
   - Significantly reduced the amount of network traffic being sent.
   - Capturing the flag in a CTF game mode gives the entire capturing
  team 10
  seconds of critboost.
   - Sappers attached to a teleporter automatically place another Sapper
  on
  the other end of the teleporter, if it exists.
   - Engineers wrenching a teleporter will repair the other end as
  well,
  and remove Sappers from both if they exist.
   - Disguised Spies no longer trigger On-Hit effects (like the
  Blutsauger's
  heal).
   - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
  having
  ineffective rocket/grenade jumps.
   - Added an item panel to the spectator cam that shows non-standard
  items
  being carried by the player you're spectating.
   - Added an Inspect key that allows you to look at items being
  carried by
  your team mates.
   - Backpack improvements:
   - Added drag  drop to move items around. Item positions are
  maintained on the backend.
   - Added multi-select, allowing you to delete multiple items at
  once.
   - Added a new key to the key binding page that opens your
  inventory
  directly to your backpack.
   - Fixed mouseover panel being incorrectly position when the
  backpack
  first appears.
   - Cloaked Spies standing in valid backstab positions no longer raise
  their
  knife.
   - Added current map name and gametype to the bottom right of
  scoreboard.
   - Added class icons to tips on the loadout and loading screens.
   - Improved visuals around flags when they're being carried by a
  player.
   - Improved critboosted visuals, making it much clearer when an enemy
  has
  critboost.
   - Updated the loading panel to show the game type under the map name
  during level transition.
   - In-game chat dialog now supports full Unicode characters.
   - Added BLU main menu background.
   - Added response caching for some server queries to help reduce the
  CPU
  load from DOS attacks.
   - Teammates no longer block friendly radius damage. Prevents nearby
  teammates causing rocket/grenade jumps to fail.
 
  Map Changes:
   - Update PLR_Pipeline
   - Increased the starting advantage in the third round if a team
  has
  won the first two rounds.
   - Fixed carts not continuing to the second round if they're capped
  at
  the same time in the first round.
   - Fixed being able to shoot pipebombs over the starting gates in
  the
  first round.
   - Fixed being able to open the doors in the first round before the
  setup time was finished.
   - Fixed players getting stuck in some doors.
   - Fixed players being able to get onto rooftops and out of the map
  boundaries.
   - Fixed other minor bugs and exploits.
   - Added community map Arena_Offblast
   - Added community map Cp_Yukon
   - Update Arena_Sawmill
   - Fixed DirectX8 bug where some models would not be visible.
   - Fixed exploit with building teleporters outside of the map.
   - Updated CP_Granary
   - Made a few changes to improve balance based on competitive
  community
  feedback.
 
  Item Reworks:
   - The Force of Nature
   - The enemy knockback now only `works in close range and behaves
  more
  like the Pyro's air blast.
 

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

2009-08-13 Thread Chris
Checking bootstrapper version ...
Updating Installation

This application has requested the Runtime to terminate it in an unusual
way.
Please contact the application's support team for more information.
Interesting...
On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.comwrote:

 Great.. i have to wait for my host to update my server.

 2009/8/14 h...@kikazz.com

  I am seg faulting as well.. stock config
 
 
 
 
 
   That's ok, it looks like the patch is corrupt, anyways...
  
   --
   CRASH: Thu Jun 25 17:32:40 EDT 2009
   Start Line: ./srcds_i486 -command update -console -game tf +map
   cp_dustbowl -debug
   #0  0xb805ab9f in ?? ()
   No symbol table info available.
   End of Source crash report
   --
   --
   CRASH: Thu Aug 13 18:48:18 EDT 2009
   Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
   End of Source crash report
   --
  
  
   Flubber wrote:
   Got an :
   Checking bootstrapper version ...
   Segmentation fault
  
   when trying to update Oo
  
   2009/8/14 Jason Ruymen jas...@valvesoftware.com
  
  
   Required updates for Team Fortress 2 and Day of Defeat: Source* have
   been
   released.  Please use hldsupdatetool to receive them.  The specific
   changes
   include:
  
   New Content
- Added King Of The Hill game mode.
- Added custom animations played by the losing team during the
   post-win
   state. They are moved into third person camera to enjoy them.
- Added lots of new hats.
  
   Additions / Changes:
- Added Auto Reload option to the multiplayer advanced options.
- Clip-based weapons that reload a full clip at a time can now
   have
   their reloads aborted by firing.
- Pistol now fires at a fixed rate, not based on the speed at which
   you
   press the firing button.
- Added a color blind option to add a Jarate icon above enemies who
   are
   busy accepting a terrifying existence where they have no dignity.
- Significantly reduced the amount of network traffic being sent.
- Capturing the flag in a CTF game mode gives the entire capturing
   team 10
   seconds of critboost.
- Sappers attached to a teleporter automatically place another
 Sapper
   on
   the other end of the teleporter, if it exists.
- Engineers wrenching a teleporter will repair the other end as
   well,
   and remove Sappers from both if they exist.
- Disguised Spies no longer trigger On-Hit effects (like the
   Blutsauger's
   heal).
- Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
   having
   ineffective rocket/grenade jumps.
- Added an item panel to the spectator cam that shows non-standard
   items
   being carried by the player you're spectating.
- Added an Inspect key that allows you to look at items being
   carried by
   your team mates.
- Backpack improvements:
- Added drag  drop to move items around. Item positions are
   maintained on the backend.
- Added multi-select, allowing you to delete multiple items at
   once.
- Added a new key to the key binding page that opens your
   inventory
   directly to your backpack.
- Fixed mouseover panel being incorrectly position when the
   backpack
   first appears.
- Cloaked Spies standing in valid backstab positions no longer raise
   their
   knife.
- Added current map name and gametype to the bottom right of
   scoreboard.
- Added class icons to tips on the loadout and loading screens.
- Improved visuals around flags when they're being carried by a
   player.
- Improved critboosted visuals, making it much clearer when an enemy
   has
   critboost.
- Updated the loading panel to show the game type under the map name
   during level transition.
- In-game chat dialog now supports full Unicode characters.
- Added BLU main menu background.
- Added response caching for some server queries to help reduce the
   CPU
   load from DOS attacks.
- Teammates no longer block friendly radius damage. Prevents nearby
   teammates causing rocket/grenade jumps to fail.
  
   Map Changes:
- Update PLR_Pipeline
- Increased the starting advantage in the third round if a team
   has
   won the first two rounds.
- Fixed carts not continuing to the second round if they're
 capped
   at
   the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in
   the
   first round.
- Fixed being able to open the doors in the first round before
 the
   setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the
 map
   boundaries.
- Fixed other minor bugs and exploits.
- Added community map Arena_Offblast
- Added community map Cp_Yukon
- Update 

Re: [hlds] Pipeline potentially never ends

2009-07-28 Thread Chris
No. they dont.

Hope it get's fixed. Having pipeline on a rotation server turns it into
pipeline only sometimes when it comes round :/

On Tue, Jul 28, 2009 at 9:08 AM, Ronny Schedel i...@ronny-schedel.dewrote:


 Timelimits work fine.


  Besides this bug the map also doesn't seem to obay timelimits.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
  Sent: dinsdag 28 juli 2009 7:15
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: [hlds] Pipeline potentially never ends
 
  This has been brought up before as early as two months ago, but I wanted
  to
  bring it up again in case Valve missed it.
 
  It's possible that Pipeline will never end. I'm not exactly sure of the
  cause but it is either both carts finish near or exactly at the same
 time,
  or because one cart is barely inched into the checkpoint. Whatever the
  cause, it seems the round advances without the carts which causes the
 next
  round to go on forever.
 
  Related forum thread:
  http://forums.steampowered.com/forums/showthread.php?t=897333
 
  Thanks,
  Tony
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