Re: [hlds] TF2 - Removing Halos

2009-09-05 Thread Dj Satane
Now that hat chances have increased idling with actual game minimized will
be quite an adventure since there is actual hope for hats. Of course because
of this people will idle more. Oh and they will be honest, cause u can still
run game, minimize and idle on server without afk kick.
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Re: [hlds] TF2 - Removing Halos

2009-09-04 Thread Dj Satane
further, spy that cloaks with halo equipped, his halo is slightly visible to
enemy...
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Coming

2009-08-17 Thread Dj Satane
what exactly was fixed with rocket jumping? changelog is kinda not helpful
in that regard.

On Mon, Aug 17, 2009 at 8:09 PM, stephen griffiths  wrote:

> Awesome, hoping for a RJ fix.
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Re: [hlds] Vac Ban for Idle program @ Source Op?

2009-05-31 Thread Dj Satane
many people use that achievement unlocker in slow fashion and even quick
fashion and dont have their weapons removed so yea. As to someone mentioning
tf2 using gpu, if you run the game minimized gpu is not used at all and runs
idle the only drawback of running tf2 minimized vs not at all is memory
usage by the system. cpu usage is about 1% and gpu no more than in 2d
windows mode when you run tf2 minimized idle on any server.

On Sun, May 31, 2009 at 6:15 PM, Clyde cide wrote:

> Its an interesting debate, although Valve did not Vac Ban the weapon
> unlocker they just removed the weapons, so I am on the fence wether or not
> they would Vac on this one. my gut says they wouldnt and the kid in that
> post got picked off for another cheat, perhaps one they didnt know about.
> I.E. a friend that knows his log on and runs it from a different machine
>
> On Sun, May 31, 2009 at 5:48 PM, Mike Stiehm  wrote:
>
> > I agree
> >
> > Kenny Loggins
> > ClanAO.com
> >
> > On May 31, 2009, at 4:38 PM, SakeFox  wrote:
> >
> > > there is a difference. one you are actually running tf2. another your
> > > just running a outside application to emulate running the game.
> > >
> > > really this thread should just be stopped since its just going to turn
> > > into a flame war and the end results will be the people that use it
> > > wont
> > > think its cheating while people that don't think it is.
> > >
> > > Philip Bembridge wrote:
> > >> Valve: feel free to block the program, but please PLEASE after the
> > >> weapon
> > >> drop probabilities are geared towards playing well.. similar to the
> > >> crit
> > >> calculation!!
> > >>
> > >> @ cc2iscool: is this program any different to sitting idle in a
> > >> server? then
> > >> sitting in an idle server is cheating... if so, how are you going
> > >> to strip
> > >> their achieves? You can't strip one without stripping the other
> > >> ___
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> > >>
> > >>
> > >
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Re: [hlds] Vac Ban for Idle program @ Source Op?

2009-05-31 Thread Dj Satane
then maybe you should also ban all the people who use steam achievement
manager...
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Re: [hlds] Fix for Loadout/Steam server bug with the Sniper update?

2009-05-13 Thread Dj Satane
well if a server loses connection to steam, i dont think there is anythint
that can be done, i mean what do you expect?

On Wed, May 13, 2009 at 9:37 PM, msleeper  wrote:

> Is there any word of if there will be a fix for a TF2 server losing
> connection to the Steam servers and blocking the loadout? Thanks.
>
>
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Re: [hlds] Team Fortress 2 Update Released

2009-05-01 Thread Dj Satane
For some strange reason, TF2 update log:
http://storefront.steampowered.com/platform/update_history/index.php?appID=440&l=english&cc=US
DOES
NOT list this update, and further my game did not update yet whats up?
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Re: [hlds] FW: Team Fortress 2 Update Released

2009-04-20 Thread Dj Satane
so why would there be need for option to perm delete items? whats the point?
Why roll out such dangerous update without explaining it...
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Re: [hlds] Team Fortress 2 Update Available

2009-03-19 Thread Dj Satane
Since some people were comparing clients, I will chip in and say that I can
now play on 32 man servers with multi core rendering on without crashing for
hours, performance boost is obvious (e6600 + gt8800).
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Re: [hlds] sv_allow_wait_command does not work in tf2

2009-02-11 Thread Dj Satane
this should be fixed, as this is important server cvar towards leagues.

On Wed, Feb 11, 2009 at 10:27 PM, Nicholas Hastings wrote:

> Not sure about other games, but setting sv_allow_wait_command to 0 does
> not seem to actually block wait in tf2.
>
> For example, even after setting to not allow, doing  "say bleh ; wait
> 1000 ; explode" still has the wait time before exploding
>
> "sv_allow_wait_command" = "0" ( def. "1" )
>  replicated
>  - Allow or disallow the wait command on clients connected to this server.
>
> This is the case on Windows servers. I don't have a linux one to try at
> the moment. Is anyone else experiencing this?
>
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Re: [hlds] Custom crosshairs put in a crosshair when the sniper rifle isn't zoomed.

2009-02-03 Thread Dj Satane
thats the definition of custom crosshair... normal crosshair in that class
and weapon is "no crosshair" but just as for any class if you choose custom
crosshair it overwrites it and uses that. Things seem to be fine.
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Re: [hlds] [TF2] Time out at map change

2008-11-30 Thread Dj Satane
I have been getting same issue, time out from various servers including
vanilla TF2 servers at map change, usually 60% of the players on that server
get the same thing. This started to happen about week+ ago...
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Re: [hlds] Status

2008-11-12 Thread Dj Satane
Its not like we are crying for taking out matchmaking lobby, but it would be
nice for steam server browser to support l4d just like tf2. That's all.

On Wed, Nov 12, 2008 at 7:51 AM, Andy Simpson <[EMAIL PROTECTED]>wrote:

> You have to realise that Valve are forever treading a fine line
> between the players and the server admins.
>
> If you look at some of the mods being run out there, some of them are
> actively player-hostile, especially to new players, as the game
> experience changes semi-randomly. Instant respawn in particular turns
> many maps into unwinnable meat-grinders.
>
> The custom tab was a laudable effort to help new players get
> acquainted with the vanilla game before they get assaulted by the
> variations - but when it proved to be imperfect, they listened and
> changed.
>
> The fact that they're engaging in a dialogue to try and reach a
> compromise that suits everyone is what you should be paying attention
> to, rather than making knee-jerk reactions.
>
> Sent from my iPhone
>
> On 12 Nov 2008, at 08:25, Timothy L Havener <
> [EMAIL PROTECTED]
>   > wrote:
>
> > I had that hope after the custom tab debacle. I now no longer hold
> > onto
> > it. I give up on Valve.
> >
> > [ЯтR] The-/ >> Hopefully its only nibbling in ignorance, as we are they're bread and
> >> butter, and hopefully it will be balanced in the end, keep console as
> >> console and PC above it all.
> >>
> >> Timothy L Havener wrote:
> >>
> >>> Where once Valve was an innovator in the way we play online games
> >>> they
> >>> have no become a force of complete destruction to the way we play PC
> >>> games.  By reverting to a console style server browser they have
> >>> devolved their game into an Idoit's Guide to Online Gaming.  This is
> >>> just another move on the chess board to marginalize server admins
> >>> and
> >>> take complete control of the gaming experience.  Anyone who
> >>> doesn't see
> >>> that is blind.  I had a little respect for them left after TF2 and
> >>> it is
> >>> now gone. Keep pissing off admins, Valve, its always good to bite
> >>> the
> >>> hand that feeds you.  I'm sure those uneducated gamers out there
> >>> that
> >>> you are catering to will step up to the plate when all of us are
> >>> gone.
> >>> Good luck with that.
> >>>
> >>>
> >>>
> >>> Dj Satane wrote:
> >>>
> >>>
> >>>> Let me get something straight, Erik wrote: " When a player or two
> >>>> leaves
> >>>> Left 4 Dead the game suffers quite a bit, and we were worried
> >>>> that the
> >>>> server browser model wasn't the right one for this game."
> >>>>
> >>>> Erik, you don't explain the matchmaking how it solves the problem
> >>>> you
> >>>> are talking about. How does "console style" matchmaking solves
> >>>> the problem
> >>>> of people leaving a left 4 dead game? How does server browser
> >>>> supposedly
> >>>> does not solve this problem?
> >>>>
> >>>> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]
> >>>> >wrote:
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>> First off, thanks to everyone for running servers for the demo.
> >>>>> We knew
> >>>>> going into the release that we were going to need to figure out
> >>>>> some ways to
> >>>>> make it worth it for server administrators, and now we have a
> >>>>> ton of
> >>>>> feedback to work with.
> >>>>>
> >>>>> Right now we're looking at ways that server administrators can
> >>>>> both build a
> >>>>> community around their game server (by subscribing to
> >>>>> matchmaking) as well
> >>>>> as service their group of "regulars" that play on their server.
> >>>>> Hooking game
> >>>>> servers into Steam Community is going to be our first step, and
> >>>>> we're
> >>>>> working on that now.
> >>>>>
> >>>>> There is a key difference between Left 4 Dead and games like
> >>>>> Counter-Strike
> >>&

Re: [hlds] Status

2008-11-11 Thread Dj Satane
Let me get something straight, Erik wrote: " When a player or two leaves
Left 4 Dead the game suffers quite a bit, and we were worried that the
server browser model wasn't the right one for this game."

Erik, you don't explain the matchmaking how it solves the problem you
are talking about. How does "console style" matchmaking solves the problem
of people leaving a left 4 dead game? How does server browser supposedly
does not solve this problem?

On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <[EMAIL PROTECTED]>wrote:

> First off, thanks to everyone for running servers for the demo. We knew
> going into the release that we were going to need to figure out some ways to
> make it worth it for server administrators, and now we have a ton of
> feedback to work with.
>
> Right now we're looking at ways that server administrators can both build a
> community around their game server (by subscribing to matchmaking) as well
> as service their group of "regulars" that play on their server. Hooking game
> servers into Steam Community is going to be our first step, and we're
> working on that now.
>
> There is a key difference between Left 4 Dead and games like Counter-Strike
> and Team Fortress in terms of matchmaking that we wanted to solve, and
> didn't think the server browser could accomplish. In CS and TF2, you can
> have 2 or 3 players leave in the middle of a game, have their slots filled
> by new people, and everyone else's experience doesn't completely suffer.
> When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
> were worried that the server browser model wasn't the right one for this
> game. In hindsight, there are a number of cases where the server browser
> does a better job than the new matchmaking system does, so it is highly
> likely that we'll be adding it back in soon. It isn't trivially easy to turn
> back on, but there is overlap between it and the Steam Community work we'd
> like to do.
>
> Right now we're working toward getting that release out within a week or
> so.
>
> There are a number of Valve employees reading all of the posts on this
> list, and while we can't reply to every question that comes across, the
> discussions here are ones we reference commonly when talking about what to
> do next internally.
>
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