Re: [hlds] Counter-Strike: Source and Team Fortress 2 Update Available

2010-07-06 Thread Coldorak
Well it seems there is one for TF2:

$ ./update.sh
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Team Fortress 2 Content' version 157


Checking/Installing 'Team Fortress 2 Materials' version 63


Checking/Installing 'Base Source Shared Materials' version 8


Checking/Installing 'Base Source Shared Models' version 4


Checking/Installing 'Base Source Shared Sounds' version 4


Updating 'OB Linux Dedicated Server' from version 46 to version 47

5.50%   downloading ./orangebox/bin/datacache.so
12.37%  downloading ./orangebox/bin/dedicated.so
48.08%  downloading ./orangebox/bin/engine.so
50.37%  downloading ./orangebox/bin/libvstdlib.so
66.45%  downloading ./orangebox/bin/materialsystem.so
67.55%  downloading ./orangebox/bin/shaderapiempty.so
69.84%  downloading ./orangebox/bin/soundemittersystem.so
78.38%  downloading ./orangebox/bin/studiorender.so
99.97%  downloading ./orangebox/bin/vphysics.so
100.00% downloading ./orangebox/hl2/resource/serverevents.res

HLDS installation up to date
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 126 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps

Or maybe I forgot a previous optional one?

Cold

On Wed, Jul 7, 2010 at 5:23 AM, Nicholas Hastings nshasti...@gmail.comwrote:

  There is no new TF2 server update, which is why he didn't mention it.

 If you read the TF2 news feed, there was a Mac Client fix for it though.

 On 7/6/2010 11:16 PM, DontWannaName! wrote:
  Im confused... plus is TF2 required?
 
  On Tue, Jul 6, 2010 at 8:11 PM, Jason Ruymenjas...@valvesoftware.com
 wrote:
 
  A required update for Counter-Strike: Source is now available.  The
  specific changes are:
 
  - Fixed incorrect stat collection by forcing all dedicated servers to
  update to the new version
 
  Jason
 
 
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Re: [hlds] Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta Updates Released

2010-06-10 Thread Coldorak
Added mp_forceautoteam, at last!
Thanks Valve!

On Thu, Jun 10, 2010 at 10:45 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Retrying in 30 seconds...

 The fun begins!

 On Thu, Jun 10, 2010 at 1:32 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
  Updates to Team Fortress 2, Day of Defeat: Source and Counter-Strike:
 Source Beta have been released.  Please run hldsupdatetool to receive the
 updates.  The specific changes include:
 
  Engine
  - Made several changes that improve stability for clients running low on
 addressable memory.
  - Changed all HTML controls to use Webkit for the rendering engine.
 
  Team Fortress 2
  - Added Mac support.
  - Overhauled the main menu, and added help to Loadout, Backpack, and
 Crafting screens.
  - Added Training, with support for General gameplay  Soldier class
 training for now.
  - Added Offline Practice mode, with support for KOTH maps and Dustbowl.
  - The Open Character Loadout key will now go to your future class if
 you've requested a class change, but haven't respawned yet.
  - Community Requests:
   - Added mp_forceautoteam, a server convar that forces all joining
 players to autoteam.
   - Added mp_stalemate_meleeonly, a server convar that allows melee
 weapons only during stalemates.
   - Added ExtinguishPlayer input to tf_player for map makers.
 
  Counter-Strike: Source Beta
  - Fixed wade water sound not playing correctly on maps like Chateau.
  - Updated the scoreboard:
- Fixed to scale correctly in 5:4 resolution.
- Fixed so it can be closed during intermission
- Reduced font size to accommodate seeing 16 players per side.
  - Fixed issue that awarded three points and a separate achievement when
 the bomb explodes after the round ends.
  - Fixed issue with round end panel blocking the view of the game.
  - Fixed issue in which you weren't given credit for grenade damage if you
 fired a weapon at someone then hit them with a grenade.
  - Fixed getting the achievement for shooting enemies in mid-air if the
 enemies were on ladders.
  - Fixed mapcycle.txt skipping over several entries in the list.
  - Fixed console warnings about missing materials.
  - Fixed an issue that could cause a single MVP star to appear as an entry
 on the scoreboard.
  - Fixed issue that made the FINISHER achievement impossible to get.
  - Fixed ai_test_los crashing the server.
  - Fixed the chat window so it no longer renders over scoreboard.
  - Fixed MVPs not being cleared when sv_nomvp is set to 1.
  - Marked mat_showlowresimage as a cheat command.
  - Updated several strings to be gender neutral.
  - The large radar is now disabled when freeze cam is active.
  - Achievements dialog changes:
- Now displaying the Steam Achievements dialog instead of the in-game
 Achievements dialog if screen width is less than 1024.
- The Achievements dialog is now closed if you have it open and switch
 to a lower resolution.
  - Repositioned the Fun Fact on the summary tab of the Achievements dialog
 and gave it a background to fix truncation and readability.
  - Added a priority order for displaying win conditions when multiple win
 conditions are set.
- If timelimit exists and is not 0, then show timelimit.
- If timelimit does not exist, show maxrounds if not 0.
- If both timelimit and maxrounds are 0, show winlimit.
- If timelimit, maxrounds, and winlimit are all 0, show nothing.
 
  Jason
 
 
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Re: [hlds] Hat Drops

2009-10-29 Thread Coldorak
Got nothing on mine, strange

On Thu, Oct 29, 2009 at 8:24 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Item drops occur on all TF2 servers. I don't think you can disable them
 at all, unless if you do whatever trick to disconnect your server from
 the Steam cloud. This happens naturally sometimes with the friends
 network goes down, you get the in-game message about not being able to
 use backpack items. I don't know how to do it manually though. I don't
 know why you would want to, either.


 On Thu, 2009-10-29 at 12:12 -0700, MjrNuT wrote:
  Question about the hat drops.  Personally I have not cared too much about
  their prevalence.  They are pretty cool cosmetic features, that is for
  sure.
 
  Are hat drops occurring on all kinds of servers, regardless of mods,
  content, configurations, activity, etc.?
 
  I honestly do not know but was wondering if there are any effects I've
  mentioned related to them being dropped on a server.  I'm suspecting that
  there is no discrimination and that they occur across the board at
 whatever
  statistical means is calculated.  I just don't recall ever seeeing one
  dropped on our server.  O_o  (so yeah I'm a bit hurt lol, not really)
 
  Was wondering if any of you top of the line server admins might say about
  this from your experience.
 
  Thanks in advance,
 
  [FLASH] MjrNuT
  Arise from Flames and Ash, Behold Immortality
 
  www.flamesandash.com
 
 
  Message: 5
  Date: Thu, 29 Oct 2009 18:40:58 +
  From: Philip Bembridge philipbembri...@gmail.com
  Subject: [hlds] Hat Drops
  To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Message-ID:
 43c930020910291140i48f1fd1sfa8f9f871f362...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  Err what is happening with hat drops? I don't know if it is the same for
  other server, but we have just got 15 hat drops on our server (different
  people) in about 10 minutes!
 
  It is unreal!
 
  Regards, Phil
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Coldorak
Do you have problems with the mapcycle? At the end of the map, instead of
going to the next map, it reloads the same that was running. Did it twice
already.

Cold

PS: I had to disable metamod too and not just sourcemod

On Fri, Aug 14, 2009 at 4:49 AM, k e mfnt...@gmail.com wrote:

 Beetlesmod is working fine on my Window's servers.

 On Thu, Aug 13, 2009 at 10:46 PM, Aj Collins gamerzwo...@gmail.com
 wrote:

  It sounds like Valve changed engine headers without a public beta,
 without
  describing the changes, and without an SDK change.
 
  We're working on a fix. In the meantime, you will have to disable
  SourceMod.
  Metamod will work fine. 
  http://forums.alliedmods.net/showpost.php?p=899001postcount=8
 
  *sigh*
 
  On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.au
  wrote:
 
   What he said. The SM team develops for TF2, not the other way around.
  
   ___
  
   Shane Arnold-   clontar...@iinet.net.au
  
   For want of a nail, the horseshoe was lost. For want of a horseshoe,
 the
   horse was lost. For want of a horse, the messenger was lost. For want
 of
  a
   messenger, the message was not delivered. For want of an undelivered
  message
   the war was lost.
  
  
  
   Matt Stanton wrote:
Still the significance of the 'Friday Update' is misplaced, here, as
  for
the part of the world that has advanced into Friday before the United
States, Valve works and releases updates on Saturdays.
   
If they release a broken update on Friday in the United States, then
 we
are broken all weekend.  If they release a broken update on Friday
slightly west of the international date line, then you can hope for
 an
early Saturday update fix.
   
Regardless, the update isn't really broken, they just released it
without warning anyone that it was going to break SourceMod.  While
 it
would likely be in their best interests to allow the SM dev team to
  know
about what is going to be changed, it is not an obligation, and there
  is
no reason for Valve to have to keep up with what may or may not break
SourceMod in one of the updates.
   
So, when SM is working again, I think this update will be fantastic,
  and
props to the SM team for getting rolling on this so quickly.  I look
forward to biting the bullet and and finally updating SM on our
 servers
to the 1.3-dev branch.
   
   
Clyde cide wrote:
   
oh gawd Ive got to do this.. Msleeper is only aware of people
  caught
   in
his honeypot.. Lame I know, but fun non the less. :|  :/ :\
 :|
   :D
   
On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson 
 kyle.l...@gmail.com
   wrote:
   
   
   
Msleeper didn't realize that there people outside of the United
  States
   such
as... Britain, Romania, Canada, etc that are subscribed to this
 list.
   
I'm just happy they've gotten the bandwidth requirements down,
Kyle
   
On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove 
   donnie.newl...@gmail.com
   
   
wrote:
   
Wait a minute, it is Friday here after all. In your face msleeper!
   
On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com
 wrote:
   
   
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
   
   
Seems someone doesn't have a job and doesn't know what day it
 is.
   
   
 Join
   
   
the crowd.
   
   
msleeper wrote:
   
   
Today is Thursday, hope this helps.
   
   
On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
   
   
   
They probably just entered their test server all wearing the
   viking
helmet and thus quickly decided that testing is for the weak
 and
releasing a major update on a Friday is not only a good idea,
  it's
   
   
the
   
   
most manly thing a manly man can do.
   
On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
   wrote:
   
   
   
Just one tiny question, are you really testing the maps?
  Because
   i
   
   
just
   
   
want
   
   
to say overtime overtime overtime overtime overtime overtime
   
   
overtime
   
   
overtime overtime overtime overtime overtime overtime
 overtime
   
   
overtime
   
   
overtime overtime overtime since i tried the koth mode.
   
2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
   
   
   
   
hey thanks valve for letting the sourcemod/addons
 communities
   
   
know
   
   
about
   
   
all
the stuff you changed. =]
   
On Thu, Aug 13, 2009 at 6:11 PM, Wobak 
 tperrinh...@gmail.com
  
   
   
wrote:
   
   
   
   
Ok as usual my fixes aren't applied.
If you wanna get a better info you can search for ulimit
 in
srcds_run, an change the value to 3 for example.
   
Then You'll have an output like that :
   
Auto detecting CPU
Using AMD Optimised binary.
Enabling debug mode
Server will 

Re: [hlds] L4D - servers updated but no one can join

2009-04-22 Thread Coldorak
It's fixed, I was still launching a versus map in my launch command.
Launching the forked servers with lighthouse enables the survival mode.

On Wed, Apr 22, 2009 at 7:39 AM, Brent Veal naslund.fan...@gmail.comwrote:

 Run the update again and it should fix it right up

 On Tue, Apr 21, 2009 at 10:33 PM, Coldorak coldorak@gmail.com wrote:

  I have the same problem :/
 
  On Wed, Apr 22, 2009 at 1:23 AM, ro...@sunlitgames.net
 https://mail.google.com/mail?view=cmtf=0to=ro...@sunlitgames.net
  wrote:
 
   Windows 2003 servers
   Have run flawlessly since L4D original release
   Updated with DLC fully tonight
   Can see them in HLSW but can not add them to favourites in
   Openserverbrowser
   menu
  
   Server.cfg
   sv_search_key  (with no quotes around the key)
   sv_gametypes coop,versus,survival
  
   Launch
   -console -game left4dead +map l4d_hospital01_apartment +ip
 69.28.221.148
   -port
   27065 +sv_lan 0
  
   Sv_search_key isnt working
   Get message that there are no dedicated servers available, do I want to
   start
   server locally
  
   :(
  
   Is there something I need to add to the server.cfg?
  
   Thanks
   Rosie the Riveter
   SunLit Games
  
  
  
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Re: [hlds] L4D - servers updated but no one can join

2009-04-21 Thread Coldorak
I have the same problem :/

On Wed, Apr 22, 2009 at 1:23 AM, ro...@sunlitgames.net wrote:

 Windows 2003 servers
 Have run flawlessly since L4D original release
 Updated with DLC fully tonight
 Can see them in HLSW but can not add them to favourites in
 Openserverbrowser
 menu

 Server.cfg
 sv_search_key  (with no quotes around the key)
 sv_gametypes coop,versus,survival

 Launch
 -console -game left4dead +map l4d_hospital01_apartment +ip 69.28.221.148
 -port
 27065 +sv_lan 0

 Sv_search_key isnt working
 Get message that there are no dedicated servers available, do I want to
 start
 server locally

 :(

 Is there something I need to add to the server.cfg?

 Thanks
 Rosie the Riveter
 SunLit Games



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Re: [hlds] Team Fortress 2 Update Released

2009-03-07 Thread Coldorak
Hi

What's with the lag since the update 2 days ago?
Here's what I encountered a few minutes ago on my server. Note the ping, as
I usually have less than 20ms with my server.
Many players were disconnected several time with a message like connection
net packet overflow (don't remember exactly)

Here are some screenshots of my net_graph 4:

http://www.coldorak.net/tf2/lag/lag1.jpg
http://www.coldorak.net/tf2/lag/lag2.jpg
http://www.coldorak.net/tf2/lag/lag3.jpg
http://www.coldorak.net/tf2/lag/lag4.jpg

About my server net settings:

sv_minrate 2 --- tried with 1 and 3
sv_maxrate 3 -- tried with 3 (while minrate=10k) to 10 (while
minrate=30k)
decalfrequency 10
sv_maxupdaterate 100
sv_minupdaterate 66
sv_mincmdrate 66
sv_maxcmdrate 100

no fps_max setting.
My cl_rate is 3 but many players left it by default.

Are other people experiencing the same problem? I saw a few mails talking
about lag, so I thought I could add some info.
My server is launched with -NoQueudUpdateThread.
We talk about 10-20s lag every few minutes...

Cold


On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm ad...@righttorule.com wrote:

 Like I said before, a simple pre-release beta test would help us ALL out in
 this area. I'm sure valve would like to stop releasing broken updates.
 Its also takes a lot of time for admins to update 10+ servers daily. Most
 of
 the time were forced to shut down full servers during prime game time
 because that's when valve decides it's time to release and go home.

 There is a better way to do these updates valve, please give us a chance
 instead of blowing us off
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
 Sent: Saturday, March 07, 2009 7:17 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 lag spikes here too...

 I appreciate Valve releasing updates and fixing bugs, but the last 10 or so
 seem to have caused issues elsewhere, quite frankly I would prefer NOT to
 get an update wait an extra two weeks and have an update which has been
 thoroughly tested.

 Obviously there will be updates which break other things which are
 difficult
 to test, but seriously I cannot recall the last update which didnt require
 subsequent updates to address issues the first broke.

 I'm becomming less and less impressed by the testers and QA processes.

 /me ends rant

 /me puts on flame suit

 /me hopes Valve reads.
 On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom k...@weckstrom.com wrote:

  lagspikes galore here too.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of o k
  Sent: Friday, March 06, 2009 11:51 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
  Lag spikes here, and whole teams disconnected. Very odd. I was running
 fine
  before the most recent update.
 
  On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide thedrunkenbraw...@gmail.com
  wrote:
 
   Mine are running crash free! The Lag spikes though.. is another
 story
  
   =(
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Re: [hlds] Possible Host_Error crash fix

2009-02-27 Thread Coldorak
Thanks guys, I'm gonna try that

Cold

On Fri, Feb 27, 2009 at 8:52 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 I leave settings at defaults but allow taunts. Not one crash yet.

 - Neph

 On Thu, Feb 26, 2009 at 11:33 PM, DontWannaName! ad...@topnotchclan.com
 wrote:
  I allow taunts and I think it works just as good. Windows though, no
 telling
  what linux will do.
 
  On Thu, Feb 26, 2009 at 11:10 PM, Coldorak coldorak@gmail.com
 wrote:
 
  Are the several things removed only for pl maps or for every map?
  What do you recommend to allow and block?
  Thanks
 
  Cold
 
  On Fri, Feb 27, 2009 at 6:47 AM, Fudgstu fudg...@gmail.com wrote:
 
   ahh, thx guysmissed that.
  
   On Thu, Feb 26, 2009 at 9:06 PM, 1nsane 1nsane...@gmail.com wrote:
  
Part of the plugin. Check the cvars in the readme.
   
On Thu, Feb 26, 2009 at 10:00 PM, Fudgstu fudg...@gmail.com
 wrote:
   
 Thanks Tony for the plugin.  It's excellent!
 After installing on our TF2 servers we have had no crashes for the
  last
   3
 hours and our community is very happy instead of frustrated.
 Just asking this, but is anyone else having problems with the
 taunts
   not
 working?

 On Thu, Feb 26, 2009 at 1:45 PM, Ben B brutalgoerge...@gmail.com
 
wrote:

  has anyone noticed random weapon criticals no longer working
 after
 setting
  this up?
 
  I don't know if it was the tf2 update, or this plugin.  I
 wouldn't
think
  this affected crits anyhow.
 
  On Thu, Feb 26, 2009 at 11:50 AM, Clyde cide 
 thedrunkenbraw...@gmail.com
  wrote:
 
   Excellent Thank You!
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Re: [hlds] Possible Host_Error crash fix

2009-02-27 Thread Coldorak
I get this on my linux server with taunts on and verbose on:

Particles: Missing 'particles/error.pcf'
./srcds_run: line 352: 14306 Exception en point flottant   $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
vendredi 27 février 2009, 09:23:10 (UTC+0100): Server restart in 10 seconds

(floating point exception)
The server restarts in loop

I've tried stb_blocktaunts 0 and stb_blocktaunts off (off first, then
thought it might want a 0 but no change)
Even with all defaults settings, no cvar in my server.cfg, it crashes

No more crash when I remove the plugin.
If I can be of any help (but I cannot test ingame, I'm at work)

Cold

On Fri, Feb 27, 2009 at 9:09 AM, Coldorak coldorak@gmail.com wrote:

 Thanks guys, I'm gonna try that

 Cold


 On Fri, Feb 27, 2009 at 8:52 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 I leave settings at defaults but allow taunts. Not one crash yet.

 - Neph

 On Thu, Feb 26, 2009 at 11:33 PM, DontWannaName! ad...@topnotchclan.com
 wrote:
  I allow taunts and I think it works just as good. Windows though, no
 telling
  what linux will do.
 
  On Thu, Feb 26, 2009 at 11:10 PM, Coldorak coldorak@gmail.com
 wrote:
 
  Are the several things removed only for pl maps or for every map?
  What do you recommend to allow and block?
  Thanks
 
  Cold
 
  On Fri, Feb 27, 2009 at 6:47 AM, Fudgstu fudg...@gmail.com wrote:
 
   ahh, thx guysmissed that.
  
   On Thu, Feb 26, 2009 at 9:06 PM, 1nsane 1nsane...@gmail.com wrote:
  
Part of the plugin. Check the cvars in the readme.
   
On Thu, Feb 26, 2009 at 10:00 PM, Fudgstu fudg...@gmail.com
 wrote:
   
 Thanks Tony for the plugin.  It's excellent!
 After installing on our TF2 servers we have had no crashes for
 the
  last
   3
 hours and our community is very happy instead of frustrated.
 Just asking this, but is anyone else having problems with the
 taunts
   not
 working?

 On Thu, Feb 26, 2009 at 1:45 PM, Ben B 
 brutalgoerge...@gmail.com
wrote:

  has anyone noticed random weapon criticals no longer working
 after
 setting
  this up?
 
  I don't know if it was the tf2 update, or this plugin.  I
 wouldn't
think
  this affected crits anyhow.
 
  On Thu, Feb 26, 2009 at 11:50 AM, Clyde cide 
 thedrunkenbraw...@gmail.com
  wrote:
 
   Excellent Thank You!
   ___
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archives,
   please visit:
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  --
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Re: [hlds] Possible Host_Error crash fix

2009-02-27 Thread Coldorak
If it helps:
http://www.coldfire.info/tf2/debug/core.18650
http://www.coldfire.info/tf2/debug/debug.log

debian etch
uname -a: Linux xxx.ovh.net 2.6.24.5-grsec--grs-ipv4-64 #3 SMP Tue May
27 19:09:58 CEST 2008 x86_64 GNU/Linux

Cold

On Fri, Feb 27, 2009 at 9:23 AM, Coldorak coldorak@gmail.com wrote:

 I get this on my linux server with taunts on and verbose on:

 Particles: Missing 'particles/error.pcf'
 ./srcds_run: line 352: 14306 Exception en point flottant   $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log to
 help with solving this problem
 vendredi 27 février 2009, 09:23:10 (UTC+0100): Server restart in 10 seconds

 (floating point exception)
 The server restarts in loop

 I've tried stb_blocktaunts 0 and stb_blocktaunts off (off first, then
 thought it might want a 0 but no change)
 Even with all defaults settings, no cvar in my server.cfg, it crashes

 No more crash when I remove the plugin.
 If I can be of any help (but I cannot test ingame, I'm at work)

 Cold


 On Fri, Feb 27, 2009 at 9:09 AM, Coldorak coldorak@gmail.com wrote:

 Thanks guys, I'm gonna try that

 Cold


 On Fri, Feb 27, 2009 at 8:52 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 I leave settings at defaults but allow taunts. Not one crash yet.

 - Neph

 On Thu, Feb 26, 2009 at 11:33 PM, DontWannaName! ad...@topnotchclan.com
 wrote:
  I allow taunts and I think it works just as good. Windows though, no
 telling
  what linux will do.
 
  On Thu, Feb 26, 2009 at 11:10 PM, Coldorak coldorak@gmail.com
 wrote:
 
  Are the several things removed only for pl maps or for every map?
  What do you recommend to allow and block?
  Thanks
 
  Cold
 
  On Fri, Feb 27, 2009 at 6:47 AM, Fudgstu fudg...@gmail.com wrote:
 
   ahh, thx guysmissed that.
  
   On Thu, Feb 26, 2009 at 9:06 PM, 1nsane 1nsane...@gmail.com
 wrote:
  
Part of the plugin. Check the cvars in the readme.
   
On Thu, Feb 26, 2009 at 10:00 PM, Fudgstu fudg...@gmail.com
 wrote:
   
 Thanks Tony for the plugin.  It's excellent!
 After installing on our TF2 servers we have had no crashes for
 the
  last
   3
 hours and our community is very happy instead of frustrated.
 Just asking this, but is anyone else having problems with the
 taunts
   not
 working?

 On Thu, Feb 26, 2009 at 1:45 PM, Ben B 
 brutalgoerge...@gmail.com
wrote:

  has anyone noticed random weapon criticals no longer working
 after
 setting
  this up?
 
  I don't know if it was the tf2 update, or this plugin.  I
 wouldn't
think
  this affected crits anyhow.
 
  On Thu, Feb 26, 2009 at 11:50 AM, Clyde cide 
 thedrunkenbraw...@gmail.com
  wrote:
 
   Excellent Thank You!
   ___
   To unsubscribe, edit your list preferences, or view the list
archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
 
  --
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Re: [hlds] Possible Host_Error crash fix

2009-02-26 Thread Coldorak
Are the several things removed only for pl maps or for every map?
What do you recommend to allow and block?
Thanks

Cold

On Fri, Feb 27, 2009 at 6:47 AM, Fudgstu fudg...@gmail.com wrote:

 ahh, thx guysmissed that.

 On Thu, Feb 26, 2009 at 9:06 PM, 1nsane 1nsane...@gmail.com wrote:

  Part of the plugin. Check the cvars in the readme.
 
  On Thu, Feb 26, 2009 at 10:00 PM, Fudgstu fudg...@gmail.com wrote:
 
   Thanks Tony for the plugin.  It's excellent!
   After installing on our TF2 servers we have had no crashes for the last
 3
   hours and our community is very happy instead of frustrated.
   Just asking this, but is anyone else having problems with the taunts
 not
   working?
  
   On Thu, Feb 26, 2009 at 1:45 PM, Ben B brutalgoerge...@gmail.com
  wrote:
  
has anyone noticed random weapon criticals no longer working after
   setting
this up?
   
I don't know if it was the tf2 update, or this plugin.  I wouldn't
  think
this affected crits anyhow.
   
On Thu, Feb 26, 2009 at 11:50 AM, Clyde cide 
   thedrunkenbraw...@gmail.com
wrote:
   
 Excellent Thank You!
 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
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--
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Re: [hlds] New inexplicable rate restriction making 26x+ servers laggy.

2009-01-30 Thread Coldorak
I run a 27 players server (two hidden slots and sourcetv) and yesterday I
thought it was me who was laggy, even with my great internet connection.
So it would have been my TF2 server itself?

Cold

On Fri, Jan 30, 2009 at 9:09 AM, Nephyrin Zey nephy...@doublezen.netwrote:

 Well i've been looking at it, and the combined in: and out: k/s rates
 never seen to hit 30... buuut, i'm getting a lot of 'faded' colors on
 the net graph and update rate is dropping way below 66 even though
 server is maintaining its FPS just fine.

 I'm assuming it's hitting its rate limit, but i could be mistaken.
 Valve, can you please take a look at this and give us word?

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Re: [hlds] Got a timeout on map change just now

2009-01-29 Thread Coldorak
Got it too, 30mn ago, on my main TF2 server, with around 14 players
connected (it's lunch time)

Cold

On Thu, Jan 29, 2009 at 8:57 AM, Philip Bembridge philipbembri...@gmail.com
 wrote:

 Yep! Got it twice while playing last night on a server which only had a
 problem infrequently :-s

 Philip

 2009/1/29 Jeff Sugar jeffsu...@gmail.com

  Crap. Just got a timeout here, too. Windows 2k3. I was so hoping it was
  fixed :(
 
 
  On Wed, Jan 28, 2009 at 9:56 PM, 1nsane 1nsane...@gmail.com wrote:
 
   I had to increase my time limits at the expense of possible lag due to
  rare
   map changes because of this stupid bug :(.
  
   On Wed, Jan 28, 2009 at 11:53 PM, Tony Paloma drunkenf...@hotmail.com
   wrote:
  
Same thing as before. Yay.
   
Server was changing map from 2fort to 2fort and decided to take 3
  minutes
doing so.
   
   
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Re: [hlds] After update error

2009-01-29 Thread Coldorak
I don't think it's due to sourcemod/metamod
I use metamod and sourcemod on my TF2 servers, and got no crash after the
update.

Cold

On Thu, Jan 29, 2009 at 1:26 PM, Nicholas Gray f0...@f0rkznet.net wrote:

 Rename or move your addons directory

 On Jan 29, 2009 7:25 AM, Alex alexandrualexa...@gmail.com wrote:

 yes, im using sourcemod/metamod

 how can i disable them without deleting ?

 2009/1/29 Olly oli...@gmail.com

  Are you running any extra plugins (inc. SourceMod/MetaMod plugins)?  If
 you are, disable them on...
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Coldorak
Well I have those files on my linux server, and I often have to do a
changelevel with hlsw to reset the maxplayers to 8

Cold

On Wed, Dec 10, 2008 at 11:41 PM, Anthal [EMAIL PROTECTED] wrote:

 I can't find the thread, but that's because I'm too lazy. Yeah, I said
 it, I'll be honest.

 Anyways, as I stated before, you only do need infected.cfg and
 infected_off.cfg
 What's supposed to happen is that when the map is changed to a vs map,
 infected.cfg is executed. When a map changes to a non vs map,
 infected_off.cfg is executed. It's alot easier than configs per map,
 since that will get confusion once more maps are released.

 You can actually run 'director_no_human_zombies 0' on a non-vs map,
 which will change the max players to 8. You can join the game, but you
 can't change teams to the infected.

 msleeper wrote:
  I just did it through HLSW and I can see the max players is 8, but the
  server is empty though so I'm not sure if that has any effect. I have
  this trouble when I do it through rcon though while I am in-game, trying
  to invite friends into a private server.
 
  I have posted my server.cfg before if you think it is really relevant,
  but there is nothing related to player count or anything like that.
 
  On Wed, 2008-12-10 at 16:40 -0500, Richard Eid wrote:
 
  Because it's not on the Linux list, I'll assume this is Windows, but I
 use
  changelevel through the console as well as through HLSW when I want to
  switch and I never have to do anything further than that.  Switching
 from
  co-op to versus always changes my clientmax to 8.  Switching back makes
  clientmax 4.
 
  For what it's worth, I've both changelevel and map commands.  Both
 methods
  have never given me any trouble.  Do you have any mods installed?  Maybe
  posting your launch line and your server.cfg might help.
 
  -Richard Eid
 
 
  On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED]
 wrote:
 
 
  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby
 sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread Coldorak
- Versus mode is now locked to Normal difficulty -- are you stupid?!
What the hell is that? We can't set the difficulty we want?

Cold

On Fri, Dec 5, 2008 at 6:40 AM, Dr.Stinglock [EMAIL PROTECTED] wrote:

 I thought only vanilla/pure servers were allowed in the matchmaking
 process?
 (unless the leader specifies sv_search_key that is.)

 If this isn't the case then I'm sure it will solve most peoples complaints
 about lobbys putting them on modded/non pure serevrs. As any custom/modded
 server should be connect to via serverbrowser or IP and NOT used in the
 matchmaking process unless the sv_search_key is set by the lobby leader.

 I though that was how it was setup, I guess I was wrong. Perhaps that would
 solve the problem with custom modded servers polluting the
 matchmaking/lobby
 connections.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Friday, 5 December 2008 1:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 about the second part of your email about the don't like it leave, well
 this is a little different for L4D. When you create a server especially
 for versus you don't have a choice what server you goto. it just
 randomly finds one and sends you on your way. If the mods get as bad as
 they are with TF2 where they try to bypass every kind of detection and
 tags and what not, you could spend all day connecting and disconnecting
 to servers to find a default server.

 now i'm sure that this will bring up the old discussion on server stuff
 for that, but this is not what this topic is about.

 msleeper wrote:
  Clan and competitive players are not the only ones who want communities.
  Go tell that to TheVille or my home F7Lans. Some people just want to
  have their own servers on to play with their friends, and THAT is the
  point of hosting a server.
 
  What is so hard to accept about the If you are on a modded server and
  don't like it, leave concept? It's simple and it makes everyone happy.
  You get your stale gameplay and the rest of us get more fun out of the
  product.
 
  And need I remind you that running a L4D server, or any Valve product,
  is free? They don't charge you for the content. Okay sure you may pay
  for a physical server, but it's your prerogative to put L4D on there.
  Nobody is forcing you to run this game you hate - And if you hate it and
  are going to ragequit running a L4D server, seriously why are you still
  here.
 
  The 5% you drone on about is the part where Valve bends over backwards
  for -you-, since you aren't a dirty modder. If you want to play L4D
  (the game you hate, wut?) on a pure server, like DWN said, Valve runs
  a ton of their own, glistening pure servers. Play there.
 
  On Thu, 2008-12-04 at 23:03 -0500, Karl Weckstrom wrote:
 
  I agree that the game should be played the way it was designed. TF2 is a
 difficult game these days. It was designed to be a 24 player game with a
 respawn timer, but has been convoluted into, well, a load of mud. I
 honestly
 wish Valve would have taken a heavier-handed approach. I can't tell you how
 many players i see on our servers complaining that the respawn time is too
 long because I haven't altered it from the default. To the average player,
 all of those convoluted servers with altered respawn timers are the norm.
 My server that conforms to Valve's own limits is the one that looks strange
 to them.
 
  I'm all for the modding community - they should be able to do what they
 want. But I believe a pure server should be exactly as Valve intended it
 to be. No mods, no plugins, no bull. No changes to gameplay, player limits
 or what not. Valve caves too quickly to the player/server admin, and in the
 process they lose the vision that made them the leader in this space to
 begin with. While I still think L4D is a crap product from a server point
 of
 view, all their other work has been groundbreaking from a gameplay
 perspective. For that they should be commended.
 
  But a lot of what Valve does is the same of what I see with the more
 junior people that work on my team (at work, not on my gameservers). They
 do
 a terrific job for 95% of the job. But when it comes to the last 5%, they
 fall flat on their face - And THAT'S the stuff that people remember. 95% of
 the work is getting all the pieces in place and put together. The last 5%
 is
 the polish that everyone sees. Documentation, Support Models, QA, UAT
 (User Acceptance Testing), and the like.
 
  Valve needs to work on that 5%. They should start by sticking to their
 own vision instead of trying to make every person who wants no respawn
 times
 happy.
 
  Personally I think L4D would have been a great product all around if
 they
 did one thing - Left the community/server operators out of it. Valve is
 capable of hosting as many servers as they need for this product, and since
 the very nature of the game is not incredibly community 

Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread Coldorak
Since the update, I've tried to play versus with friends but the server has
a strange behavior: while we play, sometimes we are frozen in spectator for
a few seconds, then we get back the commands, or the campaign restarts for
no reason. It's impossible to play versus mode. I've not tried yet in coop
mode. But I never got that before this update.

Cold

On Fri, Dec 5, 2008 at 6:03 PM, Robert Whelan [EMAIL PROTECTED] wrote:

 That was my understanding, 4 vs 4 with a normal difficulty level. Changing
 the difficulty in verses would stack an advantage to one team let alone
 change the values of the ai's (I think valve got it right here).




 
 From: AnAkIn . [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, December 5, 2008 9:12:14 AM
 Subject: Re: [hlds] Left 4 Dead Update Available

 Versus was made for Normal difficulty. You should not have been able to
 change it. It was a bug.
 There was not even an option in the lobby to change the difficulty.

 2008/12/5 Coldorak [EMAIL PROTECTED]

  - Versus mode is now locked to Normal difficulty -- are you stupid?!
  What the hell is that? We can't set the difficulty we want?
 
  Cold
 
  On Fri, Dec 5, 2008 at 6:40 AM, Dr.Stinglock [EMAIL PROTECTED]
  wrote:
 
   I thought only vanilla/pure servers were allowed in the matchmaking
   process?
   (unless the leader specifies sv_search_key that is.)
  
   If this isn't the case then I'm sure it will solve most peoples
  complaints
   about lobbys putting them on modded/non pure serevrs. As any
  custom/modded
   server should be connect to via serverbrowser or IP and NOT used in the
   matchmaking process unless the sv_search_key is set by the lobby
 leader.
  
   I though that was how it was setup, I guess I was wrong. Perhaps that
  would
   solve the problem with custom modded servers polluting the
   matchmaking/lobby
   connections.
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
   Sent: Friday, 5 December 2008 1:31 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Left 4 Dead Update Available
  
   about the second part of your email about the don't like it leave, well
   this is a little different for L4D. When you create a server especially
   for versus you don't have a choice what server you goto. it just
   randomly finds one and sends you on your way. If the mods get as bad as
   they are with TF2 where they try to bypass every kind of detection and
   tags and what not, you could spend all day connecting and disconnecting
   to servers to find a default server.
  
   now i'm sure that this will bring up the old discussion on server stuff
   for that, but this is not what this topic is about.
  
   msleeper wrote:
Clan and competitive players are not the only ones who want
  communities.
Go tell that to TheVille or my home F7Lans. Some people just want to
have their own servers on to play with their friends, and THAT is the
point of hosting a server.
   
What is so hard to accept about the If you are on a modded server
 and
don't like it, leave concept? It's simple and it makes everyone
 happy.
You get your stale gameplay and the rest of us get more fun out of
 the
product.
   
And need I remind you that running a L4D server, or any Valve
 product,
is free? They don't charge you for the content. Okay sure you may pay
for a physical server, but it's your prerogative to put L4D on there.
Nobody is forcing you to run this game you hate - And if you hate it
  and
are going to ragequit running a L4D server, seriously why are you
 still
here.
   
The 5% you drone on about is the part where Valve bends over
 backwards
for -you-, since you aren't a dirty modder. If you want to play L4D
(the game you hate, wut?) on a pure server, like DWN said, Valve
 runs
a ton of their own, glistening pure servers. Play there.
   
On Thu, 2008-12-04 at 23:03 -0500, Karl Weckstrom wrote:
   
I agree that the game should be played the way it was designed. TF2
 is
  a
   difficult game these days. It was designed to be a 24 player game with
 a
   respawn timer, but has been convoluted into, well, a load of mud. I
   honestly
   wish Valve would have taken a heavier-handed approach. I can't tell you
  how
   many players i see on our servers complaining that the respawn time is
  too
   long because I haven't altered it from the default. To the average
  player,
   all of those convoluted servers with altered respawn timers are the
  norm.
   My server that conforms to Valve's own limits is the one that looks
  strange
   to them.
   
I'm all for the modding community - they should be able to do what
  they
   want. But I believe a pure server should be exactly as Valve intended
  it
   to be. No mods, no plugins, no bull. No changes to gameplay, player
  limits

Re: [hlds] Petition: Lobbies for Group Servers

2008-12-04 Thread Coldorak
And with steam group servers, I'd like to be able to choose if friends from
group members can join OR NOT
I hate when I'm organizing a 8 players versus and some of my friends can't
join as friends of other players were able to join and I don't know them

Cold

On Thu, Dec 4, 2008 at 10:24 PM, Robby Thrash [EMAIL PROTECTED]wrote:

 The group server behavior needs to be fixed. It's fine if you want a
 24/7 mapcycle server, but it'd be a lot nicer if you could create a
 lobby for it when it's empty (without having to know the
 sv_search_key, and when you use sv_search_key, when you return to the
 lobby after beating the campaign, it randomly assigns a new leader,
 making it impossible to get back in).  You should be able to create a
 group lobby and choose whether it's group-only or public (obeying
 sv_steamgroup_exclusive, of course).

 Also, why is it so complicated to make a new lobby in the first place?
 Play Campaign  Play with friends  Create lobby  Permissions 
 Public.  I guess it's to have a positive ratio of people joining vs.
 hosting...

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Re: [hlds] L4D Exclusive...change from campaign to vs

2008-12-01 Thread Coldorak
I've seen that if from a coop server (4 players) I load a VS map, I stay
with maxplayers=4.
If I load the map with hlsw with no player connected to the server,
maxplayers is set to 8
So I think you have to make sure nobody's on the server while you change
from coop to vs to update maxplayers.

Cold

On Sun, Nov 30, 2008 at 12:59 AM, Dustin Wyatt [EMAIL PROTECTED]wrote:

 I own the server.

 On Sat, Nov 29, 2008 at 12:37 PM, Tom Richardson
 [EMAIL PROTECTED] wrote:
  Who's your hosting with, could they be limiting it? Or is it your own?
 
  2008/11/29 Dustin Wyatt [EMAIL PROTECTED]
 
  That's the thing, I don't set director_no_human_zombies anywhere. Any
  of the four people on the server can switch to zombie.  It's just that
  no more than four people can connect.
 
 
 
  On Sat, Nov 29, 2008 at 11:35 AM, Tom Richardson
  [EMAIL PROTECTED] wrote:
   It should switch to 8 when you load a vs map. You may have
   director_no_human_zombies set to 1. This prevents people choosing
  infected.
   If you do try setting it to 0.
  
   2008/11/29 Dustin Wyatt [EMAIL PROTECTED]
  
   So, as far as I can tell there's not a way to do this.
  
   Since you connect right to the server instead of using the lobby, the
   closest thing you can do is do something like changelevel
   l4d_vs.
  
   The problem with that is that only four people can still connect.
  
   What's the appropriate way to handle this situation?
  
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Re: [hlds] [L4D]Achievement enable only when coming from lobby

2008-11-29 Thread Coldorak
Nope, I'm quite sure they work with steam group servers too
I'm sure I've unlocked some achievements on my steam group servers

Cold

On Sat, Nov 29, 2008 at 3:20 AM, Flubber [EMAIL PROTECTED] wrote:

 After testing a few things, it seems that achievements are buggy like hell,
 i wonder if achievement are given only when coming from a lobby or when
 being the first on a steam communty reserved server.
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Re: [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-06 Thread Coldorak
On a debian etch:

./srcds_run -console -game left4dead +ip x -fork 2 -netport 90##
Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
*Failed to open bin/dedicated_i486.so (/lib32/libc.so.6: version `GLIBC_2.4'
not found (required by bin/dedicated_i486.so))*
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
jeudi 6 novembre 2008, 09:51:18 (UTC+0100): Server restart in 10 seconds

Any idea on how to install glibc 2.4 on a debian etch without going to
lenny?
I've heard of backports, but I don't really have a clue about that yet

Thanks

Cold

On Thu, Nov 6, 2008 at 2:37 AM, Tony Paloma [EMAIL PROTECTED] wrote:

 That's nothing new. Look at your orangebox or ep1 dir.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
 Sent: Wednesday, November 05, 2008 5:32 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Is that all what you think?

 If find the directory platform\admin stranger.. valve's own admin mod?



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Flubber
 Verzonden: donderdag 6 november 2008 1:51
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Exactly what i was thinking while browsing the file.

 2008/11/6 Tony Paloma [EMAIL PROTECTED]

  Thanks for this!
 
  Was it really necessary to include the 257MB intro movie?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Wednesday, November 05, 2008 4:32 PM
  To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
  mailing list; [EMAIL PROTECTED]
  Subject: [hlds] Left 4 Dead Demo Dedicated Server files available
 
  Most of the files for the Left 4 Dead Demo Dedicated Server are now
  available.  This is basically a preload for the Demo dedicated server, as
  we
  have not released all the binaries required to run a server just yet.  So
  if
  you would like to run a server use the game parameter of l4d_demo from
  hldsupdatetool.
 
  Jason
 
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Re: [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-06 Thread Coldorak
On debian it asked for 2.4. It is strange

Cold

On Thu, Nov 6, 2008 at 3:33 PM, Tony Paloma [EMAIL PROTECTED] wrote:

 I'm having a similar issue on CentOS 4:

 Failed to open bin/dedicated_i486.so (bin/dedicated_i486.so: requires glibc
 2.5 or later dynamic linker)

 I understand that this is a preload and the server dll/so file is not
 included, but the dedicated library is loaded way before the server
 library.
 I should probably join the hlds_linux list for this, but does anyone have a
 tip to update glibc to 2.5 without upgrading to CentOS 5?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
 Sent: Thursday, November 06, 2008 12:43 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
 server mailing list
 Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 On a debian etch:

 /srcds_run -console -game left4dead +ip x -fork 2 -netport 90##
 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 *Failed to open bin/dedicated_i486.so (/lib32/libc.so.6: version
 `GLIBC_2.4'
 not found (required by bin/dedicated_i486.so))*
 Add -debug to the ./srcds_run command line to generate a debug.log to
 help
 with solving this problem
 jeudi 6 novembre 2008, 09:51:18 (UTC+0100): Server restart in 10 seconds

 Any idea on how to install glibc 2.4 on a debian etch without going to
 lenny?
 I've heard of backports, but I don't really have a clue about that yet

 Thanks

 Cold

 On Thu, Nov 6, 2008 at 2:37 AM, Tony Paloma [EMAIL PROTECTED]
 wrote:

  That's nothing new. Look at your orangebox or ep1 dir.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Eric van
 Beesten
  Sent: Wednesday, November 05, 2008 5:32 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available
 
  Is that all what you think?
 
  If find the directory platform\admin stranger.. valve's own admin mod?
 
 
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Flubber
  Verzonden: donderdag 6 november 2008 1:51
  Aan: Half-Life dedicated Win32 server mailing list
  Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server files available
 
  Exactly what i was thinking while browsing the file.
 
  2008/11/6 Tony Paloma [EMAIL PROTECTED]
 
   Thanks for this!
  
   Was it really necessary to include the 257MB intro movie?
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
   Sent: Wednesday, November 05, 2008 4:32 PM
   To: [EMAIL PROTECTED]; Half-Life dedicated Win32
 server
   mailing list; [EMAIL PROTECTED]
   Subject: [hlds] Left 4 Dead Demo Dedicated Server files available
  
   Most of the files for the Left 4 Dead Demo Dedicated Server are now
   available.  This is basically a preload for the Demo dedicated server,
 as
   we
   have not released all the binaries required to run a server just yet.
 So
   if
   you would like to run a server use the game parameter of l4d_demo
 from
   hldsupdatetool.
  
   Jason
  
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  http://www.nod32.nl
 
 
 
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Re: [hlds] mp_tournament

2008-10-26 Thread Coldorak
Am I the only one for whom criticals work strange when mp_tournament=1?
Sometimes there is no crit, even if tf_weapon_criticals = 1, sometimes we
don't see them but hear them, and sometimes we see them but don't hear the
critical sound

Cold

On Sat, Oct 25, 2008 at 10:24 PM, Patrick Shelley [EMAIL PROTECTED]wrote:

 lovely jubbly !

 Pat xxx


 On 10/25/08, Cc2iscooL [EMAIL PROTECTED] wrote:
 
  Just add both cvars to your server.cfg and it'll work just dandy.
 
  Patrick Shelley wrote:
   Hi List,
  
   Hows the wife and kids?
  
   Last night i used mp_tournament for the first time, as we had a clan
  match.
  
   mp_tournament was set to 1 in server.cfg but when the match started it
  threw
   us staright into the game.  The bit at the top that says teams ready
  (press
   f4 to cancel) was there, pressing f4 didnt cancel anything.
  
   So, i frantically searched for some info on it and found that doing
 rcon
   mp_tournament_restart 'fixes' it - which it did, nice.
  
   Can i just ask, is what happens when you use mp_tournament a bug and
   mp_tournament_restart is a workaround for that bug and 'eventually'
   mp_tournament on its own will work first time?
  
   Or is it just supposed to be like that?
  
   Regards,
  
   Pat
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Re: [hlds] Custom maps and server popularity

2008-10-02 Thread Coldorak
My server isn't full 24/7 because most of the users are french, but it's
always full from 5pm to 11pm, with a random mapcycle filled with official
AND custom maps
The mapcycle is randomly generated every night because players didn't want
to, every day, play the same map at the same hour.

Cold

On Fri, Oct 3, 2008 at 3:51 AM, Jonah Hirsch [EMAIL PROTECTED] wrote:

 It's working fine for me

 DontWannaName! wrote:
  It used to work when Floor Master kept up with it, but its pretty dead I
 think, I tried using it a while ago. Does it work for anyone?
 
 
 
  - Original Message 
  From: Jonah Hirsch [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Thursday, October 2, 2008 12:51:46 PM
  Subject: Re: [hlds] Custom maps and server popularity
 
  I personally love this plugin for Sourcemod
  http://forums.alliedmods.net/showthread.php?p=599464
 
  It lets you have a dynamic map rotation, so you can set it so custom maps
  only show up when the server is already near/completely full.
  You can also set it to only play certain maps at certain times of day or
  certain days of the week. It works great.
  On our server, our rotation is set up in such a way that between 12
 midnight
  at 12:noon, we only rotate between 2fort, goldrush, gravelpit, badwater,
 and
  dustbowl.
 
  alvesoftware.com/mailman/listinfo/hlds
 
 
 
 
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Re: [hlds] shutting down all of my game servers

2008-09-27 Thread Coldorak
http://www.talkingtext.com/wordpress_en/wp-content/uploads/2008/04/googleproduct.jpg

Cold

On Sat, Sep 27, 2008 at 7:59 AM, Kevin Ottalini [EMAIL PROTECTED]wrote:

 Real Life has intruded on virtual reality, today is the last day for me to
 run my game servers.

 I've been running Valve servers since 2002 and playing HL since it first
 hit the shelves in 1998.

 It's been quite a run and some very memorable times indeed.

 I've had the great pleasure to work with many great map authors and with
 them have released 40+ maps for HLDM, HLDM:Source, HL2DM,  CSS and DOD:S, I
 still have a few left to finish.

 I'll be relocating soon and hope to land a job, wish me luck!

 I also have a batch level compile tool for Source games almost finished if
 any of you are interested. Please see screenshots here:
 http://qsextreme.com/vbct

 It'll only be a few more days now and I'll be able to release the tool to
 the public.

 qUiCkSiLvEr


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Re: [hlds] srcds CPU usage, again.

2008-08-28 Thread Coldorak
Note sure why you get so much CPU usage.

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

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

The strange thing is: why this difference in FPS?

Cold


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

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

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

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

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

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

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

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

 - Neph

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Re: [hlds] Server download bar re-vamp, please!

2008-08-07 Thread Coldorak
I agree too. Some custom maps wight around 40MB when bz2'ized, if they're
big with custom models and textures, and we don't know the difference with a
8MB map by the download bar, except for its loading speed.
The problem is, I think, that all http servers, which we use as
sv_downloadurl, may not return file size when the client begins the
download, so the client doesn't know size or progress.
Or maybe hlds should give the .bsp size, then if the download is bz2'ized,
assume size is half the bsp?

Cold

PS: don't remember about 1.6, TF2 is the only dedicated I ever ran.

On Fri, Aug 8, 2008 at 1:39 AM, chillicane [EMAIL PROTECTED] wrote:

 I agree, i fired up the old 1.6 the other day and i had forgotten about the
 old download status bar.
 Would be nice to get this back!

 On Fri, Aug 8, 2008 at 8:13 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

  Alright, I know this is only for the select few of us who run custom
  maps on our source servers, but I'd like to see a better download bar
  for the Source2 engine.
 
  What does this mean?
 
  Remember back in the old 1.6 engine, when each file had it's own
  download bar, and you could actually tell (sort of) the filesize that
  you were downloading? Why can't we do that with the Source2 engine? It'd
  be nice if the download bar would tell you what you're downloading as
  well as displaying the size and the download status, instead of this
  silly one-bar-for-all-files-plus-extraction kinda thing that's going on
  now. If you're a server administrator and compress files on your
  webserver to .bz2, your clients see a download bar that goes halfway. If
  there's a large map (TF2 maps are getting larger and larger) we see
  clients leaving just due to the halved download bar, because the first
  half shows the overall file download progress (oh, and it doesn't care
  what the filesizes are of any custom files, so if you have two or more,
  good luck) and the second half shows the extraction and load process.
 
  So my question is...why can't we have anything to better inform the
  clients of what they're downloading and exactly how big it is? It would
  be very useful to us as server operators, I'd think, but correct me if
  I'm wrong.
 
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 Chillidog Systems - Re-inventing the wheel for the sake of all humanity!
 
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Re: [hlds] Is this legal?

2008-08-07 Thread Coldorak
About cheats, I'm remembering your griefing the cheaters. How did you make
your plugin? You don't seem to run sourcemod. What do you use as admin
plugin?
Thanks

Cold

On Thu, Aug 7, 2008 at 10:53 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Seems like they run servers where they install server-side plug-in that
 allow people who pay to cheat.


 I too could make a system where people who pay me can cheat on my server,
 but it's the express ticket to empty server Ville.

 Simply don't play on their servers.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Lassiter
 Sent: Thursday, August 07, 2008 4:41 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Is this legal?

 http://img132.imageshack.us/my.php?image=veeuq8.jpg

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Re: [hlds] Team Fortress 2 Update Released

2008-07-30 Thread Coldorak
I'm not sure to understand:

record is the command to record a demo, right?

Cold'

On Wed, Jul 30, 2008 at 11:36 AM, Wiktor Deresz [EMAIL PROTECTED] wrote:

 Try this in console
 bind home record fix; stop

 Now when you see something bugged (Red needlegun in Blu Medic hands,
 misplaced items, invisible players, cart indicator missing) just press home
 and I'll be fixed.

 On Wed, Jul 30, 2008 at 7:50 AM, bl4nkeh [EMAIL PROTECTED] wrote:

  I've seen quite a bit of stuff like that before as well (
  http://www.joe.to/~bl4nk/imgs/ctf_rocketcity_b20003.jpghttp://www.joe.to/%7Ebl4nk/imgs/ctf_rocketcity_b20003.jpg
 http://www.joe.to/%7Ebl4nk/imgs/ctf_rocketcity_b20003.jpg). Like the
  others have said, it normally happens when you alt-tab a few times.
 
  Alex Richards wrote:
   anybody had any problems with the grating being turned around now?
   http://vlad.yoclanmail.com/images/tf2/cp_dustbowl0056.jpg
  
   also, the pyro you can see in that screenshot burnt me through the
  grating.
  
   Alex
  
   2008/7/30 Jason Ruymen [EMAIL PROTECTED]
  
  
   A new required update for Team Fortress 2 has been released.  Please
 run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Fixed team switches on Attack/Defense maps spamming the console
   - Fixed the Kritzkrieg not working on servers with crits turned off
   - Fixed some clipped localized strings in various in-game dialogs
   - Fixed several cases where files were synchronously loaded while the
   game was running
   - Fixed a shutdown crash in the material system
   - Cached rendering of item model panels to improve performance, in
   particular while weapon selection was visible
   - Added a gear symbol behind the health bar for Engineer buildings, in
   both target IDs and freeze panels
   - Players killing themselves will now give a kill credit to the last
   enemy who damaged them
   - Fixed grenades, rockets, and flamethrower being able to fire through
   grates at round starts
   - Fixed players being killed and creating ragdolls during team
 switches
   - Fixed various exploits and performance problems in CP_Badlands,
   CP_Well, and CP_Fastlane
   - Removed health bonus from the Backburner
  
   Jason
  
  
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Re: [hlds] Flare exploit on 2Fort

2008-07-06 Thread Coldorak
I got that with soldiers's rocket playing with around 20 bots on a local
server

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

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

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

  Here's a fix:
 
  http://forums.alliedmods.net/showthread.php?p=647995
 
  On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 [EMAIL PROTECTED] wrote:
 
   man that's c00L
  
   --- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:
  
   From: P. Bhandal [EMAIL PROTECTED]
   Subject: [hlds] Flare exploit on 2Fort
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Date: Saturday, July 5, 2008, 12:35 AM
  
   I'm not sure whether this issue is limited to 2fort, but I've been
   having
   some problems with people coming onto my server and getting a ton of
  flares
   stuck which ends up lagging the server out. Here's an example:
  
   http://upload.theqclan.com/2474995ctf_2fort0003.jpg
  
   Rebooting the server or changing the map fixes the issue.
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Re: [hlds] MOTD chalkboard how-to (TF2) (Live server view added)

2008-07-05 Thread Coldorak
Here's mine: (with a special message currently enabled, above description 
rules)
http://www.coldfire.info/tf2/motd/cold/motd2.php

I've lot of projects for motd evolution, like a web interface to fill it,
mysql storage, randomization of quotes or other text...

Fully useless but fun anyway (at least for me to do)

Cold

On Fri, Jul 4, 2008 at 4:58 PM, Saint K. [EMAIL PROTECTED] wrote:

 That looks funky :)

 Nice one!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Shelley
 Sent: Friday, July 04, 2008 4:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] MOTD chalkboard how-to (TF2) (Live server view added)

 Heres my new one:

 http://img360.imageshack.us/img360/6094/image1fq5.png

 I'm gonna re-arrange it to include your tut on bringing in the dynamic
 stuff.

 Regards,

 Pattycake
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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread Coldorak
Usually there's nobody at 3 in the morning, so in my crontab, I've set:
* 3 * * * killall srcds_run ; ./launch.sh

Cold

On Fri, Jun 27, 2008 at 7:16 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

 This happens occasionally with my dedicated box when it runs my TF2
 servers too long.

 I just reboot them if/when they're empty and it keeps the usage down to
 where the server doesn't seize up.

 bl4nkeh wrote:
  I come home today to see that my most popular server is offline. I
  couldn't log into it to restart it, but I could still ping the box. I
  called up my host, and apparently the box was using 4gb+ of ram, which
  caused it to sieze up. This is the first time I've seen it get this bad,
  but something is definitely wrong.
 
  Mike Stiehm wrote:
 
  I have also had this problem since day one. I am to the point now that i
 just let them
  crash and also try to restart the servers if i notice them empty. I
 would love it if this issue
  was fixed!!
 
  Win2003 x64
 
  -Matrix
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Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend Kicks Off Friday

2008-06-18 Thread Coldorak
I'm kind of disappointed by the chosen maps. Fastlane is cool but not
awesome, and turbine is quite old, it's been one of the first custom maps
I put on my servers.
Well, not that I'm force to use Valve's mapcycle.

Cold'

On Wed, Jun 18, 2008 at 4:21 PM, Don Williams [EMAIL PROTECTED] wrote:

 I feel this air blast will be an epic fail.
 - Original Message -
 From: Keeper [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: 2008-06-18 10:09 AM
 Subject: Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday;Free
 Weekend Kicks Off Friday


  Not possible atm afaik.  I fireballed a friend until my mouse broke.  No
  joy.
 
  Maybe that's an upgrade to the pyro along with the air blast?
 
  Keeper
 
  -Original Message-
  From: Dan liv3d Offord [mailto:[EMAIL PROTECTED]
  Sent: Wednesday, June 18, 2008 9:36 AM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday;
 Free
  Weekend Kicks Off Friday
 
  Kill an Enemy with a taunt?! How??
 
 
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Re: [hlds] Letting players vote for cvar changes

2008-06-12 Thread Coldorak
I think Custom Votes (plugin for sourcemod) is what you want
http://forums.alliedmods.net/showthread.php?t=72216

Cold'

On Thu, Jun 12, 2008 at 11:40 AM, [EMAIL PROTECTED] 
[EMAIL PROTECTED] wrote:

 maybe you could fix this afk manager since it doesn't seem to be working
 with the dod:s beta.  sourcemod should really have a afk manager built
 into its base plugins.
 http://forums.alliedmods.net/showthread.php?t=59539

 Matthew Dryden wrote:
  Hey,
 
  This is just a quick question, I'm sure:
 
  I'm getting ready to launch a mod in which I use a cvar to change the
  gamemode. Is there a *simple* plugin that I can use to allow players to
  vote for a cvar to be changed? The cvar itself can be 0, 1, or 2.
 
  If so, can you direct me to the right place? Thanks!
 
 

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Re: [hlds] Team Fortress 2 Update Released

2008-06-10 Thread Coldorak
No problem with my 3 servers, started without a problem

On Tue, Jun 10, 2008 at 4:07 PM, Philip Bembridge [EMAIL PROTECTED]
wrote:

 Has this most recant update crashed anyone else's servers? Since the update
 we can't start any of our servers :-(

 2008/6/10 [EMAIL PROTECTED]:

  There was a update,
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Timothy
 Sadleir
  Sent: Tuesday, 10 June 2008 11:19 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
 
  Is there gonna be an update for DoD:S beta soon?  The client crashing
  exploit still exists in it.  :|
 
  On Mon, Jun 9, 2008 at 5:23 PM, Jason Ruymen [EMAIL PROTECTED]
  wrote:
 
   A required update for Team Fortress 2 has been released.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Changed video options initialization to fix some HUD resolution
   problems in mods
   - Fixed crash issuing the last disguise command when not connected to a
   server
   - Fixed rare crash on exit
   - Fixed a couple of issues with gamestats reporting incorrect values
   - Fixed an exploit that allowed clients to crash servers
  
   Jason
  
  
  
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Re: [hlds] [hlds_linux] Another command to crash servers. Fuckyay.

2008-06-08 Thread Coldorak
And how to track the asshole who doesn't stop changing profile name:
http://steamcommunity.com/profiles/76561197992698358
The number after /profiles/ is a conversion from his steam_id

Cold

On Sun, Jun 8, 2008 at 9:30 AM, [EMAIL PROTECTED] wrote:

 Sourcemod blocker

 http://forums.alliedmods.net/showthread.php?p=636096#post636096

 Based off pRED*'s plugin, all credits go to him.

 -Moe

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin
 Zey
 Sent: Sunday, 8 June 2008 4:56 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
 server mailing list
 Subject: Re: [hlds_linux] Another command to crash servers. Fuckyay.


 He decided to move his profile.
 http://steamcommunity.com/id/Mysteryplaya2
 Not very far.

 - Neph

 On Sat, Jun 7, 2008 at 11:25 PM, Nephyrin Zey [EMAIL PROTECTED]
 wrote:
  The command ai_test_los
  crashes a server when used in console. Block this command. If you
  don't have a way of blocking install my cvar protect plugin:
 
  http://nephyrin.net/NephCVUH_1.0.zip
  (instructions in zip)
 
  and add ncp ai_test_los to your server.cfg, and exec it in your
  console to block the command immediately. You can plugin_load this
  plugin, so you have no reason not to block this command now.
 
  Here's the asshole that just did it to my server:
  http://steamcommunity.com/id/Mysteryplaya
  STEAM_0:0:16216315
 
  Yay.
 
  - Neph
 

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

2008-06-08 Thread Coldorak
That's what I said one minute before you :p
Sourcemod plugin by pRED* and sirmoe: tested and approved, works fine.

Neph: I was wondering: is there a way to find all you have done for srcds
servers? There's quite nothing on your website
Thanks

Cold

On Sun, Jun 8, 2008 at 9:36 AM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Quit beating around the bush and use his steam id.

 http://steamcommunity.com/profiles/76561197992698358



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

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

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

  The command ai_test_los
  crashes a server when used in console. Block this command. If you
  don't have a way of blocking install my cvar protect plugin:
 
  http://nephyrin.net/NephCVUH_1.0.zip
  (instructions in zip)
 
  and add ncp ai_test_los to your server.cfg, and exec it in your
  console to block the command immediately. You can plugin_load this
  plugin, so you have no reason not to block this command now.
 
  Here's the asshole that just did it to my server:
  http://steamcommunity.com/id/Mysteryplaya
 
 STEAM_0:0:16216315
 http://steamcommunity.com/id/MysteryplayaSTEAM_0:0:162163
 15
 
  Yay.
 
  - Neph
 
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Re: [hlds] TF2 Orangebox Dir is Gone?

2008-06-07 Thread GZ Coldorak
Well, new server so I install TF2 dedicated server

[EMAIL PROTECTED]:~$ ./steam -command update -game tf -dir .
Checking bootstrapper version ...
Getting version 30 of Steam HLDS Update Tool
Downloading. . . . . . . . . . . .
Steam Linux Client updated, please retry the command
[EMAIL PROTECTED]:~$ ./steam -command update -game tf -dir .
Checking bootstrapper version ...
Updating Installation
No installation record found at ./orangebox
No installation record found at ./orangebox
No installation record found at .
No installation record found at .
No installation record found at .
No installation record found at ./orangebox
Checking/Installing 'Team Fortress 2 Content' version 47

0.00%   ./orangebox\tf\bin\server.dll
0.25%   ./orangebox\tf\bin\server_i486.so

Orangebox dir is still created.

Cold

On Sat, Jun 7, 2008 at 7:51 AM, Nephyrin Zey [EMAIL PROTECTED] wrote:

 I just tried running the linux hldsupdatetool on a new directory:

 ...
 1.19%   test/orangebox\tf\maps\soundcache\_other.cache
 ...

 Looks to still be using the orangebox dir. I hope valve does give us a
 bit of warning before switching off the orangebox dir (once CSS and
 DoDS are on OB maybe?), as it will really fux my configs T_T

 - Neph

 On Fri, Jun 6, 2008 at 9:44 PM, Midnight [EMAIL PROTECTED] wrote:
  Trying to figure out what happened here.
 
  I use the hldsupdatetool.exe to download game files to my servers.  For
  TF2 it seems that the main TF2 game files were going into
 
  /orangebox/tf/
 
  Now they are just going to
 
  /tf/
 
  There is no Orangebox directory created at all anymore.
 
  I noticed this happening because the same base game folder where I used
  to download the files to now was having a duplicate of all the files,
  one in the old location /orangebox/tf/ and now another under /tf/.
  Deleting all the files and re-downloading there is now no /orangebox/tf/
  folder created.  I know it was using that path before because that's how
  my game config settings are setup for our control panel TCAdmin.
 
  Here's the command I'm running to get the files.  Haven't changed it
 lately.
 
  C:\Program Files\TCAdmin Control Panel\Monitor\HldsUpdateTool.exe
  -command update -game tf -verify_all -retry -dir C:\GameFiles\TF2
 
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Re: [hlds] All Crit's exploit/hack

2008-06-03 Thread GZ Coldorak
Don't know how they (the full-crit cheaters) do that. Is this an external
hack (like aimbots) or an ingame exploit?
In the .dem linked in the first mail, I saw that one of the players switched
weapons quite often during setup time. Any relation with full-crit or
nothing to do with it?

Cold

On Tue, Jun 3, 2008 at 8:52 AM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 I've made a wild guess to what I believe to be the cybercafé account
 ranges.

 Note: To retrieve account ids from a STEAM ID, see
 http://forums.alliedmods.net/showthread.php?t=60899

 Account IDS between 1510 and 1515
 Account IDS between 1550 and 1555

 However, not all accounts that fall into this range are café accounts, but
 all café accounts appear to be in this range. Out of nearly 150,000 players
 in my database I had a few regulars that fell into this ID range, the rest
 of the players who fell into this range were flagged for speed hacking or
 had lamer looking names or were in myg0t, and various other scumbag groups.
 I log all rejected connections, and I get about 9-10 rejections a day per
 server.

 Most importantly, most (90%) players who I flagged for cheating and most
 players who were banned for cheating, had ID's in this range.

 To resolve the problem with losing any regulars, my server keeps data on
 every player who ever connected to my server, so I just made it reject
 connections from unknown ids in this range.

 The amount of cheaters dropped considerably since I've implemented this. I
 was getting about 2-3 speed hackers a day.

 I might take it off though so my admins can put our new admin rage cheater
 commands to use, perhaps only using it when there are no admins on the
 server.

 To valve, it makes sense for café accounts to be immune to VAC bans, it
 would be unfair for some jerkoff to go into a café, install hacks, and get
 the café banned from 99% of servers, but there is massive abuse of the
 system to where people who do not operate cafés are using the accounts as
 unlimited cheat accounts.

 I personally think that café account steamids should be a single ID per
 steam café, immune to VAC bans, but if they get banned from a server, they
 need to take it up with the server admin, another thing that would be a
 step
 in the right direction would be limiting steam café accounts to 1 single
 static IP. Any legitimate internet café has a business line which has a
 static IP.

 Until then, I will attempt to keep them off my server by detecting trends
 in
 their ID ranges.

 - voogru.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
 Sent: Tuesday, June 03, 2008 2:22 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] All Crit's exploit/hack

 How do you detect Cafe accounts? Is there some special format of Steam ID?
 How do you ban these people? I have heard it's not possible to ban Cafe
 accounts.



 - Original Message -
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, June 03, 2008 3:35 AM
 Subject: Re: [hlds] All Crit's exploit/hack


 They won't get VAC banned because they are probably using café accounts
 anyway.

 Hence why I have been outright deny presumed café accounts access to my
 servers.

 I have yet to see or hear about this happening on my servers.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
 Sent: Monday, June 02, 2008 8:01 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] All Crit's exploit/hack

 They could lessen the blow of VAC Bans with some Rick Astley, is all I'm
 saying.

 - Neph

 On Mon, Jun 2, 2008 at 3:39 PM, Timothy L Havener
 [EMAIL PROTECTED] wrote:
  Is that the steam version of being Rickrolled? ;-)
 
  Nephyrin Zey wrote:
  This is definitely achievable through hacks, so that's where my money
  is for now. Hopefully they get vacrolled soon.
 
  - Neph
 
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  No virus found in this incoming message.
  Checked by AVG.
  Version: 8.0.100 / Virus Database: 269.24.4/1478 - Release Date:
 6/2/2008
 7:12 AM
 
 
 
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Re: [hlds] SourceTV

2008-05-25 Thread GZ Coldorak
Yep, my TF2 servers are 25 slots since I've enabled SourceTV. It's like
this since a month or two weeks at least.

On Fri, May 23, 2008 at 4:15 PM, Kris Byer [EMAIL PROTECTED] wrote:

 After last update, SourceTV adds an extra slot again.
 Anybody else having this problem?



 --
 Kris
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Re: [hlds] new exploit tf2 in dustbowl stage 3?

2008-05-20 Thread GZ Coldorak
Got the same thing on my server. A blue demoman lauching stickies and
grenades through the same iron door on goldrush. He got warned. When he did
it on tier2, again, he got banned.

Cold

On Tue, May 20, 2008 at 4:31 AM, Nephyrin Zey [EMAIL PROTECTED] wrote:

 I did watch the video - shooting through gates ends up killing medics,
 getting annoying people undue kills, and is generally just an asshat
 thing to do. You're not *supposed* to blow people up during setup. I
 do get the over-zealous complaint though. I don't just instaban people
 who do it, at least.

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Re: [hlds] Valve left the developer unlock commands in-game.

2008-04-30 Thread GZ Coldorak
They unlocked the new weapons or unlocked all the new achievements too?

On Wed, Apr 30, 2008 at 9:41 AM, James McKenna [EMAIL PROTECTED] wrote:

 I can't call it a hack but everyone in my server unlocked everything
 instantly once word got out. Some simply console commands unlock
 everything
 instantly.

 Any word on why this is?
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Re: [hlds] Win32 Team Fortress 2 Server Update Released

2008-04-29 Thread GZ Coldorak
Someone said update 35 for Linux hlds? I'm at 34 and any new update command
doesn't do anything
THanks

Cold'

On Wed, Apr 30, 2008 at 5:53 AM, Ben B [EMAIL PROTECTED] wrote:

 With sourcemod, I got rid of my spraytrace plugin that tells you who
 sprayed
 what spray, and it's working fine now

 On Tue, Apr 29, 2008 at 9:46 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

  Remove Beetlesmod/Sourcemod.
 
  Robert Whelan wrote:
   3 server updates and 2 client updates later , I still can't get into
 the
  game. The first 3 server updates got me past the freeze issue (win2k3)
  though now when attempting to join a team you get the connection problem
  warning.
  
  
  
   - Original Message 
   From: Jason Ruymen [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
   Sent: Tuesday, April 29, 2008 9:52:28 PM
   Subject: [hlds] Win32 Team Fortress 2 Server Update Released
  
   The Win32 Team Fortress 2 Dedicated Server has just been updated,
 which
   should fix the crash caused by the Goldrush update.
  
   Jason
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   Be a better friend, newshound, and
   know-it-all with Yahoo! Mobile.  Try it now.
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Re: [hlds] The big TF2 update

2008-04-21 Thread GZ Coldorak
The update is for today, right?

On Mon, Apr 21, 2008 at 8:35 AM, Andreas Grimm [EMAIL PROTECTED] wrote:

 Hopefully the changelog will include something like this:

 - Removal of the custom tab

 otherwise it wouldn't be a big update for me ... come on valve, do
 something great for your community!


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Re: [hlds] SourceTV still broken

2008-04-19 Thread GZ Coldorak
It did, thank you!

On Fri, Apr 18, 2008 at 10:11 PM, Nephyrin Zey [EMAIL PROTECTED]
wrote:

 password is actually a cvar that contains the password to send on
 any manual connect attempts. So:

 password passwordhere; connect server:tv_port

 should do it.

 I'll see if I can package up my SourceTV fix plugin tonight. My server
 (Nemu's Stomping Ground) has been running it fine for some time now

 - Neph

 On Fri, Apr 18, 2008 at 12:20 PM, GZ Coldorak [EMAIL PROTECTED]
 wrote:
  Oh and how do you connect to a password protected sourcetv?
   I've tried connect IP.ad.dre.ss:port password (with or without quotes),
 it
   always says incorrect password.
   And I know the password since I chose it and typed it in server.cfg...
   Thanks
 
   Cold'
 
   On Fri, Apr 18, 2008 at 7:10 PM, Dustin Wyatt [EMAIL PROTECTED]
   wrote:
 
 
 
I've reported this before, but I just wanted to post a reminder that
this is still broken  (been broken all of 2008 I believe).
   
Problem:
   
1.  Enable SourceTV with tv_enable 1 and tv_port 27020 (or any port
really)
2.  Steam server browser stops showing your game server and instead
shows the SourceTV port.  People who try to connect seem to randomly
connect to game server or SourceTV.
   
I REALLY want to run SourceTV but this just doesn't work.
   
   
- Dustin
   
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Re: [hlds] SourceTV still broken

2008-04-18 Thread GZ Coldorak
Oh and how do you connect to a password protected sourcetv?
I've tried connect IP.ad.dre.ss:port password (with or without quotes), it
always says incorrect password.
And I know the password since I chose it and typed it in server.cfg...
Thanks

Cold'

On Fri, Apr 18, 2008 at 7:10 PM, Dustin Wyatt [EMAIL PROTECTED]
wrote:

 I've reported this before, but I just wanted to post a reminder that
 this is still broken  (been broken all of 2008 I believe).

 Problem:

 1.  Enable SourceTV with tv_enable 1 and tv_port 27020 (or any port
 really)
 2.  Steam server browser stops showing your game server and instead
 shows the SourceTV port.  People who try to connect seem to randomly
 connect to game server or SourceTV.

 I REALLY want to run SourceTV but this just doesn't work.


 - Dustin

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Re: [hlds] Name Changing

2008-04-13 Thread GZ Coldorak
Why don't you use an admin plugin like sourcemod? It's easier and quicker to
ban someone

On Mon, Apr 14, 2008 at 7:03 AM, Timothy L Havener 
[EMAIL PROTECTED] wrote:

 Yes I know that. But it makes it more difficult to get the job done
 quickly and remove the person when they are running a script to change
 their name so easily.  I just think it would be better if that was
 locked down.


 Kevin Ottalini wrote:
  Ban by SteamID not by name
 
  Ban their IP address if they use multiple SteamIDs
 
 
  - Original Message -
  From: Timothy L Havener
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Sunday, April 13, 2008 9:46 PM
  Subject: [hlds] Name Changing
 
 
 
  This has really become a pain in the ass when trying to get rid of a
  blatant cheater.  They keep changing their name so its hard to get rid
  of them or you end up accidentally banning someone who's name they
  copied and added a space to.  I really think that all source games
  should force you to use your nickname on the steam community and remove
  the ability to change your name in game.
 
 
 
 
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Re: [hlds] Team Fortress 2/Dedicated Server update released

2008-04-03 Thread GZ Coldorak
Yep, I'm gonna subscribe to the linux list too and not just the general hlds
one.
Thanks for the tip

On Thu, Apr 3, 2008 at 7:53 AM, Tom Leighton [EMAIL PROTECTED]
wrote:

 If you were subscribed ot the hlds_linux list you would have got it.


 The Linux Team Fortress 2 dedicated server update is now available.
 This is not a required update, but strongly recommended since it fixes
 the crash on changelevel.

 Jason

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 GZ Coldorak wrote:
  Oh, there's a new update
 
  [-]
  April 2, 2008 - *Team Fortress 2 Update Released*
 
   Updates to Team Fortress 2 have been released. The updates will be
 applied
  automatically when your Steam client is restarted. The specific changes
  include:
 
  *Team Fortress 2*
 
 - Fixed Linux dedicated server crash on map change
 
 
  It worked for my TF2 server, no crash at map change, but I don't have
 time
  to test more.
 
  Christophe
 
 
  On Thu, Apr 3, 2008 at 7:10 AM, GZ Coldorak [EMAIL PROTECTED]
 wrote:
 
 
  I have Metamod Source 1.6.1 with Sourcemod 1.0
 
 
  On Thu, Apr 3, 2008 at 1:21 AM, Darren [EMAIL PROTECTED] wrote:
 
 
  So for those of you who have been getting disconnects.Are you
  running Mani's Admin Plugin and/or Metamod?
 
  -Darren
 
  On Apr 2, 2008, at 2:14 PM, GZ Coldorak wrote:
 
 
  I have the same problem as Andrius, my server crashes at every map
  change
  (or at players vote).
  Never happened so often before last update.
  Linux TF2 HLDS.
 
  Cold
 
  On Wed, Apr 2, 2008 at 8:05 PM, Andrius Pirus [EMAIL PROTECTED]
  wrote:
 
 
  Server crashes at mapchange :( Please fix it Valve. It crashes and
  restarts, crashes and restarts all the time when map changes.
   Quoting Patrick Shelley : Steve wrote:
  wow.. I have some good cheese that could go with your whine.
  WOW ! - LOL - LOLZ - ROFL - LMAO !!
  I've never heard that one before.sigh
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  Links:
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Re: [hlds] Team Fortress 2/Dedicated Server update released

2008-04-02 Thread GZ Coldorak
I have the same problem as Andrius, my server crashes at every map change
(or at players vote).
Never happened so often before last update.
Linux TF2 HLDS.

Cold

On Wed, Apr 2, 2008 at 8:05 PM, Andrius Pirus [EMAIL PROTECTED] wrote:

 Server crashes at mapchange :( Please fix it Valve. It crashes and
 restarts, crashes and restarts all the time when map changes.
   Quoting Patrick Shelley : Steve wrote:
  wow.. I have some good cheese that could go with your whine.
  WOW ! - LOL - LOLZ - ROFL - LMAO !!
  I've never heard that one before.sigh
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Re: [hlds] Team Fortress 2/Dedicated Server update released

2008-04-02 Thread GZ Coldorak
I have Metamod Source 1.6.1 with Sourcemod 1.0

On Thu, Apr 3, 2008 at 1:21 AM, Darren [EMAIL PROTECTED] wrote:

 So for those of you who have been getting disconnects.Are you
 running Mani's Admin Plugin and/or Metamod?

 -Darren

 On Apr 2, 2008, at 2:14 PM, GZ Coldorak wrote:

  I have the same problem as Andrius, my server crashes at every map
  change
  (or at players vote).
  Never happened so often before last update.
  Linux TF2 HLDS.
 
  Cold
 
  On Wed, Apr 2, 2008 at 8:05 PM, Andrius Pirus [EMAIL PROTECTED]
  wrote:
 
  Server crashes at mapchange :( Please fix it Valve. It crashes and
  restarts, crashes and restarts all the time when map changes.
   Quoting Patrick Shelley : Steve wrote:
  wow.. I have some good cheese that could go with your whine.
  WOW ! - LOL - LOLZ - ROFL - LMAO !!
  I've never heard that one before.sigh
  ___
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  archives, please visit:
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  Links:
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Re: [hlds] Remove the custom tab, add the server-tags and the filter-options into the internet tab and everything would be fine ... people are intelligent enough to check this server has no tags, it

2008-03-07 Thread GZ Coldorak
--
[ Picked text/plain from multipart/alternative ]
For those who have a custom server and don't want it to appear in the
custom tab but in the internet tab, you want this:
http://forums.alliedmods.net/showthread.php?t=67899

Christophe

On Fri, Mar 7, 2008 at 8:57 AM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 I wonder if long titles work.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
 Sent: Friday, March 07, 2008 2:53 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated

 Remove the custom tab, add the server-tags and the filter-options into the
 internet tab and everything would be fine ... people are intelligent
 enough
 to check this server has no tags, it must be a standard one

 the current system is absolutely useless!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: Friday, March 07, 2008 5:28 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated

  I recently got regulars from my server adding me to friends and asking
 me
 why I have shut down the server, when it will be back up and if it will be
 back up.

 My thoughts exactly.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
 Sent: Thursday, March 06, 2008 11:18 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2/Dedicated Server updated

 --
 [ Picked text/plain from multipart/alternative ]
 Yeah that would work great... But only 10 people will do this. Servers
 already on the Custom Tab don't count of course.

 I recently got regulars from my server adding me to friends and asking me
 why I have shut down the server, when it will be back up and if it will be
 back up. Sadly to say it seems like most people are retarded. If they
 can't
 use the favorites tab then how can they learn to use the custom tab? I'm
 still baffled as to how they were able to add me to friends yet not able
 to
 find my server on the Custom Tab...

 Not amused :(

 On Thu, Mar 6, 2008 at 10:56 PM, Spencer 'voogru' MacDonald 
 [EMAIL PROTECTED] wrote:

  I think it would be better to protest the two lists and have everyone
 add
  protest to their sv_tags.
 
  Use valves own system against them when they start getting spam from all
  of
  the newbies complaining that they only see a few servers.
 
  If every server implements their own tags, all of the players will just
  have
  to start using the custom tab and it will just make the people who don't
  know what they are doing go complain to valve and valve will have lots
 of
  fun with that.
 
  I think it'll work great.
 
  - voogru.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
  Sent: Thursday, March 06, 2008 10:44 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated
 
  --
  [ Picked text/plain from multipart/alternative ]
 
  Holy 32 player servers batman. They have a lot of
  servers to banvon the internet tab. If they don't do
  that soon i'm join to join the others on the internet tab
 
 
 
   From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE:
  [hlds] Team Fortress 2/Dedicated Server updated Date: Thu, 6 Mar 2008
  22:37:07 -0500  Lovely.  Thanks.  - voogru.  -Original
  Message- From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
 Sent:
  Thursday, March 06, 2008 10:11 PM To: hlds@list.valvesoftware.com
  Subject:
  RE: [hlds] Team Fortress 2/Dedicated Server updated  Yes,  If you
 have
  something uncapping the 24 player limit (e.g. PLR), this will happen.
 
  -Original Message- From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
 'voogru'
  MacDonald Sent: Thursday, March 06, 2008 6:52 PM To:
  hlds@list.valvesoftware.com Subject: RE: [hlds] Team Fortress
 2/Dedicated
  Server updated  Can valve please explain this:  hostname: Team
  Fortress
  version : 1.0.2.1/14 3407 secure udp/ip : 192.168.1.100:27025 map :
  hunted
  at: 0 x, 0 y, 0 z players : 0 (16 max)  # userid name uniqueid
  connected
  ping loss state adr sv_tags sv_tags = increased_maxplayers ( def.
 
  ) Notify  Thanks.  -Original Message- From:
  [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent:
  Thursday, March 06, 2008 9:01 PM To: hlds@list.valvesoftware.com;
  [EMAIL PROTECTED]; [EMAIL PROTECTED]
 
  Subject: [hlds] Team Fortress 2/Dedicated Server updated  A required
  update for Team Fortress 2 and it's dedicated server have been updated.
  Please run hldsupdatetool to receive these updates. The specific
 changes
  include:  - Removed sv_alltalk from the list of convars that affect
  custom
  server tags - Fixed Demoman grenades not hurting the shooter if fired
 at
  point blank range against a target