Re: [hlds] Left 4 Dead 2 Update Released

2010-06-10 Thread Derek Denholm
Just ignore him, he is always replying with stop spamming. 


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
Sent: June-10-10 1:16 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Left 4 Dead 2 Update Released


What do you mean you people...



 From: lambda1_...@hotmail.com
 To: hlds@list.valvesoftware.com
 Date: Fri, 11 Jun 2010 01:08:00 +0800
 Subject: Re: [hlds] Left 4 Dead 2 Update Released
 
 
 STOP SPAMMING.
 honestly you people.
 
  Date: Thu, 10 Jun 2010 10:03:37 -0700
  From: mrrjwhe...@yahoo.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead 2 Update Released
  
  You'd be so lucky to get a reply...
  
  
  
  
  
  From: Jonah Hirsch crazydog...@gmail.com
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com; Half-Life dedicated Linux server 
  mailing list hlds_li...@list.valvesoftware.com
  Sent: Wed, June 9, 2010 7:57:27 PM
  Subject: [hlds] Left 4 Dead 2 Update Released
  
  -Changed Survivorbot item hunting behavior -SurvivorBots now stay 
  closer to human players in all game modes -Fixed Survivorbot 
  navigation issue in The Passing: Riverbank -Fixed bug where a 
  SurvivorBot could become catatonic when attempting to save another 
  Survivor from a Smoker -Fixed condition where SurvivorBots would not 
  enter the saferoom -Increased self-inflicted friendly fire damage 
  from the Grenade Launcher -Fixed bug where the M60 would reset its 
  ammo if dropped in certain situations -Car Alarms will now trigger 
  anytime a Special Infected pushes/pulls/rams a Survivor into an 
  alarm car. This change only affects game modes with human-controlled 
  Zombies
  
  
  PS: This one isn't even a mutation update, and there wasn't an 
  official email...did Jason just stop sending L4D2 emails? :P Jonah 
  Hirsch
  ---
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Re: [hlds] Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta Updates Released

2010-05-27 Thread Derek Denholm
Not enough content servers ? 

Sigh.. emailed them last week yet to get a response. Guess they don't want free 
servers.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: May-27-10 7:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2, Day of Defeat: Source and Counter-Strike: 
Source Beta Updates Released

Been trying to update for the past 20 minutes. My client server files
downloaded about 15 minutes ago. What is wrong with the update tool?
:(

On Thu, May 27, 2010 at 4:17 PM, Jason Ruymen jas...@valvesoftware.com wrote:
 Required updates for Team Fortress 2, Day of Defeat: Source and 
 Counter-Strike: Source Beta are now available.  Please run hldsupdatetool to 
 receive the update.  The specific changes include:

 GameUI
 - Fixed the desktop resolution not appearing in the list of valid resolutions 
 when using windowed-mode.

 Server Browser
 - Fixed a crash caused by leaving the server browser open while playing.

 Engine
 - Added client/server version check on client connect.
 - Fixed a crash caused by hitting ctrl-alt-del while playing.

 Counter-Strike: Source Beta
 - Added sv_disablefreezecam cvar to turn off the freezecam on a server.
 - Added sv_nonemesis cvar to turn off domination/revenge on a server.
 - Added sv_nomvp cvar to turn off MVP stars on a server.
 - Added sv_nostats cvar to turn off stats on a server.
 - Added avatar images to the scoreboards.
 - Added stats report to scoreboard to show whether a server has stats enabled 
 or not.
 - Fixed achievement tab so it now updates at the time you earn an achievement.
 - Fixed bug causing achievements to be listed as earned in July 2009.
 - Fixed issue where you couldn't chat during intermission.
 - Fixed player stutter while moving in water.
 - Fixed player stutter when running into other players.
 - Fixed issue that caused footsteps to play when walking.
 - Fixed miscellaneous consistency, spelling and grammatical errors in the 
 string tables.
 - Fixed grenade velocity problems.
 - Updated a few audio effects.
 - Updated scoreboard
   - Changed layout to make it more readable.
   - Changed scoreboard opacity to make the action behind it more readable.
   - Supports Unicode and lowercase letters.
   - Grayed out the names of dead players.

 Team Fortress 2
 - Added community submitted deathnotice icons for the community submitted 
 weapons.
 - Changed the deathnotice text color to use black instead of white when the 
 local player is involved.
 - Fixed domination/revenge messages not using team colors for the player 
 names.
 - Fixed an issue where sequences with an activity weight of 0 never get 
 selected.
 - Updated Koth_Nucleus:
   - Changed side spawn exits to prevent sniping from inside the spawn door.
   - Fixed graphical glitch on platform floor.
   - Fixed blue-colored models in RED area.
 - Updated Tc_Hydro:
   - Added respawn time advantages when a team begins to cap any point.
        - Resets when the cap progress resets.
   - Fixed various nobuild and playerclip issues reported by the community.
   - Removed logic that reduced spawn times based on roundtime.

 Jason


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Re: [hlds] Mirrors

2010-05-21 Thread Derek Denholm
Same here. 


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: May-21-10 6:15 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Just an update on this, I've never received a reply on my mail, so I don't 
think we'll ever be able to provide a solution ourselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Saturday, May 08, 2010 10:09 PM
To: ad...@oneskylitnight.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

I will. I've send an email asking VALVe to look into the proposal of setting up 
a private content server were admins can pay a monthly fee for access (non 
profit). The bandwidth here is pretty cheap, and for a private resource I think 
we could get the price to be extremely low per IP.

Just hoping that VALVe will see this as a solution and help us out, they don't 
seem to want to provide a fix themselves.

Saint K.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Friday, May 07, 2010 10:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Looking at that... they might get more servers if window wasn't a 
requirement.

@Saint K: Let us know how it goes!

On 5/7/2010 9:04 AM, Patrick Shelley wrote:
 Becoming a Steam Content Provider:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 On Fri, May 7, 2010 at 9:36 AM, Saint K.sai...@specialattack.net  wrote:


 Isn't it a possibility that we host a private content server for anyone who
 chips in a few bucks? I would be more than willing to pay a few to have a
 private content server to be able to update my servers decently without the
 standard steam update hell. I have all the possibilities to set up a thing
 such as this. Just don't know how this is arranged with VALVe.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, May 07, 2010 10:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mirrors

 How much bandwidth a month? I didnt say it would be cheap, if people helped
 pay for it though it could work. Adding IPs works just as well.

 On Fri, May 7, 2010 at 12:08 AM, Ben Jenszfh-l...@3fl.net  wrote:

  
 The unused content servers probably don't have the update on them to
 serve out to users at that particular point in time for some reason or
 other.  Filtered content servers are restricted by IP address ranges,
 not to specific Steam user accounts.

 Running your own content server is a significant investment not just in
 hardware (thats the small part really), but also bandwidth as they can
 use extreme amounts.  Our two in Australia (that aren't filtered
 currently) do a combined peak of well over 1.5Gbit of traffic, lately a
 lot more than that (one of them is running at around 900Mbit right now,
 the other one not far behind that).



 1nsane wrote:

 But wait... how about Valve fixes the updatetool to not use overloaded
 servers? :D

 There's plenty of unused content servers when an update happens, piles
  
 of
  
 them!

 On Thu, May 6, 2010 at 12:19 PM, 1nsane1nsane...@gmail.com  wrote:


  
 I believe this would surplus the requirements:
 http://www.100tb.com/


 On Thu, May 6, 2010 at 11:57 AM, Mark Gunnettmgunnett4...@gmail.com

 wrote:
  


 I believe Valve would Approve. Like the KB Article Page says, you
  
 need
  
 those
 req's to be a content host. If you look at the stats page, nearly all
  
 the

 non-valve Content providers are filtered and only serve a few people,
  
 not

 the entire valve network. So it's possible. The Server though would
  
 be
  
 pretty expensive though looking at those minimum specs. Then again,
  
 The
  
 most
 expensive thing would be the bandwidth

 --
 All programmers are playwrights and all computers are lousy actors.
   - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that is
  
 my
  
 religion.
   - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Derek Denholm
This april 1st ?



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: May-11-10 3:11 PM
To: 'hlds@list.valvesoftware.com'; 'hlds_li...@list.valvesoftware.com'; 
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] COUNTER-STRIKE: SOURCE BETA

COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

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

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

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

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

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

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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Derek Denholm
Don't worry you are not missing much. The css models all seem to be gliding 
across water with a surf board. 



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Roman Hatsiev
Sent: May-11-10 5:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

And now it says Thanks for your interest. We've filled the available
slots.
What is the point of releasing beta which is available only for a couple
hours?
I'm still downloading a server but it is useless now since there are quite a
few players in our community who managed to grab the client - it is late
night here...

On Tue, May 11, 2010 at 11:11 PM, Eric Smith er...@valvesoftware.comwrote:

 COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

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

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

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

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

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

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Re: [hlds] Mirrors

2010-05-07 Thread Derek Denholm
If you rented a dedicated server from  a host would you expect remote desktop 
access ? of course you would. Stop being silly. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MeZelf
Sent: May-07-10 6:56 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mirrors

Provide a remote desktop username and password into the machine with admin 
privileges.
Now it could be me, but exactly why would I need to provide complete and 
unrestricted access for valve to my servers?
One of the principals of securing servers: don't give out your password.
It even says so on Steam chat: Never tell your password to anyone.

If I would set one up and have filtering on it, how would you instruct the
client(s) to use that specific server?
From what I read in the past there is no way of making it do that.

Also with all the requirement demands by valve... exactly what would valve be 
giving to us?
Besides a big connection bill and 'a good feeling'??


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Friday, May 07, 2010 10:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Looking at that... they might get more servers if window wasn't a requirement.

@Saint K: Let us know how it goes!

On 5/7/2010 9:04 AM, Patrick Shelley wrote:
 Becoming a Steam Content Provider:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 On Fri, May 7, 2010 at 9:36 AM, Saint K.sai...@specialattack.net  wrote:


 Isn't it a possibility that we host a private content server for 
 anyone
who
 chips in a few bucks? I would be more than willing to pay a few to 
 have a private content server to be able to update my servers 
 decently without
the
 standard steam update hell. I have all the possibilities to set up a
thing
 such as this. Just don't know how this is arranged with VALVe.

 Saint K.

SNIP



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Re: [hlds] Mirrors

2010-05-07 Thread Derek Denholm
Just curious why would it be any different if it was linux or windows ? 
(besides the small monthly fee) On a side note we have sent off an email and 
will provider a few content servers for valve and the community. 



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: May-07-10 4:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mirrors

Looking at that... they might get more servers if window wasn't a requirement.

@Saint K: Let us know how it goes!

On 5/7/2010 9:04 AM, Patrick Shelley wrote:
 Becoming a Steam Content Provider:

 https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603

 On Fri, May 7, 2010 at 9:36 AM, Saint K.sai...@specialattack.net  wrote:


 Isn't it a possibility that we host a private content server for 
 anyone who chips in a few bucks? I would be more than willing to pay 
 a few to have a private content server to be able to update my 
 servers decently without the standard steam update hell. I have all 
 the possibilities to set up a thing such as this. Just don't know how this 
 is arranged with VALVe.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, May 07, 2010 10:13 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mirrors

 How much bandwidth a month? I didnt say it would be cheap, if people 
 helped pay for it though it could work. Adding IPs works just as well.

 On Fri, May 7, 2010 at 12:08 AM, Ben Jenszfh-l...@3fl.net  wrote:

  
 The unused content servers probably don't have the update on them 
 to serve out to users at that particular point in time for some 
 reason or other.  Filtered content servers are restricted by IP 
 address ranges, not to specific Steam user accounts.

 Running your own content server is a significant investment not just 
 in hardware (thats the small part really), but also bandwidth as 
 they can use extreme amounts.  Our two in Australia (that aren't 
 filtered
 currently) do a combined peak of well over 1.5Gbit of traffic, 
 lately a lot more than that (one of them is running at around 
 900Mbit right now, the other one not far behind that).



 1nsane wrote:

 But wait... how about Valve fixes the updatetool to not use 
 overloaded servers? :D

 There's plenty of unused content servers when an update happens, 
 piles
  
 of
  
 them!

 On Thu, May 6, 2010 at 12:19 PM, 1nsane1nsane...@gmail.com  wrote:


  
 I believe this would surplus the requirements:
 http://www.100tb.com/


 On Thu, May 6, 2010 at 11:57 AM, Mark 
 Gunnettmgunnett4...@gmail.com

 wrote:
  


 I believe Valve would Approve. Like the KB Article Page says, you
  
 need
  
 those
 req's to be a content host. If you look at the stats page, nearly 
 all
  
 the

 non-valve Content providers are filtered and only serve a few 
 people,
  
 not

 the entire valve network. So it's possible. The Server though 
 would
  
 be
  
 pretty expensive though looking at those minimum specs. Then 
 again,
  
 The
  
 most
 expensive thing would be the bandwidth

 --
 All programmers are playwrights and all computers are lousy actors.
   - Unknown

 When I do good, I feel good; when I do bad, I feel bad, and that 
 is
  
 my
  
 religion.
   - Abraham Lincoln

 Mark J. Gunnett
 [EoE]SniperFodder{AL}
 ___
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 archives,
  
 please visit:
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Re: [hlds] Mirrors

2010-05-07 Thread Derek Denholm
Pretty much, it's pretty silly for an individual to provide content servers 
unless you feel like blowing money. You also get a banner ad as well as a link 
back on the content server page. Any other benefits I am unaware of  ?



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Noel
Sent: May-07-10 8:26 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Mirrors

I'm with msleeper on this one.. in fact I believe this is exactly what many 
GSPs end up doing (for example, NFO.)

AFAIK the primary benefit of the service is for people who maintain very large 
numbers of servers and want to be able to roll out updates via automation -- or 
at least offer that automation to their customers on demand.
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Re: [hlds] Team Fortress 2 Update Available

2010-05-05 Thread Derek Denholm
Yup, confirmed.



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: May-05-10 9:09 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Available

Yes. I'm also having download issues. Only one of my boxes has been able to get 
the update so far.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
Sent: Wednesday, May 05, 2010 6:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

anyone else having trouble downloading this?
i got windows in atlanta, and linux in dallas, and both keep saying 'retry in 
30 seconds' over and over :(

On Wed, May 5, 2010 at 6:57 PM, Mike O'Laughlen molaugh...@gmail.comwrote:

 It's the push to the end of TF2 as we know it!!!

 On Wed, May 5, 2010 at 8:48 PM, Tom Grant aksu...@gmail.com wrote:

  How long have the avatars been broken for arena? I feel like they've
been
  broken for ages
 
  On Wed, May 5, 2010 at 8:43 PM, Rory King rory_k...@hotmail.co.uk
 wrote:
 
   Cheers!
  
  
  
   On 6 May 2010, at 01:39, Jason Ruymen jas...@valvesoftware.com
 wrote:
  
A required update for Team Fortress 2 is now available.  Please 
run hldsupdatetool to receive the update.  The specific changes include:
   
- Mann Co. badges updated
   - Added new Primeval Warrior employee badge
   - Moved badges start date to the official TF2 release date of 
October 10th, 2007
   - Gave Primeval Warrior badge to anyone who played in the 
TF2 Beta prior to the official release
   - Adjusted existing badges based on the new start date
- Fixed player avatars being squashed in the Arena win panel
- Fixed a client crash caused by players calling for a Medic
- Fixed a server crash caused by receiving invalid data in 
player commands
- Fixed wearables attached to ragdolls not setting their skins 
and bodygoups correctly
- Fixed deflected remote-detonate pipebombs becoming mini-crits 
when detonated
- Fixed deflected remote-detonate pipebombs becoming full crits 
if the Pyro is critboosted
- Prevented custom models from showing domination particles in 
PropHunt
   
Jason
   
   
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Re: [hlds] Please

2010-05-04 Thread Derek Denholm
They decided to go from Iron Man 2 to 4 and skipping 3. 



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic Marciano
Sent: May-04-10 12:19 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Please


Where's Iron Man 3?

 From: gamerzwo...@gmail.com
 Date: Mon, 3 May 2010 22:37:02 -0400
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Please
 
 Brian, it takes a lot of testers to test L4D3.
 
 On Mon, May 3, 2010 at 10:24 PM, Saber 0sab...@gmail.com wrote:
 
  Nope.avi
 
  2010/5/3 Radu Suciu radusu...@gmail.com
 
   Anyone see Iron Man 2 yet?
  
   On Mon, May 3, 2010 at 10:00 PM, Olly oli...@gmail.com wrote:
  
Must be the new moderator valve brought in.
   
On 4 May 2010 02:23, Matthew Gottlieb 
matthew.j.gottl...@gmail.com
wrote:
   
 And you are?

 On Mon, May 3, 2010 at 7:51 PM, Msilbys12 
 msilby...@righttorule.com
  
 wrote:
  Please keep the email to problems or bugs found.
 
  Thx
 
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Re: [hlds] Please

2010-05-03 Thread Derek Denholm
Yeah, going to see Iron Man 4 on Friday. 

Derek Denholm
Managing Director, XFactorServers Inc. 
Office: +1 (800) 764 - 8981 ext 101 
Mobile: +1 (905) 512-5176
Fax: +1 (905) 538 - 5191 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Radu Suciu
Sent: May-03-10 10:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Please

Anyone see Iron Man 2 yet?

On Mon, May 3, 2010 at 10:00 PM, Olly oli...@gmail.com wrote:

 Must be the new moderator valve brought in.

 On 4 May 2010 02:23, Matthew Gottlieb matthew.j.gottl...@gmail.com
 wrote:

  And you are?
 
  On Mon, May 3, 2010 at 7:51 PM, Msilbys12 
  msilby...@righttorule.com
  wrote:
   Please keep the email to problems or bugs found.
  
   Thx
  
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread Derek Denholm
Wow nice update.


-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: April-28-10 8:32 PM
To: 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2/Day of Defeat: Source Update

Required updates to Team Fortress 2 and Day of Defeat: Source have been 
released.  Please run hldsupdatetool to receive the updates.  The specific 
changes include:

Dedicated server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart.
- Fixed a case where servers could have ghost players consuming player slots.

Engine
- Marked the snd_show convar as a cheat.

Team Fortress 2
New content:
- Added new community map cp_freight.
- Added missing physics models for several items.
- Added jiggle bones to the Sam  Max items, and The Buff Banner.
- Added Crit-a-Cola.

Gameplay Changes:
- Pyro changes:
- Flamethrower direct damage reduced 20%.
- Burn duration reduced (10 - 6 seconds).
- Airblast re-fire delay reduced by 25%.
- Airblast ammo usage reduced by 20%.
- All reflected rockets/grenades/arrows now mini-crit.
- Airblasting enemies into environmental deaths now awards the death credit to 
the Pyro.
- Heavy changes:
- Minigun spin-up/down time reduced by 25%
- Minigun firing movement speed increased to just under half-normal (from 80 to 
110).
- Throwing a sandvich to a teammate now earns a full bonus point (was half a 
point).
- Bonk! changes:
- Post-use movement penalty removed.
- Now has a re-use cooldown time, like The Sandman.
- The Chargin' Target changes:
   - Direct charge hit now does 50 damage + 10 per head (up to 5 
heads).
   - Capped the turn rate from +left and +right while charging.
- The Huntsman changes:
- Removed restriction that arrows need to be aimed before they can be lit by a 
Pyro.
- Bow can now be lowered without losing the lit arrow.
- Changed bow so you can start charging it while you're jumping, but you can't 
fire until you're on the ground.
- Fixed bug where flame effect would get stuck on if you change weapons with a 
lit arrow.
- Backpack changes:
- Moved Crafting button out to the root class/backpack selection panel.
- Dragging and dropping items in your backpack now makes appropriate sounds.
- Bot changes:
- Bots don't retreat to gather health as readily if they are in combat.
- Bots no longer retreat when moving to block a point capture.
- Bots should now equip an appropriate combat weapon and fight while moving to 
collect health.
- Bots who are roaming the map and hunting now chase down their victims, 
following them around corners.
- Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their 
fire button for a minimum time. This was causing Soldier bots to fire rockets 
into nearby walls as they strafed, killing themselves.
- Soldiers bots now switch to their shotgun after firing all four rockets when 
engaging an enemy.
- Added a few more bot names from community suggestions.
- Fixed a behavior loop with Engineer metal gathering.
- The Sandman change:
- Added a slight speed reduction to stunned players.
- Community requests
- Added ConVars log_verbose_enable and log_verbose_interval to report player 
positions in the server log at regular intervals
  - log_verbose_enable default: 0
  - log_verbose_interval   default:  3 secs
- Last-weapon initialization on respawn now sets itself to be 
the melee weapon if you don't have a selectable secondary weapon (like The 
Razorback).

Bug Fixes:
- Fixed an case where The Gunboats didn't apply their damage reduction properly.
- The amount count in the HUD now flashes red when you're low on ammo.
- Extinguishing a burning teammate now earns a full bonus point (was half a 
point).
- Fixed a permanent overheal exploit involving dispensers.
- Fixed a bug in spectator mode where the user aborted out of freezecam, setup 
a spec mode (like IN_EYE), and would then have the setting stomped after the 
freezecam timer expired.
- Fixed bug with disguised spy sometimes seeing his own name in the disguise 
status HUD.
- Fixed a client crash that could result from players with arrows embedded in 
them.
- Fixed items that can be worn by any class having the wrong model when worn by 
a disguised Spy.
- Added missing map prefixes to server browser game types.
- Killing yourself with your own sentry no longer increments the sentry's kill 
counter.
- Fixed dropped hats sometimes having the wrong team color.
- Fixed crit-boosted players not getting critical hits if their weapon has 
custom no-crit behavior.
- Fixed the achievement dialog taking a long time to pop up, and completed 
achievements now sort to the bottom of the list.
- Fixed Spies disguised as Medics hearing the autocaller sound.

Jason

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Re: [hlds] Master Server Move

2010-04-13 Thread Derek Denholm
All you are doing is viewing who owns the ip and not where the server is 
located. 

Derek Denholm
Managing Director, XFactorServers Inc. 
Office: +1 (800) 764 - 8981 ext 101 
Mobile: +1 (905) 512-5176
Fax: +1 (905) 538 - 5191 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' 
MacDonald
Sent: April-13-10 9:38 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Master Server Move

Whois on 206.123.95.51 shows me:


(checked on Samspade.org)

network: Class-Name: network 
 network: Auth-Area: 206.123.64.0/19 
 network: ID: NET-143920612395024 
 network: Network-Name: 
 network: IP-Network: 206.123.95.0/24 
 network: IP-Network-Block: 206.123.95.0 - 206.123.95.255 
 network: Org-Name: Velocity Servers 
 network: Street-Address: 8185 Sheridan Drive 
 network: City: Williamsville 
 network: State: NY 
 network: Postal-Code: 14221 
 network: Country-Code: US 
 network: Tech-Contact: MAINT-143920612395024 
 network: Created: 20071206020217000 
 network: Updated: 20071206020217000 
 network: Updated-By: ab...@colo4dallas.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alkaline
Sent: Tuesday, April 13, 2010 9:29 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server Move

206.123.95.51
My Dallas server but geoip shows it in New York, a bit off imo.
Seems whois is showing a dallas address.

- Original Message - 
From: Michael Krasnow mnk...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 13, 2010 8:20 PM
Subject: Re: [hlds] Master Server Move


 it doesn't matter, its still more accurate,

 On Tue, Apr 13, 2010 at 9:05 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 What about ISPs and IP providers whose GeoIP data are not even in the
 same area? Most GeoIP lookups are based on whois data of the IPs in
 question, so if your IPs are owned by a company on the west coast, but
 the datacenter you are in is in the east coast, then you're going to be
 getting some pissed off west coasters with high ping.


 On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote:
  GeoIP has been accurate enough. Even if it's off by 500 miles it's 
  still
 far
  better than the octets of the IP which is what they do right now.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Tuesday, April 13, 2010 8:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server Move
 
  I hope all your IP addresses of both your clients and your servers have
 the
  correct geo IP data.
 
  On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   I think I love you Zoid,
  
   Kyle.
  
   On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
That was broken anyways in TF2 I believe...
   
On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com 
wrote:
   
 So it will no longer sort by ip similarity? Thank the dragons!

 On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch 
 z...@valvesoftware.com
 wrote:

  On Wednesday April 14th we will be moving the HL2Master servers
 to a
new
  set of IP addresses.  One of the major new features is the new
   Masters
  should return dedicated servers ordered by their geographical
   distance
 from
  the player requesting the server list, making for lower latency
 and
 better
  connections.
 
  Dedicated server operators will generally have to restart their
dedicated
  servers after this move to ensure they will correctly pick up 
  the
  new
  addresses of the these Masters.  The server browser in the 
  Steam
   client
 and
  in games such as Team Fortress 2 will automatically move to the
 new
 Masters.
 
  Server operators that manually set their master servers (we
  recommend
  against this practice however) please use 
   hl2master.steampowered.com
 to
  refer to them instead of the IPs directly. This name returns 
  all
   Master
  addresses.
 
  We will update once the move is complete.
 
  --
  /// Zoid.
 
 
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Re: [hlds] Windows Control Panel

2010-04-08 Thread Derek Denholm
Just wondering is there any reason you wish to stay away from TCAdmin or other 
game control panels ? 



-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: April-07-10 10:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Windows Control Panel

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

2010-02-22 Thread Derek Denholm

Sorry about that guys , site should be back up. 

 
 Date: Sun, 21 Feb 2010 22:03:46 -0500
 From: gizmokid2...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mani site down / DNS problem
 
 Doing some digging it looks like the nameservers 
 (ns1/ns2.xfactorservers.com) are failing right now, even though their 
 site is up, but of course, their site use ns1-ns4.firehost.com. So, if I 
 had to give you a reason their site was down, xfactor server's 
 nameservers are failing right now. Probably a temporary issue and will 
 be fixed with the starting of tomorrow's workweek.
 
 -Michael
 
 -- Original Message ---
 Subject: Re: [hlds] Mani site down / DNS problem
 From: Cc2iscooL cc2isc...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: 2/21/2010 9:56 PM EST
  I didn't even read the letters VPS on there.
 
  Depends on the provider really and the resources provided, but no, it
  doesn't run that great. Cheaper to rent really.
 
  On Sun, Feb 21, 2010 at 8:50 PM, Matthew Gottlieb
  matthew.j.gottl...@gmail.com wrote:
 
  
  1) Mani is a BAD IDEA.
  2) VPS is a VERY BAD IDEA. Srcds doesn't run well on virtual servers,
  from what I've read.
 
  ~ Matt
  srcds.com
 
  On Sun, Feb 21, 2010 at 8:15 PM, DontWannaName!ad...@topnotchclan.com
  wrote:
  
  You can download it from SteamFriends
 
  
  http://www.steamfriends.com/forums/index.php?autocom=downloadsshowfile=12
  
  On Sun, Feb 21, 2010 at 6:12 PM, Cc2iscooLcc2isc...@gmail.com wrote:
 
  
  Noobish? Sourcemod has virtually the same look-alike menus, and with
  plugins
  you can do the exact same thing (plus a ton more) than mani, plus...when
  
  an
  
  update comes out you don't have to wait for someone to update the
  
  binaries.
  
  :)
 
  On Sun, Feb 21, 2010 at 8:05 PM, Jake Eisenman
  
  ad...@oneskylitnight.org
  
  wrote:
  
  
  TBH, my admins are too noobish to move to Sourcemod. Too used to it I
  guess :/
 
  I've been trying to work around with the supers so we can setup
  sourcebans. Plus one of my coders made some modifications to funmenu.
  Hopefully we can dump it (mani) on the plain server, but Hosties uses
  some parts of mani to do it's work. Until i can code around that, it
  
  has
  
  to be there.
 
  Kornelijus Survila wrote:
  
  Yeah, why would you even use Mani?
 
  On Sun, Feb 21, 2010 at 7:47 PM, Jeff Sugarjeffsu...@gmail.com
  
  wrote:
  
 
  
  Better response: Why would you possibly use Mani? :/
 
 
  On Sun, Feb 21, 2010 at 5:21 PM, Ryan Katkov
  
  ryan.kat...@gmail.com
  
  wrote:
 
 
  
  http://downforeveryoneorjustme.com/
 
  On Sun, Feb 21, 2010 at 7:16 PM, Jake Eisenman
  
  ad...@oneskylitnight.org
  
  wrote:
 
  
  Seems Mani's site is down or with DNS problems. Tried GoogleDNS,
 
  
  OpenDNS
 
  
  and Anonymouse with either a timeout, redirect to ask.com, or it
  
  can't
  
  find the IP address
 
  Can someone post the IP or confirm the site is down? I just got a
  
  new
  
  VPS for my clan and now we can't even put Mani on it, lol.
 
  Thanks,
  Jake
 
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Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Derek Denholm

Great self promoting. I suggest you contact each host to see for yourself as 
everyone has there own needs. 

 

Regards Derek. 

 


 
 Date: Fri, 19 Feb 2010 20:37:45 -0800
 From: mido...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] GSP Hosting Questions
 
 http://midnightgaming.net
 
 Do yourself a favor and check out some independent reviews starting with 
 this one: http://gspreport.com/reviews/Midnight-Gaming
 
 I won't bash the other ones listed in this thread, but I would 
 personally not use them. Read the reviews you'll see for yourself. MG 
 consistently rates top of class and prices are mid range, can't go wrong 
 like the reviews say.
 
 
 Jake Eisenman wrote:
  I've never had problems with ArtofWarCentral, they always answered my 
  questions pretty fast (20 minutes with a few exceptions). Server starts 
  to lag like once or twice a year, put in a ticket, solved.
 
  arreo...@gmail.com wrote:
  
  Had horrible experiences with ArtofWar's customer service. I would highly
  recommend against them. Slow, unable to do simple things to fix the servers
  in a timely manner. Left them and haven't looked back.
 
  Just keep in mind you always get what you pay for. If it looks too good to
  be true, then 99% of the time it is. Don't skimp on a few extra bucks
  because you'll only regret it latter when you find out the GSP has oversold
  the bandwidth on your underpowered shared server box.
 
  Arreo
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Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Derek Denholm

Our clients begs to differ which we have hundreds and hundreds of clients which 
are satisfied. Every host has the odd bad review mean while we have a large 
amount of great reviews. @ OP send me off an email and I will provide a free 
BFBC2 32 slot server ranked free for a month for you can test our service. 

 

Thank You 

 

 

 
 Date: Fri, 19 Feb 2010 23:37:38 -0500
 From: roadhous...@gmail.com
 To: ad...@oneskylitnight.org; hlds@list.valvesoftware.com
 Subject: Re: [hlds] GSP Hosting Questions
 
 And I recommend against art of central too. never rented from them but
 several of my friends did.
 I recommend against xfactor also. check out gsptruth.com for why
 
 On Fri, Feb 19, 2010 at 11:36 PM, In Hyuk Seo roadhous...@gmail.com wrote:
 
  Sleekserver is really cheap but they have horrible network and you will
  have really high ping even if you are really close to the server.
  And they have only 1 location in Missouri which is meh... They are really
  cheap though.
 
  On Fri, Feb 19, 2010 at 11:23 PM, Jake Eisenman 
  ad...@oneskylitnight.orgwrote:
 
  I've never had problems with ArtofWarCentral, they always answered my
  questions pretty fast (20 minutes with a few exceptions). Server starts
  to lag like once or twice a year, put in a ticket, solved.
 
  arreo...@gmail.com wrote:
   Had horrible experiences with ArtofWar's customer service. I would
  highly
   recommend against them. Slow, unable to do simple things to fix the
  servers
   in a timely manner. Left them and haven't looked back.
  
   Just keep in mind you always get what you pay for. If it looks too good
  to
   be true, then 99% of the time it is. Don't skimp on a few extra bucks
   because you'll only regret it latter when you find out the GSP has
  oversold
   the bandwidth on your underpowered shared server box.
  
   Arreo
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Re: [hlds] L4D2 Demo DS Files Today?

2009-10-27 Thread Derek Denholm

files are out. 

 

c:\hldsupdatetool.exe -command update -game left4dead2_demo -dir C:\GameFiles 
 
 From: matthew.j.gottl...@gmail.com
 Date: Tue, 27 Oct 2009 18:46:42 -0500
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D2 Demo DS Files Today?
 
 I asked Mike about the DS release and he said that is should be
 simultaneous with the game client. Just an FYI.
 
 On Tue, Oct 27, 2009 at 6:42 PM, gulfy32 gulf...@gmail.com wrote:
  First it said 3pm central the 27th, then when it went an hour overdue, it
  changed to 1am central the 28th.
 
  On Tue, Oct 27, 2009 at 6:08 PM, DontWannaName! 
  ad...@topnotchclan.comwrote:
 
  Perhaps in your timezone but here 11pm is nothing new for valve.
 
  On Tue, Oct 27, 2009 at 3:43 PM, Matthew Gottlieb 
  matthew.j.gottl...@gmail.com wrote:
 
   October 28 @ 1am... aka midnight.
   http://steamcommunity.com/games/L4D2/events/55327883716288366
  
   So that means the game will likely come out tomorrow night or next
  week...
  
  
   On Tue, Oct 27, 2009 at 5:40 PM, Matthew Gottlieb
   matthew.j.gottl...@gmail.com wrote:
Then again the word of Gabe is hardly the actual time.
   
   
On Tue, Oct 27, 2009 at 5:33 PM, msleeper 
  mslee...@ismsleeperwrong.com
   wrote:
No official word on the time for released. That 11pm PST is just
  hearsay
from the timestamp on a Steam event. Hardly the word of Gabe.
   
   
On Tue, 2009-10-27 at 17:30 -0500, turb0z wrote:
Anyone hear what time this is going to happen?
   
Couple people in my community mentioned they thought it was going to
  be
   at
11pm PDT... that would be pretty shitty.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake
  Skenna
Sent: Monday, October 26, 2009 10:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D2 Demo DS Files Today?
   
I spoke to both Chet  Mike today, they said the dedicated server
  would
   be
for Linux would be out after Tuesday, but the windows dedicated
   server
would be out at the same time as the demo
   
Regrds,
   
Dan
   
On Mon, Oct 26, 2009 at 10:50 PM, Timothy Sadleir 
  tsadl...@gmail.com
   wrote:
   
 Well, I guess it wasn't today.  Was looking forward to getting
  things
   set
 early.  Oh well...

 How come you all aren't being really chatty today?  Is there
   something I'm
 missing?

 On Mon, Oct 26, 2009 at 3:21 PM, Timothy Sadleir 
  tsadl...@gmail.com
   
 wrote:

  Do you guys think we can expect some dedicated server files
  today?
For
 the
  L4D demo, they released most of the Dedicated Server files a day
   before
 they
  released the actual demo.
 
  5th of November, 2008:
 
 

   
  
  http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/00
0306.html
 
  6th of November, 2008:
  http://store.steampowered.com/news/1985/
 
  I'm hoping we get something today.  :)
 
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Re: [hlds] Win2k versus 2003 versus 2008 on older hardware

2009-09-21 Thread Derek Denholm

Colo4Dallas is not ideal for someone looking to host one server as you will be 
paying $120 / Hour for remote hands billed in 15 minute increments. If you are 
not too concerned about the network / location and just looking into a budget 
soultion take a look at something like: 
http://joesdatacenter.com/server_colocation.php 

 

If you have any further questions feel free to shoot me an email at 
de...@xfactorservers.com 

 


 
 From: dlin...@fragonline.net
 To: hlds@list.valvesoftware.com
 Date: Sun, 20 Sep 2009 11:28:00 -0500
 Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
 
 I colocated with Colo4Dallas for many years, and never had anything but
 awesome service. I don't colocate now, but if the need should ever arise,
 that's where I'd go again.
 
 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Sunday, September 20, 2009 11:07 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
 
 i guess but they are highly customizable and the service isnt bad at all
 
 On Sun, Sep 20, 2009 at 11:48 AM, Rens Ariens r...@serververhuur.comwrote:
 
  Leaseweb is known for their prices, not for their support.
 
 
 
  Michael Krasnow schreef:
   you could also try leaseweb
  
   http://www.leaseweb.com/en/colocation
  
   they have great service
  
   On Sun, Sep 20, 2009 at 11:22 AM, turb0z tur...@undergamer.com wrote:
  
   Depends on the case form factor. If you have a rack case you should be
   able
   to find a host to take your hardware, just be ready to agree to their
   support structure around owning your own equipment (some places won't
  offer
   much in support).
  
   I host my 1U Quad Core with colocrossing.com and have been very
  satisfied.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle
  Sanderson
   Sent: Sunday, September 20, 2009 3:26 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
  
   Derek, I've been trying to find a datacenter that will take my own
  hardware
   for quite a while now. Do you know of any off hand that support this?
  
   Kyle.
  
   On Sat, Sep 19, 2009 at 5:07 AM, Derek Denholm
   xfactorserv...@live.cawrote:
  
   Honestly, it is very cheap now to buy an old used dual core / 2gb of
   memory for ~$120 and then send it off to a data center and will save
  you
   alot of hassle.
  
   From: ooksser...@zootal.com
   To: hlds@list.valvesoftware.com
   Date: Fri, 18 Sep 2009 20:04:12 -0700
   Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
  
   It may not be much of a cpu by today's standards, but it runs a fully
   loaded
   OP4 server and a fully loaded L4D server at 30% cpu. You know, if it
   ain't
   broke, don't fix it. Ill go back to W2K before I'll spend money
   upgrading
   the box.
  
  
  
   - Original Message -
   From: Bryce Quilley br...@ngn.net.au
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Friday, September 18, 2009 6:47 PM
   Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
  
  
   Installing Win2k8 will make things worse. You need a minimum of 2GB
   ram
   for
   it to function.
   Upgrade your CPU man, a Sempron is the cheapest piece of crap and
 was
   NEVER
   intended for server operation. At a bare minimum a P4 2.8 with 1GB
   ram
   will
   run Win2k3 perfectly. Win2k8 will need dual core with 2GB ram.
  
   On Sat, Sep 19, 2009 at 11:00 AM, Kyle Sanderson
   kyle.l...@gmail.comwrote:
  
   The general consensus with Server 2008 is it's more... gobbled up
   than
   2003.
   However if you find it works better for you on older hardware (I
   would
   be
   shocked if it did), please let us know!
  
   Kyle.
  
   On Fri, Sep 18, 2009 at 6:00 PM, Ook ooksser...@zootal.com wrote:
  
   Adding more ram isn't likely to help - it doesn't use what it has
   as-is.
  
   I tried Linux for a while, but hlds used 30% cpu sitting there
   empty
   -
   and
   it went downhill from there. This old cpu isn't up to running the
   linux
   hlds
   binaries - the general consensus is that valve never bothered to
   optimize
   them for linux hence they gobble excessive cpu. And yeah, I'm
   leaning
   towards putting Win2k back on the box. I have a copy of server
   2008
   that
   I
   think I'll install just so I can say I did, and to tell everyone
   how
   lousy
   it is wiht this older box LOL. Or maybe it will surprise me and
   actually
   work good?
  
   - Original Message -
   From: Kyle Sanderson kyle.l...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Friday, September 18, 2009 5:53 PM
   Subject: Re: [hlds] Win2k versus 2003

Re: [hlds] Win2k versus 2003 versus 2008 on older hardware

2009-09-19 Thread Derek Denholm

Honestly, it is very cheap now to buy an old used dual core /  2gb of memory 
for ~$120 and then send it off to a data center and will save you alot of 
hassle. 
 
 From: ooksser...@zootal.com
 To: hlds@list.valvesoftware.com
 Date: Fri, 18 Sep 2009 20:04:12 -0700
 Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
 
 It may not be much of a cpu by today's standards, but it runs a fully loaded
 OP4 server and a fully loaded L4D server at 30% cpu. You know, if it ain't
 broke, don't fix it. Ill go back to W2K before I'll spend money upgrading
 the box.
 
 
 
 - Original Message - 
 From: Bryce Quilley br...@ngn.net.au
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, September 18, 2009 6:47 PM
 Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
 
 
  Installing Win2k8 will make things worse. You need a minimum of 2GB ram
  for
  it to function.
  Upgrade your CPU man, a Sempron is the cheapest piece of crap and was
  NEVER
  intended for server operation. At a bare minimum a P4 2.8 with 1GB ram
  will
  run Win2k3 perfectly. Win2k8 will need dual core with 2GB ram.
 
  On Sat, Sep 19, 2009 at 11:00 AM, Kyle Sanderson
  kyle.l...@gmail.comwrote:
 
  The general consensus with Server 2008 is it's more... gobbled up than
  2003.
  However if you find it works better for you on older hardware (I would be
  shocked if it did), please let us know!
 
  Kyle.
 
  On Fri, Sep 18, 2009 at 6:00 PM, Ook ooksser...@zootal.com wrote:
 
   Adding more ram isn't likely to help - it doesn't use what it has
   as-is.
  
   I tried Linux for a while, but hlds used 30% cpu sitting there empty -
  and
   it went downhill from there. This old cpu isn't up to running the linux
   hlds
   binaries - the general consensus is that valve never bothered to
   optimize
   them for linux hence they gobble excessive cpu. And yeah, I'm leaning
   towards putting Win2k back on the box. I have a copy of server 2008
   that
  I
   think I'll install just so I can say I did, and to tell everyone how
  lousy
   it is wiht this older box LOL. Or maybe it will surprise me and
   actually
   work good?
  
   - Original Message -
   From: Kyle Sanderson kyle.l...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Friday, September 18, 2009 5:53 PM
   Subject: Re: [hlds] Win2k versus 2003 versus 2008 on older hardware
  
  
Why would adding more ram decrease the CPU usage on SRCDS?
   
If I were you Ook I would go back to Win2000 as Microsoft only gets
sloppier
with their new releases of Windows. (Or try Linux, although from my
experiences SRCDS tends to use more CPU and Ram on it.)
Kyle.
   
On Fri, Sep 18, 2009 at 5:32 PM, Mike O'Laughlen
molaugh...@gmail.comwrote:
   
Add more RAM.
   
On Fri, Sep 18, 2009 at 6:17 PM, Ook ooksser...@zootal.com wrote:
   
 I have an older box, AMD Sempron 2400+, 1GB ram, that I use for to
  run
 an
 OP4 server (hlds.exe) and a L4D server (srcds.exe). With Win2000
 and
 both
 servers full, cpu is about 30%.

 I upgraded it from Win2000 to server 2003, and when I did I
 noticed
  a
 significant increase in cpu consumption. On the Winserver 2003
 box,
  it
used
 80-90% cpu. My first guess was that the cpu scheduler in server
 2003
 has
 more overhead and the context switches were using up all the extra
   cpu.
My
 second guess was that I really didn't have a clue why. On both
 installations
 I stopped all services I didn't think needed to be running.

 I have a copy of Server 2008, but I'm thinking this box may be too
  old
 to
 run that. Also performance under 2003 wasn't that great, I'm not
  sure
 it
 would be any better under 2008.

 Anyone have experience running server 2003/2008 on older hardware
  re.
 performance?


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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Derek Denholm

I am getting this error on Windows 2008 64 Bit - Application Load Error 
5:065434 
 
Gah! Date: Thu, 6 Nov 2008 09:32:47 -0800 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead dedicated servers 
 I have the latest files on a win32 dedi, I still see this error  demo base 
verion 2  From: Alfred Reynolds 
[EMAIL PROTECTED] To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com Sent: Thursday, November 6, 2008 10:46:08 AM 
Subject: Re: [hlds] Left 4 Dead dedicated servers  For the:  *  Unable to 
load Steam support library.  *  
  *  This server will operate 
in LAN mode only.  *    
error make sure you have the most recent update, in particular the md5um of 
bin/steamclient_linux.so should be: 1959a19791cf70bf0f58ce4b3aeb6c6e  
bin/steamclient_linux.so  - Alfred   -Original Message-  From: 
[EMAIL PROTECTED] [mailto:hlds-  [EMAIL PROTECTED] On Behalf Of Chris 
Brunelle  Sent: Thursday, November 06, 2008 8:39 AM  To: 'Half-Life 
dedicated Win32 server mailing list'  Subject: Re: [hlds] Left 4 Dead 
dedicated serversThis doesn't work for me.  It starts the server, I get 
console but  because  no map is specified it isn't running/allowing 
connections.  When I add  +map  mapname to the startup command I get:   
 Commentary: Could not find commentary data file  
'maps/l4d_dem_hospital02_subway_  commentary.txt'.  *  Unable to load Steam 
support library.  *    
*  This server will operate in LAN mode only.  *  
  Unable to load Steam 
library.  .--Chris-Original Message-  
From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy 
 Sent: Thursday, November 06, 2008 9:34 AM  To: Frank Hotte; Half-Life 
dedicated Win32 server mailing list  Subject: Re: [hlds] Left 4 Dead 
dedicated serverssrcds.exe -console -game left4dead +ip xxx +port 27015 
+exec server.cfg  +maxplayers 14This works for me, however I'm 
unable to connect to it directly in a  client  using the connect console 
command.On Thu, Nov 6, 2008 at 11:25 AM, Frank Hotte [EMAIL 
PROTECTED]  wrote: Can someone please post their command line to 
get the server going? And where's the config file that is being 
used? Thanks Busterking   10-78 Clan Boss   Visit our 
website   Join our forums   www.10-78.com   - Original Message 
-   From: Don Williams [EMAIL PROTECTED]   To: Half-Life 
dedicated Win32 server mailing list   hlds@list.valvesoftware.com   
Sent: Thursday, November 06, 2008 11:24 AM   Subject: Re: [hlds] Left 4 Dead 
dedicated serversMine did decide to stay running but I got 
the steam library LAN  mode  onlytrash.- Original 
Message -From: Chris Staley [EMAIL PROTECTED]To: 
Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.comSent: 2008-11-06 11:18 AMSubject: 
Re: [hlds] Left 4 Dead dedicated servers  herm.. works for 
me.. whats your command line your using?   All I get is the 
unable to load steam library error :(  Brian D'Arcy 
wrote:Still nothing on windows servers, just exits. :(  
 On Thu, Nov 6, 2008 at 11:15 AM, Matt Lyons  [EMAIL PROTECTED]
wrote:  Another update just went out.  
 Dustin Peacock wrote:   The main problem I'm running to 
in-game is the fact that there  aren't   enough
   servers. It continues to tell me that there are no available   
dedicatedservers and my only option is to host a LAN. 
 -Original Message-From: [EMAIL 
PROTECTED][mailto:[EMAIL PROTECTED] On Behalf Of Alec   Sanger 
   Sent: Thursday, November 06, 2008 10:54 AMTo: 
hlds@list.valvesoftware.comSubject: Re: [hlds] Left 4 Dead 
dedicated servers  Is there an option to start 
a server from within the game? If  so,  i'm   going   
to guess that the only servers that are up are non-dedicated. 
 Peoplearehaving a lot of lag problems, which might be 
caused by the fact  that   people   
probably don't have the power/pipe to run a server from home.  
 Just a guess though  Date: Thu, 6 Nov 
2008 10:47:08 -0500 From: [EMAIL PROTECTED]  To:   
hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead   dedicated  
  servers  Nope.. I assume there's files we're still missing.  There 
   AREservers running somewhere (probably at valve), I was 
able to  play   fora   few  
 minutes with a couple other people.  The server browser  shows no  
 servers   for l4d, however.  On Thu, Nov 
6, 2008 at 10:44 AM, Eric van   Beesten[EMAIL 
PROTECTED]wrote:   Before anybody is  screeming.. is   
there   somebody that already have  succesfull  started 
the 

Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Derek Denholm

Same problem here. I can connect fine but noone seems to be joining... From: 
[EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Thu, 6 Nov 2008 
12:08:13 -0800 Subject: Re: [hlds] Left 4 Dead dedicated servers  Can 
someone confirm that they are getting no connects on their servers through the 
matchmaking system?  I can connect to my server through the console, but I'm 
not getting anyone from the matchmaking system to connect andin the 
game...I'm still getting the error that there are no servers available, do you 
want to make it a LAN?  I just need confirmation that I'm not the only one 
with a seemingly dead and useless server, at the moment.   Thanks,   Aaron 
  -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL 
PROTECTED] On Behalf Of Chris Brunelle Sent: Thursday, November 06, 2008 11:50 
AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] 
Left 4 Dead dedicated servers  Actually the difficulty level may be selected 
during the match making process? I haven't tested the client out yet, so I'm 
not sure.  -Original Message- From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle Sent: Thursday, November 
06, 2008 12:48 PM To: 'Half-Life dedicated Win32 server mailing list' 
Subject: Re: [hlds] Left 4 Dead dedicated servers  From the cvarlist.  
z_difficulty : 0 : , sv, rep : Difficulty of the current game (Easy, 
Normal, Hard, Impossible)   -Original Message- From: [EMAIL 
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of alexhard Sent: Thursday, 
November 06, 2008 12:44 PM To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] Left 4 Dead dedicated servers  Any idea as to how to set 
the difficulty level?  On Thu, Nov 6, 2008 at 8:34 PM, Chris Brunelle [EMAIL 
PROTECTED] wrote:  My server is working. Players can connect directly and no 
issues so far  with the game hanging/locking up. -Original 
Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf 
Of Wolfie -  Cybernetic  Sent: Thursday, November 06, 2008 12:18 PM  To: 
'Half-Life dedicated Win32 server mailing list'  Subject: Re: [hlds] Left 4 
Dead dedicated servers   We were just playing with the same variables after 
seeing an error in the  console on the client while trying to connect.   
The good news is you are right, you are in the server with 3 survivor bots,  
the bad news for me seems to be that as soon as you move the game bugs and  
locks your character.   HLSW works as well as connect ip:port in console. 
FYI   -Original Message-  From: [EMAIL PROTECTED]  
[mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy  Sent: 06 November 2008 
19:00  To: Frank Hotte; Half-Life dedicated Win32 server mailing list  
Subject: Re: [hlds] Left 4 Dead dedicated servers   
*sv_allow_lobby_connect_only 0* ftw =)   Can connect directly!  
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Derek Denholm

Yes mine is hibernating and restarted the server many times and still same 
problem.  Date: Thu, 6 Nov 2008 15:11:52 -0500 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead dedicated servers 
 Via rcon, issue a 'status'. If it shows as hibernating you'll need to  
restart that server. Typing 'exit' via rcon should work.  Aaron Rapp wrote: 
 Can someone confirm that they are getting no connects on their servers  
through the matchmaking system?   I can connect to my server through the 
console, but I'm not getting anyone  from the matchmaking system to connect 
andin the game...I'm still  getting the error that there are no servers 
available, do you want to make  it a LAN?   I just need confirmation that 
I'm not the only one with a seemingly dead and  useless server, at the 
moment.Thanks,Aaron-Original Message-  From: 
[EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle  
Sent: Thursday, November 06, 2008 11:50 AM  To: 'Half-Life dedicated Win32 
server mailing list'  Subject: Re: [hlds] Left 4 Dead dedicated servers   
Actually the difficulty level may be selected during the match making  
process? I haven't tested the client out yet, so I'm not sure.   
-Original Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL 
PROTECTED] On Behalf Of Chris Brunelle  Sent: Thursday, November 06, 2008 
12:48 PM  To: 'Half-Life dedicated Win32 server mailing list'  Subject: Re: 
[hlds] Left 4 Dead dedicated servers   From the cvarlist.   
z_difficulty : 0 : , sv, rep : Difficulty of the current game  (Easy, 
Normal, Hard, Impossible)-Original Message-  From: [EMAIL 
PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of alexhard  Sent: 
Thursday, November 06, 2008 12:44 PM  To: Half-Life dedicated Win32 server 
mailing list  Subject: Re: [hlds] Left 4 Dead dedicated servers   Any 
idea as to how to set the difficulty level?   On Thu, Nov 6, 2008 at 8:34 
PM, Chris Brunelle [EMAIL PROTECTED] wrote:My server is working. 
Players can connect directly and no issues so far  with the game 
hanging/locking up. -Original Message-  From: [EMAIL 
PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of Wolfie -  Cybernetic 
 Sent: Thursday, November 06, 2008 12:18 PM  To: 'Half-Life dedicated 
Win32 server mailing list'  Subject: Re: [hlds] Left 4 Dead dedicated 
servers   We were just playing with the same variables after seeing an 
error in the  console on the client while trying to connect.   The 
good news is you are right, you are in the server with 3 survivor
bots,the bad news for me seems to be that as soon as you move the game 
bugs and  locks your character.   HLSW works as well as connect 
ip:port in console. FYI   -Original Message-  From: [EMAIL 
PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy  Sent: 06 
November 2008 19:00  To: Frank Hotte; Half-Life dedicated Win32 server 
mailing list  Subject: Re: [hlds] Left 4 Dead dedicated servers   
*sv_allow_lobby_connect_only 0* ftw =)   Can connect directly!  
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Derek Denholm

No update 4 now people can join my server. Woot! From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Date: Thu, 6 Nov 2008 13:18:42 -0700 Subject: Re: 
[hlds] Left 4 Dead dedicated servers  Are you talking about update 3?  
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
On Behalf Of Brian D'Arcy Sent: Thursday, November 06, 2008 1:17 PM To: 
Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead 
dedicated servers  They just released an update for both client and server. I 
updated the servers and restarted them. All 3 servers full instantly.. I'd say 
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-04 Thread Derek Denholm

I would love to know where you can get a dual xeon 5420 for less then $250.  
Date: Tue, 4 Nov 2008 18:50:31 -0600 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead dedicated servers 
 Whoo, that's pretty expensive, even for the hardware that's in it, you  
could do at least $100 better/mo elsewhere. ;)  [EMAIL PROTECTED] wrote:  
Turns out it's got 4GB, not 2...   I pay cost because I do tech support for 
Wolf Servers. It's $345/month for everyone else.   -- Original 
message --   From: Cc2iscooL [EMAIL PROTECTED]  How 
much did they make you pay for that? :)[EMAIL PROTECTED] wrote:   
  Obviously. :)   -- Original message --   
From: Anthal   Might wanna take another look since I doubt 
you can boot an OS with   that. 2mb of ram? Big spender! :P
[EMAIL PROTECTED] wrote:  I just updated to Wolf Server's 
top of the line dedicated box, 2 x Intel Xeon 5420 DQC 
(8CPUs@ 2.5Ghz ea.) with 2MB of RAM. I don't anticipate any problems   
running 6 L4D servers along with my two COD 4 servers, my COD 5 beta server,  
   my two 2142 servers and my ZPS server. 
 -- Original message --   From: Brian 
D'ArcyI also have issues setting 
affinity on a q6600 Win2k3. If I do, the   gameserver experiences 
bizzare lag and eventually crashes. Using firedaemon   also.   
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Re: [hlds] 10/21 TF2 Patch: Server Crashes Spectator Problems

2008-10-22 Thread Derek Denholm

Yes we have had 2 crashes out of 4 servers since this update and before this 
did not have 1 crash. Date: Wed, 22 Oct 2008 01:22:33 -0700 From: [EMAIL 
PROTECTED] To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] 
10/21 TF2 Patch: Server Crashes  Spectator Problems  After yesterday's TF2 
update, my main server is horribly unstable and crashes or freezes/becomes 
unresponsive every 15-30 minutes.  Additionally, players are reporting being 
stuck in spectator mode, unable to join unless they reconnect. I noticed 
another email on this list from someone reporting issues with misattributed 
kills involving spectators.  Anyone else experiencing problems with the 
latest patch?  Ryan  ___ To 
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Re: [hlds] Dedicated server/colo hosting

2008-10-22 Thread Derek Denholm

It would help a lot if you can tell us what location you are aiming for? Date: 
Wed, 22 Oct 2008 17:10:57 -0500 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: [hlds] Dedicated server/colo hosting  
Who are some of you guys using for your colo or dedicated hosting? I'm going 
to be moving my server, and would like some options.  It's tough to get 
through the marketing of all these providers, and really there's no substitute 
for people with actual experience with a providers network latency...  
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Re: [hlds] Information regarding server requirements for Left4Dead.

2008-10-10 Thread Derek Denholm

I thought max players was 8? Date: Fri, 10 Oct 2008 15:03:34 +0200 From: 
[EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] 
Information regarding server requirements for Left4Dead.  8 + possible 
spectators, I think.  On Fri, Oct 10, 2008 at 11:27 AM, Mike Stiehm [EMAIL 
PROTECTED] wrote:   Anyone know what the max players per server is going to 
be?   -Original Message-  From: [EMAIL PROTECTED]  
[mailto:[EMAIL PROTECTED] On Behalf Of Fabian Baur  Sent: Thursday, October 
09, 2008 10:42 AM  To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server 
mailing  list  Subject: Re: [hlds] Information regarding server 
requirements for  Left4Dead.   Yes, they will allow dedicated public 
servers...  Brian Jacobson stated that there current guess is that our Box  
a HP DL320 E3110 3Ghz Dual Core with 4Gb ram can handle around 5-8 servers.  
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Re: [hlds] HLDS Consumption

2008-10-08 Thread Derek Denholm

I am sure a small Dual Core with 2 GB of ram should be perfect for what you are 
wanting to host.  From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com 
Date: Wed, 8 Oct 2008 11:32:43 -0700 Subject: Re: [hlds] HLDS Consumption  
There is no way you will be able to run that many servers on 512MB ram. I  see 
a peak memory consumption of about 150MB on my OP4 server, but I've seen  it 
go over 250MB. I'd stick a couple GB in the box if I were you. Memory is  
cheap, go get a couple 1GB sticks and stick them in the box.  cpu consumption 
is dependant on server load. I'd use a quad core cpu and  assign each instance 
to its own core.  Are you really going to run an XDM server? Did they ever 
get around to  updating it? That last time I looked at it, it hadn't been 
updated in a long  time and was quite buggy. I got tired of the crashing and 
went back to Oz.  - Original Message -  From: Never [EMAIL 
PROTECTED] To: Half-Life dedicated Win32 server mailing list  
hlds@list.valvesoftware.com Sent: Wednesday, October 08, 2008 11:21 AM 
Subject: [hlds] HLDS Consumption   I know this is a typical question.  I 
am planning to leave my gamehosting provider and get a dedicated  server. So 
i will need to estimate the requirements of my dedicated   server.   
Actually i am planning to run 5 HLDS servers   1 - 14 Slots Half-Life 
(HLDM)  1 - 12 Slots Half-Life XDM  1- 12 Slots Adrenaline Gamer  1- 16 
Slots Counter-Strike 1.6  1- 12 Slots Earth Special Forces   I know that 
memory consumption is like 80 Mb/server, so 512 Mb will be  ok i think...  
But i need to know the processor load and bandwidth consumption per slot.   
Thank you!   Nevermore
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Re: [hlds] Windows Server 2008

2008-05-28 Thread Derek Denholm

Besides ZBlock not working. Date: Wed, 28 May 2008 14:45:19 -0700 From: 
[EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Windows 
Server 2008  We run it on a few machines to achieve 1000FPS and it appears to 
be running smooth.. no issues as of yet. Love the symlinks as well :).  On 
Wed, May 28, 2008 at 2:09 PM, Chris Brunelle [EMAIL PROTECTED] wrote:   
Is anyone running SRCDS on this operating system? How is the performance  
compared to server 2003? Just curious at the moment, as I'm looking to  setup 
a new box soon and will have the option of either OS. Thanks,   
--Chris   ___  To 
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Re: [hlds] srcds memory leak.

2008-05-20 Thread Derek Denholm

Yes same problem here. Seems like every 24 to 36 hours needs a server restart 
past the 36 hour point seems like the server is unplayable. From: [EMAIL 
PROTECTED] To: hlds@list.valvesoftware.com Date: Tue, 20 May 2008 15:10:27 
-0400 Subject: [hlds] srcds memory leak.  Is it me, or is anyone 
experiencing massive memory leaks with srcds?  In the past updates they have 
got significantly worse, I used to be forced to restart my server every 72 
hours, now it's about 24 hours. Srcds will go from using 260MB of usage on 
startup to nearly 600-700MB+ per instance within 24 hours.  - voogru.   
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RE: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any a

2007-10-15 Thread Derek Denholm
--
[ Picked text/plain from multipart/alternative ]

Honestly Chris shut the fuck up. Go circle jerk with your friends.  From: 
[EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: RE: [hlds] Servers 
that will Valve will randomly remove from the steam master servers, without any 
annoucment. Date: Mon, 15 Oct 2007 23:10:53 +0100  I suppose you would have 
to complain to Valve. Tell them you don't like me and that I'm a very nasty 
person...well probably a nasty person and ask them what mood they are in. 
Because they sure as hell don't listen to reasoned argument.  Chris.  
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
On Behalf Of DontWannaName! Sent: 15 October 2007 22:21 To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Servers that will Valve will 
randomly remove from the steam master servers, without any annoucment.  -- 
[ Picked text/plain from multipart/alternative ] Is there a voteban option on 
this mailing list? Lets voteban Chris off this.   - Original Message 
 From: Chris Barnett [EMAIL PROTECTED] To: hlds@list.valvesoftware.com 
Sent: Monday, October 15, 2007 2:15:12 PM Subject: RE: [hlds] Servers that 
will Valve will randomly remove from the steam master servers, without any 
annoucment.   It's in Valves interest to spoil us by allowing us to serve 
our gaming communities with varied and unique servers. Learn the history of 
the games and the countless mods that have kept those games alive for years. 
 Glad that you acknowledge that we are all moaning, if a brain donor like 
you notices that, then perhaps Valve will.  :-)   -Original 
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 
Patrick Shelley Sent: 15 October 2007 21:50 To: hlds@list.valvesoftware.com 
Subject: Re: [hlds] Servers that will Valve will randomly remove from the 
steam master servers, without any annoucment.  -- [ Picked text/plain from 
multipart/alternative ] Valve have spoilt you lot in the past by allowing you 
to customise this that and the other.  Now they are preventing x,y and z 
from happening you're all moaning and whinning like female dogs.  Get some 
f***ing perspective ffs.   On 10/15/07, Mike Munoz [EMAIL PROTECTED] 
wrote:   The Silence from Valve is deafening...Mike ParaDOX   
www.paradisesgarage.com-Original Message-  From: [EMAIL 
PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett  Sent: 
Monday, October 15, 2007 3:11 PM  To: hlds@list.valvesoftware.com  Subject: 
RE: [hlds] Servers that will Valve will randomly remove from the  steam 
master servers, without any annoucment.   Valve publicity ? You mean 
marketing? Don't tell me that Clown Lombardi  is  behind all of this. That 
man is responsible for the abomination that is  the  Steam forums, you 
know. Where they went out and found the worst trolling  halfwits the internet 
has to offer and gave them the keys to the Valve  forums. The sooner Valve 
get's shot of Lombardi better.   Chris.-Original 
Message-  From: [EMAIL PROTECTED]  [mailto:[EMAIL PROTECTED] On Behalf 
Of Thomas Morton  Sent: 15 October 2007 19:16  To: 
hlds@list.valvesoftware.com  Subject: Re: [hlds] Servers that will Valve will 
randomly remove from the  steam master servers, without any annoucment.  
   I'm not trying to be rude. It's just that everyday in this community,  
 there is always some joker, who thinks it's big and clever to post up   
Quit whinning, XXX isn't what I'm after, I'm alright Jack..yada yada   
yada   Fair point :) I share your viewpoint (albeit from the other side) - 
and I  did post something like that yesterday :(As far as I'm 
concerned, it might as well be random. No one knew what   Valve was going to 
do then, so what makes you think you know what they   are going to do 
tomorrow, with regards for the RANDOM REASON to why   they are removing 
servers from the list?  I dont think it's fair to hang this up with totally 
random stuff Valve  might  do.. It's not like it was totally unexpected, 
the hack / mod surfaced,  people got excited and Valve publicly weren't happy 
with it. I dont think  randomly killed is fair - perhaps unexpectedly. They 
are NOT going to turn  round tomorrow and kill Eventscripts or MM:S and so 
on.. (when they get to  OB source).With regards to metamod source. 
They might not remove metamod servers   from the list, but you might find 
that your server has been removed   because Valve didn't like a side effect 
of a particular metamod   plugin. If they don't give us a clue as to what 
the rules are, then we   have to assume that any plugin is a risk.  Sorry 
that was a joke - Im not MM:S fan :)It doesn't matter how valid anyone 
thinks any reason the master list   removal is. If server admins become 
scared to install plugins, because   they don't know whether that plugin 
will incur the wrath of valves   list server, then why bother writing and 
installing plugins?  Yes, and also no. This is 1 

RE: [hlds] 24 Player Limit

2007-10-09 Thread Derek Denholm
--
[ Picked text/plain from multipart/alternative ]

LOL if you don't like 32 players why don't you just go play a 24 person server? 
Some people could same the samething about the 24 person servers. That would be 
redic stupid to just have 24 person servers max. I hope we find a way to make a 
64 person server just like CSS.  From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: [hlds] 24 Player Limit Date: Tue, 9 Oct 
2007 16:23:20 +  While I know this might not be popular on this list, I 
would request that Valve address the exploit allowing more than 24 players in 
a server. You've spent a great deal of time finding a balance with this game 
and it has been beautifully achieved with the 24 player limit. However, I fear 
that the ability to run 32 players will rapidly become the norm and the balance 
is destroyed with that many players. Having 4 snipers and 5 pyros on a team and 
still having the ability to advance is just ridiculous. You nailed it with 24 
and I for one feel you should keep it there or at least make it extremely 
difficult to have more so most servers don't end up running with that many 
players.  NaughtyGeek T3Gaming.com  
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RE: [hlds] Please break custom maps that are using the EP2 engine

2007-10-09 Thread Derek Denholm
--
[ Picked text/plain from multipart/alternative ]

Wow I really dont understand people If you don't like it don't play them. 
not 1 person is forcing you to play the maps. From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: [hlds] Please break custom maps that are 
using the EP2 engine Date: Tue, 9 Oct 2007 19:51:08 +0200  Hello,  would 
it be possible to stop mappers from creating maps for TF2 by using tools that 
port EP2 materials and models to EP1? I realy dislike those custom maps, often 
they don't fit the game style and the textures are not looking like the 
original ones.  Please force the mappers to wait for the real SDK, thanks.  
Thanks  PS: I don't want any answers like: Let the mappers do what they 
want. I just don't like the idea of having crappy maps around before the SDK 
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RE: [hlds] Re: Very Tiresome - Team fortress 2

2007-10-08 Thread Derek Denholm
--
[ Picked text/plain from multipart/alternative ]

Buy a server?  From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com 
Subject: [hlds] Re: Very Tiresome - Team fortress 2 Date: Mon, 8 Oct 2007 
16:15:05 -0500  This is a multi-part message in MIME format. -- [ Picked 
text/plain from multipart/alternative ] Yeah, sorry bout that...  Team 
fortress 2 dedicated server srcds is giving me a fit. I did all the updating 
twice and seaming completed. Counter-Strike Source works using the srcds GUI 
or console. I cannot seem to get Team Fortress 2 to work. The GUI will come up 
but after setting map and players and such, when I click on Start I get this 
message: SteamUserStats could not be located in the dynamic link library. I 
click okay and the app shuts down.  I searched via Google and Steam and 
forums and copernic and get one reference at the srcds.com site with someone 
else complaining about the same thing. Good grief  I would appreciate any 
help whatsoever.  Thanks  BeVar  --   
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